This is a documentation for Board Game Arena: play board games online !
Gamehelpbandofbrothers: Difference between revisions
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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) | 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) | ||
During a successful fire, casualties may be taken (see "Casualties") | |||
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===Opportunity Fire=== | ===Opportunity Fire=== | ||
Any unused unit may take Opportunity Fire if the enemy unit moves within their range. This will use the unit for that operations phase, i.e. no further actions may be taken by it. This works similar to normal Fire, except you use the Opportunity/Assault FP rather than the left normal FP. However, if the unit had already taken an action to prepare for Opportunity Fire, it gets a +1 to its FP. It may also gain a +1 to FP if the enemy unit is directly adjacent. (Note that Opportunity/Assault FP can never exceed normal FP, no matter the modifiers) | |||
===Final Opportunity Fire=== | ===Final Opportunity Fire=== | ||
This works essentially like Opportunity Fire, except it can only be taken by units which have already acted, and can only be used against directly adjacent enemy units and gives an FP modifier of -2 | |||
Revision as of 18:31, 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)
During a successful fire, casualties may be taken (see "Casualties")
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
Any unused unit may take Opportunity Fire if the enemy unit moves within their range. This will use the unit for that operations phase, i.e. no further actions may be taken by it. This works similar to normal Fire, except you use the Opportunity/Assault FP rather than the left normal FP. However, if the unit had already taken an action to prepare for Opportunity Fire, it gets a +1 to its FP. It may also gain a +1 to FP if the enemy unit is directly adjacent. (Note that Opportunity/Assault FP can never exceed normal FP, no matter the modifiers)
Final Opportunity Fire
This works essentially like Opportunity Fire, except it can only be taken by units which have already acted, and can only be used against directly adjacent enemy units and gives an FP modifier of -2
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