9. Deployment

Units and Leaders deploy onto the table when activated with a Command Dice. How many Units deploy in a Phase will depend on the Command Dice rolled and the opportunities they present.

9.1 Deploying infantry Units

When an Infantry Unit, Support Unit or Leader deploys, they are placed within 6" of an unblocked, friendly Jump-Off Point of the player’s choice. They can deploy anywhere within that distance and in any direction from it, even if that is closer to the enemy. No figure can be more than 6" from the Jump-Off Point.

Note: A Leader cannot use an Order to tell an unactivated Unit to deploy.

A deploying Unit is activated and can immediately fire or adopt a Tactical stance. They cannot move in the current Phase.

On a Command Dice roll of 1

An Infantry Team or Support Team deploys with any attached Leader. This cannot be a Team that is part of a Section, unless it is a Scout Team advancing onto the table ahead of its parent Section. See Section 7.5.1. Orders and Unit Activations.

On a Command Dice roll of 2

A Section and its Junior Leader deploys. The Junior Leader cannot issue Orders or fire their weapon.

On a Command Dice roll of 3

A Junior Leader deploys onto the table with their Section, Support Weapon Team or Vehicle. The Leader can immediately issue Orders and may fire if the Section fires.

On a Command Dice roll of 4

A Senior Leader deploys onto the table. No Units deploy with the Senior Leader unless they have been activated with another Command Dice and are arriving at the same Jump-Off Point in the same Phase.

The Senior Leader can immediately issue Orders to any visible Infantry or Support Units under their command within command range.

If a Senior Leader deploys within 4" of a Unit that was already deployed before the current Phase, they can attach themselves to that Unit and activate it with an Order. This includes moving with it. This is the only time a Leader deploying can move during a Phase in which they deploy.

In action
A German Rifle Section deploys on a Command Dice roll of 2. Both the LMG Team and the Rifle Team deploy with their Junior Leader. The Unit is activated when they deploy, so immediately open fire on a British section advancing up a lane. Both Teams fire, but the Leader cannot fire and cannot issue Orders to enhance their firing.

In the next Phase, the German player uses a Command Dice roll of 3 to deploy a second Section. Again, both the LMG Team and the Rifle Team deploy with their Junior Leader. This time, the Junior Leader is able to use two Orders to use their National Charactertistic, Maschinengewehr, as described in the German Army list in Section 20.

Having the Leader direct their fire adds a bonus to their firing and as the leader is activated, they can also add their weapon to the Unit’s fire.

Deployment is the moment when your Leaders have the most control. Your troops are activated and can fire without using Orders, so this is the moment to use your training and National Characteristics to maximum effect.

9.1.2 Deploying into Close Combat

A Unit can deploy directly into Close Combat if they deploy within 4" of the enemy. They do not count as moving. See Section 17.1, When Does Close Combat Occur?

9.2 Deploying support Units

Light Support Units, armed with man-portable weapons, deploy when activated with a Command Dice, in the same way as Infantry Units. A Support Team deploys on a Command Dice Roll of 1 or their Leader’s Command Dice roll of 3.

Heavier Support Units, such as wheeled Anti-Tank guns or infantry guns, cannot deploy into undamaged buildings. They can deploy into buildings with large doors, such as barns or damaged buildings where sufficient space has been created. These weapons can only operate on ground level.

9.3 Deploying vehicles

Vehicles deploy onto the table when activated with a Command Dice. They deploy from a single Entry Point on the player’s friendly table edge. Entry Points are not Jump-Off Points. They cannot be blocked but may be captured by an enemy Unit moving over them. Their loss does not cause a Force Morale Test.

If an Entry Point is captured by the enemy, an alternative Entry Point is chosen on that table edge that is at least 18" from the original and 18" from any enemy Unit. Any vehicles deploying from the new Entry Point do so as if Hesitant. See Section 9.4, Hesitant Deployment.

Only one vehicle or vehicle-mounted Unit can deploy from the Entry Point in each Phase, including a single Section mounted in multiple small vehicles. Vehicles deploy with their hull entirely within 9" of the Entry Point, in any direction from it.

Tracked and half-tracked APCs and AFVs deploying onto the table can immediately fire with an activated Crew Position, but cannot move in the current Phase.

Fully wheeled vehicles deploying can immediately move, fire or move and fire with the limitations listed in Section 11.1.4, Vehicles Moving & Firing.

9.3.1 Deploying AFVs

For an AFV to deploy onto the table, the Leader commanding the vehicle must be activated with a Command Dice roll of 3, or 4 for a Senior Leader. AFVs may not deploy when a single Crew Position is activated.

When an AFV deploys, the Leader commanding it can immediately issue Orders. Any activated Crew Position can fire.

9.3.2 Deploying Passenger Transports

Transport Vehicles or Armoured Personnel Carriers carrying passengers deploy when their passenger Unit, or the Leader commanding it, is activated with a Command Dice. Neither may deploy when a single Crew Position is activated.

On a Command Dice roll of 1

A vehicle carrying an Infantry Team or Support Team can deploy onto the table. A single weapon position may fire or, if wheeled, the vehicle can move immediately. This cannot be a Team that is part of a Section, unless it is a Scout Team advancing onto the table ahead of its parent Section. If a Leader is attached to the Team, they deploy with them.

On a Command Dice roll of 2

A vehicle carrying an Infantry Section can deploy onto the table. A single weapon position may fire or, if the vehicle is wheeled, it may move. The attached Junior Leader deploys with the Section but cannot issue Orders with a roll of 2.

On a Command Dice roll of 3

A vehicle carrying an Infantry Section can deploy onto the table. The Junior Leader deploys with them and can immediately issue Orders.

On a Command Dice roll of 4

A vehicle carrying a Senior Leader can deploy onto the table. The Senior Leader can immediately issue three Orders. They cannot Order another Unit to deploy with them.

A Senior Leader may use a Command Dice roll of 4 to join another Unit that is arriving simultaneously on the table as a passengers in their vehicle.

9.3.2.1 Abandoned Vehicles

Transport vehicles and APCs must deploy with an infantry Unit. Once all of a force’s infantry Units are deployed, any Transport vehicle or APC selected as a Support choice that is not yet deployed is no longer available.

9.4 Hesitant Deployment

Once all of the Senior Leaders with a force are deployed on the table, Units attempting to deploy onto the table will be Hesitant.

A Unit or vehicle attempting to deploy rolls a D6.

On a roll of 4 to 6, it arrives.
On a roll of 1 to 3, it does not arrive in this Phase.

The Command Dice used to activate the Unit is discarded, even if the Unit fails to deploy. The player can attempt to deploy the Unit in subsequent Phases when an appropriate Command Dice is available.

Note: Selecting an Adjutant as a support option avoids Hesitant Units.