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Unit Formation Rules | PDF | Artillery | Infantry
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Unit Formation Rules

rules on unit information for wargame

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yibaj33577
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0% found this document useful (0 votes)
15 views6 pages

Unit Formation Rules

rules on unit information for wargame

Uploaded by

yibaj33577
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Full Combat Rules Set

Activation Rules
1. Activation Sequence
 Turn-Based Activation: Players take turns activating one unit at a
time.
 Unit Types: Players can choose to activate either:
o An Infantry Squad: This includes the commander riflemen
and heavy weapon teams.
o A Vehicle or Mortar Squad: Players can also activate a single
vehicle or mortar squad during their turn.
2. Activation Conditions
 Starting Turn: At the beginning of each turn, players determine
the first player to activate by rolling for initiative or by pre-
established rules.
3. Actions Per Activation
Each activated unit can perform the following actions during its turn:
1. Move: The unit can move up to its maximum movement distance
according to the terrain rules.
2. Fire: The unit can engage in combat, even after moving, unless
otherwise specified by a special ability.
3. Special Action: Some units, such as heavy weapon teams or
vehicles, may have unique abilities or actions that can be
performed in addition to moving and firing. These special actions
may include:
o Utilizing unique unit abilities that enhance their
effectiveness in combat.

1. Unit Formation Rules


Infantry Squads:
 Command Base: commander unit
 Rifle Bases: 2-8 riflemen unit
 Up to 2 heavy weapon unit
Deployment:
 All infantry units must be deployed within 6 inches of the Command unit.
 Vehicles can be deployed individually as single units.
 Same with artillery
Movement Phase:
 Terrain Movement: When crossing difficult terrain (e.g., walls, hedges,
woodland), units move at half speed.
 Charge Movement:
o Units can move 1.5x their normal distance but cannot fire in
the same turn.
o Units cannot charge through difficult terrain.
o Unit that moved can only shoot half their shots

Combat Resolution Steps:


1. Attack Roll:
o Roll a D6 to hit the target. The result must meet or exceed the
unit’s To Hit value.
o Apply any modifiers (e.g., long range or cover).
2. Saving Throws:
o If a hit is successful, the target rolls a D6 for its Save Roll.
o If the roll meets or exceeds the Save Roll value, the target survives.
o If the Save Roll fails, the infantry unit is eliminated.
3. Modifiers to Hit:
o Long Range: Add +1 to hit if the attack is made from more than
half the unit's maximum range.
o In Cover: Add +1 to hit if the target is in cover (e.g., behind
hedges, trees, dug-in positions, or buildings).
Mortar Attack Mechanics:
 To Hit:
o Roll a D6:
 5 or 6: Instant hit; all units on the targeted base must make
a saving throw.
 3 or 4: Re-roll required; on the re-roll, a 4+ is a hit.
 1 or 2: Instant miss.
 Damage:
o If a mortar hit is successful, it deals 1d6+3 damage with an AP of
+3 to all affected units.
4. Armor Combat Rules
Weapon Attributes:
 Armor Piercing Value (APV): A weapon’s APV reduces a vehicle’s
Armor Value (AV) when determining whether an attack penetrates.
Combat Resolution Steps:
1. Attack Roll:
o Roll a D6 to hit the target vehicle. The roll must meet or exceed the
target number (e.g., 4+).
2. Calculate Effective Armor Value (AV):
o Calculate the Effective AV by subtracting the weapon’s APV from
the vehicle’s AV: Effective AV=AV−APV
o Compare the D6 roll to the Effective AV. If the roll exceeds the AV,
the armor is penetrated.
3. Damage Roll:
o Roll a D6 for damage if the armor is penetrated. Apply damage
based on the weapon’s Damage Stat.
4. Saving Throws:
o In armor combat, there are no saving throws based on infantry
stats. Instead, the target’s AV is modified by the weapon’s AP, and
damage is directly applied.
5. Subtract from Health Pool:
o Subtract the damage dealt from the vehicle’s Health Pool (HP).

5. Bravery Test Rules


1. Trigger: If half of a unit has been bailed out or destroyed.
2. Test Roll: Roll a D6; pass on a 3+.
3. Outcomes:
o Passed: The unit stays in the fight.
o Failed: The unit retreats by 2D6 inches away from the attacker or
defender. Any bailed-out tanks/vehicles are considered destroyed.
4. Retreat Mechanics:
o At the start of the next movement phase, roll a 4+ to stop
retreating.
o If Passed: The unit halts but cannot move or fire for the remainder
of the turn.
o If Failed: The unit retreats another 2D6 inches toward the nearest
table edge. If the unit exits the table, it is destroyed.
Special rules:
Mobile Cover: Gains a +1 bonus to Save Roll if in cover due to speed and
manoeuvrability.
Full Shooting While Moving: Can fire their weapons while moving at normal
speed without penalties.
Skirmisher: May move through difficult terrain without penalty.
Explosive Ammo: Hits all units within a targeted base when successful
Fortified Armor: +1 to Save Roll against ranged attacks.
Focused Fire: Re-roll one attack roll per turn if targeting the same
enemy unit.
Defensive Stance: Target a friendly unit within 12 inches. That unit gains +1 to
its Save Roll until the start of the Field Officer’s next turn. Enhances defense in
anticipation of an enemy attack.
Tactical Insight: Once per turn, re-roll one failed To Hit roll for any friendly unit
within 12 inches.
Inspiring Presence choose two friendly units within 6 inches to receive a +1
bonus to their Save Rolls
Coordination Order:
Once per turn, choose a friendly unit within 12 inches to immediately take one
additional action (either move or shoot).
- Indirect Fire: The Big Artillery Gun can target units out of line of sight.
Melee Combat Rules
1. Charging into Melee
 Entering Melee: A unit may charge into an adjacent enemy unit.
 Charge Bonus: Gain a +1 bonus to all melee attack rolls during the
charge.
2. Melee Attacks
 Attack Rolls: Roll a D6 for each model in the attacking unit.
 Hit Calculation: A roll equal to or greater than the unit's melee skill is a
hit.
3. Resolving Hits
 Defender's Save Rolls: For each successful hit, the defending unit rolls a
Save Roll.
o Successful Saves: If the roll meets or exceeds the required Save
Roll, the model is unharmed.
o Model Removal: For each unsuccessful save, remove 1 model
from the defending unit.
4. Disengaging from Melee
 Leaving Melee: A unit may choose to disengage but provokes a free
melee attack from the enemy unit as they attempt to leave.
5. Counterattacks
 During Enemy Turn: After the enemy resolves their melee attacks, the
defending unit may make counterattacks, rolling a D6 for each model that
was hit.
Armor Combat Integration
6. Armor Combat Mechanics (for armored targets)
 Attack Roll: Roll a D6 to hit the target vehicle; the roll must meet or
exceed the target number (e.g., 4+).
 Effective Armor Value (EAV): Calculate EAV by subtracting the
weapon’s Armor Piercing Value (APV) from the vehicle’s Armor Value (AV):
o EAV = AV - APV
 Damage Roll: If the attack roll exceeds the EAV, roll a D6 for damage
based on the weapon’s Damage Stat.
 Health Pool: Subtract damage from the vehicle's Health Pool (HP); no
saving throws are made for armored targets.

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