Conflict of Heroes: Awakening the Bear is a tactical WWII wargame covering Operation Barbarossa (1941-42) on the Eastern Front. Each counter represents a squad of infantry, a crewed gun, or a vehicle. The game uses a unique action point system where players alternate activating individual units. Engagements are presented as firefights with different objectives worth victory points.
Components
Hex map boards
Unit counters (German and Soviet squads, guns, vehicles)
Action point markers
Dice (2d6)
Firefight scenario cards
Player aid cards
Hit markers, spent markers
Command action point (CAP) tokens
Setup
Select a firefight (scenario) from the scenario book.
Set up the map board per the scenario.
Place units in their starting positions.
Each player receives Command Action Points (CAPs) per scenario.
Determine first player.
Turn Structure
The game uses alternating unit activation:
Active Player selects one unit to activate (the “active unit”).
The active unit spends Action Points (APs) to perform actions.
Each unit has 7 APs per round. Players can also spend CAPs (shared pool).
After the active unit completes actions (or the player passes), the opponent activates a unit.
Continue alternating until both players pass consecutively.
Round End: Refresh all units (remove spent markers), gain new CAPs.
Actions
Action
AP Cost
Effect
Move
Varies by terrain
Move the unit to an adjacent hex
Fire
1 AP
Attack an enemy unit within range and line of sight
Assault Move
2 AP
Move and fire in the same activation
Rally
1 AP
Attempt to remove a hit marker
Opportunity Fire
0 AP (reaction)
Fire at an enemy unit during the opponent’s activation
Group Move
Varies
Move multiple units in the same hex together
Fire Resolution
Calculate the attacker’s attack value (printed on counter).
Subtract the defender’s defense value and terrain modifiers.
Roll 2d6 and add/subtract modifiers.
Compare to the Hit Table: results range from no effect to eliminated.
Hits and Elimination
First hit: unit receives a hit marker (reduced effectiveness).
Second hit: unit is eliminated (removed from the map).
Some units have different hit thresholds.
Scoring / Victory Conditions
Each firefight has specific VP objectives:
Controlling objective hexes at scenario end
Eliminating enemy units (VP value on counter)
Special scenario conditions
The player with more VP at the end of the firefight wins.
Special Rules & Edge Cases
Command Action Points (CAPs) are a shared resource that can be spent on any unit, providing flexibility.
Opportunity Fire lets you react to enemy movement by firing during their activation.
Units that have spent all their APs are “spent” for the round and cannot act again until refreshed.
Flanking attacks against an enemy’s side or rear receive bonuses.
Vehicles have different front/side/rear armor values.
Stacking limits apply (typically 2 units per hex).
The programmatic instruction format teaches rules progressively through scenarios.
Line of sight is traced hex by hex; terrain can block or hinder LOS.
Suppression from fire can prevent enemy units from acting effectively.