Last updated: April 30, 2026. Rules references reflect Bolt Action 3rd Edition (2024), Flames of War 4th Edition, Chain of Command (current Lardies edition), and other current publisher rulebooks. Always verify the latest errata for tournament play.
Every WWII tabletop game tracks the same handful of states — suppression, vehicle damage, reaction posture, command resources, casualties, smoke, dug-in defences, and objectives. Each rules system gives those states different names. Bolt Action's Pin Markers, Chain of Command's Shock, and Flames of War's Pinned Down all describe the same battlefield reality from three different angles. This guide reads sideways across the genre: one mechanic at a time, with the system-by-system vocabulary, and the LITKO tokens, dials, and templates that replace cardboard counters and chit clutter.
The reference covers eight rules systems players reach for most often: Bolt Action, Flames of War, Chain of Command, I Ain't Been Shot Mum!, O Group, Battlegroup, Crossfire, and Memoir '44. Most LITKO WWII accessories are deliberately rules-agnostic — a Pinned token works equally well as a Shock marker or a Pinned Down counter, depending on which side of the table you sit on.
By the LITKO Design Team. Designed and manufactured in our workshop in Valparaiso, Indiana. Last reviewed: April 2026.
LITKO has been making WWII wargaming accessories since the company began — pin markers, order dials, casualty tokens, smoke markers, and theatre-specific gear were the original product line that grew into the modern catalog. Our WWII range is at the WWII game tokens collection; this guide explains which token does what and helps you assemble a kit for the rules system you actually play.
- Cross-System Vocabulary Map
- Suppression: Pin, Shock, Pinned
- Vehicle State Markers
- Reaction & Order Markers
- Activation & Command
- Concealment, Smoke & Hidden Deployment
- Casualty & Officer Down
- Defensive Positions
- Objectives, Mines & Special
- Per-System Quick References
- Frequently Asked Questions
- Full WWII Collection
Cross-System Vocabulary Map
Eight rules systems, the same handful of mechanics, eight different vocabularies. The table below shows the conceptual translation. Suppression is suppression whether you call it a Pin, Shock, or Pinned Down state — the dice penalties, the rally rules, and the visual cue at the table are nearly identical. Use this map to find the section relevant to your game, or to translate when you switch systems mid-campaign.
Suppression Markers: Pin, Shock, Pinned Down
Suppression is the single most universal mechanic in WWII miniature wargaming. Every system models it — the simple battlefield reality that troops under fire keep their heads down, miss shots, and lose their nerve. The mechanic varies by ruleset, but the player decision is always the same: what is the current pin level on this unit, and is it worth rallying off?
The penalties differ. In Bolt Action 3rd Edition, each pin reduces a unit's effectiveness on rolls and forces an Order test before the unit can act — pile enough pins on and the unit falls Down or routs. In Chain of Command, Shock is a per-figure counter; once Shock equals or exceeds the number of figures, the unit pins, then breaks, then routs. In Flames of War, Pinned Down halves a unit's shooting and stops it moving. The mechanism is different in each — the visual cue at the table is the same: a token sitting next to the squad.
Bolt Action 3rd Edition: Pin Markers
Pin Markers are Bolt Action's iconic indication token. They accumulate as units take fire and impose modifiers on the unit's Order Test (each pin is a -1 to the test). When pinned units shoot, they suffer a flat -1 To Hit penalty regardless of the number of pins (a 3rd Edition simplification — in 2nd Edition the penalty scaled). Pile enough pins on and the unit fails its Order Test and goes Down or refuses to act. 3rd Edition (2024) also changed Rally: a successful Rally test now removes all pins on the unit, not D6+1. That makes pin-stack management a sharper risk/reward decision than in 2nd Edition. Multi-figure templates (HE) put fewer pins on targets in 3rd Edition than in 2nd: 1–2″ templates produce D2 pins, 3–4″ templates D3 pins. Some armies also gain national rules for shedding a single pin when an enemy is within 12″ at order time — Vengeance for British Regular/Veteran units, For the Motherland! for Soviet Inexperienced units — per-army characteristics rather than a generic Bolt Action rule.
Chain of Command and IABSM: Shock
In Chain of Command and I Ain't Been Shot Mum!, Shock is a per-figure counter rather than a per-unit Pin. A Bren team taking fire from across a hedgerow is unlikely to take a casualty, but very likely to pile up Shock. Each point reduces firepower and movement. The thresholds escalate in stages: Pinned when Shock equals or exceeds the number of men in the unit (no movement, half-effect fire); Broken when Shock equals or exceeds twice the men (the unit retires 6″+2D6″ from the enemy); and the unit routs off the table at end of Turn if Shock is still above twice the men and it hasn't rallied. Lardies players track Shock with small tokens placed beside the unit — one per point of accumulated Shock, removed during Phase steps and command-dice activations. The Chain of Command 2 token set codifies this with a dedicated Shock counter. For IABSM specifically, LITKO’s I Ain’t Been Shot Mum! token set covers the Shock and Big Man markers for Lardies play.
Flames of War: Pinned Down
Flames of War 4th Edition tracks Pinned Down at the unit level — a single state, not a stack. A pinned platoon halves its shooting and cannot move (or moves at reduced rate, with restrictions); rallying happens during the Starting Step. A Pinned Down marker placed beside the platoon is the universal table convention.
What players track on suppression
- Pin/Shock count — the running stack on each unit (Bolt Action, Chain of Command, IABSM)
- Pinned/Suppressed state — binary indication (Flames of War, Battlegroup)
- Down posture — the unit has voluntarily gone prone (Bolt Action's Down order)
- National variation — some Bolt Action 3rd Edition special rules give specific nations different pin removal mechanics (Inexperienced units, Vengeance for Regular/Veteran)
LITKO suppression products
The depth of LITKO's suppression catalog reflects how central the mechanic is. Choose by rules system, table aesthetic, and how heavy a stack you typically run.
For Bolt Action players who prefer a per-nation aesthetic — Wehrmacht greys, US olive drab, Soviet earth tones — LITKO's Nation Pin Dials match the squads they sit beside (full per-nation lineup is shown in the Activation section below). For Lardies players who track Shock per figure, any of the small Pin Tokens above work as Shock counters; the Pinned Token Set with numbers 1–4 doubles as a Shock stack tracker on a single base. The Disposable Heroes Token Set is the most complete WWII status kit LITKO sells — 40 pieces covering all four core states.
Vehicle State Markers: Bailed Out, Brewed Up, Immobilized
Tanks and armored cars take more granular damage tracking than infantry. A direct hit might brew up the vehicle (terminal — ammunition cooks off, the crew is out of the war). A glancing hit might bail out the crew (recoverable — the crew survives but the vehicle is unmanned for the moment). A track shot might immobilize the vehicle (cannot move but can still fight). Each state needs visual indication because the model itself doesn't visually change.
The four vehicle states across systems
- Crew Stunned / Damaged — Bolt Action calls this Crew Stunned on its superficial damage table (both 2nd and 3rd Edition); Battlegroup uses Damaged. Vehicle is still in the game but at reduced capability for the next activation.
- Bailed Out — Flames of War, IABSM, O Group: the crew has abandoned the vehicle, recoverable. Roll during the Starting Step to remount (crew passes when equal to or above Motivation or Remount rating). Transport teams that were Bailed Out and then removed when their passengers disembarked are not counted as Destroyed and automatically Remount.
- Immobilized — movement disabled, weapons still functional. Common across most systems.
- Knocked Out / Brewed Up / Destroyed — terminal. The vehicle is removed from play (or left as a wreck for line-of-sight purposes). Iconic Flames of War vocabulary: the vehicle has Brewed Up.
Tokens placed adjacent to the vehicle work better than dice or removed-figure markers because they're readable from across the table and survive accidental table jostling.
LITKO vehicle state products
The Flames of War Command Tokens Set is the marquee FoW vehicle/state product — 25 pieces in four colors covering nearly every FoW state in one purchase: Dug-In, Bogged, To Ground, Bailed, Double Move, Pinned, plus a Ranged-In Reticle. For Bolt Action and Chain of Command, mix and match from the per-state SKUs above.
Note on Brewed Up specifically: LITKO doesn't currently carry a dedicated "Brewed Up" SKU — the Tank Bailed tokens above (or stand-up smoke column markers from the Concealment section) cover the visual cue for a destroyed vehicle wreck.
Reaction & Order Markers: Ambush, Overwatch, First Fire
Every WWII rules system models the "I'm waiting for the right shot" state — a unit that has voluntarily forgone its current activation in exchange for the right to react during the enemy turn. The mechanism varies (Bolt Action's Ambush is an Order; Lardies' Overwatch is a tactical decision; Battlegroup's Ambush Fire eats a counter), but the table need is identical: a marker beside the unit telling everyone — you, your opponent, and yourself three turns from now — that this squad is loaded for reactive fire.
Bolt Action: Ambush and First Fire orders
Bolt Action's Order Dice system means each squad gets one order per turn. Ambush is the "wait and react" order; First Fire is its variant in some scenarios. A unit with an Ambush order may react to an enemy moving into line of sight with full effect, but loses that ability if no enemy presents during the turn. The token pinned beside the squad serves as a memory aid — in a busy game, it's easy to forget which of your eight squads is on Ambush and which is on Down.
Chain of Command and IABSM: Overwatch
Lardies systems use Overwatch. A unit on Overwatch can interrupt enemy movement to fire (CoC) or trigger reactive shooting on a Big Man's command (IABSM). The mechanic is more flexible than Bolt Action's Ambush but also more bookkeeping — an Overwatch token saves arguments about who declared what and when.
Battlegroup: Ambush Fire
Battlegroup's Ambush Fire counter eats a Battle Counter — spending a finite resource for the right to fire reactively during the enemy turn. The token signals to your opponent that you've chosen to spend the counter, which often changes their movement decisions before any shot is fired.
LITKO reaction-state products
Activation & Command: Order Dice, Command Dice, Big Men
Activation systems are where WWII games most obviously diverge from each other. Bolt Action draws Order Dice from a bag, a single die at a time, alternating activations. Chain of Command rolls 5d6 of Command Dice each phase (6d6 for elite formations), allocating sixes to a Chain of Command counter and other results to specific actions. IABSM uses Big Men cards drawn from a deck. O Group rolls a pool of company-order dice each turn (separate from CoC's per-Phase dice). Memoir '44 uses Command Cards. The shared element across all is that the player rarely activates everything they want to activate this turn — and the activation tokens at the table both record what's been activated and help plan what's left.
Bolt Action: Order Dice
Order Dice are Warlord's branded six-sided dice with the six Bolt Action orders engraved on each face: Advance, Run, Fire, Down, Ambush, Rally. Each squad gets one die per turn, kept in a player-color bag, drawn one at a time alternating between players. The activation system is iconic and creates Bolt Action's distinctive turn rhythm. LITKO's Squad Order Dial offers a non-dice alternative — a 25mm hexagon dial that rotates to show the current order.
Per-nation Pin Dials (Bolt Action)
LITKO's Bolt Action Pin Dials combine a 0–9 numeric tracker with national insignia and an integrated dice dock for the squad's order die. Seven nations covered — the major Allied and Axis combatants — in matched aesthetic to the squad they sit beside.
Italian, Japanese, and Chinese (Republic of China / Kuomintang) Pin Dials are also available for less-common forces — see the full Nation Pin Dials collection. Each dial is $8.99 (pack of 2) and pairs with a national-faction order die.
Per-nation Activated tokens
For systems that track which units have already activated this turn, LITKO's per-nation Activated tokens carry the same insignia as the Pin Dials — coordinated kit aesthetics across the catalog. Available for American, British, Soviet, German, Japanese, Italian, and Polish forces.
Chain of Command and IABSM: Command Dice / Big Men
Lardies' Command Dice (CoC) are 5d6 (6d6 for elite formations) rolled at the start of each Phase — results are allocated to the player's Big Men (junior and senior leaders) and to the Chain of Command counter that triggers a CoC event. IABSM uses Big Men cards drawn from a deck instead of dice. O Group is also dice-driven but uses a pool of company-order dice rolled per turn. The principle is shared across the Lardies stable: leaders are the limiting resource, not units.
LITKO's WWII activation catalog leans toward dice docks, command-track holders, and generic activation tokens that work across systems. Order Dice themselves are typically a publisher product (Warlord branded for Bolt Action); LITKO's contribution is the dial alternative and the holders that organize the dice you already own.
Concealment, Smoke & Hidden Deployment
Two related families of mechanic live in this section: in-game smoke and concealment markers (universal across all systems), and the unique-to-Lardies-and-Battlegroup hidden deployment vocabulary — Patrol Phase, Jump-Off Points, Blinds, and Concealed markers. The first family is straightforward; the second is the most distinctive, atmospheric vocabulary in WWII miniatures gaming.
Smoke and concealment markers
Smoke is universal — every system models it, mechanically identical: a token (or template) placed on the table that blocks line of sight or imposes a to-hit penalty for shots passing through. A smoke marker stays in place for one or more turns depending on the rules; a 6″ or 4″ cottonwool-style template gives the visual cue from across the table. LITKO's smoke screen markers are physical acrylic stand-ups that block LoS without obscuring the model beneath.
Patrol Phase and Jump-Off Points (Chain of Command)
Chain of Command's Patrol Phase replaces the conventional deployment zone with a fluid pre-game phase: each side has Patrol Markers that move 12″ per turn until they're "locked" by enemy proximity. Where the Patrol Markers stop determines where the player places Jump-Off Points — secure paths that troops can deploy from once the game proper begins. Jump-Off Points must be at least 6″ behind a locked Patrol Marker and placed in cover. Tokens on the table represent Jump-Off Points throughout the game (and are vulnerable to enemy fire and morale effects). It's one of the strongest atmospheric mechanics in tabletop wargaming and the most distinctive piece of vocabulary that Lardies uses.
Blinds (IABSM)
I Ain't Been Shot Mum! deploys units as Blinds — markers that may or may not be a real unit, may or may not be a decoy, and only resolve to actual troops when spotted by enemy line of sight or a triggering event. The Blinds mechanic creates real fog-of-war on the table and is a defining feature of IABSM and Sharp Practice (Lardies' sister Napoleonic system).
Gone to Ground / Concealed (Flames of War, Battlegroup)
Flames of War's Gone to Ground is voluntary concealment: a unit that has not moved or fired begins the turn Gone to Ground, taking a hit modifier when shot at. Battlegroup uses Concealed similarly. Indication is a single token placed beside the unit; the marker comes off the moment the unit moves or fires. The FoW Command Tokens Set shown in the Vehicle States section above includes a "To Ground" marker.
LITKO smoke and concealment products
Stand-up Smoke Column Markers mark burning wreckage and lingering vehicle smoke at the table; they double as visual indicators for "this tank brewed up two turns ago" without needing a dedicated Brewed Up token.
Casualty, Wounded & Officer Down Markers
Most WWII systems handle infantry casualties with figure removal — a section starts with ten figures, takes hits, three are removed, the section continues at seven. But specific casualty types still need indication tokens. Officer Down (Chain of Command's Big Man down, Bolt Action's Officer killed) triggers morale checks and changes command range. Wounded models that haven't been removed yet sit with a casualty marker until the wound is resolved. Out of Ammo tokens flag a heavy weapon that has fired its limit. None of these are "the model is gone" — they're "the model is here but doesn't function normally," which is exactly when an indication token earns its keep.
Lardies' Big Man down is the most consequential in this category — because Lardies systems are leader-centric, losing a Big Man means losing the unit's command activation entirely. A casualty token on a Big Man stand is one of the most table-readable signals in any WWII game.
LITKO casualty and wound products
Note on WWII-specific Casualty / Officer Down: LITKO doesn't currently carry a dedicated WWII-themed Officer Down or Wounded SKU. The generic Skull Wound or the Disposable Heroes 4-state set (Section 1) covers the use case for now.
Defensive Positions: Dug In, Entrenched, Foxhole
Defensive positions grant a cover bonus, but the model itself doesn't visually change — an infantry section in a foxhole looks the same as an infantry section in the open. Indication tokens replace the lost visual cue. In Flames of War, the Dug In marker is iconic: a small acrylic chevron placed beside a defending platoon. In Bolt Action and Chain of Command, generic foxhole/entrenched markers serve the same role — the unit benefits from cover until it moves out of the position.
The token approach beats two alternatives: terrain placement (which can shift mid-game, especially on tables with cloth mats) and verbal declaration (which gets forgotten by turn three of a four-hour game). A clear acrylic Dug In marker is the same in every game from every angle.
LITKO defensive-position products
Note on Foxhole / Trench / Entrenched specifically: LITKO doesn't currently make a 3D foxhole or trench piece — the Dug-In tokens above cover the rules-state indication, while terrain pieces from third-party manufacturers handle the visual presence on the table.
Objectives, Mines, Wire & National Flag Tokens
Scenario play needs scenario markers. Capture-the-flag and hold-the-position objectives use generic objective tokens — usually 25-40mm hazard-stripe discs placed at scenario coordinates. Minefields and decoy minefields use double-sided tokens (real mine on one side, decoy on the other) so the token's true nature only resolves when an enemy unit interacts with it. Barbed wire and tank traps mark engineer-placed obstacles. National flag tokens (American, British, German, Soviet, Italian, Finnish, Polish, etc.) work as nation-themed objective markers and are an evergreen LITKO line.
LITKO's WWII flag tokens collection covers the major Allied and Axis combatants plus several smaller nations. They're cosmetically distinct from generic hazard-stripe objectives, which makes them a good choice for thematic scenarios where the objective is "secure the village square" or "evacuate the wounded to the casualty point."
LITKO objectives, mines, and terrain markers
Per-System Quick References
The mechanic-organized sections above let you compare across systems. The quick references below let you assemble a kit if you're committed to one system.
Bolt Action 3rd Edition (2024)
Core kit: Pin Markers (numbered or single), Order Dice (Warlord branded; LITKO Squad Order Dial as alternative), First Fire / Ambush tokens, Knocked Out / Bailed / Stunned vehicle tokens, Down state markers, smoke template, casualty markers, objective tokens. The Pinned Token Set 1–4 covers most of the squad-level pin tracking. Browse all Bolt Action accessories on the Bolt Action collection; for basing reference see the Bolt Action Base Sizes Guide.
Flames of War 4th Edition
Core kit: Pinned Down markers, Bailed Out vehicle tokens, Brewed Up wreck markers, Dug In / Gone to Ground markers, smoke markers, command tokens, objective markers. FoW's distinctive token convention is platoon-level rather than per-figure — a single token per platoon for each state, not stacks. For basing across infantry / guns / tanks / aircraft see the Flames of War Base Sizes Guide.
Chain of Command (TooFatLardies)
Core kit: Shock counters (one per point of accumulated Shock), Tactical / Overwatch markers, Big Man stands (and casualty markers for Big Men down), Patrol Markers, Jump-Off Point markers, Smoke, generic casualty markers. The Lardies aesthetic favors a heavier token presence than Bolt Action because Shock is per-figure rather than per-unit.
Battlegroup (Plastic Soldier Co.)
Core kit: Pinned / Suppressed counters, Battle Rating counters (the system's distinctive resource — track them with dice docks or counter holders), Ambush Fire markers, Damaged / Destroyed vehicle tokens, Spotting / Concealed markers, smoke. Battlegroup is unique in that the Battle Rating counter is both an indication and a resource, so dice-dock-style trackers serve double duty.
Frequently Asked Questions
Common questions from new and returning WWII wargamers. If you don't see what you're looking for, our full WWII game tokens collection is the fastest way to find a token for any specific mechanic.
What are Pin Markers in Bolt Action and how do they work in 3rd Edition?
A Pin Marker represents accumulated suppression on a unit. Each pin imposes a -1 modifier on the unit's Order Test, and pinned units shooting suffer a flat -1 To Hit penalty regardless of pin count (a 3rd Edition simplification). Pile enough pins on and the unit fails its test and goes Down or refuses to act. Bolt Action 3rd Edition (2024) changed Rally: a successful Rally test now removes all pins, not D6+1 as in 2nd Edition. Some armies also gain national rules for shedding a single pin when an enemy is within 12″ at order time — Vengeance for British Regular/Veteran units, For the Motherland! for Soviet Inexperienced units — per-army characteristics, not a generic Bolt Action rule. Most LITKO Pin Markers are translucent red 18mm or 25mm acrylic; the Pinned Token Set 1–4 includes numbered tokens for tracking the stack.
What is the difference between Pin Markers, Shock, and Pinned Down?
Different rules systems describe the same mechanical concept — suppression — with different vocabulary and slightly different mechanics. Bolt Action's Pin Markers stack on a single unit and impose -1 per pin on the Order Test. Chain of Command's Shock tracks per figure: the unit is Pinned at Shock equal to the men in the unit, Broken at twice the men (retires 6″+2D6″ from the enemy), and routs off the table at end of Turn if Shock is still over 2× men and the unit hasn't rallied. Flames of War's Pinned Down is a binary state: a platoon is pinned or not, and rallies during the Starting Step. The same LITKO token product can serve all three roles depending on how you stack it.
What are Jump-Off Points in Chain of Command?
Jump-Off Points are Chain of Command's deployment mechanism. They replace the conventional deployment zone with a Patrol Phase: each side moves Patrol Markers across the table until they're locked by enemy proximity, then places Jump-Off Points behind the locked markers. Once the game proper begins, troops deploy from the Jump-Off Points into play. Jump-Off Points are physical tokens on the table for the duration of the game and can be lost to enemy fire and morale. They're one of the most distinctive Lardies mechanics and the closest thing to "fog of war" that miniatures gaming achieves.
Are LITKO WWII tokens compatible with multiple rules systems?
Yes. The mechanic-first design philosophy means a LITKO Pinned Token works equally well as a Bolt Action Pin Marker, a Chain of Command Shock counter, a Flames of War Pinned Down marker, or a Battlegroup Suppressed counter. The product titles call out specific systems where the convention is iconic (e.g., the Pinned Token Set 1–4 for Bolt Action is named for the Bolt Action audience but works the same way in IABSM or O Group). When in doubt, the underlying mechanic is the same; the token convention is shared.
What scale are LITKO WWII tokens designed for?
Most LITKO WWII tokens are scale-agnostic. The 18mm-25mm token sizes work alongside 28mm Bolt Action infantry, 15mm Flames of War or Battlegroup forces, and 20mm Chain of Command. For basing reference across scales see our base-size guides per system.
What is a Big Man in Lardies wargames?
A Big Man is a leader figure in TooFatLardies' rules systems (Chain of Command, IABSM, Sharp Practice, O Group). Big Men have command ratings, can issue specific orders during their phase, and are the limiting resource for unit activation — a section without a Big Man within command distance has reduced options. Losing a Big Man (Big Man down) triggers a morale check on the unit and removes the activation channel until the leader is replaced. LITKO's Lardies-style tokens include casualty markers specifically sized for Big Man stands.
Do I need different tokens for each WWII rules system?
No. Most state mechanics translate directly — the same Pinned token serves Bolt Action, Chain of Command, Flames of War, and Battlegroup. Some Bolt Action-specific products (Order Dials, Pinned Token Set numbered 1–4) are tuned to that system's stack mechanic but still work as generic pin/shock counters. The exceptions are Lardies-specific markers (Jump-Off Points, Patrol Markers, Blinds) which are unique to Chain of Command and IABSM and don't have direct equivalents in other systems.
What changed in Bolt Action 3rd Edition for tokens and indication?
The token vocabulary is largely preserved — Pin Markers, Order Dice, Down, First Fire, Ambush all carry over from 2nd Edition. The main changes are mechanical rather than vocabulary: Rally now removes all pins rather than D6+1; pinned units shooting take a flat -1 To Hit (not -1 per pin); HE templates produce fewer pins (1–2″ templates D2 pins, 3–4″ templates D3 pins). Some armies also gain new national pin-removal rules (e.g., British Vengeance for Regular/Veteran units, Soviet "For the Motherland!" for Inexperienced) — per-army characteristics, not generic. Most of the indication kit — pin tokens, order dice, casualty and objective markers — carries over unchanged. The exception is HE templates: 3rd Edition shrank them to small per-weapon circles (1″ to 4″), so a 2nd-Edition-style large blast template no longer matches the current rules.
Browse the Full WWII Collection
LITKO's WWII line covers indication tokens, dials, templates, casualty markers, hidden-deployment markers, and national-flag objective tokens for every major rules system in the genre. New SKUs are added regularly as systems update (Bolt Action 3rd Edition arrived in 2024; Chain of Command 2 in recent years; Flames of War 4th Edition is now stable).
And the dice rolling next to these tokens: our tabletop dice guide covers what each WWII system uses and how many to bring — including the 12mm vs 16mm question.
Bolt Action™ is a trademark of Warlord Games. Flames of War™ is a trademark of Battlefront Miniatures Limited. Chain of Command™, I Ain't Been Shot Mum!™, and O Group™ are trademarks of TooFatLardies. Battlegroup™ is published by Iron Fist Publishing and The Plastic Soldier Company. Memoir '44™ is a trademark of Days of Wonder. Disposable Heroes™ is a trademark of Iron Ivan Games (now published under Sinister Labs / Brigade Games). LITKO Game Accessories is not affiliated with or endorsed by any of these publishers. Our products are designed to be compatible with their rules systems and are independently produced. All third-party trademarks remain the property of their respective owners.