Stargrunt II Campaign Rules v0.2
|
|
- Dora Gardner
- 5 years ago
- Views:
Transcription
1 1. Introduction Stargrunt II Campaign Rules v0.2 This document is a set of company level campaign rules for Stargrunt II. The intention is to provide players with the ability to lead their forces throughout a series of battles for larger objectives and to manage resources and assets. These rules should be fairly high level, and hopes to be a fair balance between realism and drudgery of being the quartermaster. Definition of Terms Force: Any TO&E command level above the platoon equivalent. These Forces are directly represented on the Campaign Map. Example Forces might be a Company HQ Force, a Weapons platoon Force, and sever Platoon Forces (each of which contains several Units). Unit: The Stargrunt II equivalent of a unit, or squad. Campaign Game Scale The Campaign map should be made up of hexes, each being 5 miles across in scale. Each Campaign turn will represent a single day. 2. Initialization of Forces Each player starts with a Table of Organization and Equipment (TO&E) equivalent to the modern idea of a company; i.e., roughly men with approximately three layers of command (company commander, platoon leader, squad leader). There may be rules later on for the construction of your own TO&E. Here is a sample TO&E based on a modern US Army TO&E, with the equivalent campaign Forces in bold: Company HQ squad (4 riflemen) Weapons Platoon (3 Rocket Assisted Mortars, 9 riflemen) Platoon HQ (4 riflemen) Platoon HQ (4 riflemen) Platoon HQ (4 riflemen) This is your ideal TO&E. Very few forces have ever fielded their exact TO&E for various reasons, such as casualties, sick soldiers, and so forth. To represent this,
2 certain members of your TO&E will be removed before starting the campaign. The soldiers are simply gone they do not count as wounded. For each squad in the TO&E, roll 1d6 and consult the following table: Roll Table 2-1 Effect 1 This squad loses 1d4 randomly selected members. Roll 1d6 again. 1-3, raise leadership number by 1; 4-6, lower morale by one level. 2-4 This squad loses 1d2 randomly selected members. 5-6 No effect. 3. Game Setup Each player should have a token for each of his squads. These tokens should be placed on the map along the owners map edge. Each marker should be flipped over after moving during a turn. An alternative that may be attractive due to the probability that the Campaign will stretch through several night of gaming is to use a turn track, where each Force s activation during each turn can be permanently noted for record keeping. 4. Playing the Game Turn Sequence The turn sequence in the campaign system follows the Stargrunt II turn sequence; i.e., the player with the fewest units is allowed to decide who moves first, and play alternates from there. If the other player has more unactivated units than you do, you may elect to pass; otherwise, you must activate a unit, even if the unit takes no actions. Available Actions When activated, the unit may take one of the following actions: Move Evacuate Wounded Reorganize Movement Action A unit may move to an adjacent hex a number of times equal to its movement factor. Table 4-1 Unit Type Infantry 2 hexes, doubled on road. Movement Factors
3 Ground Vehicle VTOL 10 hexes, tripled on road. 50 hexes A force may not move through an enemy force. If it enters a hex containing enemy forces, its movement action ends immediately. Any force ending its movement action in a hex occupied by enemy forces may initiate combat (see below). Evacuate Wounded Action A unit with wounded members may take an Evacuate Wounded action in order to call for off-map resources to retrieve its wounded members for medical attention The unit leader must successfully beat the squad s leadership on a d8, just like a request for artillery support in the Stargrunt II rules. Unless it is a dedicated medical trooper making the evacuation request, the roll is at +2 to the leadership rating. Reorganize Action Any unit receiving new reinforcements or having just participated in combat is considered unorganized. In order to return to full operation, the unit must take a Reorganization action. This represents the unit leader integrating new soldiers int the unit command structure and redeploying current soldiers to fill vacant slots or take new orders. Success is automatic. Combat At the end of any activation in which a force ends in the same hex as one or more enemy forces, it has the option to fight combat. If it declines, the owner of any other unactivated forces in that hex have the option to initiate combat with the activated force and any other enemy forces in the hex. The combat will be fought out as a normal game of Stargrunt II between the two forces. This game will have a particular scenario based on how it is initiated. Each player secretly selects one of the following courses of action for his forces in the hex where the combat is taking place: Hold or Take Location, Fight, or Retreat. The following table is then referenced based on the selections to determine the time of scenario that will be fought, or even if there will be no conflict at all. Hold Location The Hold Location Course of Action may only be taken by the forces that first entered this hex. This force is considered to control the land represented by the hex, and this Course of Action indicates a defensive course of action to continue to maintain control over this hex, rather than necessarily defeat an enemy force in this hex.. Take Location The Take Location Course of Action may only be taken by any forces which were not the first to enter this hex. This force is considered to be attempting to take control of this hex, rather than necessarily defeating an enemy force controlling this hex.
4 Fight The Fight Course of Action may be taken by any forces in a hex. This indicates the force is primarily attempting to attack and destroy an enemy force in this hex. Retreat The Retreat Course of Action indicates this force is attempting to avoid any combat altogether. Table 4-2 Initiating Force Defending Take Location Fight Retreat Force Hold A/D A/D No action Location Fight A/A A/A Retreat Retreat No action Retreat No action Example: Both Samuel and Sophia have forces in a particular hex. Sophia had forces in the hex first, and is considered to control the hex. Samuel has just finished a force s activation in the hex, and declares he will start combat. Both Sophia and Samuel write a Course of Action secretly on a slip of paper for their forces in the hex. Samuel writes Take Location, while Sophia selects Hold Location. The ensuing game will be an Attack/Defend Scenario, with Samuel s forces attacking and Sophia s forces defending. Attack/Attack Scenario (A/A) This is your usual wargame both forces line up on either side of the board, within 8 inches of the corresponding board edge, and go at it. The winner of this game selects three adjacent hexes for the losing forces to retreat into. The owner of the losing forces must retreat his forces into one of these hexes. Attack/Defend Scenario (A/D) In this scenario, the Hold Location force deploys using hidden markers, anywhere on their half of the board. The attacking forces then deploy. The winner of this game selects three adjacent hexes for the losing forces to retreat into. The owner of the losing forces must retreat his forces into one of these hexes. In addition, the winner is considered to have control of that hex. Retreat Scenario In this scenario, played lengthwise along the table, the Retreating forces are deployed up to 1/3 the length of the table away from the Fighting force s table edge, but not within 8 of the table edge. The Fighting forces are deployed within 8 of their table edge. The Retreating force may only exit the board via the edge of the table opposite
5 the attacker s edge. They will be placed according to the normal Retreating During Combat rules (see below). Reinforcements During Combat During a game of Stargrunt II, a force on the table may request reinforcements from any friendly unactivated unit in any adjacent hex where there are no opposing units. The procedure for this is as follows: 1. During the activation of a unit on the table, that unit must complete a communication test to the company commander as normal. If the company commander is on the table and making the request, skip this step. 2. At the end of the next turn, the company commander must make a communication to the reinforcing force as normal. This can continue once after each subsequent turn until it is successful. 3. After three full turns, make a leadership check for the reinforcing unit. If successful, the force enters the board on an edge determined by how the unit enters this hex from the hex it was in. If the hex edge crossed runs parallel to the wide edge of the board, the force may enter anywhere along that wide edge. If the edge corresponds to a corner of the board, the force may enter along the half of the short edge including that corner, and the adjacent quarter of the wide edge. See below for an example. Image 4-1
6 Retreating during combat A force that retreats all its units off a table edge is moved to a hex adjacent to that edge on the campaign map. Losing combat After combat Each force is disorganized after combat, and remains disorganized until the force takes a Reorganize Action. If a disorganized force is involved in combat, it fights at Low Motivation. 5. End of the Turn Event Card At the end of each turn, after all forces have activated, each commander draws and immediately plays an Event Card (alternatively, roll a d20 and re-roll if the number is too high). These cards represent the unpredictable events that occur during wars. The deck is as follows: 1. No reinforcements this turn. 2. No wounded returned this turn. 3. Random unit may move twice its Movement Factor next turn. 4. Random unit may not move next turn. 5. Random unit fights at High Motivation next turn. 6. Random unit fights at Low Motivation next turn. 7. Double the number of reinforcements available this turn 8. Double the number of wounded returned this turn (up to all wounded). 9. No off-board artillery available next turn. 10. No wounded evacuation available next turn. 11. May deploy up to two units hidden in one battle next turn. 12. Random unit immediately takes a free action. 13. Bad Weather all units move half their Movement Factor next turn. 14. Intel: Reveal men and quality (but not leadership) of random enemy force. Reinforcements At the end of each turn, roll a d10. On a roll of 10, you receive reinforcements this turn. Roll below to determine how many arrive. These reinforcements are a single force that arrives from your table edge, with random leadership (on a d6: 1-3, 3 leadership; 4-5, 2 leadership; 6, 1 leadership). This force may be detached and joined in other forces as desired. Reinforcements During the Admin Phase, each player rolls a d10 and consults the following table:
7 Roll Table No reinforcements Result 6-7 D6+1 men. Roll again, 8-10: 1 specialist 8-9 D8+1 men. Roll again, 6-10: 1 specialist 10 D10+1 men. Roll again, 4-10: 1 specialist Roll modifiers: +1 if the company commander is in a city +1 for each 10 men missing from the full strength TO&E -1 for each 10 hexes the company commander is from your map edge. Non-road hexes count double. Reinforcement Quality: Roll a d6 and consult the following table to determine the quality of the reinforcements: Roll 1-3 Green 4-5 Regular 6 Veteran Table 5-4 Result A. Sample Map
8
ARMY COMMANDER - GREAT WAR INDEX
INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving
More informationPortable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery
The Portable Wargame Rules Late 19 th Century Version For use with a battlefield marked with a grid of hexes By Bob Cordery Based on some of Joseph Morschauser s original ideas The Portable Wargame Rules
More informationFrontier/Modern Wargames Rules
Equipment: Frontier/Modern Wargames Rules For use with a chessboard battlefield By Bob Cordery Based on Joseph Morschauser s original ideas The following equipment is needed to fight battles with these
More informationBOLT ACTION COMBAT PATROL
THURSDAY :: MARCH 23 6:00 PM 11:45 PM BOLT ACTION COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament. It
More informationRESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS
i The Flames Of War More Missions pack is an optional expansion for tournaments and players looking for quick pick-up games. It contains new versions of the missions from the rulebook that use a different
More informationCommand Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives
Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and figures according to the Scenario. Players choose their nations. Green bases are American and grey are
More informationFleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length
Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust
More informationRANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS
i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily
More informationCampaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)
Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127) When I moved to Arlington, Virginia last August, I found myself without my computer
More information7:00PM 12:00AM
SATURDAY APRIL 5 7:00PM 12:00AM ------------------ ------------------ BOLT ACTION COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate
More informationCaesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager
Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,
More informationPROFILE. Jonathan Sherer 9/30/15 1
Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The
More informationEmpires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit
Empires at War 1. About game Empires at War is a competitive card game set during I World War. Players create unique decks and take control over armies of conflicted nations. To win, you have to break
More informationLATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser
LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight
More informationSHILOH GETTING STARTED. Welcome to Civil War Battles Shiloh. It is April 1862 and on the shores of the
SHILOH GETTING STARTED Welcome to Civil War Battles Shiloh. It is April 1862 and on the shores of the Tennessee River, at the site of a church from which the action will take its name, the fate of the
More informationCONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.
Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly
More informationHenry Bodenstedt s Game of the Franco-Prussian War
Graveyard St. Privat Henry Bodenstedt s Game of the Franco-Prussian War Introduction and General Comments: The following rules describe Henry Bodenstedt s version of the Battle of Gravelotte-St.Privat
More informationFleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length
Fleet Engagement Mission Objective Your forces have found the enemy and they are yours! Man battle stations, clear for action!!! Mission Special Rules None Set Up velocity up to three times their thrust
More informationPrimo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points
Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle
More informationSolitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops
Solitaire Rules Deck construction In the solitaire game, you take on the role of the commander of one side and battle against the enemy s forces. Construct a deck, both for yourself and the opposing side,
More informationBRONZE EAGLES Version II
BRONZE EAGLES Version II Wargaming rules for the age of the Caesars David Child-Dennis 2010 davidchild@slingshot.co.nz David Child-Dennis 2010 1 Scales 1 figure equals 20 troops 1 mounted figure equals
More informationFor 2 to 6 players / Ages 10 to adult
For 2 to 6 players / Ages 10 to adult Rules 1959,1963,1975,1980,1990,1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U.S.A TABLE OF CONTENTS Introduction & Strategy Hints...
More informationCampaign Introduction
Campaign 1776 Introduction Campaign 1776 is a game that covers the American Revolutionary War. Just about every major battle of the war is covered in this game, plus several hypothetical and "what-if"
More information2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units
basic rules Somme 1918 - Bloody Spring is a wargame that simulates the German spring offensive of 1918 that was aimed at separating the British and French armies. Players will find themselves in the role
More informationAirborne Landings For WWII MicroArmour :The Game
Airborne Landings For WWII MicroArmour :The Game by Leif Edmondson. The WWII rulebook presents some parachute landing rules in scenario #3 A Costly Setback and in the Modern MicroArmour rule book as well.
More informationNOT YET LOST Rule Book
NOT YET LOST Rule Book 1. SETUP 1.1. Place one Pionier on the SW Approach end space 1.2. Place one Police on the W, NW, NE, E, and SE Approaches assembly space 1.3. Place one Barricade at the 1 space of
More informationGetting Started with Panzer Campaigns: Budapest 45
Getting Started with Panzer Campaigns: Budapest 45 Welcome to Panzer Campaigns Budapest 45. In this, the seventeenth title in of the Panzer Campaigns series of operational combat in World War II, we are
More informationBattle. Table of Contents. James W. Gray Introduction
Battle James W. Gray 2013 Table of Contents Introduction...1 Basic Rules...2 Starting a game...2 Win condition...2 Game zones...2 Taking turns...2 Turn order...3 Card types...3 Soldiers...3 Combat skill...3
More informationWhen it comes to generic 25mm Science Fiction skirmish games, there are really only two choices.
1 of 6 When it comes to generic 25mm Science Fiction skirmish games, there are really only two choices. Stargrunt II, which is a gritty, realistic simulation of near-future combat. And ShockForce, which
More informationPROFILE. Jonathan Sherer 9/10/2015 1
Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game.
More informationWARHAMMER 40K COMBAT PATROL
9:00AM 2:00PM ------------------ SUNDAY APRIL 22 11:30AM 4:30PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate
More information1. Introduction 2. Army designation 3. Setting up 4. Sequence of play 25cm three
Blades of Bronze Fast play rules for 15mm Ancients Contents 1. Introduction. 2. Army designation. 3. Setting up. 4. Sequence of play. 5. Orders. 6. Classification tables. 7. Conclusion 1. Introduction
More informationGame Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.
General Errata Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426. Game Turn 11 The turn sequence begins with the Axis Movement Phase, and the Axis player elects to be aggressive.
More informationI-95 GAMERS. Domination Missions
I-95 GAMERS Domination Missions I-95 GAMERS Domination Missions Design notes Domination special rules Domination Frontline Domination Blind Domination Blitzkrieg Domination Early war Blitzkrieg Domination
More informationGLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS
TM TM USING THIS REFERENCE This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its
More informationLATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser
LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight
More informationThe Glory that was GREECE. Tanagra 457 BC
The Glory that was GREECE Tanagra 457 BC TCSM 2009 The Glory that Was Vol. I: Greece Rulebook version 1.0 1.0 Introduction The Glory that was is a series of games depicting several different battles from
More informationHEXBLITZ GENERAL INFORMATION
GENERAL INFORMATION SCALES: The following time and ground scales are used in battles fought with 20mm or 15mm scale figures and models: Time scale: Each daylight turn represents approximately 2 hours of
More informationAngola! Rules of Play
Angola! 1 Rules of Play 2 Angola! Table of Contents Errata 2 1 Introduction 3 1.1 Learning the Game 3 1.2 Definitions 3 1.3 Game Components 3 2 Game Overview 3 2.1 Factions 3 2.2 Playing the Game 3 2.3
More informationNapoleon s Triumph. Rules of Play (draft) Table of Contents
Rules of Play (draft) Table of Contents 1. Game Equipment... 2 2. Introduction to Play... 2 3. Playing Pieces... 2 4. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Sequence of Play...
More informationFrench and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4
French and Indian Wars Skirmish Rules Tyneside Wargames club October 2016 Version 3.4 Page 2 of 11 Index: Introduction:... 4 Troop Classifications:... 4 Loyalty:... 4 Weapons:... 4 Play Sequence:... 4
More informationDFW Irregulars ACW campaign rules
DFW Irregulars ACW campaign rules 2011 version 2.1 by Clay Smith Summary This is a simple set of campaign rules using Fire & Fury. The objective is to encourage players to paint up a division of ACW troops
More informationOn the day you also need to bring :
In this pack you will find everything you will need to do and know, to prepare for and play in the OMG Bolt Action Tournament. Tournament Organiser: Jeff Black Players Pack/ Tournament Rules writer: Jeff
More information22.0 Extended Examples of Play
Last Hundred Yards ~ Playbook 11 22.0 Extended Examples of Play 22.1 Infantry and Mortars Situation: Early dawn, October 1944, southwest of Kohlscheid, Germany. A German outpost, dug-in on Hill 192, has
More informationSATURDAY APRIL :00AM 10:30PM 5:00PM 10:00PM :00PM
SATURDAY APRIL 20 ------------------ 9:00AM 10:30PM 5:00PM 10:00PM ------------------ 9:00AM 9:00PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets
More informationSCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -
The following is the complete list of scenarios that may be played at the 2011 Ultimate Warhammer 40K tournament. Four of these will be used by all players in the first four rounds of the tournament (pre-determined
More informationAir Deck Rules and Use
Air Deck Rules and Use Note: This is a first draft of the Air Deck rules. Any problems or suggestions can be posted in the forum thread or mailed to PanzerRunes on the Days of Wonder site. Suggestions
More informationIMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE
STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION
More informationSiege of Nottingham FINALS Escalation Tournament
Siege of Nottingham FINALS Escalation Tournament 4 Rounds starting at 200 points going up to 1500 points. After each round you may: -Add new units, -increase the size of existing units, -add extra weapons
More information001 \ FORTRESS AMERICA
TM TM 00 \ FORTRESS AMERICA ONE NATION, UNDER SIEGE! IN THE ST CENTURY, THE UNITED STATES OF AMERICA UNVEILED A NEW SYSTEM OF SATELLITES AND POWERFUL LASERS THAT PROVIDED NOT ONLY A FLAWLESS DEFENSE AGAINST
More informationMythic Battles: Pantheon. Beta Rules. v2.8
Mythic Battles: Pantheon Beta Rules v2.8 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Appearance There are many
More informationThe counters. BULL RUN VaeVictis 89 The first battle of the Civil War
BULL RUN 1861 - VaeVictis 89 The first battle of the Civil War A game by Laurent MARTIN Bull Run, 1861 is a simulation of the First Battle of Bull Run (or the First Battle of Manassas for the Confederates),
More informationLest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play
Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play c Wesley H. Fung Version. Introduction An infantry card with HIT. Lest We Forget (abbrev LWF) is a solitaire
More informationDOMINATION PLAYER A PLAYER B
DOMINATION The battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield,
More informationFree Shipping for all USA orders!
Free Shipping for all USA orders! The Game Board The game board shows New York City and surrounding land and water areas. Locations are on land areas. Game units are placed on locations during game play.
More informationOperation Blue Metal Event Outline. Participant Requirements. Patronage Card
Operation Blue Metal Event Outline Operation Blue Metal is a Strategic event that allows players to create a story across connected games over the course of the event. Follow the instructions below in
More informationSet up and play each round by following the instructions below
Player Set up and play each round by following the instructions below 1. If the mission has a RELIC primary or secondary objective, place the RELIC objective(s) as described in the mission. NOTE: Any RELIC
More informationOperational Combat Series: YUNNAN
Yunnan Operational Combat Series: YUNNAN 2.0 Japanese Special Rules 3.1a Schedule: The YEF receive the following reinforcements turns: Operational Combat Series Game Number 04-06 supplemental 2.1 Reinforcements
More informationTUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to:
TUTORIAL DOCUMENT Contents 1.0 INTRODUCTION 2.0 GAME OBJECTIVE 3.0 UNIT INFORMATION 4.0 CORE TURN BREAKDOWN 5.0 TURN DETAILS 5.1 AMERICAN MOVEMENT 5.2 US COMBAT 5.3 US MOBILE MOVEMENT 5.4 US MOBILE COMBAT
More informationUnit List Hot Spot Fixed
Getting Started This file contains instructions on how to get started with the Fulda Gap 85 software. If it is not already running, you should run the Main Program by clicking on the Main Program entry
More informationGettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance
RULES CORRECTIONS 1) p.1 Object of Game Culp s hill is U40 not U41. 2) p. 7 Combat Qualifications Rule 3 is (.see 5) not ( see 6) 3) p.8 Retreat rule 2. Change to read: If the retreating unit is adjacent
More informationCONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players
CONTENTS A WWII tactical and operational strongpoint defense game PAGE 1 Introduction PAGE 2 Setup PAGE 3 Counters and Cards PAGE 4 Playing the Game PAGE 5 Soviet Card Phase PAGE 9 Wehrmacht Card Phase
More informationPreparing the Warband for Battle
Preparing the Warband for Battle Deployment: Dividing the Warband Each player should divide his warriors into three Battle Groups, and three Detachments as follows: (Battle groups consist of 0-4 models
More informationBOLT ACTION DOUBLES: WORLD AT WAR
FRIDAY :: MARCH 24 8:00 AM 6:00 PM BOLT ACTION DOUBLES: WORLD AT WAR Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.
More informationSequence of Play This rulebook is organized according to this Sequence of Play.
Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23
More informationTable of Contents. Introduction
the chosin few Gold Banner Game War Table of Contents Introduction............................................... 1 Defeat..................................................... 1 Victory....................................................
More informationNapoleon s Triumph. Rules of Play (draft) Table of Contents
Rules of Play (draft) Table of Contents 1. Parts List... 2 2. Introduction... 2 3. Playing Pieces... 2. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Order of Play... 3 8. Corps...
More informationCOMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)
GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures
More informationMythic Battles: Pantheon. Beta Rules. v2.5
Mythic Battles: Pantheon Beta Rules v2.5 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules
More informationKAWAGUCHI S GAMBLE: EDSON S RIDGE
KAWAGUCHI S GAMBLE: EDSON S RIDGE Table Of Contents 1.0 Introduction... 2 2.0 Object... 2 3.0 The Map... 2 3.1 Scale...2 3.2 Areas...2 Map Details...2 3.3 Zones...3 3.4 Turn Record Track...3 3.5 Ammo Track...3
More informationFRIDAY APRIL :00PM 10:00PM 8:00AM 8:00PM :00AM 3:00PM
FRIDAY APRIL 19 ------------------ 4:00PM 10:00PM 8:00AM 8:00PM ------------------ 9:00AM 3:00PM WARHAMMER 40K GLADIATOR TOURNAMENT Do not lose this packet! It contains all necessary missions and results
More informationIWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1
1. INTRODUCTION Iwo Jima. The only battle of World War Two that saw the United States Marines suffer more casualties than they inflicted on the enemy. It was a battle that would define a war and would
More informationPITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO
Two forces clash in a straight-up fight. The battle has begun...now get moving! Deployment Zones are per the Pitched Battle deployment described on p. 199 of the units but do not deployed per the rules
More informationFORCE ON FORCE QUICK START RULES
FORCE ON FORCE QUICK START RULES Welcome to today s training mission. is exercise is designed to familiarize you with the basics of Force on Force and give you experience in commanding troops on the tabletop.
More informationPanzer Battles User Manual
Page 1 Panzer Battles User Manual Table of Contents [1.0] Introduction... 9 [2.0] How to Play the Game... 10 Sides... 10 Hexes... 10 Time Scale... 10 End of Game... 10 [3.0] Game Equipment...11 [3.1] The
More informationWarzone: Atlanta 2018 Mission Primer
Warzone: Atlanta 2018 Mission Primer Version 1.6 October 12, 2018 How to use this Mission Primer 1. The 10 missions in this Primer are the source for the missions that will be played at Warzone: Atlanta
More informationCEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan
CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan Cedar Creek 1864 simulates the Civil War battle that took place on October 19, 1864 and resulted in a Union victory. It uses many of the rules of
More informationSERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution
1 SERIES RULEOOK Game Design by Mark S. Miklos Version: June 2017 TALE OF CONTENTS 1. Introduction... 2 2. Components... 2 3. Game Scale and Terminology... 2 4. How To Win... 3 5. Sequence of Play Outline...
More informationWARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE!
FRIDAY :: MARCH 24 12:00 PM 8:00 PM WARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE! Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today
More informationCaesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager
Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,
More informationTHURSDAY APRIL :00PM 10:00PM 5:00PM :00AM 3:00PM
THURSDAY APRIL 18 ------------------ 4:00PM 10:00PM 5:00PM 10:00PM ------------------ 9:00AM 3:00PM HAIL CAESAR MATCH PLAY Do not lose this packet! It contains all necessary missions and results sheets
More informationGetting Started with Panzer Campaigns: Stalingrad 42
Getting Started with Panzer Campaigns: Stalingrad 42 Welcome to Panzer Campaigns Stalingrad 42. As winter began to close, the instruction came forward from OKH to von Paulus and the Sixth Army capture
More information1.0 INTRODUCTION FORTRESSES COMPONENTS REPLACEMENTS GAME TERMS SEQUENCE OF PLAY VICTORY CONDITIONS
RULES OF PLAY INDEX 1.0 INTRODUCTION... 2 2.0 COMPONENTS... 2 3.0 GAME TERMS... 3 4.0 SEQUENCE OF PLAY... 4 5.0 SET UP... 5 6.0 REINFORCEMENTS... 5 7.0 LOGISTICS AND INITIATIVE... 5 8.0 COMMAND... 5 9.0
More informationGame Journal 53 First fight Smolensk Blitzkrieg. Rules : updated 17/May/2016(see /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE)
Game Journal 53 First fight Smolensk Blitzkrieg Rules : updated 17/May/2016(see 2.2.2 /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE) 1.0 INTRODUCTION This game simulates fighting in Baltic States and Leningrad
More informationGETTYSBURG GETTING STARTED
GETTYSBURG GETTING STARTED Welcome to Civil War Battles Gettysburg. It is the summer of 1863. The Confederate Army of Northern Virginia under General Robert E. Lee has for the second time invaded the North.
More informationBuck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions
Buck Rogers Battle For The 25 th Century 1 OBJECT 1) Control 15 Territorial Zones at the end of any turn 2) Control the last Leader on the board at any time 3) Convince everyone else to surrender 4) Control
More informationMythic Battles: Pantheon. Beta Rules. v2.4
Mythic Battles: Pantheon Beta Rules v2.4 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules
More informationBATTLEFIELD TERRAIN STC RYZA-PATTERN RUINS
BATTLEFIELD TERRAIN In this section you will find expanded terrain rules for the STC Ryza-pattern Ruins included in Moon Base Klaisus. You do not need to use these rules to enjoy a battle using the models,
More informationMATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life
Pixel Tactics is a head-to-head tactical battle for two players. Each player will create a battle team called a unit, which consists of a leader and up to eight heroes, and these two units will meet on
More informationUNITS Hidden Units Formed Units Fighter Commander
COLONIAL ADVENTURE UNITS Each unit consists of 5 to 20 figures. Additionally units may contain leaders (maximum 2 per unit), musicians (maximum 1 per unit) and color bearers (maximum 1 per unit). Each
More informationMaida 1806: Stuart vs. Reynier
Table of contents. 1.0 Introduction... 2.0 Components... 3.0 Gameplay... 4.0 Leaders... 5.0 Infantry in Column... 6.0 Infantry in Line... 7.0 Square... 8.0 Skirmish order... 9.0 Cavalry... 10.0 Artillery...
More informationSATURDAY APRIL :30AM 5:00PM 7:00PM :00AM
SATURDAY APRIL 20 ------------------ 8:30AM 5:00PM 9:00AM 7:00PM ------------------ 9:00AM 5:00PM WARHAMMER ANCIENTS SINGLES TOURNAMENT Do not lose this packet! It contains all necessary missions and results
More informationHORUS HERESY: BETRAYAL AT CALTH BOX BASH
THURSDAY :: MARCH 23 8:00 AM 8:30 PM HORUS HERESY: BETRAYAL AT CALTH BOX BASH Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.
More informationPRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game:
WARHAMMER 40K TEAM TOURNAMENT ORDERS SHEET PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game: 1. Terrain is not fixed; teams dice off
More informationGetting Started with Modern Campaigns: Danube Front 85
Getting Started with Modern Campaigns: Danube Front 85 The Warsaw Pact forces have surged across the West German border. This game, the third in Germany and fifth of the Modern Campaigns series, represents
More informationFULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17
T FULL RULEBOOK his book includes the complete rules for the game, followed by the Scenario section on page 17. This rulebook is not intended as a method for learning the game, and especially not as a
More informationwould cost 3 MP not 5 MP. If you had to cross a river not using a defending unit. Terrain combat effects are cumulative.
Design & Development: Grant Wylie and Mike Wylie Creative Director: Sean Cooke 2015 Worthington Publishing Visit worthingtonpublishing.com for a short introductory video explaining how to play and more
More informationAperitif Game for Gentlemen, By Pierre Laporte
Belle Epoque Aperitif Game for Gentlemen, By Pierre Laporte Belle Epoque Aperitif Game for Miniature Battles in the Victorian Era and Early 20 th Century EQUIPEMENT NEEDED Small coloured counters, ordinary
More informationThis board game adaptation of Team Fortress 2 puts two players controlling 6 Team Fortress 2 class units from Team RED and Team BLU against each
1 2 This board game adaptation of Team Fortress 2 puts two players controlling 6 Team Fortress 2 class units from Team RED and Team BLU against each other in a battle for Capture Points. Team RED defends
More informationConflict Horizon Dallas Walker Conflict Horizon
Conflict Horizon Introduction 2018 Dallas Walker Conflict Horizon Welcome Cadets. I m Sargent Osiren. I d like to make it known right now! From that moment you stepped foot of the shuttle, your butts belonged
More information