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Game: TIDE OF IRON
Pub: ©2007 Fantasy Flight Games
v3.2
Oct 2008
Page 1: Rules summary front
Page 2: Rules summary back
Page 3: Player Rules reference front
Page 4: Player Rules reference back ALLIES
Page 5: Player Rules reference back AXIS
Page 5: Player Rules reference back BRITS
Page 6: Combat reference front & back
For best results, print on card, laminate and trim to size.
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SETUP
Setup the map boards, map overlay pieces, markers and
igures according to the Scenario . Players choose their
nations. Green bases are American and grey are German
(in a 2 player game light/dark shades are ignored).
Each player shufles and places face down in his HQ area
any speciic Strategy card decks granted by the scenario,
then draws and places before him faceup cards as
required from any of his decks.
Each player takes any Operations cards (some affect both
players) granted by the scenario.
Each player takes his Initiative card and takes a supply of
activation , condition and damage tokens.
Place the round marker on space 1 of the round track .
Players build squads by customizing their squad bases
with a mix of scenario-provided infantry types.
The scenario indicates which player starts with the
initiative token and thus has the initiative.
In order of initiative, place all starting units on the game
board in deployment zones . Squads may start deployed in
transport vehicles.
A single hex may contain up to three units, but never
more than two vehicles.
A unit may move through a hex full of friendly units, but
may never end its movement exceeding a hex’s stacking
limit. If a unit’s movement is stopped in a full hex, the
unit is returned to the last non-full hex it moved from.
In order of initiative, mark any units in opportunity ire
mode with the activation token Op Fire side up.
ACTION PHASE
Most actions involve activating a single fresh unit (ie. one
with no activation token) to become the active unit .
When the unit has completed its action, it is fatigued
(unless in Op Fire mode) and an activation token with the
fatigued side faceup is placed by it. A fatigued unit, or a
unit in Op Fire mode, may not be activated.
ADVANCE
A unit may move , its distance limited by its movement
points (MPs) and terrain. While moving, it may also be
subject to enemy Op Fire , which may halt its movement.
CONCENTRATED FIRE
A unit may immediately make a concentrated attack
against an enemy unit. The attack may be supported .
PREPARE OP FIRE
Place an activation token Op Fire side up by the unit.
If an enemy unit moves within the unit’s LOS, the unit
may interrupt the enemy unit’s movement and attack it,
possibly supported by friendly units in Op Fire mode.
FIRE & MOVEMENT
A unit may move and attack an eligible enemy unit, either
moving then attacking or vice versa (a move may not be
broken up with an attack), subject to these penalties:
– a squad receives 1 fewer MP.
– a vehicle receives 2 fewer MPs.
– a unit must halve its FPR value when attacking.
– a unit may not make a long-range attack.
– other friendly units may not support the unit’s attack.
A unit that doesn’t attack still receives the move penalty.
A squad containing any heavy infantry weapon igure may
not be activated with this action.
ASSAULT
A squad may move with 1 fewer MP then make an assault
attack against an adjacent hex containing one or more
enemy units. A squad that doesn’t attack still receives the
move penalty. Vehicles, or a squad containing any heavy
infantry weapon igure, may not be activated with an
Assault action.
ACTIVATE STRATEGY CARD
Pay the command cost in command tokens and resolve an
eligible faceup Strategy card marked Action Phase . Most
Strategy cards are removed from the game after being
activated, but some have lasting effects.
FATIGUE UNIT
Do nothing: fatigue a unit and proceed to the next action.
SPECIAL ACTION
Special actions that require an action: as an action, do X.
End of the Action Phase
If a player can take no more actions during his action
turn, or if he declares it to be over, his Action Phase is
over and his opponent may take an unlimited number of
actions until he has none.
COMMAND PHASE
1. DETERMINE CONTROL OVER OBJECTIVES
Check every objective hex (those with a command
objective marker, a victory objective marker, or any
indicated by the scenario).
If control over an objective hex has changed, the new
owner replaces his opponent’s control marker with his own.
A player controls an objective if he has one of his control
markers on that hex, or if he is now capturing the hex by
having at least one friendly unit in it. He retains control of
a hex as long as his control marker remains on the hex.
Command Objectives
Command objectives are either nation-speciic or neutral.
A player may only gain command from controlling friendly
or neutral command objective hexes.
Usually all objectives are controlled by neither player at
the beginning of a game, though a starting unit may setup
on an objective in its nation’s deployment zone.
2. RECEIVE COMMAND & VICTORY POINTS
Receive Command
For each friendly or neutral command objective a player
controls, he receives the indicated amount of command
tokens.
Receive Victory Points
Collect victory points as dictated by the scenario, using
VP markers on the round track to keep track.
When a player reaches 11 VPs, lip the marker to its +10
side and move it back to the 1 space of the round track.
3. SPEND COMMAND
Each player may spend command tokens to activate
Strategy cards and increase their Initiative Pool (or other
scenario-speciic effects). A player may save up command
to spend during a later round.
Activate Strategy Cards
Pay the command cost in command tokens and resolve an
eligible faceup Strategy card marked Command Phase .
A player may activate as many of his available Strategy
cards as he can afford.
Most Strategy cards are removed from the game after
being activated, but some have lasting effects.
Increase Initiative Pool
A player may place some or all of his available command
onto his Initiative card , where it can accumulate round
after round. This command is then considered spent.
4. DETERMINE INITIATIVE
The player with the highest amount of command on his
Initiative card claims the Initiative token and has the
initiative next round.
If it is a tie, the token goes to the player who currently
does not have initiative.
In any timing conlict, the player with initiative decides
the order in which to resolve effects.
STATUS PHASE
1. DRAW STRATEGY CARDS
Each player draws one card from one of his Strategy decks.
If the irst card drawn contains a + symbol, the player may
immediately draw one additional Strategy card (not during
setup). No more cards can be drawn this round.
2. REMOVE TOKENS
1. Remove all activation tokens from the game board
(including tokens from squads being transported by
vehicles). All units are now considered fresh .
2. Remove all condition tokens from pinned squads.
3. All disrupted squads now become pinned (lip the
token). If there is an oficer in the same hex, the
condition token is removed instead.
4. Remove any expired markers (eg. smoke).
3. PLACE UNITS IN OP FIRE MODE
Players assign any number of their units to Op Fire mode.
They cannot then be activated during the upcoming
Action Phase, but they may react to enemy movement
from the very irst action of the next round.
4. SQUAD TRANSFERS
Players may move any number of igures between friendly
squads in the same hex.
Figures may not be transferred to or from a squad with
a specialization; a specialization token may not be
transferred; and igures may not be transferred to or
from pinned , disrupted or transported squads or those in
entrenchments or pillboxes.
An empty squad base is removed from the game.
5. SCENARIO REINFORCEMENTS & EVENTS
Players receive any reinforcements and resolve any special
events indicated by the scenario for this round. Scenario
reinforcements differ from Strategy card reinforcements.
Placing Reinforcements
Any reinforcements may only be placed in a nation’s
reinforcement zone (marked with an R).
Reinforcements cannot exceed a hex’s stacking limits
or be placed in a hex occupied by enemy units. Any
reinforcements missed in prior game rounds remain lost.
6. ADVANCE THE ROUND MARKER
Advance the round marker on the round track. Another
round begins. When the 11th round is reached, lip the
marker to its +10 side and move it back to the 1 space of
the round track.
If the round just completed was the last round of the
scenario, the game is over.
TURN SEQUENCE
The game is divided into game rounds , with each round
divided into phases started by the player with initiative.
1. ACTION PHASE
Players alternate taking the number of actions indicated
by the scenario until neither player has actions left.
Advance
Activate Strategy Card
Concentrated Fire
Assault
Prepare Op Fire
Fatigue Unit
Fire and Movement
Special Action
2. COMMAND PHASE
1. Determine Control over Objectives
2. Receive Command and Victory Points
3. Spend Command
4. Determine Initiative
3. STATUS PHASE
1. Draw Strategy Cards
2. Remove Tokens
3. Place Units in Op Fire Mode
4. Squad Transfers
5. Scenario Reinforcements and Events
6. Advance the Round Marker
WINNING THE GAME
Different scenarios have different victory conditions. If, at
the end of a victory point scenario, both players have the
same number of VP, the player who has the initiative at
the end of the Status Phase is the winner.
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MOVEMENT
A unit can only use its MPs for moving/special actions if
activated to Advance , Fire & Movement , or Assault .
A unit may not move into or through a hex containing an
enemy unit (except tank overruns ). MPs expended when
entering a hex depend on the terrain of the hex. Half
hexes cannot be entered.
Moving and Opportunity Fire
Immediately after the active unit moves into any hex, Op
Fire attacks by enemy units in Op Fire mode are resolved.
If the active unit becomes pinned , disrupted , or damaged
as a result of the Op Fire, it is immediately fatigued , and
its activation and movement ends. If the attack scores
no hits, or if a squad takes casualties as the result of a
normal attack, the active unit may continue moving.
A unit may be the target of Op Fire multiple times during
the same movement, but not more than once per hex.
A unit pinned , disrupted , or heavily damaged cannot be
moved until the condition is removed.
TRANSPORTING SQUADS IN VEHICLES
Squads may be transported on vehicles with the Transport
trait. The number shows how many may be transported.
The vehicle and squads count as only one unit for the
purpose of stacking. Use transport markers and their
corresponding offboard indicator tokens.
A squad may enter a vehicle in its hex for 2 MPs. The
squad is immediately fatigued and its action complete.
Fresh squads inside a vehicle may be activated, but
cannot ire or resolve special abilities. Vehicles do not
beneit from bonuses or abilities of squads inside them.
Squads inside a vehicle cannot be targeted for any type
of attack or affected by vehicle damage; only the vehicle
can be targeted. If a vehicle is destroyed, all squads
transported by it are also destroyed.
An active squad may exit a vehicle for 2 MPs , as long as it
does not then exceed stacking limits. Exiting may trigger
enemy Op Fire .
Normal Range: less than/equal to attacker’s range.
Long Range: greater than, to double, attacker’s range.
Out of Range: greater than double attacker’s range.
The range is equal to that of the attacking igure in a
squad with the lowest range, though not all igures in a
squad must ire.
There are 3 elevation levels : level 0 (most board hexes,
grasslands, etc.), level 1 (low hill), and level 2 (high hill).
An attacking unit on a hex of a higher elevation than its
target receives +1 to its range value.
LINE OF SIGHT
There is a clear LOS if there is no blocking terrain (BT)
on a straight line between the centers of the two hexes.
BT does not block LOS to units in that hex. If the line
between the units is traced exactly along the edge of a
series of hexes, LOS is not blocked unless there is BT on
both sides of the line.
Units do not block LOS. Two adjacent units always have
LOS to each other.
If there is BT between units at different elevations, ind
the BT hex closest to the lower unit. A hill the same
level or lower than the unit on the higher elevation is
also considered BT. If the difference in elevation is 1,
the 2 hexes behind the closest obstruction are blind
hexes; if the difference is 2, the 1 hex behind the closest
obstruction is a blind hex. There is no LOS if the lower
unit is in a blind hex.
If the higher unit must ire or be ired upon across an
adjacent hex at its same level, there is no LOS.
RESOLVING AN ATTACK
1. Determine Attack Strength
FPR of attacking unit + half FPR of all supporting units
The FPR of a unit depends on whether the target is an
infantry or a vehicle unit, and is the cumulative value of
every igure.
2. Determine Defense Strength
AV of target + cover for terrain/fortiications
Only vehicles have armor values (AV). Effects that modify
cover do not affect armor, and vice versa.
3. Declare Attack Type
If the target is a squad, declare the attack a normal
attack or a suppressive attack . Vehicles are immune to
suppressive attacks.
4. Roll Attack & Determine Hits
Roll black dice equal to the attack strength and red dice
equal to the defense strength.
Determine black dice successes, based on range: Close
range: 4-6; Normal range: 5-6; Long range: 6. Subtract
red dice successes, which are always 5-6. The inal
number is the number of hits .
Normal Attack Results
Against Squads: remove igures equal to the number of
hits. A pinned or disrupted status is not affected.
Against Undamaged Vehicles: 1 or 2 hits: lightly
damaged ; 3 hits: heavily damaged ; 4+ hits: destroyed .
Against Damaged Vehicles: if a lightly damaged vehicle
takes 1 or 2 hits: heavily damaged ; 3+ hits: destroyed . If
a heavily damaged vehicle takes 1+ hits: destroyed .
A vehicle lightly damaged is -1 to movement and has -1 to
its AV. A vehicle heavily damaged may not move, has -1 to
its AV and its FPR is halved.
Suppressive Attack Results
Against a Normal Squad: 1 or 2 hits: pinned ; 3 hits:
disrupted ; 4+ hits: routed and destroyed.
Against a Pinned Squad: 1 or 2 hits: disrupted ; 3+ hits:
routed and destroyed.
Against a Disrupted Squad: 1+ hits: routed and destroyed.
COMBINED FIRE
When an active unit makes a concentrated or Op Fire
attack, other fresh friendly units eligible to attack the
target may support that attack with combined ire .
A supporting unit must be in range and LOS of the target.
The leading unit uses its full FPR and each supporting
unit half its FPR. All participating units in combined ire
become fatigued after the attack.
The least favourable range of the participating units is
used to determine the success number.
OPPORTUNITY FIRE
A unit in Op Fire mode may attack during the opponent’s
action turn when an enemy unit moves within its range
and LOS. Other fresh friendly units also in Op Fire
mode may support the attack with combined ire. All
participating units in Op Fire ire become fatigued after
the attack.
Note that if a unit’s FPR would be halved more than once
it cannot attack. Always round up when halving FPR.
AREA ATTACKS
Area attacks affect all units in a hex, may be normal or
suppressive, and succeed on 5 or 6. Each individual unit
rolls its defense dice and resolves its damage separately.
ASSAULT ATTACKS
Only squads without heavy infantry weapons igures may
make assault attacks. They are always normal attacks.
After movement, the assault attack is made against an
adjacent hex containing at least one enemy unit that does
not contain an enemy heavy vehicle .
An assaulting unit entering a hex with a mineield or razor
wire during its move may not assault that activation.
Up to 2 friendly squads in hexes adjacent to the target
hex may support the attack, even fatigued squads (but not
pinned or disrupted ).
1. Determine Attacker’s Attack Strength
FPR of attacking unit vs infantry + half FPR vs infantry of
all supporting units
2. Determine Defender’s Attack Strength
FPR of defending units and light vehicles vs infantry
Disrupted squads do not contribute, and pinned squads
contribute only half FPR (unless an oficer is present).
3. Roll Attack & Determine Hits
Attacker rolls black dice equal to his attack strength and
red dice equal to the defender’s terrain/fortiications.
Cover bonuses are cumulative. Light vehicles do not
contribute their AV.
Determine black dice successes, on 4-6. Subtract red
dice successes, on 5, 6. The inal number is the number
of attack hits .
5. Roll Defense & Determine Hits
Defender rolls black dice equal to his attack strength.
Determine black dice successes, on 4, 5, 6. This is the
number of defense hits .
6. Resolve Casualties
The attacker irst removes casualties from his active
squad, then his other participating units. Then the
defender removes casualties from any combination of his
defending units. Hits may be assigned to a light vehicle
up to the number required to destroy it.
If the defender’s hits equal to or exceed the attacker’s,
the attack is unsuccessful and the active unit fatigued .
If the attacker’s hits exceed the defender’s, the assault is
succcessful and the defender must retreat .
The defender must move all surviving units into a single
adjacent hex free of enemy units. Destroy units in excess
of stacking limits. If there are no hexes, destroy all units.
Disrupted units cannot retreat and are destroyed. Pinned
units become disrupted after retreating.
The active unit and any supporting units may now move
into the vacated hex and are fatigued . Supporting units
fatigued at the start of the attack may not advance. A
retreat or advance does not trigger Op Fire .
STRATEGY CARDS
Any cards ‘placed in your play area’ are only paid for when
initially activated and remain in effect from then on.
Establish Contact (X) Roll a die: equal or exceed the
number to establish contact. Another attempt may be
made as an action once every subsequent round until
successful.
Target Hex Place the target token on a board hex.
Determine Drift If the target hex is not within LOS of a
non- fatigued friendly unit, the drift number is 6. If within
LOS, it is 4. If the unit is within LOS and contains an
oficer or the hex is in the same hex or adjacent, it is 3.
Roll 1 red and 1 black dice. If the black result is equal
to/higher than the drift number the attack strikes the
target hex. If less, the attack drifts as many hexes as the
number on the black die, and in the direction on the north
directional marker shown by the red die.
The attack has no effect if the target drifts off the board.
Area Attack (X) Make an area attack against the inal
target hex using the strength given. If not designated
as suppressive it is a normal attack. The attack scores
successes on a 5 or 6 unless stated otherwise.
Wide Blast Radius (X) Hexes adjacent to the target hex are
attacked with the strength given. Roll each separately.
COMBAT
The range and irepower (FPR) of a unit are dependent
on whether the target is an infantry or a vehicle unit. An
attacking unit must be in range and have line of sight
(LOS) to the target unit.
If a hex contains multiple targets, and the attack is not
an area attack or assault , the iring player indicates which
exact squad or vehicle is to be the target of the attack.
A squad is eligible to attack an enemy unit if at least one
igure in that squad can do so. Any igures that cannot
participate do not contribute to the attack in any way. You
may always choose to have some igures in a squad not
participate in an attack.
RANGE
Compare the number of hexes to the target to the range
value of the attacking unit. Targets in adjacent hexes are
at close range . If the distance is:
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ACTION PHASE
Alternate taking number of actions speciied by scenario.
A unit is fatigued after completing its action (unless in Op Fire ).
A unit fatigued or in Op Fire may not be activated.
COMMAND PHASE
TERRAIN BLOCK
ANTI-TANK GUNS
All anti-tank guns have the equipment trait as follows:
Advance The unit can only move 1 hex, and must move with a
friendly fresh unit (moving both units counts as a single action).
Concentrated Fire This action can only be performed if there is
a friendly squad, fresh or in op ire mode, in the same hex. The
squad is not activated by the action.
Squads that are in an entrenchment (but not a pillbox) may be
used to activate equipment in the same hex.
Equipment units may not perform F&M or Assault actions.
Cover
Equipment units in the same hex as at least 1 entrenchment
gain +1 cover. Equipment units do not gain any cover from
pillboxes in the same hex.
Assaulting equipment
When assaulted, equipment units do not add any dice; they
cannot be assigned hits and do not retreat.
Equipment units always count toward a hex’s unit limit.
Stealing equipment
If an enemy unit is in the same hex as the equipment, it is
treated as if it is a unit of their nation.
Equipment units do not prevent enemy units from moving into
the hex.
AT GUN SPECIAL ABILITIES
Fragile If an AT gun becomes heavily damaged, it is destroyed.
Concussive Firepower An AT gun attacking a squad in a building
or pillbox receives +3 FP and +3 range.
1. DETERMINE CONTROL OVER OBJECTIVES
Check every objective hex . If control over it has changed, the
new owner replaces his opponent’s control marker with his own.
A player controls an objective if he has one of his control
markers on that hex, or if he is now capturing the hex by having
at least one friendly unit in it. He retains control of a hex as long
as his control marker remains on the hex.
CLEAR
Move: 1
Cover: None.
ADVANCE
Unit moves up to its movement value.
Enemy Op Fire may halt movement.
ROUGH
Move: squads 2, vehicles 1.
Cover: 1
2. RECEIVE COMMAND & VICTORY POINTS
Receive Command
For each friendly or neutral command objective a player controls,
take the indicated amount of command tokens.
Receive Victory Points
Record VP as dictated by the scenario.
3. SPEND COMMAND
Activate Strategy Cards
Pay command costs and resolve as many eligible faceup Strategy
cards marked Command Phase as desired.
Increase Initiative Pool
Spend some or all of available command onto the Initiative card ,
where it can accumulate round after round.
4. DETERMINE INITIATIVE
The player with the highest amount of command on his Initiative
card receives initiative next round. If it is a tie, the token goes to
the player who does not have initiative.
CONCENTRATED FIRE
Unit attacks an enemy unit.
Fresh friendly units may support the attack
with combined ire .
WOODS
Move: squads 2, vehicles 3.
Cover: 2
ROAD/DIRT ROAD
Blocking: As hex’s main terrain.
Movement Cost: 1 if moving from a
contiguous road hex ( 1 3 on a road, 1 2 on a dirt
road, if using the effective on roads ability),
otherwise for terrain type.
Cover: As hex’s main terrain.
PREPARE OP FIRE
Place an Op Fire token by the unit.
In the enemy’s turn, the unit may Op Fire
against a moving enemy unit within its LOS.
Friendly units in Op Fire may support.
STREAM
Move: Shallow: squads 2, vehicles 4; Deep:
squads 3, no vehicles; Flooded: Impassable.
Cover: None.
FIRE AND MOVEMENT
Unit may move then attack or attack then move .
squad -1 MP.
vehicle -2 MPs.
half FPR when attacking.
no long-range attack.
other friendly units may not support the
unit’s attack.
Units not attacking still receive the move penalty.
A squad containing any heavy infantry weapon
may not be activated with this action.
POND
Move: Impassable.
Cover: None.
STATUS PHASE
1. DRAW STRATEGY CARDS
Each player draws one card from one of his Strategy decks. If the
irst card drawn contains a + symbol, one time only immediately
draw one additional Strategy card.
2. REMOVE TOKENS
Remove all expired markers and activation tokens (including from
squads being transported by vehicles). All units are now fresh .
Remove all condition tokens from pinned squads. All disrupted
squads now become pinned . If an oficer in the same hex, the
condition token is removed instead.
3. PLACE UNITS IN OP FIRE MODE
Assign any number of units to Op Fire mode. They cannot be
activated during the next Action Phase, but may react to enemy
movement from the irst action of the next round.
4. SQUAD TRANSFERS
Move igures between friendly squads in the same hex.
Specialization tokens may not be transferred; and igures may
not be transferred to or from pinned , disrupted or transported
squads, squads with a specialization or those in entrenchments
or pillboxes.
5. SCENARIO REINFORCEMENTS & EVENTS
Receive any reinforcements and resolve any special events
indicated by the scenario for this round.
Any reinforcements may only be placed in a nation’s
reinforcement zone . Reinforcements cannot exceed a hex’s
stacking limits or in a hex occupied by enemy units. Any
reinforcements missed in prior rounds remain lost.
6. ADVANCE THE ROUND MARKER
BRIDGE
Move: 1
Cover: 1
MINEFIELDS
Units must end their movement and become
fatigued if entering a hex with a mineield
and immediately roll for casualties:
Roll 4 dice: 4-6 results cause hits (no
defense dice).
Engineers do not check for hits but are fatigued .
A unit in the hex ights at half FPR.
A unit moving from a mineield hex may only move to an
adjacent hex.
A hex may not contain more than 1 mineield marker.
HILL
Blocking: See LOS rules.
Move: 1 if moving from a hill of same or
higher level, 2 if moving uphill. Cliff sides
(level 0 to 2) are impassable.
Cover: None.
Special Rules: An attacking unit on a higher
level receives +1 to range.
ASSAULT
Squad may move with -1 MP then make an
assault attack against adjacent hex and 1 or
more enemy units.
Squads not attacking still receive the move
penalty.
Vehicles, or a squad containing any heavy infantry
weapon , may not be activated with this action.
BUILDING
Move: 2 even if hex also contains road.
Cover: 3
SMOKE
Any hex with a smoke marker is blocking
terrain and +2 cover .
A unit in the hex ights at half FPR.
A squad executing or supporting an assault
attack from a smoke hex does not have its FPR halved.
A defending unit in a smoke hex has its FPR halved and +2
cover.
A unit assaulting or supporting an assault against a smoke hex
has its FPR halved but does not get +2 cover.
Squads cannot support an assault against a smoke hex (since
they would have to halve their FPR twice).
A hex may not contain more than 1 smoke marker, may not be
placed on a building hex, and are removed next Status Phase.
ACTIVATE STRATEGY CARD
Pay the command cost and resolve an eligible
faceup Strategy card marked Action Phase .
DUNES
Move: squads 2, vehicles 3.
Cover: 1
FATIGUE UNIT
Do nothing: fatigue a unit.
WOODEN BRIDGE
Move: 1
Cover: 1
SPECIAL ACTION
Special actions that require an action: “ as an
action, do X”.
CREVASSE
Move: Impassable.
Cover: 0
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UNIT SPECIAL ABILITIES
ELITE INFANTRY
Battle-Hardened: Each igure +1 cover vs suppressive ire.
SPECIALIZED SQUADS
A specialized squad may not have more than one specialization,
may not have a heavy infantry weapon , may not transfer or receive
igures, and may not use its special abilities if pinned or disrupted .
SQUAD CONDITIONS
Pinned
May not move, ire or take any special action.
An oficer’s Rally ability allows any fresh , pinned
squads in the same hex to be activated with a
concentrated attack action, but the squad’s FPR
is halved.
OFFICER
Fast Recovery: a disrupted squad in the same hex may remove its
condition token in the Status Phase.
Rally: A fresh, but pinned squad in the same hex may be activated
with a concentrated attack , iring at half FPR.
Determination: A squad in the same hex as one or more oficers
receives +1 cover against suppressive ire.
Increased Mobility: A squad containing at least one oficer receives
+1 to its movement value.
ENGINEER
Dig Entrenchment: Fatigue unit to create an
entrenchment in its hex (not a stream, pond or
building hex). May enter the entrenchment as part
of this action.
AMERICAN UNIT STATS
REGULAR INFANTRY
Disrupted
May not move, ire or take any special action,
regardless of an oficer. An oficer will cause the
condition to be removed during the next Status
Phase.
ANTI-TANK
Armor-Piercing Weaponry: In all attacks against
vehicles, even if supporting , the squad has base
range of 3 and +3 FPR.
RANGE FPR
4
1
Opportunity Fire
A squad pinned or disrupted during its activation,
or in Op Fire mode, is immediately fatigued and
can never be placed in Op Fire mode.
A pinned or disrupted unit cannot perform special actions.
CONCEALED SQUADS
A concealed squad (not vehicles) cannot be ired upon or affected
by area attacks. Enemy units can move through hexes containing
only concealed squads, tank movement is unaffected and the
squads are unaffected by Overrun .
The squad is revealed if it ires or supports an attack, moves into
an objective hex or at any time it is within LOS of an enemy unit
and not in cover-providing terrain (except smoke). The squad is
always revealed if is adjacent to an enemy unit at the end of the
Status Phase.
1
1
MV 4
FLAMETHROWER
Flaming Death: When attacking an adjacent unit,
+2 FPR and target receives -5 cover (minimum 0).
Armor not affected.
ELITE INFANTRY
MACHINE GUN CREW Heavy Infantry Weapon
Limited Choice of Actions: A squad containing an MG crew may
not take a Fire & Movement or Assault action.
Rapid Op Fire: A squad with only its MG crews participating may
Op Fire without becoming fatigued . Multiple Op Fire attacks must
be against different targets.
RANGE FPR
4
2
MEDIC
Bandage: The squad, and any squad in the same
hex, gets +1 cover vs normal attacks.
Heal: Fatigue unit as an action and roll 4-6 to
replace one regular infantry igure in the squad, or
in any squad in the same hex.
EXPERIENCE
During setup, place the tokens with the single star. Events may
cause the squad to upgrade —replace the token with a token
showing one aditional star.
MV 4
1
1
OFFICER
MORTAR CREW Heavy Infantry Weapon
Limited Choice of Actions: A squad containing an Mortar crew may
not take a Fire & Movement or Assault action.
Area Attack: Target an entire hex with an area attack, (normal or
suppressive). Succeeds 5 or 6; 6 at long range.
Ballistic Fire: A mortar attack does not need LOS if it can target a
hex that a non- fatigued friendly unit has LOS to. Mortars cannot
ire if they are in a building hex or pillbox.
Minimum Distance: Cannot attack or support an attack against an
adjacent hex, or contribute during an assault against its own hex.
No Op Fire: Mortar igures cannot participate in Op Fire .
No Mixed Fire: Cannot attack with other igure types.
RANGE FPR
4
1
MV 4
1
1
MACHINE GUN CREW
RANGE FPR
5
3
RECON
Stamina: +1 movement, culumlative with leader
bonus.
Stealth: Cannot be attacked at long range.
FORTIFICATIONS & OBSTACLES
MV 4
3
2
ENTRENCHMENTS & PILLBOXES
One squad in the same hex may spend 1 MP
to enter an entrenchment/pillbox, and 1 MP to
leave (may trigger Op Fire ).
Vehicles cannot enter the hex.
A hex may not contain more than 3 entrenchment/pillbox markers.
Entrenchments +2 cover.
Pillboxes +6 cover.
MORTAR CREW
RANGE FPR
ALPHA UNIT
Experience: After the squad performs a solo
concentrated ire or F&M action, and at least 2
attack successes (before defence dice) are rolled,
upgrade the token.
Adept Marksmen: +1 FP when attacking enemy
infantry for each star.
S
N
8
4
MV 4
8
2
TRUCKS Transport (2) , Light Vehicle
Effective Road Movement: One-third movement points to move
from a road hex to another contiguous road hex.
Fragile: Destroyed if heavily damaged.
GMC CCKW 353
RANGE FPR
0
0
RAZOR WIRE
Non-engineer squads and light vehicles must
end their movement if entering a hex with
razor wire.
A squad in the hex ights at half FPR .
During an Advance, F&M, or Assault action, an active tank or
engineer squad may spend 2 MP to remove a razor wire marker in
the same hex.
If an area attack causes 3 or more successes against a hex with
razor wire, it is removed.
A hex may not contain more than 1 razor wire marker.
MV 4 / AV 0
0
0
HALF-TRACKS
Transport (1) , Light Vehicle
BRAVO UNIT
Determination: After the squad is attacked by an
opponent and at least 2 attack successes (before
defence dice) are rolled, upgrade the token.
Adept Defenders: +1 cover for each star.
M3A1 HALF-TRACK
TANKS Tank , Heavy Vehicle
Sturdy: Not fatigued if lightly damaged by enemy Op Fire .
Concussive Firepower: +3 FPR and +3 range when attacking a
squad in a building hex or pillbox.
Overrun: May move through a hex containing enemy units at a cost
of +1 MP each enemy unit. After leaving the hex, every enemy unit
(except vehicles, transported squads or squads in entrenchments/
pillboxes) is pinned . Squads already pinned or disrupted are
unaffected.
Subject to enemy Op Fire when entering the hex; at close range
from those in the hex. If forced to end its move in the hex the tank
must retreat to its last enemy-free hex at no MP cost and become
fatigued , and no enemy squads become pinned .
Thick Armor: Some tanks have thick armor ; may change any one of
the defense dice into a 6 after they are rolled.
RANGE FPR
5
4
MV 7 / AV 1
3
2
M4A1 SHERMAN
RANGE FPR
5
6
MV 6 / AV 4
6
8
TANK TRAPS
A vehicle cannot enter a hex with a tank trap
unless it started its move in an adjacent hex. It
must end its movement when it enters the hex.
Tank traps give squads +1 cover .
A hex may not contain more than 1 tank trap marker.
M1 57MM AT GUN
RANGE FPR
5
4
AV 2
7
9
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