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.
Where just one road enters on that edge, this must
be the Entry Point
Where multiple roads enter on that edge, the player
chooses one to be their Entry Point.
Where no road is present, the player chooses any
single point on their table edge to be their Entry
Point.
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.