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Sequence of Play
1. INITIATIVE PHASE
1D6 + Cohesion. Highest total has initiative this turn.
<4 0
4 1
5 1
6 1
7 2
8 2
9 3
10 3
11 4
12 >12 4 5
EFFECTS
- = NO EFFECT If attacker is artillery or support stand, result is S S = SUPPRESSED +4 added to all cohesion rolls, this stand. Effect is not increased by further S results. (S) = SUPPRESSED if already S, treat as D result. Otherwise, treat as S D = DISORGANIZED +3 to this stand unless it rallys. If already D treat as E E = ELIMINATED Remove stand from play. Combined cohesion die roll modifiers due to combat results may never exceed +7. Artillery only may attack at less than -3. (Result is S)
-3
-2
-1
+1
+2
+3
+4
+5
+6
+7
+8
+9
Overrun Procedure
1. Perform all movement connected with this "Overrun". 2. Defender makes one cohesion roll for each attacker.
A +3 modifier is applied to each roll if attacker is a "Tracked" vehicle.
Each HQ or GHQ attached to unit or group Unit or group under order R unit or group without order Other unit or group without order Unit Suppressed Unit Disorganized
3. Defender suffers one attack at +6 for each failed roll. 4. Each attacker makes one cohesion roll. 5. Each attacker that fails this roll suffers an attack at +2.
IS LINE OF SIGHT BLOCKED? no yes yes yes yes yes no no no no if Personnel - yes otherwise -no if Personnel - yes otherwise -no yes yes yes no no no no no no
none
Firing into or out of smoke +3 +4 if Personnel otherwise +2 +6 if personnel otherwise +4 +4 if Personnel otherwise +2 +2 if Personnel otherwise +1
Light Buildings Heavy Buildings Woods Grove Good Road Poor Road Track Marsh, Ford, Soft Sand, Mud Rough Terrain One Rough Terrain Two Rough Terrain Three Slope Hilltop or Ridge Crest Light Improved Position Medium Improved Position Heavy Improved Position Barbed Wire Wreck Minefield
1
3 2 .5 1 1 4 1 2 3 +1 +1 2 2 3 +3 +0 +1*
2
4 3 .5 1 1.5 8 3 5 7 +2 +3 3 4 Not Allowed Not Allowed +1 +1
1
1 1 1 1 1 3 1 1.5 3 +1 +1 1 1 2 +2 +0 +1*
-1
+2 if Personnel otherwise +1 +4 if personnel otherwise +2 +6 if Personnel otherwise +4
none +2**
+4 if Personnel otherwise +1 +5 if Personnel otherwise +2 +7 if Personnel otherwise +3
-1 +1 -2
** Applies only to fire coming through the ridge crest or from below the hilltop. Concealing Terrain: If a stand in this terrain has fired this turn, ignore cohesion penalty. Stands moving at the road or track rate do not gain any defensive benefits from the terrain through which that road or track passes. Stands on a road or track which are stationary or paying the terrain penalty while moving do.
Terrain type never effects stands firing out, only those firing into terrain. (See Smoke for the only exception) Regardless of Terrain or other effects, a natural Cohesion roll of 1 always succeeds and a 20 always fails.