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This sheet should be printed on the back of the Tournament Reference Sheet Start a Game (How to Start A Game):

One player creates 100 point Axis army, other creates 100 point Allie army (max of 15 units) Roll 1 d6 for map layout Roll for deployment (winner picks 1st or 2nd to deploy) Deploy (anywhere within 5 hexes [not counting half hexes] of your end of battlefield) Start normal Sequence of play Attacking (How to attack): Does the attacker have line of sight? (No LOS blocking terrain between attacker and defender [not counting terrain either is in]) How far is the attacker from the defender? Look up stats for attacker for that range vs. that unit type (vehicle/soldier) at that distance Roll that many dice Count the number of 4+ rolls (successes) Look up the defenders defense (if a vehicle, determine if front or rear attack) Consult hit chart to determine number of hits If defender is in terrain providing cover, roll for cover (normally only matters if more than disruption would occur) Mark defender with appropriate face down tokens Cover roll: If attacker is in same hex as defender, there is a -1 penalty of cover roll See Terrain chart If cover succeeds, the effect of attack is limited to disruption, even if already disrupted Winning (How to Win) If you are only player with unit adjacent (on or next to) objective at end of turn 7, you win. Keeping playing turns (up to 10) until the turn finishes with one player adjacent to objective On turn 10, if no one is adjacent, count point costs of units highest total wins. If tied, play until someone controls or someone is ahead in points Initiative (How to execute the Initiative Phase): Each player rolls 2d6 and adds and initiative bonus from a non-disrupted commander in their army If tied, the better initiative wins. Still tied re-roll. Winner picks to be 1st player of 2nd Movement Phase Details: Units can move again in attack phase instead of attacking Unit (non-disrupted) can change facing (only impacts vehicles) at end of movement or after moving zero hexes (still a move) If something stops movement, the unit faces the hex it tied to enter A vehicle with movement of 1 can make a minimum move of 1 into a double cost terrain hex (still has to roll for forests, though) Cross stream into forest requires 2 rolls Failing a movement roll wont provoke defensive fire Front or Rear Facing (The trick to determining if the attack is a front or rear attack) A hex is in front of a unit if a line from the center of that hex to the center of the units hex goes through one of the front three sides of the units hex or through one of the front two corners of the hex. (Directly to left or right or in the same hex counts as rear for vehicle defense). Defensive Fire Notes: Disruption occurs immediately if defensive fire results in 1 or more hits (no damage/destruction) If cover roll succeeds against defensive fire, disruption is prevented Attacker can choose to attack in hex moving from or hex moving into (vehicles are faces towards hex moving to or hex moving from for purposes of defense number) Misc Rules: Cant trumps can Special abilities of the same name dont add together

You can deploy a unit in a vehicle with Transport ability at start of game Units cannot dismount a transport vehicle in attack phase cant transport artillery

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