The Flame Fougasse and Molotov Cocktails can cause combustible fire tokens to be placed on the map (see next rules sections).
The following are the rules that govern such fires.
Types of Fires
A fire can be one of two types: weak fire (yellow) or strong fire (red).
A weak fire token indicates a hex that contains fire but does not forbid movement. A weak fire only damages disrupted squads that are in its hex.
A strong fire token indicates a hex that contains fire so strong that the hex has become impassable to all units. Strong fire damages any units in the hex.
When placing a fire token, a weak fire token is placed first.
Squads in a hex with a newly placed weak fire token are pinned automatically.
If a fire token would be placed on a hex that already contains a weak fire token, the existing yellow token is flipped to its strong (red) tire side (unless it is already on that side). Squads in a hex where a strong tire token is placed or revealed are disrupted.
Damage from Fire
At the beginning of the Status Phase, disrupted squads in a hex with weak fire must remove one figure of the owner's choice.
Any squads in a hex with a strong fire must remove a figure of the owner's choice and any vehicles suffer one hit of damage, ignoring defense dice.
A squad in a hex with a weak fire token may be fatigued to remove the token. To remove a strong tire token, two squads on or adjacent to the hex with a strong fire token may be fatigued as a special action to flip the token to its weak fire side.
When a flame fougasse token is brought into play using the Strategy card, the Soviet player selects a hex without an enemy unit in it and places a flame fougasse token with a number of his choice facedown. The number refers the adjacent hex in the direction of the number as designated by the north directional marker.
If an enemy unit enters the hex with the flame fougasse token or the designated adjacent hex, the Soviet player rolls an area attack on both the flame fougasse hex and the hex designated by the flame fougasse number. He rolls four dice, reducing the cover of each target by two. Hits are scored on results of - 4," "5." or "6." (including friendly units). Each unit rolls cover separately. if at least one hit occurs in a hex, a strong fire is placed in the hex. Evaluate each hex individually. The token is removed after the attack is resolved. (See Fire rules above for effects.)
Molotov Cocktails come into play using the strategy card. Instead of a normal attack, a squad using Molotov Cocktails may make a special attack on an adjacent hex. The squad does not receive a range bonus for being at a higher elevation, and may only attack hexes no more than one level higher than its own hex. The squad rolls an attack on the chosen hex with two dice, reducing the cover of the targeted hex by two. Rolls of 4, 5, or 6 are successes for this special attack. As long as at least one hit is rolled after applying defense dice, a fire token is placed in the hex. No enemy figures are removed.
If at least one "6" is rolled, a strong fire token is placed.
Otherwise, a weak fire token is placed in that hex. (See Fire rules above for effects.)
FIRE EFFECT EXAMPLES
The German player has two .squads in fire hexes along with two squads nearby during the Action Phase. The German squad in the weak fire hex (A) is pinned, so it will not take damage. The German squad in the strong fire hex (B) is pinned as well. It will take a damage if nothing is done before the Status Phase. Since the two remaining German squads are both adjacent to the strong fire hex, they could be fatigued to replace the strong fire token with a weak fire token. A third fresh squad in the hex is required to extinguish the fire
At the beginning of the Status Phase squad (C) immediately removes one figure of the owner’s choice, and the StuG III (D) immediately suffers one hit which causes it to become lightly damaged.