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Thunder at Cassino Player Aid

Sequence of Play
1.
2.
3.
4.
5.

Reinforcements Phase
Movement/Fire Phase
Close Combat Phase
VP Determination Phase
End of Turn

Close Combat
Kill on 6+ on 1dr
+diff in CCF* if positive
+1 for each additional attacker
Note: AT/MG may be screened.
* AF-DF if AT/Armor vs Armor

Movement Costs
Into Area
MP Into Zone
5
Zone with 6+ enemy CU
4
Area occupied by enemy MG
Zone with 3-5 enemy CU
combat unit
3
Area occupied by enemy
Zone with 1-2 enemy CU
non-MG combat unit
2
Area adjacent to enemy MG
Unoccupied Zone
combat unit*
1 Area occupied by enemy MG
combat unit
a. Night negate MG effects
-1 MF for Zones with
b. Negated by smoke in MG area
smoke or at night.
c. Ignore German MG on Turn 1.

Fire Combat
Attacker
+?
AF of one firing unit
+?
+1
Each additional firing unit
+TEM
+1
3 firing infantry units with unit integrity (once)
+1
+1
+1
+2d6 The sum of 2 dice
+2d6
Casualty Points:
1: Retreat one CU (May not elim after retreat) 1: Elim one non-CU unit
2: Elim MG Unit 3: Elim Non-MG Infantry CU 4: Elim Armour Unit

Defender
Lowest DF of defending unit
Terrain Effects Modifier
If firing from an adjacent area
*If firing at night (or into/out of smoke)
*If defender on higher ground
The sum of 2 dice
Note:
*Not applicable to arty

Smoke and Night


(A) Night Declaration: Use of Initiative
(B) Smoke Placement: DR Placement Number
Allied
Placement No. German
Corps/Division
5
Brigade
6
Division
7
Regiment
+2 if Target elevation 1

Effects of (S)moke and (N)ight


No MATAF attack
-1 to MF Cost in Zone
Movement cost to enter space adjacent to
MG (Smoke in MG space only)
Movement cost to enter MG Area
+1 to DF (smoke in either Area/Zone)

S
X
X
X

N
X
X
X

X
X

Smoke Removal: (1) Enemy Attack DR = Duration No


or (2) End of Movement/Attack Phase.

Initial Setup and First Turn


Rubble Placement
All Areas in town except 9 and 20:

German Casualties
All areas in town.

Level 1: TEM + dr =4,5,6,


Level 2: TEM + dr = 7+
Area 66 = Level 2, Zone E = Level 1

Casualties = X TEM
X = 1dr for every 2 units (round up)
No retreat, unit to spent = 1 CP

First Turn Special Rules


No German MG effects
No German arty attacks
No German entry of white areas
No Allied Night Declaration

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