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Initiative Leaders
Initiative Checklist
1: IF this is the first turn of the game
Each side rolls 1xD6. The highest score has the first player turn.
2: If it is not the first turn of the game and the player that DID
NOT hold the initiative is challenging for it:
Both player dice again:
The player that held the initiative rolls one additional die for
each consecutive turn that he has held the initiative (to a
maximum of three dice)
The other player rolls one die
The highest score claims the initiative
If tied, roll again with one die each
Go to Leaders Checklist
Leaders Checklist
1: Any wounded leaders who have been out of play for one full
player turn are returned to play within 100mm of any unit of his
command, and is free to attach or move as any other leader.
2: The phasing player may attach leaders to units in their chain of
command that are within 300mm at their position at the start of the
turn and must remains with the unit to which he is attached to for
the remainder of the turn.
3: The phasing player may detach a leader from a unit to which he
was attached to at the start of the turn and is placed 50mm from
the unit.
A leader which detaches from a unit cannot move until the Move
Detached Leaders sub-phase and cannot cannot be attached to
another unit in this turn
Go to activation Checklist on page 2
Movement
Units which are activated will move in the following order:
1: Units and their attached leaders make involuntary moves
2: Units moving to Attack - halt withing 50mm of the defender
3: Units and leaders make voluntary moves
Any artillery hits on infantry in the open or five or more hits on ar-
tillery or weapons, roll 1xD6, 5 or 6 = infantry disrupted or artillery/
weapons silenced
Anti-Tank
4: Roll Saves 2xD6 Vehicle type (Front/Side) Others 1xD6
Weapon Range Pz1 T26 CV33 A/C S/Skin
20mm or 45mm 800 6/7 5/6 6/7 6/7 11 Fortified,Tanks 2+
37mm 800 5/6 4/5 6/7 5/6 10 Artillery 3+
HMG 800 4/5 3/4 6/7 4/5 9 Dug in 3+
Field Gun 1200 6/5 5/6 4/5 6/5 11 Buildings 3+
88mm 1200 9/10 7/6 6/5 9/10 Auto Mounted 5+
Other 4+
A/T FIRE RESULTS: Less than score required destroyed, equal to score - bailed
Attacks
1: Closing fire
Defender fires with all stands within angle and within
200mm of the attacker - mark losses but do not remove
Attacker fires with attacking stands only
remove losses for both sides
Good order attackers move into contact with the defender.
Disrupted or shaken attackers halt at 50mm.
2: Results Modifiers
Shaken troops con- Stand is: Add dice
tacted by good order Shock troops vs non-shock troops 1
Infantry vs Vehicles 2
troops are destroyed,
Higher troop type 1
attackers may either
Contacting open flank or rear 3
hold the position or can Holding terrain advantage 2
breakthrough one full Disrupted or Silenced -2
normal move Disordered -1
Otherwise calculate Defending buildings/dug in 2
outcome by rolling Fortified 4
1: If a leader was within 100mm of a unit that was the target of firing
or was involved in an attack
Roll 1xD6
If the score is 5 or 6, roll again, 1xD6
If the second score is 6 the leader is killed
If the second score is 3,4, or 5 the leader is
wounded and returns after 1 full turn
If the score is 1 or 2, no effect
If the score is 1,2,3 or 4 go to Step 2
2: Choose One:
If there are more leaders to test go to step 1 of this checklist
If there are more leaders to test go to Morale checklist on page 7
Morale
1: Deduct from the Army Morale total:
2 point for each unit that has Quit the Field this turn
1 points for each unit that has become Permanently
Shaken this turn
2 points for each leader Killed this turn
2: If the adjusted Army Morale total is greater than zero, go to step 4
3: If the adjusted Army Morale total is Zero or less, the game ends
Revision History
Initial Issue