文档介绍:Last Updated June 12, 2003
TURN SEQUENCE
Cards are drawn one by one. Each one represents a platoon
of either side. (any platoon). When one side's card is drawn
they may carry out the actions to the right :-
The pack of cards has one card per platoon (inc FO's) per
player plus some extras. This can be varied at the scenario
level but the basic is
+1 card for VC
+1-2 cards for US
+0-1 cards for attacking side
Once every platoon on one side has been activated once in a
turn, (excepting those on overwatch), any additional cards
may be used to reactivate platoons giving them a second
turn. NB that no platoon (inc FO's) may be activated more
than twice. MOST platoons will only be activated once per
turn.
NB Snipers can be activated at any time without a card.
ALLOWABLE ACTIONS
Morale Check at beginning of every action
Move & Fire
Move & Close Assault
Stand & Fire
Overwatch (fire later)
MOVEMENT
Infantry 6"(+2)
PC's & CC's 8"(+2)
HMG or light gun push 6"
Tank or APC 12"/18"
Truck 6"/18"
1st speed is across non road open terrain. 2nd speed is for
roads only. See terrain chart for effects on movement. (+2) is
extra movement bonus if charging into hand to hand this turn.
HMG, Mortar, Recoiless Rifles may not move and fire in same
activation.
MORALE CHECK
0% of platoon disrupted +2
0% of platoon DEAD 0
<= 33% -2
<=50% -3
>50% -4
No friends within 10" -1
Tanks within 10" of enemy infantry without
-1
friendly infantry within 5"
Infantry within 10" of enemy tanks (not APC)
-2
without Tanks, RPG or RR troops within 5"
Whole platoon disrupted -2
Platoon mander 0, +1, +2
Veteran Platoon +2
Green Platoon -2
Part of Platoon Veteran +1
Part of Platoon green -1
USA troops -1
GUN TO HIT TABLE (1D10)
Roll "6" or more on 1D10 to attain a hit. NB all Bazooka and
RPG type weapons only have a range of 10". Then apply
accuracy rating.
LAW M72, RPG etc -2
Russian early & Recoiless Rifle -1
Russian