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4) Recovery
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===





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