
In order to play this version, you will need regular d6 (5-6 per player).
Battles are checked and resolved
sequentially, one ordered unit at a time, in the sequence of your choice. You
must announce and resolve one unit’s battle entirely before beginning the next
one.
A unit may only battle once per turn.
A unit that is ordered does not have to battle.
A unit may not split its Battle dice
between several enemy targets.
A unit attacking an adjacent enemy
unit is said to be in "Close Assault" with that enemy.
A unit attacking an enemy unit more
than 1 hex away is said to "Fire" at that enemy.
A unit adjacent to an enemy unit must
Close Assault this unit if it chooses to battle. It may not fire on another,
more distant, enemy unit instead.
Battle range – INFANTRY
An ordered INFANTRY unit may battle
any enemy tarted unit 3 or fewer hexes away.
It rolls 1 die per figure, scoring hits on:
6 – if the target is 3 hexes away
6,5 – if the target is 2 hexes away
6,5,4 – if the target is 1 hex away (Close Combat)
6 – if the target is 3 hexes away
6,5 – if the target is 2 hexes away
6,5,4 – if the target is 1 hex away (Close Combat)
Battle range – ARMOR
An ordered ARMOR unit may battle any
enemy tarted unit 3 or fewer hexes away.
It rolls 2 dice per figure, scoring hits on:
6,5,4 – at any range
6,5,4 – at any range
Battle range – ARTILLERY
An ordered ARTILLERY unit may battle
any enemy target unit 6 or fewer hexes away.
It rolls 2 dice per figure, scoring
hits on:
6 – if the target is 6 or 5 hexes away
6,5 – if the target is 4 or 3 hexes away
6,5,4 – if the target is 2 or 1 hex away (Close Combat)
6 – if the target is 6 or 5 hexes away
6,5 – if the target is 4 or 3 hexes away
6,5,4 – if the target is 2 or 1 hex away (Close Combat)
HOW TO UTILIZE IT?
All Memoir ’44 rules apply, except for
combat.
Each unit’s strenght (number of dice
rolled during a single attack) is determined by the number of figures in it. Each INFANTRY figure counts as 1 (die).Each
ARMOR figure and each ARTILLERY figure counts as 2 (dice).
Each special infantry unit adds 1 to
its strengh (fe. a 2-figure infantry unit has a strenght of 2, a 2-figure
special unit has a strenght of 2+1=3). Any special ARMOR unit counts only per
figure, without additonal modifiers.
Each unit has its own ‘To Hit’ chart –
those are values on dice that will allow to score a hit.
Q: An ARMOR unit with 2 figures is shooting at
an infantry unit on a clear terrain two hexes away. How many dice I roll and
how do I count hits?
A: Each tank figure rolls 2 dice, so a total
firepower of this unit will be 2x2 = 4 dice. Since there are no terrain
benefits for the defender, ARMOR unit scores hits on 4, 5 and 6.
However, when any unit attacks another
unit that is in a cover providing terrain, it subtracts from each die roll a
number from TaO Chart – battle in. The same things happen for units that are
battling out.
Q: If a full-strenght ARMOR unit attacks an INFANTRY
unit in a forest, how many dice I roll and how do I count hits?
A: A full-strenght ARMOR unit rolls 6 dice (2
per figure), but since an INFANTRY is in a forest, each result is reduced by
two, but an ARMOR still scores on 4, 5 and 6 (but then again, there is no
possibility to get 5 and 6 while subtracting 2 – in other words, only die
results of 6 will count as a hit in this example).
DEFENSIVE
ROLL
Each ARMOR figure has a possibility of
a defensive roll when conducting an attack against it. For each figure in ARMOR
unit roll one d6. For every 5 or 6 you can cancel one hit.
Q: An INFANTRY special unit of full strenght
has made a roll of 5 dice (4 for unit +1 for being special unit) against my
full-strenght ARMOR and scored 4 hits. So it means my unit is eliminated?
A: Not yet. You need to roll 3d6 (full unit –
three figures) and cancel one hit for every 5 or 6 rolled. However, since there
are four hits, and you can cancel the maximum of three, at least one figure
will be lost anyway.
If, at any point, die roll
modificators disallow you to perform any succesful attack, it cannot be made.
Q: How can I battle with my ARMOR being in
town to an INFANTRY unit in a forest two hexes away?
A: Well, you cannot... -2 for battle-out and
-2 for INFANTRY being in forest won’t make possible to score a hit under any
circumstances.
RETREATS
Since there are more dice involved, it
is pretty reasonable to ask about retreats, just because there might be more of
them. All you need to do is... to apply them. Yes, it is that simple.
SUMMARY
In order to adjust those rules to any
additional armies or units, follow those advices:
- a ‘To Hit’ number calculated by
number of dice rolled by striking unit. So if INFANTRY rolls 3d6 in a close
range in the original game, here it scores hits on 4, 5 or 6.
- any Command Card (or fe. minefield)
that calls for a roll for or against, is resolved as below:
1 – flag, 2 – star, 3-4 – infantry, 5 – armor, 6 - grenade
1 – flag, 2 – star, 3-4 – infantry, 5 – armor, 6 - grenade
Q: OK, what about Polish Cavalry?
A: Now, that’s the question! It is treated as
INFANTRY for order, but like ARMOR for movement and combat. However, it doesn’t
count as 2 dice per unit, but only 1 die. In close combat it scores on 5 and 6
and two hexes away – only on 6. But still can perform an overrun, which is its
advantage.
Q: Oh, and Snipers?
A: That’s a very good question too. It is a
single figure and acts like an INFANTRY, but a special one, so as long as he is
operating, you roll 2d6 (+1 for being a special unit) for it, making a success
on 5 and 6 (because he also counts stars as hits).
TERRAIN
AND OBSTACLE MODIFIERS (to DIE ROLL) – BATTLE IN
TERRAIN
|
INFANTRY
|
ARMOR
|
FOREST
|
-1
|
-2
|
TOWN/VILLAGE
|
-1
|
-2
|
HEDGEROW
|
-1
|
-2
|
HILLS
(WHEN UPHILL) |
-1
|
-1
|
BUNKER
|
-1
|
-2
|
HEDGEHOG
|
0
|
0
|
SANDBAG
|
-1
|
-1
|
WIRE
|
0
|
0
|
TERRAIN
AND OBSTACLE MODIFIERS (to DIE ROLL) – BATTLE OUT
TERRAIN
|
INFANTRY
|
ARMOR
|
TOWN/VILLAGE
|
0
|
-2
|
WIRE
|
-1
|
0
|
ARTILLERY IN BUNKERS TAKES HITS ON 1 AND 6!
UNIT ‘TO
HIT’ NUMBERS (RANGES) ON a d6
UNIT
|
R = 6
|
R = 5
|
R = 4
|
INFANTRY
|
X
|
X
|
X
|
ARMOR
|
X
|
X
|
X
|
ARTILLERY
|
6
|
6
|
5, 6
|
UNIT
|
R = 3
|
R = 2
|
R = 1
|
INFANTRY
|
6
|
5, 6
|
4, 5, 6
|
ARMOR
|
4, 5, 6
|
4, 5, 6
|
4, 5, 6
|
ARTILLERY
|
5, 6
|
4, 5, 6
|
4, 5, 6
|
A ‘1’ ALWAYS INDICATE A RETREAT (FLAG)
If STAR counts as a hit, simply add one value to the chart above, fe. ARMOR R=2 (3, 4, 5, 6)
If STAR counts as a hit, simply add one value to the chart above, fe. ARMOR R=2 (3, 4, 5, 6)
COMMAND CARDS
SYMBOL
|
DIE RESULT
|
FLAG
|
1
|
STAR
|
2
|
INFANTRY
|
3, 4
|
ARMOR
|
5
|
GRENADE
|
6
|
Brak komentarzy:
Prześlij komentarz