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Blood & Valor

This document provides credits for the designers, writers, editors, artists, and playtesters involved in creating a book about small unit clashes in World War I. It includes a table of contents that outlines chapters covering game essentials, ranged and close combat, building forces, force lists for different armies, scenarios, and tanks. Playtesting credits are provided at the end.

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Sourav Kharat
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86% found this document useful (7 votes)
4K views120 pages

Blood & Valor

This document provides credits for the designers, writers, editors, artists, and playtesters involved in creating a book about small unit clashes in World War I. It includes a table of contents that outlines chapters covering game essentials, ranged and close combat, building forces, force lists for different armies, scenarios, and tanks. Playtesting credits are provided at the end.

Uploaded by

Sourav Kharat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EUROPE

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

PAINTERS & MODELERS


Devon Start
Kai DeVane
Rufus DeVane

DESIGN CONTRIBUTORS
Mitch Reed Gavin Winspear
Thomas Keegan Mike Tunez
Boyd Bruce

PLAY TESTERS & PROOF READERS


Kai DeVane Liam Taylor
Mitch Reed Matt Nott
Thomas Keegan Tim Korklewski
Boyd Bruce Nate Zettle
Gavin Winspear Nathan Rigaud
Glenn Goddard Nicholas Bogart
John McConnell Ray Aguila
Jorge Durzen Riley Blair
Allen Smith Stephen Murga
Joe Moore Jonathan Dispigno
Eric Lauterbach Steven L Smith
John Desch Alex Aguila
Patryk Reed Tyler Carlson
Jerry Mathers Andrew Frantz
Andy Sims Christopher M Garcia
Damien Macomber Geoffrey Hummel
Dan Carlson Graham Cummings
K. Drew Saxton Matt Cwick
Eric Hansen Nick McDonald
Dwaine Balius Tom Gall
Jesse Abbott Turhan Buckly
John Petrelli Edger Pabon
Kurt Gurbuz Leon Mason
Lee Atkinson

The miniatures and terrain shown in this book’s pictures


are part of the author’s personal collection.
SMALL UNIT CLASHES IN WORLD WAR ONE

BY RU F U S D EVANE AND K AI DEVANE


CONTENTS
CHAPTER 1. INTRODUCTION 7
CHAPTER 2. THE GREAT WAR: 9
A CHRONOLOGY
CHAPTER 3. GAME ESSENTIALS 13
3.1 HOW TO USE THIS BOOK............................................................................. 13
3.2 MATERIALS NEEDED TO PLAY...................................................................... 13
3.3 MEASUREMENT.......................................................................................... 13
3.4 MINIATURES.............................................................................................. 13
3.5 SPORTSMANSHIP....................................................................................... 15
3.6 FORCE, UNIT, AND MODEL........................................................................... 15
3.7 SKILL TESTS............................................................................................... 15
3.8 BITE THE BULLET....................................................................................... 15
3.9 UNIT COHESION......................................................................................... 15
3.10 ZONE OF CONTROL..................................................................................... 15
3.11 LINE OF SIGHT........................................................................................... 16
3.12 FATIGUE.................................................................................................... 16
3.13 SHAKEN..................................................................................................... 16

CHAPTER 4. GAME TURNS 17


4.1 OVERVIEW................................................................................................. 17
4.2 ROUND BIDDING......................................................................................... 17
4.3 UNIT ACTIONS............................................................................................ 19

CHAPTER 5. TERRAIN 21
CHAPTER 6. RANGED COMBAT 25
6.1 RANGED WEAPON TYPES............................................................................27
6.2 BARRAGES................................................................................................ 29

CHAPTER 7. CLOSE COMBAT 31


7.1 CHARGE.....................................................................................................33

CHAPTER 8. BUILDING A FORCE 35


8.1 FORCE LIST............................................................................................... 35
8.2 UNIT CHARACTERISTICS.............................................................................37
8.3 THE COMMANDER......................................................................................37
8.4 HEROES OF THE GREAT WAR...................................................................... 38
8.5 SPECIAL RULES.......................................................................................... 38

CHAPTER 9. FORCE LISTS 39


9.1 THE BRITISH ARMY..................................................................................... 41
9.2 THE CAMPAIGN IN THE NEAR EAST............................................................. 46
9.3 BRITISH ARMY FORCE LIST (EAST AFRICA)................................................... 48
9.4 AUSTRALIAN AND NEW ZEALAND ARMY CORPS (ANZAC).............................. 51
9.5 THE GERMAN ARMY.................................................................................. 55
9.6 GERMAN EAST AFRICA ARMY..................................................................... 59
9.7 THE FRENCH ARMY................................................................................... 63
9.8 OTTOMAN EMPIRE ARMY...........................................................................67
9.9 OTTOMAN ARMY IN THE NEAR EAST........................................................... 70
9.10 THE AMERICAN ARMY................................................................................ 71
9.11 THE BELGIAN ARMY...................................................................................75

CHAPTER 10. STARTING A GAME 79


10.1 DETERMINE MINIMUM BOARD SIZE.............................................................. 81
10.2 CHOOSE A SCENARIO.................................................................................. 81
10.3 KILL POINTS............................................................................................. 82
10.4 ARMY DESTRUCTION................................................................................. 82
10.5 OBJECTIVE MARKERS................................................................................ 82

CHAPTER 11. SCENARIOS 83


11.1 MEETING ENGAGEMENT............................................................................ 85
11.2 BREAKTHROUGH....................................................................................... 85
11.3 GATHER INTELLIGENCE............................................................................. 86
11.4 CONQUEST................................................................................................ 86
11.5 DEMOLITION.............................................................................................87
11.6 NARRATIVE SCENARIOS............................................................................. 88
1-2: DISABLED TANK.................................................................................. 88
3-4: DOWNED PILOT.................................................................................. 89
5-6: NIGHT RAID........................................................................................ 90
7-8: ACHTUNG SNIPER!............................................................................... 91
9-10: TANK ASSAULT.................................................................................. 92

CHAPTER 12. TANKS 93


12.1 ACTIONS................................................................................................... 95
12.2 TANK SHOCK............................................................................................. 95
12.3 TANK BASICS............................................................................................. 96
12.4 TANK RANGED COMBAT............................................................................. 96
12.5 TANKS AND CLOSE COMBAT........................................................................97
12.6 TYPES OF TANKS....................................................................................... 98

CHAPTER 13. INDEX 107


INTRODUCTION CHAPTER 1.

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.

Those of you who are familiar with Firelock Games’ previous


game, Blood & Plunder, will feel at home with this game’s me-
chanics. Players deploy custom forces representing a nation,
determine a scenario, and lay out terrain to recreate one of
the historical battlefields of the Great War.

A notable difference in Blood and Valor is the unique initia-


tive system. Each round, players simultaneously and secretly
bid points in order to determine who will act first. Strong
forces can increase the number of points a player has to bid
with, thus giving the player a better chance to act quickly.
Players will take this into consideration when building their
armies.

As always, our highest priority is historical accuracy and a


large range of settings and options to choose from. The scope
of this game is not limited to the Western Front! These rules
allow for battlefields set in the jungles of Africa, the open
spaces of the Near East, the Gallipoli Peninsula, and many
more. The choice is up to you and your imagination.
THE GREAT WAR: A
CHRONOLOGY

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.

April 29th - End of the siege of Kut al-Ama-


many.
January 15th - The Allies’ War Council ra, British surrender to the Ottomans.
August 4th - Moltke orders Schlieffen plan authorizes naval attack on the Dardanelles.
to proceed. July 1st – November 18th - Battle of the
March 18th - Allied naval attack on the Somme.
August 6th - City of Liege surrenders, but Dardanelles.
troops in forts fight on. August 28th - Italy declares war on Ger-
March 22nd - Two German zeppelins at- many.
August 8th - French capture Mulhouse in tack Paris.
Alsace-Lorraine, but evacuate the city three August 29th - Hindenburg becomes Ger-
April 22nd-May 25th - Second battle of man Chief of Staff.
days later.
Ypres; first time Germans use poison gas.
August 12th - Austria-Hungary invades October 24th - French recapture Douau-
April 25th - British and French forces land mont Fort at Verdun.
Serbia.
on five beaches on the Gallipoli peninsula.
August 12th - Britain and France declare
war on Austria-Hungary.

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

of the Bite the Bullet roll.

During a game, players may disagree on how to


Some special rules allow players to reroll failed
resolve a situation. If this occurs, players should
skill rolls. Players can use the Bite the Bullet rule to
attempt to come to a mutual agreement, if this is
reroll all dice (including successes) once more as a
not possible, players should turn to a third party
final attempt at a better result. Players must always
to resolve the issue. If no third party is available,
accept the results from the Bite the Bullet roll.
a die roll can be used to resolve the issue. Official

3.9
answers can always be found by checking the
FAQ on Firelockgames.com/downloads or email-
ing us at Support@firelockgames.com.

Join other fans of the game by logging onto the


UNIT COHESION
Blood and Valor Forum at: Units must stay together. At the end of every
move, players must check that each model in a
https://www.facebook.com/groups/BloodValor/
unit is within 6” of every other model and within

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

FORCE, UNIT, player must move it back into cohesion using an


action the next time the unit is activated.

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

3.8 any other unit can come within 1” of any model in


the unit. Units can only enter another units zone
BITE THE BULLET of control when engaging in Close Combat. Units
inside of building sections have no zone of control.
The Bite the Bullet rule is designed to negate terri-
ble luck that happens during tabletop games. Each
player starts the game with three bullet tokens
that can be used to reroll any Skill Test during the
game. You can only Bite the Bullet once per Skill
Test and must reroll all dice used during that test.

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:

• Core Unit - 2-3


• Commander Unit - 2
• Support Unit - 1
Because your initiative pool is determined at the beginning of
each turn, when a player loses a unit, their initiative pool will
be smaller in following turns. Each player should have bid-
ding tokens representing their initiative points, these tokens
will have numbers 0-6 on one side.

At the beginning of every round, each player will secretly


place one initiative token face down in front of themselves.
Once tokens have been selected, both players reveal their to-
kens simultaneously. Players can bid a maximum of 6 points
and a minimum of 0 points. Initiative points that are bid this
way are expended for the turn and players can never bid
more points than they have left in their Initiative pool.

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).

Advance (4”): Each model in a unit may move


up to 4” in any direction. This action can be taken
twice in an activation. Rules for Unit Movement:

• Must end their movement in cohesion (pg.15)


• Cannot end its movement within another unit’s
zone of control (pg.15), unless ending in base to
base contact as part of a Charge action.
Charge: This unit performs an Advance action
• Can move through a friendly unit so long as
immediately followed by a Free Fight action. A
they end their movement outside the zone of con-
unit can only perform a Charge action if it has
trol of the friendly unit.
Line of Sight to a target enemy unit within 4”. If a
• Cannot move through enemy units. model in this unit is unable to make base contact
• Rules for moving through Buildings and Barbed with a model in the target unit after its movement,
Wire are found on page 23. the Fight Action cannot be taken and the action
is spent. This action is explained in further detail
in the Close Combat Section (pg.31).

Run (8”): Each model in a unit may move up to


8” in any direction. This takes up both the unit’s
actions for the round, and cannot be performed if Shoot: The unit fires its weapons at a target ene-
the unit has only 1 action available. After a unit my unit. All the models in the unit must fire at the
has completed a run action, place a running token same target. This is explained further in Ranged
( ) next to the unit. A unit taking a Shoot Skill Combat (pg.25)
Test targeting a unit with the running token takes
a (+1) modifier to their target number. The running Aim: (-1) modifier to a Shoot Skill Test this acti-
token is removed the next time this unit is activat- vation. This action may only be taken in conjunc-
ed. A unit being given a Command Action (pg.20) tion with a Shoot action.
does not count as being activated. The Run action
follows the same movement rules as Advance. Rally: Units can take a Rally action to remove
Fatigue and get back into the fight. The unit rolls

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.

Blood and Valor should be played on a battlefield setup with


terrain pieces to create a visually accurate and challenging
battlefield of The Great War.

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:

Soft cover: (+1) to the target number of Shoot Skill tests


being taken against this unit.

Hard Cover: (+1) to the target number of Shoot Skill tests


being taken against this unit. (-1) to the target number of the
Shoot Save tests.

If there are multiple terrain features in the way, only 1 in-


stance of the hardest cover bonus applicable is applied.

If a unit is in base contact with a piece of terrain, that terrain


does not give cover to units being targeted by the unit in base
contact. This is disregarded for Area Terrain and Buildings.

Elevated Terrain: Models on elevated terrain (pieces of


terrain taller than 1”) are considered to be elevated. Models
on lower elevations do not block line of sight. Players should
decide which pieces of terrain provide elevation before play-
ing a game.

Area Terrain: Models in areas of terrain (forests, 1” tall


planted fields, or ruins of destroyed buildings) have a cover
bonus as long as at least 50% of the unit have part or all of
their model bases within the area terrain. If enemy units are
within the same piece of area terrain, they all receive cov-
er bonuses. Targeting units can draw line of sight to units
within the area terrain, but not units past the area terrain. If
enemy units are within the same piece of area terrain, they all
receive cover bonuses.
Blood and Valor

will need to make the check again the next time


it moves.

If the check is failed, the unit receives a Hung on


the Wire token ( ) and must stop at the point
that the unit came into contact with the barbed
wire obstacle. The unit must then immediately
end its activation. The soldiers have become en-
tangled in the wire and must spend the rest of
their activation attempting to free themselves.
Units that have a Hung on the Wire token may
move freely through the barbed wire. The Hung
on the Wire token is removed after the unit is
moved.

For Example: The British player attempts to move their unit


of Riflemen through a section of Barbed Wire. The Riflemen

unit uses an Advance action to move up to the Barbed Wire

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

forfeit the remainder of its movement. The unit must also

forfeit any remaining actions and end its activation. Later

during the turn, the British player decides to give this unit

an Advance Command Action to get it through the Barbed

Wire. Because the unit has a Hung on the Wire token, this
unit does not need to take another Hung on the Wire test.

At the end of its movement action, the Hung on the Wire


token is removed from the unit.

Difficult Terrain: To cross difficult terrain (piec-


es of linear terrain that are taller than 1” and
Barbed Wire), units must first make base contact
with an Advance action and then make another
an Advance action to cross it. Units cannot run
across difficult terrain.

Impassable Terrain: Units can never move


through terrain features designated as impassable.
Normally, these are high walls or deep rivers.

Barbed Wire: Barbed wire was an effective


means of limiting the movement of your oppo-
nents on the battlefields of the Great War. Barbed
wire obstacles provide soft cover to troops be- Buildings: Buildings in Blood and Valor are treat-
hind them. Units cannot use the Run Action to ed as sections that units can move into and out of
cross barbed wire obstacles but can use any kind using actions. For a unit to enter a building, the
of 4” movement to attempt to cross. Units mov- unit must first move into base contact with the
ing across barbed wire in any way must perform building and be within 1” of a door, window or
a Hung on the Wire Test. The attempting player other opening that is on the ground floor. Then
must roll 1 D10 with a target number of 5. the unit can use an Advance action to enter the
building section. If a unit is unable to fit all its
If this test is passed, the unit may complete its nor- models in a section of a building without over-
mal 4” move. If not all the models in the unit are lapping bases, the unit cannot enter the section.
able to make it across in a single move, the unit More than one unit from a single army can be in

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.

Units in buildings can be targeted by Barrages. If


a unit in a section of a building is targeted by a
barrage, all units in that building are hit by the
barrage. Units outside the building are not hit by
the barrage. Barrages targeting units outside the
building do not affect units in the building.

24
RANGED COMBAT CHAPTER 6.

The Great War was fought with a host of deadly weapons


that gave the combatants the means to inflict damage upon
their opponents at greater ranges and with more firepower
than ever seen before in battle.

SHOOTING:
A Shoot action is done by completing the following in order:

Check for Line of Sight and Range

Roll Shoot skill test

Enemy rolls Shoot Save test

Enemy rolls Resolve test

Line of Sight: To perform a Shoot action, the targeting unit


must have line of sight with the unit being targeted. Most
weapons have a 360-degree arc of fire. Fixed weapons have
an arc of fire from the direction it is facing; weapons arcs of
fire are listed in the weapons descriptions (pg.27). For Shoot
actions, Line of Sight cannot be drawn to units locked in
Close Combat. If a unit is partially covered by terrain that
provides cover, they may receive a cover bonus (pg.21):

Soft Cover: (+1) to the target number of Shoot skill tests


being taken against this unit.

Hard Cover: (+1) to the target number of Shoot skill tests


being taken against this unit. (-1) to the target number of the
Shoot save tests.

Range: Measure the distance between the closest model


that is able to shoot to the closest visible model in the target
unit. Some weapons have a maximum range as described in
its weapon description. If the closest model in the targeted
unit is outside of the weapon’s maximum range, you cannot
shoot that target. For every 6” inches (up to 18”) between the
target and the attacker, (+1) is added to the target number
of the shooting skill test to reflect the difficulty of hitting a
distant target. Below is a reference for the shooting test target
number modifiers:

Range 0” to < 6” (+0)


Range 6” to <12” (+1)
Range 12” to <18” (+2)
Range 18” + (+3)
Blood and Valor

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.

6.1 RANGED WEAPON TYPES


SUBMACHINE GUN (SMG) ARC OF FIRE: 360* RANGE: 12” SHOTS: 1

Close Range: (+1) shots when target is within 6”.

FLAMETHROWER ARC OF FIRE: 360* RANGE: 4” SHOTS: -

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.

LIGHT MACHINE GUN (LMG) ARC OF FIRE: 360* RANGE: - SHOTS: 4


-

SNIPER RIFLE ARC OF FIRE: 360* RANGE: - SHOTS: 1


A unit shot by a Sniper Rifle does not gain a Cover Bonus.

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

PISTOL ARC OF FIRE: 360* RANGE: 6” SHOTS: 1


-

RIFLE ARC OF FIRE: 360* RANGE: - SHOTS: 1


-

GRENADES ARC OF FIRE: RANGE: SHOTS: -


360* 4”
A unit equipped with Grenades may use this attack during a
Defensive Fire or Shoot action.

Grenades: Instead of rolling a normal Shoot skill test, roll 3 D10


with a target number of 7. The defender then rolls 1 D10 for each
success with a target number of 9 (cover bonuses are not applied
for Grenade saves). Defender removes 1 model for each failed
save. Resolve test is performed as normal. A unit performing a
Grenade attack cannot roll more attack dice than there are mod-
els left in the attacking unit.

TRENCH ARC OF FIRE: RANGE: SHOTS: 1


CATAPULT Forward 180* 6”-24”
Heavy: This unit may not take a Shoot action in the same activa-
tion 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.

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.

RIFLE GRENADE ARC OF FIRE: 360* RANGE: 18” SHOTS: 1


If this weapon rolls a success on its Shoot action, roll 2 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 Rifle Grenade
saves). Defender removes 1 model for each failed save. Resolve test is performed as normal.

Friendly troops do not block line of sight for for Rifle Grenade Shoot tests.

INFANTRY SUPPORT GUN ARC OF FIRE: Forward 180* RANGE: - SHOTS: 1


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.

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:

BARRAGES • Players cannot use a barrage with a 0 initiative


point bid.
Artillery was the king on the battlefields of World • Barrages can be held for later turns. A new
War I. More injuries were caused by artillery than round may be started without the barrage being
any other form of combat at the time. While a full activated.
artillery barrage would not normally be assigned
Once the Barrage is activated, the controlling
to a trench raid, localized support from mortars
player rolls a D10. On a result of 1 or 2, a Mishap
and field guns would often be used to disrupt the
has occurred and the enemy player can now place
enemy’s defenses. If done correctly, a well-placed
the Barrage on the battlefield. Mishaps happen on
barrage can quickly turn the tide of battle in
a result of 1, 2, or 3 for Naval Gun Barrages as
your favor. Conversely, a miscommunication or
they were even more difficult to coordinate. If a
misstep in timing can see your own troops being
Mishap did not occur, the controlling player plac-
shelled by their own guns.
es their barrage as instructed below:
There are 3 kinds of Barrages in Blood and Valor:
Artillery, Gas, and Naval Gunfire Barrages. Play- PLACING AN
ers pay for Barrages as units when designing their ARTILLERY BARRAGE:
forces. A Barrage counts as a support choice in
your army and grants 1 initiative point. Once a The player placing the Artillery Barrage picks an
player uses the barrage, they lose the initiative enemy unit on the field as the target of the bar-
point from their army total. rage. Every enemy and friendly unit within 4” of

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.

Close combat in Blood and Valor is a bloody and decisive


affair. When a unit charges into base contact with an enemy
unit a round of close combat is initiated.
Blood and Valor

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.

Follow these steps to build your Blood and Valor army:

1. Determine Army Point Totals: Before each game, play-


ers must decide the army point total. These totals normally
range from 150 to 300 points. We recommend 150 points for
your first game.
2. Choose Nationality and Force List: Each Player will
choose a Nationality and then a Force List available to that
Nationality. Players can agree ahead of time to use the Early
War Force Builder rules (pg.78) or Tank rules (pg.95). For your
first game, we recommend choosing one of the main Nation-
ality Forces.
3. Purchase Units and Upgrades: Players will now out-
fit their army by purchasing units and upgrades from their
Force List. When purchasing options for their army, players
must abide by the following rules:
a. Before purchasing optional units on a force list, all re-
quired units must be purchased.
b. There can only be 1 Command unit in each force.
c. 1 Support unit can be purchased for each Core unit in
the army.
d. There can only be 1 of each named character in an army.

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

8.2 UNIT CHARACTERISTICS


BRITISH
(1 ) (3)
Shoot Close
(4)
Shoot
(5)
Close
(6) (7)
Resolve (8)
Cost (9)
Initiative
RIFLEMEN Combat Save Combat Save
(2)
(CORE)
6 6 6 7 6 16 3
(10)
UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

(11)
SPECIAL RULES: Assault Experts

(12)
WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

1. Name of the unit Command Range: Commanding officers may


2. Unit Type grant benefits to their troops within their com-
3. Shoot skill value, determines the target mand range. If a unit has models within line of
number for Shoot Skill Tests sight and command range of the commanding of-
4. Close Combat skill value, determines the
ficer, they will receive a (-1) to the target number of
target number for Close Combat Skill Tests their Resolve skill tests. Command range is always
5. Shoot Save skill value, determines the target
determined by measuring from the commander
number for Shoot Save Tests model. The commander can also benefit from this
6. Close Combat Save skill value, determines effect. A Shaken commander does not give out
the target number for Close Combat Save Tests any bonuses to resolve tests.
7. Resolve skill value, determines the target
Command Points: The number of Command
number for Resolve Tests
Actions (pg.20) this unit can give out during their
8. Initial Force Point cost of unit
activation.
9. Initiative points added to total while unit is

on the battlefield

10. Model types needed for the unit; includes

unit addition options and point cost.

11. List of special rules this unit has

12. Weapons that this unit is equipped with;

includes weapon upgrade options and point cost

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

GREAT WAR buildings or ruins.

As a Free Action, the unit may Dismount and


The Great War was a watershed period for color-
send their horses to the rear. To dismount, replace
ful individuals who would run headlong into the
the Cavalry models with Riflemen models. Dis-
meat grinder that was modern warfare. Despite
mounted Cavalry units lose the Cavalry rule and
warfares change of focus from personality to tech-
cannot mount their horses again.
nology, the Great War saw a cast of characters
make names for themselves during the bloodiest Close Combat Specialists: This unit may re-
conflict the world had ever seen. roll all failed results during Close Combat skill
tests and Hung on the Wire tests.
These heroes can be added to your army when
building a force for Blood and Valor. Heroes come Devil Dogs: This unit may reroll all failed results
in all types (command, core, and support units). during Resolve skill tests.
Players may only take 1 of each named character
available to your force. Dog Carts: HMG Teams with this special rule
can take Run actions.

8.5 Furious Assault: This unit may Charge from 6”


away from its target and adds 2” to their Advance
SPECIAL movement during Charge actions.

RULES Hidden Setup: This unit starts the game with a


Hidden token ( ). Units with a Hidden Setup
token cannot be targeted by Shoot actions and are
Advance Setup: This unit may take 1 Free Run
unaffected by all Barrages. The Hidden token is
action immediately after all forces are deployed.
removed whenever this unit moves or shoots.
Assault Experts: This unit may reroll all failed
Ruthless: If this unit has fewer Fatigue points
results during the Shoot Save tests of Defensive Fire.
than its target during an attack, -1 to the target
Bicycles: Units with this special rule can be re- number of the Shoot or Close Combat test.
positioned within their deployment zone up to
Tough: Remove 1 point of Fatigue from this unit
12” before the game starts. If both forces have this
before rolling during Rally actions.
special rule, players roll off and the winner decides
which player’s units redeploy first. Bicycles do not True Grit: This unit may reroll failed results
need to be modeled for game play, it is assumed during Close Combat Save tests.
that the unit is equipped with bicycles.

Blood Curdling Charge: (-1) to the target number


of the fight tests of this unit during Charge actions.

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts

WEAPONS: 1 Pistol (Commander), 2 Rifles

British Captain Command Team:


BRITISH CAPTAIN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

Lieutenant JRR Tolkien Command Team:


Before he became known as the author of books like The Hobbit and The Lord of the Rings, John Tolkien served as an officer with the Lan-
cashire Fusiliers and saw action during the Battle of the Somme.

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts, Command Skill: (+2) to tied initiative roll result

WEAPONS: 1 Pistol (Commander), 2 Rifles

42
Blood and Valor
BRITISH ARMY

CORE UNITS:

British Riflemen Unit:


BRITISH RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Assault Experts

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

SPECIAL RULES: Assault Experts, Tough, Blood Curdling Charge

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

British Inexperienced Riflemen Unit:


BRITISH INEXPERIENCED Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
6 7 7 7 6 12 2

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: Assault Experts

Weapons: Rifles

5pts. – Add Grenades to entire unit

43
Force Lists

BRITISH ARMY
SUPPORT UNITS:

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: Hidden Setup

WEAPONS: 1 Sniper Rifle

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

UNIT COMPOSITION: 1 Sniper

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

WEAPONS: 1 Sniper Rifle

British Heavy Machine Gun Team:


The British Army used the Vickers Machine Gun as their primary mounted machine gun.
BRITISH HEAVY MACHINE GUN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

British Close Combat Specialist Team “Trench Raiders”:


BRITISH CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALISTS - TRENCH
RAIDERS (SUPPORT) 6 6 6 6 5 24 1

UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Close Combat Specialists, Assault Experts

WEAPONS: Rifles, Grenades

44
Blood and Valor
BRITISH ARMY

British Close Combat Specialist Team - Scottish Soldiers:


The Scottish soldier of the British Army has the reputation of being a headstrong and dedicated fighter when making contact with their
enemy. At times this would cause the soldiers to lose control on the charge, but if properly used the hard-hitting Scottish soldier can be a
great asset on the battlefield.

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)

SPECIAL RULES: Blood Curdling Charge, Close Combat Specialists

WEAPONS: Rifles, Grenades

British Close Combat Specialist Team (Gurkhas):


The British Army recruited Gurkhas from Nepal to help fight in the Great War. The Gurkhas are known for their bravery and tenacity when
fighting. The Gurkha regiments were some of the most formidable fighting soldiers available to the British Army during World War One.
BRITISH CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALISTS – GURKHAS
(SUPPORT) 6 6 6 6 5 28 1

UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)

SPECIAL RULES: Blood Curdling Charge, Close Combat Specialists, Assault Experts

WEAPONS: Rifles, Grenades

British Cavalry Unit:


The British Cavalry were the first British Army units to see action during the Great War. Captain Hornby of the 4th Royal Dragoon Guards
is reputed to have been the first British soldier to kill a German soldier. Cavalry units were used in the early stages of the war on the Western
Front, but as the lines started to stabilize into trench warfare the cavalry’s usefulness was greatly diminished. Commanders kept large cavalry
reserves in the hope of a breakthrough on the Western Front.

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)

SPECIAL RULES: Cavalry, Blood Curdling Charge, Assault Experts

WEAPONS: Rifles

British Artillery Barrage: British Gas Barrage:


ARTILLERY BARRAGE Cost Initiative GAS BARRAGE Cost Initiative
20 1 15 1

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.

BRITISH ARMY NEAR EAST FORCE LIST:


“For King and Country”: British core and command units gain
the Assault Experts special rule for free.

Required:

1 x Command Team (Commander)


2 x Riflemen Unit (Core): Both units must be the same

Optional:

0-4 x Riflemen Unit (Core)


0-2 x Australian Light Horse (Support)
0-3 x Arab Irregular Cavalry (Support)
0-1 x Sniper Unit (Support)
0-1 x Heavy Machine Gun Team (Support)
0-2 x Close Combat Specialist Team (Support) OR 0-4 Arab Irregu-
lar Assault Teams (Support)
0-1 x Artillery Barrage (Support)

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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

WEAPONS: 1 Pistol (Commander), 2 Rifles

46
Blood and Valor
BRITISH ARMY

CORE UNITS:

Arab Irregular Riflemen:


Looking to free their homeland from Ottoman rule, the Bedouins were very motivated to take on the Turks in a fight. These fighters became
a formidable force as they were trained by Lawrence of Arabia.

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)

SPECIAL RULES: Assault Experts, Blood Curdling Charge

WEAPONS: Rifles

SUPPORT UNITS:

Australian Light Horse:


The Australian Light Horse regiments were deployed to the Near East theater of operations during the Great War. The Light Horse were
mostly used as mounted infantry, to benefit from the increased mobility over standard infantry. The exception to this rule is when the 4th
and 12th Light Horse regiments successfully charged the Ottomans at Beersheba on October 31, 1917.

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)

SPECIAL RULES: Cavalry, Blood Curdling Charge, Furious Assault

WEAPONS: Rifles

Arab Irregular Cavalry:


Bedouins learned to ride horses from an early age and developed into highly skilled riders.
ARAB IRREGULAR Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
CAVALRY (SUPPORT)
7 5 6 6 5 24 1

UNIT COMPOSITION: 4 Cavalry (add models for 6pts. each, max 12 models in unit)

SPECIAL RULES: Cavalry, Blood Curdling Charge

WEAPONS: Rifles

Arab Irregular Assault Team:


Having been oppressed by the Ottoman Empire for years, Bedouins had experience in wreaking havoc on the Ottoman Army well before
the Arab Revolt.
ARAB IRREGULAR ASSAULT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
7 6 6 6 5 24 1

UNIT COMPOSITION: 4 Soldiers (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Blood Curdling Charge, Close Combat Specialist, Advance Setup

WEAPONS: Pistols, Grenades

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.

BRITISH EAST AFRICA UNITS:

British Lieutenant Command Team:


BRITISH LIEUTENANT Shoot Close Shoot Close Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Combat Save Range Points
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts

WEAPONS: 1 Pistol (Commander), 2 Rifles

British Captain Command Team:


BRITISH CAPTAIN Shoot Close Shoot Close Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Combat Save Range Points
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts

WEAPONS: 1 Pistol (Commander), 2 Rifles

48
Blood and Valor
BRITISH ARMY

British Major Command Team:


BRITISH MAJOR Shoot Close Shoot Close Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Combat Save Range Points
6 6 5 7 6 25 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Assault Experts, Command Skill: (+1) to tied initiative roll result

WEAPONS: 1 Pistol (Commander), 2 Rifles

Captain Richard Meinertzhagen Command Team:


Captain Meinertzhagen spent years in Africa before the war and was one of the few British officers who understood both the African
terrain and culture.
CAPTAIN RICHARD Shoot Close Shoot Close Resolve Cost Initiative Command Command
MEINERTZHAGEN Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 6 35 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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

WEAPONS: 1 Pistol (Commander), 2 Rifles

British European or Colonial Riflemen Units:


These units represent the troops sent from the British Isles, India, and South Africa.
BRITISH RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Assault Experts

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)

British King’s African Riflemen Units:


With their manpower focused on the fighting in Europe, the British Army raised many units of Africans from their colonies to combat
German aggression on the African continent.
BRITISH KING’S AFRICAN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
7 6 6 6 5 16 2

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Blood Curdling Charge

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: Hidden Setup

WEAPONS: 1 Sniper Rifle

British Heavy Machine Gun Team:


BRITISH HEAVY MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

British Colonial Close Combat Specialist Team:


The British Army recruited troops from all over their empire. Troops such as Gurkhas, South Africans, and some KAR units excelled in
jungle fighting and engaging the enemy in melee combat.
BRITISH COLONIAL CLOSE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
COMBAT SPECIALIST TEAM
(SUPPORT) 6 6 6 6 5 24 1

UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Assault Experts, Close Combat Specialists

WEAPONS: Rifles, Grenades

British Artillery Barrage:


Even in Africa the British used their artillery when possible. The Indian Mountain Batteries played a major role in many of the battles on
the African Continent.
ARTILLERY Cost Initiative
BARRAGE
20 1

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

Peninsula against the Ottoman Empire. This was


the first test in battle for the troops who hailed 8 pts. - Add up to 1 LMG to this unit
from Australia and New Zealand. Called AN- 6 pts. - Add up to 1 Rifle Grenade to this unit
ZACs (Australia and New Zealand Army Corps),
these men forged a reputation for being tough
fighters and created a national identity separate ANZAC FORCE LIST:
from their mother country, Great Britain.
“Digger Dash”: ANZAC core and command
Many Australian and New Zealand soldiers in the units gain the Furious Assault special rule for free.
Second Boer War (1899–1902) were former miners.
At the Battle of Elands River (1900) the Austra-
Required:
lian defenders earned a reputation as “Diggers”,
1 x Command Team (Commander)
because they were able to hastily construct dugout
2 x ANZAC Riflemen Unit (Core)
defenses in the hard ground. This nickname for
the ANZAC forces carried over to the Great War. Optional:
The ANZAC force shown below represents the 0-4 x Riflemen Unit (Core)
force that fought in the Gallipoli Campaign in 0-2 x Sniper Unit (Support)
1915. To represent the members of the ANZAC 0-2 x Heavy Machine Gun Teams (Support)
Corps on the Western Front, do not use Royal 0-2 x Close Combat Specialist Teams (Support)
Naval Division Riflemen and Naval Gunfire Bar- 0-1 x Trench Catapult Teams (Support)
rages in your army list. 0-1 x Artillery Barrage (Support)
0-1 x Naval Gunfire Barrage (Support)

ANZAC COMMAND UNITS:

ANZAC Lieutenant Command Team:


ANZAC 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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Furious Assault

WEAPONS: 1 Pistol (Commander), 2 Rifles

ANZAC Captain Command Team:


ANZAC CAPTAIN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Furious Assault

WEAPONS: 1 Pistol (Commander), 2 Rifles

51
Force Lists

ANZAC Major Command Team:


ANZAC 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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Furious Assault, Command Skill: (+1) to tied initiative roll result

ANZAC
WEAPONS: 1 Pistol (Commander), 2 Rifles

Captain Albert Jacka Command team:


Albert Jacka was the first Australian to win the Victoria Cross for his actions at Gallipoli. Later, he went on to serve as an officer on the
Western Front with the ANZAC Corps and was twice decorated for bravery there. Jacka signed up for the Australian Imperial Force (AIF)
as soon as the war was declared and won his VC while he was a corporal in May of 1915. Commissioned to the rank of lieutenant after the
Dardanelles, Jacka rose to rank of captain. After the war, he became mayor of a town in Australia. Jacka died in 1932 at the age of 39 having
never fully recovered from the wounds he suffered during the Great War. He remains one of the most recognizable names in Australian
military history.
CAPTAIN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
ALBERT JACKA Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 35 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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

WEAPONS: 1 Pistol (Commander), 2 Rifles

Colonel John Monash Command Team:


John Monash joined the militia in 1884 and by 1918 he was a lieutenant general and commander of the Australian Corps on the Western
Front. Before the Gallipoli campaign Monash was given a brigade to command despite getting a lot of push back because of his German-Jew-
ish ancestry. Monash’s leadership and valor were two of the few bright spots during the dismal Gallipoli Campaign. While on the Western
Front Monash showed that he had a grip on leadership and innovative tactics despite not being a professional soldier. After the war Monash
returned to Australia and passed away in 1931 at the age of 66.
COLONEL Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
JOHN MONASH Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 30 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Furious Assault, Intelligence Officer: at the start of a game, 1 unit within command range permanently
gains the Hidden Setup special rule

WEAPONS: 1 Pistol (Commander), 2 Rifles

52
Blood and Valor

CORE UNITS:

ANZAC Riflemen Units:


ANZAC RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)
ANZAC

SPECIAL RULES: Furious Assault

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

Royal Naval Division Riflemen Units:


At the start of the war, the call-up of naval and Royal Marine reservists lead to a surplus of manpower. It was the idea of Winston Churchill,
who was the First Lord of the Admiralty at the time, to create an infantry division with this excess manpower. The Royal Naval Division was
one of two British Divisions to land during the initial attack on the Dardanelles and they served all over the peninsula throughout the campaign.
ROYAL NAVAL DIVISION Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
6 7 7 7 6 12 2

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: Furious Assault

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

UNIT COMPOSITION: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: 1 Sniper Rifle

Trooper Billy Sing Sniper (ANZAC):


William Edward “Billy” Sing, DCM, was an Australian soldier of Chinese and English descent who served in the Australian Imperial Force
during World War One. He was best known as a sniper in the Gallipoli Campaign. He has at least 150 confirmed kills during the campaign
and may have had over 200 kills in total.
TROOPER BILLY SING SNIPER Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(SUPPORT)
4 7 5 7 5 15 1

UNIT COMPOSITION: 1 Billy Sing model

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

WEAPONS: 1 Sniper Rifle

53
Force Lists

ANZAC Heavy Machine Gun Team:


The ANZAC Army used the Vickers Machine Gun as their primary mounted machine gun.
ANZAC HEAVY MACHINE GUN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

ANZAC
WEAPONS: 1 Heavy Machine Gun

ANZAC Trench Catapult Team:


ANZAC TRENCH CATAPULT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
6 6 6 7 6 15 1

UNIT COMPOSITION: 3 Soldiers, 1 Catapult

SPECIAL RULES: -

WEAPONS: 1 Trench Catapult

ANZAC Close Combat Specialists:


ANZAC CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALIST TEAM (SUPPORT)
6 6 6 6 5 24 1

UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Furious Assault, Close Combat Specialists

WEAPONS: Rifles, Grenades

ANZAC Artillery Barrage: Naval Gunfire Barrage:


ARTILLERY Cost Initiative During the assault on the Dardanelles and many months stuck in
BARRAGE (SUPPORT) ANZAC Cove the troops often had the ability to arrange for the
20 1 guns of the Royal Navy to support their attacks.
NAVAL GUNFIRE Cost Initiative
BARRAGE (SUPPORT)
30 1

54
Blood & Valor

9.5 THE GERMAN ARMY


In 1914, Imperial Germany had the largest and GERMAN ARMY FORCE LIST:
best equipped military force on the European
continent. The average German soldier entered “Blut und Stahl”: German core and command
military service at the age of eighteen and served units gain the True Grit special rule for free.
in one form or another until well into their fifties.
Combined with the Prussian military culture, this Required:
created an army that was feared throughout the
1 x Command Team (Commander)
world.
2 x Riflemen Units (Core)
The German army was able to produce extraor-
Optional:
dinary results despite the enemy’s sea blockade
which starved the nation of basic raw materials. 0-4 x Riflemen Unit (Core)
The ability of the German Army to fight a multi-
GERMAN ARMY

0-2 x Sniper Unit (Support)


front war and almost achieve victory is a testa- 0-2 x Heavy Machine Gun Teams (Support)
ment to the quality of the German fighting men 0-3 x Close Combat Specialist Teams (Support)
in World War I. 0-1 x Flamethrower Teams (Support)
0-2 x Artillery Barrage (Support)
0-2 x Gas Barrage (Support)

GERMAN COMMAND TEAMS:

German Leutnant Command Team:


GERMAN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
LEUTNANT Combat Save Save Range Point
(COMMANDER)
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit

WEAPONS: 1 Pistol (Commander), 2 Rifles

German Hauptmann Command Team:


GERMAN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
HAUPTMANN Combat Save Save Range Point
(COMMANDER)
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit

WEAPONS: 1 Pistol (Commander), 2 Rifles

55
Force Lists

German Major Command Team:


GERMAN MAJOR Shoot Close Shoot Close Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Combat Save Range Points
6 6 5 7 6 25 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen


GERMAN ARMY

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

CORE UNITS:

German Riflemen Units:


GERMAN RIFLEMEN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(CORE)
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: True Grit

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

German Inexperienced Riflemen Units:


GERMAN 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)

SPECIAL RULES: True Grit

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

57
Force Lists

SUPPORT UNITS:

German Cavalry Unit:


Cavalry units were used by the German Army at the start of World War I. The 110 active regiments of cavalry were assigned to the Field Army
on mobilization. Cavalry units were used in the early stages of the war on the Western Front. As the lines stabilized into trench warfare, the
cavalry’s usefulness was greatly diminished. Commanders kept large cavalry reserves in the hope of a breakthrough on the western front.

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)

SPECIAL RULES: True Grit, Cavalry, Blood Curdling Charge

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

UNIT COMPOSITION: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: Sniper Rifle

German Heavy Machine Gun Team:


GERMAN HEAVY Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
MACHINE GUN TEAM
(SUPPORT) 6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

German Close Combat Specialist Team (Stormtroopers):


GERMAN 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 Sub Machine Gunners (add models for 7pts. each, max 8 models in unit)

SPECIAL RULES: True Grit, Close Combat Specialists, Advance Setup

WEAPONS: SMGs, Grenades

58
Blood and Valor

German Flamethrower Team:


The German Army was the first to deploy the devastating terror weapon, the flamethrower. Soldiers operating flamethrowers had to be
extremely brave in order to use their weapon as they had to be very close to the enemy.
GERMAN FLAMETHROWER Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
- 6 6 7 5 20 1

UNIT COMPOSITION: 1 Flamethrower, 1 Fuel Holder

SPECIAL RULES: True Grit, Close Combat Specialists, Advance Setup

WEAPONS: Flamethrower

German Artillery Barrage: German Gas Barrage:


ARTILLERY BARRAGE Cost Initiative GAS BARRAGE Cost Initiative
(SUPPORT) (SUPPORT)
GERMAN ARMY

20 1 15 1

9.6 GERMAN EAST AFRICA ARMY:


Under the excellent leadership of Leutnant Colonel Paul Emil von GERMAN EAST AFRICA FORCE LIST:
Lettow-Vorbeck, this force of European Schutztruppe and native
Askari’s held off a numerically superior British force for the entire “Blut und Stahl”: German core and command units gain the
war. Mastering the terrain and using hit and run tactics, these troops True Grit special rule for free.
were never truly defeated in battle. They chose to disappear into the
bush whenever the situation turned against them. Augmented by Required:
the stranded sailors of the SMS Konigsberg, the German Army in
1 x Command Team (Commander)
East Africa is one of the most interesting forces of the entire war.
2 x Riflemen Units (Core)

Optional:

0-4 x Riflemen Unit (Core)


0-2 x Sniper Unit (Support)
0-2 x Heavy Machine Gun Teams (Support)
0-3 x Close Combat Specialist Teams (Support)
0-1 x Artillery Barrage or Konigsburg Gun Barrage (Support)

GERMAN EAST AFRICAN COMMAND TEAMS:

German Leutnant Command Team:


GERMAN LEUTNANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Point
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit

WEAPONS: 1 Pistol (Commander), 2 Rifles

59
Force Lists

German Hauptmann Command Team:


GERMAN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
HAUPTMANN Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit

WEAPONS: 1 Pistol (Commander), 2 Rifles

German Major Command Team:


GERMAN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
MAJOR Combat Save Save Range Points
(COMMANDER)

GERMAN ARMY
6 6 5 7 6 25 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: True Grit, Command Skill: (+1) to tied initiative roll result

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

60
Blood and Valor

CORE UNITS:

German Schutztruppe Riflemen Units:


The Schutztruppe was made up of European Germans who lived in Africa for many years.
GERMAN SCHUTZTRUPPE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
(CORE)
5 6 6 7 5 20 3

UNIT COMPOSITION: 4 Riflemen (add models for 5pts. each, max 12 models in unit)

SPECIAL RULES: True Grit

WEAPONS: Rifles

8pts. – Add a Light Machine Gun model to this unit (max 12 models in unit)
GERMAN ARMY

German Askari Riflemen Units:


The Germans built up a strong force of native Africans to help them fight during the campaigns in eastern Africa. These units performed much bet-
ter than their counterparts that fought for the British. While they were equipped with very poor rifles during the war they excelled in close combat.
ASKARI RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
7 6 6 6 5 16 2

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: True Grit, Blood Curdling Charge

WEAPONS: Rifles

German Naval Riflemen Units:


When the SMS Konigsberg was finally abandoned, many of the sailors were pressed into service as ground troops. They were a highly
motivated but untrained ground combat unit.
NAVAL RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 7 7 7 6 12 2

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: True Grit

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

UNIT COMPOSITION: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: Sniper Rifle

61
Force Lists

German Heavy Machine Gun Team:


The German Army used the Maxim Machine Gun as their primary mounted machine gun.
GERMAN HEAVY MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

Schutztruppe/Askari Close Combat Specialist Team:


Made up of handpicked Schutztruppe and Askari soldiers these teams knew how to use the dense jungle to spring surprise attacks on the British.
SCHUTZTRUPPE/ Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
ASKARI CLOSE

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)

SPECIAL RULES: True Grit, Close Combat Specialists, Advance Setup

WEAPONS: Rifles, Grenades

German Artillery Barrage: Konigsberg Naval Gun Barrage:


The German light cruiser, SMS Konigsberg was trapped in the
ARTILLERY BARRAGE Cost Initiative
(SUPPORT) Rufiji Delta at the start of the war. The Germans removed the
20 1 10.5cm guns from the stranded ship and used them on land.
NAVAL GUN BARRAGE Cost Initiative
(SUPPORT)
30 1

62
Blood & Valor

9.7 THE FRENCH ARMY


Hoping to reverse the defeats of the Franco-Prus- FRENCH ARMY FORCE LIST:
sian War, the large French Army believed in the
offensive doctrine that they would take the war “Élan”: French Core and Command Units gain
into Germany as soon as the fighting started. This the Tough Special rule for free.
doctrine was soon proven false when the German
Army advanced within reach of Paris. The French Required:
Army was able to stop the German advance during
1 x Command Team (Commander)
the battle known as The Miracle of the Marne. As
2 x Riflemen Units (Core)
the war progressed, battles such as Verdun sapped
French manpower. This did not destroy the fight- Optional:
ing spirit of the average Poilu. Much like the Brit-
ish, the French called on their empire for support 0-4 x Riflemen Unit (Core)
during the war and troops from North Africa, 0-1 x Sniper Unit (Support)
Senegal, and Indochina heeded the call. The ex- 0-2 x Heavy Machine Gun Teams (Support)
perience of seeing these troops in combat together 0-1 x Infantry Support Gun Teams (Support)
influenced racial biases around the world. France 0-2 x Close Combat Specialist Teams (Support)
was all too happy to have the Harlem Hellfighters 0-2 x Artillery Barrage (Support)
serve under French command and in return the 0-1 x Gas Barrage (Support)
“Men of Bronze” proved to be one of the toughest
units in the French Army.
FRENCH ARMY

FRENCH COMMAND TEAMS:


French Sous-Lieutenant Command Team:
FRENCH Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
SOUS-LIEUTENANT Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough

WEAPONS: 1 Pistol (Commander), 2 Rifles

French Capitaine Command Team:


FRENCH Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
CAPITAINE Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough

WEAPONS: 1 Pistol (Commander), 2 Rifles

French Major Command Team:


FRENCH 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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough, Command Skill: (+1) to tied initiative roll results

WEAPONS: 1 Pistol (Commander), 2 Rifles

63
Force Lists

Lieutenant Colonel Emile Driant Command Team:


Emile Driant was a long serving French officer who left active service in 1906 to serve in the French Chamber of Deputies. In this elected
role, he tirelessly advocated to strengthen France’s defense and improve its military. Called back to duty at the start of the war, Driant was
critical of France’s military, political leaders, and especially the decision to weaken the French forts around Verdun. On February 21, 1916,
Driant found himself in command of two battalions in the Verdun sector. Driant urged his troops to resist the German onslaught and fell
while leading his troops in battle. To this day, the valor of Driant and his men are celebrated each February 21st in France.
LIEUTENANT Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
COLONEL Combat Save Save Range Points
EMILE DRIANT
(COMMANDER) 6 6 5 7 6 35 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

Lieutenant Colonel James Waddell Command Team:


James Waddell was born in New Zealand in 1873 and entered the British army in 1895. He was the first New Zealander to pass the exam-
ination for a commission in the British Army. Waddell was assigned to the 2nd Battalion (Duke of Wellington’s) West Riding Regiment and
posted to India and Natal. While in India, Waddell married a French woman and decided to leave the British army due to the discrimination
he suffered. He was then given a direct commission in the French Foreign Legion. While in the Legion, Waddell served in Africa, Asia, and

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

CORE UNITS:

French Riflemen Units:


FRENCH RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Tough

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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

French Inexperienced Riflemen Units:


FRENCH INEXPERIENCED Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
6 7 7 7 6 12 2

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: Tough

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

SUPPORT UNITS:

French Cavalry Unit:


French Cavalry entered the Great War wearing uniforms that would not be considered out of place on a Napoleonic battlefield. The French
quickly realized that the bright colors of these uniforms were not suitable for the modern battlefield. Many soldiers lost their lives due to
their conspicuous presence. This unit can only be added to your French Army force if players follow the Early War Force Builder (pg.78).
FRENCH CAVALRY (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 5 6 6 6 28 1
FRENCH ARMY

UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)

SPECIAL RULES: Tough, Cavalry, Blood Curdling Charge

WEAPONS: Rifles

French Heavy Machine Gun Team:


The French Army used the Hotchkiss M1914 Machine Gun as their primary mounted machine gun.
FRENCH HEAVY MACHINE GUN Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

French Infantry Support Gun:


The Canon d’Infanterie de 37 modèle 1916, was a French infantry support gun, first used during World War I. The tactical purpose of this gun
was the destruction of machine gun nests. These guns were manhandled into position to provide close fire support for attacking French forces.
FRENCH INFANTRY SUPPORT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Support Gun

SPECIAL RULES: -

WEAPONS: 1 Infantry Support Gun

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: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: Sniper Rifle

French Close Combat Specialist Team “Trench Raiders”:


In the French Army groups of tough men would be specially trained and assigned into teams to conduct raids on the enemy. This duty was
extremely dangerous and only the most dedicated and brave soldiers were able to have success.
FRENCH CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALIST TEAM “TRENCH
RAIDERS” (SUPPORT) 6 6 6 6 5 24 1

UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Tough, Close Combat Specialists

WEAPONS: Rifles, Grenades

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)

SPECIAL RULES: Close Combat Specialists, Blood Curdling Charge

WEAPONS: Rifles, Grenades

French Close Combat Specialist Team “The Harlem Hellfighters”:


The Harlem Hellfighters were made up of mostly black soldiers from Harlem, New York City, which originally volunteered for the American
Army to fight in the Great War. The unit was given to the French Army because, at the time, the American Army was segregated, and the
American Army did not want black soldiers fighting in their ranks. The French Army was more than happy to accept the Hellfighters into
their ranks. The Harlem Hellfighters were one of the most brave and tenacious fighting units of the war. The Germans gave the Hellfighters
their iconic name.
“THE HARLEM Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
HELLFIGHTERS” (SUPPORT)
6 6 6 6 5 28 1

UNIT COMPOSITION: 4 Riflemen (add models for 6pts. each, max 8 models in unit)

SPECIAL RULES: Close Combat Specialists, Blood Curdling Charge, Devil Dogs

WEAPONS: Rifles, Grenades

66
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

WEAPONS: Rifles, Grenades

French Artillery Barrage: French Gas Barrage:


ARTILLERY BARRAGE Cost Initiative GAS BARRAGE Cost Initiative
(SUPPORT) (SUPPORT)
20 1 15 1

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.

The six-hundred-year-old Ottoman Empire was Required:


in a period of decline. Losses in the Balkan Wars
1 x Command Team (Commander)
and European colonial expansion in North Afri-
2 x Riflemen Unit (Core)
ca had robbed the Empire of a large amount of
its territory. This decline was not evident during Optional:
the Ottoman defense of the Dardanelles, during
the Gallipoli Campaign, where their tenacity and 0-4 x Riflemen Unit (Core)
stubborn defense defeated the more modernized 0-2 x Heavy Machine Gun Teams (Support)
armies of the Allies in 1915. The Ottoman Army 0-3 x Sniper Units (Support)
was blessed with strong leaders and the centuries 0-2 x Close Combat Specialist Teams (Support)
old fighting spirit. Once again, the Ottoman Army 0-2 x Trench Catapult (Support)
gave its enemies a hard fight during the Near East 0-1 x Artillery Barrage (Support)
Campaign of 1916-1918. Faced with fighting the
British and having to contend with an Arab Re-
volt at the same time, the Ottoman Empire fought
tenaciously until the end. The Ottoman Empire
was forced out of the war in October of 1918. The
resulting internal turmoil lead to the creation of
the current nation of Turkey and the breakup of
the rest of the Ottoman Empire into new nations.

67
Force Lists

OTTOMAN COMMAND TEAMS:

Ottoman Mülâzim san Command Team:


OTTOMAN MÜLÂZIM Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
SAN (COMMANDER) Combat Save Save Range Points
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Ruthless

WEAPONS: 1 Pistol (Commander), 2 Rifles

Ottoman YüzbaÅŸi Command Team:


OTTOMAN YÜZ- Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
BAÅŸI (COMMAND- Combat Save Save Range Points
ER)
6 6 5 7 6 15 2 8” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Ruthless

WEAPONS: 1 Pistol (Commander), 2 Rifles

Ottoman BinbaÅŸi Command Team:


OTTOMAN BINBAÅŸI 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

OTOMAN EMPIRE ARMY


UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Ruthless, Command Skill: (+1) to tied initiative roll results

WEAPONS: 1 Pistol (Commander), 2 Rifles

Mustafa Kemal Atatürk Command Team:


Before he became known as Ataturk and the founder of modern Turkey, Mustafa Kemal was a military hero to the Ottoman people whose
legend was born on the hills of the Dardanelles. During the first day of the invasion, near ANZAC Cove, Kemal stopped the Ottoman retreat
and ordered them to dig in and fight. Kemal was quoted to say, “I don’t order you to fight, I order you to die. In the time it takes us to die,
other troops and commanders can come and take our places.” The troops held the ANZACs in place for the remainder of the campaign. Af-
ter the Gallipoli campaign, Mustafa Kemal went on to command a corps in the Caucuses and an army in the Sinai and Palestine campaigns.
MUSTAFA Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
KEMAL ATATÜRK Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 35 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

68
Blood and Valor

CORE UNITS:

Ottoman Riflemen Units:


OTTOMAN RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Ruthless

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

Ottoman Inexperienced Riflemen Units:


OTTOMAN INEXPERIENCED Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
6 7 7 7 6 12 2

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: Ruthless

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

Ottoman Heavy Machine Gun Team:


The Ottoman Army used the Maxim Machine Gun as their primary mounted machine gun.
OTTOMAN HEAVY MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 20 1
OTOMAN EMPIRE ARMY

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

Ottoman Trench Catapult Team:


The Ottoman Army deployed primitive trench catapults to try and lob grenades and small bombs at the enemy. While primitive in design, in
certain instances the catapults could be effective. These devices were mainly used in trench fighting during the Gallipoli Campaign.
OTTOMAN TRENCH CATAPULT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
TEAM (SUPPORT)
6 6 6 7 6 15 1

UNIT COMPOSITION: 3 Soldiers, 1 Trench Catapult

SPECIAL RULES: -

WEAPONS: 1 Trench Catapult

Ottoman Sniper:
OTTOMAN SNIPER (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
4 7 6 7 6 8 1

UNIT COMPOSITION: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: Sniper Rifle

69
Force Lists

Ottoman Close Combat Specialist Team “Trench Raiders”:


OTTOMAN CLOSE COMBAT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
SPECIALIST TEAM “TRENCH
RAIDERS” (SUPPORT) 6 6 6 6 5 28 1

UNIT COMPOSITION: 4 Riflemen (add models for 7pts. each, max 8 models in unit)

SPECIAL RULES: Ruthless, Blood Curdling Charge, Close Combat Specialists

WEAPONS: Rifles, Grenades

Ottoman Artillery Barrage:


ARTILLERY BARRAGE Cost Initiative
(SUPPORT)
20 1

9.9 OTTOMAN ARMY


NEAR EAST FORCE LIST:
OTTOMAN ARMY Required:

IN THE NEAR EAST 1 x Command Team (Commander)


2 x Ottoman Riflemen Units (Core)
While mostly known for their dogged defense of the Dardanelles,
the Ottoman Army fought against the Allies all over their expan- Optional:
sive empire in places such as Mesopotamia, the Levant, Hejaz and
0-4 x Riflemen Units (Core)
the Sinai Desert.The Ottoman Near East force adds cavalry in order
0-2 x Ottoman Cavalry Units (Support)
for you to play the mobile campaigns fought in this region.
0-2 x Heavy Machine Gun Teams (Support)
0-2 x Sniper Units (Support)
0-2 x Close Combat Specialist Teams (Support)

OTOMAN EMPIRE ARMY


0-1 x Artillery Barrage (Support)

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)

SPECIAL RULES: Ruthless, Cavalry, Blood Curdling Charge

WEAPONS: Rifles

70
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 COMMAND TEAMS:

American Lieutenant Command Team:


AMERICAN Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
LIEUTENANT Combat Save Save Range Points
(COMMANDER)
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Devil Dogs

WEAPONS: 1 Pistol (Commander), 2 Rifles

American Captain Command Team:


AMERICAN ARMY

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Devil Dogs

WEAPONS: 1 Pistol (Commander), 2 Rifles

71
Force Lists

American Major Command Team:


AMERICAN MAJOR Shoot Close Shoot Close Combat Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Save Range Points
6 6 5 7 6 25 2 16” 3

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Devil Dogs, Command Skill: (+1) to tied initiative roll results

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

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

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

72
Blood and Valor

CORE UNITS:

American Riflemen Units:


AMERICAN RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Devil Dogs

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

SPECIAL RULES: Devil Dogs, Advance Setup, True Grit

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

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)

American Inexperienced Riflemen Units:


AMERICAN INEXPERIENCED Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
RIFLEMEN (CORE)
6 7 7 7 6 12 2
AMERICAN ARMY

UNIT COMPOSITION: 4 Riflemen (add models for 3pts. each, max 12 models in unit)

SPECIAL RULES: Devil Dogs

WEAPONS: Rifles

5pts. – Add Grenades to entire unit

73
Force Lists

American Heavy Machine Gun Team:


The American Army used the Browning Model 1917 Machine Gun as their primary mounted machine gun.
AMERICAN HEAVY MACHINE Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: -

WEAPONS: 1 Heavy Machine Gun

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

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: Expert Gunner: Sergeant Daly’s Heavy Machine Gun instead rolls 10 D10’s when taking a Shoot action.

WEAPONS: 1 Heavy Machine Gun

American Infantry Support Gun:


The American Army received the Canon d’Infanterie de 37 modèle 1916, from the French during World War One. The Americans designat-
ed the gun as 37mm M1916. The tactical purpose of this gun was the destruction of machine gun nests. These guns were manhandled into
position to provide close fire support for attacking American forces.
AMERICAN INFANTRY SUPPORT Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
GUN TEAM (SUPPORT)
6 6 6 7 6 20 1

UNIT COMPOSITION: 3 Soldiers, 1 Infantry Support Gun

SPECIAL RULES: -

WEAPONS: 1 Infantry Support Gun

American Close Combat Specialist Team:


General John Pershing’s standing order throughout the war stated that with the well-disciplined use of the rifle and bayonet you are to drive
the German from the trench and fight him on open ground. Americans were not specially trained in assault tactics like the other armies

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)

SPECIAL RULES: Devil Dogs, Close Combat Specialists, Assault Experts

WEAPONS: Rifles, Grenades

American Artillery Barrage: American Gas Barrage:


ARTILLERY BARRAGE Cost Initiative GAS BARRAGE Cost Initiative
(SUPPORT) (SUPPORT)
20 1 15 1

74
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.

BELGIAN COMMAND TEAMS:


Belgian Sous-Lieutenant Command Team:
BELGIAN Shoot Close Shoot Close Resolve Cost Initiative Command Command
SOUS-LIEUTENANT Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 6 0 2 8” 1

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough

WEAPONS: 1 Pistol (Commander), 2 Rifles

Belgian Capitaine Command Team:


BELGIAN Shoot Close Shoot Close Resolve Cost Initiative Command Command
CAPITAINE Combat Save Combat Save Range Points
(COMMANDER)
6 6 5 7 6 15 2 8” 2
BELGIAN ARMY

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough

WEAPONS: 1 Pistol (Commander), 2 Rifles

75
Force Lists

Belgian Major Command Team:


BELGIAN MAJOR Shoot Close Shoot Close Resolve Cost Initiative Command Command
(COMMANDER) Combat Save Combat Save Range Points
6 6 5 7 6 25 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

SPECIAL RULES: Tough, Command Skill: (+1) to tied initiative roll results

WEAPONS: 1 Pistol (Commander), 2 Rifles

Capitaine-Commandant Van Damme Command Team:


Capitaine-Commandant Van Damme commanded units of Carabinier-cyclistes at the Battle of Halen. He was known for his aggressive-
ness and quoted as giving his men the command, “to fix bayonets, it comes to a melee of men for victory.” His aggressive leadership helped
the Belgian Army stop the German advance at the battle of the Silver Helmets.
CAPITAINE - Shoot Close Shoot Close Resolve Cost Initiative Command Command
COMMANDANT Combat Save Combat Save Range Points
VAN DAMME
(COMMANDER) 6 6 5 7 6 35 2 12” 2

UNIT COMPOSITION: 1 Commander, 2 Riflemen

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.

WEAPONS: 1 Pistol (Commander), 2 Rifles

CORE UNITS:

Belgian Riflemen Units:


BELGIAN RIFLEMEN (CORE) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 6 6 7 6 16 3

UNIT COMPOSITION: 4 Riflemen (add models for 4pts. each, max 12 models in unit)

SPECIAL RULES: Tough

WEAPONS: Rifles

Belgian Garde Civique Inexperienced Riflemen Units:


The Garde Civique was mobilized following the German invasion of Belgium. Garde Civique was a paramilitary force tasked with securing
lines of communication, escorting prisoners, maintaining order in the non-combat areas of Belgium, and guarding bridges and other instal-
lations. They were a group of valiant, but inexperienced, riflemen units fighting the German Army for the survival of Belgium.

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

SPECIAL RULES: Tough

WEAPONS: Rifles

76
Blood and Valor

SUPPORT UNITS:

Belgian Cavalry Unit:


At the start of World War One the Belgian army fielded cavalry units, many of which were made up of lancers. At the Battle of Halen, General
Leon de Witte used dismounted cavalry to stop a German cavalry attack attempting to cross the Gete River on the road to Brussels. The dis-
mounted Belgian cavalry formed a defensive firing line behind earthworks and barbed wire. The German cavalry attempted multiple charges
against the dug in Belgians and were repulsed each time. This battle foreshadowed the weaknesses of mounted cavalry on the modern battlefield.
BELGIAN CAVALRY (SUPPORT) Shoot Close Combat Shoot Save Close Combat Save Resolve Cost Initiative
6 5 6 6 6 28 1

UNIT COMPOSITION: 4 Cavalry (add models for 7pts. each, max 12 models in unit)

SPECIAL RULES: Tough, Cavalry, Blood Curdling Charge

WEAPONS: Rifles

Belgian Heavy Machine Gun Team:


The Belgian Army used the Hotchkiss M1914 and the Maxim M1911Machine Guns as their primary mounted machine guns. The Belgian
Army also used dog carts pulled by Belgian mastiffs to move their heavy machine guns to the battlefield.

(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

UNIT COMPOSITION: 3 Soldiers, 1 Machine Gun

SPECIAL RULES: Dog Carts

WEAPONS: 1 Heavy Machine Gun

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)

SPECIAL RULES: Tough, Close Combat Specialists, Bicycles

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

UNIT COMPOSITION: 1 Sniper

SPECIAL RULES: Hidden Setup

WEAPONS: Sniper Rifle

77
Force Lists

Belgian Artillery Barrage: Liege Fort Gun Barrage:


Belgium was defended by multiple forts at the outbreak of World
ARTILLERY BARRAGE (SUPPORT) Cost Initiative War One. Many of these forts were outdated at the beginning of the
20 1 war, but they did have large guns that the Belgian Army could call
upon for fire support.

LIEGE GUN BARRAGE (SUPPORT) Cost Initiative


(SAME RULES A NAVAL GUN BARRAGE)
30 1

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.

EARLY WAR FORCE BUILDER:


1 x Command Unit (Commander)
2 x Riflemen Units (Core)

Optional:

0-6 x Riflemen Units (Core)


0-1 x Cavalry Unit (Support)
0-1 x Sniper Unit (Support)
0-2 x Heavy Machine Gun Teams (Support)
0-1 x Artillery Barrage (Support)

78
CHAPTER 10.

Now that each player has amassed an army and is ready to


head into war, it is time to determine the objective of today’s
engagement. Scenarios in Blood and Valor outline the game
length, victory conditions, and narrative. This section con-
tains a guide for setting up a game of Blood and Valor.
Blood & Valor

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

Narrative Scenarios are also available. These sce-


narios introduce instance specific rules and are
designed for higher levels of play. For a more bal-
anced experience, we recommend the scenarios
shown in this chart.

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

Germans and Americans


Blood and Valor
the game is still a
MARKERS
tie. The German player adds up the Initiative Points for An objective marker should be a 25mm diameter
each unit they lost during the game. The German lost their round disc. Players can agree to use an appropriate
commander, 2 initiative points, one core unit, 3 initiative
piece of scenic terrain. If a piece of scenic terrain
points and one support unit, 1 initiative point, for a total of
is used as an objective, all objectives should be of
(2+3+1=6) 6 initiative points lost which is 6 Kill Points
for his opponent.
similar size for fairness. Objectives are considered
controlled if units from 1 army are the only units
within 3” of the objective. Shaken units cannot
control an objective.

82
SCENARIOS

CHAPTER 11.
Blood and Valor

11.1 MEETING 11.2 BREAKTHROUGH


ENGAGEMENT Both armies have been given orders to break through the enemy po-
sitions in an attempt to get into the rear areas of the enemy’s army.
This scenario represents two forces accidently coming into contact
with each other. This causes an intense firefight to break out. Setup: Both players roll a D10. The player with the higher result
chooses what side of the table they want to deploy their troops on.
Setup: Both players roll a D10. The player with the higher result
The deployment zones for each player are 12” to 18” from the cen-
chooses what side of the table they want to deploy their troops on.
terline of the table. The player who lost the roll must deploy 1 of
The deployment zones for each player are 12” to 18” from the cen-
their units first, followed by the winner. The players alternate like
terline of the table. The player who lost the roll must deploy 1 of
this until all units are deployed. The game begins once all units are
their units first, followed by the winner. The players alternate like
deployed.
this until all units are deployed. The game begins once all units are
deployed. Game Length: 6 Turns
Game Length: 6 Turns Victory Conditions: The objective of this scenario is to break-
through your opponent’s lines and exit off their side of the table. A
Victory Conditions: The goal of this scenario is Army Destruc-
unit that moves at least 1 model past their opponent’s deployment
tion. If there are models from both armies on the table at the end
zone (or 18” from center line) is removed from the table. A unit
of turn 6, the player with the most Kill Points is declared the victor.
removed this way awards the player who controls that unit victory
points equal to its initiative points value. The Army Destruction
rule is ignored for this scenario. Units that are no longer on the
table do not add to the initiative pool at the beginning of a turn.

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!

If any of your units are completely within your opponent’s deploy-


ment zone at the end of turn 6, you will gain 1 victory point for each
unit.

The player with the most victory points at the end of the game is
declared the winner.

85
Scenarios

11.3 GATHER 11.4 CONQUEST


INTELLIGENCE Both players are tasked with making a major push into their oppo-
You have been tasked with gathering vital intelligence from your nent’s lines. The goal is to capture territory from the enemy.
opponent and your opponent has been tasked with gaining a vital
Setup: This scenario is played with five objective markers, 1 objec-
piece of intelligence from you. Once again you lead your men into
tive is placed in the center of the gaming table. Both players roll a
the fray in the hopes of giving your country the upper hand, but do
D10. The deployment zones for both players are 12”-18” from the
not forget to protect your own sensitive information!
centerline of the table. The player with the higher result chooses
Setup: Both players roll a D10. The player with the higher result what side of the table they want to deploy their troops on and then
chooses what side of the table they want to deploy their troops on. places 2 objectives within their opponent’s deployment zone. Next,
Starting with the player who lost the roll, both players place an ob- the other player places 2 objectives within their opponent’s deploy-
jective marker at least 14” away from the centerline of the table to- ment zone. All objectives must be more than 12” apart from other
wards their own deployment zone. objectives. Once all objectives are placed, the player who lost the
roll must deploy 1 of their units first, followed by the winner. The
The deployment zones for both players are 12” to 18” from the cen- players alternate like this until all units are deployed. The game be-
terline of the table. The player who lost the roll must deploy 1 of gins once all units are deployed.
their units first, followed by the winner. The players alternate like
this until all units are deployed. The game begins once all units are Game Length: 6 Turns
deployed.
Victory Conditions: Both players are attempting to control as
Game Length: 6 Turns many objectives as possible by the end of the game. Players are
awarded victory points at the end of the game for controlling the
Victory Conditions: If a turn ends with 1 army controlling their objectives on the table. The objective markers award the following
opponent’s objective, the game ends immediately and it is a victory amount of victory points each:
for the controlling player. If both players are controlling their op-
ponent’s objective at the end of the turn, the game continues. After Objective in your opponent’s deployment zone – 3 points
6 turns, the game ends and Kill Points are used to determine the
Center objective – 2 points
winner.
Objective in your deployment zone – 1 point

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!

Setup: 3 objective markers are placed on the battlefield. 1 objec-


tive marker is placed in the center of the table. The next 2 objective
markers are placed on either side of the center, 6” away from a ta-
ble edge. Both players roll a D10. The player with the higher result
chooses what side of the table they want to deploy their troops on.
The deployment zones for each player are 12” to 18” from the cen-
terline of the table. The player who lost the roll must deploy 1 of
their units first, followed by the winner. The players alternate like
this until all units are deployed. The game begins once all units are
deployed.

Game Length: 6 Turns

Victory Conditions: Both players are attempting to destroy the


objectives on the table, so all units in this scenario are carrying ex-
plosives. A unit that is not in close combat and is in base contact
with an objective can use 1 action to plant explosives on the ob-
jective. At the end of the turn, the objective will blow up and be
removed from play. A player that destroys an objective is awarded 1
victory point. A unit that is not in close combat and is in base con-
tact with an objective can also use 1 action to remove explosives on
an objective to prevent the opponent from gaining victory points.
Command points can be used to plant or remove explosives. If a
single player destroys 2 objectives, the game immediately ends as a
victory for that player.

87
Scenarios

11.6
Choose a Narrative Scenario:

Players can choose to play any scenario in regular game of Blood

NARRATIVE and Valor. You can also use the chart below to randomly determine
which scenario will be played.

SCENARIOS 1-2: Disabled Tank

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!

Setup: Each player rolls a D10. The win-


ner will determine which player is going to
be attempting to rescue the tank (Defender)
and which player is going to be attempting
to capture the enemy tank (Attacker). The
winner of the roll should also choose which
table edge they will start from. The table
edge is considered to start 18” away from
the centerline for this game.

The defender must have a tank (pg.95) that


is available to their Force List in their army.
If the defender’s Force List does not have a
tank, players can substitute a captured ene-
my tank or a tank from one of their allies.
The tank is a support choice and will grant
the owning player 1 initiative point as nor-
mal. The tank is free and does not count
towards the Force Building Rules. Place the
tank in the center of the table facing the
opponent’s table edge. The tank is in bad
shape from previous battle damage and up
to 2 of the tank’s weapons are still operable. ble edge using an action. Special rules that destroys the tank, their opponent immedi-
The defending player decides which weap- happen before a game starts (such as Ad- ately wins. If one of the attacker’s units is in
ons are functioning on the tank at the start vance Setup and Hidden Setup) are ignored base contact with a tank without a crew and
of the scenario. The tank starts the game for this scenario. not in close combat at the end of a turn, the
with a Mechanical Breakdown token ( ). tank has been captured and the attacker
Game Length: 8 Turns immediately wins. If the tank is complete-
Both players start the game with their units
ly outside of 12” away from the center line
off the board, excluding the defender’s tank Victory Conditions: The attacking play-
towards the defender’s table edge, the tank
unit. During a unit’s first activation, they er is attempting to capture the enemy tank
has been recovered and the defender wins.
must be moved onto the table from the ta- without destroying the tank. If either player

88
Blood and Valor

3-4: DOWNED PILOT

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

5-6: NIGHT RAID

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

7-8: ACHTUNG SNIPER!

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

9-10: TANK ASSAULT

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.

Breakdown Test: If a tank moves more than a


total of 4” during a single activation, the tank must 12.2
take a Breakdown test. After the tank has finished
moving, roll 1 D10. If the result is a 4 or lower, the TANK SHOCK
player fails the breakdown test and must place a
World War I tanks were too slow to tank shock in-
Breakdown token ( ) next to the tank. A tank
fantry, tanks are also not allowed to come within
with a breakdown token cannot Drive or Turn.
1” of an enemy vehicle. If a tank moves within 1”
Turn: Tanks must take a separate action to turn. of enemy models on foot, players move their own
The tank may spin in-place to face any direction. models out of the way, keeping 1” away from the
tank.

95
Tanks

12.3 Small Arms Fire (Rifles, SMG’s, Pistols,


etc.): Weapons other than Heavy Guns and In-
TANK BASICS fantry Support Guns can only hit a tank on a re-
sult of 10. Tanks do not roll save tests, but they do
Fatigue: Tank crews gain Fatigue from failed Re- roll a Resolve test as normal.
solve tests. Fatigue causes tanks to lose actions as Example: 5 British Riflemen shoot at a German A7V tank.
normal. Shaken tanks do not fall back. Instead, The British Player rolls 5 D10’s looking for 10’s for suc-
the crew decides to hide within the tank and the cess. The British player is able to roll a 10 result. The

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.

tigue points, but they are permanently disabled


Flamethrower: When a Flamethrower is used
when they reach 7 Fatigue. The tank stays on the
against a Tank, the attacker rolls 6 D10’s with a
battlefield as a wreck and the player loses the 1
target number of 7. For each success, the tank will
initiative point.
gain 1 point of fatigue. No Resolve test is taken.
Tanks and Commanders: The tank crews
HMG: Like small arms, only 10’s count as success-
could not hear their commander trying to give
es when shooting a tank with an HMG.If there
them orders in the heat of battle. Tanks cannot
are any results of 1 during the Resolve test, the at-
receive command points for extra actions from
tacking player rolls once on the Lucky Hit Table.
commanders. Tanks do not receive the bonus to
their Resolve rolls from being in their command- Heavy Gun and Infantry Support Gun:
er’s command range. Tanks cannot benefit from When shooting at a tank with a Heavy Gun, the
the Grand Maneuver. attacker rolls 1 D10. If the tank is hit, the oppo-
nent being attacked rolls 5 dice for their Resolve
Tanks and Terrain: World War I tanks were not
test. For each result of 1 during the resolve test,
able to negotiate certain types of terrain. Tanks
the attacking player makes 1 roll on the Lucky Hit
cannot enter intact buildings or area terrain as de-
Table.
cided on by players at the beginning of the game.
If a tank crosses a barbed wire obstacle, the barbed Artillery and Naval Gun Barrages: Roll the
wire obstacle is destroyed and removed from the normal amount of D10 for the Resolve test when
table without impeding the tanks movement. a tank is hit by an Artillery or Naval Gun Bar-
rage. If there are any results of 1 during the Re-
Tanks can attempt to cross a trench, but they
solve test, the attacking player rolls once on the
have a good chance of malfunctioning during
Lucky Hit Table.
the attempt. If a tank ever starts on, ends on, or
crosses a trench terrain area, it takes a Mechani- Gas Barrage: Tanks cannot move away and
cal Breakdown test. only roll 2 D10’s when taking a Resolve test from
a Gas Barrage. Gas barrages cannot cause a lucky
Tanks do gain cover bonus in Blood and Valor.
hit.

12.4 Grenades, Trench Catapults, and Rifle


Grenades: Do not affect tanks.

TANK RANGED LUCKY HIT TABLE:


COMBAT 1-2: No effect.

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.

Heavy Machine Guns


HEAVY MACHINE Arc of Range Shots
GUNS (HMG) Fire
(TANK-MOUNTED)
- - 6

(+1) to the target number of save tests tak-


en as a result of being hit by this weapon.

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

UNIT COMPOSITION: 1 Tank

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

UNIT COMPOSITION: 1 Tank

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

UNIT COMPOSITION: 1 Tank

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

BRITISH FORCE OPTIONS:


The Mark IV was a British tank produced in World War I. It was introduced in 1917 and a total of 1,220
Mark IV tanks were built, with the majority being females.

Mark IV (Male)
MARK IV Shoot Close Shoot Close Combat Resolve Cost Initiative
(MALE) Combat Save Save
(SUPPORT)
6 - - - 6 100 1

UNIT COMPOSITION: 1 Tank

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

UNIT COMPOSITION: 1 Tank

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.

WHIPPET Shoot Close Shoot Close Combat Resolve Cost Initiative


(SUPPORT) Combat Save Save
6 - - - 6 75 1

UNIT COMPOSITION: 1 Tank

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

FRENCH FORCE OPTIONS:

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

UNIT COMPOSITION: 1 Tank

WEAPONS: 1 - 37mm Heavy Gun (Turret, 360* Arc)

RENAULT FT-17 Shoot Close Shoot Close Combat Resolve Cost Initiative
(SUPPORT) Combat Save Save
6 - - - 6 50 1

UNIT COMPOSITION: 1 Tank

WEAPONS: 1 - HMG (Turret, 360* Arc)

104
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.

SAINT- Shoot Close Shoot Close Combat Resolve Cost Initiative


CHAMOND Combat Save Save
(SUPPORT)
6 - - - 6 100 1

UNIT COMPOSITION: 1 Tank

WEAPONS: 1 - 75mm Heavy Gun (Fixed Forward, 180* Arc)

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)

105
Tanks

106
THE GREAT WAR: A
CHRONOLOGY

Blood and Valor

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

CHAPTER 13. American inexperienced riflemen........... 73


American infantry support gun.............. 74
American lieutenant command team..... 71
American major command team............ 72
American riflemen.................................... 73
ANZAC artillery barrage......................... 54
ANZAC captain command team........... 51
ANZAC close combat specialists............ 54
ANZAC force list..................................... 51
ANZAC heavy machine gun team......... 54
ANZAC lieutenant command team....... 51
ANZAC major command team.............. 52
ANZAC naval gunfire barrage............... 54
ANZAC riflemen...................................... 53
ANZAC sniper......................................... 53
ANZAC trench catapult team................ 54
Arab irregular assault team..................... 47
Arab irregular cavalry.............................. 47
Arab irregular riflemen............................ 47
arc of fire - for fixed weapons.................. 25
arc of fire - shooting.................................. 25
area terrain................................................ 21
area terrain - cover bonuses..................... 21

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

D Fixed weapons - arc of fire....................... 25 German flamethrower team.................... 59

Daly, Dan - hero........................................ 74 flamethrower............................................. 27 German gas barrage.................................. 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

defensive fire - with tanks........................ 97 force - definition........................................ 15 German inexperienced riflemen.............. 57

demolition - scenario................................ 87 force building............................................. 35 German leutnant - East Africa................ 59

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

difficult terrain - movement..................... 23 Free Actions.............................................. 20 German major command team............... 56

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

elevated terrain......................................... 21 French riflemen......................................... 64


French sniper............................................. 66
H
elevated terrain and line of sight............. 21 hard cover.................................................. 21
extreme valor - hero special rule....... 57, 64 French sous-lieutenant command team. 63
hard cover - buildings............................... 24
French tank options........................ 104-106

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

impassable terrain..................................... 23 line of sight - and elevated terrain.......... 21


line of sight - Shooting............................. 25
O
Infanterie Greift An - hero special rule.. 57 objective markers...................................... 82
infantry support gun................................ 28 locked in close combat............................. 34 objectives and shaken.............................. 82
infantry support gun - attacking tanks... 96 low bushes, terrain.................................... 24 Ottoman Army Force List....................... 67
infiltration tactics - hero special rule...... 64 low walls, terrain....................................... 24 Ottoman Army Near East force list....... 70
initiative..................................................... 17 lucky hit table............................................ 96 Ottoman artillery barrage........................ 70

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

J Meinertzhagen, Richard - hero............... 49


miniatures.................................................. 13
Ottoman yuzbaayi command team......... 68
Over the Top - Grand Maneuver........... 20
Jacka, Albert - hero................................... 52
miniatures - base sizes............................... 13
Junger, Ernst - hero................................... 57
Jungle Tactician - hero special rule......... 60
minimum board size................................. 81
model - definition...................................... 15
P
padisah icin - Ottoman Army

K Monash, John - hero................................ 52


motivator - hero special rule.................... 52
special rule................................................. 67
Pegahmagabow, Francis - hero................ 44
kill points................................................... 82 pistol........................................................... 28
movement - advance action..................... 19
Konigsberg naval gun barrage................. 62 pistols - attacking tanks............................ 96
movement - barbed wire........................... 23

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

S shooting - arc of fire.................................. 25


shooting - in close combat....................... 25
terrain......................................................... 21
terrain - tanks............................................ 96
Saint-Chamond tank............................. 105
shooting - Line of Sight............................ 25
scatter terrain............................................ 24 terrain, area............................................... 21
shot value................................................... 27
scenario - achtung sniper!........................ 91 terrain, difficult.......................................... 23
Sing, Billy - hero sniper............................ 53
scenario - breakthrough........................... 85 terrain, elevated........................................ 21
skill tests..................................................... 15
scenario - conquest................................... 86 terrain, impassable.................................... 23
SMGs - attacking tanks............................ 96
scenario - demolition................................ 87 tie games, resolving with kill points........ 82
sniper - spotter..................................... 44, 50
scenario - disabled tank............................ 88 Tolkien, JRR - hero................................... 42
sniper rifle.................................................. 27
scenario - downed pilot............................ 89 tough - special rule.................................... 38
soft cover................................................... 21
scenario - gather intelligence................... 86 Towner, Edgar - hero................................ 42
soft cover - shoot skill tests...................... 25
scenario - meeting engagement................ 85 trench catapult.......................................... 28
special rules................................................ 38
scenario - night raid.................................. 90 trench catapults - against tanks............... 96

111
The Great War: A Chronology

trenches - effects on tanks........................ 96


trenches - terrain....................................... 24
Trooper Billy Sing Sniper - hero.............. 53
true grit - special rule................................ 38
turn - tank action...................................... 95
turn overview............................................ 17

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

WEAPONS CHART PG.27

WEAPON DICE PER SPECIAL


Pistol 1 6”
Rifle 1
Sub-Machine Gun (SMG) 1 12”, (+1) dice when target within 6”
Flamethrower - 4”, (+1) dice per model in target unit, Target: 4, Save: 9, Limit 2 Ammo
HMG 8 Forward 180, Heavy, Save: (+1)
LMG 4
Sniper 1 No Cover Bonus to target, on hit: 1 Fatigue to target unit
Grenades 3 4”, Target: 7, Save: 9, cannot roll more dice than models left in unit
Rifle Grenades 1 18”, on hit: (+2) dice with Target:7, Save 9, Friendly troops do not block Line of Sight
6-24”, Forward 180, Heavy, on hit: (+5) dice with Target: 7, Save: 9, Friendly troops do
Trench Catapult 1
not block Line of Sight
Infantry Support Gun 1 Forward 180, Heavy, on hit: (+5) dice with Target: 7, Save: 9

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

UNIT ACTIONS PG.19

• A unit has 2 actions per activation unless affected by Round


Bidding or Fatigue
• Actions:
Advance (4”): Move this unit up to 4”
Run (8”): Move this unit up to 8”. This action counts as 2
actions used for this unit. Status effect - Add (+1) to the
shoot tests of units targeting this unit.
Take Cover: Gain status effect: Add (+1) to the shoot
tests of units targeting this unit.
• Status effects gained from running or taking cover stay
on the unit until the next time the unit is activated or the
unit becomes engaged in close combat.
Aim: (-1) to the target number of this unit’s shoot test.
Can only be used with a Shoot Action.
Shoot: Choose a target and fire (pg. 23)
Charge: This unit performs an Advance action immedi-
ately followed by a Free Fight Action.
Fight: Can only be used by a unit that is already in Close
Combat to take a Fight test. Cannot be used during the
same activation as a Charge action.
Rally: Roll 1 D10 for each point of Fatigue on this unit for
a Resolve Skill Test. For each success, 1 point of Fatigue is
removed. A unit that starts its activation Shaken must take
a Rally Action. If a unit is within the command range of its
Commanding Officer, (-1) to the target number for the
Resolve Skill Test. A unit that has 0 actions for the round
may take a Free Rally 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

BITE THE BULLET

FLAMETHROWER AMMO BREAKDOWN

You may reproduce these pages to cut out the templates for use in your games of Blood and Valor

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