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===Fire===
===Fire===
Units may fire upon enemy units which are up to their range, or up to double their range for half firepower, but not in the same hex as the firing unit or if the hex contains friendlies
First, except for Assault Fire, a Morale Check (see "Suppression") needs to be succeeded
When ready, roll the dice, if the value is less than or equal to the units Firepower, the shot hits and the enemy unit moves down one Suppression level (White to Yellow or Yellow to Red)




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===Casualties===
===Casualties===
When an attack is made, if the first Casualty number can be added to the roll and it stays successful then it is flipped and takes 2 levels of Suppression if able. If the same can be said for the second/right number, then it is removed
e.g. the roll is 2, the casualty number of the target is 4, the FP of the attacker is 7, 4+2=6 which is still lower than 7, so a casualty effect occurs





Revision as of 18:20, 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

First, the unit takes a Morale Check (see "Suppression") then may move up to its movement points, generally 1 hex = 1 movement point, but some terrain seen in later scenarios may require more MP per hex

Units are vulnerable when moving and may receive Opportunity Fire from the opponent which may result in another Morale Check

Movement may be paired with an Assault Fire to allow it to move and fire in the same action

If a unit is declared as retreating before the start of their action, they gain +4 Morale but may not Assault Fire


Fire

Units may fire upon enemy units which are up to their range, or up to double their range for half firepower, but not in the same hex as the firing unit or if the hex contains friendlies

First, except for Assault Fire, a Morale Check (see "Suppression") needs to be succeeded

When ready, roll the dice, if the value is less than or equal to the units Firepower, the shot hits and the enemy unit moves down one Suppression level (White to Yellow or Yellow to Red)


Suppression

Suppression is used to track Morale, no Suppression gives a unit its White morale value, Yellow and Red Suppression tokens give a unit the morale value for that colour.

If a unit needs to take a Morale Check, White Morale is automatic success, whilst in Yellow or Red a dice needs to be rolled and the result needs to be equal or lower to succeed

The Red and Yellow Suppressions will regress during the Recovery Phase


Casualties

When an attack is made, if the first Casualty number can be added to the roll and it stays successful then it is flipped and takes 2 levels of Suppression if able. If the same can be said for the second/right number, then it is removed

e.g. the roll is 2, the casualty number of the target is 4, the FP of the attacker is 7, 4+2=6 which is still lower than 7, so a casualty effect occurs


Opportunity Fire

Final Opportunity 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