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Raiding Aces

Apr 05, 2018

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    A Radn scalaon caan n h Sahara, 94-943

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    egypt

    iAN

    SANDSeA

    CHADNigeR

    SuDAN

    egypt

    LibyA

    tuNiSiA

    Fezzan

    TripoliTania CyrenaiCa

    Jebel Uweinat

    Zaghenaiserbo

    ahla

    Zouar

    ummo

    Um El AranebMurzuk

    Sebha

    Zella

    HonMarada Jalo Siwa

    Jarabub

    Msus

    Jedabia

    Mersa BregaEl Aghelia

    Benghazi

    Barce DernaGazalaobruk

    BardiaSidi Barrani

    Matruh Alexandria

    Cairo

    Asyut

    Dakhla

    Sirte

    ripoli

    Ribianasandsea

    kalansh

    os

    and

    se

    a

    murzuk

    sand

    sea

    tibe

    stim

    ountain

    s

    egheiMounTains

    Qattara

    Depressi

    on

    El Alamein

    0

    KM

    Miles

    1000

    200100

    Mediterranean Sea

    Bir Hakiem

    Jebel Sheri

    Kura

    bRitiSH

    itALiAN

    FRee FReNCH

    geRmAN

    Gatrun

    Bardai

    eARLy WAROpeRAtiONS: 94

    eARLy AND miD WAROpeRAtiONS: 94-943

    miD WAROpeRAtiONS: 94-943

    mAp Key

    the Saharan CaMpaign, 1941-43

    Te war in the deep desert was ought in three essential stages. Te rst was a struggle to secure theprecious ew oases in the deep southern desert. From these bases the raiders could then establishorward bases in the second phase o the war closer to the coastline. In the third and nal stage othe campaign, the special orces in the desert ought a brilliant series o raids that paralysed supplyand communication lines along the Mediterranean coast.

    In Raiding Aces, you will dive straight into this war. Not only will you have to conront theenemy, but ace the Sahara itsel as you ght rom watering hole to watering hole in order tolaunch your campaign o havoc upon the supply lines.

    Remember, in the desert the motto is, who dares wins!

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    Written by: Andrew HaughtAssistant Writer: Michael Haught

    Editors: Peter Simunovich, John-Paul BrisigottiGraphic Design: Sean Goodison

    Photography: Battlefront Studio

    Miniatures Design: Evan AllenArtwork: Vincent Wai, Ben Wooten

    Miniatures Painting: James Brown, Jeremy Painter, Mark HazellTerrain Modelling: Battlefront Studio

    Web Support: Blake Coster

    Tis is a supplement for Flames O War, the World War II miniatures game.A copy of the rulebook for Flames O Waris necessary to fully use the contents of this book.

    All rights reserved. No part o this publication may be reproduced, stored in a retrieval system, or transmitted, in any orm or by any

    means without the prior written permission o the publisher, nor be otherwise circulated in any orm o binding or cover other than thatin which it is published and without a similar condition being imposed on the subsequent purchaser.

    Copyright Battleront Miniatures Ltd., 2011.

    Raiding Aces .............................................................. 2

    Part I: Te Campaign ................................................. 2

    Playing the Campaign .......................................... 4

    Campaign Result able ........................................ 5

    Part II: Your Raiding Ace ........................................... 6

    Selecting Abilities ................................................ 7

    urn 1 Abilities ..................................................... 8

    urn 2 Abilities ................................................... 11

    urn 3 Abilities ................................................... 14

    Ace of Aces .......................................................... 18

    Part III: Your Force .................................................. 21

    Your Force in urn 1 ........................................... 22

    Your Force in urn 2 ........................................... 22

    Your Force in urn 3 ........................................... 23

    What Mission Should We Play? ............................... 24

    racks in the Sand .............................................. 25

    Te Will of the Sahara ........................................ 26

    Smash & Grab ......................................................... 27

    Setting Up and Running the Mission .................. 29

    Mission Special Rules ......................................... 28

    Key Buildings ..................................................... 29

    Demolition & ime Of Day Special Rules .......... 32

    Smash & Grab Mission ....................................... 33

    Organising the Campaign ........................................ 34

    Abilities Quick Reference Sheet................................ 36

    Raiding Aces Results Sheets ..................................... 38

    Raiding Aces Company Chart .................................. 39

    Key Buildings Markers ............................................. 40

    ContentS

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    Raiding Aces is an escalation campaign that ocuses on thespecial orces that ought in the Sahara rom 1941-1943. It isall about the bold raids, sabotage missions, and convoy bashups ought in North Arica.

    Tis is not your typical campaign. In the beginning you are acommander with a crazy notion o establishing a deep recon-naissance unit. Your superiors reluctantly agree to let youorm your elite unit, but it will be up to you and your mento prove the value o your idea.

    During the campaign you will write the story o yoursquadron as you ght through the sand dunes o the SaharaDesert and wadis o the Mediterranean coastline. Your smallorce will grow and develop into an elite orce ready or thenal decisive battles in North Arica.

    WhaTisan esCalaTion CaMpaign?An escalation campaign is dierent rom a normal campaignwhere players use the same points throughout the campaign.Instead, an escalation campaign starts at a small point leveland works its way up to higher levels at the beginning oeach campaign turn.

    In the rst turn you will command a 500-point orce, thenin the second campaign turn you will grow to 700 pointsand in the nal turn you will get up to 900 points.

    Te escalation ormat is ideal or new players to learn raiding

    basics without the intimidating presence o tanks. It is alsoa great opportunity or veteran players to start a new raidingorce with plenty o time between turns to get their menpainted up and ready or combat. Raiding Aces gives allplayers the chance to launch a campaign o havoc on theenemy supply lines!

    geTTing sTarTedRaiding Aces includes the campaign rules, a map, and keydocuments such as company and results sheets. Te campaigndocuments can be ound at the back o the document, butthey can be downloaded individually rom our website:

    www.FlamesOWar.com.Once you have read through these materials its time to selectyour avourite raiding orce and head into the deep wastes othe Sahara to begin your campaign o destruction!

    r acs

    p i: t CmThe BaTTleFieldsoF The sahara

    Te raiding war erupted in North Arica in 1941 with the birth o British special orces. Te elite troops joined orces with theFree French in Chad and together sowed havoc across the entire Libyan Sahara. Te raiders o the Sahara battled or controlo vital oases and orward bases rom which to launch raids against the supply lines along the coastline o the MediterraneanSea.

    Te desert is an unorgiving place. It is not all sand; large ridges, rocks, lower plains and vegetation made the battleeld morediverse than one would expect. Perhaps the most important terrain to raiding operations in the deep Sahara were the ew vitaloases. Tey were a key source o water and the base o operations or most o the raiding orces. Te Axis knew these vitallocations were important to the Allied raiders and made eorts to ortiy and protect them.

    WhaTis raiding aCes?In Raiding Acesthe battleeld is generally divided into two main ghting grounds: the deep desert and the coastline. In the

    deep desert, Axis and Allied special orces ought over key oases. Controlling them meant that your raiders didnt have toreturn to their own lines or resupply as oten. In the rst turn o the campaign you ght or control o these oases. Fromthere you will try and secure orward bases to launch raids against the coastline. With these secure you are o to cause asmuch havoc as possible!

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    The CaMpaign MapTe campaign map shows the area where players will ght thebattles in the Sahara and along the Mediterranean coastline. Ithas three regions your campaign will ocus on in each turn.

    WhaTisa region?Te battle or the Sahara was ought rom watering-hole to

    watering-hole. Operations in the deep desert were simply notpossible without them! In Raiding Aces your rst task will beto secure an oasis in the region called the Deep Sahara.

    Once you have ought the battles there, your ocus will shittoward establishing orward bases at critical desert oasescloser to the coastline. From this region, called the WesternDesert, your orce will be prepared or the nal phase o yourcampaign.

    With your orward bases secured, its time to cut loose andlaunch your campaign o destruction against the enemysmain orces along the coast. In this region, called the ViaBalbia, its all about tonnage destroyed. You are not ghting

    or bases any more, but rather unleashing hell upon theenemys supply and communication lines.

    WhaTisan area?Each region has two or three Areas that your orces arebattling to control

    Te Deep Sahara has two areas (marked on the map ingreen), which represent the two major Oases in the southLibyan desert: Kura in the east and Murzuk in the west. You

    will ght to secure one o these major oases.

    Tere are three Areas in the Western Desert (marked on the

    map in blue), which represent the major orward bases thatdesert special orces called home: Hon, Jalo, and Siwa.

    Te third Region, the Via Balbia (marked on the map inred), has three Areas: Sirte, Benghazi, and Mersa Matruh.

    Unlike the other Areas, players are not ghting to controlthese places. Rather players are launching raids against theseareas to try and cause as much havoc as possible upon theirenemys main orces.

    hoWThe CaMpaign WorksTe Raiding Aces campaign is played over three campaignturns. Te length o time or each turn is up to the campaign

    organiser. A turn could last a week or two, or whateveramount o time that works best or your group.

    During a campaign turn players meet to play games in theareas associated with that campaign turn. In Raiding Aces,during the rst turn players ght or Murzuk and Kura. Inthe second turn both sides battle or Hon, Jalo, and Siwa.In the third and nal turn, players launch raids against thecoastline at Sirte, Benghazi, and Mersa Matruh.

    Players may play any number o games with their RaidingAce during a campaign turn.

    Players cannot play in areas that do not match the current

    turn. Players record the results o each game they play andreport them to the campaign organizer.

    Once a campaign turn is complete all o the Areas associated with that campaign turn are locked down and no urthergames can be played in those Areas. Te campaign organizertotals up the number o wins or both sides to determine who

    won the Area. Te side with the most victories wins the Areaand scores that areas Campaign Points.

    Te campaign now moves on to the next turn and playersmay now play games in any Area associated with the newturn.

    Te campaign concludes at the end o the third campaignturn. Te campaign organizer now totals up the number oCampaign Points won by each side. Te side with the mostpoints wins the campaign.

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    Blueversus BlueI there are not enough Axis or Allied players to matchup together it is perectly normal to match up twoplayers rom the same side. Te player who won the dieroll to choose the Area plays or their side, and the otherplayer represents the opposition.

    Games or each campaign turn can be played at any timeduring that campaign turn. Players can meet whenever theylike to battle it out in the deserts and sand seas o Libya andEgypt.

    sTep one: Choosean areaWhen two players are ready to play a Raiding Aces campaigngame they rst have to determine who gets to choose which

    Area they will be using or that game. Both players roll a die.Te player with the highest score decides which Area the

    game will be ought over. In the event o a tie, simply rollagain until there is a winner.

    Tere are two or three Areas to choose rom during eachcampaign turn. In the rst turn you can choose either theMurzuk or Kura Areas to do battle. In the second turn youcan choose one o three Areas: Hon, Jalo, or Siwa. Finally,during the third turn you can launch your raids in the Sirte,Benghazi, or Mersa Matruh Areas.

    sTep TWo: playa FlaMes oF WargaMeOnce the Area has been selected and both players know

    which mission they are going to play, its time to start rollingdice and moving miniatures!

    Players may play any o the normal Flames O Warmissionsor Raiding missions they like. For example, i the playersare ghting to capture Kura, they may want to use theSecure Outpost mission. I you are having trouble choosinga mission, be sure to check out the Mission Generator charton page 24.

    Alternatively, i both players agree, they may choose to playmodied missions that reect the conditions o the raiding

    war. Tese modications (called racks in the Sand) can beound on pages 25-26.

    racks in the Sand are designed to help match up yourmission with the historical situation by adding some newadvantages, challenges, and victory conditions.

    sTep Three: reCord resulTs

    When you have completed your game, ll out a result sheet(page 38) and turn it in to the Campaign Organizer. Makesure that you report:

    Te date o the game,

    what Area you were ghting in,

    which side won,

    which campaign turn you are playing,

    both players names

    both players Raiding Aces names, and

    experience points earned by both players Raiding Aces.

    Once your results have been turned in, you are ree to playanother game, either in the same Area or somewhere else, iyou ancy a change. Each win moves your side closer to victory,so your team will benet more or each game you play.

    Winningan areaAt the end o each campaign turn, the Campaign Organizertotals up all o the Allied and Axis victories in each Area. Teside with the most number o victories in each Area winsthat Area.

    At the end o the campaign turn, i no battles occurred inan Area or i there is an equal amount o Axis and Allied

    victories in that Area, the Axis side automatically wins it, asthe Allies have ailed to make any headway.

    Once a campaign turn is complete all o the Areas associated with that campaign turn are locked down and no urthergames can be played in those Areas.

    Te campaign now moves on to the next turn and playersnow play games in any Area associated with the new turn.Te campaign concludes at the end o the third campaignturn.

    playing the CaMpaign

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    18+

    14-17

    10-13

    sTraTegiC viCToryYour orces in the Libyan Desert have not only

    turned back the Allied raiders, but they havelaunched their own successul campaign, whichwill help the Axis on its way to Alexandria.

    sTraTegiC viCToryAllied special orces gained the initiative early in

    the deep Sahara Desert. Te raiders have oughta decisive campaign, strangling the Axis supplylines and directly contributing to victory.

    MajorviCTory Allied incursions into the Sahara have beenstopped and you have successully stied theireeble raids along the Via Balbia. Your eortshave secured the Axis ank in the Sahara.

    MajorviCToryDespite some set backs, Allied raiders managedto break into the rear areas o the Axis and causeuntold damage and did their part toward the

    Allied victory in North Arica.

    TaCTiCal viCToryTe Allies have gained ground in the Libyandesert, but you have made an orderly withdraw-al, making sure the enemy has to ght or everyoasis on the way and draining their orces.

    TaCTiCal viCToryTe war in the Sahara was a tough difcult battle,but in the end your elite orce has managed toinict enough damage on the Axis supply linesto help your side to victory.

    CAmpAigN pOiNtS ALLieS AxiS

    hisToriCal resulTTe battle or the Sahara was a long and difcult campaign, not so much because o the ghting, but rather because o theenvironment. When battle was joined, the results were oten decisive, such as the French victory at Kura, and the Italianvictory at Murzuk. My the end o 1941 the Saharan campaign hung in the balance. Te rst side that took the initiativestood the best chance. As it was, the Allies organised themselves the astest and swept into action all along the coastline,

    orcing the Italian and German special orces to react to the Allied raids rather than launch their own.

    In terms oRaiding Aces, the campaign would have resulted in an Allied Major Victory. Can you and your allies securea better victory?

    CaMpaign poinTsWhen a side wins an Area they are awarded Campaign Points.Tese are added to their sides Campaign Points grand total.Tis total is kept by the campaign organizer.

    Each Area in the Deep Sahara and Western Desert are wortha certain amount o Campaign Points. Te Areas ound inthe Deep Sahara are critical or success and are thus worth3 points each. Te orward bases made it much easier tolaunch raids into the enemy rear areas, and these three Areasare worth 2 points each.

    Unlike the others, the Areas in the Via Balbia region are notworth any points. Instead, players score one Campaign Pointor their side or every three Victory Points that they earnin each Raiding mission (or more inormation on Raidingmissions, see page 24) played in a Via Balbia Area.

    For example, i you have completed Te Raid mission andearned six Victory Points, you have scored two CampaignPoints or your side. You are then ree to play another gameand keep adding to your total!

    endingThe CaMpaignAt the conclusion o the third campaign turn the organiserand players have a choice. Tey can either end the campaignthere or ght a big grand nale battle to destroy the port oobruk.

    I players choose to end the campaign ater the third campaignturn, total up how many Campaign Points each side has won.Te side with the most wins the Raiding Acescampaign.

    I players would like to ght a grand nale battle, play theSmash & Grab mission on page 27.

    Te side that wins the Smash & Grab mission adds theVictory Points they have won to their overall total.

    Te side with the highest number o Campaign Points winsthe Raiding Aces campaign. Consult the campaign resulttable below to see how well your side did in the campaign.

    CaMpaign reSult table

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    p ii: y r acTe most exciting aspect o Raiding Aces is creating yourown Flames O War warrior, called a Raiding Ace. Duringthe campaign, you ollow your warriors story as he ghts his

    way through the sand seas o the Sahara to strike at the hearto the enemys supply lines along the Via Balbia.

    Shortly beore this campaign begins, your Raiding Aceproposed the concept o an elite desert reconnaissance orceto headquarters. Te commanding general reluctantly agreesto let you orm your orce. You will now have to prove yourvalue in the coming battles.

    As the campaign progresses, your Raiding Ace continuesto grow his elite orce with more and more men andequipment.

    At the beginning o the second turn, his eorts in the Libyandesert have not gone unnoticed. Headquarters has given youmore support to help you secure orward bases closer to themain battleelds o North Arica.

    During the third turn your Ace has expanded his orce intoa private army. You will lead your troops on a campaign odestruction and mayhem against the enemy supply line,called the Via Balbia.

    CharaCTerisTiCsYour Raiding Ace is a Company Command team, replacingyour normal Company Command team. He retains theratings and weapons o the Company Command team hereplaced. He is a Warrior and ollows all o the normal rulesabout warriors ound in the Flames O Warrulebook.

    playing gaMesYour ace may play any number o games during a campaignturn. Te more games he plays the more experience he willearn, making him a better Raiding Ace.

    no WarriorsIn Raiding Aces you cannot take normal Flames O War

    warrior teams. Instead you will create your own warriorcalled a Raiding Ace.

    earning Medals Your Raiding Ace ghts alongside your company earningmedals, getting promotions, and gaining abilities.

    In turn one, your Raiding Ace must ght with what he can

    muster. Its not much, but its enough to get the job done. Ashe continues through the campaign he will earn experiencepoints, which you can use to award him medals. Medals willgive him special abilities.

    Your Ace receives experience points at the end o each game.Tese include:

    one point or playing a game,

    one point i your Ace is not Destroyed or has successullyescaped,

    one point i you win the game, and

    one point i your orce has Destroyed at least one enemy

    platoon.

    (Max 4 points per game).

    Keep track o these points on your Raiding Aces CompanyChart. When your Ace lls all o the boxes leading up to amedal he may select a skill rom the Raiding Aces Abilitieslist on pages 8-20.

    proMoTions As the campaign rages on, your Ace has demonstrated hiscombat and leadership skills. Tis has been recognised byheadquarters, which has promoted your Ace and given him

    more resources.

    At the start o each campaign turn, all Raiding Aces arepromoted, immediately earning two bonus experiencepoints towards their next medal. At the beginning o the newturn, record these experience points on your Raiding AcesCompany Chart.

    You will see that the chart already has the rst two experiencepoints marked. Tis represents your Ace establishing yourelite raiding orce in the rst campaign turn.

    A copy o the Raiding Aces Company Chart can be photocopied rom the inside back cover o this document or downloadedrom our website: www.FlameOWar.com .

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    noTeYou do not have to select an Ability straight away whenyour Ace earns a medal. You can choose to wait untilanother campaign turn to select one or spend them allat once.

    When your Ace earns a medal, you can select an Ability romthe Raiding Aces Ability List. Tese abilities give your Acespecial rules to use in the game.

    Abilities are split into three dierent categories: Brains,Brawn, and Balls. Abilities rom these categories are linkedtogether. For example, brains abilities help your Ace makesmart decisions to maximise damage, brawn abilities makesyour raiding orce sturdy, and balls abilities reect the pureboldness o your elite orce.

    During the rst turn o the campaign you can select abilities

    rom any o the categories. As the campaign progresses, theabilities become better and aect larger amounts o troopsin your orce. Tese advanced abilities require that your

    Ace have certain basic abilities beore he can select moreadvanced ones.

    Tere are all sorts o ways your Ace can go with his abilities. You can specialise him in one o the categories, or puttogether a combination. Te choice is up to you and howyou would like to develop your Raiding Ace.

    Once you have selected your Ability, you cannot change it.Abilities stay with your Ace throughout the campaign andcannot be lost or taken away.

    Your Raiding Ace may have up to our regular abilities duringthe campaign. He will also earn a th Ace o Aces abilitythat he can use in the nal battle o the campaign.

    SeleCting abilitieS

    Thesandshiftedinthewin

    d.Peterhadbeenfascinated

    byitsuidmovementeversin

    cehewasaboyexploring

    the deepest deserts oftheAfr

    ican continentwithhis

    parents. Now, a

    s a Captain intheBritishAr

    my in

    NorthAfrica, PeterCavendishactedasaguide

    forhis

    commandingofcers.

    Whilewatchingthesesandsshi

    ftafellowinfantrymen

    approachedpeter.

    Sir!Themanstepped closer,

    Ihave new ordersfor

    you.HehandedPeteraletter.

    Youaretoreturnwith

    metomeetGeneralWavell.

    Peterhadbeenexpectingthese

    orders. Itwasaboutone

    ofhisideas.Hewantedtoform

    hisownraidingparty

    tostriketheenemyssupplylin

    esusinghisknowledge

    ofthedesert.

    Afterreadingtheorders,Peter

    lookedoutonthedesert

    landscape.Thewindhadshiftedandthesan

    ddanced

    onthedunes.Peterknewinhi

    sheartthatastormwas

    coming,andthatthosewhoco

    uldweather itwouldbe

    strongerthanever.

    Bullets were ying everywhere. A machine-gun nestandaninfantrysquadhadHauptmannDerekBrandtandhismenpinneddown.Derektookcoverbehindaruinedbuildingandopenedhissatchel.Hegrabbedafewsmallgrenades, apieceof leadpipe, and abagofcoinshehadonhim.

    Taking apart thegrenadeswithhis knife,he stuffedthepipewithcloth,powderandthecoinshehad.Hettedoneofthegrenadesdetonatorstooneendandpulledthepin.HetosseditbetweentheenemyinfantryandtheHMGnest.

    Derek watched as the explosion went off. It wasbeautiful; the coins reected the sunlight as theydartedineverydirection.OneembeddeditselfinthewallrightnexttoDerekbuthedidnteveninch.ThetwomenmanningtheHMGnestweredeadandtheinfantrywerealleitherkilledorseverelywounded.Buttheywerenttheonlyones.Twomen inDereksunitwerealsokilled.Anacceptableloss,inDereksmind...

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    t 1 as

    Some commanders lead with their hearts, others with their instinct, but not you. You lead with your intellect. You ocus onusing the right men or the jobs at hand, you rely on your own cunning to outsmart your opponents, and even trick theminto revealing their weaknesses.

    keep yourFire up!You have been ghting with these men or most o thisdamned war, you know them. You know their strengthsand weakness, and how to make them do the impossibleday ater day. So, inspiring your men to keep their coolunder incoming re is no hard task or you.

    A Combat platoon led by your Ace that is Pinned Downmay still re at their ull ROF during their Shooting Step.

    Cunning likea FoxYour men always eel like you are with them, and youare. Perception is the key to keeping your troops moralehigh and your enemys low. I your troops eel that youare there with them, they will preorm better. So, keepmoving rom platoon to platoon to give the impressionto both riend and oe alike that you are everywhere.

    Your Ace may either be deployed as normal at the start othe game, or held o-table. I your Ace is held o-table, youmay place him on the table during your Starting Step so

    that he is:Concealed and more than 16/40cm away rom all

    enemy teams, or entirely out o Line O Sight o the enemy,and

    within 6/15cm o any team rom one o your combatplatoons.

    Your Ace may move and ght as normal during the turnhe appears.

    I no teams rom a Combat Platoon are on the table andyour Ace is being held o-table, he cannot be placed and isconsidered to be Destroyed.

    At the end o your Movement Step you may roll a die. Ona 4+ you may remove your Ace and he is once again heldo-table.

    CusToM rideBeore the war you were a mechanic. You know how tokeep your wheels in tip-top shape. Perhaps more impor-tantly, you also know where the keys to the armoury arekept, so your ride has a ew more guns then one wouldnormally expect.

    At the beginning o the game, beore deployment, you mayreplace your Aces usual model with his Custom Ride model.Your Ace is now mounted in his Custom Ride and uses all othe Motorcycle Reconnaissance and usual Warrior rules.

    A Custom Ride has a mobility rating o Jeep, and is armed

    with two AA MGs and a win AA MG. Your Ace dis-mounts as his usual Inantry team.

    Modelling: Feel ree to use any appropriate model to repre-sent your Custom Ride it is a custom vehicle ater all!

    brainS abilitieS for CaMpaign turn 1

    Peters men trained hard.

    He knew that they were a

    ll

    professional andtooktheirjob

    seriously.Evenso,the deser

    t

    isnotakindhostandthesem

    enwouldhavetohardenthei

    r

    heartsandmindsforwhatist

    ocome.

    Lieutenant Carver!Peter yelled out

    to one ofhisplatoon

    commanders.

    Yessir?Carvermarchedover

    tohiscommander.

    Ivenoticedthewindhasshi

    ftedanditcarrieswarmerai

    r.I

    amsuretherewillbeaduststo

    rmsometimelatethisafternoo

    n.

    Youcanseeitinthedistance

    .Peterpointedtothesouthwe

    st.

    Getthemenready.Oncethe

    stormisuponuswewillbeg

    in

    ourtraining.Tellthemento

    wrapuptightandputonth

    eir

    ridinggoggles.

    Yessir, right away. Carver

    left at once.Asmallsmile o

    f

    anticipationwasslappedonh

    isface.

    Whenthesandblottedoutthe

    sunlight,Petersmendance

    d

    withprecisionfromspottospot, usi

    ngthestormastheir

    music,neveroncesteppingwherethesunlightbrokethro

    ugh

    thedust.

    Peterstoodamonghismena

    ndknewthattheywereready

    to

    weathertherealstormcoming

    theirway.

    Derekwasunderguardwhilehiscommandingofcersdecidedwhattodowithhim.Beforelong,Derekwascalledintothegeneralstent.Brandt,comein,sit.Thegeneralpointedtoachairinfrontofhisdesk.Yourrecklessacti

    onskilledtwoofyourmen.Youdidmanagetosavetherest,butthatkindofrecklessnessisnotdesiredintheAfrikakorps!Thegeneralpaused.But,hesaid.YourexpertisehasbeenrequestedtoformasmallBrandenburgerunitthatwill operate in the deep desert. Your ofcial orderswillcometoyoushortly,alongwithalistoftroopsyoumayusetoformthisraidinggroup.Trynottogetanyofthesemenkilled.Oncemorethegeneralpaused.Thatisifyouwantthisposition.Otherwise,youarefacingacourtmartial.Illtake itgeneral,repliedDerek,withasmilethatmadethegeneralfeeluneasy.

    See to it. I will be watching your progress.Dismissed.

    Derekclickedhisheelstogether,saluted,andleftthetent.DontworryGeneral,mutteredDerekunderhisbreath,Wellputonashow!

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    deserT explorerAs a proud member o the Zerzura Club you learned the

    mysteries o the Sahara while spending a good chunko your lie searching or the mythical city o Zerzura.During the search you mapped most o the unchartedlocations and mastered the art o travelling across hostileterrain. You began this war having all the desert trainingyou will ever need.

    Your Ace and any platoon he has joined always pass SkillChecks to ree Bogged Down teams in your Starting Step.

    We luCkyFeWEven though you have convinced your commanding

    general to let you orm your raiding orce, your rst realchallenge will be to muster up manpower. Your solutionis simple. Using your smile and understanding o theregional customs, you have recruited volunteers romthe local population.

    Your orce begins the game reinorced by a locally raisedPartisan Platoon.

    Beore the game begins, your Ace may roll up to nineMotivation ests. For each successul result, add one Rieteam to a new Partisan Platoon.

    Nominate one team in the platoon to be the Command

    team. Tis platoon retains the Aces motivation and has aSkill rating o Conscript. A Partisan Platoon is both an

    Allied platoon and a Weapons Platoon.

    brawn abilitieS for CaMpaign turn 1

    gave Me This sCarRain, you remember the rain, and the taste o blood.Tere was too much pain to move as you saw himcoming. He was supposed to be an ofcer, but he wasa tall, brutish animal with a large scar on his let cheek.

    As his men laughed he pulled out his knie and carved ascar in your right cheek that mirrored his own and letyou or dead. But your hate kept you alive.

    arget one opponents Ace at the beginning o the game.Your Ace receives +1 Experience Point i he personallyDestroys the targeted Ace in this game.

    Your opponent must allocate all hits scored by your Ace totheir targeted Ace during your Shooting or Assault Step,

    even i they have joined another platoon.

    Dont be mislead by people who talk about great tactics or the ones who will have you risk it all or a greater aster victory. Itis the well aimed st that always nds its mark and you are that st.

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    spliT upWatching how your men ght, you have begun to thinkmore about speed and exibility when planning yourraiding missions. You are now convinced that these arethe keys to victory in raiding missions. Splitting up aplatoon can be risky, but being in two places at once can

    shit the advantage in your avour.Beore the game begins, you may split up to one o yourCombat Platoons into two separate platoons (each with asequal o strength as possible).

    Nominate one team rom the new platoon to be the platoonscommand team.

    o take this Ability your Ace must have the ability: KeepYour Fire Up!

    Dont think that your enemy is stupid, even i he is. Alwaysplan as i they are smarter so that you are prepared whenthey get lucky. When your opponents position themselves ina way to counter your brilliant strategies, dont be caught oguard. Instead be prepared and show them that nothing candeeat your superior mind.

    t 2 as

    brainS abilitieS for CaMpaign turn 2

    diversion

    In your previous job as a stage magician, you learned thevalue o sleight o hand and misdirection. In your per-ormances you were able to do something in one handto catch the eyes o the entire audience while the othersecretly completed your goals.

    Once per game, at the beginning o your opponents turn,select one o your Combat platoons to create a Diversion.

    All enemy platoons must make an immediate Skill Check.

    I a platoon ails this Skill Check, it may only movetoward and shoot at your platoon creating the Diversion.

    Otherwise the platoon is not ooled by the Diversion and

    may move and shoot as normal.o take this Ability your Ace must have the ability:Cunning Like a Fox.

    heavyFirepoWerAter seeing your men in action you decided get somemore repower. You have managed to secure much theneeded repower by going though the proper channelsor just out-right stealing.

    You may upgrade up to one vehicle MG in each CombatPlatoon with a HMG. An HMG has a ROF o 6, Anti-tank 2, Firepower 6, and a range o 24/60cm as longas the vehicle does not move. However, when moving theweapon is reduced to the normal ROF 3 and 16/40cmrange o a vehicle MG.

    When this vehicle dismounts, it may do so as its normalteam or as a HMG man-packed gun team with the sameHMG characteristics as above.

    o take this Ability your Ace must have the ability:Custom Ride.

    As night approached,Peters

    pottedthe large enemy

    supplyconvoythroughhisbin

    oculars.Itwasmaking

    itswaythroughalonelypart

    ofthedesertandheading

    toasmallvillagewher

    ePeterwasconvincedtheywou

    ld

    setupcampforthenight.

    Peter andhismendrove intot

    henight anduptothe

    smallabandonedvillage.Sile

    ntlyPeterandhisforce

    disembarkedfromtheirtransp

    ortsandmovedcloserto

    theenemycamponfoot.They

    foundthatmostofthe

    supplytruckswereconcentrate

    dintwoareas.

    Petersplithisforce intwo

    to coverboth objectives.

    Leadingtherstgrouphimse

    lf,Peter crept closer.He

    singledouttwosharpshooters

    totakeouttwosentries.

    Theshotswillawakenthe en

    emy,buthopefullythey

    willbetakenbysurprise.,

    Peterheardshotsringoutfrom

    theotherplatoon,taking

    outtheenemysentries.Theght

    wason!

    DereksscoutsnallylocatedthebaseoftheBritishraiders that had been carving up a fair amount ofcarnage along the coast. They had made camp at anearbyoasis.

    DerekandhismenboldlydrovestraightintotheBritishcamp and without even leaving their transports theycutdownalltheoftheenemythatguardedtheoasis.ButDerekfeltempty.Thiswastooeasyandnotevenclosetobeingfun.

    Sir, we cleared out the enemy, one ofDerekslieutenants reported.Also, while clearing out theenemywefoundagreatdealofexplosivesinoneofthetents.Shouldwedestroythembeforeweheadout?No,Ihaveanidea,Dereksmiled.Gathertheexplosivesgrabtheplatooncommanders.Wemustworkfast!Yessir!

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    Did I not tell you that brute orce was the way o the desert? Your strength will only get stronger as you ollow the path obrawn. No need to over-think your choices, use your strength to ollow through to victory.

    spreadThe Word! You have shown that simply outnumbering your

    opponent gives you an incredible advantage. Te pile orequests to join your elite orce has grows by the minuteas volunteers ock to you banner to ght the enemy.

    Your Ace may add an additional three dice to your WeLucky Few dice roll, or a total o 12 dice.

    o take this Ability your Ace must have the ability: WeLucky Few.

    brawn abilitieS for CaMpaign turn 2

    sun CoMpassYou have shown your men how to handle themselves inthe desert with expert training and gadgets like the vitalsun compass or easier navigation in the eatureless desert.Vast parts o the desert that would slow another orcedown is mere childrens play or you and your men.

    eams rom your Headquarters, Combat and WeaponsPlatoons treat Difcult Going as Cross Country, and VeryDifcult Going as Difcult Going

    o take this Ability your Ace must have the ability:Desert Explorer.

    BiTTerhaTredMen will talk, and the story o how their commander

    got his scar has been passed around. What was seen as apetty eud to your men beore, is now a righteous cause.

    Your hatred or the one who marked you has now passedto your men. No punishment is too strong or an enemyas cruel as yours.

    arget one o your opponents Combat Platoons. Ten chooseone o your own Combat Platoons. Your chosen platoonmay re-roll misses when shooting at the opponents chosenCombat Platoon during your Shooting Step.

    Bitter Hatred must target the same opponent as Gave MeTis Scar.

    o take this Ability your Ace must have the ability: GaveMe Tis Scar.

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    CollaTeral daMageSometime one explosion is not enough. I you play with

    matches long enough you will eel the need to set morethan just one thing ablaze. Setting charges is an art ormand now you are planning on putting on the greatest artshow in all the desert.

    I a Satchel Charge demolishes an Objective, roll a die.

    On a result o 5+ another Objective with in 12/30cm(your choice) is demolished.

    Otherwise the damage does not spread.

    I an Objective is Demolished by Collateral Damage,you may continue to roll or Collateral Damage until thedamage ceases to spread.

    o take this Ability your Ace must have the ability:Satchel Charges.

    ballS abilitieS for CaMpaign turn 2

    piT sTopYou have imparted some knowledge rom your racing

    days to your troops. How to stop ast and completelydismount rom a vehicle in a hurry. Getting out o a racecar ast has saved your lie on several occasions!

    Your Ace and any Combat Platoon he has joined mayattempt to dismount ater they have moved at the starto their Shooting Step instead o shooting. eams may notshoot even i it ails to dismount.

    Roll a Skill est or the Ace and any platoon he is leading:

    I the test is successul, the platoon may immediatelydismount rom their vehicles.

    Otherwise the platoon ails to dismount quickly and

    must wait until their next turn. All o the normal rules or dismounting apply. Platoonscannot attempt to dismount i they are Pinned Down ormoved At the Double.

    o take this Ability your Ace must have the ability:Flat-Out.

    one upYour riend is, quite rankly, outshining you. Your menare keeping secret bets on how well either o you willdo in the next ght. You are planning that in the nextraid you will show your riend why you were promotedover him.

    For each Hit scored by your Ace or 2iC Command team inAssault Combat, the other team may re-roll one ailed oHit roll during Assault Combat in the same turn.

    o take this Ability your Ace must have the ability:Howd You Get On?

    So you think you are a risk taker? You think you have the guts to do what needs to be done? Well see about that! You willneed to demonstrate your raw courage in all its glory to win the next ew missions!

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    Thecamperuptedintochaos,en

    emytroopspouredoutof

    thebuildings,halfawakeand

    notknowingwherethe

    attackwas comingfrom.Like

    thesandsshifting in

    thewind,Petersmenmovedamon

    gtheenemykilling

    themwithoutpause.Peterwasamongthem.

    Peterssubmachinegunseem

    edtonditstargetson

    its own.Thebulletsfromhis

    mens guns created a

    storminthenight.Muzzle

    ashesinthedarkserved

    toconfusetheenemytroopsev

    enmore.

    Peter and afew ofhis men

    foughttheirwaytothe

    transporttrucks.A quick loo

    k inside onetoldPeter

    thatitwasanammunitionsu

    pplytruck,justwhathe

    needed!

    Everyonefallback!Petersh

    outedtohismen ashe

    tossedthreegrenadesintothes

    upplytruck.

    The explosionwasperfect, itto

    ok outthe othertrucks

    aroundit.Asecondexplosioninthecampsign

    alledto

    Peterthattheotherplatoonhad

    foundanddestroyedthe

    restofthesupplytrucks.

    Asplanned,thejeepdriversh

    adbroughttheirvehicles

    totheedgeoftheabandonedvi

    llage.Peterandhismen

    jumpedaboardandasquickl

    yastheyhadcome,they

    left.

    CoMBined sTrengTh You have noticed that in your ranks there are someleaders who have shown themselves to be resourceul anddependable. Promoting the right man in one platoon isinnitely more useul than ten platoons with the wrongmen in charge.

    When your Ace earns this Ability, every time a Commandeam rom one o your Combat Platoons is Destroyed byenemy shooting, roll a dice:

    On a result o 3+, the Command team ignores the hitand is not Destroyed.

    On any other roll, the team is Destroyed as normal.o take this Ability your Ace must have the ability:Split Up.

    With more men comes new responsibilities. With your

    cunning it will not take long or you to nd the key strate-gies that will allow your men to crush your enemies withoutbreaking a sweat. Ater all, your opponents are simply lessbrilliant.

    t 3 as

    brainS abilitieS for CaMpaign turn 3

    BooByTrapsTroughout all o your battles you are learning new waysto destroy your enemy though cunning and trickery.

    With a new-ound cache o explosives you now plan tocause terror and panic in the enemy ranks by placingbooby traps almost everywhere. Let no place be sae orthose who oppose you!

    Your orce may eld up to ve Booby raps (see page 15).

    o take this Ability your Ace must have the ability:Diversion.

    iMprovised sTaBilisersAter ghting in the desert or so long you have ounda major weakness in your vehicles and at the same timeyou are clever enough to remedy the problem. Atertalking with your ofcers and a ew nights in the repairshop, you have created an improvised stabiliser to helpaim and shoot your bigger weapons while on the move.

    All vehicles in your Combat Platoons are equipped withStabilisers or their main guns.

    A moving tank tted with stabiliser can re its main gunat its ull ROF, but adds a penalty o +1 to the score neededto hit.

    Beore shooting, a tank can choose not to use its stabiliserand re at the normal rate i that would give it a betterchance.

    Vehicles upgraded with an HMG (using Heavy Firepower)may re with ROF 6, even i they moved, but still have the

    +1 penalty rom Stabilisers.o take this Ability your Ace must have the ability:Heavy Firepower.

    ItwasafterdarkbeforetheBritishraidersreturnedfromtheirmissiontoanemptycamp.FromanearbyhillDerrickwatchedtheBritishmovecautiouslythroughthecampsearchingforcluesastowhathadhappenedtotheirmissingcomrades.Derekturnedtohislieutenantandsmiled.Itstimetoputonashow!

    Hepushed the rst of severalplungers lined up infrontofhim,followedbythenextuntiltheywereallred.OnebyonethechargestheyhadplantedunderthesanddetonatedinsidetheBritishcamp.The explosions were magnicent, eachpouring acolumnofame,sand,andbloodintothesky.YellsandscreamscamefromtheBritishastheyranforcoveronlytondtheirhidingspotsexploding.Dereksheartwasalivelikeneverbeforeashewatchedthe carnage sweep through the camp.Agreat senseofsadnesslledhimwhenthelastexplosionrippedthroughtheair.Hewantedtheshowtogoon.Asthenalplumesofsandfelloverthenowdarkenedoasis,Derekandhismenreturnedtobasetoreport.

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    Retreating troops oten booby trapped areas beore with-drawing. Te pursuing troops usually had little warning obooby traps and relied on their skill to detect and neutraliseany they encountered. Tose unwary enough not to noticethem suered accordingly.

    Booby raps are dangerous Obstacles. As such platoons need topass a Motivation est beore they can cross or move o them.

    Unlike other Obstacles, a Booby rap occupies the area o a

    small base (1/32mm x 1/25mm).

    A Booby rap only aects the rst team to move across or o

    the Booby rap base. Ater that the Booby rap is expended

    and removed.

    Placing BooBytraPs

    Booby traps are always careully hidden and come as a

    surprise to the enemy.Booby raps do not need to be deployed beore the game begins.

    Instead, they may be placed at the same time as Ambushing

    platoons during the Starting Step.

    Booby raps may be placed anywhere in your own Deployment

    Area or No mans Land, including under enemy troops.

    However, you may not place Booby raps under teams already

    on Booby raps, nor under Dug In teams or those that deployed

    in Prepared Positions and have not yet moved.

    triPPingaBooBytraP

    Because booby traps are careully hidden, soldiers can ndthemselves in a dangerous situation without having realisedit..

    I a Booby rap is placed under a team, the teams platoon

    will test as i crossing the Booby rap when it rst moves o it.

    Otherwise the Booby rap goes o when a team rst crosses it.

    Roll a Skill est or a team that crosses a Booby rap.

    I the team passes the Skill est, they are unharmed.

    I they ail, they take a hit rom the Booby rap and must

    stop moving immediately.

    In either case, the Booby rap is removed.

    I any team in a platoon is hit by a Booby rap, whether the hit

    causes a casualty or not, the entire platoon is Pinned Down at

    the end o their movement.

    arMoured vehiCles hiTByBooByTrapsBooby traps are normally small and intended or inantryon oot rather than tanks, but some o them are much largerand can knock out a tank with a bit o luck.

    reat hits rom Booby raps on Armoured vehicles as a hit on

    the op armour by a weapon with an Anti-tank rating o 3 anda Firepower rating o 5+.

    unarMoured vehiCles hiTByBooByTrapsBooby traps are usually powerul enough to wreck a truck,but a lucky driver might nd themselves shocked butunharmed.

    Unarmoured vehicles that are hit by a Booby rap save on a

    roll o 5+.

    inFanTryand guns hiTByBooByTraps

    Inantry are generally cautious in booby trapped areas, butoccasionally they make a serious miscalculation and pay theprice.

    Roll a save or each Inantry or Gun team hit by a Booby rap.

    An Inantry team survives on a roll o 3+, but is Destroyed

    otherwise. Gun teams survive on a roll o 5+.

    passengers hiTByBooByTrapsWith a little luck, the passengers in a vehicle or tank riderson a tank that hits a booby trap survive unharmed.

    Passengers carried in or on a vehicle Destroyed by a Booby rap

    must roll a 5+ save. I they pass the save, they Dismount.

    gaPPingaBooBytraP

    Booby traps are designed to be tricky to locate and hardto disarm. One mistake and the clearing team is in serioustrouble.

    A team may attempt to gap a Booby rap in the same way they

    would gap a mineeld. I a team ails its Skill est to gap a

    Booby rap it is hit by mines (see theFlames O War rulebook)

    as i it ailed its Skill est to cross the Booby rap.

    booby trap SpeCial ruleS

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    Your orces have grown greatly since you have started this endeavour. Never orget that which makes us strong is what makesus victorious. By either the strength provided by numbers or that which is ound within ourselves, we will endure whateverthe enemies have in store or us.

    ourranks groW

    Te stories o your successes have reached the ar cornerso the country. You have no shortage o volunteers asmen and women travel hundreds o miles to join yourcause against your common enemies.

    Your Ace may add an additional three dice to your WeLucky Few dice roll, or a total o 15 dice.

    o take this Ability your Ace must have the ability:Spread the Word!

    brawn abilitieS for CaMpaign turn 3

    sTingoFThe sCorpion You know that the desert holds many wonders anddangers. Trough your travels you and your men havebeen hardened to the elements o the desert. Your menknow no ear. In one instance a trooper was stung by ascorpion three times. Te trooper survived, however thescorpion did not...

    Your Unarmoured teams rom HQ, Combat, and Weaponsplatoons roll a die when hit during an Assault.

    I they score a 6 (or 5+ while under the eects o aKhamseen), they are unharmed, but still count as hit or

    purposes o requiring a Motivation est to Counterattack.

    Otherwise they are Destroyed as normal.

    o take this Ability your Ace must have the ability:Sun Compass.

    see This ThroughTe story and hatred or the enemy that scared you hasbeen passed throughout your entire orce. Everyonedown to the last man knows your history and they areloyal to you. God help those they ght i they ever comeacross the man who gave you that scar and the brutes hecommands.

    arget your opponents Combat and Weapons Platoons. Allo your Combat and Weapons Platoons may re-roll ailed

    Motivation ests to Counterattack in Assault Combat againstany o your opponents Combat and Weapons platoons.

    See Tis Trough must target the same opponent as Gave

    Me Tis Scar and Bitter Hatred.o take this Ability your Ace must have the ability:Bitter Hatred.

    IthadbeentwoweekssincePe

    terandhismenreceived

    wordthattheport ofTobruk

    hadbeen capturedby

    RommelandhisAfrikaKorps

    .Earlierinthemorning

    Peterreceivedorderstomeetu

    pwithafewotherAllied

    raidingforcesoperatinginth

    esameareaandlaunch

    anoperationtototallydestroy

    theportfacilities.

    Itwouldbeadaringmission,andPeterdidn

    tlikethe

    ideaofworkingtosomeoneels

    estimetable.Thedesert

    wastheonlyforceinthisworld

    thatcoulddictatewhen

    andwheretostriketheenemy

    .

    Nevertheless,Petermetwiththe

    Alliedraidcommanders

    andworked out aplan.Setti

    ngTobrukalightwould

    surelybethemost daring r

    aidforhis men,buthe

    was condenttheshifting

    winds comingfromthe

    southwestwouldseethemthro

    ugh.

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    speCial issue explosives You have secured permission to use Special Issue

    Explosives, drawn rom headquarters. o you they area theatre o light and rea song o chaos that ripsthrough the air destroying and unmaking the world. Asyou watch your un-creation you can not help but eelelated by the power that is in your SIE charges!

    Your Aces Satchel Charges are now Anti-tank 5 (against opArmour) and Firepower 2+.

    In addition, unarmoured teams within 2/5cm o one oyour Aces Satchel Charge automatically ail their save whenit detonates.

    o take this Ability your Ace must have the ability:

    Collateral Damage.

    ballS abilitieS for CaMpaign turn 3

    Finish lineIn racing and in lie, goals are important. Te impor-

    tance o this lesson is not lost on your men, they eel therush o adrenaline when rushing home rom a mission.Te idea o crossing the nish line and completing amission is xed in their minds.

    Vehicles rom your Combat and Headquarters platoons mayattempt to escape in the same turn that they have moved Atthe Double.

    Roll a dice when each vehicle attempts to escape whilemoving At the Double:

    On a result o 5+, the team escapes.

    On any other roll the team ails to escape and isDestroyed.

    I vehicles were Destroyed and takes this the platoonbelow hal-strength, the platoon must make an immediate

    Morale Check. I the platoon ails this Check the platoon isDestroyed no matter how many teams escaped.

    o take this Ability your Ace must have the ability:Pit Stop.

    anyThing you Can doTe stakes are higher and you heard that some o yourlieutenants have lost money on you rom the last battle.

    Are you going to take this? I dont think so. Tey willwin twice what they lost in the next battle... that is ithey chose to bet on you again.

    For every Hit scored by your Ace or 2iC Command teamduring the Shooting Step, the other team may re-roll a ailed

    o Hit roll during the Shooting Step in the same turn.o take this Ability your Ace must have the ability:One Up.

    Well look whos still standing like hes got a pair! Good on you. Looks like you are getting a ew more toys to play with. Willyou hold them back not wanting the big mean enemy to destroy them or will you man-up and go all-in to win?

    Brandtscampaignofreand lightcouldbeseenallacrossthealliedlines,strikingBritishandFrenchraidingbases across Libya. He then spearheaded RommelsdrivetocaptureTobruk, lendinghisuniquedemolitionskillstodisruptanddemoralisetheretreatingBritisharmy.

    However,while the Afrika Korps swept east towardcertainvictory,Derekworriedthathiseliteforcewouldnolongerbeneededanddisbanded.Hecouldntbearthethoughtthathewouldbetakenawayfromcompletinghismasterpieceofre.Heneededa reasontoprovethat hisworkwas essential to nal victory. To dothat,hewouldneedsupplies,andlotsofthem!With the British in full retreatDerek knew he hadan opportunity to loot British explosives from theabandonedportcity.Hepushedhismenhardandwhentheyreachedthecityheletthemofftheleashwithorders toplunder any supplies they could for theirsmallforce.

    AfterafewhoursBrandtsheadquarterswasstockedwithenoughexplosivestonishhismasterpiece.Itwastimetoputthenalstrokesintomotion...

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    Troughout the savage desert campaign your Raiding Ace has ought heroically earning medals and promotions in theprocess. He stands among heroes, and or your brilliant service to your country you have been awarded its highest medal. Hehas truly become an Ace o Aces.

    Ater the third and last campaign turn there is still one more battle to be ought and won. Your Raiding Ace will ght along

    side other Raiding Aces in the Smash & Grab mission. Depending on how well your side did in the campaign, you will betasked to either attack or deend enemy Raiding Aces in the coming battle. No matter which task he is given, he is preparedor the battle.

    ac acs

    brainS aCe of aCeS abilitieS

    squadronoF heroesYour platoon commanders have proven themselves morethen you have expected. Your orce is more balancedand able to carry out several missions at once. You haveproven that a clear understanding o your men and theircapabilities will deeat any army that you may ace.

    When your Ace earns this Ability, each Command eam oyour normal Combat Platoons may choose a level one Aceability as i they were an Ace.

    Te chosen Ability only applies to the command teamsplatoon. No two platoon command teams may choose thesame Abilities.

    o take this Ability your Ace must have the ability:Combined Strength.

    TriCksTerYou have learned the art o not being where your oppo-nents thinks you are, but rather being somewhere else alltogether. You understand the subtleties o moving un-noticed and striking rom the shadows, casting constantear and anxiety into your enemies.

    I your Ace is held o-table, you may also hold one o yourCombat platoons o-table with your Ace. When your Aceis placed on the table (using Cunning Like A Fox), thecombat platoon is also placed with him, ollowing all othe same rules.

    I your Ace is removed rom the table at the end o yourMovement Step (using Cunning Like A Fox), he may alsoremove a platoon to be held o-table that has at least oneteam within 6/15cm o your Ace.

    o take this Ability your Ace must have the ability:Booby raps.

    quarTerMasTerTis last mission is going to be tough so you need tomake your trucks tougher. Using your quartermastercontacts, you have scrounged up every spare piece o

    scrap metal, armour, sandbags and more to outt all oyour troops trucks with makeshit protection againstsimple bullets.

    All vehicles in your Headquarters and Combat Platoonsdo not have their normal save. Instead, i they are Hit byenemy shooting, your opponent must make a Firepower estto Destroy them, otherwise they are unharmed.

    o take this Ability your Ace must have the ability:Improvised Stabilisers.

    Te plans are prepared and the stage is set. You could send a messenger to your opponents letting them know that you willhave them checkmated in our moves, but where is the un in that? Watching your opponents inability to deal with yousuperior tactics is almost sad. Almost. Now is not the time to get sot, now it is the time to seize certain victory that is oursby right.

    Theportlookeddead.Peterkne

    wtheenemywasinthere

    buthecouldntseethem.Hesp

    ottedhisobjective,theold

    barrackswheretheenemytro

    opswouldbegarrisoned.

    Their missionwasto

    preventthetroopstherefrom

    gettingintotheght.

    Ashisjeepsstoppedtoreconth

    earea,Peterfelttheshift

    ofthewindandsawthesandp

    ickingup.Thiswasan

    excellentsign!

    Peterxedascarf overhisne

    ckandpulleddownhis

    ridinggogglesasthewindpi

    ckedup.Hefeltthesand

    scratchagainsthisskinbuthe

    hadlongsincehardened

    againstthisharshenvironmen

    t.

    Withoutdelayheandhismen

    followedthestorminto

    theport.Whenthewindshifte

    dsodidheandhismen,

    followingthestormperfectly.

    Theywerenearly on

    their objective.The enemykn

    ew

    astormwascomingbuttheyhadnoideawhatlur

    ked

    within...

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    Look how your strength has lead you to victory. Your enemies have been crushed by the power o your sts. Now, whilethey are at their most vulnerable moment, it is time or you to show your enemy the true meaning o strength. Do not show

    weakness now on the eve o your victory. You must destroy their will to ght.

    privaTe arMy

    Now your time has come, the massive battle to proveyour worth. It is time to call in all avours and scraptogether every last man who is loyal to you to ght inthis nal battle. Your army will be like a swarm o locustsblotting out the sky and all hope in your enemys heart.

    Your Ace may recruit two Partisan Platoons. You may either:

    roll 15 dice or We Lucky Few twice to create twoseparate platoons,

    or you may combine these into one large platoon androll 30 dice.

    o take this Ability your Ace must have the ability: Our

    Ranks Grow.

    brawn aCe of aCeS abilitieS

    WeareThe sTorM

    You have been tracking a storm and you know it will hitthe harbour. iming is key, your men have been trainednot to ear the sand storm, an advantage that must bepressed. Strike rom the shiting sands and let the enemyeel your sting!

    At the beginning the game beore deployment, place aKhamseen token anywhere on the table. All teams within16/40cm o the token are aected by a Khamseen (use theNight Fighting rules in the Flames O War rulebook).

    No teams may draw Line o Sight through the Khamseen.eams completely inside the Khamseen cannot see or be seen

    by teams more than 6/15cm away.However, your orce can move, see, and shoot as normalwhile under the eects o a Khamseen.

    o take this Ability your Ace must have the ability: Stingo the Scorpion.

    TWisTed FoCusTe intelligence report in your hands inorms you thatthe man who scared you is rebuilding his orce o brutesin the harbour. Te anger swells in the hearts and soulso you and your men. Tere is no orce in heaven or hellthat will stop them rom ripping apart their most hatedenemies.

    arget your opponents orce. All o your teams rom HQ,Combat, and Weapons platoons Hit your opponents teams

    on a result o 2+ in Assaults. However, all o your teamsrom HQ, Combat, and Weapons platoons Hit teams romother orces on a result o 5+.

    wisted Focus must target the same opponent as Gave MeTis Scar, Bitter Hatred, and See Tis Trough.

    o take this Ability your Ace must have the ability: SeeTis Trough.

    When the orders came through toguard the townagainstaraidingoperation,Derekputtogetherhisplanstoputonadisplayofreandexplosivesnoonewouldforgetforahundredyears.Lieutenant!Brandtcalled.Gathe

    ralltheexplosivesandtheplatooncommanders,weneedtorigtheroadsandbuildingstoblowupastheenemyapproaches.Iwant everyplatoon tosetupcharges anywheretheythinktheywilldothemostdamage.Yessir,rightaway!thelieutenantleftasquicklyashecould.

    Now, askedDerek tohimselfashepulledouthismap of the town and somepencils.Where shallIputmymark?

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    Dont let the knowledge that this may very well be your last ght stop you. Remember he who dares wins, so dont orget thatthe risks never out weigh the rewards o victory. I this is to be our end, then lets make it one worth remembering.

    saBoTeurYour orders have come though and destruction is on the

    menu. So much o it, in act, that you can not achieve allthe mayhem alone. No matter, your men have watchedand learned how to use satchel charges. In your sparetime you manage to make an extra hundred charges, soyou should have just enough. Now its time to put on thegrand nale o a show.

    All command teams o your Combat Platoons are equippedwith the urn 1 Satchel Charges Ability (see page 10).

    In addition, you may re-roll ailed Collateral Damage rolls.

    o take this Ability your Ace must have the ability:Special Issue Explosives.

    ballS aCe of aCeS abilitieS

    grand prixTis is the nal race, you can eel it. While you hold

    your orders you know that you are going to have to aska lot o you men this day. Speed will keep the missionalive. Believe in yoursel you should have no trouble.

    You and your men will be pushing yourselves to the verylimits. God speed.

    Vehicles rom your Combat or Headquarters Platoonsmay drive recklessly during the Movement Step. Vehiclesthat choose to drive recklessly may move an additional6/15cm.

    I a vehicle drives recklessly, roll a die:

    On a result o 1 the vehicle crashes and becomes Bogged

    Down.On any other result the vehicle is unharmed.

    o take this Ability your Ace must have the ability:Finish Line.

    rivalryBetting is now open, both you and your riend werecaught betting on yourselves and now even your menare taking an active role in the competition. Who will

    win this day? You or your riend? As long as you bothwin the battle and live, then is there really a loser here?Yes,... Yes there is.

    Your Ace and 2iCs rivalry has turned into a contest betweenplatoons!

    When your Ace and 2iC Command teams join separateCombat Platoons, the Rivalry Abilities also apply to thoseplatoons.

    o take this Ability your Ace must have the ability:Anything You Can Do...

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    raiding ForCes

    garrison ForCes

    playanyera

    p iii: y fcNot surprisingly, Raiding Acesis all about raiding orces. TeSahara Desert was a difcult, i not impossible, battleeldto wage war upon. Its vast distances and ne sand made itexceptionally difcult to operate heavy equipment. Similarlythe sparse sources o water made it impossible to operate

    a major inantry orce, which required large amounts osupplies to maintain.

    Te ate o the battle relied heavily on ast and mobilecolumns o troops, whether in trucks, mounted on camel-back or garrisoned around a precious oasis.

    Building yourForCeAt the beginning o the campaign, each player must choose adeep desert raiding company or a garrison company to playduring the whole course o the campaign.

    Players may only choose rom the ollowing options when

    selecting their Raiding Aces company:

    BriTish ForCesLRDG Patrol

    SAS Squadron

    iTalian ForCesCompagnia Autosahariana

    103a Compagnia Arditi Camionettisti

    Free FrenCh ForCesCompagnie de iralleurs Senegalais

    Compagnie Decouverte de Combat

    gerMan ForCesBrandenburger Halbkompanie

    Kampgruppe von Koenen (website PDF)

    Unternehmen Dora (website PDF)

    us ForCesOSS Operational Group

    BriTish ForCesSudan Rie Company

    iTalian ForCesCompagnia Mitraglieri

    Free FrenCh ForCesCompagnie de iralleurs Senegalais

    Build your company just like you would any normal Flames OWarorce. For example you must take a Company HQ and allmandatory platoons listed on your orces company diagram.

    Once the campaign has begun, you are ree to change the

    composition o your orce, however you cannot change yourcompany.

    For example, you cannot change your orce rom an LRDGPatrol to an SAS Squadron. However, you may change whatplatoons you take in your LRDG Patrol. Your orce must alsocontain your Raiding Ace and you must ollow the campaignturn rules or building your orce (see pages 22-23).

    Each campaign turn has its own set o rules telling you whatplatoons have been made available to your Raiding Ace. Atthe beginning o the campaign its just you and your men.

    You cannot count on outside help straight away and youllhave to accomplish the mission with what you have. As the

    campaign progresses, youll get to add support platoons asyour missions become larger.

    opTional rulesForgarrison ForCesGarrison orces were a vital portion o the raiding war. Teyguarded the vial places in the desert and ought the raiders

    whenever and wherever they could. In Raiding Aces, eel reeto use the Raiding Aces Abilities or your Garrison troops.

    Alternatively, one modication you can make to your Raiding Aces campaign is to allow players elding garrison orcesto use the Inantry Aces Abilities rather than the Raiding

    Aces set. Tese tried and true skills oer more or the staticgarrison orces than the high-octane ones o the raiders! Itsup to you and the campaign organiser to make the call!

    You can nd the Inantry Aces Ability Chart on our websitewww.FlamesOWar.com.

    In many ways the raiding war is an era unto itsel. Teraiders and garrisons o the Sahara aced each other withsimilar technologies, made their own eld modica-tions, and ought the war at their own pace.

    In your Raiding Aces campaign, eel ree to allow Earlyand Mid War orces to mingle and ght each otherthroughout the campaign. Tis opens up the variety oorces available and prevents conusion on how to eldorces that undergo complete a reorganisation betweenthe eras, such as the Italian Compagnia Mitraglieri.

    noTeYou may also choose any other orce not listed here that hasbeen ofcially recognised as a raiding or garrison orce. Youcan nd a list o these on our website:

    www.FlamesOWar.com

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    Te Sahara is perhaps the most dangerous battleeld in North Arica. Your opponents are not the only orce trying to stopyou, the desert has its own desires! You will need to coordinate your edgling orce and win the rst battles on your own.

    youand yourMenAt the beginning o the campaign youve got your men andyour mission, now get out there and get it done!

    You may spend up to 500 points on your company withCompany HQ, Combat, Weapons, and Support Platoons.

    However, i the mission you are playing uses the CareulPlanning special rule (see Burning Empires, page 178),ignore this special rule and use Careul Planning instead.

    You can take any platoon listed as Company HQ, Combator Weapons Platoons. However you cannot take SupportPlatoons at this stage in the campaign.

    During the rst campaign turn your orce uses this special

    rule. Tis is in addition to any other special rules that yourorce already uses.

    your forCe in the firSt CaMpaign turn

    SpeCial ruleS for the firSt CaMpaign turn

    Te battle has moved rom the deep desert into the oases near the coastline. Tese critical oases will provide the orward baseo operations, so they have become the centre o attention as garrison orces and raiders battle or their control.

    ForCe expansionHeadquarters has authorised additional men and equipmentor your little elite orce. Youve also received a little extrasupport to help secure those orward bases.

    You may spend up to 700 points on your company withCompany HQ, Combat, Weapons, and Support Platoons.

    However, i the mission you are playing uses the CareulPlanning special rule (see Burning Empires, page 178),ignore this special rule and use Careul Planning instead. CaMpaign Turn 2 rules suMMary

    You may spend up to 700 points in your orce or use the

    Careul Planning special rule i it applies to the mission.You may take Combat, Weapons, and Support Platoons.

    No more than three Armoured vehicles in your orce.

    Te second campaign turn uses the ollowing special rules:

    your forCe in the SeCond CaMpaign turn

    SpeCial ruleS for the SeCond CaMpaign turn

    CaMpaign Turn 1 rules suMMaryYou may spend up to 500 points in your orce or use theCareul Planning special rule i it applies to the mission.

    Combat and Weapons Platoons only (no supportplatoons, these will come later).

    MeChaniCs nighTMareMany raiding orces experimented with armoured cars andlight tanks, and they all came to the same conclusion: impos-sible to maintain and generally useless in raiding combat.

    Your company may only contain up to three Armouredank or ransport teams across your entire orce.

    Remember: Raiding rucks are not Armoured tank teamsand thereore not aected by Mechanics Nightmare.

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    FireFroMThe deserTTe raiding campaign has reached its ull maturity. Te warin the deep desert has spilled into the supply lines o the mainarmies, causing no end o chaos and conusion. You havebeen given top priority to set the enemys supplies alight!

    You may spend up to 900 points on your company withCompany HQ, Combat, Weapons, and Support Platoons.

    However, i the mission you are playing uses the CareulPlanning special rule (see Burning Empires, page 178),

    ignore this special rule and use Careul Planning instead.

    Turn 3 rules suMMaryYou may spend up to 900 points in your orce or use theCareul Planning special rule i it applies to the mission.

    You may take Combat, Weapons, and SupportPlatoons.

    No more than three Armoured vehicles in your orce.

    Te orward bases have been secured and now its time to cut loose against the enemy supply lines. Its all about total tonnagedestroyed, so get out there and cause as much chaos and havoc as possible!

    Te third campaign turn uses the Mechanics Nightmare special rule rom the previous turn in addition to the ollowing

    special rule:

    your forCe in the third CaMpaign turn

    SpeCial ruleS for the third CaMpaign turn

    Whenthestormreachedthecity

    soutskirts,Petersmen

    hittheenemyoutpostswithator

    rentofgunre.Enemy

    troopsseemedtobeblindinth

    estorm,butPetersmen

    movedaseffectivelyasifthey

    wereoutonaclearand

    sunnyday.

    Thesandwhippedthroughth

    estreets and alleys of

    Tobruk,Petersjeep columns

    pedthroughwith guns

    blazing.Fewenemytroopssaw

    themastheyworkedtheir

    waythroughtheroadsandonto

    wardthebarracks.

    Peterwonderedhowtheotherrai

    dinggroupsweregetting

    on.Justthenhesawaplume

    ofreandsmoke erupt

    intotheairwhereheknewth

    efueldumptobe. That

    mustmeanwereontrack!th

    oughtPetertohimself.

    Afterafewsharpmomentsofb

    attlethebarrackswasin

    sight,thestormseemedtosettl

    eoverthebuildingasif

    itweresummonedtodoPeters

    bidding.

    Aftera few hours the sounds of explosions andgunre signalled the beginning of the battle. All ofDerekstroopswereoffsettingchargesandhefoundhimselfaloneinfrontofthebarracks.Hezealouslywentabouthiswork,settingcharges all aroundthebuilding.

    BrandtslieutenanthadbeenrunningmessagesbackandforthbetweenDerekandhismenastheysetchargesalloverthecity.Oncealloftheexplosiveshadbeendeployed,Derekorderedthemtolieinwaitinordertodetonatethemjustastheattackerscameintorange.Derek looked up from setting explosives and noticedthesandstormforming inthesouthwest.Hecouldseeitwash

    eadingslowlytothebarracksandwonderedifitwouldenhancehismasterpiece.NowandagainhewouldhearanexplosionandDereksheart would race. It was after such an explosionwhenthelieutenantcamebackwithnews.Sirthereseemstobesomethingoddaboutthatsandstorm,notedthelieutenant.Someofouralliesnearithavereportedthatenemytroopsseemtobeusingitforcover.Ithinkweshouldreinforcethebarracksbeforeitstoolate.

    Alright,gogetthemen,orderedDerek.Iwillholdthisroadtillyoureturn.IfyouhurryIshouldbeabletoholdthemoff,gonow!

    Yes sir! With that the lieutenant bolted into theincomingstorm.

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    w Mss S w p?

    regularMissions

    Regular missions are those that normal non-special orcestypically play, such as Free-For-All, No Retreat, and Fighting

    Withdrawal. Tese missions can be ound in the Flames OWar rulebook along with a ew others.

    In the rst two turns o Raiding Aces, you are ree to chooseany mission you would like to play, including these regularmissions. Here are a ew regular missions that would be ap-propriate to use and where you can nd them:

    Mission sourCeFree-For-All Rulebook

    Encounter Rulebook

    No Retreat www.FlamesOWar.com

    Fighting Withdrawal Rulebook

    Breakthrough Rulebook

    Roadblock Rulebook

    Dust Up Hellre and Back!

    Witchs Cauldron Hellre and Back!

    Secure Outpost Burning Empires

    Tere are two types o missions in Raiding Aces. Te rst type are regular missions ound in the Flames O Warrulebook andthe other type are raiding missions that cam be ound in Burning Empires. You can nd more missions o both types on our

    website: www.FlamesOWar.com.

    raiding Missions

    Raiding missions are more specialised than the ones oughtby more conventional Flames O War orces. Tese missionsreect the exciting world o raiding battles, such as raids,smash ups, and reconnaissance missions.

    You can play raiding missions during all three Campaignurns o Raiding Aces. However, turn three is all abouttonnage destroyed, so you can only score Campaign Pointsin the third turn by playing raiding missions.

    Here is a list o raiding missions and where you can nsthem:

    Mission sourCeTe Raid Burning Empires

    Te Convoy Burning Empires

    Get the General Burning Empires

    Te Rescue Burning Empires

    Missing in Action www.FlamesOWar.com

    Chart the Unknown www.FlamesOWar.com

    Get Away! www.FlamesOWar.com

    All too oten youve got your orce and opponent lined up, but when its time to play you cant decide which mission to play.I this has happened to you, heres a handy mission generator or each Campaign urn to help out with your decision crisis!

    QuiCk MiSSion generator

    Turn 2

    Te Raid

    Te Convoy

    Missing In Action

    Dust Up

    Roadblock

    Free-For-All

    Turn 1

    Encounter

    Fighting Withdrawal

    Breakthrough

    No Retreat

    Free-For-All

    Secure Outpost

    Turn 3

    Te Raid

    Te Convoy

    Get the General

    Te Rescue

    Chart the Unknown

    Get Away!

    Tis table is meant to be a starting point. O course the listed missions are not all o the ones available. Feel ree to make somechanges o your own to the table to include more missions.

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    traCkS in the Sand

    racks in the Sand and the Will o the Sahara special rules are optionalmodications to missions that give players specicavour representing the battleeld conditions or the Areas they are ghting in. Each o the ollowing will help playersrecreate the environment that aced the desert raiders and garrisons in each Region o the campaign map.

    Each Region has three rules that apply to all games played there. Each player has one special rule to use in each turn.Furthermore, both players will learn to respect the Sahara Desert itsel, which will impose its will upon your game with its

    own special rule!

    Te Western Desert was a ormidable obstacle or armies ghting there. Only small and unconventional orces could operatein the region with relative ease. However, all orces still had to respect the might o the desert and come prepared.

    Attacker Mission Rule: Your attack is ast and urious and the enemy are shocked when your orce thunders into view.You may choose an enemy platoon deployed on the table to begin the game Pinned Down.

    Defender Mission Rule: Maintaining and rotating oasis garrisons was critical to the supply routes. Beore the gamebegins, but ater deployment, you may swap one platoon held in Reserve with one deployed on the table.

    Te Via Balbia was the main road that ran along the coastline o the Mediterranean Sea and linking Libya and Egypt. Anyarmy ghting in North Arica had to rely on this single road to supply its orces, making it an ideal target or raiding orces.

    Attacker Mission Rule: You have spent time setting up your raiding missions by securing your own supply route troughthe wastes o the Sahara Desert. You receive +1 Victory Point at the end o each Raiding mission i your side controls an

    Area in the Deep Desert or in the Western Desert (or +2 Victory Points i your side controls an Area in both Regions).

    Defender Mission Rule: Due to the proximity o the Via Balbia to the main battleelds, you may re-roll one ailed resulteach turn to receive platoons held o o the table in Reserve.

    ypically the deender had the advantage by ortiying the major water sources and destroying smaller ones. Tis orces theenemy to come to them. Te attackers advantage lay in the element o surprise. Te garrison troops could only speculate

    where the attack would come rom.

    Attacker Mission Rule: In missions without any type o Reserve rules, an attacker can send some o their troops ona wide anking attack. Beore deployment the attacker may nominate up to hal o their platoons to place in DelayedReserve. When the rst platoon arrives rom Delayed Reserve, choose any table edge (including your opponents tableedge) to deploy rom. All o your reserves now arrive along that same table edge or the rest o the game.

    Defender Mission Rule: Ater deployment, but beore the game begins, the deender may move one objective on theirside o the table. It may be placed up to 12/30cm rom its original position, but may only be placed inside the objectivesoriginal deployment area as dened by the mission, obeying any other mission rules.

    CaMpaign turn 3 - the Via balbia (900 pointS)

    CaMpaign turn 2 - the weStern deSert (700 pointS)

    CaMpaign turn 1 - the deep Sahara (500 pointS)

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    the will of the Sahara

    WasTelandTe Sahara covers 8% o the entire globe with a landarea o about 9,400,000 square kilometres (3,630,000sq mi), which is slightly larger than the size o the con-tinental United States. O that, only about 2% o thearea can support lie. Te rest is rocky mountains, tallsand dunes, large rock elds o sharp basalt, and massivesand seas.

    No player may move At Te Double during this game. Inaddition, all players must re-roll successul Skill Checks todig Foxholes.

    unBearaBle heaTTe worlds hottest temperature was recorded in Libyain 1922 at 57.8C (136F). Te blistering heat o theSahara is usually accompanied by a dramatic plummetto near reezing temperatures at night time. Having todeal with these extremes saps the strength o the troops.

    All players must re-roll successul Motivation ests to rallyrom being Pinned Down.

    MirageTe heat, the at ground, and the exhausted minds odesert travellers creates mirages, which ool the mindand causes people to lose all sense o distance.

    All teams must re-roll successul hits against targets morethan 16/40cm away. In addition all players must re-rollsuccessul rolls to Range-In.

    losTTe desert poses a multitude o navigational hazards.

    Te mountains are lled with iron deposits, whichconuse traditional magnetic compasses. Te eaturelessdesert makes navigation by landmarks difcult i notimpossible. Stellar navigation can only be done at nighttime and requires a air amount o training. In short, itis all too easy or troops to become lost.

    All platoons held in Reserve only arrive on the table on aresult o 6 instead o the usual roll o 5+.

    Te Saharan campaign was ought in one o the worlds most hostile environments. Te harsh desert dictated the terms obattle with extreme heat, tall sand dunes, sot salt marshes, and brutal sand storms. Te battleeld tested the troops to theirextremes.

    Ater you have chosen your mission, but beore you begin setting up your game, decide on a player to roll a die to see whatthe Sahara has in store or you using the Will o the Sahara special rules below.

    exposureTe deep desert is unorgiving. Forces struggled againstthirst, uel shortages, deadly sandstorms, and ultimatelytime itsel. Missions had to be done as quickly as possibleto minimize exposure to the elements.

    All players must re-roll successul Company and PlatoonMorale Checks.

    khaMseenTe Khamseen is the desert wind, a hot southwesterly

    wind that blows through Egypt and Libya, coming romthe Sahara. Khamseen means ty in Arabic and is socalled because it blows or about ty days rom Apriluntil June.

    No player may use the ime o Day special rules. Tismission begins the game during the torrents o a Khamseen.Tis game is played under the Night Fightingrules. Roll a die at the start o each players turn.

    On a result o 6 the storm dissipates and the rest o thegame uses the normal visibility rules.

    On any other result, the Khamseen continues.

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    AsPetersjeepledthe column

    racingtothebarracks,

    an explosionfromthemiddle

    ofthe roadsentPeters

    transportying. When ithit

    the groundPeterwas

    thrownfreeandsmashedintot

    hesideofabuilding.He

    watchedhisjeep roll overafe

    wtimesbeforeexploding

    intoaballofame,killinghi

    sdriverandgunner.

    IttookaminuteforPetertoge

    thisbearings,butwhen

    hedidhesawasinistergrinon

    aGermanofcersface.

    Therewassomethingno

    tquiterightaboutthegazethe

    ofcergavePeter.

    The German ofcers hand

    fell on aplunger and

    another explosion rang out n

    earPeter. Hewasblown

    asideandknockedout.When

    Petercameto,theenemy

    was attackinghis men.Pete

    r got up andjoinedhis

    men.Thisstormwasonlyjust

    gettingstarted!

    Sms & g

    Te Smash & Grab mission brings together all o the Raiding Aces that have ought throughout the campaign to play agrand nale battle.

    CaMpaign FinaleTe Smash & Grab mission is the last game in the Raiding

    Aces campaign. Leading up to this point, you and yourallies have been ghting hard or each area on the campaignmap. Your side may have established a good lead in pointsover your opponents, or perhaps you are short a ew points.Either way, the Smash & Grab mission gives you one nalchance to add Campaign Points.

    iTsa soCial gaMe!Te Smash & Grab mission is designed to be played with a

    group o riends. Unlike other Flames O Warmissions, thisone is not meant to be perectly balanced. Tis game encour-ages players to get together and simply have un as they taketheir Aces on one last mission.

    Gather all o the Raiding Aces you can and set a date orthe Smash & Grab mission. Tere will be plenty o actionor everyone and you will need each other to ensure victory

    is yours.

    keyBuildings & inTeraCTive TerrainWhen playing the Smash & Grab mission, several key build-ings are ound through out the port. Tese buildings give thedeenders certain advantages during the battle. However, theattackers can destroy these buildings to deny the enemy theirbonuses and earn some extra victory points or their side.

    geTouTThere! You Raiding Ace waits eagerly to complete his large raidmission. Best not keep him waiting, theres not a momentto lose!

    Soon the storm was uponDerek. He couldnt seethroughthethicksheetsofsand,buthecouldhearthe enemy transports approach.He closed his eyes,smiledandgrabbedoneofthetwelveexplosiveplungersaroundhim,onebyonehedetonatedtheexplosives.Hissecondtolastchargeexplodedclosertohimthanexpected and knocked him to theground. He openedhis eyes to see ajeepying into the air, scatteringits occupants. As thejeep hit theground,DereknoticedtheBritishofcer.Heseemeddisorientedanddishevelled.SuddenlythemanspottedDerek.Brandtsmiledattheman as heplunged his last detonator, the explosionwas too close toboth of them and theblastblewthemaside.

    WhenDerrickcametooneofhisplatoons,leadbythelieutenant,wasghtingaroundhim,buthedidnotseeanytraceofthemanfromthejeep...

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    500-700 poinTs (perplayer)

    Players able Sectors ime

    2 6x4 (180cm x 120cm) 6 30-45 min

    4-10 6x8 (180cm x 240cm) 12 1-2 hours

    At the end o the campaign players meet or this nal raid,known as the Smash & Grab mission.

    players & arMysizeTe nal battle can be ought with 2-10 players. I you

    would like to play the game with more people, simply addmore table space or run a second parallel game.

    Players can decide on any point level or the nal battle usingall o the special rules rom the third campaign turn. However,be aware o the time it might take i you take large armies.Players should stick to about 500-900 points per player.

    TiMeTe mission runs on a timer so it is very important to rstestablish a set end time or the game and then keep the gamemoving switly to make sure everyone has a un and airgame. You will probably need hal an hour plus an extra hal

    an hour or every 1000 points on a side.

    The BaTTleFieldTe table size depends on the number o players and thechosen army size. Use the ollowing chart to determine theoptimal table size or your game.

    Te table should be divided up into several sections calledsectors. Each sector will house a single Key Building andseveral Ammunition and Supply objectives.

    Tis mission is better suited to 500-700 points per player,but players can choose any points level they would like toplay.

    Setting up and running the MiSSion

    able size: 6x4(180cm x 120cm)

    able size: 6x8(180cm x 240cm)

    Sectors: 6 Sectors: 12

    seCTorsTe table is divided into sectors where key buildings andobjectives will be placed.

    MiSSion SpeCial ruleS

    Te Smash & Grab mission uses the Mechanics Nightmare (page 22) special rule rom the Raiding Aces campaign turnsin addition to the From All Sides, Key Buildings, Delayed Reserves (see Flames O Warrulebook), Demolitions, SupplyDump and ime of Dayspecial rules below.

    FroM all sidesaking down a port is a tricky job or even the regulararmy, let alone special orces. Te mission will require alot o planning. Tis attack will benet rom the elemento surprise. Te enemy has no idea when and where yourattacks will come rom.

    Beore deployment, the Attacking players may hold any orall o their platoons in Reserve.

    All platoons not held in Reserve arrive on the table in theAttackers rst turn along any table edge except or the de-enders table edge.

    All platoons held in Reserve may arrive along any table edgeexcept or the deenders table edge (unless the Radar andSearchlight Station has been Demolishe