The Price of Glory. Grand Tactical gaming of the Great War

Size: px
Start display at page:

Download "The Price of Glory. Grand Tactical gaming of the Great War"

Transcription

1 Introduction The Price of Glory Grand Tactical gaming of the Great War The Price of Glory is designed with 1/300 scale (6mm) figures in mind; while not necessarily the most visually attractive scale for gaming, it allows players to build large formations for a small investment. 15mm figures may be used, but all measurements for movement and ranges should be doubled. Game Scale Each infantry or cavalry base represents from 100 to 250 men; Support bases represent from 30 to 80 men; one gun, tank, or plane represents four actual machines.one turn represents 20 minutes of actual time; one inch on the tabletop equals 100 yards. Markers Players will need to create chits for keeping track of unit status and/or artillery strikes: Green: Pinned unit Blue: Shocked unit Yellow: Depleted unit Red (numbered): On-board Artillery Barrage Orange: Gas Barrage White (numbered): Intensity Loss (other)(lettered): Unit Orders/Missions Unit Types Infantry The basic infantry maneuver unit is the battalion; most battalions will have four stands of infantry plus support units. Infantry bases should be 3/4ï ½ x 1/2ï ½ in size, with 3-6 figures per base (the actual number doesn't matter - just the number of bases); 15mm bases should be 1ï ½ x 3/4ï ½, with three figures per base. Cavalry Cavalry operate as 4-6 stand Regiments/Brigades. Bases are the same size as for infantry, but will have 2-4 figures (6mm) or 2 figures (15mm) per base. Support Units Support units include machinegun detachments/companies, Pioneer units, trench raiders, Stosstruppen, antitank rifles, and trench mortars. 6mm base size for all of the above is 1/2ï ½ square (3/4ï ½ square for 15mm); the appropriate figure types should be placed on the base (or mark the bottom of the base as to what type of support unit the stand represents), with 2-4 figures per base. Guns Each gun model represents 4 similar guns, and should be mounted on 3/4ï ½ square bases; for ease of play, write the Gun's Firepower factor (see TO&E) on the base (alternately, place a number of crew figures on the base equal to the gun's fire factor). Horse limbers should be created to represent guns that are currently being transported.

2 Tanks Tanks and armored cars are based on a 3/4ï ½ by 1.5ï ½ base and represent four similar vehicles.15mm guns/tanks need not be placed on bases unless the player desires to do so. Airplanes Mount airplane and balloon models so that they are 1ï ½ to 2ï ½ above the surface of the table, one per stand. Unit Organization Each infantry base should be marked to denote its battalion, parent regiment (and/or brigade), and parent division to avoid confusion during play. This can be accomplished by either a numerical scheme (bn/rgt/div) or color-coded with three stripes on the back of the base. Artillery needs only to be marked with the divisional color stripe, or noted as Corps artillery. Support units need only note their parent Regiment or Division. Each Regiment and Division will have a Command stand that has unit information recorded on it. Regimental Command stands should have their Fire Factor and Intensity numbers recorded on them; Divisional stands will have the Order Change number written on the base. Regimental Command stands should be 1ï ½ square; Divisional stands are 1.5ï ½ square. Turn Sequence A. Change Orders Divisional Headquarters units attempt to change the orders for subordinate units, if desired. B. First (Joint) Movement Phase Both players simultaneously move their respective units under Regroup orders. C. Attacker Movement The scenario attacker moves all of his other ground units that did not move in step B, within the restrictions of their orders. D. Defender Movement The scenario defender moves all of his other ground units that did not move in step B, within the restrictions of their orders. E. Artillery Resolution Both sides resolve or initiate their preplotted Barrage orders and on-call artillery missions. F. First Morale Check All Regiments/Brigades that suffered one or more base casualties from artillery fire check morale now. G. Defender Direct Fire The scenario defender resolves all direct fire and applies the results. H. Attacker Direct Fire The scenario attacker resolves all direct fire and applies the results.

3 I. Airpower Both sides execute assigned Air Missions for on-board aircraft.airpower may be considered an optional rule by mutual consent prior to play. J. Second Morale Check All Regiments/Brigades that suffered one or more base casualties from direct fire check morale now. K. Close Assault All Close Assault Combat is resolved. Orders and Movement (Note: all movement rates are measured in inches; infantry, artillery, and cavalry movement rates can be found with the game charts, as well as movement modifiers by terrain type for all units; movement rates for vehicles can be located in the TO&E for specific equipment by nationality. Allowed Infantry and Cavalry formations are also found with the game charts). Each unit that is not shocked or immobilized may move up to its full movement allowance each turn within the restrictions placed on it by the Regiment's orders. Moving units may freely interpenetrate other friendly units during movement; units may not end a move and occupy the same space on the table. Deployment Formations See the accompanying charts for allowable tabletop deployment of units. Changing formations to accommodate the unit's current orders has no movement cost and is done during the Change Orders step of the turn. Allied Tank Doctrine Prior to November 1917, no tank base may end its movement closer than 3" to another tank base. Tanks need not adopt a particular formation for deployment. Gun Movement Guns may only move if towed by Horse Limber stands. Guns up to 155mm may un/limber in one turn; larger guns take two turns to un/limber. Guns in the process of un/limbering may not fire. Place the Horse Limber stand in contact with a Gun that wishes to move. Guns representing Horse Artillery units use the Cavalry movement rate found on the game charts. Orders Prior to starting play, each Regiment (Brigade for UK) is given a specific order from those listed below; all subordinate battalions will operate under the restrictions of these orders. Order chits are placed on the table adjacent to or on the Regiment's Command Stand. A Regiment's orders may be changed during the Change Orders step of the turn (beginning on turn 2 of any game; never on turn 1) by a Divisional Command stand. Each Divisional Command stand will have a number (one greater than the formation's Fire Factor as found in the TO&E) printed on its base. To attempt an order change, the owning player states that he is changing a Regiment's orders and rolls two dice: if the total is less than or equal to the number on the Command Stand, the regiment's orders are successfully changed. Place the new order chit with the affected regiment. A Divisional Command Stand may attempt to change orders for any or all of its subordinate formations; only one attempt per formation per turn is permitted. Note that all subordinate battalions of a formation (Regiment/Brigade ) operate under the same orders.

4 Defend (D) A unit with a Defend order may fire normally; it may move up to 4ï ½ in any direction so long as it is moving towards cover that gives either an equal number or more CRT column shifts to the left than the unit currently occupies, or to relieve a friendly unit that is Regrouping. A Defending unit may not move past the owning side's starting lines on the tabletop. Assault (As) Units under Assault orders must move their full movement allowance towards an enemy unit and attempt to contact and engage the enemy in Close Assault combat. Assaulting units may not fire, and receive no cover benefits from terrain other than woods or towns. Advance (Av) Advance orders permit movement towards enemy units at any rate desired, so long as at least one battalion of the unit moves at least 4ï ½ per turn; the unit may initiate a Close Assault, and fires normally. Units under Advance orders may initiate Close Assault according to the following schedule: Germans: 1916 or later; French, All Allied/Central Powers Minors: April 1916 or later; British/UK: October 1916 or later; US: Sept or later. (Note that this will force some units to be placed under Assault orders during different periods of the war if they wish to take an enemy position). There is a -1 die roll modifier to change the Orders of an Advancing unit to Assault. Reserve (Rs) Reserve units may not voluntarily move to within 18ï ½ of an enemy unit; they may fire at enemy units that are within 6ï ½ of their position. Only units in Regiments that have Reserve orders may use the Road Column movement rate. Divisional Command Stands attempting to change the orders of a Reserve unit subtract three from their dice roll total; There is an additional -1 die roll modifier if an enemy unit is within 6ï ½ and in LOS of any battalion of the unit. Regroup (Rg) Regrouping units may only move away from enemy units, not towards them, up to their full movement allowance; they are not required to move. Support Units may be freely redeployed within the formation at this time. The Fire Factor for all units under a Regroup order is halved. Divisional Command stands attempting to change orders for a Regrouping formation subtract two from their dice roll total. If the unit is issued a subsequent order change, the first such order may not be an Assault order. Tank units may only operate under Reserve or Advance orders. Guns are not subject to orders but must remain within 16ï ½ of their Divisional Command Stand at all times. Command Stands Divisional Command stands may be fired on like any other unit, Directly or Indirectly. For each # result, the Division's Order Change Number is reduced by one; if Shocked, it may not attempt any order changes in the following turn. Divisional Command Stands may not move. If a Division's Order Change number is reduced below two, the division may no longer attempt order changes; orders may be changed by the formation's corps commander (not represented on the field) on a dice total of two and a subsequent single die roll of 1-4. Should a Regimental Command Stand be more than 18ï ½ from its Divisional Command Stand, Order

5 Changes are delayed by one turn (e.g., the order changes on the turn following the successful order change die roll). Notate this by placing the new order chit beneath the current order chit, removing the top chit in step A of the next game turn. All battalions of a regiment must be within 6ï ½ of its Regimental Command stand at all times. Should any non-depleted subordinate unit be outside this command radius, the battalion's Intensity Rating is reduced by one until the unit is once again within the Regiment's Command Radius. Regimental Command stands move at Infantry speeds, and are considered in all other respects to be game markers (e.g., they are not targets). Direct Fire All fire combat is resolved on the Combat Results Table (CRT) found on the charts document. The direct fire procedure is simple: find the column that equals but does not exceed the combined firepower of all units firing at the same target; move the column to be used left or right as column shift modifiers are applied until the final column is found; roll two dice, add them together, and apply the stated results to the target unit. All direct fire attacks assume that a clear, unhindered line of sight exists between the firer and the target, and that the target unit is in range of all firing units (ranges can be found either with the Game Charts [Inf/MG/Support Units/Tanks] or each country's TO&E [Guns]). Guns that have ï ½N/Aï ½ under the ï ½DFï ½ column of their Gun listing may not fire directly. Specific Procedures Infantry - To find an infantry battalion's firepower, take its fire value (found in the setup charts; this should be on the unit's Regimental Command base) and multiply by the battalion's current Intensity rating. Each enemy unit may be fired on only once (exception: independent Machinegun and secondary tank attacks), so units firing at the same target may add their firepower ratings together to achieve a higher column on the CRT. Support units may provide column shifts in favor of the firing unit; see the CRT Modifiers or the Support Units section for further details. Explanation of Results: Infantry Targets P - Pinned: Any attached fire Support units used this turn have their column shifts halved.. There is a 1- left column shift on the CRT for each Pinned unit firing at one target. All Pinned markers are removed at the end of the Close Assault step in the turn of placement. S - Shocked: The unit's attached Support units may not fire for the balance of the current turn and all of the following turn; the unit halves its Intensity rating for fire combat while Shocked. Shocked units may not move in the following turn. Remove Shocked markers at the end of the following turn's friendly Direct Fire phase. There is a 2-left column shift for each firing unit that is Shocked. W - Withdraw: The unit immediately moves a half move towards its friendly board edge/start line and becomes Shocked. # - Casualty: Remove a number of stands (may be unit or Support stands) from the unit equal to the result on the CRT. The owning player may choose which stands to remove from the unit if the result is ï ½1ï ½ or ï ½2ï ½; if the result calls for more than 2 bases to be removed, the firing player chooses which additional stands to eliminate after the owner removes the first two. The last surviving battalion base (e.g., non-support base) cannot be removed until all other bases have been removed. Field Guns Allowed Guns may fire directly (see TO&E), adding their fire value to the firepower total against a single unit. Guns using direct fire may not fire if they executed or participated in an Indirect Fire attack in the

6 Artillery Resolution step of the current turn. Explanation of Results: Gun Targets P - treated as no effect. S: Shocked - as per Infantry (halve the Gun's Fire Factor as it has no Intensity Rating). Roll another die; on a 1-3, the gun's limber team is destroyed. W - Battery is silenced for the duration of the game; may become available in the following engagement of a multiple-game scenario. # - Battery is destroyed; remove from the table. Tank and Antitank Fire Although tank formations contain multiple bases, each tank may fire at individual targets. The firepower value of a particular type of tank can be found with the using nationalities' TO&E or the Master Tank List. Some tanks may fire at more than one target; if the firepower listing for that tank has two values (notated as x/y), the unit may make one attack using the first value, or two attacks using the second value (but it may not attack the same unit twice in the same fire phase). Infantry direct fire is ineffective against tanks; only ATRï ½s, Guns, and Artillery may affect a tank unit; Independent Machinegun fire may affect some tanks (refer again to the TO&E for more information). Pioneer Support units may attack a tank independent of their battalion if the tank is within 1ï ½ of the firing unit; such fire is resolved on the ï ½24ï ½ column of the CRT and counts as one usage for the Pioneer Unit. Explanation of Results: Tank Targets P - tank may move a maximum of half its movement in the next movement phase. S - tank immobilized. Roll one die at the beginning of each movement segment until an effective result appears: the tank is free to move normally if a 1 is rolled; if a 6 appears, the tank is immobilized for the duration of the game and the crew has bailed out. The tank may become available in the following engagement of a multiple-game scenario. The owner of a temporarily immobilized tank may forego the immobilization die roll if he wishes to fire the tank in the current turn; tanks normally capable of making two attacks may make only one attack, using the lower of the two printed values; tanks capable of making one attack receive a 2-column shift to the left when resolving their attack. Tanks that choose to roll for mobility may not fire in any turn which they do so, regardless of the outcome. W or # - tank destroyed; remove from the table. Firing Restrictions Units may fire through other friendly units unless the unit being fired through is under Assault orders. Friendly units may not use direct fire to fire through enemy units. Infantry, Cavalry, and Support Units must fire at the closest enemy unit within normal range and line-ofsight (if they choose to fire) that their fire can affect. If more than one friendly division is in play: Guns from separate parent formations may not combine their firepower (for Direct or Indirect Fire)with Guns or other units against a single enemy target. Support Units Support units represent troops armed with other than rifles that had a specialized function in combat. Each Support unit is assigned to a specific battalion that is a part of the Support Unit's parent formation (regiment, brigade, or division); this assignment may only be changed if the unit is subject to a Regroup

7 order. Support units may be removed as casualties from all types of combat and count as one base; lost Support units never count as lost bases for purposes of checking morale. All Support units (with the exception of Independent Machineguns) must conduct operations in conjunction with the battalion to which they are attached. Further, all Support Units must be assigned to a specific battalion, remain in base-to-base contact with the battalion to which they are attached at all times (unless eliminated). Support Units assigned to units under Reserve orders may not be used for any column shifts. Machineguns Each Machinegun Support unit gives a 2-column shift to the right on the Combat Results Table. They may only be reassigned to another battalion of the same regiment, and only if that regiment receives a Regroup order. Independent Machinegun units fire on the ï ½12ï ½ column of the CRT; ; they may combine their firepower of 12 with other units OR may fire at an enemy unit that has already been attacked in the current Direct Fire phase. Independent MGï ½s may move without regard to orders, and use the Infantry movement rate. No MG stand (Support or Independent) may be used/fired in a turn in which it moved more than half of its available movement. Independent Machinegun stands may be removed as lost bases in lieu of taking a base from a friendly unit within 2ï ½ that must lose a stand. If fired on as a separate unit, they are removed on a Shocked result or worse. Trench Mortars/Minewerfers Each Trench Mortar provides a 1-right column shift on the CRT. Trench Mortars are assigned at the regimental level and may fire in support of any unit in the regiment during the friendly Direct Fire step; they may not fire independently, nor do they need be in physical contact with a battalion of the same Regiment. Note: Independent Machinegun and Trench Mortar Support units may not move and fire in the same turn. Trench Mortar Support Units represent the smaller-caliber mortars; larger trench mortars are treated as Artillery Assets/Gun stands. Pioneers Pioneer stands represent troops armed with special assault weapons (flamethrowers, wirecutters, extra grenades...) and shift the CRT column for direct fire combat by four to the right OR negate the defensive benefits of fortifications and trenches; each Stand may be used a maximum of three times per game. They may not fire beyond 1ï ½ in support, nor may they fire independently. Pioneers may also provide a +3 benefit to the owning player's Close Assault die roll; this counts against its 3-time usage. Remove a Pioneer Support stand after it has been used three times. Trench Raiders/Stosstruppen Each such stand provides a +2 benefit to the owning player's Close Assault resolution die roll. Should a Close Assault result call for a side to lose one or more stands, the first stand to be eliminated must be a Raider/Stosstruppen stand. Antitank Rifles May fire once per turn at a Vehicle stand (within 3ï ½ of the unit to which it is attached) on the ï ½4ï ½ column of the CRT. This is in addition to any other attacks the unit to which it is attached may make in

8 the turn. Independent Machinegun Stands may fire as ATRï ½s against some tanks; vulnerable tank types will have a ï ½Yï ½ entry in the ï ½MG Affects?ï ½ column of the Master Tank List. Close Assault The fastest way to dislodge an enemy unit from a position is by forcing the issue with grenade and bayonet. To conduct a Close Assault, units must be in base-to-base contact at the end of the second Morale phase. The different types of Assaults are detailed below. Infantry vs. Infantry The value of an infantry unit in Close Assault is the unit's current Intensity rating plus the roll of one die. Support Units may add to the die roll, if present; for each non-support base previously eliminated from a battalion, subtract one from the die roll. Pinned units subtract one, and Shocked units two, from their dice total. Should more than one unit contact a single enemy unit, add one to the die roll for each additional base in direct physical contact with the enemy (this includes Gun bases contacted along with an infantry unit). Close Assault results apply to all involved units; friendly casualties may be taken from any involved unit. After all modification, compare the two scores and consult the Close Assault Combat table. Results apply to both sides if the scores are even; other results apply only to the side having the lower total. Infantry vs. Guns The infantry unit figures its strength as above; the player owning the Gun(s) receives one point for each Gun base contacted plus half the score of a single die roll (1,2 = 1; 3,4 = 2; 5-6 = 3). Tanks Tanks assaulting other units/positions without infantry support (see below) are simply allowed another opportunity to fire their weapons; left-column shift modifiers for trenches are halved for this type of fire. When tanks assault an enemy unit in conjunction with an infantry unit, each tank stand counts as two extra bases for determining die roll modifiers; no additional tank fire attacks are allowed in this situation. Infantry units assaulted by tanks add the total number of unit bases to the unit's current Intensity rating; add 4 to the total for each ATR in the assaulted unit; roll on the CRT column indicated by the total as figured above. Pioneer and Stoss/Raider Support Units apply right-column shifts instead of die roll modifiers (2 for Stoss/Raiders; 3 for Pioneers). The winning side of a Close Assault situation always gains or retains control of any terrain feature or fortification present, and may move (if necessary) into that position. If a unit that was contacted is forced to Withdraw prior to executing Close Assault combat, the Assaulting unit may, at its option, occupy the vacant position. Breakthrough Movement Any Tank, mounted Cavalry, or Shock unit that forces an enemy unit to Withdraw as a result of Close Combat may, at its option, move up to half of a normal move forward (Exception: tanks may make a breakthrough move after any Close assault in which they initiated the attack and are not forced to withdraw). These units may contact other enemy units during a breakthrough move but must forfeit any further movement if they do so. Should contact with an enemy unit be made, both units are frozen in place until the Close Assault resolution step of the next turn (e.g., they may not move or fire). Any fire/artillery attacks affect both units with the same die roll if either is fired upon. Should either/both units be eliminated or forced to Withdraw, the surviving unit is free to function normally (Direct Fire/Close Assault only).

9 Artillery/Indirect Fire Offboard Artillery Depending on the situation being played, off-board artillery assets may be available; these off-map units represent independent artillery regiments, unrepresented corps artillery, and/or railway guns and mortars. If available, their use is limited to pre-plotted Barrages. Plotting must be done before the beginning of the game and the execution of the barrage may not vary from the written plot. After their plots are executed, offboard artillery assets are unavailable for further missions. Offboard Artillery batteries are abstracted as a number of Assets available; different fire missions will require a variable number of Assets to complete. Artillery Assets may be plotted for use as a Drumfire or Smoke Barrage on a 1-for-1 basis; Drumfire Barrages use the ï ½30ï ½ column of the CRT as the basis for resolution (column shifts apply normally). Only the turn of arrival needs to be plotted for an Asset Drumfire barrage; the unit targeted must be in some type of cover to be an eligible target. On-Board Indirect Artillery Attacks Batteries represented on the tabletop by Gun stands are available for Smoke, Counterbattery, Drumfire, or Hurricane Barrage missions; the type of mission fired by an individual Gun may change from turn to turn. Each player may select a maximum of one enemy unit as a target for each three friendly Guns in play, and a minimum of two guns must be assigned to attack a single target. The maximum number of Guns firing on a single target is unlimited. No Gun may fire indirectly at a unit that is closer than 10ï ½ to the firing Gun. There is a 2-left column shift modifier on the CRT for all onboard indirect fire against target units that cannot be ï ½seenï ½ by any friendly (non-depleted) infantry or balloon unit in play. Resolving Artillery Attacks Mission Types: Drumfire Barrage Hurricane Barrage Counterbattery Fire Creeping Barrage Box Barrage Gas Barrages Smoke All types of artillery missions are resolved during the Artillery Resolution step of the turn; results are considered to be simultaneous. Artillery fire is conducted using the CRT; the strength of each on-board battery can be found in the appropriate TO&E section; players should make an appropriate numerical chit for each battery in play. The chits are placed on the target unit at the beginning of the Artillery Resolution step; artillery fire is resolved only after all chits and markers have been placed. Drumfire Barrage Total the fire strength of all attacking Guns and resolve the attack with a single dice roll on the appropriate CRT column. Hurricane Barrage A minimum of two and a maximum of five Guns may be assigned to attack a single unit as a Hurricane Barrage. The first gun resolves its fire on the ï ½2ï ½ column of the CRT. Each additional gun attacks separately one column to the right of the last column used (thus, a 4-battery Hurricane Barrage would roll four separate attacks on the CRT - once each on the 2,4,6, and 8 columns). No column shift modifiers apply to Hurricane barrage attacks.

10 Counterbattery Fire Fire directed at enemy Gun stands is always resolved as a Drumfire Barrage and receives a 2-left column shift on the CRT. Note that Drumfire, Counterbattery, and Hurricane barrages affect individual units; Creeping, Gas, Smoke, and Box Barrages affect entire areas and each unit within those areas. Creeping Barrages There are two types of Creeping Barrages: Slow (C-) and Fast (C+). The cost for either type is 2 Artillery Assets for each 12ï ½ of frontage of the barrage, and 1 Asset for each turn the barrage will be in effect beyond the first (with a minimum of two turns). A C- barrage has a speed of 4ï ½ per turn; a C+ barrage has a speed of 6ï ½ per turn. To plot a Creeping barrage, players need to make a side note indicating the initial turn and placement location of the barrage (a specific position on the table), the speed (+ or -), and the duration (in turns). When resolving attacks by Creeping Barrages, use the appropriately labeled column on the CRT as a starting point before any column shift modifiers are applied. Use a piece of string or dowel of the appropriate length to represent a Creeping Barrage on the tabletop. The marker must be placed so that it is parallel to the friendly board edge. On the turn of placement, the barrage affects only the units the marker actually contacts. At the end of the Resolution segment, measure the distance for the type of barrage (4ï ½ or 6ï ½) and place a second marker parallel with the first (do not remove either marker). During the next movement phase, any unit that moves into, through, or out of the area between the markers is immediately attacked by the barrage. Only one such attack is executed per unit per turn. During the Artillery Resolution segment of the same (second or subsequent) turn, any unit within this area that was not previously attacked by the barrage has an attack resolved against it. Repeat this process for each turn the barrage is to be in effect. The barrage markers are removed at the end of the movement phase of the turn following the last turn of effect. Players may not execute Creeping Barrages (except by scenario special rules) prior to Creeping Barrage Timing Roll On the turn a Creeping barrage is plotted to begin, the owning player makes a dice roll to determine if the coordination between the attacking infantry and artillery was accurate. On a dice roll total of 11, the infantry got off the mark late; resolve the Creeping Barrage as if the first turn on-board was the second turn. On a dice total of 12, the infantry got off the mark early; place the initial Creeping Barrage marker 2ï ½ closer to the friendly board edge. Beginning in 1917, there is a -1 modifier to the Timing dice roll. Box Barrages There are two types of Box Barrages: Light (B-) and Heavy (B+). The Asset cost for a B- is one Asset and two for a B+ for each turn that the barrage will be in effect. To plot a Box barrage, make a side note of the general position to be affected, the turn on which it commences, the length in turns, the Asset cost, and the strength of the barrage. A Box barrage affects all units within a 5ï ½ by 5ï ½ square area on the tabletop; mark each corner of the affected area with a chit. On the turn of placement, all units within the area delineated by the template are attacked on the appropriate table labeled on the CRT (B- or B+). The template is left in place until the end of the movement segment following the last turn of effect, and attacks any unit that moves into, through, or out of the area during the movement phase immediately on the CRT. A unit may be attacked a second time in one turn by the same Box barrage if it has moved into/through and/or remains in the area of effect for the next Artillery Resolution segment.

11 Gas Barrages Each Gas Barrage is available only by scenario designation or by mutual agreement of all players. The cost for each Gas barrage is 1 Gas Asset. To plot a Gas barrage, record the location, Asset cost, and turn of placement prior to the start of play. A Gas barrage lasts for a single turn, from the beginning of the Artillery Resolution phase through the end of the following turn's movement phase, and affects all units within a 4ï ½ radius of the marker. If two Gas marker areas overlap, a unit is not attacked a second time for being within the effectiveness radius of more than one Gas marker. Artillery-delivered Gas barrages may not be executed prior to Non-CRT Gas Effects Each regiment having units in the affected area must add three to any mandatory casualty Morale check die rolls made by the regiment (add only one for units belonging to the player firing the rounds). If no casualties are suffered from the gas barrage, the unit is required to check anyway, failing on a dice roll of 9 or higher (10 or higher for the side firing the rounds). In the unlikely event that both sides use gas for the first time on the same turn, only the lesser penalties apply (to both sides). All morale check conditions due to Gas attacks apply so long as the regiment is in an area affected by gas and apply to both Morale check steps of a turn. Tank and Gun units receive a 2-column shift to the left to their basic firepower for all CRT combat. Further, all Intensity adjustment die rolls (if the option is being used) for both sides have a -1 modifier for the remainder of the game. CRT Attacks by Gas No CRT column shifts are made for Gas attacks.the CRT effects of Gas attacks are date-dependent: 1915: All attacks on the first turn Gas is used are resolved on the G1 column of the CRT; Gas attacks made subsequently are resolved on the G2 column of the CRT. 1916: First usage is resolved on the G2 column; subsequent usage on the G3 column. Should both players deploy Gas on the same turn, all attacks are made on the G3 column instead or later: All usage is resolved on the G3 column of the CRT. Smoke Barrages Each Asset assigned to a Smoke Barrage creates a 6ï ½ wide by 1/2ï ½ deep smoke screen that will last until the beginning of the next Artillery Resolution step. Record the placement location, turn of usage, and number of Assets used for a Smoke Barrage prior to the beginning of the game. Artillery Effects on Terrain Visibility Effects of Barrages Direct Fire attacks may not be made through or out of Smoke or Gas Barrages (units may be attacked while in either type of barrage). Additionally, all fire through or into other types of Barrages receives a 2- left column shift on the CRT. CRT Results vs. Wire Wire markers may be targeted by Guns (or affected by Creeping and Box Barrages) and are removed on a ï ½Wï ½ or ï ½#ï ½ CRT result. Morale When to Check Morale is checked after all Artillery fire for both sides has been resolved, and again after the conclusion of the Airpower phase. Each Regiment that lost at least one stand from a subordinate unit (not including

12 Support units) since the previous Morale Check must check morale (also see Gas Barrages). Note that Tank units, Airplane formations, and Guns/Batteries never check Morale. How to Check Subtract the total number of eliminated unit bases (excluding Support units) from the number ten. Roll two dice: if the result is higher than the number calculated in the first step, the unit has failed the morale check. Some units have inherent morale check dice roll modifiers; check the TO&E section for further details. A Regiment that rolls a total of ï ½2ï ½ always passes a morale check. A Regiment that rolls a total of ï ½12ï ½ always fails a morale check, and the penalty for failure is doubled. There is a +2 die roll modifier for any checking unit that has an enemy unit within 8ï ½ of its flank or rear. Failure Effects Each time a Regiment fails a morale check, its Intensity is lowered by one (two if a 12 was rolled) for the duration of the game, to a minimum of zero; mark the Regimental Command stand with a numerical chit equal to the current Intensity level. When a Regiment has its Intensity lowered to zero, the following consequences apply: a. Any subordinate unit that is involved in/contacted for Close Assault immediately surrenders and is removed from play, including any attached Support Units. b. The Regiment is immediately and permanently assigned a Regroup order and must attempt to withdraw to friendly at-start entrenchments or exit the friendly board edge. Depleted Units When a battalion is reduced to one Battalion stands (exclusive of Support unit stands), that battalion is considered depleted. Depleted battalions automatically assume a Defend order upon becoming depleted, regardless of the parent formation's Orders. Should the regimental/brigade's orders be involuntarily changed to Regroup, the Regroup order overrides a battalion's Depleted status. Air Power Airplanes When air power is available, each stand (or group of stands must be assigned a particular mission from those listed below. Each mission is recorded prior to play; missions may not be changed once recorded. Also record the turn of entry for all aircraft formations/units; aircraft may not be assigned to arrive before turn 2 of any game. Units assigned to Escort missions must state which other friendly planes they are escorting (and may not escort a Patrol or Escort mission). All airplanes may be on the board for a maximum of two turns, regardless of the completion status of their mission. Intercepted Flights Each air Formation must roll 2 dice on the turn it is plotted to arrive: On a dice roll of 2-9, the unit appears as scheduled. On a dice roll of 10, the unit appears one turn late. On a dice roll of 11, the unit appears two turns late. And, on a dice roll of 12, the unit has been intercepted and engaged before arrival; does not appear at all.

13 German units add one to their dice total during games set in (If you trust your opponent, this dice roll may be made in secret and the result recorded for verification at a later time). Available Air Missions: Observation Patrol and Escort Strafe/Bomb Balloon Busting Airplanes are rated for the following characteristics: Air-to-Air Firepower, Bombing firepower, Strafing firepower, and Maneuverability. Note that not all historically available aircraft types are present in the Master Aircraft List; only the most common aircraft for a side are presented for sake of brevity. Observation Balloons When present, each Observation Balloon may add column shifts to on-board indirect artillery attacks. Roll one die for each balloon present at the beginning of the Artillery Resolution step; this is the total number of additional column shifts to the right that can be added to the current turn's artillery attacks. No single attack may receive more than a two-column shift due to the availability of observation balloons. Players may also remove friendly Observation Balloons by stating their intent at the beginning of the Artillery Resolution step; no column shift modifiers may be gained from a ï ½loweredï ½ balloon. The balloon is removed (but keep note of its position for later use) at the end of the current turn's Airpower step. Balloons may be redeployed by announcing the intent at the beginning of any Artillery Resolution step; they may function normally in the Artillery Resolution step of the following turn. Balloons may never be redeployed to another location on the table. Observer Balloons have a line of sight to all non-reverse slope and non-woods locations on the tabletop. Line of sight is blocked into (but not past) Smoke and Gas Barrages. Air Unit Movement There is no actual movement of airplane miniatures on the board (save for purely aesthetic reasons); miniatures are simply placed in the middle of the board at the beginning of the Airpower step and missions/air combat sorted out from there. If Strafe, Bomb or Balloon Busting missions are being flown, place their markers, along with any escorts, adjacent to the target unit(s). Miniatures representing a formation with Strafe, Bomb, or Balloon Busting orders need not all attack the same target; escorts may freely choose which ï ½elementï ½ of a formation they will escort. Planes with Observation orders, along with any escorts, are placed near the enemy's board edge. Patrol missions are placed initially in the center of the table (ï ½no-man's land), and have the following options: 1. If there are opposing patrols, they must engage in Air-Air combat with the enemy. 2. If there are no opposing patrols, they must be placed adjacent to any other enemy aircraft with Escort missions, and resolve Air-Air combat. 3. If there are no opposing patrols or escorts, they may directly attack enemy airplanes having Strafe, Bomb, Observation, or Balloon Busting missions. 4. If there are no enemy airplanes present on the table, they may make either a Strafe or Balloon Busting attack this turn only. If still present on the table next turn, they are assumed to be on Patrol missions.

14 Patrol Breakthrough In the event that a unit with Patrol orders eliminates (e.g., by a # result on the CRT) an enemy unit with Patrol or Escort orders without having suffered a CRT result worse than a ï ½Pï ½ result itself, that unit may make a second attack against another enemy unit of his choice: If the eliminated enemy was on Patrol, it may attack any Escort unit; if no escorts are present, it may attack any enemy air unit (even one that has already been attacked once during this Airpower step). If the eliminated enemy unit was an Escort, it may attack any of the planes being escorted. Air Combat Mission Resolution Air-to-Air Use the Air-Air fire factor for resolution on the CRT; the player with the lower Maneuverability rating shifts a number of columns to the left equal to the difference between the two unitsï ½ ratings. Both players roll and results are applied. Column Shifts may never reduce the column rolled on lower than the ï ½2ï ½ column for Air-Air combat. Air-to-Ground Use either the Strafe or Bombing rating of the attacking aircraft for resolution on the CRT, ignoring any column shifts for Trenches. If the attacker rolls a 12 on the dice, treat as a ï ½Wï ½ result against the attacking aircraft. Neither type of mission may be executed against a unit within the area delineated by either a Box or Creeping Barrage. Balloon Busting Use the attacking airplane's Air-Air fire factor for resolution on the CRT; should the attacker roll a 10+ on the dice, treat as a ï ½Wï ½ result against the attacking aircraft. Attacking a lowered balloon is still possible; there is a 3-left column shift applied to this type of attack. Observation Any unit executing an Observation mission that did not engage in air combat during a turn rolls two dice: On a roll of 10 or less the spotters are successful: one offboard Box or Drumfire Barrage that is rolled on the CRT next turn receives a 2-column shift to the right. On a roll of 11 or 12 the Observing planes suffer an ï ½Sï ½ CRT result. When engaging in any Air-Air combat, each airplane stand may be targeted once per phase (exception: Patrol Breakthrough). CRT Results for Airplanes/Balloons P - Apply a 2-left column shift for all subsequent attacks. S - If on an Observation or Strafing mission, the unit aborts its attack, but may remain and attempt again if this is its first turn of movement. Other Mission treat this result as a Pin. W - Unit aborts mission and withdraws from the map. # - Unit shot down; remove from play. Any result other than ï ½-ï ½ destroys an Observation Balloon.

15 Special Terrain Rules Fortifications Fortifications represent built-up town areas, bunkers, and areas dotted with strongpoints. Units occupying Fortifications treat Withdraw results on the CRT as Shock, Shock results as Pinned, and Pinned results as ï ½no effectï ½. Units occupying Fortifications may not be Close Assaulted unless they are Pinned or Shocked. Wire Wire markers represent a series of wire entanglements and other man-made impediments to movement. Wire markers are placed and/or removed in 1.5ï ½ x 1/2ï ½ sections on the tabletop. Effects on Infantry Infantry units contacting any portion of a wire marker must expend 1ï ½ to 6ï ½ of movement to exit the wire (single die roll in inches). If the unit lacks the movement to exit the wire on a particular turn, it must remain in place until the beginning of its next movement phase. If the unit has a Pioneer Support unit with it, it may clear a wire section with a die roll of 1 or 2; the die roll is made after the unit has paid the wire movement penalty. Effects on Tanks Tanks moving into contact with wire must spend an extra inch of movement to exit the wire. Upon exiting, roll one die: On a roll of 1-3, a 1.5ï ½ section of wire that was traversed is removed from the board. A roll of 4 or 5 has no additional effect on the unit or the wire. If a 6 is rolled, the tank is immobilized as per an ï ½S-tank immobilizedï ½ CRT result. Trenches Trench lines are available in three varieties, depending on the date of the engagement and, in some cases, the nationality of the owning side (T-): All T- Trenches provide a 2-left column shift for Indirect fire, and a 3-left column shift for direct fire on the CRT (T): 4-left shift for indirect fire; 5-left shift for direct fire and later (T+): 6-left shift for all types of fire. Cowering Defending battalions occupying trenches may declare that they are attempting to Cower in lieu of making an attack against an enemy unit. To successfully cower, the unit rolls on the CRT column corresponding to its current firepower and subtracts its its current Intensity Rating from the die roll. Any effective result (e.g., pin or worse) allows the unit to Cower. All direct fire attacks against Cowering units must add 4 to the CRT die roll. Mark a Cowering unit by temporarily turning one or more stands of the unit so as to face away from the enemy. Cowering units subtract one from their Close Assault die roll if assaulted during a turn in which they Cowered. The French and Italians, notably, didn't always complete their main trenches; dugouts and parapets were frequently incomplete along an entire sector. When representing their main and supporting trench lines, a mixture of trench types should be used: (T- and T in 1915, T+ and T in 1916/17). Also note that most supporting and communications trenches (for any nationality) should be a lesser type than the main trench line(s). Units occupying T or T+ trenches may, at their option, ignore Withdraw results suffered from Direct or

16 Indirect Fire on the CRT [e.g., not Close Assault Combat]; units doing so are still Shocked. An enemy trench provides only half of the listed column shifts when occupied/used by friendly units; round fractions down. Units belonging to the attacker may Cower when occupying enemy trenches by following the outlined procedure at the beginning of the Defender's Direct Fire phase, prior to any of the defender's CRT die rolls. All open terrain within 3ï ½ of any trench line and all terrain between each side's main trench line in 1915 or later is treated as Broken terrain. Tanks may cross trenches according to the ï ½Trench?ï ½ column of the Master Tank List; the type of trench listed is the highest trench type that particular tank may cross. Mud If mud is in effect all Gun fire (Direct or Indirect) is resolved with half of its normal firepower rating. In addition, apply all movement penalties listed on the movement chart. The Hindenburg Line Units occupying a trench representing a trench portion of the Hindenburg Line receive all of the CRT column shifts of a Trench+, and are treated as if they were also occupying a Fortification for application of CRT results. Fortresses Individual Fortresses and their effects on play will be covered in specific scenarios, but are generally pretty nasty 8). Optional Rules Note: These rules will increase the game's perceived realism at the expense of having a slightly longer playing time for each individual game. Tank Reliability Each turn that a tank stand wishes to move, roll two dice: on a total of 11 or 12, the tank base suffers temporary immobilization as if it had received an ï ½Sï ½ CRT result. Pilot Quality Formations may be rated as Exceptional, Normal, or Green, depending on their historical performance (players may want to do further independent research depending on their interest level). All rules apply as stated to Normal formations; Exceptional formations receive a 1-right column shift for all Air-Air combat; Green Formations receive a 1-left column shift for all Air-Air combat. Intensity Modifier (Note: a unit's Intensity rating represents a combination of several factors, including à lan, willingness to execute orders, etc. A number of variables are in play from moment to moment in combat; thus, the temporary adjustment given below - otherwise, players can fall into the same trap that their real-life counterparts did: treating combat as just another mathematical equation). Prior to calculating a unit's Firepower or Close Assault value, a die is rolled to adjust the unit's Intensity rating that affects only that unit for the current attack. Consult the Intensity Chart and roll one die; the result is applied, along with any Intensity modifiers due to Morale status, to find the unit's current Intensity for the appropriate calculation. For fire combat, all units that will fire at a single enemy target

17 must be declared before the first Intensity Adjustment die roll is made. Preplotted Artillery (Note: the on-board artillery rules really don't reflect the historical usage or availability of divisional guns; the rules give players more flexibility than their real-life counterparts had. While more cumbersome, this option better reflects their actual use in the field). Two-thirds of all available on-board Guns must pre plot their fire in three turn increments. Each plot must include the target/target area, number of guns and total attack strength, and the turn of attack; if the guns are to move, the movement must also be preplotted. The first three turns are plotted prior to commencement of play; other plots are recorded at the end of every third game-turn (3rd, 6th, 9th, etc.). All plotted attacks must occur as written, regardless of the presence or absence of friendly or enemy units in the area. While using this option, on-board guns may be used for Creeping and Box barrages; if used as such their firepower total is halved, and the involved Guns must be plotted to fire a particular mission for at least two consecutive turns. A minimum of three guns is required for each type of barrage; use the (halved) total of the gunsï ½ firepower factors for resolving attacks on the CRT. A Creeping Barrage fired in this manner has a frontage equal to 2ï ½ times the number of firing Guns. Players may still choose the speed at which the barrage moves (+ or -). The remaining one-third of available on-board Guns may fire as the player sees fit, within all previously stated restrictions. Asset Counterbattery Fire Players may plot their available Assets to conduct Counterbattery fire. For each Asset so plotted, roll on the ï ½12ï ½ column of the CRT, adding one to the dice roll total: P - no effect. S - Enemy Plot disrupted; one randomly chosen Asset plot is either delayed one turn or resolved at half strength - owning player's choice. # - Enemy Guns silenced; one randomly chosen enemy Asset is eliminated and no longer available for use. If the elimination of this Asset would affect the plot of a Creeping or Box barrage by lowering the Assets below the minimum required to conduct the plot, resolve the plot as written, but reduce the number of turns of effect by one. If a Gas Asset is used for Counterbattery fire, subtract three from the CRT die roll. Fanaticism If any unit rolls a ï ½2ï ½ on a Morale Check, increase the unit's Intensity rating by one, to a maximum of one greater than the number on the Regimental Command stand. Shock Formations All battalions having one or more intact Trench Raider/Stosstruppen Support Unit stands attached are considered Shock formations for purposes of Breakthrough Movement. All battalions of German Shock divisions have Breakthrough movement capability without regard to the presence/absence of Stoss Support Units and receive a +2 die roll modifier when receiving any type of Direct Fire.

ARMY COMMANDER - GREAT WAR INDEX

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 information

command efficiency table

command efficiency table sequence of play 0. PRE-GAME ORGANIZATION PHASE. 1. POSTURE DETERMINATION PHASE 2D6 + Cohesion. Highest total has initiative in this phase. Mark required stands or groups in movement posture. [6.01.01]

More information

Henry Bodenstedt s Game of the Franco-Prussian War

Henry 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 information

Frontier/Modern Wargames Rules

Frontier/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 information

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives

Command 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 information

Field of Glory - Napoleonic Quick Start Rules

Field of Glory - Napoleonic Quick Start Rules Field of Glory - Napoleonic Quick Start Rules Welcome to today s training mission. This exercise is designed to familiarize you with the basics of the Field if Glory Napoleonic rules and to give you experience

More information

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.

Game 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 information

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Solitaire 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 information

Napoleon s Triumph. Rules of Play (draft) Table of Contents

Napoleon 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 information

Airborne Landings For WWII MicroArmour :The Game

Airborne 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 information

Infantry Square Formation for RFF Variants

Infantry Square Formation for RFF Variants Playtest Version 3, 02/16/11 Infantry Square Formation for RFF Variants Infantry can reduce their risk from a cavalry charge by changing formation into a square. During the American Civil War, squares

More information

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Portable 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 information

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance

Gettysburg 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 information

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For BATTLES MAGAZINE #7 A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry Growling Tigers The Battle For Changde, 1943 is a two player wargame simulating the final stage of the

More information

Sequence of Play This rulebook is organized according to this Sequence of Play.

Sequence 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 information

CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan

CEDAR 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 information

UNITS Hidden Units Formed Units Fighter Commander

UNITS 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 information

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units

2.0 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 information

I-95 GAMERS. Domination Missions

I-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 information

22.0 Extended Examples of Play

22.0 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 information

Gazala: The Cauldron Table of Contents

Gazala: The Cauldron Table of Contents Gazala: The Cauldron Table of Contents 1.0 Introduction... 1 2.0 Components... 1 2.1 Game Scale... 1 2.2 Playing Pieces... 1 2.2.1 Action Chits (see 4.0)... 1 2.2.2 Tactical Chits (see 4.0)... 1 2.2.3

More information

On the day you also need to bring :

On 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 information

Maida 1806: Stuart vs. Reynier

Maida 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 information

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

RESERVES 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 information

Getting Started with Panzer Campaigns: Budapest 45

Getting 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 information

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution

SERIES 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 information

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

CONTENTS 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 information

LATE 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 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 information

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics.

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics. Red Parachutes Extended Player Aid Sheet by Richard J. Vohlers Includes advanced rules; optional rules in italics. S = Soviet; G = German; B = Both; P = Phasing; NP = Non-phasing; OOS = Out of Supply;

More information

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2

A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.) Version 2 Page 1 of 30 A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2 The first abstraction: A Marvellous Victory are an abstract set of wargame

More information

Flying Circus Air Combat During the Great War By David Schueler

Flying Circus Air Combat During the Great War By David Schueler Flying Circus Air Combat During the Great War By David Schueler 1.0 Introduction Flying Circus is a quick and easy World War I air combat game, it is meant to cover air combat from 1915 through 1918. The

More information

When it comes to generic 25mm Science Fiction skirmish games, there are really only two choices.

When 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 information

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

COMPONENT 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 information

KAWAGUCHI S GAMBLE: EDSON S RIDGE

KAWAGUCHI 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 information

Battle of Prokhorovka

Battle of Prokhorovka Perform Action Move/Fire according to action chosen Fire machine Guns (tanks only) Fire all eligible machine guns Rally (infantry only) Leader stand may attempt to rally pinned units Rifle stand - 1 die

More information

1.0 INTRODUCTION FORTRESSES COMPONENTS REPLACEMENTS GAME TERMS SEQUENCE OF PLAY VICTORY CONDITIONS

1.0 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 information

CONTENTS. 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 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 information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM 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 information

RULES OF PLAY Living Rules

RULES OF PLAY Living Rules Ukraine 43 2nd Edition 2ND EDITION RULES OF PLAY Living Rules 7-4-5 TABLE OF CONTENTS. Introduction... 2 2. Contents... 2 3. Sequence of Play... 3 4. Stacking... 4 5. Movement... 4 6. Zones of Control...

More information

Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire.

Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire. Featherstone Like WW2 Rules These rules are very similar to the Featherstone/Bath mass combat rules you can find for Ancient and 18 th Century combat. They have been adapted for a massed skirmish game

More information

Aperitif Game for Gentlemen, By Pierre Laporte

Aperitif 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 information

Moscow WB-95 system. Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki

Moscow WB-95 system. Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki Moscow 1941 WB-95 system Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki Playtest: Roman Mękicki, Bartłomiej Batkowski, Szymon Kucharski,

More information

TUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to:

TUTORIAL 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 information

LATE 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 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 information

World at War. Blood and Bridges, Death of First Panzer, Eisenbach Gap COMBINED SCENARIO: A RACE FOR VICTORY. Robert Holzer, 2010

World at War. Blood and Bridges, Death of First Panzer, Eisenbach Gap COMBINED SCENARIO: A RACE FOR VICTORY. Robert Holzer, 2010 World at War Blood and Bridges, Death of First Panzer, Eisenbach Gap Robert Holzer, 2010 COMBINED SCENARIO: A RACE FOR VICTORY In a sudden blitz attack a detachment of the 2 nd Soviet Airborne Division

More information

Campaign Introduction

Campaign 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 information

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287!

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287! NfejfwbmCbuumft Mfhobop 3:uiNbz2287 2008 1 Battles of the Middle Ages Battle of Legnano 1176 Rulebook version 1.0 1.0 Introduction Battles of the Middle Ages is an easy to learn wargaming system that tries

More information

BRONZE EAGLES Version II

BRONZE 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 information

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Introduction This is an after action report of a play test game of Monlimar: Anvil of Fate. Please note that the Vassal module and graphics

More information

Introduction. Nothing can be done contrary to what could or would be done in actual war. Revised Rules for the NAVAL WAR GAME (1905) Fred T.

Introduction. Nothing can be done contrary to what could or would be done in actual war. Revised Rules for the NAVAL WAR GAME (1905) Fred T. Design Parameters Introduction These rules have been developed so that it is possible to fight small World War II Ostfront battles between Axis and Soviet forces. The battles last about an hour or two

More information

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

IMPERIAL 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 information

Angola! Rules of Play

Angola! 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 information

Napoleon s Triumph. Rules of Play (draft) Table of Contents

Napoleon 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 information

Stargrunt II Campaign Rules v0.2

Stargrunt II Campaign Rules v0.2 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

More information

RAF: Lion Rules Flipbook v1.0

RAF: Lion Rules Flipbook v1.0 RAF: Lion 2013 Rules Flipbook v1.0 This guide is an update of the excellent Flipbook prepared by Alan_De_Smet and rockhpi on BoardGameGeek.com (RAF: Lion Rules Flipbook v1.4-ads4). I have updated their

More information

AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT

AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT Using this rule, you may attempt to develop improved military technology. If you decide to use Research & Development, it becomes the new phase

More information

Remember the Alamo!* By George Knapp Version 6, 31 Jan 2000

Remember the Alamo!* By George Knapp Version 6, 31 Jan 2000 Remember the Alamo!* By George Knapp Version 6, 31 Jan 2000 *Please accept my apologies for the title. I do not mean to infringe upon any copyrighted material using the same name. These rules are for home

More information

Introduction. A. What You Need. WWII Miniatures Skirmish Game. by Don Bailey

Introduction. A. What You Need. WWII Miniatures Skirmish Game. by Don Bailey WWII Miniatures Skirmish Game by Don Bailey Introduction Paper Tigers II expands on the original Paper Tigers rules adding depth and detail without adding a great amount of complexity. It is intended to

More information

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

Empires 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 information

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Table of Contents 1.0 Introduction 2.0 Components 3.0 Sequence of Play 4.0 Weather Phase 5.0 Supply Phase 6.0 Reinforcement

More information

Range Example. CARDS Most Wanted The special rule for the Most Wanted objective card should read:

Range Example. CARDS Most Wanted The special rule for the Most Wanted objective card should read: Range Example FAQ Version 1.1.1 / Updated 7.24.2015 This document contains frequently asked questions, rule clarifications, and errata for Star Wars: Armada. All changes and additions made to this document

More information

PROFILE. Jonathan Sherer 9/10/2015 1

PROFILE. 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 information

PRELUDE: THE ADVANCE TO THE VOLGA... 2 by Michael A. Rinella. THE BATTLE IN STALINGRAD... 6 by David M. Glantz and Jonathan M.

PRELUDE: THE ADVANCE TO THE VOLGA... 2 by Michael A. Rinella. THE BATTLE IN STALINGRAD... 6 by David M. Glantz and Jonathan M. PRELUDE: THE ADVANCE TO THE VOLGA..................... 2 by Michael A. Rinella THE BATTLE IN STALINGRAD.................................. 6 by David M. Glantz and Jonathan M. House AFTERMATH:THE DEATH

More information

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 RULEBOOK -UPDATED 12/25/01 Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 Table of Contents 1.0 Introduction............... 2 2.0 Game Components........... 2 3.0 Game Setup...............

More information

Getting Started with Panzer Campaigns: Stalingrad 42

Getting 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 information

The Glory that was GREECE. Tanagra 457 BC

The 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 information

001 \ FORTRESS AMERICA

001 \ 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 information

RU L E S REFERENCE USING THIS RULES REFERENCE

RU L E S REFERENCE USING THIS RULES REFERENCE TM TM RU L E S REFERENCE USING THIS RULES REFERENCE This document is a reference for all Star Wars: Armada rules queries. Unlike the Learn to Play booklet, the Rules Reference booklet does not teach players

More information

Getting Started with First World War Campaigns: France 14

Getting Started with First World War Campaigns: France 14 Getting Started with First World War Campaigns: France 14 Welcome to First World War Campaigns: France 14. In this, the first title in of the First World War Campaigns series of operational combat in World

More information

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

Fleet 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 information

Holland 44 Operation Market-Garden

Holland 44 Operation Market-Garden Holland 44: Operation Market-Garden Rev. May 2018 Holland 44 Operation Market-Garden 1 RULES OF PLAY Revised May, 2018 TABLE OF CONTENTS 1. Introduction... 2 19. Reinforcements and Entry Areas... 19 2.

More information

Conflict Horizon Dallas Walker Conflict Horizon

Conflict 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

PROFILE. Jonathan Sherer 9/30/15 1

PROFILE. 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 information

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each) Advanced Vive l Empereur Introduction Advanced Vive l Empereur is a Histo Command Dice System Game and allows you to simulate on a grand-tactical level the battles of the Napoleonic era. The player is

More information

Air Deck Rules and Use

Air 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 information

Combat Captain World War II Tactical Wargame Rules

Combat Captain World War II Tactical Wargame Rules Combat Captain World War II Tactical Wargame Rules January 1, 2010 revision By David Raybin COMBAT CAPTAIN! World War II Tactical Wargame Rules ( JANUARY 1 Revision) 2010 David Raybin Introduction These

More information

Axis & Allies Miniatures Contested Skies Errata

Axis & Allies Miniatures Contested Skies Errata Axis & Allies Miniatures Contested Skies Errata Compiled by Mons Johnson, Robert Mull, Justin Webb, and Steve Winter Document last modified March 5, 2006 In order to accommodate the addition of Aircraft

More information

Pacific Battles: Malaya 1941

Pacific Battles: Malaya 1941 Pacific Battles: Malaya 1941 CONTENTS 1.0 IntrodUctIon 2.0 GaMe components 3.0 HoW to Set UP the GaMe 4.0 SeQUence of PlaY 5.0 command MarKerS 6.0 reinforcements 7.0 logistics 8.0 SUPPreSSIon 9.0 reorganization

More information

Panzer Battles User Manual

Panzer 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 information

Range Example. Cards Most Wanted The special rule for the Most Wanted objective card should read:

Range Example. Cards Most Wanted The special rule for the Most Wanted objective card should read: Range Example FAQ Version 1.2 / Updated 9.30.2015 This document contains frequently asked questions, rule clarifications, and errata for Star Wars: Armada. All changes and additions made to this document

More information

Getting Started with Modern Campaigns: Danube Front 85

Getting 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 information

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...9 Pre-Combat...10 Combat...12 Post-Combat...16 End of Week...17 End of Campaign...19 Optional ules...19 Credits...19 Sample Game...20

More information

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1

IWO 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 information

FIRE FROM THE SKIES. Leonard R. Heinz

FIRE FROM THE SKIES. Leonard R. Heinz FIRE FROM THE SKIES 1. INTRODUCTION 1.1. "Fire from the Skies" ("FFTS," for short) is a naval warfare simulation portraying naval air warfare in World War II. The simulation presents aspects of this warfare

More information

BOLT ACTION COMBAT PATROL

BOLT 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 information

HEXBLITZ GENERAL INFORMATION

HEXBLITZ 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 information

VIII Corps: The Somme 1916

VIII Corps: The Somme 1916 VIII Corps: The Somme 1916 A Card Wargame of World War I Neal Reid 2016 Published by Vexillia Limited www.vexillia.com Contents 1. Introduction 3 2. Historical Background 3 3. Game Overview 5 4. Setting

More information

PanzerBlitz Rules of Play

PanzerBlitz Rules of Play PanzerBlitz Rules of Play General Outline of Play...2 The Mapboard...2 The Playing Pieces...2 Factor Definitions...2 Unit Identification Table and the Program Identity Code System (PICS)...2 Movement...3

More information

IV. TROOPS FAQ SPECIALIZED UNITS 2

IV. TROOPS FAQ SPECIALIZED UNITS 2 IV. TROOPS FAQ STANDARD UNITS 1 7 8 8 Infantry Move 0-1 and battle, or move 2 no battle May Take Ground on successful Close Assault Armor Move 0-3 and battle May Overrun on successful Close Assault Artillery

More information

FRIDAY APRIL 1 ST 8:00AM - 6:00PM

FRIDAY APRIL 1 ST 8:00AM - 6:00PM FRIDAY APRIL 1 ST 8:00AM - 6:00PM Do not lose this packet! It contains all necessary missions and results sheets required for you to Participate in today s tournament. It is your responsibility to hold

More information

Lest 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 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 information

LITTLE BIGIIORH 2015 Legion Wargames, LLC

LITTLE BIGIIORH 2015 Legion Wargames, LLC TlI:J BATTL:J OF TlI2 LITTLE BIGIIORH 2015 Legion Wargames, LLC v1.3 IHDIAR WARS OF TH= AM=RICAR mst VOLUM= III 1. INTRODUCTION.fWJ\w '""' '"'" The Battle of the Little Bighorn, also known as Custer's

More information

THE LAST CRUSADE 1. Getting Started 2. The Cards 2.1 Terrain cards Supply Cost: Name: Historical information Text: Game effects:

THE LAST CRUSADE 1. Getting Started 2. The Cards 2.1 Terrain cards Supply Cost: Name: Historical information Text: Game effects: THE LAST CRUSADE The Last Crusade is a quick, yet realistic game of World War II combat, recreating the Allied campaign from the bocage of Normandy to the crossing of the Rhine and the capture of Germany's

More information

The Emperor Titan is the largest type of Imperial Titan, consisting of two classes: the Imperator and Warmonger.

The Emperor Titan is the largest type of Imperial Titan, consisting of two classes: the Imperator and Warmonger. The Warmonger Titan Table of Contents Introduction...4 Points Cost:...4 Set Up...5 Warmonger Titan Weapons...5 Sensorium Guns...5 Secondary Weapons...5 Point Defence...5 Flak Batteries (4):...5 Doom strike

More information

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers 1. Introduction Bravery in the Sand 2.1.2 Markers Bravery in the Sand is a two player game that covers the major part of the battle known as Operation Crusader in North Africa during World War Two. Covering

More information

Larsson's A&A50 House Rules

Larsson's A&A50 House Rules Larsson's A&A50 House Rules 2009-03-17 House Rule 1 Black Sea - Official optional rule In order to maintain its neutrality, Turkey closed the narrow straights linking the Black Sea and the Mediterranean,

More information

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory.

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory. BATTLEMECH RECORD SHEET Left Torso Head Right Torso ARMOR DIAGRAM Type: HER-2S Hermes II Tonnage: 40 Points: Walking: 6 Running: 9 Weapons Inventory Mech Data Type Location Damage Short Med. Long 1 Autocannon

More information

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War

The 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 information

Rules Version 2.0 Dec. 18, Table of Contents

Rules Version 2.0 Dec. 18, Table of Contents Rules Version 2.0 Dec. 18, 2001 Table of Contents 1.0 Introduction... 2 2.0 Components... 2 2.1 The Maps... 2 2.2 The Counters... 2 2.3 The Die... 2 2.4 Definitions/Abbreviations... 3 2.5 Game Scale...

More information

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword Didier ROUY Vive l Empereur! STANDARD RULES Third edition Foreword "Vive l Empereur!" is a series of simulation games using a standard rules system and a set of exclusive rules specific to each battle.

More information