The Station

Flames Of War

The Station

A Mission by Frank Popecki

This mission uses the Prepared Positions, Reserves, Partisans and Air Interdiction special rules.

Of critical importance to troop and supply movements in this sector is the railway station. Any further advances deep into enemy territory must be supported from far-off depots well to the rear.

ATTACKER: You must secure this station at all costs. There is known partisan activity in this sector and, while you must deal with their presence, you cannot lose sight of your primary objective. The station is lightly held but enemy reinforcements are known to be approaching.

DEFENDER: The enemy must not be allowed to make this station operational. A renewed, fully supplied offensive may just break all resistance in this sector. You must hold the station intact.

Players may choose to terrain the table as they wish. The road network should be close to the map design. The critical terrain is the railroad track section on the brown background. This represents elevated embankments common to many railroad designs.

This section of track is treated as Very Difficult and blocks Line Of Sight across the terrain feature.


Players dice for attacker/defender. A Tank Company rolls with +2. A Mechanized Infantry Company rolls with +1. A Motorized Infantry or Infantry Company rolls with out a modifier. Highest score is the attacker. Re-roll ties unmodified.

The STATION is the only objective in this mission and should be placed relative to the map (The large rectangular black box).

The DEFENDER places ONE platoon in the deployment area. The deployment area is up to the table centerline, no closer than 24”/60cm to the player’s table edge and at least 12”/30cm from the tablesides. All other platoons are placed in RESERVE.

The ATTACKER then places up to HALF their platoons in the attacker deployment area. This deployment area is 12”/30cm from the table centerline and no closer than 6” to the player’s table edge. The width of the deployment area is dependent on the parallel roads placed on the table. The attacker must deploy across their zone up to and including the roads.

Starting with the defender, Company Commands are deployed. Players may elect to hold their Company Command in RESERVE.

Start: The DEFENDER begins the first turn.

The Station Mission


The ATTACKER wins if they occupy the station and there are no enemy troops within 12”/30cm by the end of the game. Otherwise, the defender wins. The game ends by rolling a die starting on TURN 6. Add the die to the current turn number. On a result of 10 or more, the game ends IMMEDIATELY.

The number of the winner’s platoons destroyed determines victory points. 

Winner Loses
Winner's points
Loser's points
0 Platoons
Stunning Victory
1 Platoon
Major Victory
2 or more Platoons
Minor VIctory

Prepared Positions: The DEFENDER may start his deployed platoon, and Independent teams if deployed, entrenched as per the normal rules for dug in and gone to ground.

Reserves: Starting on turn 1, each player may dice for reserves. The number of reserve dice equals the current turn number. 1 platoon from reserve may enter for each result of 5+. All reserves must enter on the roads leading off the player’s table edge (Player’s choice of road).

Partisans: The defender may call upon the partisan movement to occupy the attacker’s reserves and delay them from reaching the station. The defender may pay the costs listed below and show them as Air Support on their Army List. Normal Air Support is not allowed for the defender.

  • Sporadic Involvement. (50 Points) – Only local partisans make a half-hearted attempt to support the defense of the station. During the Air Support Step, roll a die. On a result of 6, the partisans attack and delay the attacker’s reserves.
  • Limited Involvement. (100 Points) – Local and neighboring partisans have banded together to attempt to disrupt the attacker’s reserves. During the Air Support Step, roll a die. On a result of 5+, the partisans attack and delay the attacker’s reserves.
  • Major Involvement. (200 Points) – Partisans have been organizing for weeks planning for the right time to attack. This is the time! During the Air Support Step, roll a die. On a result of 4+, the partisans attack and delay the attacker’s reserves.
For each successful partisan roll, roll another die and apply the following result:

1-2: Attacker loses one die from their next reserve roll.
3-4: Attacker loses two dice from their next reserve roll.
5: Attacker loses three dice from their next reserve roll.
6: Attacker loses three dice from their next reserve roll, AND, the attacker must designate a platoon on partisan duty. This platoon is ambushed and receives 1D6 hits, AT3 versus Top Armor Value, FP 5+. This platoon may not enter the game as a reserve next turn.

A Staion under attack

Air Interdiction: Normal Air Support point costs for the Attacker and success rolls apply. Normal Air Support (or Experimental) rules apply with the following exceptions:

Aircraft do not attack troops on the tabletop; they attack the enemy reserves! The attack on the reserves is conducted as a Preliminary Bombardment. Roll a die for each team in the enemy platoon successfully attacked. Teams are hit on a 5+ AT4 FP 2+. No AA fire is permitted, as these troops are considered moving along the roads headed toward the railway station. All troops are considered mounted in their transports if available.


Off board pinned and bailed units follow all normal rules, e.g., motivation checks must be made to unpin or remount in order to become eligible to enter the map as a reserve.

Units in reserve are subject to the normal rules for platoon morale checks. Broken reserve units do count when checking for Company Morale.

A train loads up

Last Updated On Friday, May 9, 2008 by Wayne at Battlefront