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Conflict of Heroes - Summary Sheet

Pre-Turn Sequence General Game Play


• Flip Counters to their unused sides. (2.3) Command Points (CAPs) All rolls may be modified up to 2 points. (3.23)
• Smoke - Reduce or remove smoke counters. (13.0) Rally All units pay 5APs for each rally attempt. (7.5)
• Reset CAPs - Deduct 1 per casualty (7.3) 2D6 > rally # on hit counter = successful rally.
• Action Cards - Take card(s) if called for. (8.0) +1 rally die roll modifier when in +1DM or greater cover.
• Target Off-Board Artillery for next turn’s resolution. (12.3) +1 rally die roll modifier when stacked with
• Resolve Off-Board Artillery targeted last turn. (12.3) another un-hit unit. (7.51)
• Prepare Reinforcements called for by firefight. (5.1) May not rally when in close combat.
• Roll for Initiative (2.1) Line of Sight (LOS) Units do not block LOS. (6.0)
Higher Elevation Bonus +1DM and +1FP (11.2)

Summary of the Action Phase


Combat
The active player either begins taking actions or passes. If he
passes, his opponent becomes the active player. The active Combat AV > DV = 1 Hit. AV > (DV + 4) = 2 Hits. (7.0)
player may take any of the actions listed below, in any order. 2 hits = destroyed.
Unit Activation: Activate one unused unit and take one Attack Value (AV) AV= FP + 2D6 + CAPs. (7.1)
action by spending its allocated action points (APs). A player Defense Value (DV) DV= DR + terrain DM. (7.2)
may activate only one unit each time he is the active player A unit may be attacked an unlimited # of times. (7.0)
(exception - group activation 9.1). Mark the activated unit as
used after spending all of its APs. Close Combat +4FP for squads, tanks, APCs, and armored cars.
Modified FP -2FP for MGs, trucks, mortars, and guns. (7.63)
Opportunity Action: Take an opportunity action with any
Close Combat AV Modified FP + 2D6 + CAPs. (7.8)
unused unit that is not currently activated. Mark the unit as
used after it has taken its opportunity action. Close Combat DV Flank DR + terrain DM.
Long Range Fire -2FP. Target is farther away than the attacking unit’s
Command Action: Take a command action with any used,
range, but less than or equal to double the range. (7.61)
unused, or currently activated unit by spending command
action points (CAPs). The unit is not marked as used by Short Range Fire +3FP. Target is one hex from the attacking unit. (7.62)
taking a command action. Munitions Effect Red FP applied against a blue DR is halved.
Play an Action Card: Play an appropriate action card on Blue FP applied against a red DR is halved.
any used, unused, or currently activated unit. The unit is not Rounding Down Always add all modifiers to a base FP first before
marked as used by playing the action card. dividing down. (15.01)

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)

Unit’s Forward Facing AP Cost to


2 Scout Tank
PzIIf 20L55
1 Move Miscellaneous Counters
APs Cost to Fire Mine Fields Mines attack a defender’s flank DR. (22.6)
Armored Terrain DM do not affect land mine attacks.
Flank Defense
Rating (Blue) Smoke +2 DM or higher smoke blocks all LOS past hex. (13.0)
Firepower (FP)
Explosive (Red) &
12
Armor-Piercing (Blue) 4/4 8 15 Armored
Front Defense
+1 DM smoke gives units attacked in a hex covered
by smoke or through that hex +1 DM.
Range Rating (Blue) Multiple smoke counter DMs are cumulative.
Copyright © 2008 Academy Games www.Academy-Games.com
Conflict of Heroes - Movement and Defense Charts
Foot Wheeled Tracked Terrain DR Blocks
Comments
Movement Movement Movement Modifiers LOS

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 (Wooden) +1 AP NA +2 APs +1 DM YES

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)

Uphill +1 AP +1 AP +1 AP +1 DM NO Units higher than enemy receive +1DM and +1FP.

Walls do not add DM to mortar & artillery fire. Do add DM to fire


Walls +1 AP NA +1 AP +1 DM NO crossing wall and originating from a higher level.

Water +4 APs NA NA -1 DM NO Bridges cancel water movement costs, restrictions, & -1DM.

Light Woods +0 AP +2 APs +1 AP +1 DM YES


Roads cancel wood movement costs & restrictions.
Woods +1 AP NA +2 APs +2 DM YES No DM against mortar and artillery fire.

FORTIFICATIONS & DEFENSIVE COUNTERS


Wheeled vehicles check for immobilization, 2D6 > 5 = OK.
Barbed Wire +1D6 APs +2! APs +0 AP +0 DM NO Foot units add 1D6 APs to the normal terrain movement cost.
Multiple units allowed. 50mm & lower guns allowed.
Bunker +0 AP +0 AP +0 AP +5 DM NO Mortars may not fire. Has arc of fire.

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.

Smoke +1DM counters are removed during the pre-turn


Smoke +1DM +0 AP +0 AP +0 AP +1 DM NO sequence. +1 DM to all fire into and thru the hex.
Smoke +2DM counters are reduced to +1DM in the
Smoke +2DM +0 AP +0 AP +0 AP +2 DM YES pre-turn sequence. +2DM to all fire into the hex.
Multiple units allowed. 50mm & lower guns allowed.
Trench +0 AP NA +0 AP +2 DM NO Mortars are allowed.
Only foot units receive a +1DM per vehicle if they are in the
Vehicle +0 AP +1 AP +0 AP +1 DM NO same hex as a vehicle(s) and they are not being transported.

OPTIONAL ADVANCED MOVEMENT RULES


Foot Movement
+0 AP - - -1 DM -
Movement for all foot units decreases ALL
Penalty (Foot Only) terrain/fortification defense values by -1DM.
Cautious
+1 AP - - -0 DM -
Cautious move for foot units only.
Foot Movement (Foot Only) Cancels -1DM foot movement penalty
Backwards Backwards movement negates vehicle open/road bonus
Movement +1 AP +1 AP +1 AP - - movement. It is not considered a cautious move.

Defensive Modifiers are cumulative. NA = Not Accessible #! = Check for immobilization +# AP = APs added to a unit’s movement cost.

Copyright © 2008 Academy Games www.Academy-Games.com

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