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9.

0 Unit Maneuvers (BATTLE DRILLS) Advanced/Optional


Once a unit receives fire or engages an enemy its assumed the unit moves to provide the best offence and defense possible against its target. In military terms, these movements are referred to as Battle Drills. Battle Drills are rehearsed and heavily trained movements and tactics designed to identify enemy locations, suppress enemy locations, flank enemy locations and ultimately neutralize the threat. The individual steps and movements of Battle Drills, have been condensed to actions and outcomes. Each player rolls 1D10, modified by the units highest command rating. A player that beats his opponents total roll by three or more has gained tactical advantage. This player chooses his units actions after the player with the lower total has openly declared their intent. Otherwise, both players select a maneuver card and play them simultaneously to determine the results. Orders to maintain contact will be the least risky to a player who has lost the tactical advantage. Units simply move to provide the best cover and firing positions available and ready themselves for a firefight.

Break Contact
The unit attempts to disengage the enemy force, moving away from the enemy position or out of the field of fire. Often deploying smoke to cover their retreat.

Press
The unit attempts to close with the target position and aggressively attack the target.

Suppress
The unit attempts to lay down a barrage of fire meant to pin an enemy through fire superiority.

Flank
The unit attempts to flank the targets current position to gain attacks on the targets side or rear.

9.1 Battle Drills Maintain Contact

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Assault
If the unit is, close enough it may attempt to assault the enemys position.

T2.8

Maintain Contact
Both units are locked in a firefight, resolve combat as normal.

Break Contact
As units attempt break contact, they receive fire. Resolve break contact as normal.

Press
As units attempt to close, they receive fire. Resolve Press as normal. Units maintain distance from each other as one retreats the other advances. Resolve combat as normal. Move both units the direction of retreat.

Suppress

Flank

Assault

Maintain Contact

Resolve suppressing fire as normal.

Resolve flanking maneuver as normal.

Resolve Assault as normal.

Break Contact

As unit attempts to disengage, they receive fire. Resolve break contact as normal

Both sides move freely away from each other avoiding contact.

Breaking contact is difficult due to the volume of fire. -2 from break contact roll. Resolve suppression roll as normal.

Flanking is difficult as target is actively moving away -2 from flank roll +1 to break contact roll.

Assault is difficult as target is actively moving away -2 from assault roll. Resolve break contact as normal. Move both units the direction of retreat.

Press

As units attempt to close, they receive fire. Resolve Press as normal.

Units maintain distance from each other as one retreats the other advances. Resolve combat as normal. Move both units the direction of retreat. Breaking contact is difficult due to the volume of fire. -2 from break contact roll.

Both units advance, this is going to be bloody! +1 to both units attacks

Advancing is difficult due to the volume of fire -2 from press roll. Resolve suppression roll as normal.

Flanking is difficult as opponent is actively pressing the attack -2 to flank roll. Resolve Press as normal.

Both units collide; the assaulter gains the advantage. +1 to Assault roll. Resolve Press as normal.

Suppress

Resolve suppressing fire as normal.

Flank

Resolve flanking maneuver as normal.

Flanking is difficult as target is actively moving away -2 from flank roll +1 to break contact roll. Assault is difficult as target is actively moving away -2 from assault roll. Resolve break contact as normal. Move both units the direction of retreat.

Advancing is difficult due to the volume of fire -2 from press roll. Resolve Suppress roll as normal. Flanking is difficult as opponent is actively pressing the attack -2 to flank roll. Resolve Press as normal.

Both sides lay down heavy fire in an attempt to suppress the other. -2 to suppression roll for both sides. Flanking is difficult due to the volume of fire. -2 flank roll. Resolve suppression roll as normal.

Flanking is difficult due to the volume of fire. -2 flank roll. Resolve suppression roll as normal. Stalemate; as both sides maneuver for advantage. Resolve attack as normal

Terrible conditions for an assault -3 assault roll. +1 to suppression roll.

Your flanking maneuver has allowed the assaulter to drive a wedge in your units.+2 Assault roll. -2 to flank roll.

Assault

Resolve Assault as normal.

Both units collide; the assaulter gains the advantage. +1 to Assault roll. Resolve Press as normal.

Terrible conditions for an assault -3 assault roll. +1 to suppression roll.

Your flanking maneuver has allowed the assaulter to drive a wedge in your units.+2 Assault roll. -2 to flank roll.

Nothing but carnage as both sides clash +1 to both sides assault rolls. +1 to both sides attack rolls.

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9.2 Success or failure of a maneuver


A D10 roll determines the success or failure of a chosen maneuver. Modified by your unit commanders command stat, by the units overall experience level and by the results of maneuver table. A result of 10 or better is needed to succeed at a maneuver.

Suppress Success:
The unit has successfully suppressed the enemy unit. The enemy unit may not move and must take an immediate morale check. Suppressing units may not move. Combat is resolved as normal, but all casualties caused by the suppression attack are halved and all attacks that cause morale results are increased by one severity.

Maintain Contact Success:


The unit has maintained contact with the enemy and resolves all combat rolls as normal. The unit may move at normal speed and distance in response to enemy movement moves in order to maintain contact with the enemy but may not close with the enemy.

Suppress Failure:
The unit may not move. Combat is resolved as normal but all casualties caused by attacks are halved.

Flank Success:
The unit may move part of its force at full movement and distance in an attempt to position its self at the enemies flank. Units moved to flank ignore cohesion rules and are still considered part of the main force unless engaged by a new opponent. It may take several turns for the unit to flank an enemy; a successful flank roll is required for each turn the unit moves.

Maintain Contact Failure:


The unit may resolve combat as normal but may not move to remain in contact with enemy units.

Break Contact Success:


The unit may move at full speed and distance away from contact and resolves combat rolls as normal.

Break Contact Failure:


The unit may not move but may resolve combat as normal.

Flank Failure:
The unit may not split or move. Combat is resolved as normal.

Press Success:
The unit may move towards the target at normal speed and distance in order to close the distance between the units. Combat is resolved as normal.

Assault Success:
The unit may close with the enemy at full movement and distance and will resolve its attack on the Assault table.

Assault failure:
The unit may not move and takes an immediate morale check. Combat is resolved as normal but all attacks that cause morale results are increased by one severity.

Press Failure:
The unit may not move but may resolve combat as normal.

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T2.5 Battle Drill Results Table


Roll 12+ 10-11 7-9 5-6 Maneuver Slaughter Them! Charge! Get Some! Do You Want To Live Forever! Hold Your Ground!
Result CRITICAL SUCCESS! Unit has taken control of this fight and gained the initiative. Unit may assault opponent if within 6 Unit may move to flank opposition up to 4 (+1 TO ATTACKS) If unit is in danger of being flanked or surrounded they may move up to 6 to counter opponents position. CRITICAL SUCCESS! SUCCESS! Unit is aggressively and efficiently attacking while using available terrain. Unit may move to flank or assault opposition up to 4 (NO MODIFICATION TO ATTACK ROLL) PARTIAL SUCCESS Unit is at a slight disadvantage; Unit attacks with intent and effectively uses available terrain. Unit may move up to 2 to flank or assault opposition (-1 FROM ATTACK ROLL) FAIL TO ACT (Suppressed) Unit is feeling pressure from opposition but holding their ground, shots are aimed and efficient but primarily concerned with breaking oppositions momentum. Unit remains in place or make seek hard cover within 2 if available. Unit may change stance to prone if no cover is available (-2 FROM ATTACK ROLL) CRITICAL FAILURE!(Pinned) Unit has lost initiative, momentum, situational awareness and is under heavy fire. Unit will seek any cover available within 2or go prone if none is available. Units fire is sporadic and mostly un-aimed. Unit may not move from current position until rallied. (-6 FROM ATTACK ROLL) CRITICAL FAILURE! (Routed) Unit has lost most of its cohesion. The unit, acting out of selfpreservation, will move quickly away from oppositions fire up to 5 attempting to use cover as available. Units fire is sporadic and mostly un-aimed. Unit will continue to move away from opposition until they can be rallied. (-7 FROM ATTACK ROLL) may use retreat movement.

2-4

Keep Your Heads Down!

-1

We Are Leaving!

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