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Hail of Fire

Author: Brandon Fraley

Publisher: Retro Boom Games, 2017

Period: World War II

Scale: Midsize; Company-level

LIBRARIAN'S SUMMARY

Hail of Fire is a company-level World War II ruleset designed to work with Flames of War armies. What immediately sets Hail of Fire apart is its clever Received Fire Point (RFP) mechanic. Instead of determining casualties the instant shots are fired, incoming fire accumulates pressure on enemy positions and its effects are only revealed when those units attempt to act. The result is a game that captures suppression and uncertainty in a novel way. The rules emphasize maneuver, fire superiority, assaults, and leadership while remaining fast and highly suitable for multiplayer games. It's easy to see influences from classics such as Crossfire and Flames of War, but the system possesses a distinctive identity of its own. It also possesses a distinctive look. The new 2026 edition is beautifully illustrated and feels like it should cost $25+.

Hail of Fire cover.jpg
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WHAT YOU NEED

Hail of Fire was written for 15mm miniatures and smaller, though there is nothing preventing adaptation to 10mm or 6mm collections. Infantry are based in teams representing roughly half-squads, while vehicles are individually based. Players need:

  • A 6'×4' table (smaller games can use less space)

  • Five to eight platoons per side

  • Standard six-sided dice plus a single d10

  • Markers for suppression and Received Fire Points

  • Terrain, particularly woods, buildings, walls, and roads

Army lists are provided for late-war Americans, Germans, Soviets, and British/Commonwealth forces, complete with weapon and vehicle statistics. Example company organizations are also included, making it easy to build historically flavored forces. The author also encourages players to use historical orders of battle or adapt armies from other WWII rules. 

HOW IT PLAYS

  1. ORDER DICE: Active player rolls Order Dice 

  2. SPEND POINTS: One Order Point activates a team to Move or Fire

  3. SWITCH: After all points are spent, the other player becomes active

Turns revolve around Order Points generated by platoon leaders and vehicle formations. Successful dice rolls create a pool of activations that players spend, one team at a time. Hero Points provide occasional bursts of initiative, allowing units to interrupt enemy actions or activate again when needed. This is a game where leaders matter. Platoon commanders can coordinate multiple teams, rally suppressed troops, and improve firepower or movement.

Movement uses randomized distances—2d6" for infantry, 3d6" for vehicles—which serves as a built-in overwatch mechanism. Short dashes across cover are safer than long sprints across open ground. Combat is where Hail of Fire truly shines. Rather than removing casualties immediately, successful shooting generates Received Fire Points (RFP). These are resolved later when the target activates, producing suppression, survival, or destruction. A unit pinned under heavy fire may discover its losses only when attempting to move. The result is pretty nerve-wracking for both sides! Suppression is central to the system. As the designer notes, relatively little fire is required to keep enemy troops pinned. Maintaining just one unresolved fire point can prevent a unit from rallying, encouraging players to establish and maintain fire superiority before attempting assaults.

Much like Crossfire, the Arty Conliffe classic that has some clear influences in Hail of Fire, close combat is decisive and brutal. Assaults are resolved in alternating rounds of checks, with units frequently emerging victorious but exhausted and suppressed. The emphasis is clearly on using firepower to set up the assault rather than charging recklessly.

The artillery rules are notable and get more focus here than in most other company-level systems. Barrages require spotting, ranging-in, and deviation rolls, but once established, they become deadly zones that players must either endure or avoid. Smoke missions and forward observers are also represented.

Scenario design uses hidden deployment, reserves, and a Break Point system rather than fixed turn limits. Forces gradually accumulate pressure until one side finally collapses, producing battles that often feel more narrative than competitive. Speaking of scenarios...it's hard to find any available officially or unofficially for Hail of Fire. Some historical scenarios would be a most welcome addition for the game, but Hail of Fire is well designed for pick-up play. The rules include a "Force Parity Procedure" to help balance engagements. Instead of assigning points to units, opponents evaluate and compare each other's formations and adjust break limits accordingly. It's an unusual approach that echoes an older school gaming philosophy among friends over tournament optimization.

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FINAL Note

Hail of Fire is one of the more interesting free WWII rulesets to appear in recent years. It's easy to play but offers some innovative new ideas, particularly the Received Fire Point mechanism. Players who enjoy fast-moving company actions and appreciate systems that emphasize suppression and uncertainty will find much to admire here.  For a free game, it is remarkably ambitious and deserves far more attention than it currently receives. Simply opening the PDF is likely to inspire you to try your first game. The graphic design is simply fantastic.

Downloads

Additional reading

REFERENCES

Retroboom Games homepage

RELATED GAMES

Crossfire (Quantum Publishing, 1996)

Flames of War (Battlefront, 2002)

Fireball Forward (Mark's Game Room, 2012)

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