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After each action the active player takes, the reacting player
may take an opportunity action, command action, or play an Units
action card (he may not activate units however). Multiple Munitions Fire either red or blue FP per action, not both. (15.1)
Pass: Once the active player passes, the action phase is Tank Arc of Fire Tanks can fire outside of their arc of fire. (16.0)
immediately over and his opponent may not react. Flip any
activated unit to its used side. The opponent now becomes the Transportation Units Vehicles may transport or pull only one unit. (19.0)
active player and begins an action phase. Pick up & Drop-off Cost Loading/unloading costs equal the transported unit’s
movement cost. (19.0)
Fire at Transported Units Simultaneous against vehicle and transported unit. (19.1)
Unit’s Forward Facing AP Cost to
Action Points (APs) 3 Rifles
Squad 1-1
1 Move Vehicle Cover Add +1DM per vehicle to non-transported foot units. (21.0)
Cost to Fire Unarmored Mortars Always hits defender’s flank DR. (12.0)
Flank Defense May fire from woods and building hexes.
Platoon & Squad #s Rating (Red)
Fire Power (FP) 11 Unarmored
Off-Board Artillery Target first turn - resolved the next turn. (12.3)
2 5 12 Front Defense
Rating (Red)
Hidden Units Open terrain: Reveal if within 2 hexes of enemy and
in enemy LOS. (10.0)
Range
Any DM terrain: Reveal if in same hex as enemy.
Hidden foot units may move 1 hex for 7APs. (10.1)
APs Cost to Fire APs Cost to
Directly 3 82mm Mortar 3 Move
or Indirectly (4)
Unit 1
Fortifications
Unarmored Fortifications Terrain DM added to fortification DM. (22.3)
Flank Defense Fortifications protect only defenders in CC. (22.0)
10 Rating (Red)
Hasty Defense Only 1 foot unit per hasty defense counter. (22.1)
3 3-18 13 Unarmored Costs 8APs to prepare.
Firepower (FP) Front Defense
Range (Min-Max) Rating (Red) Trench Holds multiple foot units, may fire in any direction. (22.2)
Bunker Holds multiple foot units, has arc of fire. (22.2)
MAP TERRAIN
Open Terrain +0 AP +0 AP +0 AP 0 NO
Vehicles receives 1 bonus hex of open movement
bonus per bonus per per wheel symbol on the counter.
+0 AP +0 AP
Vehicles receive a 1 bonus hex of road movement per wheel
Road +0 AP bonus per
bonus per
0 NO symbol on the counter. Wheeled vehicles receive another 1 bonus
+1 bonus hex hex of road movement if they move from road to road hex.
Buildings (Stone) +1 AP NA +3! APs +2 DM YES Tracked vehicles check for immobilization. 2D6 > 5 = OK
Marsh +2 APs NA +2! APs +1 DM NO Tracked vehicles check for immobilization. 2D6 > 5 = OK
Steep Terrain +2 APs NA NA 0 NO Terrain that rises two levels in one hex. (11.1)
Water +4 APs NA NA -1 DM NO Bridges cancel water movement costs, restrictions, & -1DM.
Hasty Defense +0 AP +0 AP +0 AP +1 DM NO One unit allowed. Removed when the unit moves or pivots.
Land Mine +0 AP +0 AP +0 AP +0 DM NO Minefield attacks when a unit enters the hex, pivots or initiates CC.
Road Block +0 AP NA +1D6 APs +1 DM NO Tracked units add 1D6 APs to the normal terrain movement cost.
Defensive Modifiers are cumulative. NA = Not Accessible #! = Check for immobilization +# AP = APs added to a unit’s movement cost.