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Fighting First Command Cards (FW243C)

Fighting First Command Cards (FW243C)
Contains 36 cards to enhance your force, field iconic warriors and cutomise your units.

Command Cards provide Flames Of War generals with a way to further personalise and enhance their forces.

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The Allies have the fascists on the run in North Africa, but the fight is not over yet. The United States is the newest army to enter the war. They boast some of the best tanks in the world, backed up by well-equipped infantry, either marching to battle on foot or riding in half-tracks, and the latest deadly tank destroyers. Their troops are inexperienced, but they have trained hard and are eager to prove themselves. They will need to learn quickly, as they face a cunning and battle-hardened enemy.

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Fighting First: US Forces In North Africa 1942-43 

These optional cards include a range of options that can enhance or change your gaming experience by adding new Formations, Upgrades and Warriors, giving you even more choice when building your force.

Many Command cards are hidden until they are used, so you’re never quite sure what your opponent’s battle plans are until they are revealed. While hidden, Command cards do not affect their attached unit—a player must reveal them if they wish to gain the benefits of the card. Some Command cards must be revealed at the start of the game; these cards are used to build your army and have the keyword 'Build'.

Command cards can be added to your force in two ways. You can add them to your normal point cost, just as you would add a Unit to your force, or you and your opponent can agree on a set amount of points that each may use just to add Command cards to their lists.

Download a copy of the Command Card Rules here...

Check out the Command Card Q&A here...

Click on the 'Roll Over Them' card (right) for a larger version...

Fighting First Command Cards (FW243C)

The United States of America Command Card List

  • Courageous And Faithful - Build, Unit
  • It Shall Be Done – Build, Unit
  • Regulars, By God – Build, Unit
  • Unity Is Strength – Build, Unit
  • Old Ironsides – Build, Unit
  • Always Prepared – Build, Unit
  • No Mission Too Difficult – Build, Unit
  • M3A1 Armoured Recon Company - Build
  • Engineer Combat Company - Build
  • Ranger Platoon - Build, Unit
  • Commando Kelly - Warrior
  • Nicholas Minue - Warrior
  • Paul Robinett - Warrior
  • William Wiulbur - Warrior
  • Charge the Guns - Unit
  • Bullseye - Formation
  • Old Reliable - Formation
  • Palm of Victory - Formation
  • First Of The First - Formation
  • Cut Them Down - Formation
  • Softskin Transport - Build, Unit
  • Roll Over Them - Unit
  • One Objective - Unit
  • Favourable Position - Unit
  • True Grit - Formation
  • Tank Raid - Force
  • Linebacker - Formation
  • Hail Mary - Force
  • Charmed Life - Formation
  • Cut Them Down - Formation
  • Fortify The Building - Formation
  • Dead Eye - Unit
  • Marksman -  Formation
  • Hidden In Plain Sight - Formation
  • Dummy Minefield - Force
  • Ferocious Valour - Formation
  • Don't Know When They Are Beaten - Force
  • Arsenal of Democracy - Force
  • US Army Air Force - Force

Command Card Previews
with Andrew Haught

Regulars, By God!
This Card along with two other cards (Unity is Strength and Old Ironsides) allow you to bring your Armoured Rifle Formation at a higher skill level. Along with a better skill level these cards make you harder to hit, giving your units a lot more survivability. This comes at a point increase but the options it gives you to have better troops are well worth the investment.

Click on the cards for a larger version...

Fighting First Command Cards (FW243C)
Fighting First Command Cards (FW243C)

Ranger Platoon
This Card lets you field Rangers in your force. I love Rangers; they are really hard hitting and are great in assaults. On the attack this unit can easily dispatch a weakened, defending platoon to secure an objective or set up a forward defensive line that your opponent will be wary to assault. Having a 3+ morale they will be able use the Follow Me order effectively to get the extra movement and still assault. 

Charge The Guns!
This Card is amazing on Sherman tanks, it gives you some extra movement, and when you fire two shots on the move you can set up some great flanking shots. If there is nothing to flank yet you can also use this card to simply get closer to the objective. And if all that is not enough this card lets you also pass Follow Me orders on a 3+.

Fighting First Command Cards (FW243C)


Last Updated On Wednesday, September 20, 2017 by Charlie at Battlefront