Bunkerstorm is an expansion for Hour of Glory in which teams of soldiers battle for stronghold supremacy. Many elements will be familiar to Hour of Glory players but there are a number of changes and refinements.

YOUR MISSION
Your objective is to secure more of the Stronghold’s rooms than the enemy within 15 (game) minutes. You can shoot, kill and maim to your heart’s content but you must never lose sight of your purpose.

YOUR TROOPS
You command a team of elite soldiers. At the start of the game their skills are mediocre but these can be improved if you invest Command Points in the appropriate tactical direction. This is indicated by a court card which is placed face-up.

SECURING ROOMS
Secured rooms also provide many benefits during the game. They can be exchanged for Command Points or used to protect your troops (as entrenched strong points and as emergency aid stations).

In your Stealth Phase you can ‘ghost-walk’ agents from one secured room to an adjacent one. This allows you to pull off audacious flanking manoeuvres’ and generally terrorise your enemy with guerrilla tactics.

ADVANCED COMBAT & SURVIVAL
Hour of Glory concepts are expanded in Bunkerstorm.

Being caught out in the open is not a good tactic.
As you move your soldiers through the Stronghold’s corridors you should ensure they finish at a junction or doorway which will afford them some protection.

Some of the new concepts you’ll encounter are:

  • Stopping Power –negates endurance dice
    for resistance
  • Cover – get protection from taking cover in doorways or corridor intersections
  • Penetration – negates protection dice
    for cover
  • Precision – reduces target’s ability
    to take cover
  • Lethal wound – a killing attack, but which will inflict a severe wound with 1 pass
  • Severe wound – in addition to going prone, the casualty risks bleeding to death
© 2006
Warm Acre.
All rights reserved.
Contact us here.

TACTICS
At the start of the game there will invariably be a rush to secure the closest rooms to the teams HQ. Eventually the teams will converge and the first firefight will ensue. This may be a desultory exchange of bullets or a bloodbath.

As your team starts to secure rooms, you must decide whether you want to consolidate or temporarily sacrifice your foothold in order to improve your tactics.

The centre room may change hands several times as both sides vie for territorial advantage. A secure route from your HQ to the other side of the Stronghold will enable you to get reinforcements to the front and press the enemy to protect his own HQ.

Unless one team has dominated the Stronghold, the endgame is critical. Depending on how many cards you have left you may focus on securing more rooms or simply clearing the enemy’s rooms. You only need one more secured room than the enemy to win...

This expansion contains:

  • Bunkerstorm Battle Manual
  • 5 metal 28mm Fallschirmjäger miniatures
  • 5 metal 28mm British Paratrooper miniatures
  • 1 deck of playing cards
  • 2 play sheets
  • 5 dice

You will require a copy
of Hour of Glory to play
this game.

Join the Hour of Glory covert community. Ask questions and give your comments on wargames, WWII, covert operations and practically anything else.

Purchase you own copy of Hour of Glory: Bunkerstorm and the 28mm miniatures from our
on-line shop!

If you have any questions, please ask in our forum pages or email us.

Visit the Warm Acre Forge site and take a look at the miniatures range supporting Hour of Glory: Bunkerstorm.

There are images of painted miniatures and ideas for conversions and modelling techniques as well as sneak previews of new miniatures in the range.