Wedge
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- Mar 20, 2017
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Do I have this right?
ATTACKER and DEFENDER Actions:
ATTACKER and DEFENDER Actions:
a. Both sides check which of their Units are in Good Order and which Units are Broken.
b. Both sides may attempt only 1 action during the RPh. (Exception: Leaders, Crews, and Finns can try and Self-Rally and then if successful can attempt to rally units in same hex.)
i. Good Order Units can do 1 of the following:
b. Both sides may attempt only 1 action during the RPh. (Exception: Leaders, Crews, and Finns can try and Self-Rally and then if successful can attempt to rally units in same hex.)
i. Good Order Units can do 1 of the following:
1. Recover Support Weapon (SW): ATTACKER/DEFENDER – ATTACKER 1st
ii. Broken Unit Self Rallya. Good Order units may attempt to recover an unpossessed Support Weapon (SW) in the same hex. The SW can be of another nationality.
b. Roll one die (dr) if result is less than 6 [+1 Dice Roll Modifier (DRM) if Counter Exhausted (CX)] the Recovery is successful.
c. Will cost 1 Movement Factor (MF). See Movement Factor Phase.
2. Repair Broken Support Weapon (SW): ATTACKER/DEFENDER – ATTACKER 1stb. Roll one die (dr) if result is less than 6 [+1 Dice Roll Modifier (DRM) if Counter Exhausted (CX)] the Recovery is successful.
c. Will cost 1 Movement Factor (MF). See Movement Factor Phase.
a. A Good Order unit possessing a broken SW of its own nationality may attempt to repair the SW.
b. Roll a die, successful repair if result is less than equal to the repair number on the back of the SW counter. A result of 6 eliminates the SW permanently.
3. Transfer Support Weapon (SW): ATTACKER/DEFENDER – ATTACKER 1stb. Roll a die, successful repair if result is less than equal to the repair number on the back of the SW counter. A result of 6 eliminates the SW permanently.
a. Stacks may be freely rearranged to change possession of all SW between Good Order units.
b. Units must be in the same hex.
4. ATTACKER Only: Deploy into Half Squads. A Good Order squad with a Good Order Leader in the same Location may attempt to split into two equal Half Squads by having to pass a Leader-Modified Normal Task Check (NTC).b. Units must be in the same hex.
a. Normal Task Check (NTC).
b. Roll two dice (DR):
5. ATTACKER/DEFENDER: May attempt to Recombine into a Full Squad. Two Good Order Half Squads with a Good Order Leader in the same Location may attempt to combine into on Full Squad by having to pass a Leader-Modified Normal Task Check (NTC).b. Roll two dice (DR):
i. Add/subtract the Leadership Value found on the Leader Unit counter.
ii. If the result is equal to or less than current Moral Level of the Unit the split is successful.
ii. If the result is equal to or less than current Moral Level of the Unit the split is successful.
a. Normal Task Check (NTC).
b. Roll two dice (DR):
b. Roll two dice (DR):
i. Add/subtract the Leadership Value found on the Leader Unit counter.
ii. If the result is equal to or less than the current Moral Level of the Unit the split is successful.
ii. If the result is equal to or less than the current Moral Level of the Unit the split is successful.
1. Self-Rallies: ATTACKER/DEFENDER – ATTACKER 1st
c. Unit Rallies: ATTACKER/DEFENDER - ATTACKER 1sta. ATTACKER is limited to only attempting 1 Multi Man Counter (MMC) Self- Rally that does not have self-rally capability (a box around the broken side Moral Level), that self-rally must be the first MMC to attempt self-rally.
b. Units with a box around the broken side Morale Level (Leaders,Crews,Finns) may attempt a Self-Rally.
c. Leaders attempting to Self-Rally may not apply their leadership modifier.
d. The unit must make a Dice Roll (DR) with a +1 Dice Roll Modifier (DRM).
to Rally.
b. Units with a box around the broken side Morale Level (Leaders,Crews,Finns) may attempt a Self-Rally.
c. Leaders attempting to Self-Rally may not apply their leadership modifier.
d. The unit must make a Dice Roll (DR) with a +1 Dice Roll Modifier (DRM).
i. If the DR is an Original 12 the unit suffers Casualty Reduction.
iv. Add/Subtract the following Dice Roll Modifiers (DRM):
e. The final result must be less than or equal to the Moral Level in order 1. If Leader rolls an Original 12 the leader is Wounded. A Wounded Leader:
3. If Half Squad rolls an Original 12 it is Eliminated.
iii. An Original 2 on a self-rally by a non-crew MMC results in leader creation for most nationalities. An Original 2 on an assisted rally results in Heat of Battle for many types of units. i. Must immediately roll (dr) for wound severity. Result of 1-4 is a Light Wound; 5-6 is Eliminated. If the Leader is Eliminated all other Units must make a Morale Check.
ii. Has only 3 Movement Factors (MF).
iii. Individual Portage Capacity (IPC) is reduced to 0.
iv. Can’t Double Time (CX).
v. Leader’s Moral Level is reduced by one and Leadership DRM gain one.
2. If Full Squad rolls an Original 12 it is reduced to a Half Squad.ii. Has only 3 Movement Factors (MF).
iii. Individual Portage Capacity (IPC) is reduced to 0.
iv. Can’t Double Time (CX).
v. Leader’s Moral Level is reduced by one and Leadership DRM gain one.
3. If Half Squad rolls an Original 12 it is Eliminated.
iv. Add/Subtract the following Dice Roll Modifiers (DRM):
1. +4 DRM if the unit is suffering from Desperation Morale (DM counter).
2. -1 DRM if the unit is in Woods, Building, Pillbox, or Trenches.
3. Leadership DRM (+ or -). Leaders may not apply their Leadership DRM to their own Self Rally attempt.
2. -1 DRM if the unit is in Woods, Building, Pillbox, or Trenches.
3. Leadership DRM (+ or -). Leaders may not apply their Leadership DRM to their own Self Rally attempt.
to Rally.
i. Good Order Leaders stacked with broken units in the same hex may attempt to Rally.
ii. Each unit must make a Dice Roll (DR) less than or equal to the Morale Number on its broken side.
iii. If the DR is an Original 12 the unit suffers Casualty Reduction:
ii. Each unit must make a Dice Roll (DR) less than or equal to the Morale Number on its broken side.
iii. If the DR is an Original 12 the unit suffers Casualty Reduction:
1. Wounds a Leader, Reduce Full Squad to Half Squad, or Eliminates a Half Squad.
2. A Wounded Leader:
iv. Add/Subtract the following Dice Roll Modifiers (DRM):2. A Wounded Leader:
a. Must immediately roll (dr) for wound severity. Result of 1-4 is a Light Wound; 5-6 is Eliminated. If the Leader is Eliminated all other Units must make a Morale Check.
b. Has only 3 Movement Factors (MF).
c. Individual Portage Capacity (IPC) is reduced to 0.
d. Can’t Double Time.
e. Leader’s Moral Level is reduced by one and Leadership DRM gain one.
b. Has only 3 Movement Factors (MF).
c. Individual Portage Capacity (IPC) is reduced to 0.
d. Can’t Double Time.
e. Leader’s Moral Level is reduced by one and Leadership DRM gain one.
a. +4 DRM if the unit is suffering from Desperation Morale (DM counter).
b. -1 DRM if the unit is in Woods or Building.
c. Leadership DRM (+ or -).
b. -1 DRM if the unit is in Woods or Building.
c. Leadership DRM (+ or -).
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