Blood & Valor
Blood & Valor
BEFORE THE
FIRST
WORLD
WAR
(1871-1914)
CREDITS
LEAD DESIGNERS
Rufus DeVane & Kai DeVane
HISTORICAL WRITERS
& CONSULTANTS
Mitch Reed
Rufus DeVane
EDITOR PRODUCER
Steven Soler Alex Aguila
PROOFREADING/INDEXING
K. Drew Saxton
ART DIRECTION
Lilian Figueroa Piedra
ILLUSTRATION
& GRAPHIC DESIGN
Lilian Figueroa Piedra
PHOTOGRAPHY
Roberto Ojeda
DESIGN CONTRIBUTORS
Mitch Reed Gavin Winspear
Thomas Keegan Mike Tunez
Boyd Bruce
CHAPTER 5. TERRAIN 21
CHAPTER 6. RANGED COMBAT 25
6.1 RANGED WEAPON TYPES............................................................................27
6.2 BARRAGES................................................................................................ 29
Blood and Valor is a skirmish level game set during the con-
flicts of the Great War. In this game, two or more players will
control forces to attempt to gain vital intelligence from their
enemy. Blood and Valor focuses on small unit tactics such as
conducting trench raids, scouting missions, and patrols.
CHAPTER 2.
This events list is not meant to be a complete history of The Great War. This is to give
players a general overview of the war with special emphasis on the different theaters
covered in Blood and Valor. Hopefully players will be enticed to do further reading and
research to make their games as engrossing and enjoyable as possible. Thank you and
happy wargaming.
Blood and Valor
1914
August 15th - Raid by three hundred Ger- May 7th - RMS Lusitania is sunk by Ger-
mans in British East Africa threatens Ugan- man U-Boat. 1,201 people are killed; 128
da railroad. were Americans.
June 28th - Archduke Franz Ferdinand,
the heir to the Austro-Hungarian Empire, August 20th - Brussels surrenders; the Bel- May 23rd - Italy declares war on
is assassinated in Sarajevo. gian army withdraws to Antwerp. Austria-Hungary.
July 23rd - Austria-Hungary sends an ulti- August 21st-25th - Germany attacks May 31st - First zeppelin raid on London.
matum to Serbia. Serbia’s reply fails to sat- Namur. German Army crosses the Sambre
isfy the Austro-Hungarians. Both countries River. August 6th - Landings on the Gallipoli
move to a war footing. peninsula at Suvla Bay meet with confu-
August 22nd - French offensive in the Ar- sion, no significant gains.
July 24 th
- Serbia appeals to Russia for dennes Forest meets with immediate defeat.
help. September 11th - First tank demonstrated
August 23 -24 - British defeat at Mons.
rd th
to British military leaders.
July 26th - Britain seeks conference to set-
tle Serbian problem. September 5th-12th - Battle of the Marne. September 26th-28th - British forces de-
feat Ottomans at Kut al-Amara.
July 27th - Germany indicates refusal to September 22nd-26th - Battle of Picardy.
participate in the conference. December 7th - Ottomans start the siege
October 5th - First German aircraft shot of Kut al-Amara.
July 28th - Austria-Hungary declares war down by Allied plane.
on Serbia. December 18th-20th - Evacuation of
October 10th - Antwerp surrenders. forces from Suvla Bay and ANZAC Cove.
July 31st - Russia orders general mobiliza-
October 14th - Ottomans launch raid December 19th - Sir Douglas Haig named
tion. Germany demands Russians halt mo-
against Russian ports on the Black Sea. new commander of the B.E.F.
bilization.
Following the attack, Russia, Britain, and
1916
August 1st - Germany declares war on Rus- France declare war on the Ottoman Em-
sia. pire.
August 2nd - France orders full mobiliza- October 18th – November 22nd - First February 2nd - Britain introduces con-
tion in support of Russia. battle of Ypres. scription.
August 2nd - Germany demands free pas- October 29th - Ottomans join Central February 21st – December 18th - Battle
sage through Belgium. Belgium refuses. Powers. of Verdun; German offensive begins follow-
ing nine hour artillery barrage.
August 3rd - Germany declares war on November 3rd-4th - British lose the Battle
France. of Tanga in German East Africa. May 31st - Battle of Jutland.
August 4th - German forces enter Belgium. December 25th - Christmas truce on the March 5th - British offensive in the region
Western Front. of Mt. Kilimanjaro; German forces fight
August 4th - Belgium invokes the 1839 skillfully under Leutnant Colonel Paul
Treaty of London and, in compliance with
its obligations, Britain declares war on Ger- 1915 Emil von Lettow-Vorbeck.
11
The Great War: A Chronology
1917 1918
November 4th - Start of the final Allied
offensive on the Western Front.
January 19th - Zimmerman Telegram is February 14th - The Red Army is formed November 9th - Kaiser Wilhelm II abdi-
intercepted. in Russia. cates.
March 15th - Germans begin to withdraw February 18th - Germany resumes war November 10th - Kaiser crosses border
to the Hindenburg Line. with Russia. into the Netherlands after losing the sup-
port of the army and navy.
March 20th - Arras offensive begins. February 24th - Russian Soviets accept
German terms. November 11th - Armistice concluded
April 6th - America declares war on Ger- with Germany.
many. March 3rd - The Treaty of Brest-Litovsk is
1919
signed between Germany and Russia.
April 16th – May 9th - French Neville of-
fensive begins. March 21st - Ludendorff launches Michael
Offensive, 65 division attack on 60 mile January 12th - Paris Peace Conference.
April 17th - French tanks used in battle for wide front, over the old Somme Battlefield.
the first time. June 28th - Treaty of Versailles signed.
May 10th - German gas attack on French
May 15th - Petain becomes French Com- and Americans in Meuse-Argonne sector.
mander in Chief for Western Front Forces.
July 18th - Allied counter-offensive begins
May 19th - John Pershing given command with French advance to clear the Marne
of the American Expeditionary Force Salient.
(A.E.F.)
July 20th - Germans retreat at the Marne.
May 27th - French troops refuse to obey
orders to advance to front as mutiny grows. August 1st - British and French troops be-
gin a series of trench raids on Asiago Pla-
June 25th - First contingent of American teau.
troops lands in France.
August 3rd - British and Japanese land at
July 6th - Fall of Aqaba to Lawrence of Vladivostok.
Arabia and Arab forces.
June 6th - American counter-attack in the
July 31st - Third battle of Ypres starts. Battle of Belleau Wood.
September 16th - Lawrence of Arabia June 25th - Americans win the Battle of
leads an attack on Hejaz railroad in Arabia. Belleau Wood.
October 12th - ANZAC troops advance September 29th - Ludendorff calls for im-
towards Passchendaele. mediate armistice.
October 26th - Canadian troops advance October 5th - Allies capture the Hinden-
towards Passchendaele. burg Line.
November 6th - Allied troops capture October 26th - Ludendorff dismissed by
Passchendaele. Kaiser for appealing to the army to ignore
government and its armistice negotiations.
November 20th – December 4th - Bat-
tle of Cambrai begins; massed tank attack October 29th - German Navy begins to
enables British to make significant gains. mutiny.
December 9th - British capture Jerusalem, October 30th - Armistice signed between
thus achieving Lloyd George’s aim of tak- Allies and Ottomans.
ing the city by Christmas.
November 1st - French and American of-
December 15th - Twenty-eight day armi- fensive begins in Aisne-Meuse sector.
stice is signed by Russia and Germany.
November 3rd - Italy and Austria-Hunga-
ry sign an armistice near Padua.
12
GAME ESSENTIALS CHAPTER 3.
3.1
HOW TO USE
THIS BOOK
The rules to Blood and Valor are organized to get folks play-
ing quickly. As players become more comfortable with the
rules, more complex layers of game play can be added to cre-
ate a more in-depth experience of warfare during the Great
War. Our goal is to make Blood and Valor easy to learn and
challenging to master.
3.2
MATERIALS
NEEDED TO PLAY
Each player will need a tape measure, at least 6 10-sided dice
(D10), 25 to 45 28mm World War I miniatures, a large playing
surface (150 point games work well on a 3’x3’ gaming area,
while 250 point games work best on a 3’x4’ gaming area), and
terrain to represent a battlefield of the Great War. Tokens are
provided at the back of this book (pg.109) and can be copied
for use during games.
3.3
MEASUREMENT
This game is described in inches and players are allowed to
take measurements at any time. Distances are measured from
the base edge of the models on the table. There are some ex-
ceptions to this rule, as in the case of a heavy machine gun,
measurements are taken from the barrel of the gun. These
exceptions will be listed in the descriptions of the units.
3.4
MINIATURES
Blood and Valor is designed to be used with 28mm miniatures
on 25mm round bases. Teams of models are mounted on
a 60mm round sized base. For example, a Heavy Machine
Gun team is made up of three soldiers and the machine gun
model. This group of models should be mounted on the same
60mm round base for convenience. Models on horse-back
should be on 50mm by 25mm oval or squared bases.
Blood and Valor
3.5
For Example, a player rolls a Skill Test with 4 dice with
a target number of 6. The result is 2 successes. The player
SPORTSMANSHIP
chooses to Bite the Bullet and must reroll all 4 dice to try
and gain more successes. The player must accept the result
3.9
answers can always be found by checking the
FAQ on Firelockgames.com/downloads or email-
ing us at Support@firelockgames.com.
3.6
1” of any other model in the unit . If a model is
forced out of cohesion by a rule in the game, the
AND MODEL
This rulebook will often refer to forces, units, and
models. A force is your entire army. A unit is a
grouping of models, units are determined during
Army Building (pg.35). A model is referring to a
single miniature in a unit.
3.7
SKILL TESTS
Skill tests are how successes and failures are de-
termined in Blood and Valor. To complete a Skill
Test: determine the target number, determine how
many dice are to be rolled, and then roll the dice.
Any result equal to or higher than the target num-
ber is a success. A result of a 10 on a D10 is always
counted as a success, while a result of 1 is always a
3.10
fail. There are many special rules and game effects
that change the target number of a Skill Test by
ZONE OF
adding modifiers, but 10’s and 1’s are always treat-
ed as successes and failures respectively.
CONTROL
Units exert a 1” zone of control. No model from
15
Game Essentials
3.11 3.12
LINE OF SIGHT FATIGUE
Blood and Valor uses the concept of True Line of Fatigue represents the energy and effectiveness of
Sight when determining if a model in a unit can your units being worn down by the chaos of bat-
see a model of an enemy unit. This method of tle. Units normally gain Fatigue by failing Resolve
determining line of sight forces the player to get Skill Tests after being attacked in ranged or close
a model’s eye view of the battlefield. We feel that combat. Each time a unit is hit by ranged or close
True Line of Sight grants players a more immer- combat a Fatigue Test must be taken, the player
sive experience while playing Blood and Valor. must roll 1 dice for being hit and 1 dice for each
model removed. The target number is the unit’s
The easiest way to check True Line of Sight during resolve skill. For each fail result, that unit takes 1
gameplay is to use a tape measure or ruler as a Fatigue point.
straight line, typically while measuring distances,
between the two models in question. If the line For Example, a unit of British Riflemen is attacked by an
enemy ranged attack. Luckily for the British they succeed
does not pass over blocking terrain, the model is
on all of their save skill test results, thus no model is re-
visible. This method will suffice in most situations. moved. The British still need to make a resolve test with 1
However, there will be times when it is necessary dice because they were hit in an attack. The Riflemen fail
to determine what the model can see by looking the test and receive 1 point of Fatigue.
low over the model’s head (For example, when a
model is partially blocked by terrain). If the target As units gain Fatigue, they become less effective
model is partially obscured, line of sight can only when fighting on the battlefield. Below is a chart
be drawn if the torso or head of the target model is showing the effects of different levels of Fatigue:
clearly visible. The tip of the gun and extremities
do not count. Models and units that cannot be 1 Fatigue No negative effects
seen, cannot be targeted by actions that require 2 Fatigue Loses 1 action for its activation
line of sight. If getting the point of view of a model 3 Fatigue Loses 1 action and is Shaken
is difficult because of terrain, you can use the point 4 Fatigue Loses 1 action and is Shaken
of view of the model being targeted instead. If ei- 5 Fatigue Loses 1 action and is Shaken
ther model can see the other, they are both count- 6 Fatigue Loses 1 action and is Shaken
ed as having line of sight towards each other. 7 Fatigue Unit is Removed
In the case of squatting or prone figures, models Units can use actions (such as Rally) and special
are considered to be approximately 1” tall when effects to remove Fatigue.
determining Line of Sight.
If a unit ever has twice as many fatigue points as
models or 7 Fatigue points, that unit has lost all
morale and is removed from the table.
3.13
SHAKEN
If a unit has 3 or more Fatigue, it becomes Shaken.
Shaken units must fall back 4” directly towards
their deployment zone. Any time a shaken unit
takes Fatigue, it must fall back again towards
its deployment zone. If a unit can no longer fall
back (because of table edge, being surrounded,
etc.), it halts its movement. Any unit that begins
its activation shaken, must take a Free Rally Ac-
tion(pg.19) and do nothing else.
16
GAME TURNS CHAPTER 4.
4.1
OVERVIEW
Each turn is broken down into rounds where players alter-
nate activating a unit in their army. Players start each round
by bidding Initiative Points to determine who will act first.
The player with the initiative will now activate a unit by
choosing a unit that has not been activated this turn and
completing however many actions that unit has available.
Once each unit in both armies has been activated, a new
turn begins. The game continues this way until one Force
has been completely destroyed or a scenario objective has
been completed.
4.2
ROUND BIDDING
At the start of each turn, players total up how many Initiative
Points are in their initiative pool for that turn. The initiative
points given for each unit in your army are the following:
Once tokens are revealed, the player with the higher number
will activate 1 of their units first followed by the player with
the next highest number. If a unit is activated by a bid of 0
points, that unit will have 1 fewer actions for the turn.
Players with tied initiative bids will both roll a D10, the play-
er with the higher roll has the initiative. Continue to roll un-
til one player rolls higher. Some commanders in the game will
give a bonus to this roll.
Blood and Valor
4.3
UNIT ACTIONS
Each activation, a unit may take up to 2 actions
(unless affected by Fatigue, bidding 0 points, etc.).
Listed below are the possible actions that each of
your units can take. A unit cannot take 2 of the
same action in a single round, unless stated on the
action (for example, a unit can legally make 2 Ad-
vance actions in an activation).
19
Game Turns
1 D10 for each point of fatigue it has and takes a Command Actions: Each force’s Command-
Resolve Skill Test. For each success, 1 point of Fa- er can also give his army extra actions up to his
tigue is removed. A unit that starts its activation number of Command Points each turn. This can
Shaken can only take a Rally action. If a unit is be a powerful tool to make your units more effec-
within the command range and line of sight of the tive in battle. At any point during a commanding
Commanding Officer, the unit gains a (-1) bonus unit’s activation, choose a friendly unit within the
to the target number for the Resolve Skill Test. commander’s line of sight and command range.
The commander may spend a Command Point to
Units must Rally if they are Shaken. Note, if a have the target unit can take any available action.
unit has zero actions due to being Fatigued and Each unit can only take 1 action this way per turn.
being activated with zero Initiative Points, it can A unit being given a Command Action does not
always perform a Rally action. Units that are count as being activated. The commander may
Shaken must take a Free Rally Action and do spend a Command Point to give his own unit an
nothing else. Units may take up to two Rally ac- extra action. A commander that is Shaken or in
tions during an activation, if able. Close Combat cannot give out Command Ac-
tions. A command action may not be used for a
Take Cover: Place a Take Cover token ( )
Run or an Aim action.
next to the unit. A unit taking a Shoot Skill Test
targeting a unit with the Take Cover token takes The Grand Maneuver “Over the Top”: Once
a (+1) modifier to their target number. The Take per game, the commander of your force may use
Cover token is removed the next time this unit an action give a Grand Maneuver order to all
is activated or when the unit is engaged in close units within his Command Range. All units with-
combat. A unit being given a Command Action in the commander’s command range and line
does not count as being activated. of sight may take a Free Advance Action. This
represents going over the top of the trench in a
Fight: Perform a round of Close Combat (pg.31).
massive wave of infantry. It can also represent a
This action can only be taken by a unit engaged
commander pushing his troops to achieve their
in close combat. This action cannot be taken by a
final objective. This order cannot be used to ini-
unit that charged this round.
tiate a Close Combat or move a unit out of Close
Free Actions: Some actions and special rules Combat. Also, units that are Shaken when the
will grant units Free Actions, these actions are grand maneuver is issued cannot be moved. A
done in addition to the unit’s normal number of commander that is Shaken or in Close Combat
actions for that activation. cannot use The Grand Maneuver Action.
20
TERRAIN
CHAPTER 5.
Cover Bonus: Using True Line of Sight (pg.16) from the tar-
geting unit, cover bonus is applied to the target unit if 50% or
more of the unit is blocked by terrain. There are two kinds
of cover:
Obstacle and stop. The British player rolls 1 D10 and re-
ceives a result of 2; they have failed the Hung on the Wire
test. The unit receives a Hung on the Wire token and must
during the turn, the British player decides to give this unit
Wire. Because the unit has a Hung on the Wire token, this
unit does not need to take another Hung on the Wire test.
23
Terrain
the same section if all the models from each unit TERRAIN REFERENCE:
physically fit. Enemy units cannot occupy the
same section of a building. Buildings can have Before each game, we encourage players to discuss
multiple sections. Players should define these sec- and define how each piece of terrain on the battle-
tions before gameplay starts. Typically, sections field will affect the game. To help you quickly set
are divided by room walls and floors. Units can terrain for your play board, we have included an
move between neighboring sections, including optional reference for common terrain elements:
sections above or below, by using an Advance ac-
tion. Units cannot be spread to multiple sections. Forest: Area Terrain, Soft Cover
Units use the openings of the building section, Hills: Hard Cover
such as a door or window, that they are in, to de-
Deep Rivers: Impassable
termine line of sight. If line of sight can be drawn
from the opening to the intended target, all mod- Low Bushes: Soft Cover
els in the unit can shoot. If line of sight can be
drawn to an opening of a building section that has Tall Bushes: Difficult terrain, Soft Cover
a unit in it, all models in that unit can be shot
at. Buildings provide hard cover for units within Low Walls: Hard Cover
them. If two units are within the same room of
Tall Walls: Difficult Terrain, Hard Cover
a building, the attacker must declare which unit
they are attacking before rolling. Scatter Terrain (Crates, barrels, etc.): Soft
Cover, Impassable
There are two ways to charge an enemy unit in-
side of a building, charging from outside a build- Large Rubble or Destroyed Buildings: Area
ing and charging from within. To charge from Terrain, Hard Cover
outside a building, the charging unit must make
base contact with the building within 1” of an Trenches: Hard Cover
opening in the section containing the target unit.
To charge from within the building, the attacking
unit must be within a neighboring section and de-
clare a charge (the charging unit does not move
in this case). After either of these cases, the units
are in considered to be in close combat and battle
is conducted normally (pg.31). If two enemy units
are within the same room of a building the at-
tacker must declare which unit they are charging
immediately after declaring the charge. Only the
unit being charged may conduct a Defensive Fire
(pg.33). If the building section being attacked is
empty after a close combat action, the surviving
unit may move into the building section through
the opening being assaulted as a Free Action. If
the defending unit must fall back, it must exit the
building through the opening closest to its deploy-
ment zone. The falling back unit will make a 4”
move starting from base contact with the building.
24
RANGED COMBAT CHAPTER 6.
SHOOTING:
A Shoot action is done by completing the following in order:
Shoot Skill Test: Start a Shoot test by counting Resolve Skill Test: If the attacker scored any hit
how many shots are being fired. Each weapon in the shoot test, roll 1 D10 plus an additional 1
that a model is equipped with has a Shot value in D10 for each casualty lost in the save test. The tar-
their weapon description. Add up the Shot values get number for the test is the Resolve skill value of
for all the weapons shooting and roll that many the unit after the applicable modifiers (command
D10. The target number for this test is the Shoot range, special rules, etc.). The defending unit re-
skill value of the unit after any relevant modifiers ceives 1 Fatigue (pg.16) for each result less than the
(cover bonus, range, special rules, etc.) are applied. target number.
Any result that is equal to or higher than the tar-
For Example: The German player is ordering his Riflemen to
get number counts as a success.
Shoot at the British Riflemen unit. The German unit is 6”
away from the British and the British are out in the open.
Shoot Save Skill Test: For each success from The German unit has 8 Riflemen in their unit, so he rolls 8
the Shoot skill test, the defending player must roll D10. The target number for the test is 7, because 6 is the
a D10. The target number for this test is the Shoot unit’s Shoot skill and they gain a +1 modifier for distance.
Save skill value of the unit after the applicable The roll results in 3 successes. The British player must now
roll a save test with 3 D10. The target number is 6, because
modifiers (cover bonus, special rules, etc.). The
their Shoot Save skill is 6. The roll results in 2 fails. The
defending player removes a model from their unit British player must now remove 2 models from their unit
for each result that is less than the target number. and roll a Resolve test using 3 dice. The target number for
Models that are not in cover should be removed the Resolve test is 6, because the unit’s resolve skill is 6.
first. Models that cannot be seen by the enemy, The roll results in 1 failure, so the unit receives 1 Fatigue.
cannot be removed.
Limited Fuel: Each time this weapon is fired, put an ammo token on it. If this weapon ever has 2 ammo tokens, the
weapon is out of fuel and the unit is removed from the table.
Flamethrower: Instead of rolling a normal Shoot skill test, roll 1 D10 for each model in the defending unit with a target
number of 4. The defender then rolls 1 D10 for each success with a target number of 9 (cover bonuses are not applied
for Flamethrower saves). Defender removes 1 model for each failed save. Resolve test is performed as normal.
Line of Sight and Range is determined from the model holding the Flamethrower.
HEAVY MACHINE GUN (HMG) ARC OF FIRE: Forward 180* RANGE: - SHOTS: 8
Heavy: This unit may not take a Shoot action in the same activation that it takes an Advance action. This unit cannot
use the Run action and cannot move more than 4” in an activation. If the crew of this gun is ever reduced to 1 model,
the gun can no longer be moved.
(+1) to the target number of save tests taken as a result of being hit by this weapon.
Line of Sight and Range are determined from the Heavy Machine Gun model.
A unit successfully hit by this weapon takes an additional Fatigue before normal Resolve test is rolled.
Line of Sight and Range are determined from the model holding the Sniper Rifle.
27
Ranged Combat
If this weapon rolls a success on its Shoot action, roll 5 more D10
with a target number of 7. The defender then rolls 1 D10 for each
success with a target number of 9 instead of a normal save (cover
bonuses are not applied for Trench Catapult saves). Defender
removes 1 model for each failed save. Resolve test is performed
as normal.
Line of Sight and Range are determined from the Trench Catapult
model. Friendly troops do not block line of sight for a Trench
Catapult.
Friendly troops do not block line of sight for for Rifle Grenade Shoot tests.
If this weapon rolls a success on its Shoot action, roll 5 more D10 with a target number of 7. The defender then rolls 1
D10 for each success with a target number of 9 instead of a normal save (cover bonuses are not applied for saves against
Infantry Support Gun damage). Defender removes 1 model for each failed save. Resolve test is performed as normal.
Line of Sight and Range are determined from the Infantry Support Gun.
28
Blood and Valor
6.2
Barrages are activated like units during the initia-
tive bidding phase. There are 2 exceptions:
29
Ranged Combat
the target unit will also be affected by the barrage. test for each of their own units being affected. As
Using 3 D10 for each test, players roll a Resolve these are regular Resolve tests, Command Range
test for each of their own units being affected. (pg.37) and other special rules may modify the tar-
Gain a Fatigue for each failed result as normal. get number for each unit’s Resolve test.
Remove a model from the unit for each result of
1 during these tests. As these are regular Resolve PLACING A NAVAL
tests, Command Range (pg.37) and other special
GUNFIRE BARRAGE:
rules may modify the target number for each
unit’s Resolve test. The player placing the barrage picks an enemy
unit. Every enemy and friendly unit within 6” of
PLACING A GAS BARRAGE: the target unit will also be affected by the barrage.
Using 4 D10 for each test, players roll a Resolve
Like the Artillery Barrage, the player placing the test for each of their own units being affected.
Gas Barrage picks an enemy unit on the field. Ev- Gain a Fatigue for each failed result as normal.
ery enemy and friendly unit within 4” of the tar- Remove a model from the unit for each result of
get unit will also be affected by the barrage. Units 1 during these tests. As these are regular Resolve
other than the target unit may make a 4” Fall Back tests, Command Range (pg.37) and other special
move towards their deployment zone in order to rules may modify the target number for each
get out of the Gas Barrage zone. This represents unit’s Resolve test.
soldiers moving away from the gas to avoid the
effects. If the unit can finish its movement outside
of the Gas Barrage range, the unit is not affected.
The unit targeted by the barrage is always affected.
Using 4 D10 for each test, players roll a Resolve
30
CLOSE COMBAT
CHAPTER 7.
7.1
targeted may declare a defensive fire before the
charging unit has moved. The defending unit
CHARGE
takes a point of Fatigue for acting out of turn and
performs a Shoot action (pg.19). Defensive fire
does not count as a unit’s activation, so a unit
A Charge action is done by completing the follow- that has already activated this turn may still use
ing in order: a Defensive Fire. Units cannot voluntarily take
Fatigue if it will cause them to become Shaken, so
1. Check for Line of Sight and Range a defensive fire cannot be taken is the defensive
2. Check for Defensive Fire unit has 2 or more Fatigue. If the attacking unit
becomes Shaken because of the defensive fire,
3. Advance Action
their action is spent and the unit will fall back
4. Roll Fight skill test with a 4” move instead of charging.
5. Enemy rolls Fight Save test
Advance: The unit takes an Advance action
6. Enemy rolls Resolve test to attempt to get a model into base contact with
the targeted unit. Once a model makes contact,
the rest of the unit must take a 1” consolidation
Line of Sight: To perform a Charge action, the move directly towards the opposing unit so as
targeting unit must have line of sight with the unit many models as possible are in base contact. If
being targeted. the move must pass through a section of barbed
wire, the unit will still need to make a Hung on the
Range: The charging unit must be able to use the Wire test. If failed, the Charge action is spent and
Advance action to move at least 1 model into base the unit stops their activation at the barbed wire
contact with a model in the defending unit. (pg.23). If any model is able to make base contact
with the targeted unit, the entire unit takes a Fight
Defensive Fire: A unit being charged may take
Skill Test.
a Shoot action to weaken, or stop altogether, the
charge. Once a charge is declared, the unit being
33
Close Combat
Fight Skill Test: The player rolls 1 D10 for each turns. The attacking unit may decide not to follow
model in the attacking unit. The target number up and conduct a 1” consolidation move instead.
for this test is the Fight skill value of the unit after
the applicable modifiers (special rules, etc.). Any If a unit is destroyed during close combat, the sur-
result that is equal to or higher than the target viving unit may conduct a 1” consolidation move-
number counts as a success. ment.
Fight Save Skill Test: For each success from the Multiple Units in Close Combat: Units can
Fight skill test, the defending player must roll 1 charge enemies that are already involved in close
D10. The target number for this test is the Fight combat. The attacking player must only move one
save skill value of the unit after the applicable of the charging unit’s models into base contact
modifiers (special rules, etc.). The defending play- with one of the models in the target unit. Units
er removes a model from their unit for each result that are already engaged in close combat cannot
that is less than the target number. conduct Defensive Fire. If there are more than 1
eligible target enemy units involved in the close
Resolve Skill Test: Roll 1 D10 plus 1 more for combat, the attacking unit must declare which
each casualty lost in the save test. The target num- unit they are targeting at the beginning of each
ber for the test is the Resolve skill value of the unit round of combat. When a unit is forced to fall
after the applicable modifiers (Command Range, back from close combat, the unit that caused the
special rules, etc.). The defending unit receives 1 enemy to fall back cannot take a follow up move-
Fatigue (pg.16) for each result less than the target ment if there are still enemy units within close
number. Skip this test if there were no successes combat range.
during the fight test.
Locked in Close Combat: Once a unit is en-
Follow Up Movement: Units that are Shaken gaged in combat, they can only take a Fight action
during combat must immediately fall back 4” to- while engaged. Units cannot voluntarily move out
wards their deployment zone. In close combat, the of close combat; they will fight to the bitter end.
attacking unit may follow the falling back unit to
keep the shaken unit locked into combat for future
34
BUILDING A FORCE CHAPTER 8.
8.1
FORCE LIST
Each Nationality contains a number of Force List options
that represent that Nationality’s presence in different the-
aters and time periods of the war. Force Lists outline the
army requirements, army special rules, and units available.
When building a Force, you cannot choose to purchase units
or upgrades outside of a chosen Force List unless otherwise
stated.
Blood and Valor
(11)
SPECIAL RULES: Assault Experts
(12)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
on the battlefield
8.3
THE
COMMANDER
Every force must have a commanding officer to
lead the troops. The commanding officer is a sin-
gle model representing you on the battlefield. A
commander’s unit always starts with 2 riflemen
models to act as support and protection. A com-
mand unit has 2 special values in their unit char-
acteristics:
37
Building a Force
8.4
Cavalry: This unit may take a Free Advance
action each time the unit activates. If the unit is
HEROES
Shaken at the start of its activation it cannot take
the Free Advance. This unit has the Blood Cur-
dling Charge special rule. (+1) to the target num-
OF THE ber of Shoot Saves taken by this unit. Mounted
units cannot cross barbed wire obstacles, or enter
38
FORCE LISTS
CHAPTER 9.
Blood & Valor
BRITISH ARMY
9.1
THE BRITISH ARMY
Although historically a naval power, Great Brit- BRITISH ARMY FORCE LIST:
ain committed the British Expeditionary Force
to the continent soon after the war started. This “For King and Country”: British core and
small but professional force, nicknamed the “Old command units gain the Assault Experts special
Contemptibles” by the German Kaiser, showed rule for free.
its mettle in the early battles of the war. However,
the constant combat of 1914 quickly whittled this Required:
force down to a fraction of the men who had orig-
1 x Command Team (Commander)
inally set out from England that same year.
2 x Riflemen Units (Core)
Under the auspices of Lord Kitchener, Great Brit-
Optional:
ain was then able to amass a force called “The
New Army” and reenter the fight. The British 0-4 x Riflemen Units (Core)
Army was able to prove that they had learned 0-1 x Sniper Team (Support)
their lesson from the previous years of conflict by 0-2 x Heavy Machine Gun Teams (Support)
reemerging as an obviously more innovative and 0-2 x Close Combat Specialist Teams (Support)
technologically advanced force. 0-2 x Artillery Barrages (Support)
0-1 x Gas Barrage (Support)
It would be a mistake to discount the effect of the
support received from the British Dominion: In-
dia, Canada, New Zealand, and Australia. Each
supplied manpower as well as a unique national
flair to the fighting.
COMMAND TEAMS:
British Lieutenant Command Team:
BRITISH LIEUTENANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 0 2 8” 1
41
Force Lists
BRITISH ARMY
British Major Command Team:
BRITISH MAJOR Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 25 2 12” 2
SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result
Lieutenant Edgar Towner Command Team: Commonwealth forces in France. The following year, Towner was
commanding a machine gun section during an attack on the Somme
Edgar Towner was born in Queensland, Australia in 1890. He front. This action earned him the Military Cross for his gallantry.
worked as a grazing farmer until the outbreak of the Great War.
In January 1915, Towner enlisted in the Australian Imperial Force In September 1918, Towner was in command of the No. 3 Section
(AIF) and was a private in the transportation section of the 25th In- of the 7th Machine Gun Company and participated in the Battle
fantry. While his unit saw action in Gallipoli, Towner remained be- of Mont Saint-Quentin. At the start of this battle, Towner single
hind in Egypt and was promoted to Sergeant in 1916. Towner’s unit handedly charged a German machine gun position. After miracu-
was the first AIF unit to arrive in France. They took part in the Bat- lously capturing it, he turned the gun on the Germans. Towner then
tle of Pozieres, which was part of the Somme Campaign, and were spent the rest of the battle continuing to support his battalion’s at-
decimated. Towner was then transferred to a machine gun battalion tack and risking his own life in bringing up ammunition. Wounded
on a quiet part of the line. Promoted to lieutenant in 1917, Towner and in constant action for over 30 hours, Towner was finally evac-
was quickly gaining notoriety; he was even being mentioned in dis- uated to the rear. His efforts at Mont Saint-Quentin earned him the
patches by Field Marshal Haig, the commander of all British and Victoria Cross. After the war, Towner retired to Australia and lived
to the age of 82. He passed away in 1972.
LIEUTENANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
EDGAR TOWNER Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 30 2 12” 2
SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result, Infiltration Tactics: At the start of a
game, 1 unit within Command Range of Lieutenant Edgar Towner permanently gains the Advance Set-Up special rule.
LIEUTENANT Shoot Close Shoot Close Resolve Cost Initiative Command Command
JRR TOLKIEN Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 6 30 2 12” 2
SPECIAL RULES: Assault Experts, Command Skill: (+2) to tied initiative roll result
42
Blood and Valor
BRITISH ARMY
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
Company Sergeant Major John Henry Williams’ unit: position in order to pin it down while he charged it single handedly.
John Williams is the most decorated Welsh non-Commissioned offi- This lead to the capture of 15 German soldiers. Realizing Williams
cer in the history of the British Army. Born in 1886, Williams gave was alone, the Germans attacked. He managed to break away from
up his job as a blacksmith to enlist in the 10th Battalion, South their grip and bayonet 5 enemy soldiers. After that, the rest of the
Wales Borderers. He won the Distinguished Conduct Medal at the Germans surrendered once again to the plucky CSM. In 1919, Wil-
battle of the Somme and the Military Medal during Passchendaele. liams received the VC, DCM, MM, and Bar from King George V,
In October 1918, CSM Williams’ unit was pinned down by an en- who had never decorated a single soldier 4 times in the same cere-
emy machine gun. Williams ordered a Lewis gun team to flank the mony. Williams returned to Wales after the war and passed away in
1953 at the age of 66.
COMPANY SERGEANT MAJOR Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
WILLIAMS’ RIFLEMEN (CORE)
6 6 6 7 6 20 3
UNIT COMPOSITION: 1 Sergeant Major, 3 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
Weapons: Rifles
43
Force Lists
BRITISH ARMY
SUPPORT UNITS:
UNIT COMPOSITION: 1 Sniper, 1 Spotter (Spotter doesn’t shoot, can fight in Close Combat)
Corporal Francis Pegahmagabow (Canada): abow was a Sniper/Scout for his unit and saw action in Somme,
Francis Pegahmagabow was the most decorated First Nation Cana- Passchendaele, and the second battle of Ypres. In May of 1918 with
dian soldier during the Great War and was one of the best snipers in his company surrounded and almost out of ammunition, Pegah-
the army. Born in 1891 on a First Nation Reserve, Pegahmagabow magabow took it upon himself to go to the rear and bring back the
was orphaned at a young age and was raised by his community. In needed supplies for his unit. This enabled the unit to beat back the
1915, Pegahmagabow was a member of the 1st Battalion of the 1st enemy attack. During the war Pegahmagabow is credited with 378
Canadian Infantry Division, which was the earliest contingent to kills as a sniper and captured an additional 300 enemy soldiers. In-
arrive in Europe from Canada during the Great War. Pegahmag- valided back to Canada in 1919, Pegahmagabow remained active in
First Nation affairs and passed away in 1952.
CORPORAL Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
PEGAHMAGABOW’S
(SUPPORT) 4 7 5 7 5 15 1
SPECIAL RULES: Hidden Setup, Hero Sniper: may reroll all failed results during a Shoot test,
Expert Concealment: once per game, may reroll 1 failed result during a Shoot save test
SPECIAL RULES: -
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
44
Blood and Valor
BRITISH ARMY
BRITISH CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALISTS – SCOTTISH
SOLDIERS (SUPPORT) 6 6 6 6 5 24 1
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)
SPECIAL RULES: Blood Curdling Charge, Close Combat Specialists, Assault Experts
This unit can only be added to your British Army force if players follow the Early War Force Builder (pg.78).
BRITISH CAVALRY Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
6 5 6 6 6 28 1
UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)
WEAPONS: Rifles
45
Force Lists
BRITISH ARMY
9.2
THE CAMPAIGN
IN THE NEAR EAST
Most famous for the exploits of Lawrence of Arabia, the British
campaign in the Near East was a precursor to the conflicts that have
embroiled the Middle East since the Great War. This force adds the
Arab irregular units that helped the British overthrow Ottoman
rule of the Near East.
Required:
Optional:
This force may field units from the British Army Force List. British Army Force List Heroes may not be used in a British Army Near East
Force List army. Below are units unique to this force:
COMMAND UNITS:
Lawrence of Arabia Command Team: He personally participated in numerous military engagements in the
struggle against the Ottoman Empire.
T.S. Lawrence also known as Lawrence of Arabia was one of the
most interesting personalities to come out of the Great War. He was Lawrence of Arabia may only be used in a Force List containing
an archeologist, army officer, diplomat and writer. He was renowned Arab Irregulars as a Core Unit. Lawrence of Arabia’s unit may be
for his liaison role during the Arab revolt against the Ottoman Em- taken mounted for free. If mounted, the unit gains the Cavalry spe-
pire during the war. Lawrence was instrumental to the Arab revolt cial rule.
with his use of strategy and contacts with British armed forces.
LAWRENCE Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
OF ARABIA Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 40 2 12” 3
SPECIAL RULES: Assault Experts, Command Skill: (+2) to tied initiative roll result, Inspirational Command: units within
Lawrence of Arabia’s command range receive (-2) to their resolve test target number, including this unit
46
Blood and Valor
BRITISH ARMY
CORE UNITS:
ARAB IRREGULAR RIFLEMEN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(CORE)
7 6 6 6 6 16 2
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
SUPPORT UNITS:
AUSTRALIAN LIGHT HORSE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
6 5 6 6 6 28 1
UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)
WEAPONS: Rifles
UNIT COMPOSITION: 4 Cavalry (add models for 6pts. each, max 12 models in unit)
WEAPONS: Rifles
UNIT COMPOSITION: 4 Soldiers (add models for 6pts. each, max 8 models in unit)
SPECIAL RULES: Blood Curdling Charge, Close Combat Specialist, Advance Setup
47
Force Lists
BRITISH ARMY
9.3
BRITISH ARMY FORCE LIST
(EAST AFRICA)
The attempted conquest of German territories in East Africa by the Required:
British was perhaps the most interesting, yet unheralded, theaters of
the war. This force is made up of British Regulars and locally raised 1 x Command Team (Commander)
King’s African Rifle units and can be augmented by troops from 2 x Riflemen Unit (Core)
India and South Africa. The East African forces fought the Ger-
Optional:
mans for the duration of the Great War. The Germans eventually
surrendered after the armistice was signed in November 1918. Some 0-4 x Riflemen Unit (Core)
of the most interesting characters of military history can be found 0-1 x Sniper Unit (Support)
playing a role in this long campaign where disease and the terrain 0-1 x Heavy Machine Gun Team (Support)
were almost as deadly as the Germans. 0-2 x Colonial Close Combat Specialists Team (Support)
0-1 x Artillery Barrage (Support)
“For King and Country”: British core and command units gain
the Assault Experts special rule for free.
48
Blood and Valor
BRITISH ARMY
SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result
SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result, Intelligence Officer: At the start of a
game, 2 units within Captain Meinertzhagen’s command range permanently gain the Hidden Setup special rule
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
49
Force Lists
BRITISH ARMY
British Sniper Team:
BRITISH SNIPER TEAM Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
4 7 6 7 6 12 1
UNIT COMPOSITION: 1 Sniper, 1 Spotter (Spotter doesn’t shoot, can fight in Close Combat)
SPECIAL RULES: -
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
50
Blood & Valor
9.4
AUSTRALIAN AND NEW ZEALAND
ARMY CORPS (ANZAC)
One of the most famous battles fought outside of Riflemen core units in Western Front Anzac force
Western Europe was the attack on the Gallipoli have the following upgrades available:
ANZAC
51
Force Lists
SPECIAL RULES: Furious Assault, Command Skill: (+1) to tied initiative roll result
ANZAC
WEAPONS: 1 Pistol (Commander), 2 Rifles
SPECIAL RULES: Furious Assault, Command Skill: (+1) to tied initiative roll result, Motivator: at the start of a game, 2
units within command range may permanently gain the Ruthless special rule
SPECIAL RULES: Furious Assault, Intelligence Officer: at the start of a game, 1 unit within command range permanently
gains the Hidden Setup special rule
52
Blood and Valor
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
ANZAC
WEAPONS: Rifles
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
SUPPORT UNITS:
ANZAC Sniper:
ANZAC SNIPER (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
4 7 6 7 6 8 1
SPECIAL RULES: Hidden Setup, Hero Sniper: may re-roll all failed results during Shoot tests, Expert Concealment: may
re-roll 1 failed Shoot Save test per game
53
Force Lists
SPECIAL RULES: -
ANZAC
WEAPONS: 1 Heavy Machine Gun
SPECIAL RULES: -
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
54
Blood & Valor
55
Force Lists
SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result
Hauptmann Erwin Rommel Command Team: showed a strong instinct for developing tactics that could break the
Even before he became known as the “Desert Fox”, Erwin Rommel deadlock of trench warfare. Rommel’s heroism and intellect made
was already a battle tested leader and military innovator. Born in him the perfect candidate to lead a mountain battalion into the fight
Wurttemberg in 1891, this teacher’s son had a keen interest in sci- in Romania and Italy. It was during Caporetto that Rommel’s infil-
GERMAN ARMY
ence and engineering while growing up. Instead of pursuing his in- tration tactics took hold. The hauptmann was awarded the Prussian
terests, he relented to his father’s wishes and Erwin joined the army Pour le Mérite in 1918 for his innovations. After the war, Rommel
as an ensign in 1910. Rommel was a leutnant and a platoon com- wrote Infanterie greift an (or Infantry Attacks), a book on battle tac-
mander in the 124th Wurttemberg Infantry Battalion by the time the tics which was read by military leaders all over the world. Rommel’s
war broke out. He marched into France with his unit in August of service to his country continued during the interwar years and his
1914. While serving in the 124th, Rommel was cited for bravery and contribution during the Second World War made him a legend.
HAUPTMANN Shoot Close Shoot Close Resolve Cost Initiative Command Command
ERWIN ROMMEL Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 5 50 2 12” 2
SPECIAL RULES: True Grit, Command Skill: (+2) to tied initiative roll result, Infanterie Greift An: Erwin Rommel literal-
ly wrote the book on how infantry should attack. Any force commanded by Rommel gets 1 extra “Over the Top” (The Grand
Maneuver) order per game. Grand Maneuver can be used once per turn, Infiltration Tactics: at the start of a game, 3 units
within Command Range of Rommel permanently gain the Advance Setup special rule.
Hauptmann Johann von Ravenstein Command Team: broke through the lines to capture the imposing Chemin des Dames
Johann von Ravenstein was born in Germany on New Year’s Eve heights. He then took a handful of soldiers and captured an intact
in 1889. Von Ravenstein was born into a military family and a bridge over the Aisne River. During this action, his troops took
relative of his was Johann Friedrich August von Ravenstein, an 1500 prisoners and captured 32 cannons. This military victory
aide to General Blucher during the battle of Waterloo. In keeping earned von Ravenstein the Pour le Mérite. In between the wars,
with family tradition, he joined a Prussian regiment in the German he remained in the small German army and was awarded the
army and was quickly promoted to leutnant in 1909. Von Raven- Knight’s Cross of the Iron Cross for the invasion of France in 1940.
stein was present for the bloody battles of Verdun, the Somme, During the attack on Greece in World War II, von Ravenstein was
and the Champagne Offensive. He was awarded the house Or- captured by soldiers from New Zealand and spent the entire war
der of Hohenzollern in 1916. During the 1918 Kaiser’s Offensive, in captivity. Returning to Germany after the war, he worked for
Von Ravenstein was a commander of an infantry battalion which the German government until his death at the age of 74 in 1962.
HAUPTMANN Shoot Close Shoot Close Resolve Cost Initiative Command Command
JOHANN VON Combat Save Combat Save Range Points
RAVENSTEIN
(COMMANDER) 6 6 5 7 5 35 2 12” 2
SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result, Infiltration Tactics: at the start of a game, 2
units within Command Range of Ravenstein permanently gain the Advance Setup Special rule.
56
Blood and Valor
Leutnant Ernst Junger Command Team: for bravery and the Pour le Mérite, which is known as the highest
Ernst Junger is another very well-known author to come out of the honor in the military. After the war, Junger wrote a compelling nov-
Great War. Born to a middle-class German family in 1895, Junger ran el about his wartime experiences Storm of Steel in which he glorified
away from home in 1913 to join the French Foreign Legion. When the horrors of combat. Despite his nationalist and militarist stance,
war came to Europe in 1914, Junger went back to Germany and Junger did not embrace the Nazi movement and the party doubted
joined the Army for his beloved nation. Junger was wounded 7 times his loyalty. Junger returned to his writing after his service in the Sec-
while serving in the army. He was awarded the Iron Cross 1st Class ond World War; becoming one of the top German post-war authors.
Junger lived to be 102 years old and passed away in Germany in 1998.
LEUTNANT Shoot Close Shoot Close Resolve Cost Initiative Command Command
ERNST JUNGER Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 5 30 2 8” 2
SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result, Extreme Valor: All Units within Junger’s com-
mand range receive (-2) to their Resolve test target number, including Junger’s command unit.
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
57
Force Lists
SUPPORT UNITS:
This unit can only be added to your German Army force if players follow the Early War Force Builder (pg.78).
GERMAN CAVALRY Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
6 5 6 6 6 28 1
UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)
GERMAN ARMY
WEAPONS: Rifles
German Sniper:
GERMAN SNIPER Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
4 7 6 7 6 8 1
SPECIAL RULES: -
UNIT COMPOSITION: 4 Sub Machine Gunners (add models for 7pts. each, max 8 models in unit)
58
Blood and Valor
WEAPONS: Flamethrower
20 1 15 1
Optional:
59
Force Lists
GERMAN ARMY
6 6 5 7 6 25 2 12” 2
SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result
Leutnant Colonel Paul Emil von Lettow-Vorbeck Com- European theater of war. Von Lettow-Vorbeck’s victory at Tanga
mand Team: in November 1914 started a four-year game against the British forc-
Known as the “Lion of Africa”, von Lettow-Vorbeck was the com- es who could never really defeat him in battle. The “bush” tactics
mander of the German Schutztruppe and native Askari troops used by von Lettow-Vorbeck became the standard on how a small
throughout the duration of the Great War. Knowing that he could force could outwit a larger force by using the terrain and hit and
not beat the allied nations in Africa, von Lettow-Vorbeck sought run tactics. Forced to surrender two days after the Armistice, von
to become a thorn in their side by draining troops away from the Lettow-Vorbeck returned to Germany as a hero and died in 1964.
LEUTNANT COLONEL Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
PAUL EMIL VON Combat Save Save Range Points
LETTOW-VORBECK
(COMMANDER) 6 6 5 7 5 40 2 12” 3
SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result, Jungle Tactician: At the start of a game, 3
units within his command range permanently gain the Advance Setup special rule.
60
Blood and Valor
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 5pts. each, max 12 models in unit)
WEAPONS: Rifles
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
GERMAN ARMY
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
SUPPORT UNITS:
German Sniper:
GERMAN SNIPER Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
4 7 6 7 6 8 1
61
Force Lists
SPECIAL RULES: -
GERMAN ARMY
COMBAT SPECIALIST
6 6 6 6 5 28 1
TEAM (SUPPORT)
UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)
62
Blood & Valor
SPECIAL RULES: Tough, Command Skill: (+1) to tied initiative roll results
63
Force Lists
SPECIAL RULES: Tough, Command Skill: (+2) to tied initiative roll results, Assault Tactics: at the start of a game, 2 units
within Command Range of Driant permanently gain the Furious Assault special rule.
FRENCH ARMY
eventually France. During the war, Waddell was cited for his heroism on many occasions and was awarded the Croix de Guerre 7 times. He
is still known as one of New Zealand’s most decorated soldiers. In 1917, he helped train the newly arrived US 2nd Infantry Division. And in
1918, was back in the field commanding the 169th French Infantry Regiment where he continued to display his courage and skillful leader-
ship. After the war, Waddell was promoted to Commandeur of the Legion of Honour and retired as a Lieutenant Colonel in 1926. Living in
northern Africa after retirement, Waddell did not return to his homeland until 1950. He stayed there until he passed away in 1954.
LIEUTENANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
COLONEL Combat Save Save Range Points
JAMES WADDELL
(COMMANDER) 6 6 5 7 6 40 2 12” 2
SPECIAL RULES: Tough, Command Skill: (+2) to tied initiative roll results, Extreme Valor: All friendly units within Waddell
command range instead receive a (-2) to the target number of Resolve tests, including Waddell’s command unit, Infiltration
Tactics: at the start of a game, 2 units within Command Range of Waddell permanently gain the Advance Setup special rule.
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
64
Blood and Valor
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
SUPPORT UNITS:
UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)
WEAPONS: Rifles
SPECIAL RULES: -
SPECIAL RULES: -
65
Force Lists
French Sniper:
FRENCH SNIPER (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
4 7 6 7 6 8 1
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
FRENCH ARMY
French Close Combat Specialist Team “Senegalese”:
The French Army recruited troops from all corners of their empire to supplement their manpower. Some of the best fighters recruited in
this fashion were from Africa. Troops from Sub-Saharan Africa were referred to as Senegalese by the French Army. These African troops
provided a great service to the French through their bravery and dedication.
FRENCH CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALIST TEAM
“SENEGALESE” (SUPPORT) 6 6 6 6 5 24 1
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
SPECIAL RULES: Close Combat Specialists, Blood Curdling Charge, Devil Dogs
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Blood & Valor
Private William Henry Johnson: son repelled the attack and prevented the Germans from collect-
Born in North Carolina, William Henry Johnson enlisted in the ing a prisoner. During this attack Johnson suffered over 21 wounds
Army in June 1917. He became a member of the then all-black New and received the nickname “Black Death” from his French com-
York National Guard 15th Infantry Regiment. The 15th later be- manders. Johnson was the first American to win the highest French
came the 369th Infantry Regiment and sailed for France. Due to award for bravery, the Croix de Guerre with special citation and a
issues with integrating white and black units during the Great War, golden palm. Johnson also received the US Distinguished Service
Johnson and his unit fought under French command for the rest of Cross for this action which was later changed in 2015 to the Medal
the conflict. In May 1918, while manning a forward outpost, John- of Honor. Suffering from his wounds well after the war, Johnson
son was attacked by 24 German soldiers looking to take a prisoner died of tuberculosis in 1929 and is buried in Arlington National
back for intelligence. Using his rifle, a bolo knife, and his fists, John- Cemetery in Virginia.
PRIVATE JOHNSON’S Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
HELLFIGHTERS (SUPPORT)
6 6 6 6 5 36 1
UNIT COMPOSITION: 4 Riflemen, 1 Private William Henry Johnson (add models for 7pts. each, max 8 models in unit)
SPECIAL RULES: Tough, Close Combat Specialists, Blood Curdling Charge, Devil Dogs, Advance Setup
9.8
OTTOMAN OTTOMAN ARMY FORCE LIST:
OTOMAN EMPIRE ARMY
EMPIRE ARMY
“Padişah İcin!”: Ottoman core and command
units gain the Ruthless special rule for free.
67
Force Lists
SPECIAL RULES: Ruthless, Command Skill: (+1) to tied initiative roll results
SPECIAL RULES: Ruthless, Command Skill: (+2) to tied initiative roll results, Inspirational Command: All friendly units
within Atatürk’s command range instead receive a (-2) to the target number of Resolve tests, including Atatürk’s command unit.
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Blood and Valor
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
SPECIAL RULES: -
SPECIAL RULES: -
Ottoman Sniper:
OTTOMAN SNIPER (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
4 7 6 7 6 8 1
69
Force Lists
UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)
This force may field units from the Ottoman Army Force List. Ottoman Army Force List Heroes may not be used in a Ottoman Army Near
East Force List army. This force may also field core units from the German Army Force List, these units instead benefit from the “Blut und
Stahl” German army rule. Below are units unique to this force:
SUPPORT UNITS:
Ottoman Cavalry:
Ottoman cavalry use had been in decline towards the end of the nineteenth century. The Ottoman army was going through a major mod-
ernization in the years leading up to the Great War. However, the Ottomans did field cavalry units in the more wide-open spaces in the Near
East during the Great War. These forces engaged the British and local forces in the fight for control of the region.
OTTOMAN CAVALRY Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
7 6 6 7 5 24 1
UNIT COMPOSITION: 4 Cavalry (add models for 6pts. each, max 12 models in unit)
WEAPONS: Rifles
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Blood & Valor
9.10
THE AMERICAN ARMY
The United States of America was the last major AMERICAN ARMY FORCE
nation to enter the war. The arrival of American
soldiers in France helped turn the tide of the war
LIST:
in favor of the Allies. Over one million American “We’ve got something to prove!”: American
soldiers had made it to France by May 1918, with Core and Command Units gain the Devil Dogs
another million on the way. Under the command Special Rule for free.
of General John Pershing, who wanted his army
to fight as an American army under an Ameri- Required:
can Commander, the Doughboys were to repeat
some of the same mistakes that their allies made 1 x Command Team (Commander)
in the early part of the war. However, their spirit 2 x Riflemen Unit (Core)
and a unique American way of thinking helped
Optional:
them learn the lessons of combat quickly. The ex-
ploits of the 4th Marine Brigade in Belleau Wood 0-4 x Riflemen Units (Core)
and the stand of the 3rd Infantry Division during 0-2 x Heavy Machine Gun Teams (Support)
the Second Battle of the Marne are highlights in 0-1 x Infantry Support Gun (Support)
US military history. In fact, the largest campaign 0-2 x Close Combat Specialist Teams (Support)
in US military history was the Meuse-Argonne 0-1 x Artillery Barrage (Support)
Offensive of 1918. In that campaign, 1.2 million 0-1 x Gas Barrage (Support)
soldiers hammered away against the Germans for
47 days which directly lead to the November 1918
armistice.
AMERICAN CAPTAIN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 15 2 12” 2
71
Force Lists
SPECIAL RULES: Devil Dogs, Command Skill: (+1) to tied initiative roll results
Major Charles Whittlesey Command Team: sey’s unit held out for 6 days and defied offers from the Germans to
Charles Whittlesey was a Harvard educated lawyer from New York surrender. The unit marched into battle with 554 men and marched
City who took a break from law to join the army in 1917. Whittlesey out with only 194 a week later. Whittlesey was awarded the Medal
was commissioned as a captain and was placed on the staff of the of Honor for his unit’s heroic stand and promoted to lieutenant col-
77th infantry division. Promoted to major and now in command onel; he was also chosen as a pallbearer for the entombment of the
of a mixed battalion taking part in the Meuse Argonne offensive, Great War’s Unknown Soldier in 1921. Days after the ceremony, he
Whittlesey’s unit charged ahead and broke through the German boarded a ship bound for Cuba and somewhere during the journey
lines. Although, they soon found themselves surrounded in German he jumped overboard. He left notes addressed to his friends as well
territory. In what became known as the “Lost Battalion”, Whittle- as a note from the Argonne asking his unit to surrender.
MAJOR CHARLES Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
WHITTLESEY Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 35 2 12” 2
SPECIAL RULES: Devil Dogs, Command Skill: (+2) to tied initiative roll results, Infiltration Tactics: at the start of a game,
2 units within Command Range of Whittlesey permanently gain the Advance Setup special rule.
Lieutenant Samuel Woodfill Command Team: before his unit retired without loss to their lines. Called “the most
Woodfill was a veteran who had already seen action in the Philip- outstanding soldier in the Army” by General Pershing, Woodfill was
pines by the time that the war started. With a shortage of officers, awarded the Medal of Honor and like Charles Whittlesey, was hon-
Woodfill was promoted to lieutenant and assigned to the 5th Infan- ored as a pallbearer for the interment of the Unknown Soldier in
try Division for the Meuse Argonne offensive. During this attack, 1921. After the war, Woodfill returned to civilian life and was back
his unit was stopped by a German machine gun position. Woodfill in uniform as an instructor during the Second World War. Woodfill
advanced alone and took out the machine gun team and a German died of natural causes in 1951 and is now buried in Arlington Na-
officer who fought him in hand-to-hand combat. Later that day, tional Cemetery in the US.
Woodfill took on and knocked out two other German machine guns
LIEUTENANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
AMERICAN ARMY
SAMUEL WOODFILL Combat Save Save Range Points
(COMMANDER)
6 6 5 7 5 30 2 8” 2
SPECIAL RULES: Devil Dogs, Aggressive Tactics: at the start of a game, 2 units within Command Range of Woodfill
permanently gain the Furious Assault special rule.
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Blood and Valor
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
Sergeant Alvin York: curred during the United States led portion of the Meuse-Argonne
Sergeant Alvin York was one of the most decorated American sol- Offensive in France, which was intended to breach the Hindenburg
diers of the Great War. He received the Medal of Honor for leading line and force the Germans to surrender. He earned decorations
an attack on a German heavy machine gun. He killed at least 25 ene- from several allied countries during WWI, including France, Italy
my soldiers and captured 132. Sgt. York’s Medal of Honor action oc- and Montenegro.
SERGEANT YORK’S RIFLEMEN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(CORE)
6 6 6 7 6 24 3
UNIT COMPOSITION: 4 Riflemen, 1 Sgt. Alvin York (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
6pts. – Add a Rifle Grenade model to this unit (max 12 models in unit)
8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
WEAPONS: Rifles
73
Force Lists
SPECIAL RULES: -
Sergeant Dan Daly Heavy Machine Gun Team: of Honor winner Smedley Butler. Daly refused a commission many
Already a winner of the Medal of Honor for actions in China and times, claiming he would rather be “...an outstanding sergeant than
Haiti, Dan Daly was the first sergeant of the 73rd Machine Gun just another officer.” Sergeant Daly was key in his unit’s attack of
Company which was a part of 3rd Battalion 6th Marines during Belleau Wood, and he earned a Navy Cross for his actions. A career
the battle of Belleau Wood in 1918. He was called “The fightin’est Marine, Daly retired from the Marine Corps as a sergeant major in
Marine I ever knew!” by another two time Marine Corps Medal 1929 and passed away in 1937.
SERGEANT DALY’S MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 25 1
SPECIAL RULES: Expert Gunner: Sergeant Daly’s Heavy Machine Gun instead rolls 10 D10’s when taking a Shoot action.
SPECIAL RULES: -
AMERICAN ARMY
fighting on the western front. Although, 2nd and 42nd Divisions worked closely with the French and learned trench assault tactics from
their allies.
AMERICAN CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALIST TEAM (SUPPORT)
6 6 6 6 5 28 1
UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)
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Blood & Valor
9.11
THE BELGIAN ARMY
In 1914, Belgium was faced with a national di- BELGIAN ARMY FORCE LIST:
lemma. The German Army requested to move
through neutral Belgian territory to attack France. This list represents the Belgian Army in
The Belgium government refused, and called on 1914.
their 1839 treaty with Great Britain which guar-
anteed Belgian neutrality. The Germans invaded “Élan”: Belgian Core and Command Units gain
Belgium on August 4, 1914. Great Britain upheld the Tough Special rule for free.
its treaty obligations and was drawn into World
Required:
War One in defense of Belgium and its allies.
While small in comparison to the German army,
1 x Command Team (Commander)
the Belgian Army fought well in the early stages
2 x Riflemen Units (Core)
of the German invasion and was able to slow the
German advance through Belgian territory. This Optional:
granted Great Britain and France the time needed
to marshal forces for defense. The Belgians were 0-4 x Riflemen Units (Core)
able to temporarily halt the German advance at 0-2 x Heavy Machine Gun Teams (Support)
the Battle of Halen (also known as the Battle of 0-2 x Carabiniers-cyclistes (Support)
The Silver Helmets, because of the amount of 0-1 x Artillery Barrage (Support)
German Cavalry helmets left on the battlefield 0-1 x Liege Fort Artillery Barrage (Support)
by the German cuirassiers.) The Germans were 0-1 x Cavalry Unit (Support)
never able to completely capture all of Belgium 0-1 x Sniper (Support)
following the heroic Belgian defense at the Battle
of Yser. The fact that all of Belgium was not con-
quered by the invading Germans was a symbol of
great pride to the Belgian people and bolstered the
army’s morale enough to keep them in the field
fighting against the invaders for the entirety of the
Great War.
75
Force Lists
SPECIAL RULES: Tough, Command Skill: (+1) to tied initiative roll results
SPECIAL RULES: Tough, Command Skill: (+2) to tied initiative roll results, Assault Tactics: at the start of a game, 2 units
within Command Range of Van Damme permanently gain the Furious Assault special rule.
CORE UNITS:
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
WEAPONS: Rifles
GARDE CIVIQUE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
INEXPERIENCED
RIFLEMEN (CORE) 6 7 7 7 6 12 2
UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)
BELGIAN ARMY
WEAPONS: Rifles
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Blood and Valor
SUPPORT UNITS:
UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)
WEAPONS: Rifles
(Players can model a dog cart if they wish, but the dog cart does not affect gameplay).
BELGIAN HEAVY MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 22 1
Carabiniers-cyclistes:
In August 1914, the Carabiniers-cyclistes unit was engaged heavily in the area of Geer and Gette. The Carabiniers-cyclistes unit inflicted
serious casualties on the German cavalry in surprise attacks and ambushes at the battle of Halen. They received the nickname, “Schwarze
Teufel” (Black Devils) from the Germans. The Carabiniers-cyclistes made use of bicycles to rapidly move about the battlefield, they dis-
mounted their bicycles before fighting.
CARABINIERS-CYCLISTES Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
6 6 6 6 5 24 1
UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)
WEAPONS: Rifles
Belgian Sniper:
BELGIAN SNIPER (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
4 7 6 7 6 8 1
BELGIAN ARMY
77
Force Lists
9.12
EARLY WAR
FORCE BUILDER
When creating forces in Blood and Valor players can use the British,
German, and French Army Force Lists to create unique forces that
will correctly portray the armies during the early periods of the war.
One popular period of the war was the initial German invasion of
France and Belgium in 1914 and the ensuing race to the sea. The
basic forces provided for the combatants are geared for 1916-1918,
however with a few modifications they can be used for 1914-1915.
If players want to represent forces from the early stages of the war,
they can use the following force builder with some special modifi-
cations:
• · All units lose and cannot have equipped rifle grenades, grenades,
or light machine guns.
• · Forces can have cavalry units attached, see each nation’s force
for specific cavalry units.
• · If using a British force, all Riflemen Units must be all regular Ri-
flemen units. The British Expeditionary Force (BEF) was an all-vol-
unteer and professional force in the early stages of the war.
Optional:
78
CHAPTER 10.
10.1 10.2
DETERMINE CHOOSE A
MINIMUM SCENARIO
BOARD SIZE Players can choose to play any scenario in a regu-
lar game of Blood and Valor. You can also use the
We suggest the following board sizes depending on chart below to randomly determine which scenar-
the army point total on each side: io will be played. For your first game, we recom-
mend the Meeting Engagement scenario.
150-200 points – 3’ wide by 3’ long board
1-2: Meeting Engagement
200-300 points - 3’ wide by 4’ long board
3-4: Breakthrough
300 points+ - 3’ wide by 6’ long board
5-6: Gather Intelligence
Do not let these board sizes limit your imagina-
tion! If both players are willing, these rules work 7-8: Conquest
on even larger battles.
9-10: Demolition
81
10.3 10.4
KILL POINTS ARMY
If a scenario ends in a tie, players will use Kill
Points to determine the winner. Kill Points are
DESTRUCTION
determined by what units were destroyed in a Anytime a player’s entire force is destroyed, that
player’s force by the end of a game. Players add up player immediately loses the game.
the amount of Initiative Points for each unit their
10.5
opponent lost, this will determine a player’s Kill
Points. Barrages do not count as units lost. The
OBJECTIVE
player with the most Kill Points will break the tie
and is the winner. If after Kill Points are tallied
and there is still a tie, the game remains a tie.
For Example,
between the
after a hard-fought game of
82
SCENARIOS
CHAPTER 11.
Blood and Valor
If any core or command units are still completely within their own
deployment zone at the end of turn 3, 4, 5, or 6, the opposing player
is awarded victory points equal to each of those units’ initiative val-
ue. You need to keep your forces moving!
The player with the most victory points at the end of the game is
declared the winner.
85
Scenarios
86
Blood and Valor
11.5 DEMOLITION
In the demolition scenario, players are tasked with destroying im-
portant objects on the battlefield. Each of the commanders are fight-
ing to have the honor of their army being the one to destroy the
objective. Bring glory to your army, destroy that object!
87
Scenarios
11.6
Choose a Narrative Scenario:
NARRATIVE and Valor. You can also use the chart below to randomly determine
which scenario will be played.
Narrative Scenarios are designed for friendly play and should not 3-4: Downed Pilot
be used in tournaments. The Narrative Scenarios will introduce
rules that add a higher level of randomness during game play. This 5-6: Night Raid
can create interesting and fun results during a game. For a more
7-8: Achtung Sniper!
balanced experience, please use the regular scenarios.
9-10: Tank Assault
1-2: DISABLED
TANK
A tank has become disabled close to the
enemy’s front lines. Both sides can see the
tank sitting between their lines. The race is
on to see which side can recover the tank!
88
Blood and Valor
A plane has crashed in the middle of no not move without being attached to a unit. model. When this occurs, the pilot becomes
man’s land. The plane’s pilot is still alive The pilot cannot attack or be the target of attached to the unit and will move with the
but injured. The pilot is carrying vital in- any attack. The pilot ignores barrages. unit. While a unit has the pilot attached
formation about the war effort. Both sides to it, it can only move 2” during any move
want to capture or save the pilot. The defending player starts the game with action. If a unit controlling the pilot is de-
their units off the board. During a unit’s stroyed or becomes Shaken and has to fall
Setup: Players each roll a D10 and the first activation, they must be moved onto back, the pilot will no longer be attached to
winner chooses to be the attacker or de- the table from the table edge using an ac- a unit, the pilot will remain stationary until
fender. The player wanting to capture the tion. The table edge is considered to start he becomes attached to another unit. The
pilot is the attacker while the player trying 18” away from the centerline for this game. pilot does not count as a part of the unit
to save the pilot is the defender. The attack- Special rules that happen before a game when determining if the unit would flee as a
er deploys their entire force 14” away from starts (such as Advance Setup and Hidden result of Fatigue. If the unit controlling the
the centerline of the table, on their side Setup) are ignored for this scenario. pilot is destroyed or becomes Shaken while
of the table. The defender then deploys a in close combat, the pilot will immediately
model representing the downed pilot any- Game Length: 8 Turns
switch to the control of the attacking unit.
where along the centerline of the board, but Units cannot voluntarily give up the pilot.
Victory Conditions: Both players are
at least 4 in away from the table edges. If a If a player moves the pilot more than 12”
attempting to recover the pilot and escort
crashed plane model is added to the board, from the centerline of the table towards
him back to their table edge. Either play-
the pilot should be deployed near the their table edge, the game ends immediately
er can capture the pilot by moving one of
crashed plane. The pilot is injured and can- with a victory for that player.
their units into base contact with the pilot
89
Scenarios
During the Great War small units were When fighting at night, units have a maxi- captures an Objective (pg.82), that unit
tasked with conducting raids into the en- mum of 12” for line of sight. Units cannot must carry the objective towards their de-
emy lines to gain vital intelligence. The see or fire at units that are outside of 12”. ployment zone. Once a unit has control of
majority of these raids occurred under the Starting on the first turn, the defending the objective it will maintain possession un-
cover of darkness. player can deploy 1 unit from reserve per til it is destroyed, Shaken, or the unit reach-
turn or they can use a flare to light up the es its deployment zone. If a unit controlling
Setup: Each player will roll a D10 and the battlefield. The defending player must de- the objective is destroyed or Shaken, it will
winner will choose to be the attacker or clare their decision before activating a unit immediately drop the objective. A dropped
defender for the night raid. The defender each turn. If the defending player decides to objective can be reclaimed by either the at-
will place all 3 objectives on either side of bring a unit on from reserve, the unit can tacker or defender.
the table 12”-18” away from the center line, be activated as normal at any point during
this is now the defender’s deployment zone. the turn and must be moved onto the board When an attacking unit carrying an objec-
These objectives must be at least 10” apart from the back of the defender’s deployment tive moves at least 1 model in the unit more
from each other and cannot be within 2” area (18” away from the center line) using than 12” away from the centerline of the ta-
of the table’s side edges. The defender will an Advance or Run action. If a flare is used, ble towards their deployment zone the ob-
deploy half of their units (rounding down) units on both sides can now see enemies up jective is scored by the attacker. Once a unit
within their deployment zone. The rest of to 20” away. The flare will last for the whole has delivered an objective to their deploy-
their units will be in reserve. At the start of turn. ment zone, the unit is not removed from
each turn, the initiative pool for the defend- the board and can be activated as normal
ing player will be determined by counting Game Length: 8 Turns in later turns. If the attacker is able to score
the initiative points for units that are on 2 objectives, the attacker immediately wins.
the table and not in reserve. The attacking Victory Conditions: The attacker is If the defending army has units that have
player will then deploy their entire force 6” trying to capture the objectives to gain in- not been destroyed and the attacker has not
from the centerline of the table. telligence. Only attackers can capture ob- scored 2 objectives by the end of the game,
jectives initially. When an attacker’s unit the defender wins.
90
Blood and Valor
A sniper is in the area harassing your forc- of the table followed by the attacker deploy- and is not shaken, the attacking player rolls
es. You have been tasked with finding and ing their entire force 12” from the center- a D10. If the result of this roll is a 10, the
eliminating the sniper threat. line on the other side. defending player must reveal the location
of the sniper.
Setup: Each player rolls a D10 and the Before each turn after the first, the defend-
winner chooses to be the attacker or de- er chooses an opponent’s unit within line Game Length: 6 Turns
fender. The defender must secretly choose a of sight and rolls a D10. Line of sight is
reasonable terrain feature in no man’s land drawn from any point on the terrain piece Victory Conditions: When an attacking
(within 12” of either side of the center line) the sniper is hiding in. On a result of 6 or unit enters a terrain feature that the sniper
for the sniper to hide in. There is no model higher, the sniper has hit, and the unit im- may be hiding in, the unit can use one of
used for the sniper, but the defender should mediately takes a Fatigue. The target unit its actions to search. If the sniper is in that
write down which terrain feature the sniper then takes a Shoot Save test; no cover bo- terrain piece, the attacker has put an end
is in before the game starts. nuses may be applied. If the unit fails the to the threat and immediately wins. The
save, remove a model and take a normal defender wins if the attacker is unable to
Next, the defender deploys their entire Resolve test with 2 D10. If the unit survives enter and search the terrain with the sniper
force 12” from the centerline on either side by the end of the game.
91
Scenarios
The Tank Assault scenario allows players er wants, but the armies must still follow Game Length: 6 Turns
to use tanks in their forces when playing a the force building rules. Tanks (pg.95) count
game of Blood and Valor. Historically, the as support choices for your force and will Victory Conditions: The objective of
only time enemy tanks engaged in combat grant 1 initiative point to your force pool. this scenario is to destroy your opponent’s
against each other, in World War I, was at In order to start the scenario, both players tanks. Victory is determined by Kill Points
the Second Battle of Villers-Bretonneux. roll a D10. The winner gets to choose what at the end of the game. Tanks will count as
This battle saw three German A7V tanks side of the table they want to deploy their 3 Kill Points in this scenario instead of the
fight against three British Mark IV tanks, troops on. The deployment zones for both normal 1 Kill Point for a support choice. If
one male and two females. players are anywhere past 12” from the cen- a tank is destroyed by infantry it will count
terline of the table. The player who lost the as 5 Kill Points for this scenario. All other
Setup: Players can create “what if” scenar- roll must deploy 1 of their units first, fol- force choices will grant the normal amount
ios by pitting tank forces against each other. lowed by the winner. The players alternate of Kill Points.
Before the start of the game, players should like this until all units are deployed. The
build forces of an equal point value. These game begins once all units are deployed.
forces can contain as many tanks each play-
92
TANKS
CHAPTER 12.
While not very common, tanks were certainly used during the Great War. The narrative
scenarios Disabled Tank and Tank Assault are designed specifically for players wishing to
add tanks to their Blood and Valor forces. Tanks have special rules and abilities that can
have significant effects on a game of Blood and Valor and only should be used if both play-
ers agree beforehand.
Tanks can be added as Support units to your force and will grant 1 initiative point as normal.
Blood and Valor
12.1
Shoot: When a tank is given a shoot action, it
can fire all its weapons. Weapons on a tank are
TANK ACTIONS
fired separately. Because each weapon Shoot test
is rolled separately, weapons can be fired at sep-
arate target units. Bite the Bullet points are spent
To reflect how differently a tank would operate, on each Shoot test individually.
below are a list of how actions are modified when
taken by a tank unit: Rally: Tanks can Rally the same as any unit.
Drive: Tanks can move forward up to 4” or back- Repair: Tanks can spend an action to have their
ward up to 2” in a straight line. Tanks cannot crew repair a Mechanical Breakdown. Remove a
move both forward and backward in the same Breakdown token ( ) from this tank.
movement action. Tanks can use both of their ac-
Tanks cannot take Run or Charge Actions.
tions as Drive actions.
95
Tanks
tank does not move at all. Tanks are not removed German player will have to take a Resolve test using 2 dice,
from the table when they have twice as many Fa- 1 for being hit and 1 for each successful result.
Taking Damage: Tanks were designed to be 3-5: Track damage - Take a Mechanical Break-
defensible war machines. For the purpose of the down Token.
game, Tanks do not take save tests and can only
be damaged by Lucky Hits. However, when a tank 6-9: Weapon damage - 1 of the weapons is de-
is successfully hit by incoming fire the crew will stroyed on the tank. Attacker decides which
take a Resolve test as normal. Below is a compre- weapon is destroyed.
hensive list of how each weapon can affect a Tank:
10: Catastrophe - The tank is destroyed; the mod-
el is left on the table as a wreck.
96
Blood and Valor
TANK WEAPONS:
12.5
TANKS
Tanks in World War One had a limited variety of
weapons. These weapons were mounted on differ-
ent parts of the tank and would have a limited arc
of fire. Types of weapons are listed below and fir-
ing arcs are listed in the descriptions of each tank.
AND CLOSE
Remember that guns fired at tanks are treated as
described on the previous page.
COMBAT
If a tank is successfully charged by a unit, the tank
will be at the mercy of the attackers. Tanks do
Heavy Gun
not have the ability to fight back in close combat.
Many forces in World War One would mount
Close Combat against a tank is treated as normal,
heavy guns on their tanks. Some examples are,
except that tanks do not make Close Combat
the German 57mm gun, the British 6 pounder gun
Save tests. Once hits are resolved, the tank rolls
and the French 37mm gun. These guns can be
the appropriate number of dice for its Resolve
powerful when attacking enemy troops and were
Test (1 + the number of successful hits). If the tank
also effective against armored targets.
crew ever has 7 Fatigue points, the crew flees and
the tank is a Wreck.
HEAVY Arc of Range Shots
GUN Fire Tanks do not receive Lucky Hits from close com-
- - 1 bat.
If this weapon rolls a success on its Shoot Tanks can conduct Defensive Fire against units
action, roll 5 more D10 with a target num- attempting to charge the tank.
ber of 7. The defender then rolls 1 D10 for
each success with a target number of 9 in- Tanks engaged in Close Combat cannot take a
stead of a normal save (cover bonuses are Shoot action.
not applied for Saves against Heavy Gun
Tanks can freely move out of Close Combat.
damage). Defender removes 1 model for
Once a movement action is declared, all units
each failed save. Resolve test is performed
engaged with the tank must be moved at least 1”
as normal.
away from the tank.
97
Tanks
12.6
TYPES OF TANKS
GERMAN FORCE OPTIONS:
A7V
The A7V was a heavy tank introduced by Germany in 1918. Only twenty vehicles were built during the
war. They were used in action from March to October 1918, and were the only tanks produced by Ger-
many to see combat in the war.
A7V (SUPPORT) Shoot Close Shoot Close Combat Resolve Cost Initiative
Combat Save Save
6 - - - 6 150 1
WEAPONS:
1 - 57mm Heavy Gun (Fixed Forward, 180* Arc)
2 - HMG (Fixed Right Side, 180* Arc)
2 - HMG (Fixed Left Side, 180* Arc)
2 - HMG (Fixed Rear, 180* Arc)
98
Blood and Valor
Germany captured many British Mark IV tanks during World War One and pressed them into German
Service. German forces can use Mark IV tanks in their forces.
Mark IV (Male)
MARK IV Shoot Close Shoot Close Combat Resolve Cost Initiative
(MALE) Combat Save Save
(SUPPORT)
6 - - - 6 100 1
WEAPONS:
1 - HMG (Fixed Forward, 45* Arc)
1 – 6 Pounder Heavy Gun (Fixed Right Side, 90* Arc)
1 – 6 Pounder Heavy Gun (Fixed Left Side, 90* Arc)
99
Tanks
Mark IV (Female)
MARK IV Shoot Close Shoot Close Combat Resolve Cost Initiative
(FEMALE) Combat Save Save
(SUPPORT)
6 - - - 6 100 1
WEAPONS:
1 - HMG (Fixed Forward, 45* Arc)
1 - HMG (Fixed Right Side, Forward Facing, 90* Arc)
1 - HMG (Fixed Right Side, Rear Facing, 90* Arc)
1 - HMG (Fixed Left Side, Forward Facing, 90* Arc)
1 - HMG (Fixed Left Side, Rear Facing, 90* Arc)
100
Blood and Valor
Mark IV (Male)
MARK IV Shoot Close Shoot Close Combat Resolve Cost Initiative
(MALE) Combat Save Save
(SUPPORT)
6 - - - 6 100 1
WEAPONS:
1 - HMG (Fixed Forward, 45* Arc)
1 – 6 Pounder Heavy Gun (Fixed Right Side, 90* Arc)
1 – 6 Pounder Heavy Gun (Fixed Left Side, 90* Arc)
101
Tanks
Mark IV (Female)
MARK IV Shoot Close Shoot Close Combat Resolve Cost Initiative
(FEMALE) Combat Save Save
(SUPPORT)
6 - - - 6 100 1
WEAPONS:
1 - HMG (Fixed Forward, 45* Arc)
1 - HMG (Fixed Right Side, Forward Facing, 90* Arc)
1 - HMG (Fixed Right Side, Rear Facing, 90* Arc)
1 - HMG (Fixed Left Side, Forward Facing, 90* Arc)
1 - HMG (Fixed Left Side, Rear Facing, 90* Arc)
102
Blood and Valor
Whippet:
The Whippet tank was intended to compliment the slower Mark IV tanks by using its better mobility and
speed to exploit any break in the enemy lines. Whippets later took part in the British Army’s post war
actions, notably in Ireland, Northern Russia, and Manchuria.
WEAPONS:
1 - HMG (Fixed Forward, 180* Arc)
1 - HMG (Fixed Right Side, 180* Arc)
1 - HMG (Fixed Left Side, 180* Arc)
1 - HMG (Fixed Rear, 180* Arc)
103
Tanks
Renault FT-17:
The FT-17 was a light tank developed by the French in World War I. The FT-17 was one of the most in-
fluential tank designs in history. The Renault FT’s configuration, with the crew in the front, the engine
at the back, and the main armament in a revolving turret, became and remains the standard tank layout
today.
RENAULT FT-17 Shoot Close Shoot Close Combat Resolve Cost Initiative
(SUPPORT) Combat Save Save
6 - - - 6 50 1
RENAULT FT-17 Shoot Close Shoot Close Combat Resolve Cost Initiative
(SUPPORT) Combat Save Save
6 - - - 6 50 1
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Blood and Valor
Saint-Chamond:
The Saint-Chamond was one of the first tanks deployed by the French in the Great War. The tank was
armed with a 75mm gun forward and one machine gun facing each side. The tank was plagued with
maneuverability problems due to its large size. Four hundred were built, but the French realized that the
design was flawed and started development of the Renault FT-17.
105
Tanks
106
THE GREAT WAR: A
CHRONOLOGY
A
A7V German tank................................... 98
achtung sniper! - scenario........................ 91
actions.................................................. 19, 20
actions - with tanks................................... 95
actions, Free............................................... 20
advance - action........................................ 19
advance action - difficult terrain............. 23
advance action - into and
out of buildings......................................... 24
advance setup - special rule...................... 38
aim - action................................................ 19
American Army force list........................ 71
American artillery barrage....................... 74
American captain command team......... 71
American close combat specialist team......74
American gas barrage............................... 74
American heavy machine gun team....... 74
107
The Great War: A Chronology
area terrain - line of sight......................... 21 Blut und Stahl - German force buildings - as targets of barrages.............. 24
special rule................................................. 55 buildings - defensive fire........................... 24
area terrain - tanks.................................... 96
board size................................................... 81 buildings - enemy units............................. 24
army destruction....................................... 82
breakdown test.......................................... 95 buildings - hard cover............................... 24
artillery barrages....................................... 30
breakthrough - scenario........................... 85 buildings - movement......................... 23, 24
artillery barrages - against
hidden tokens............................................ 38 British Army East Africa force List........ 48
artillery barrages - against tanks.............. 96
Askari close combat team........................ 62
British Army force list.............................. 41
British Army Near East force List........... 46
C
Capitaine-Commandant
Askari riflemen......................................... 61 British artillery barrage............................ 45 Van Damme - hero................................... 76
assault experts - special rule..................... 38 British artillery barrage - East Africa...... 50 Captain Albert Jacka - hero..................... 52
Ataturk, Mustafa Kemal - hero............... 68 British captain command team............... 41 Captain Richard Meinertzhagen - hero. 49
Australian and New Zealand Army Corps British captain command team - carabiniers-cyclistes.................................. 77
force list...................................................... 51 East Africa................................................. 48
cavalry - dismounting............................... 38
Australian light horse.............................. 47 British cavalry........................................... 45
cavalry - special rule................................. 38
British colonial close combat
B specialist team........................................... 50
British colonial riflemen........................... 49
characters................................................... 38
charge............................................. 19, 33, 34
barbed wire - cover................................... 23 charge - across barbed wire...................... 33
British European riflemen........................ 49
barbed wire - during charges.................... 33 charge - defensive fire............................... 33
British gas Barrage.................................... 45
barbed wire - movement........................... 23 charge action - buildings.......................... 24
British Gurkhas......................................... 45
barbed wire - tanks................................... 96 close combat.............................................. 31
British heavy machine gun team............. 44
barrages...................................................... 29 close combat - and defensive fire............. 34
British heavy machine gun team -
barrages - activating.................................. 29 close combat - falling back....................... 34
East Africa................................................. 50
barrages - and initiative points................ 29 close combat - locked in........................... 34
British inexperienced riflemen................ 43
barrages - mishaps..................................... 29 close combat - multiple units................... 34
British King’s African Riflemen.............. 49
barrages - targeting buildings................... 24 close combat - shooting............................ 25
British lieutenant command team........... 41
barrages, artillery - placement............ 29, 30 close combat - tanks................................. 97
British lieutenant command team -
barrages, gas - placement.......................... 30 East Africa................................................. 48 close combat save skill
barrages, naval gunfire - placement........ 30 British major command team.................. 42 value - description..................................... 37
basing, miniatures..................................... 13 British major command team - close combat skill value - description..... 37
Belgian Army force list............................. 75 East Africa................................................. 49 close combat specialists - special rule...... 38
Belgian artillery barrage........................... 78 British riflemen.......................................... 43 close range - weapon special rule............. 27
Belgian capitaine command team........... 75 British Scottish soldiers............................ 45 cohesion..................................................... 15
Belgian cavalry.......................................... 77 British sniper team.................................... 44 cohesion - movement............................... 19
Belgian heavy machine gun team............ 77 British Sniper team - East Africa............. 50 Colonel John Monash - hero.................. 52
Belgian major command team................. 76 British tank options......................... 101-103 command actions...................................... 20
Belgian riflemen......................................... 76 British trench raiders................................ 44 command points................................. 20, 37
Belgian sniper............................................ 77 building a force.......................................... 35 command range......................................... 37
Belgian sous-lieutenant building sections................................. 23, 24 commander................................................ 37
command team.......................................... 75 Buildings.............................................. 23, 24 commander - effects on tanks.................. 96
bicycles - special rule................................. 38 buildings - charge actions........................ 24 conquest - scenario................................... 86
Bite the Bullet............................................ 15 buildings - and line of sight...................... 24 consolidation move - while charging...... 33
blood curdling charge - special rule......... 38 buildings - and tanks................................ 96 controlling objectives............................... 82
108
Blood and Valor
Corporal Francis Pegahmagabow - hero.44 fatigue - defensive fire............................... 33 gas barrages - against tanks...................... 96
cover........................................................... 21 fatigue - rally actions................................. 20 gather intelligence - scenario................... 86
cover - from barbed wire.......................... 23 fatigue points............................................. 16 German Army force list........................... 55
cover - hard................................................ 21 fatigue tests................................................ 16 German artillery barrage.......................... 59
cover - soft................................................. 21 Fight - action.............................................. 20 German artillery barrage - East Africa... 62
cover - tanks.............................................. 96 Fight Save Skill Test................................. 34 German Cavalry....................................... 58
Fight Skill Test........................................... 34 German East Africa force list.................. 59
deep rivers, terrain.................................... 24 flamethrower - attacking tanks................ 96 German hauptmann - East Africa.......... 60
defensive fire.............................................. 33 flamethrower - weapon special rule........ 27 German hauptmann command team..... 55
defensive fire - building sections with Follow Up - close combat movement..... 34 German heavy machine gun team.......... 58
multiple units............................................. 24 For King and Country - German heavy machine gun team -
defensive fire - while in close combat..... 34 British Army Special Rule........... 41, 46, 48 East Africa................................................. 62
destroyed buildings, as terrain................. 24 force list - definition.................................. 35 German leutnant command team........... 55
Devil Dogs - special rule........................... 38 Forest - terrain........................................... 24 German major - East Africa.................... 60
Digger Dash - ANZAC force French Army Force List........................... 63 German naval riflemen............................ 61
special rule................................................. 51 French artillery barrage............................ 67 German riflemen....................................... 57
disabled tank - scenario............................ 88 French capitaine command team............ 63 German Schutztruppe riflemen............... 61
dismounting - cavalry ability................... 38 French cavalry........................................... 65 German sniper.......................................... 58
dog carts - special rule............................... 38 French close combat German sniper - East Africa.................... 61
downed pilot - scenario............................ 89 Harlem Hellfighters.................................. 66
German stormtroopers............................. 58
Driant, Emile - hero.................................. 64 French close combat Senegalese.............. 66
German tank options........................ 98-100
drive - tank action..................................... 95 French close combat trench raiders........ 66
Grand Maneuver...................................... 20
French gas barrage.................................... 67
E
grenades..................................................... 28
French heavy machine gun team............ 65
grenades - against tanks........................... 96
Early War Force Builder........................... 78 French inexperienced riflemen................ 65
grenades - weapon special rule................ 28
elan - French army special rule................ 63 French infantry support gun................... 65
Gurkhas - British unit.............................. 45
elan- Belgian army force special rule....... 75 French major command team................. 63
F
hard cover - shoot save tests.................... 25
furious assault - special rule..................... 38
hard cover - shoot skill tests.................... 25
G
fall back - from close combat................... 34 Harlem Hellfighters - French unit........... 66
fall back - out of a building...................... 24 Hauptmann Erwin Rommel - hero......... 56
fatigue......................................................... 16 Garde Civique inexperienced riflemen.. 76 Hauptmann Johann von Ravenstein -
fatigue - and tanks..................................... 96 gas barrages................................................ 30 hero............................................................ 56
gas barrages - against hidden tokens....... 38 heavy - weapon special rule..................... 27
109
The Great War: A Chronology
heavy gun - attacking tanks..................... 96 Leutnant Ernst Junger - hero................... 57 movement - zone of control..................... 19
heavy gun - tank weapon......................... 97 Liege gun barrage...................................... 78 multiple units in close combat................. 34
heavy machine gun - tank weapon......... 97 Lieutenant Colonel Emile Driant - hero.64 Mustafa Kemal Ataturk - hero................ 68
heavy machine gun (hmg) - infantry weap- Lieutenant Colonel James Waddell - hero..
on................................................................ 27
heroes......................................................... 38
64
Lieutenant Edgar Towner - hero............. 42
N
narrative scenarios................................... 88
hidden setup - special rule........................ 38 Lieutenant JRR Tolkien - hero................ 42
naval gun barrages.................................... 30
hills terrain................................................ 24 Lieutenant Samuel Woodfill - hero......... 72
naval gun barrages - against hidden to-
HMGs - attacking tanks........................... 96 light machine gun (LMG)........................ 27 kens..........................................................38??
Hung on the Wire Test............................. 23 line of sight................................................ 16 naval gun barrages against tanks............ 96
line of sight - and area terrain................. 21
I
night raid - scenario.................................. 90
line of sight - and buildings...................... 24
M
initiative - bidding with 0 points............. 17 Ottoman binbaayi command team......... 68
initiative points......................................... 17 Ottoman cavalry....................................... 70
initiative points - barrages....................... 29 Major Charles Whittlesey - hero............ 72 Ottoman heavy machine gun team........ 69
initiative pool............................................ 17 Mark IV (Female) tank - British............ 102 Ottoman inexperienced riflemen............ 69
initiative pool - losing a unit.................... 17 Mark IV (Female) tank - German......... 100 Ottoman mulazim san command team.. 68
inspirational command - hero special rule. Mark IV (Male) tank - British............... 101 Ottoman riflemen..................................... 69
46, 68
Mark IV (Male) tank - German.............. 99 Ottoman sniper......................................... 69
Intelligence Officer - hero
measurements............................................ 13 Ottoman trench catapult team................ 69
special rule........................................... 49, 52
meeting engagement - scenario................ 85 Ottoman trench raiders........................... 70
L
movement - cohesion............................... 19 Private Johnson’s Hellfighters................. 67
movement - difficult terrain..................... 23
large rubble, terrain.................................. 24
Lawrence of Arabia - hero....................... 46
movement - impassable terrain............... 23 Q
movement - through friendly units......... 19 quick reference sheet...................... 107, 108
Leutnant Colonel Paul Emil von Let- movement - within buildings................... 24
tow-Vorbeck - hero................................... 60
110
Blood and Valor
R
scenario - tank assault.............................. 92 sportsmanship........................................... 15
Schutztruppe close combat team - East spotter.................................................. 44, 50
rally - action............................................... 19 Africa......................................................... 62 stormtroopers............................................ 58
rally - tank action...................................... 95 Scottish soldiers - British unit.................. 45 submachine gun (smg).............................. 27
rally action - Commanding Officer Senegalese - French unit........................... 66
bonus.......................................................... 20
rally action - removing fatigue................. 20
Sergeant Alvin York - hero...................... 73
Sergeant Daly’s machine gun team......... 74
T
take cover - action..................................... 20
rally action - Resolve skill test................. 20 Sergeant Dan Daly - hero......................... 74
take cover - shoot skill penalty................ 20
rally action - while shaken....................... 20 Sergeant York’s riflemen.......................... 73
tall bushes, terrain.................................... 24
range modifiers.......................................... 25 shaken........................................................ 16
tall walls, terrain....................................... 24
ranged combat........................................... 25 shaken - defensive fire.............................. 33
tank actions............................................... 95
ranged weapons......................................... 27 shaken - effects on commanders.............. 37
tank assault - scenario.............................. 92
Renault FT-17 tank................................. 104 shaken - effects on tanks.......................... 96
tank lucky hit table................................... 96
repair - tank action................................... 95 shaken - objectives.................................... 82
tank shock................................................. 95
resolve skill test............................. 16, 27, 34 shaken - rally actions................................ 20
tank weapon - heavy gun......................... 97
Resolve Skill test - Commanding Officer shoot - action............................................. 19
bonus.......................................................... 20 tank weapon - heavy machine gun......... 97
shoot - against hidden setup.................... 38
resolve skill value - description............... 37 tank weapons............................................ 97
shoot - tank action.................................... 95
rifle.............................................................. 28 tanks - and shaken.................................... 96
shoot save Skill test.................................. 27
rifle grenade............................................... 28 tanks - and terrain.................................... 96
shoot save skill value - description......... 37
rifle grenade - against tanks..................... 96 tanks - and trenches................................. 96
shoot save tests - while in hard cover..... 25
rifles - attacking tanks............................... 96 tanks - area terrain.................................... 96
shoot skill penalty - take cover................ 20
Rommel, Erwin - hero.............................. 56 tanks - barbed wire................................... 96
shoot skill Test.................................... 25, 27
round bidding............................................ 17 tanks - buildings........................................ 96
shoot skill tests - against hard cover....... 25
Royal Naval Division riflemen............... 53 tanks - commanders.................................. 96
shoot skill tests - against soft cover......... 25
run - action................................................ 19 tanks - cover bonuses............................... 96
shoot Skill value........................................ 27
run action - difficult terrain...................... 23 tanks - defensive fire................................. 97
shoot skill value - description.................. 37
run action - Shoot Tests........................... 19 tanks - fatigue............................................ 96
shoot tests - run actions........................... 19
ruthless - special rule................................. 38 tanks - in close combat............................. 97
shooting..................................................... 25
tanks - taking damage............................... 96
111
The Great War: A Chronology
U
unit characteristics.................................... 37
unit cohesion............................................. 15
V
Van Damme - hero................................... 76
von Lettow-Vorbeck, Paul Emil - hero... 60
von Ravenstein, Johann - hero............... 56
W
Waddell, James - hero................................ 64
weapon special rule - close range............. 27
weapon special rule - flamethrower........ 27
weapon special rule - grenades................ 28
weapon special rule - heavy..................... 27
We’ve got something to prove - American
army force special rule.............................. 71
Whippet tank.......................................... 103
Whittlesey, Charles - hero........................ 72
William’s Riflemen - unit......................... 43
Woodfill, Samuel - hero............................ 72
Y
York, Alvin - hero..................................... 73
Z
zone of control.......................................... 15
zone of control and movement............... 19
112
SHOOTING PG.25 BARRAGES PG.29
Conduct a Shoot action in the following order: • Players cannot use a barrage with a 0 initiative point bid.
• Barrages can be held for later turns. A new round may be
• Check for Line of Sight and Range
started without the barrage being activated.
• Check for test modifiers
• Before placing a barrage the player must roll to check for
• Roll Shoot skill test
Mishap with a target number of 3 , target number 4 when using
• Enemy rolls Shoot Save test
Naval Gun Barrage.
• Enemy rolls Resolve test
• Barrages are placed as follows:
• Artillery: The player placing the Barrage picks an en-
CLOSE COMBAT PG.33
emy unit on the field as the target of the barrage. Every
Conduct a Charge action in the following order: enemy and friendly unit within 4” of the target unit will
also be affected by the barrage. Players roll a resolve test
• Check for Line of Sight and Range for each of their own units being affected using 3 D10.
• Check for Defensive Fire Remove 1 model from the unit for each result of 1 during
• Advance Action these resolve tests.
• Roll Fight skill test • Gas: The player placing the Gas Barrage picks an enemy
• Enemy rolls Fight Save test unit on the field as the target of the barrage. Every enemy
• Enemy rolls Resolve test and friendly unit within 4” of the target unit will also be
• Retreat and consolidation move (if applicable) affected by the barrage. Units other than the target unit
may make a 4” fall back move towards their deployment
COMMON COMBAT MODIFIERS PG.21 & PG.25 zone in order to get out of the Gas Barrage zone. If the
unit can finish its movement outside of the Gas Barrage
Range: Running/ Take Cover/ Soft range, the unit is not affected. The unit targeted by the
Cover: (+1) to the target num- barrage is always affected. Players roll a resolve test for
• Range 0”-6” +0
ber of Shoot Tests being taken each of their own units being affected using 4 D10.
• Range 6”-12” +1
against a unit with Soft Cover • Naval Gunfire Barrage: The player placing the Barrage
• Range 12”-18” +2
picks an enemy unit on the field as the target of the bar-
• Range 18” Plus +3 Hard Cover: (+1) to the target
rage. Every enemy and friendly unit within 6” of the target
number of Shoot Tests being
unit will also be affected by the barrage. Players roll a re-
taken against this unit Hard
solve test for each of their own units being affected using
Cover. (-1) to the target number
4 D10. Remove 1 model from the unit for each result of 1
of Shoot Saves of units with
during these resolve tests.
Hard Cover
You may reproduce these pages to cut out the templates for use in your games of Blood and Valor
FATIGUE PG.16 TERRAIN PG.21
Dice rolled for fatigue test is 1 if there was any successful hits Difficult Terrain: Units must first make base contact with a
and 1 more for each successful hit. move action and then make another move action to cross it.
1 Fatigue (No Negative Affect) Units cannot run across difficult terrain.
2 Fatigue (Unit Loses 1 Action) Impassable Terrain: Units cannot move through impassable
3-6 Fatigue (Unit Loses 1 action and is Shaken) terrain.
7 Fatigue (Unit is Removed)
Barbed Wire: Counts as Difficult Terrain and units attempt-
Shaken: Shaken units must fall back 4” directly towards its ing to cross must take a Hung on Wire Test.
deployment zone. Any time a shaken unit takes Fatigue, it
• Hung on Wire Test: Roll 1 D10 with a target number of 5.
must fall back again.
Success - Unit may complete its move. Fail - the unit receives
a Hung on the Wire token (pg.xx) and must immediately end
ROUND BIDDING PG.17 its activation at the point it came into contact with the barbed
wire obstacle.
• Total your initiative pool at the beginning of a turn
• Bid 0-6 points each round of activation
• Bidding 0 points on a unit activation causes that unit to lose
an action
You may reproduce these pages to cut out the templates for use in your games of Blood and Valor
RUNNING
TAKE COVER
WIRE
ACTIVATED UNIT
HIDDEN
You may reproduce these pages to cut out the templates for use in your games of Blood and Valor