This is a documentation for Board Game Arena: play board games online !
Gamehelpbandofbrothers: Difference between revisions
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===Operations Phase=== | |||
Each player has a number of actions they can perform, with a minimum and a maximum allowance, each unit can only perform once. This alternates until both players have used all their units. | |||
A Unit can either move, fire, take opportunity, or do nothing but still use an action | |||
===Movement=== | |||
===Fire=== | |||
===Supression=== | |||
===Casualties=== | |||
===Oppertunity Fire=== | |||
===Final Oppertunity Fire=== | |||
===Rout Phase=== | |||
===Melee Phase=== | |||
===Recovery Phase=== | |||
===Line of Sight=== | |||
===Conceal and Decoy=== | |||
Revision as of 17:46, 3 January 2023
Overview
The following covers basic rules only as not all rules are needed in every scenario, it will get you through the training scenario just fine, but beyond that you will need to refer to the main rulebook attached
Key Initials
CP - Command Points
FP - Fire Power
LOS - Line of Sight
MC - Morale Check
MP - Movement Points
OF - Opportunity Fire
SATW - Special Anti-Tank Weapon
UK - Unconfirmed Kill
WT - Weapons Team
Unit Breakdown
A basic unit has 5 movement points, 4 if a WT, otherwise most info is on the tile
Along the right side is the unit Morale in white then yellow then red
At the base, from left to right, you have: Firepower with two numbers separated by a slash, Melee power in a small lower indexed number connected to this, Range in the middle, then Casualty on the far right with two numbers separated by a slash
Firepower is made up of normal firepower on the left, and Opportunity and Assault Firepower on the right
Range is the maximum number of hexes a unit can shoot up to
Casualty is the likelihood to take further casualties and is made up of a normal and a reduced value
Some units also have a SATW number, the lower the better
Phases
The game is played over 4 phases, with each player taking their turn for that phase, then the other player, before moving to the next phase. The phases are:
1) Operations
2) Rout
3) Melee
4) Recovery
Operations Phase
Each player has a number of actions they can perform, with a minimum and a maximum allowance, each unit can only perform once. This alternates until both players have used all their units.
A Unit can either move, fire, take opportunity, or do nothing but still use an action
Movement
Fire
Supression
Casualties
Oppertunity Fire
Final Oppertunity Fire
Rout Phase
Melee Phase
Recovery Phase
Line of Sight
Conceal and Decoy
Command Points
Commanded points are given each turn and allow for special actions to be taken (5 options)
1) Re-roll non-Gun MC dice
2) For second player to perform 1 action prior to first player's full turn
3) Take a Final Op Fire action
4) Re-roll Melee dice
5) Give a +1 to Assault or Opportunity Firepower (cannot exceed Normal Firepower)
Each unit can only benefit from ONE of these effects ONCE per round