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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
S
X
X
X
N
X
X
X
X
X
German Casualties
All areas in town.
Casualties = X TEM
X = 1dr for every 2 units (round up)
No retreat, unit to spent = 1 CP