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WT - Weapons Team
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




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4) Recovery
4) Recovery
===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)

Revision as of 17:18, 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


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)