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AIRE ee Bi BATTLE et ee sey « «. THE| INTRODUCTORY WARGAME; AIRFIX BATTLES is a game of tactical land combat in the Second World War. It uses a map with @ square grid fo show the local terrain and the position of troops. Unit cards describe the troops and their abilities, and players use elther die cut cardboard counters or AIRFIX miniatures to represent them on the map. AIRFIX BATTLES has many different maps cand scenarios, and players can also design their own. The game presents varied tactical challenges to players and yet it is easy and quick to learn, d For the fist scenario find the Forest Map and lay it cut on the table. Then take 4 pieces of Square Cover and 4 pieces of Rough Terrain from the counter sheet and trange them on the map as shown’ ALLIED DEPLOYMENT ZONE ws Players choose which Force they will command, Axis or Alles, and take the corresponding Force deck Force decks describe the troops available to each player's Force. You may only select froops from your side's Force deck. In this Introductory Wargame for Airfix Bates, the Allies are represented by the U.S.A. and the Axis by the Germans. For the first scenario take the following 4 Unit cards from both the Axis and the Allied Force decks. These will be each side's starting Units: = 1 Captain x 1 Votorans m2 Infantry Squods / Grenadiers Each Unit card states the number of soldiers inthe Unt ust below the name of the Unit. For example, a US Infantry Squad has "10 Men with 2 Bazooka’. If you are using he Infantry ‘counters provided inthis box, choose enough counters for your Units end place them by each Unit card, ready for deployment to the map. You may use Airfix figures to represent your Units instead, if you have them. Don't worry if your figures dent have Pe eee eee ny block line of sight and poe eae rete Crue een red Ss | forsee I fom Ele) ay Ssocicties ene ay Porno TERMINOLOGY We have used the term ‘Squads’ throughout for convenience. We recognise that the terminology is different for different nationalities — Squad for U.S.A., Section for British, and Gruppe for German — and that there are also varied terms for groups of Vehicles and specialists. ed exacly the right weapons, ais only the numberof figures that court All other information (weapen stats and Unit abiltios) comes from the Unit cards. All your Infantry (& ), Vehicles (Tracked ali and Wheeled (ig ), Towed Guns ( AF}, Commanders and Attachments ‘are Units and ore described by their Unit cards ‘A Unit isa group of soldiers that moves and fights ogether. It is represented by one or mere Unit cards, which you keep in front cof you, and by lnfanity counters ot figures on the map. A Unit ‘occupies one square on the map, and a maximum of 1 Unit can ‘eceupy any one square. ‘The Unit cards let you build the Force you want, ether using the dia cut cardboard Unit counters, or the figures and models you own, Each card has an overall colour, s0 you can easily recognise its type: (Gh ster 4) 2 towed Gun | A) Squads ren Wheeled ( ®ity ) & Tracked Vehicle (li Squads (red). Commanders (orange). These cre officers of different ranks that command one or more of your Squads. They callow you te purchase « number of Units and may have one or more Attachments, indicated by the coloured tabs atthe right ‘edge ofthe cord. They increase the number of Command cards you can have in your hand ond the number of Orders that you an give in a Round etree rch es sect ps once {le} fo Commander. Atachments are cays in the some square os the Commander and form part of his Unit. Ce eee a and are used fo purchase the Unit in ee ees oe ere easy eee eee en ay eee etre) number of Stars. For example, in ere et ay Pees Rk Ca Ce eee ney CO ee and quality. You take actions such eee ae ieee crc Cae Rete ee Deen smG @3 Uhh Rell once french miss when firing ot ajaen squares tal Inthe first scenario you have some Veterans. They must be attached to your Captain, and together they form a Sman Unit Your & Captain cannot be assigned to an Infantry Squad, because with hie Vetorans Atachment ho forms o fll Unit The Commander and his Atachmens count as one Unit and carry ou etions logeler. Fan & Commander has no AMfochmets, he must be asignd fo a Squad. An assigned Commander becomes art ofthe Uni insead of acting on his con. Hover, Cormmncos have tet own personal woop and cannot ss the assigned Squads weapons. Some snkor Commanders require an Aachen and cannot be assigned 1 a Sqvod a the srt oF game, Hond ond Play values appear on Commanders and a few other cards, reflecting that individual's role in leading your Force. A the start ofthe scenatio, add up the Hand values for all the Unit cards in your Force, then add 1 to get the total Hand value of your Force, Do the same for the Play value. IF Unit wth Hand oF Play values is destroyed, then, during CleanUp {see page 5), reduce your Hand and Play values by the emoun! listed on the Unit's card. I all your cards of his type are destroyed, but you still have Units left, your Hand and Ploy valves will both be 1 Oe ae os Ce ay belongs to and which Force deck Sree Se ee ge number of Command cards you may se for giving Orders each Round. Your Force's Hand valve is the maximum number of cards you may have in your hand. Hero Ifhit alvoys get 0 Seve This shows the Unit fy wi is ie Movoment Points (® ). The way the card is rotated shows Cece ats (eet) Son eee) Pee eres * cS D CAR D CAR! Shuffle the Command cards to form the Command deck. Then deal beth players a number of Command cards equal to their Force's Hand value — in Scenario 1, five cards each. Put the ‘Command! deck conveniantly to one side of the map and leave a space for a discard pile You may look at your Command cards before you deploy your Units Before you start, both players roll a dice to see who places the frst Unit. The player withthe highest score (rerell any fis] ean choose whether to start or to allow their opponent fo start. The player who los this rol fokes the Volour counter. Place your Units, into your deployment zone, taking it in turns to deploy 1 Unit ‘each, until all Units have been deployed, Find two different pairs of matching ID counters, one pair for each Unit, for each player. Keep one ID counter on the Unit card ‘and keep the matching counter (with the same number) with that Unit's K counters or figures ‘on the map. These will help identify which Units belong to which cards ‘The counters or figures represent the number of men in your Unit, not the dotails of heir weapons. For instance, when using counters you can mix counters of grenadiers, riflemen, and bazookas to make up your K Unit. The Unit card describes the Unit in detail, while the counters and figures are only used to show how many men are lft in your Squad Ifyou are using & on bases with more than 1 figure on each base, you can use the damage counters on the back of he Infaniry counters to show how many casualties each base has received. ID COUNTERS EXAMPLE naam Ka sinatne 4 carers O17 VALOUR COUNTER Ce aC eee ee re-roll any single dice roll or set of dice rolls that you (Speer ee mee your Unit's firing, or Morale Checks as a result of hits to one of your Units). You must decide whether or not to use the Valour counter immediately after you have rolled the dice. If you use the Valour counter, you must ‘accept the re-rolled results, and then give the Valour counter to your opponent, who now gains Pec aes rg Pee ee cy many times during the game. have made ae 5 un od Sen i The Axis player deploys Units into the grey squares tthe Axis, deployment zone) on the map, and the Allied player deploys Unis into the green squares (the Allied deployment zone). Each square can have only 1 Unit in it, even if the Unit is down fo just 1 man, The A Coplain and his Veterans count as 1 Unit AIM OF THE GAM You win the first scenario by destroying atleast 3 Stars of enemy Units (as noted on the Unit card's upper left corner). When ‘of your Units is routed or eliminated, hand its Unit card to your opponent. You keep track of how close you are to winning by counting the Stors on the cords you've collected SEQUENCE OF Airx Bales i played in @ rumber of Rounds, each of which has the following Sequence of Play Y 1. Draw Command cards 2. Rall fr Initiative Play Command cards 4. Cleanup Continue playing Rounds unil one of you hos destroyed at least 3 Stats of enemy Units. D Ath start of« new Round (except for the first Round) both players caw Command cards, s0 that each player's hand size is back up to their current Hand value. Before you draw, you may optionally discard as many Command cards Fem your hand as you wish. nitiative Before rolling, each player may discard one or more Command cards to add +1 per discard to their Initiative rol. you discard your hand size will be reduced for the Round. The player currenily holding the Valour counter isthe firs fo choose how many cards fo discord. Both players roll @ dice and add 1 for each Command card discarded. The player with the highest total wins the Initiative ‘and chooses which side will play the first Order card, In the ‘event of ati, roll again with no modifiers. Play Command Cards ‘Command cords come in two varieties — Orders and Interrupts, Players take lus to play an Order or, cliematively, may pass. If you have played « number of Ordors equal to your Force's Play value or have no cards lef, then you must pass. Once you have passed, you may not play any more Orders. You may sill play Interrupts. IF both players pass, the Round ends ‘When you play an Order card, you give Orders to one or more cof your Units. Your ordered Units thea taka one ot move Actions «a described on their Order card. Each Unit can raceive only ‘one Order per Round, although « single Order may enable a Unitto take more than ane Action. Each Command card you play os an Order counts against yur Play value. Put each played Order card next to or slightly ‘overlapping the Unit cards given the Orders, so that you ond your opponent can see which Units have received Orders, and how many Order cards you've played this Round. ‘A Unit given on Order cannot be given another Order this Round, but can use Interrupt cards ‘Once you've played « number of Order cards equal fo your Play value, you can't play any more Order cards fill he next Round. You can sil ply Interrupts Clean-up Put any Command cards used in the Round, including any (Orders with lasting effects that have expited, into the discard pile. IF you've lost any Units with Hand or Play volves, adjust those values for your Fores. Then start a new Round with ‘Drow ‘Command cords’. PLAYING COMMAND CARDS You play Command cards to give your Units either Basic ‘Orders or Special Orders in your own tur, of in some cases os Interrupts in your opponent’ turn. Any Command card can be played for any one (and only one) ofthe following Bosic Orders Basic Orders Basic Orders allow Units to take one of the following aictions: = Move & Fire 1 Reinforce (see Reinforcements page 17. For the firs ime playing Scenario 1, play without the Reinforcements rules) ‘Any Command card, including Interrupts, can be played as a Basic Order. The Basic Orders ‘ate shown on the back of the card as 6 reminder. When you play Basic Order, choose one ‘of your Units that hasn't already had an Order, and take the ‘Move, Fite, oF Reinforce Action with i, You can't use the Special ‘Orders or Interrupt on the fron cof the card if you play i for a Basic Order, Each Unit can be given enly one © tomb ‘Order per Round. When you've played a card for a Basie Order, place it face down overlapping the Unit card tht received the Order. This will remind beth players that this, Unit has used « Basic Order, and tha this Order card counts against your Play valve. Move Actions Each type of Unit has @ number of that it can vse when it is given @ Move Action. Alll your Units in Scenario 1 are Units, 0 hove 2 1. Units Move horizontally or vertcaly on the squared grid, never diagonally. The squares onthe Forest Map are Open Terrain and cost only 1 to entor. Squares containing Square Cover ond Rough Terrain pieces cos! 20 for K See Movement for details [page 7). Soe Movement Table on back of rulebook for I costs Fire Actions ‘You use a Fire Action to shoot ct one enemy Unit with one of your Units using ene of the weapons types listed on your Units car. For example, an Infantry Squad in Scenario | will use its rifles/ IMGs (these joinlly count as one type of weapon). The enemy Unit must be in range and line of sight. See Combat for details [page 7) 1 Small Arms ( {Ul} Each counter or figure in the Unit moy Fire using 144. Small arms include Rille/IMG, Rifle, Asaul Rifle, Sniper Rifle and SMG. = Crewed Weapon ( ¢/ }« Each non small cms weapon requires 1 man inthe Uni fo Fire if there are mulple ‘weapons in Unit, you may Fite each one wit ther full srs a long as you have a man for each weapon. For example a US infanty Squad may Fre 2 bazookas as Jong as a least 2 men are left in the Unit. fit has only 1 man lef, it may ony Fite 1 bazooka oI ile/MG. Vehicle Weapon ( 4 ). May Fire as long as the Vehicle is not destroyed © Grenade ( (§ }. Grenades have their HE or AT effect regardless ofthe numberof men inthe Unit. (See Weapons Table on poge 7} EXAMPLE SPECIAL ORDER: INFANTRY ASSAULT Cea! paragraph, this Order card eet tee ars org ee So eer ear aad Prey ae Se Erety Py ae eT eer carry out the Actions after which they will count as Cree a era may choose to skip over parts of a Special Order. For eer eee ee a ere i carry out the second part of he card ‘1 Unit may Fire then Move’. You could even choose to carry out (eet enh eo ie) Fire Action and just Move on Unit. Mn PASTY no ws A EITHER Frew 1 Uni Then ferent Unit ‘oy Fire then Nove oR 1 Ut oy Move vik 1 > ending nan Asoo wth ‘xtra 3 ed 10 ther Asal ols. ‘The front of each Command card describes Special Orders and Interrupts that are more powerful than the Basic Orders, Each Command card describes ils type [Special Orders or Interrupt), the Unit or Units you can usa when you play it, and ‘what Actions the Units can take. You play Special Orders on your Units during your own turn Interrupts ollow you to use a Unit during your opponent's urn. ‘Whenever you play a card for its Special Orders, it counts ‘agains! your Play value. Interrupt cards do not count against your Play value. Once you've played a number of Order cards (Bosic or Special) equal to your Play value, yeu ean? play any more Order cards till the next Round, but you can sill play Interrupts. A Unit that has only been used with an Interrupt card can still be given Orders, Some cards have two alternative Special Orders paragraphs. You may only pick one Special Order from the Command card. Wh you play a Command card, you may ignore any Move or Fire instructions that your Units cannot do, that you do not wish them to do, See Example Special Order: Infantry Assault sidebox. tion ‘The text of a Spacial Order describes the Actions that you can take ‘and the Units to use, Follow the Actions in the sequence given, IF 0 Special Order card specifies more than one Unit, you con divide up the Actions and give them to different Units or apply them to the same Uni, if pecmited by the card. Units which have previously received Orders in this Round may not be given Orders inthis way. Before you carry out the Actions onthe card, specify all the Unit that you are giving Orders to withthe card, One Order cord could result in several ordered Units; none of these Units can be given Orders again this Round. When you've played an Order card, place it face up overlopping the Unit card that received the Order. Ths will remind you that those Units have used a Special Order, and that this Order card counts agains! your Play value Order Cards With Lasting Effe Most Special Orders only have effects immediately when you play them. Some cords [for exampla, Dig In and Stay Frosty) have lasting effects, which are stated on the card. Tuck the Order card under the Unit card it is afecting, so that you and your opponent can 888 the name of the Order card, These Order cards stay in effect and grant the Unit the bonus described on the card until one of the cara!s discard conditions cccurs. At that point, put the Order card in the discard pile Ploying an Order card with a lasting effect counts as the Uni’ Order forthe current Round, but the effect can be used without further play of eards nterrupts You use Interrupt cards only during your opponent's turn, They ean be used on «Unit regardless of whether or not it has been given an Order already. ae a 1 ity Fie drng sxe in 5 pth ee Unt ft Hoe” These cards don’t count as your Order for your urn, and they do not count against your Play value, Each Interrupt card states fon it when you can use it and the Actions you can carry out IF you want to use on Interrupt card, ask your opponent to pause their tur, then resolve the card. Put the used card in the discard pile. Your opponent then continues their turn from whare thay paused. aimed You normally resolve an Interrupt card before either player may use any other card. The only exception to this is Interrupt Counterinteligence, which cancels an Interrupt card. Interrupt Counterinteligence may not be countered by another Interrupt Counterinteligence card. | MOVEMENT Each Unit ype hos @ number of Movement Points (3 tht i can use when its given @ Move Action. As it moves, i! uses up I> to ontor adjacent squares and must stop when it has no more points left. The number of for each Unit type, and the cost of crossing various terran, ore given in the Movement Points Table below. Ifa Unit hasn't got enough IB to enter a square you want fo Move ito, then it must stop, Basic numberof > 2 Tate = pen Terrain > Rough Terrain a 2 Road Square Cover W /River Crossing > ‘The following rules effec all ground Unit: 1 Units can only Move into horizontally or vertically odjocent squares. No Units can Move diagonally. x Units may Move through @ square occupied by « fiondly Unit x Units cannot end their Move in on occupied square Units cannot enter or pass through a square occupied by ‘enomy Units Infantry Movement All figurs in o K Unit mus! Move together into he same square. Reminder you came end a Unis Mave na equare occupied by encther Uni Terrain Definitions Square Cover and Rough Terrain counters have icons to indicate tana that has a game ef. = Rough Terrain ( a@ )- K uso 2.00 to oner. Square Cover (1 )- K use 2 to enter. Vehicles cannot enter Rifle/IMG, Asscul Rifle N/A Sniper Rifle, SMG Machine Gun usp) Anvitank ATIC) High Explosive HEDK+] Assault (bayonet, ec) N/A Grenades HEDK+] or ATIX) meee - Ua eS) a Ct Petr PSE 1 )2 eo: ache es tm orl or) The A Unit can use 2.9 to enter the 2 open terrain paren nicer sir pee none reper Pere pear ery tO You use « Fire Action fo shoot at an enemy Unit, following these steps: 1. alec he firing Unit and choose a target Unit. Unless the Command card specifically states otherwise, you may only Fre cone ype of weapon ato target, but you Fire cll ofthat type in your fing Unit. Refer to the Weapons Table below to verify your chosen weapon can target the selected Unit, and check 60 the Unit card ofthe firing Uni for the number of dice forall. 2. Check that the target Unit is within range ofthe Fixing weapons and that the line of sight is not blocked. All Units can Fire in any ditection, regardless of focing, unless stated otherwise on their Unit card Roll the number of dice indicated (see Weapons Table below]. Each result equal to or higher than the fring Unit's valve isa hit on the target. KA crow KH crew, Soft Skinned Vehicles 1a Roll X 3 all x3 Rell for each & and Soft Skinned Vehicle in target square. Hits on « rol of X. aia Grenades have their HE or AT effect regardless of the number of men in the Unit. Armoured Vehicle KS crow, Soft Skinned Vehicles Kk, AE crow, Soft Skinned Vehicles cope Work out the effects of ony hits, which are datctibed below in more detail Finally check to see whether the target Unit has to make Morale Check (eae Morale on page 9). ‘When measuring the range { @), count the number of squares from the firing Unit othe target Unit. Count the squares horizontally and vertically, not diagonally (see diagram). the range of the firing weapon is less than or equal tothe distance, ‘and the line of sight isnot blocked, then the Unit can Fire. MEASURING RANGE EXAMPLE "2 | maa? In this example, the target soldiers are 5 squares from the firing Unit, but unfortunately the firing Units rifles only have Range 4, so they cannot attack. ‘Some squares between the firing Unit and the target may coniain obstructions, such as buildings, walls, forests, or hedges, represented by Square Cover counters. Any obstruction is presumed to occupy the whele square, To determine if line of sight is blocked, look along a straight line starting from the centre ofthe firing Unit's squore and ending in the centre of the target Unit's square. Ifa square containing an cobsiuction is on this line, but not in or on the edge of a square containing ether Unit, he line of sight is blocked. IF the line of sight is blocked, the firing Unit cannot Fire atthe target. Soe Effects of Square Cover Examples below. IFthe line of sight crosses single comer of an obstruction outside ether Units’ square, then the obstruction provides Cover, to Units along the line of sight [see Effects of Square Cove Examples — Diagram 8} Units do not block line of sight Ifo target Unit sin @ square containing Cover, then the forget is in Cover. Firing Units can Fire out of Square Cover in their square. See Effects of Square Cover Examples below. See page 12 for Edge Cover rules. The player of a target K Unit in Cover rolls a Cover Save for the Unit Rell a single dice for each Save is equal fo or greater than the larget Unit’ 39 value, the hit is negated. each hit EFFECTS OF SQUARE COVER EXAMPLES In Diagram A, Unit 2 is in , so it gains Cover from whoever Fires at it. Unit 1's line of sight to Unit 3 is blocked by the and would sil be blocked #f Unit 3 had been one square fo the lft. Unit 1's line of sight fo Unit 4 (Diagram B) is not blocked [i Sorichh timo ia csenpon ce pete een a eh eco oes ore ee ee eect Poet oat Hits on Infantry For each hit inflicted and not Saved, the defending player chooses and removes a figure. Everytime an ff Unit akes @ casualty, place the los igure off the map nex fo is Unit card, so you can keep track of how many men from each Unit have been killed. See Firing into Cover Example opposite Ife Commander is assigned to 4 Unit, oF forms a Unit himself with Attachments, he fokes no hits until the other figures in the Unit have been eliminated All Units start with good morale, called “AOK" (Morale Level 3) However, your Units’ morale willbe affected by the lighting, and ‘you may find thet they will net always obey your orders x You must make © Morale Check for @ Unit when it takes 2 or more hits from one aftack (casualties do not have to be caused) x You must also make & Morale Check for a Unit when it suffers 1 or more casuattes (not just hits| that reduce ito half strength ‘or are suffered when itis already at or below half strongth, Cheek Roll @ dice agains the Unit's 3M valve. If he Unit is within range ‘ofa Commanders Play valve in squares, you may choose to use his 3M value instead of the Unit’s own. If the roll is less than the $B valve, then the Unit drops one Morale Level Making a IF Unit takes 2 or more hits and suffers casualties at er below half stength from the same Fire Action, then it must roll 2 Morale ‘Checks at the same time, This means itis possible for @ Unit to drop two Morale Levels from one Fire Action. Morale Check Results Ife Unit succeeds with a Morale Check, it is unafacted. fa Unit fails @ Morale Check, its cuttent Actions (f any] end, its Morale Level drops by one, and the Unitis immediately afected, as described below. You cannot give Ordars to a Unit that is not ACK until i succeeds at a Rallying test (see below). In addition, it cannot 1, of Move or Assault using Interrupts, However, i ‘other Interrupt K — Morale A.Unit with morale A-OK that succeeds with @ Morale Check remains ot AOX, All Units start a! Morale Level 3 and their Unit ‘card in cn upright orientation (with the Unit name ot the top, Pinned — M rale Le ‘Tur its Unit cord sideways to show that the Unit is pinned. You cannot give Orders to a Unit that is pinned until it succeeds cata Rallying test [see below). In addition it cannot Fire, or Move ‘or Assault using Interrupts. However, it can use other Interrupts. meee FIRING INTO COVER EXAMPLE Aull strength US Infantry Squad Fires af a German Captain and attached Veterans in @ . The US player chooses to Fire with the Squad’ rifles/LMGs. The range eee ert ae Summary Table, unsurprisingly rifle/LMG can Fire at the German Unit, because its infantry. The US Squad is at full strength, so the US player will roll ten dice, plus one extra dice for the Squad’s American Firepower ability Scheer eee ree ee infantry). The US player rolls 1, 3, 3,3, 4,4, 4,5, 6 6, 6 for four hts, as the Squads i valve is 5+. The German player must roll four Cover Saves and rolls 2, 2, 2, 6, saving only one of them. The German playe removes three figures from the Veterans and puts them on the Veterans Unit card. Now, the German player must Preyer ees Turn the Unit card to face the owning player (so that iis upside down to show thatthe Uniti retaating. {A retreating Unit must immediately Move two squares away from the nearest enemy, ending this movement at least one square further away trom the nearest enemy. Relreating does not use movement points. Vehicles can reeat using reverse geor, ond therefore remain facing the enemy. IF enemy Unite or impassable terrain are blocking, and this retreat is net possible, then the Unit mus retreat lowards its sis starting area Ifthe Unit can retreat into Cover from, or out of line of sight ‘of, all enemy Units, then it can stop affer one or two squares of retreating, and its morale recovers automatically o Pinned (Morale Level 2). Tun its Unit card sideways to show th Unit is now only pinned. the You cannot give Orders to retreating Unit unit succeeds at Relying tos [see below). In adcliion it cannot Fire, ot Move or Assault sing Interrupts. However, it can use other Interrupts A Unit that cannot retreat or rereats off the mop is destroyed, Remove it from the map and give its Unit eard to your opponent MORALE EXAMPLES Continuing our combat example, the German Captain and sole surviving Veteran must fake a Morale Check, because they've taken 2 or more hits (in this case 4 hits and 3 of them were casualties) In addition, the whole Unit of 5 men (Captain plus 4 Veterans) has suffered casualties that have ‘taken it fo at or below half strength, so they must fake another simultaneous Morale Check. The German player rolls Peete eer ae ted eed the Unit is Pinned and both its Unit cards are tured sideways ne orale Level 0 Give the Unit card to your opponent ‘The Unit's morale has collapsed, and it flees. Remove it from the map, Rallying If Unit has any Morale level except "AOK", you can atlempt to rally tin one of two ways, ‘When itis your tum, you con play any Basic Order or Special ‘Orders cord on the Unit to. attemp fo rally it. Make @ Morale Check against the Unis 39 value. Ifyou succeed with the roll the Unit has been rallied. Return is Unit card to upright AOK ctientation. You may immediately use the actions stated on the Order card as normal. f you failed the roll, the Unit isnot rolled, the Order card is sill used up but does nothing, and the Unit, end any ether Units nominated for actions with that Order card, count as having been given Orders, During your opponent turn, you cen play an Interrupt Rally card ‘alter rezolving any set of Morale Checks forthe Unit. As long 1s it wasn't routed, the affected Unit rallies without needing « ‘Morale Chack. Return i Unit card to normal orientation ‘A.Unit may alloc a forget Unit in an Astaul, alempting to ‘overrun its postion in close combat 10 Later in the game the unfortunate German Captain is shot at again, while his Unit is Pinned and takes 2 more hits. The Captain passes his Cover Save and survives. However, the Pee een eet eee ‘Veteran Unit card to his opponent. The German Captain must again take 2 Morale Checks, one for taking 2 or more hits, BrP te eee ae ees or below half strength. He can only muster @ 1 and a 2 for PS eet et ccna oa ee luck has run out. Dropping two Morale Levels would result in en ed) Declare that your Unit is Assauiting ond follow these steps: 1. Play an Order wih a Move Action on an A’ Unit (the ‘Attacker that ie abla lo Move adjacent tothe target Unit (he Defender). Any Order with an &f Move Action wil do, not necessarily an Order that sates “Assaul inthe card text. If the Altacker is not already in a square adjacent fo its target Unit, spond WP to Move i ther. Fit cannot each a square cdjacant to the terget Unit it cannot Assaul The Defender gets a Defensive Fire (a ree Fite Action with is chosen weapon type). Units that are not "A-OK" may not use Defensive Fir The Attacker gets no Cover Saves. No Morale Checks are made at ths stage The Attacker then cortios out an Assault with 1 ll pec figure, Using the Unis normal 399 value and no revols. Defending A Units and ABP” crews get no Saves. The Defender (at any Morale Level then carries out « counter Assault, using 1 il per sueviving figure After both sides have Asscubed, count up ony hits as @ result of the Defensive Fire and Assaults. Both sides meke any Morale Checks required 6. IFthe Attacker destroys the Defender or forces the Unit to retreat, and the Attacker is AOK, then the AMiacker may immediately occupy the square vacated by the enemy. This does not cot! any movement points. Otherwise both sides stoy in their current squares The Attacker's Order ends; an Assauting & Unit may not do anything ele after the Asscull, except Interrupts, this Round MTC LT SU ONS (Our German players feling bold and eg ates 3 3 ney yet Tey a Sea EG ea pee f perme Ae et eed ua cli 1 different & Unit may Fire then Move. , # on ise Pee et ea ed ‘ ‘Squad by firing at them. He kills 2 p [US Counter’Assault 3M roll] teking them to 6 men, but they pass oe their Morale Check and are not Pinned. BY Lt He decides to Assault anyway, having cetera h The US Squad gets to counter Assault and roll 3 War Dice Pee ‘The German Squad has 8 men, the US Squad has 6. The German player uses the Move Action to begin his Assault. The total hits are then counted up for both sides. The US scored 2 in Defensive Fire and 1 during counter Assault, Se eee en ee eee] Cee eee od eed ed ee ond pee ee cet ee ee ee Pen ee aa The Germans scored more than 2 hts in their Assault and took the Americans to below half strength. They must toke See Pe ee Re Ea Rcd ‘ ae Se PT Pt) ‘The US Squad gets Defensive Fire and rolls 2 hits reducing the eee ee one ae eet) Do ee et h Se ee ee ee ee taking the US Squad down to 3 men. YOU NOW KNOW EVERYTHING YOU NEED TO PLAY SCENARIO 1! Setting Upa Scenario Now that you have played the first scenario you are ready to {ake on more advanced challenges. To do this you will need to know how to set up each game. Firs, joinly choose one of the scenarios to play ond selec! sides, either Allos or Axis, SET UP THE MAP “Tha adenanelalk yauwhieh repos une andl shane any cars pleces tobe place on For a standard batle each player chooses a table edge, usually, ‘opposite each other fortwo players. CHOOSE YOUR FORCES Each Unit costs a number of Stars, and each scenario says ether ‘which Units ore available or how many Stars each side can spend. Ifyou are ereating your own scenario, agree how many Stars each side can have (see Building Your Force, poge 16). Select Units, making sure that you don’t spend more Stars than the scenario allows. PLACE OBJECTIVES For many scenarios you will place Objective counters on the map. These scenarios will explain where to place them. DRAW YOUR HAND OF COMMAND CARDS Shuffle the Command cords fo form the Command deck. Then deal both players a number of Command cards equal to their Force's Hand value. Put the Command deck convenionily to one. side of he map and leave o space for a discard pile. COVER PLACEMENT EXAMPLE a ROLL FOR INITIATIVE FOR PLACING EDGE COVER AND DEPLOYING UNITS Each player rolls @ dice to determine who starts placing Edge Cover piaces. The player with the highast score {reroll any ies) can choose whether fo start orto allow their opponent to star The player who los this rll takes he Velour counter. PLACE COVER The game comes with a number of reciangular strips called Edge Cover, which must be placed along the edge of a square and must overlap the squares on either side, providing Cover to both squares. The scenario wil sate how many Edge Cover pieces you wil place. You may lock ot your Command cards before you place Cover pieces. Take turns fo place an Edge Cover piece unt all he required pisces have been placed. You can place Edge Cover pieces ‘on any side of any square, except that you may not place them ‘across @ road, river, or seam. DEPLOY UNITS Each square can contain only ene Unit. You may put each of your Unite in any of the equores in your deployment zone, one Unit par square. Scenarios may deline specific squares that ‘your Units may startin. Ifyou have more Units than deployment Squares cvoilabe, keep the undeployed Units off the map. You will deploy them ds reinforcements later in the game. EDGE COVER IN PLAY Movement Edge Cover cosis no extra i for K to cross. Combat Firing Units can Fire over Edge Cover on the edge of the square they occupy. Ifa target Unit occupies « square containing an Edge Cover piece located between the Firer ond the target, the target has Cover If, when determining line of sight, an Edge Cover piace intersects the line of sigh! but is not on the edge of a square containing either Uni, line of sight is blocked. Ifthe line of sight erostos a single comer of Edge Cover outside ‘thor Unis’ square, then the Edge Cover provides Cover to Units per square. Reminder: you eannot end ‘4 Unit's Move in a square occupied by another Unit, but you can ‘Move through a square occupied by a friendly Unit Vehicles may not enter Square Cover. Tracked Vehicles can cross Edge Cover for no extra cost. Wheeled Vehicles cannot cross Edge Cover. FIGHTIN VEHICLES Vehicles count as obstacles and block line of sight jst like Square Cover, end for this purpose they are presumed to occupy the whole square. However, destroyed Vehicles are removed from play and have no furher effect Shooting at armoured Vehicles follows the same steps os shooting at K Units, excopt that the affect of his is diferent. ‘Armoured Vehicles can only be shot by AnticTank (AT) ‘weapons. On your Unit cards these ore denoted as AT(K) Ae eet Ceo Ci De ee So ee eee ae paaarient ty Sey eer ene peg ae thy torn othe right, and finally « 4th We fo Move int the fina ne ere San couldn't enter the %, because Vehicles are not allowed in Cy ticles ent ae ent ree tank could Move through, but not stop in that square. where X is the number of dice you roll to hit the armoured Vehicle using your 3M. Armoured Vehicles may be hit, but can function as normal with no damage, or with partial damage, owing to their ermour. {A Vohicl's intial Hit Dice is shown on its card as an Armour rating. When you deploy the ormoured Vehicle, place a dice next to the Vehicle with this value showing — ths is the Vehicle's Hit Dice. Keep the Hit Dice with the Vehicle as it moves. For each hit the crmoured Vehicle takes, the attacker must make ‘Penetration Rell. This roll must be equal to or greater than the number currently showing en the Hit Dice of he target Vehicle to damage it For each Penetration scored, decrease the Hit Dice by 1. When the Hit Dice reaches 0, the Vehicle is destroyed. If more than one hits indicated, rol all he Penetration Rolls simuoneousy. The atacker determines the order the dice are assigned, so tht he hits have maximum effect. IF your Vehicle is destroyed, remove it from play, and hand its Unit card to your opponent. Catton wool can also be used to indicate smoke from a destroyed Vehicle for @ bi! of added realism. The destroyed Vehicle has no further effect on play. EAR HITS IF you shoot an armoured Vehicle rom the flank, you get extra {AT dice for each weapon Fired. IF you shoot an armoured Vehicle from the rear, you get 2 extta AT dice per weapon. EDGE COVER Reduce the number of AT dice by | ifthe attack crosses Edge Cover Mol Vehielet can rtreat using reverse gear, and therefore remain facing he enemy. mm AS eM MN aa | oe al Vehicles count as fuly effective until destroyed, so they never take the Morale Checks relating to half strength or less Hits on Soft Skinned Vehicles Soft Skinned Vehicles can only be targeted with MGs and HE ‘weapons, but do net make a Penetration Rell instead a hit destroys the Sof Skinned Vehicle. MFthere are & or APT crew in the same square as the Soft Skinned Vehicle, the defending player may choote and remove ‘either a figure or the Vehicle (which could be a JA ) Wrecked Vehicles and Destroyed Heavy Weapons Remove wrecked Vehicles and destroyed heavy weapons from the map. Alterntively, you may mark them with coon wool smoke or otherwise indicate they have been destroyed. The Vehicles have no further effect on play. STD LU Coa ARMOURED VEHICLES ASSAULTING INFANTRY ‘Vehicles with weapons may Assault adjacent K or .SF Units, Using similar slope to Infantry vs Infantry (eee poge 10). Declare that your Unit is Assauiting and follow these stops: 1. Play en Order with a Move Action on an armoured Vehicle Unit (the Attacker that is oble lo Move adjacent to the forget K Unit (he Defender). Any Order with « Vehicle Move Action will do, nat necessarily one that states ‘Assaul in the card tox. Ifthe Attackar isnot already in « square adjacent to its target Unit, spend WP to Move it there. 2. The Defender gets one Defensive Fire (a free Fire Action) cogcinst the Vehicle's front using AT weapons. Units that are not “AOK" or have no AT weapons may not use Defensive Fire, No Morale Checks are made at this stage. 3. Ifthe Vehicle survives Dobe Fico, then the Attacker mokes cone Assault attack using its MM valve against every member of the defending K Unit or oP crew. The Defenders may. temp! a Cover Save at thay dive out ofthe way (his it nat a Move). 4, The Defender (at any Morale Level) then carries out an Assault attack agains! the Vehicle’ flank, using AT weapons. ‘fer both sides have Assaulted, count up any hits aso result ofthe Defensive Fire and Assaults. Both sides moke any Morale Checks: 6. If there are remaining AOK defenders in the Assaulted square after Morale Checks, the Vehicle stops in place, does not enter the enemy oecupied square and ends ils action immediately. any remaining Defenders are pinned, they are displaced to « horizontally or vertically adjacent square (defending player's choice). Once all Morele Checks have been made, ifthe Defender’s square is emply and the Vehicle is AOK, it may pay any remaining normal movement points fo enter the square and keep moving. t may make more Assauils, provided it has sufficient remaining movement points to do 40, Otherwise both sides stay in their current squares. 7. Ifthe attacking Vehicle is no longer AK, then the Attacker's ‘Action ends, and the Unit may not do anything else offer the Assault, except Interupt, this Round. YOU ARE NOW READY FOR SCENARIO 3! Some scenarios enable you to build your own Foree from the Uni Cards aval n your Force dock Each Unt Ker numberof Sr ne top left comer. This is the coat to buy the card The feanaio wil el you how many Sirs you con spond 10 build your Fores. IF you are Hsing tockn gone Feranl yur oneoen Tray ogres to Ue oy number of Start! vem a BD cppropricte Begin by chooting your Commanders. The Commat choose will strongly influence the composition of your Force and its resilionce in battle, They also have « Hand value and « Play value that add to the size of your hand of Command cards and the number of Orders that you can give each Round SU Nt) eed Perron you Each Commander enables you to add Squads, Vehicles, and ‘Attachments to your Force. You may choose Unis from any nafionalty within the available cards af your Force deck. IF both players agree, you may opt to limit your telection to only one national Force (for example, US @ or British BSE forthe Ales), Firs, choose limited number of Commanders, then any mandatory Units required by these Commanders. Then choose any optional Units your Commanders allow. At each stage, make sure tha! you haven't spent more Stars than permited by the scenario. You may wish to ry out several Force compositions before you decide on your final Force for the batle, Each Commander has @ number of tabs along the right hand ‘edge of his card. Each tab is filled with @ colour and a number (of Stars. The card you choose must have the same number of Stars of les on i for your Force to be fair and legal LU) re Ss res Er eee area je cretion td ces Red tabs are used to buy Vehicles Ce er Ld ee eee EXAMPLE OF A FREE-FORM SCENARIO FORCE eee ee en Peony & Veterans (1 Stor) pe er ea) Lieutenant (1 Star) ere on) ere eo) Core) Some Units have the ‘Motorised! bility, which allows you to buy « Transport Vehicle without using an Armour choice from your Commanders. You must sill pay the Stars for the Vehicle, but it enables your Infantry Commanders to buy Transport Vehicles even though they don’t have Vehicle tabs YOU ARE NOW READY FOR SCENARIO 4! Tee a CSU eu Reinforcements Some ssonarot may state in their stp that a minimum number an emp square in your starting orea. This counts atthe Units of Stars worth of your Force must be held in Reserve. Resarve ‘Order for the Round. This costs 1 Play as usual Unite de ot str the bale on the map, but are brought on to the map by playing the Basic Order — Reinforce. When you play a You may placg | Transport with an embarked Infantry Squad or Reinforce Order, you may place one of your offmap Units into TARE Uni can be moved only by a Voile wih he ohio bre Abel adteseees Ac iye— Siierd crieficon Vale ot an oponl patho Unt frum bo yurchased separately but do not take up a Vehicle slot from your Commanders, The AFT crew cecupy fhe Transport, end the Unit may not Transport any other Units while towing. Towed Units ute the i ofthe towing Vehicle. If they are not towed they may not Move, but may be turned in place ART Units are the exception to the rule that only | Vehicle may Sccupy a square. Both the 3" and is Transport Vehicle may share a square. You may start the game with the <3 limbered ‘and ready to Move, Before it can tow the gun, the towing Vehicle mus start ils Move inthe same square as the AMF". When they are in tho some sajna Ha Tronspest, al", and cay coink axon Unik, Whe YoU Move the towing Vehicl, the merged Unit moves together as patt of the towing Vehicle's movement You can unlimber the .QP" in any square occupied by the merged Urit during the Transport Vehicle's Move without futher cost, However, the gun may not Fire during any turn in which i has been moved. When if unimbered, you can tun the gun to face in ony direction, and it ean Fire whether or not its Transport Vehicle is inthe same square. Ifthe Transport Vehicle moves out cof the square occupied by he =", then the Transport Vehicle ‘and «3B count cs two separate Uni Before using any «AP, you may turn itto face any new direction. ‘A gun with an armoured shield only gives protection to its crew from Fite from anywhere in Front of he gun (see Vehicle Flank cand Rear Diagram on page 18}. You can use a Vehicle or & Fire Action o Fire wih o A For each ff casualy inflicted, the defending player chooses and removes a crew figure. When there are no crew left, remove the eA. As long os it has atleast 1 crew figure, the gun can ‘operate normally. Any MG or HE hit allocated to the gun or a Soft Skinned Transport will desroy that target. An ermoured ‘Transport is fected only by AT weapons. its Tenspo Vehicle is desoyed, he QP” can no longer Move BAF counters have a crew member printed with the gun. So 0 fully manned gun consists of he gun counter and 3 adeitional crew counters oF figure TOWED GUNS EXAMPLE Transport uses another Vehicle Move Acton to Move Ee ee ak erin ee ae square but may not Fre this tur. the Transport has oer pete eas a Cs Units such as Mertars can place a Smoke counter on the board Each Smoke courte is doublesided with @ number on each side. A Smoke counter withthe number Wvo on itis referred fo as ‘Smoko(2), and when the counter is placed the counter is placed with this side upwards. During Cleansyp the counter is tumed over to become Smoke) In the nex! Clean-up the counter is removed. ‘The square wih the Smoke counter blocks line of sight as for Square Cover when shooting through that square. IF there is @ Unit inthe square wit Smoke, it can be targeted, but with -1 to the result of all il rolls to hit. The Unit in the square also suffers this same penalty whan Firing out of Smoka, including Defensive cond Assaul Fire TRANSPORTS AN DIN K Units may be carried by any Vehicle wih the Transport ability, ‘one Unit per Transport Vehicle. If you have purchased Transport Vehicles at part of your Force, you may choote for come or all of your & Units to begin the game mounted in Transport Vehicles ‘Motorised Units come with a Transport Vehicle as an optional part of the Unit that must be purchased separately, but de not take up a Vehicle slot from your Commanders. like. Units, K Units may be picked up by Transport Vehicles. ‘The K Unit must use a whole Move Action or Interrupt Move to embark ents a Transport Veda in an adjocent square. Rema the K Unit from the map ond place it aside for redeployment later. The Transport Vehicle may Meve as usual using « Vehicle Move ‘ction, comying its K. The & Unit may dismount through the play ‘of a Command card, but may only dismount into an adjacent square fo the Transport Vehicle; it may not Move Further of Assault, although it can carry out any ther action specified by the Command card. Units with the Panzergrenadier ability may take an adeliional Move Action once dismounted {which could lead to an Assaul if they choose) IF the Transport Vehicle is destroyed with the Unit inside it, thon all the troops within mus! fake on HE[54] hit with no Cover Save, The survivors are placed in the square the Vehicle was destroyed in. ‘A Transp Voile may no Move APT whit ere enbarkd SOLO COMMANDER iF commander has los al his Atachmens, you may play a ‘Move Action fo Move him into the same square asa friendly Squad or Elite Squad that doesn’t akeady have a Commander. This Action assigns him fo that Unit The assigned Commander becomes part ofthe Squad and no longer acts on his own. 42 Mortar Team are adjacent to their Transport. Transport uses a Vehicle Move Action to Move. Ls al Mortar Team use an & Move Action to disembark into ont ees YOU ARE NOW READY FOR SCENARIOS 5 TO 9! Team Play Airfix Batles can be played in teams with several players per sido. The simplest way isto play according tothe normal roles, but to take team decisions. However, we recommend thal each player has their own Force, their own hand of Command cards ‘and responsibilty for their own pari of the battle, FORMING TEAMS Split the playors ino hwo teams, one fecm playing the Aled Force ‘and the other the Axis Force. Agree on a total number of Stars for ‘each foam and divide them evenly between the team members, For axample, we recommend 20 Sters fora 4player game, with ‘each team member designing their own 10 Stor Force. ‘The members of each team should design their own Force, selecting Commanders and estociated Units in the same way as for a normal ‘Build Your Force’ battle. Mandatory ond optional Unit selections apply to each player's Force, independently of the other team members. Fdesired, a team con agree to swap a number of Sars between players, so that Forees can be designed flexibly, as long as the total Stars forthe side do not exceed the ‘agreed amount. So « 20 Star batle could be divided into one of 11 Stars and one of 9 Stars. ‘Wotk out the Hand and Play values for each player's Force separotely. These values operate independently for each player. PLAYING AS A TEAM ‘The players on each team should co-operate and communicate with ‘each other (tis presumed that they have radio communications between the players as commanders), but are not allowed tall each other what they have in their hand of Command cards ‘at any time, nor fo exchange Command cards except as stated during Drawing Command cards GAME SETUP ‘Starting withthe side that didn’t win the Infative, each player takes a turn to place Edge Cover end Units, swapping sides after ‘each fime @ player has placed. As in the normal game, place al the Edge Cover pieces before deploying Units. VALOUR COUNTER The Valour counter starts with the side that lest the Iniiative, es in the normal game. Any player on the side that hes the Valour ‘counter may use itontheit tum, and it swaps ever to the other side as normal SEQUENCE OF PLAY The Sequence of Play changes slightly Each player may discard and draw up to their own hand limit Then, two players on the same side may optionally exchange ‘one card between them without revealing the card prior fo the exchange. Initiative ‘One player on each side wil all fr Initiative. Before reling, thet player (only) may choose fo discard cords fo add to thei side's Initiative Roll lay ‘As in the normal game, each player takes their turn to play an ‘Order card, alternating sides and skipping any player who has ‘already played in that Round For example, in a Aplayer game, Alice and Bob are playing the Alles, while Xavier and Zoe are playing the Axis. Alice is siting opposite Zoo, and Bob is opposite Xavier. Alice wins the Iniative forthe Allies. She tokes ihe first turn and plays an Order card, Then ploy passes to the Axis player opposite Alice, which is Zoe. When Zoe has finished, play passes back tothe Ales, and i's Bob's tun because Alice has akeady played inthis Round. Finally, Xaver takes his turn, and then the Round is finshed. ‘Command cards that apply to more than one Unit ean only be used with Units in one player's Force; these cards connot be shared between playé ‘Any player on the enemy side can play an Inlerupt in response 4 a friendly Action. YOU ARE NOW READY FOR SCENARIO 10! Solo Play You may play one ofthe scenarios agains! yourself for solo play. IF a Build Your Force’ bate, spend the Stars for both side's Forces. Vielory conditions are as stated in the scenario. ‘After you have deployed Units and placed Edge Cover for each side, roll a dice to see which side you will play: 1-8: Alles mAb: Axis PLAYING AS YOUR ENEMY Roll for Initiative as usual. When it is the enemy's turn, draw a ‘Command card from the Command deck, Interrupts Ifthe card is an Interrupt, the enemy may bank 1 Interrupt plus 1 ‘additional Interrupt for each Captain or Major in their Fores. This becomes the Interrupt Bark. IFthe Bank already has cards in it, you may swap Interrpis in the Bank Priority for Interrupts in the Bank are in this order: Interrupt Fire, Interrupt Counterinteligence, Interrupt Move, Interrupt Rally, Interrupt Hit the Deck (if K Units remain), Interrupt Ir ain't So Bad, Interrupt Ropid Retreat. Keep drawing Command cards and banking Inierupts up tothe size of the enemy's Bank until you draw an Order card, then follow the rues in the Orders section below. ‘When its your tue to play, the enemy will play 1 Intercupt from the Interrupt Bank during your turn, af the earliest opportunity Orders When you draw an Order card as the enemy, look up the behaviour in he Orders Table and attempt to carry i ou. Ihe ‘Order isnot pessible, use the Default Order given atthe top of the Orders Table. All Orders can only be carried out with Units that haven't yet been given an Order, asin the standard game Behaviours will usually specify 0 target as being either strongest, weakest, or nearest. Use the Target Table below to determine which target fo choose. If you cannot decide between them, roll « dice forthe enemy's choice. ‘Once the Order is resolved, the turn returns to you end you play your next Order card using your Play value os in the standard game. The enemy will continue fo play vnil all its Units have been used, regardless of Play valve. Reserves Ifo scenario dictaes that Units may be held in reserve, then the enemy may bring on « number of Reserves equel fo their Play value minus the number of Units onthe table curently. This happens afterall Units on the map have been activated. They are brought on 1 Unit ata time using the standard Reinforcement rules. Choose a random Unit to bring on each time. Target Table Targets on Objectives or carrying Ineligence Dossier are priority. ‘Strongest The Unit with the most K or highes Hit Dice. equ0, lowes! 348 vue ‘Weakest ‘The Unit with the fewest & or lowest Hi Dice. equal, highest Ii clo Nearest The Unit that is the fewest number of squares away without counting diagonally. ra Enemy Behaviour for Solo Play oso MIN eer Nie ee Wee ‘Choose an enemy K Unit, Move as far as posible towards the neces! Cove, then Fire Daft Onder ‘Otherwise choose an enemy Vehicle Unit, Move ino firing range and Fire at your weakest Uni. 7 ‘Choose the strongest of your & Units or the weakest of your Vehicle Units and use the artillery to aoe Fire ot it. A Commander or Spotter is not required Commande Assauk -_h008e an enemy Vehicle or A Unt that is in Assout distance of one of your K Units including suiallndaedtasy W from Commando Assault) and Assault that Unit Path IF the enemy has a & Unit in Square Cover, play Dig In. if not, choose on enemy K or a Unit in range and play Dig In Dropping lead ‘Choose an enemy & or Vehicle Unit that is in range. Fire athe weakest of your Ko: Vehicle Uits. ‘Choose an enemy K or 38M Unit that is in range. Fire at the weakest of your K or Vehicle a Units using the card bonuses. Pat ‘Choose an enemy A’ Unit within Assauit distance of one of your Kor MQ" Units including the ar Be Infaniry Assault bonus), and Assault that Unit using the Infantry Assaul card bonuses. uae ‘Choose an enemy Unit. Attempt to Move to within range of he nearest target (including the Lighting Stike bonus] and Fire. IFthe enemy has @ & Unit in o Transport, Move the Transport towards the strongest arget, then unload the K, which may then Fire atthe nearest target, Otherwise choose an enemy K Unit with an AT weopon, atiempt to Move itt the flank or rear of one of your Vehicles and then Fire ‘Mechanised Assault oti IFthor is Wor an Objective thet can be reached with triple Move by an enemy & Unit, hen ©n The Double Friant ‘Choose an enemy Vehicle Unit tha isin ronge of one of your Vehicles and one of your Kor Open Up! AF Units and Fire at both. Otherwise choose an enemy & Unit and attempt to Move to within 2 squares of ene of your Unis and Fite a i ‘Choose an enemy Vehicle or A’ Unit ond Move as for as possible towards an Objective or Move hs tczataona int Fring range. Fire othe weckest of your Unt ‘Choose 1 or 2 enemy Vehicles. Move towards the weakest of your Vehicles and Fire f you have ‘ang Tiree no Vehicles, Move towards the weckest of your & Units and Fire at ‘Choose an enemy & Unit in Cover and in range, or an enemy armoured Vehicle or QF in Stay Fos ee range, and play Stay Frosty. Superb Teamwork Mave an enemy for Vehicle Unit to score a flank or rer hit on one of your Vehicles. Fire with 2 enemy & Units. Choose target that both can shoot if possible. Otherwise, choose Sweeping Advance two diferent targets, chooting tho weakest first, then Move towards Cover. Otherwise, do the same with 2 enemy Vehicle Unit Keon Summary CLL foot eyes WEAPONS ICON PAGE he LEST eT) Cert cei Grenades 4 5 es Wer Dico 3 3 Small Ame AM 5 Movement Points 3 Stars * 3 Crewed Weapons 5 Infantry & 3 Axis = 3 Vehicle Weopons a Tracked = 3 Allied 3 1 War Dice Wheeled =» tik E16 perfigne MK 7 Towed Hond e 3 Hit (explosion) ° oy forge ‘tached & 3 Rough Terain a@ 7 Sc Om SIGN UP SOLDIE| A Aid WUE Meee area a Re eet Pee ei LP eee ners ne tara et AIRFIX BATTLES BONUS DECK " Ce te eee Gah hoe ewe ody Ce Re ec eu Oe cera launcher tank, Churchill Crocodile flame thrower Tank, Michael Wittmann’s Tiger or pee tual MAP PACKS & FORCE DECKS Expand your battlefields with new map packs featuring the D-Day beaches and Airfix bunkers or fight through the broken streets and blasted factories of the Ruined Town map. New Force Decks will introduce new units as well as the North African and Pacific fronts! COLLECTOR'S EDITION Deck ey Ge ee ced ue eC aero are) Fog of War and Air Battles letting you bring your favourite planes on to the battlefield. Once you've mastered the Introductory game, take your forces on to real wargame terrain and start using inches for movement with more expanded rules. Finally a brand new campaign will test your command skills to the limit! fest ky Gamo Dosigner aoe en Ce icra ‘Michal E. Cross & Thomas Shook roy Game Design ro Thanks to Alan Paull (from SSG Wargames) ret son Jim ProcterBlain & Sarch Frame Srna eet? ed Paul Cockburn Oe eerie Der ere ete Paes Coon en sate! eee Pen ee Cred & cay CU ee ee eared Pron esas Pe eed ed Coenen Hand and Play icons created by Brian Casey & Josh O'connor Daniel Solis and are used under « Pe eae poe eee cn es re Zarina Kedylbeck ree : Movement Square Cover Playing Command Cards Team Play Building you Towed Guns Combat Fighting with Vebi Movement Points Table ne he TT rae PU am rg pied eo Number of > 2 4 6 Oo Tum 90 degrees Free > 1 Free ‘Open Terrain > 1/2 (reverse) 2 o Rough Terrain aif. > > o> of Road > 7 > or Square Cover W / River Crossing 2. Cee Ee Edge Cover om o> Cannot cross Cannot cross * Only moves when limbered to a Vehicle. Weapons Table im ee Re MS A vai fA con ounce nen pa al Bae Vehicles Anttank amt rol x3 Armoured Vehicle High Explosive HEP] eae oe ae. square. Hits on roll of X+. ‘Asal Peayonal et] WA va so in Grenades HEDK¢] or ATX) sberlin Each non smell arms weapon requires 1 man in the Unit to fie it Crewed Weapons See Unit card IWthere are multiple weapons in @ Unit, you may fre each ene with theic full stals as long as you have @ man for each weapon. Vehicle Weapons See Unit cord ‘May fire as long as the vehicle is not destroyed. Morale Summary 1 You must make o Morale Check for « Unit whan i takes 2 or more hils from one attack (casvalies do not have to be caused). = You must also make a Morale Check for an infantry or towed gun Unit when it suffers 1 or more casualties (not hits) that reduce it to half strength or are suffered when itis already at or below half strength

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