Conflict of Heroes is a scenario-based World War II game of platoon-sized engagements that pits players against each other in epic battles. Tactics used by the Germans and Soviets are introduced and must be employed to win. Many firefights last less than 60 minutes and can include anywhere from 2-4 players. Each firefight presents the players with different objectives. During the game, players use their army’s units to fight for those objectives. Whichever side meets the firefight’s victory conditions at the end of the game wins.
Players take turns activating units. When a player activates a unit, it receives 7 Action Points (APs). These APs are tracked on the green unit action points track on the player’s track sheet. The unit may now take actions by expending these action points. Each action costs APs.For the tank shown, it costs 2 APs to fire or 1 AP to move.

The fire power (FP) of this tank is marked in the lower left corner of the counter. Red FP represents its machine guns and high explosive shells, whereas blue its armor piercing shells. The tank’s defense rating (DR) is marked on the lower right side of the counter. Again, blue means armored, red means non-armored. In combat, a player rolls two 6 sided dice (2D6) and adds the result to his fire power to determine his attack value (If the PzIIf above rolled a 9, his total attack value would be 13). He then compares this number to the defender’s defense rating. He hits if his attack value is greater than the defender’s defense value. A unit’s defense rating is modified by the terrain it is in. So if the PzIIf were in woods, its defense would be modified by +2 (for the extra woods protection) for a total front defense value of 17 (15 + 2).
A unique feature of the game is the simplicity of armored vs non-armored combat. A red FP attack against a blue defense is halved, since bullets did little damage to armored tanks. A blue FP attack against a red defense is halved, again since armor piercing shells did little damage against a squad of dispersed unarmored men. A simple, but effective system. When a unit is hit, the owning player pulls a hit counter and without revealing it, places it face down under the unit. Hit counters affect units in different ways, depending on which is pulled. A unit may be instantly killed, may be immobilized, paralyzed, not affected at all, etc. His opponent does not know what the effect of his hit was though! This can be very unnerving.
Every time the active player takes an action with any of his units, the inactive player may react with any unit. He reacts by using command action points (CAPs), which are marked on the blue track of the track sheet, taking opportunity fire, or playing an action card. Players receive only one action card each turn, so they must be used sparingly. Action cards allow the player to take actions without paying APs or CAPs, or fire special weapons.
Victory points are won during the game when your opponent loses units or when objectives are taken/held. Victory conditions are listed on the firefight card. Awakening the Bear! comes with 10 firefights, which never play the same and are difficult to master. (Firefight 3 - General Petrov - is shown). A player could lose most of his command, but still win the game, if he has met his victory conditions and has more victory points than his opponent.That is a quick overview. For a sample turn go to the play examples link.
Game Overview

