Version 1.1 / Flames of War V4 / Team Yankee V1
Formation Commander / Any Unit may reroll Counterattack, Rally, Remount, and Last Stand Rolls if the Unit Commander is with 6” of their own Formation Commander. Any Formation Commander give rolls to Support Units. / A Formation Commander may join one unit whose Unit Commander is with 6”. Must join for the entire step. Joined Unit may use the Formation Commander’s Skill, Courage, Morale, Counterattack, and Rally rating but not Remount.
Starting Step /
  1. Remount Bailed Out Tanks
  2. Rally Pinned Down Units
  3. Check Unit Last Stand
  4. Check Formation Last Stand
  5. Check Victory Conditions
  6. Reveal Ambushes
  7. Roll for Reserves
  8. Roll for Aircraft
  9. Remove Friendly Smoke Markers
/
  1. Check Formation Morale
  2. Check Victory Conditions
  3. Reveal Ambushes
  4. Roll for Strike Aircraft
  5. Roll for Reserves
  6. Rally Pinned Units
  7. Free Bogged Tanks
  8. Remount Bailed Out Tanks
  9. Remove Friendly Smoke Markers

Stayingin
Command / If unit has 8+ teams, end move within 8” of unit leader.
If unit has <=6 Teams, end move within 6” / End move within 6” of Unit Leader, or
End move within 16” and Line of Sight of Unit Leader in “Line Abreast”
Moving Through/Near Teams / Tank and Gun teams cannot move through other Tank or Gun Teams under any circumstances.
Tank and Gun teams cannot move within 2” of enemy Infantry Tank and Gun teams.
Cannot Dash within 8” of an enemy team. / Tank and Gun teams cannot move within 2” of enemy Infantry Tank and Gun teams.
Cannot Dash within 8” of an enemy team.
Transports / Can be Sent to the Rear. / Cannot be Sent to the Rear.
Movement Orders / Cannot use a Movement Orders to enter the board. / Can use Movement Orders to enter the board.
Cross Checks / Tanks do not “Bog” on failed Cross Check, they just halt movement. / Tanks Bog on failed Cross Check, Bogged Down marker is removed in the team’s next starting step.
Shooting at Aircraft / Cannot shoot at another aircraft in this shooting step.
Cannot be Gone to Ground until the end of the next enemy turn. / Guided (other than Guided AA) can only shoot at aircraft in their own turn.
Danger Close / May not place an Artillery Template with 4” of a friendly team.
May not place anAircraft (Bomb/Rocket) Template within 8” of a friendly team. / May not place an Artillery Template with 4” of a friendly team.
May not place a Salvo Template within 6” of a friendly team.
Spotting Teams / Spotting Team can range in additional batteries with remaining attempts in a turn. / Spotting Team can only range in one battery in a turn.
ArtilleryRange In / Range in on skill (worst from Observer or Artillery)
-1 one to range in at night
-1 to range in if part of template covers tall or short terrain. / Range in on skill (worst from Observer or Artillery)
+1 one to range in with an Observer Team.
Artillery To Hit / +1 if Ranged In on 2nd attempt
+2 if Ranged In on 3rd attempt / +1 if Ranged In on 2nd attempt
+1 if Team is Gone to Ground
+1 if Team is not in Line of Sight of Observer
+1 Shooting through Smoke
+1 Shooting at Night
+2 if Ranged In on 3rd attempt
Artillery Weapons Firing / 1 or 2 Weapons – reroll successful hits.
5+ Weapons – reroll failed hits. / +2 to hit if 1 Weapon
+1 to hit if 2 Weapons
-1 to hit if 5 or 6 Weapons
-2 to hit if 7 or more Weapons
Artillery Repeat Bombardments / Reroll Infantry and Gun Saves.
Break Off / Break off at tactical speed the shortest distance need to be 6” away from all assaulting teams. Break Off units that do not get out of 6” are destroyed. / Break at Dash speed the shortest distance needed to be 4” away from all assaulting teams. Break Off units that do not get out of 4” are destroyed.
Unit Morale Checks / Check if Unit is in Poor Spirits during Stating step.
If check is failed Formation Commander who provided a reroll is not destroyed. / Check if unit is in Poor Sprits at the end of the Shooting or Assault Step and the Unit lost a Team or had a Team Bailed Out.
If check is failed a joined Formation Commander is destroyed.
Formation Morale Checks / Formation is in Poor Spirits if it has less than one Unit in Good Spirits on the table or in reserves. on the table or in reserves.. Support Units arte not part of a formation.
Formations that are in Poor Spirits are automatically destroyed. / Formation is in Good Spirits if it has at least two Units (including the HQ unit, but not any transport units). Support Units arte not part of a formation.
Formation takes a Morale Test on Commander’s Morale number. If there is no Formation Commander the Formation Morale Check is automatically failed.
Sole Survivor / A Unit checks morale in each starting step if it has been reduced by casualties to a single infantry team.