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GAME TURN

  1. Play a command card
  2. Order Announce all units you intend to order, within the limits of the command card played.
  3. Move Move ordered units.
  4. Battle Battle one ordered unit at a time. Select target and:
    1. Check range and line of sight
    2. Check potential terrain effects
    3. Resolve battle
  5. Draw a command card

PLAY A COMMAND CARD & ORDER

Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order.
Units on a hex straddling sections may be ordered from either section.
Only those units that are issued an order may move, battle, or take a special action that turn.

MOVE

Move units one at a time and only once per unit per turn. Movement for one unit must be completed before moving the next unit.
An ordered unit does not have to move.
Two units cannot occupy the same hex.
Units may not move onto or through a hex occupied by a friendly or enemy unit.
Individual figures of a unit always stay together and move as a group.

  • Infantry - Move up to 1 hex and battle or 2 hexes and not battle. Special Forces (except French Resistance) may move up to 2 hexes and battle.
  • Armor - Move up to 3 hexes and battle.
  • Artillery - Move up to 1 hex or battle.

BATTLE

Resolve battles one at a time and only once per unit per turn. One unit’s battle must be completed before the next battle. An ordered unit does not have to battle.
Casualties do not affect a unit’s battle effectiveness.
A unit attacking an adjacent unit is in close assault.
A unit attacking a unit more than 1 hex away is firing at that unit.
A unit adjacent to an enemy must close assault that unit if it chooses to battle; it cannot fire on a more distant enemy.

Range and hit dice rolled

Infantry 3 2 1
Armor 3 3 3
Artillery 3 3 2 2 1 1

Line of sight

All units require line of sight (LOS) to the enemy except artillery. Draw a line between the centres of the hexes; LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment.

Resolving battles

The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted. For each hit scored 1 figure is removed from the target unit. When the last figure is removed place it on one of the medal stands on the attacker’s side of the board.

  • Infantry (2 sides of dice) - HIT: Score 1 hit on infantry.
  • Armor - HIT: Score 1 hit on armor.
  • Grenade - HIT: Score 1 hit on infantry, armor or artillery.
  • Star - MISS: This is a miss, unless used in a limited number of tactical command cards.
  • Flag - RETREAT: After all hits and casualties have been resolved, for each flag rolled the target unit must move one hex back towards its side of the battlefield.

RETREATING

Terrain has no effect on retreat moves; however impassable terrain cannot be moved through. A unit may not move onto or through a hex with any other unit in it.
If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move.
Some obstacles allow some units to ignore the first flag rolled against them.

TAKING GROUND & ARMOR OVERRUN

An ordered infantry unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.
An artillery unit may not take ground.
An armor unit may take the ground and claim an armor overrun combat. It may move into the vacated hex and then battle again. If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.
A unit may take ground again after a successful overrun combat, but may only make one overrun combat per turn.
All battles, close assault and overrun combats must be completed before the next unit may battle.

SPECIAL FORCES

Use Special Forces badge tokens to indicate which units are Special Forces.
French resistance - Forces start with 3 figures per unit. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.
Elite armor - Units start with 4 tank figures.

TERRAIN TYPES

The terrain help cards summarize the effects of terrain. Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain. When an obstacle is on a terrain hex, only the best of the battle dice reductions matters.

Beaches

  • Maximum movement onto beaches is 2 hexes
  • No combat restrictions
  • Taking Ground and Armor Overrun remain possible
  • Do not block line of sight

Bunkers

  • Attacker: Infantry -1 die*, Armor -2 dice*
  • Infantry may move in and battle
  • Impassable by Armor & Artillery
  • Original owner's units may ignore 1 flag
  • Artillery in bunker may not retreat, must take loss instead
  • Bunkers have 360° arc of fire
  • Block line of sight
  • *Protects original owner's units only

Forests

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • Block line of sight

Hedgerows

  • Attacker: Infantry -1 die, Armor -2 dice
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle that turn
  • To enter or take ground, unit must stop on adjacent hex, may still Take ground
  • Block line of sight

Hedgehogs

  • Infantry may move in or through and battle
  • Impassable by Armor & Artillery
  • No combat restrictions
  • Infantry in hedgehogs may ignore 1 flag
  • Do not block line of sight

Hills

  • Attacker: Infantry -1 die*, Armor -1 die*
  • No movement restrictions
  • Block line of sight (except from adjacent contiguous hills at same height)
  • *Only applies to units battling from below

Oceans

  • Maximum movement in ocean is 1 hex
  • Unit cannot battle when in ocean
  • Unit cannot retreat onto ocean
  • Do not block line of sight

Rivers & Waterways

  • Impassable, except over bridges
  • Do not block line of sight

Bridges

  • No movement restrictions, unless the bridge is destroyed
  • No combat restrictions
  • Do not block line of sight, unless stated otherwise in Special Rules

Sandbags

  • Attacker: Infantry -1 die*, Armor -1 die*
  • If occupant leaves, remove sandbags
  • Occupant may ignore 1 flag
  • Do not block line of sight
  • *When on countryside or beach hex only

Cliffs & Sea Bluffs

  • Attacker: Infantry -1 die*, Armor -1 die*
  • Moving up from/down on beach hex is a 2 hex move for Infantry
  • Armor/Artillery may not move up/down from the beach
  • Cliffs only - Infantry may not Take ground from the beach
  • Treat as normal hill from inland side for movement and battle
  • Treat as normal hill from both sides for retreat
  • Block line of sight (except from adjacent contiguous hills)
  • *Only applies to units battling from below

Sea Wall

  • Attacker: Infantry -1 die*, Armor -1 die*
  • No movement restrictions
  • If initial occupant leaves, do not remove sandbags
  • Unit behind Sea Wall may ignore 1 flag
  • Does not block line of sight
  • *Only protects units behind Sea Wall

Steep Hills

  • Attacker: Infantry -1 die*, Armor -1 die*
  • Some scenarios may designate hills as being steep
  • Movement up onto steep hill is a 2 hex move
  • Movement down hill, or from hill to hill, is a 1 hex move
  • Block line of sight (except from adjacent contiguous hills at same height)
  • *Only applies to units battling from below

Towns & Villages

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Wire

  • Unit moving in must stop and may move no further on that turn
  • In wire, Infantry battles out at -1 die
  • Infantry may remove wire instead of battling
  • Armor removes wire and may still battle
  • Does not block line of sight

Airfields

  • When Air rules are in effect airplanes may take-off from, or land on, Airfields
  • No movement restrictions
  • No combat restrictions
  • Do not block line of sight

Barracks

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Cemeteries

  • No movement restrictions
  • No combat restrictions
  • Unit may ignore 1 flag
  • Do not block line of sight

Churches

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Unit may ignore 1 flag
  • Block line of sight

Dams

  • No movement restrictions for Infantry
  • Impassable to Armor and Artillery
  • No combat restrictions
  • Unit may ignore 1 flag
  • Do not block line of sight

Factory Complex

  • Attacker: Infantry -1 die, Armor -2 die
  • Unit moving in must stop and may move no further on that turn
  • Unit moving in cannot battle
  • Armor battles out at -2 dice
  • Block line of sight

Field Bunkers

  • Attacker: Infantry -1 die, Armor -2 dice
  • Infantry may move in and battle
  • Impassable by Armor & Artillery
  • Protect any occupant
  • Occupant may ignore 1 flag
  • Armor & Artillery in field bunker may not retreat, must take loss instead
  • Bunkers have 360° arc of fire
  • Block line of sight

NATIONS

French Resistance

  • 3 figures only
  • Move 0-1 and battle, or move 2 no battle
  • Fire at X321
  • Move onto any terrain and may still battle, but must still obey terrain movement restrictions
  • May Take Ground on successful Close Assault
  • May retreat 1 to 3 hexes per flag


Red Army (RKKA)
Russian Political Commissar

  • A Command card cannot be played directly from hand. Instead, it must be placed under the Commissar chip in preparation for a future turn.
  • Recon 1, Counter-Attack, and Ambush cards are exceptions; they may be played as normal
  • Otherwise, the Command card already under the Commissar chip is the player's Command card for the turn


Imperial Japanese Army
Yamato Damashi Spirit

  • Infantry must always ignore 1 flag
  • When in terrain that ignores a flag, must ignore 2 flags instead
  • When in caves, must ignore all flags


Seishin Kyoiku Doctrine

  • Infantry at full strength in Close Assault battles at +1 die


Banzai War Cry

  • Infantry may move 2 hexes to combat into Close Assault


US Marine Corps
Gung-Ho!

  • Order 1 more unit than indicated on any Section card played
  • All Tactic cards that activate 1 to 4 units activate 2 to 5 instead
  • Marines counter-attack with +1 ordered unit against Japanese Command card. Opposite not true
  • No effect on Air Power, Air Sortie, Artillery Bombard, Barrage, Close Assault, Infantry Assault, and Their Finest Hour


Britich Commonwealth Forces (BCF)
Stiff Upper Lip

  • A BCF ground unit that survives an enemy's Close Assault combat without retreating and is down to a single figure may immediately battle that enemy back with 1 die
  • A battle back ignores all terrain battle dice reductions
  • A battle back may occur even if the Close Assault is part of an Armor Overrun
  • The unit cannot battle back during an Ambush


Italian Royal Army
Italian High Command

  • Start with 6 Command cards; discard one for each unit lost, but never go below 3


Motorized Divisions

  • All Italian ground units may retreat 1 to 3 hexes per flag


Artillery Bravery

  • All Italian Artillery units may ignore 1 flag