Page 5 Page present: 2263 present: Page 90: First Example: Page 96: Step Two: (d): Page 101: CAV Personnel Skill Level Costs:

Size: px
Start display at page:

Download "Page 5 Page present: 2263 present: Page 90: First Example: Page 96: Step Two: (d): Page 101: CAV Personnel Skill Level Costs:"

Transcription

1 Errata For the second printing of the CAV main rulebook as of July 2002 Page 5: System (172) Miriamas should be system (171) Miriamas Page 35: Change 2163 present: to 2263 present: Page 90: First Example: Total cost for the move was 10 MM. Page 96: Step Two: (d): Change Attack Situation Modifiers to Defense Situation Modifiers Page 101: CAV Personnel Skill Level Costs: Vehicles, aircraft and Infantry may upgrade to the Ace rating. Page 102: Movement Upgrades: CAVs, vehicles, aircraft and Infantry may upgrade their movement. Page 103: Armor Upgrades: CAVs, vehicles, aircraft and Infantry may upgrade their armor. Page 110: Infantry Weapons: The AA-52 Direct Fire Missile Pack is on the incorrect line. It should use the stat line that is currently listed as the 1A2 Direct Fire Missile Pack. The 1A2 Direct Fire Missile Pack uses what is currently the AA- 52 statline and is mislabeled, it should read 1A2 Automatic Grenade Launcher. Specter CAV: The Specter uses 4 Power when it moves, not 6 Wraith CAV: The Hf 26b IF Missile Pack uses 1 Power, not 2. Lance Tank: All Lance tank equipment is made by Hughes-Marietta, not Mark IV as stated in the Systems & Weapons modification section. Kikyu Gunship: The Odoroki Gauss Gatling Cannon uses 4 Power, not 1. Poltergeist Tank: Both FA 45 Machine Guns use 1 Power Updated Rules The CAV main rulebook is the only reference required for normal play and the above errata section contains changes to the printing of that edition. Players who become more involved with CAV may have a desire for new equipment, new options, and further rules clarifications or updates. Each Journal of Recognition will feature an Updated Rules section detailing alterations that players may find useful in their games of CAV. Updated Rules are actual changes, not merely errata for printing errors or omissions. Updated Rules come in two types; Core Updates and Scenario Rules. Core Updates should be considered an official clarification/change/addition to what has been presented in the CAV main rulebook. A Scenario Rule is an optional rule that players may or may not find useful in their style of play. When hosting or playing a CAV game, make sure all players are aware of what Scenario Rules are being used since not all players wish to add to the complexity of the game. Scenario Rules invariably slow game play and are not suggested for players new to CAV or players who enjoy the speed and flow of a normal CAV game. If an opponent uses an optional rule that was not discussed before play, you are entitled to refuse to allow it or complete the current turn without it and have the rule come into effect in the following turn. Core Updates Battle Size The original can be found in CAV main rulebook page 84 The suggested battle size for new players is around 3000 points, plus or minus 1000 points. Once players are familiar with the rules, a rough guide for duration of play would be each 1000 points per side roughly equates to one hour of game length. DATA CARDS Most CAVs have updated point costs. 128

2 CAV Personnel Skill Level Cost Table The original can be found in CAV main rulebook page 102 PILOT/COMMANDER DATA CARD DAMAGE POINT COLUMNS Skill Level Modifier Suppression Ace Elite Veteran Regular WEAPONS SYSTEM OFFICER DATA CARD DAMAGE POINT COLUMNS Skill Level Modifier Ace Elite Veteran Regular Title Clarification: For a Vehicle s Data Card the Pilot is a Commander, and the Weapons System Officer is a Gunner. On an Infantry Data Card the Pilot is Training, and the Weapons System Officer is Equipment. For an Aircraft Data Card the titles remain the same. Upgrades The original rules can be found in CAV main rulebook page ARMOR UPGRADE DATA CARD DAMAGE POINT COLUMNS Armor Increase EQUIPMENT UPGRADE DATA CARD DAMAGE POINT COLUMNS Equipment Type Power Cost Chain Lock ECCM CAVs The original rules can be found in CAV main rulebook page 104 CAVs are divided into three classes, small chassis (2-3 Damage Tracks on the Data Card), large chassis (4-6 Damage Tracks on the Data Card), and super chassis (7-8 Damage Tracks on the Data Card). Equipment from a smaller chassis may be installed on a larger chassis CAV; however, equipment from a larger chassis CAV may not be installed on a smaller chassis. Repair: Always a Chance A natural roll of 10 when attempting a Repair or Move & Repair Activity is always a success. No other rules change regarding Repair (as presented on page 91 in the CAV main rulebook). Change to Defensive Fire: Indirect Fire attack when LoS is present An Indirect Fire attack does not provoke Defensive Fire. Some players have taken this to mean that Indirect Fire can be used to gain a free shot on an enemy model by running up close to a target, firing off an IDF volley, and running away again and never being tagged by Defensive Fire, even though they had clear LoS and Range for a normal Direct Fire attack. This was never the intent behind Indirect Fire. a) A targeted model may return Defensive Fire with its Direct Fire weapons if the attacker is in Line of Sight and in Range. 129

3 If the attacker s Target Point is a point on the ground and not a specific model: b) One model per player (player s choice) in the Area of Effect may return Defensive Fire Nothing else changes. Defensive Fire is still resolved the same way. Defensive Fire is still performed with only Direct Fire weapons. The attacker may still fire an Indirect Fire volley when they have LoS; however, by doing so they are a valid target for Defensive Fire. The simplest way to ensure a model does not provoke Defensive Fire when performing an Indirect Fire attack is to make sure the target does not have Line of Sight. Scenario Rules Aircraft Hybrid Flight Mode The Aircraft movement rules listed in the CAV main rulebook (page 89) cover aircraft in Nap-of-Earth (NoE) flight mode using only their ducted Bellar fans with the thrust engines off. NoE mode allows the craft to take advantage of terrain and cover; however, sometimes battlefield commanders need faster air support. In situations like this the aircraft rises over the battlefield, engages its thrust engines, and use the Bellar fans to augment the craft s maneuverability. This rule does not apply to missile models (like the Whisper) nor flying vehicles (like the Hedgehog) unless otherwise noted on the Data Card. (a) Aircraft may choose in which flight mode they will operate when in their section s Action Phase. An aircraft may not change flight modes during a turn (a player cannot begin the turn in Nap-of-Earth mode and then switch to hybrid flight mode mid movement). The chosen flight mode is used through the entire turn until the End Phase. (b) The thrust engines allow the aircraft to double the Data Card s listed Movement (MM), the Power Cost for movement is increased by 50% (a Kikyu which costs 4 power to move in NoE mode costs 6 power to move in Hybrid mode). (c) The Aircraft must move forward 4 inches/hexes before it can make 1 hexside/60 degree turn. The first hexside turn is still free. (d) The Aircraft must move all of its Movement (MM) in its turn and it can no longer back up, nor can it remain stationary. (e) The Aircraft ignores terrain features (all terrain modifiers are x1) when calculating movement costs & cannot be Close Assaulted. (f) The Aircraft is always considered in Line-of-Sight (LoS) to all models on the battlefield unless the players beforehand have chosen terrain features/situations where it would not be. In the event of a dispute, consider the aircraft in LoS. (g) When measuring range to attack, an Aircraft flying in Hybrid mode adds 2 inches as a range penalty to represent altitude. (h) To attack an Aircraft or to resolve Defensive Fire against Aircraft in Hybrid mode (or any other altitude higher than NoE), weapons noted as being Anti-Aircraft (AA) on the Data Card, grant the attacker a +2 bonus to any attempts to gain Target Lock and may ignore altitude range penalties. Note that though the Data Card will show Anti-Aircraft ability, this is still an optional scenario rule. (i) When attacking in hybrid flight mode, all missile or turret mounted weapon systems on the Aircraft retain their 360 degree firing ability; however, all Gauss, Laser, or Particle type weaponry are restricted to a firing corridor drawn from the tip of the aircraft model s nose in a straight line out to the weapon s maximum range. The width of the corridor is threequarters of an inch on either side of this line (i.e. the width of a standard CAV hexbase). Limited Defensive Fire Not all weapon mounts or housings allow defensive fire in a full 360-degree arc. Weapon systems with a limited arc of automated defensive fire will be notated with (LDF) on the weapon line. Unless marked with (LDF) assume the weapon has a full 360-degree arc of Defensive Fire. Aircraft and LDF: All weapons on flying models (aircraft, gunships, flying APCs) based on ballistic (i.e. machine gun), gauss, laser, or particle technologies are restricted to the model s forward 90-degree (LDF F 90) arc when conducting defensive fire. Turret mounted or missile type systems on aircraft maintain their full 360-degree defensive fire arc and will not have an LDF notation. Vehicles and LDF: Weapons on vehicles are normally mounted in turrets that allow them to maintain their 360-degree firing arc. Weapon systems that have been noted as (LDF) are usually hull mounted in some way that restricts their ability to return fire. Arcs Types: All arcs are drawn through the center of the Hex-base or model (if not hex mounted). 180 Degree Arcs: Forward, Aft, Left, Right 90 Degree Arcs: Forward, Aft, Left, Right 130

4 Corridors: Corridors are the width of a standard CAV hexbase (1.5 inches) pointing Forward or Aft Data Card Notation: LDF weapons will list an arc with a single letter and then the degrees. Examples: (LDF F 90) means Limited Defensive Fire Front 90 degree arc only. (LDF A 180) means Limited Defensive Fire Aft 180 degree arc only. Though the Data Cards will be noted with LDF, it is still a Scenario Rule as is optional. Ejecting Crews A controlling player may declare an ejection at any time during play except when a 10 is rolled on a Critical Events table. An ejected crew that has been upgraded from Regular to Veteran, Elite, or Ace counts as units remaining on the battlefield for victory points if they survive the game. The vehicle left by the ejecting crew counts as destroyed for victory points purposes. The surviving crew is worth an amount in points equal to the amount spent on their upgrade(s). Regular level crews that eject or bail out are not placed on the game table and are worth nothing towards victory points. A surviving crew is represented on the table with a special, custom-built hex base (normally with two figures on it) and uses the normal Infantry Data Card with G11 AP Rifles as both weapons (seasoned crews mount spare rifles on their ejection seats or carry them inside their vehicle). The crew comes into play with 2 DTs of damage. A surviving crew s starting location is determined by the controlling player. First, the controlling player chooses the direction the ejected or bailed out crew will travel in. Second, the controlling player rolls 1d6 with the value equaling the amount in inches/hexes the crew travels away from the destroyed vehicle. Surviving crews may be attacked like anything else on the table. If all that remains of a Section are ejected or bailed out crews, you must remove an initiative card for the destroyed Section from the initiative deck. Attach any surviving crews to a remaining Section of the controlling players choice. Hitching a Ride One stand of Infantry may ride on any vehicle that possesses enough level surfaces to carry it. Infantry cannot ride on CAVs or flying models. If the vehicle is attacked, in any way, the Infantry dismount into an adjacent hex or base-to-base to the vehicle and take an equal amount of any damage the vehicle suffers from the attack (if the vehicle is destroyed the Infantry are destroyed as well). Infantry forced to dismount cannot conduct Defensive Fire. Dismounting Infantry are placed in any adjacent hex desired by the controlling player (or in base to base if not using a hex map). If the dismounting Infantry are forced to dismount due to Indirect Fire, the dismounting Infantry suffer both the damage the vehicle suffers plus are subject to any Area of Effect attacks caused by the Indirect Fire after they dismount (i.e. they are hit twice). In normal play, a Whisper launcher truck is removed immediately after launching the missile, which represents the truck crew s orders to leave the field and rearm. When using the Hitching a Ride rule, a controlling player may wish to use the Whisper s launcher truck to transport Infantry. First, a Whisper launcher truck cannot carry a stand of Heavy Infantry until the Whisper Missile has been launched. However, it can carry one stand of regular Infantry as normal. Second, a Whisper Missile launcher truck has no ACA or DCA value. If Close Assaulted, a Whisper launcher truck is instantly considered destroyed along with all Infantry riding on it. Third, after launching the Whisper Missile, the launcher truck can carry one stand of Heavy Infantry or up to two stands of regular Infantry. Finally, the Whisper launcher truck is an unarmored vehicle and as such is a Soft Target. Defensive Fire Reserves In especially small games (for example, 4 or less total sections on the table) rules abstractions that allow CAV to be quickly resolved between players fielding large armies become problematic for some play styles. To help resolve this, when using the Defensive Fire Reserves Scenario Rule a model may only return Defensive Fire once per turn regardless of how many times it is attacked. The Defensive Fire is conducted using the Power rating that the model began with turn with when determining how many weapons may fire. Models that have conducted Defensive Fire should be marked with a token of some sort (coin, bead, ring, etc.). Frequently Asked Questions As of June 2002 Defensive Fire FAQs Q Can I make a Power Dump or use Emergency Power during my Defensive Fire? A No. Pg 99 Remove word Defending under power Dump and Emergency Power sections. 131

5 Q How much power do I have to allocate to weapons during my defensive fire? A A models power level during defensive fire is equal to the power he started with when attacked. Example: A Dictator with 5 hits has a power level of 6 and is attacked by direct fire. The Dictator may return defensive fire with only one Gkw 12y Gauss Cannon. Each cannon takes 4 power to fire and the Dictator only had 6 available when fired upon. Q How many times can a model return defensive fire in a turn? A Once per Section that attacks it. If four models in a Section all Direct Fire against a model, it may return Defensive Fire against one of the models. If four models, one from each of four Sections, fire at the same model through the course of a turn, then the defending model would return Defensive Fire four times during the turn. Q Does a model conducting Defensive Fire get to attempt a Target Lock? A No. Q Does the act of Target Locking a model cause Defensive Fire? A No. Q A) Why do I not add TL for Defensive Fire? B) Why do I not allocate damage before taking Defensive Fire? A A) Defensive Fire does not involve the WSO. The Targeting Computer fires at center of mass; it is the WSO who sifts through ECM static, targets vital systems allowing the Targeting Computer to strike more effectively. B) Strictly as a universe question, Defensive Fire is performed after an attack lands and damages the CAV as the targeted CAV calculates the reverse trajectory to target. Within the game turn s mechanics, the time elapsed is transparent. Q If a model that is in Range and Line of Sight conducts an Indirect Fire attack do I get to perform Defensive Fire? A Yes. See Core Rules update. Change to Defensive Fire: Indirect attack when LoS is present Q Why must I fire at the enemy if I fail to achieve Target Lock? I am not going to shoot at a [fill in name of high armor CAV] with my [fill in name of any other CAV] unless I have a Target Lock, otherwise Defensive Fire will destroy me. A Precisely. To resolve a Direct Fire attack, all attacks on a model must be declared, which means intent to fire has already been established (page 91). Failing to achieve lock makes no difference because the model is already committed to the attack. Controlling players should select their targets carefully and apply the proper force to maximize effect and minimize collateral damage. Strictly speaking, I suppose a player could declare an attempt to gain a Direct Fire activity Target Lock and not fire as their stated Activity during the Action Phase though why makes no sense. However, a Chain Lock pod is resolved with an Indirect Fire activity Target Lock and declaring an attempt to Target Lock but not fire would make sense in that situation, especially with small recon CAVs like a Panther or Talon. Infantry FAQs Q How many infantry figures are mounted on a hex base? A Any number is acceptable. They are packaged to allow for 4 models to one hex base, but less than or more than that will work. When using the Ejecting Crews Scenario Rule, please take care in mounting the crewmembers so that they do not look similar to infantry stands in your army. Q What is the maximum amount of infantry an APC can carry? A One APC can carry 3 Infantry stands or 1 Heavy Infantry stand or 1 of any mortar armed infantry stand. Q Can infantry ride on a CAV? A No. Q Can infantry ride on tanks? A In normal play No. See Scenario Rules Hitching a Ride. Q Can infantry get a Hull Down bonus? A Yes, it would be in the form of manning trenches, an adjacent hillcrest line, and rough terrain designed to provide that type of cover. 132

6 Q Are there rules for Ejecting or bailing a crew out of a CAV or vehicle? A See Scenario Rules Ejecting Crews. Chain Lock Pod FAQs Q When I achieve a Target Lock with a vehicle equipped with Chain Lock, and chain in other models in the Section with Indirect Fire weapons, which Target Lock value is used in computing the damage of the chained in Indirect Fire? A You use the Target Lock value of the vehicle that achieved the Target Lock. Q Can the Chain Lock pod be used to chain in Direct Fire? A No, the Chain Lock pod can only be used in Indirect Fire. Q Does a model have to have a Chain Lock pod in order to join another model s Chain Lock? A No, a model only has to be part of the same section to join in a Chain Lock. Q What is the power consumption of a Chain Lock and ECCM Pod? A Chain Lock Pods consume 2 and ECCM pods consume 3 power. Q Can you make a target lock attempt against a target for Chain Lock purposes and not actually fire the Chain Locking model at the target? A Yes, and you use the Target Lock value of the vehicle that achieved the Target Lock even though it does not fire at the target. Q When using an Ace Gunner/WSO, with a +3 modifier to the Target Lock, on a CAV with a Chain Lock pod and a normal TL of 3 on the CAV s Data Card, the total Target Lock is +6. If the target lock is achieved, is the +6 added to the models in the section or just the basic +3 (the Data Card TL value) without the Ace Gunner/WSO? A The section uses the TL value on the Data Card of the Chain Lock Pod equipped CAV, no situational modifiers or Gunner/WSO bonuses. Q Can a model with a Chain Lock pod fire its own weapons since it has already established a Target Lock? A Yes. See page 97, Chain Lock Pod first paragraph. Since a Chain Lock pod uses Indirect Fire action resolution it may not fire Direct Fire weapon systems. Q Chain Lock Pod page 97 for a model to have its Indirect Fire chained into the fire it cannot have already performed an action during its current Action Phase. Does this mean I cannot move my entire Section into range and then Chain Lock and fire? A No. The general process for resolving a Ranged Attack and Direct Fire is on page 91. Indirect Fire follows the basics behind Direct Fire except with differences detailed in its section (page 95-97). A model may move & shoot, shoot & move, or even move, shoot, and move again. The commanding player declares what enemy models will be attacked, moves the attacking models, then resolves all fire. Since a Chain Lock pod equipped unit must establish an Indirect Fire activity Target Lock in order for the rest of the section to benefit it must, by necessity, move and conduct its activity with the rest of its section. If the section is splitting its fire between multiple enemy models, only the CAVs firing at the target painted by the Chain Lock pod equipped model benefit from the Chain Lock pod. Cover/Terrain FAQs Q Can Indirect Fire enter a covered terrain, like a cave or building? What are the effects of elevation? A For hull down/cover purposes, the effect of terrain pieces should be discussed before play. Indirect Fire weapons can be airburst or impact munitions and items that provide protection over the top of the model could allow a cover bonus. Buildings normally should not make units hiding within them immune to Indirect Fire, however a cover bonus to their armor rolls would be applicable in some situations and with certain terrain pieces (for example a bunker). Intervening terrain (such as a low stone wall or trench) and elevation differences normally provide no protection from Indirect Fire. In the event of extreme elevation changes, measure the Area of Effect as a sphere from the Target Model or Target Point. Remember that listed Areas of Effect ignore the Target Hex or Target Point s 1-inch circle/sphere when measuring the radius. 133

7 Q May I Direct Fire at an enemy if Light or Heavy Woods are in the LOS/Line of Fire? A Yes, if you have LOS. Q Are the effects of Cover cumulative? A Yes, but each type of terrain/cover can only provide one type of cover bonus modifier (defenders choice). Before the beginning of play, the effects of and types of terrain on the table should be covered and, if needed, examples of its use shown. Example: A CAV is standing behind a heavy armored wall that covers over 25% of the CAV s silhouette. The CAV can take either the Heavy Cover bonus of +2 (for the additional armor the wall is providing) OR the +1 Hull Down bonus (for the smaller silhouette shown the enemy). Second Example: A CAV is standing behind a hill that covers over 25% of the CAV s silhouette and on top of the same hill is a stand of Light Woods. In this case the CAV would receive both the +1 Light Cover bonus (from the stand of Light Woods) AND the +1 Hull Down bonus (from the hill). Q How do you compute the cumulative effects of different types of woods for LOS/ Line of Fire? A For intervening wood stands along the path of LOS/Line of Fire simply assign the numbers (1) to light woods, (2) to medium woods, and (3) to heavy woods. Then start adding the numbers of each type of woods along the path of LOS/ Line of Fire together. If the total is greater than 3 then no LOS or Line of Fire exists. Example: An attacker is attempting to fire at a target standing at the edge of Heavy Woods. Between the attacker and defender are one stand of Light Woods and one stand of Medium Woods. Since the Light Woods equal 1 and the Medium Woods equal 2 for a total of 3, LOS/ Line of Fire exists. Since the target is in Heavy Woods it gets the bonus of Heavy Woods. Against the attackers Direct Fire Attack, the defender receives a cover bonus of +4 (+2 for the Heavy Woods, +1 for the Light Woods and +1 for the Medium Woods) Against the Defender s retaliatory Defensive Fire the attacker receives +2 (+1 for the Light Woods and +1 for the Medium Woods) Q What is the difference between Hull Down and Cover? A Hull Down represents earth (surface curvature, hills, mountains, ravines, cliffs) or things far too thick to shoot through by any tactical weapon (Great Wall of China). Light Cover is something that obscures vision intermittently like a chain link fence, a hedge, tree foliage, or shrubs. Heavy cover represents a building or facility designed to allow a shooter to fire upon the enemy while maximizing their own protection (bunker, trenches) or Light Cover so thick that it replicates that effect (like heavy forest). Whisper Missile System FAQs Q The Whisper Data Card is confusing. How many damage points can the launcher take? A 4, the zeros on the left hand side of the divider should read - in the 4 th, 5 th, and 6 th damage columns. In addition to this, the (ACA) and (DCA) lines should all read -/-. A launcher that is close assaulted is automatically destroyed and the unlaunched missile does not explode. Q Even though the Whisper missile destroys itself, do I receive any victory points? A No, it is considered a destroyed model. Q Does the Whisper missile launcher carry any point value after the missile is launched? A No, it is automatically removed from play unless using the Scenario Rule Hitching a Ride. Q If the Whisper Missile is launched from a truck that has been damaged, does the missile start flight with the same level of damage? A Yes. Q How is movement of a launched Whisper missile conducted? A The Whisper is a two stage disposable munition. It must move its maximum movement (MM) on the turn it is launched and cannot engage a target. On the following turn it may move less than its MM and close with a target. If it does not close with a target on the turn following the launch turn it is removed from play. 134

8 Q Since the Whisper moves for a full turn before it actually hits, at which stage of the Whisper s flight do I conduct the Target Lock? A On the second turn of flight, when the section that contains the Whisper Missile declares targets. Q If the Whisper missile fails to gain a target lock, does it still hit? A Yes, although you do not get the target lock bonus. Works just like Direct Fire resolution. Q- Since I must start my Whisper Missile movement by moving 3 hexes/inches straightforward, must I attack an enemy model that has placed itself in my path of flight? A- No, simply pay the appropriate Movement Modifier cost under the Air column to fly over the obstacle. Other Questions Q How does an ECCM Pod work? A The ECCM Pod mounted model blankets enemy models in a circle around it with destructive interference causing their ECM systems to be less effective. The circle has an 18-inch diameter centered on the ECCM mounted model (9 inch radius from the center of the hex base). All enemy models within this 18-inch circle have been blanketed and all friendly models (including the model that actually mounts the ECCM Pod) gain the +2 TL bonus (+1 if damaged). This TL bonus applies even if the friendly model is itself outside the ECCM circle. Remember, the TL bonus only applies during Step One: Target Lock which means an ECCM pod does not help with damage in any way, other than helping attain a Target Lock. ECCM Pod mounted models normally do not survive the battle since they are often targets for everything else on the board. Q When modifying a vehicle do I have to fill all available Main and Secondary weapons system openings? A No, a vehicle can be used that is fully stripped. When modifying a vehicle, reasonable care should be taken to modify the miniature to appropriately reflect major changes in Main and Secondary weapon systems. It would not be unreasonable to see a Specter with only its Indirect Fire system operational still have its arms, even though they do not function. Q If a model performs a Power Dump, how is it treated concerning victory points? A As a destroyed model. Q All members of a Section that are firing at the same target must declare their ranged attacks. Does this mean that Sections activated later may also shoot at the same target? A Yes. Q In what order does immediate Suppression work within simultaneous fire? A All attacking and defending fire are resolved first. Suppression, its effects, and movement occur immediately upon the resolution of the fire. Q If I hit and win the die roll by less than three why is there no damage? A The three you must beat the defender by to do damage represents hull hits. In other words you did hit, but did no appreciable damage. Q Why are there no arcs of fire when attacking? A Originally in play test we gave all CAVs various degrees of forward fire and the rule that you could not conduct defensive fire against any attacks that hit you from the back 60-degree hex side. As the game evolved, arcs of fire for the attacker became pointless with the speed and fluidity of movement present in the game. The ability to avoid return defensive fire created what we dubbed the CAV waltz. The waltz consisted of one CAV walking around a target CAV to face its rear hex side to fire. This was followed by the targeted CAV, (during its action phase) moving to the rear area of the CAV that had shot at it and returning the favor. The process was repeated until one of the CAVs was destroyed. Attempts were made to correct the problem by adding opportunity fire, zones of control and on and on, but all that did was slow the game down, added paper work and tracking counters, shifted the balance of play and basically never corrected the problem of the waltz. In the end simply using a torso and arm 360 degree rotation coupled with the natural neutral steer of a chassis solved the problem and fit in the game world perfectly. Some players have requested a certain level of this complexity to be in their games; see Scenario Rules Limited Defensive Fire. 135

9 Q Does the attacker using Indirect Fire with a successful Target Lock get to use the Target Lock bonus against models in the Area of Effect? A No, it only uses the Target Lock bonus on the model targeted. Q Why are aircraft speeds so low? A See Scenario Rules Aircraft Hybrid Flight Mode. Q Who is who in the picture of the galaxy races on page 101? A Left to right: Ritterlich, Human, Malvernis, AEC, Rach, and the seated Templar is human. Q Is the CAV universe based on the Reaper Miniatures fantasy world of Avalorr? A No, certain elements were taken from the fantasy world, but there is no linear progression or connection to it. Q How do I know which weapons are Direct Fire or Indirect fire? A Direct Fire weapons do not have an Area of Effect. Indirect Fire weapons have an Area of Effect. Q If I make a Suppression check and pass it for a particular model, and later in the same turn I am required to make another Suppression check, do I make it again? A Yes Q - When I change weapons on infantry stands, do I pay the 1.2/1.5 equipment exchange upgrade cost? A - No, the 1.2/1.5 equipment exchange upgrade cost represents the cost of making the new piece fit and function on a chassis that it was not technically designed for. Infantry on the other hand are assumed to be trained and versed in the proper use of the weapons available to them, so no equipment exchange upgrade cost is required. Under Point Cost on page 104 the term *chassis* is used to denote that only machinery will pay the equipment exchange upgrade cost. Q In the Notes area for the Specter it mentions a field variant with four indirect fire systems. Can an indirect system be placed in the Main Weapon system locations? A It depends on the weapon. The rules on page 104 of the main rulebook and clarified in the FAQs still apply. Indirect Weapons that may be placed in Main Weapon System locations will be specifically notated as being able to do so. The fiction is merely that. Q What is the difference between an aircraft, a gunship, and a flying APC like the Hedgehog? A The Hedgehog APC is an armored vehicle and hard target for rules purposes. Aircraft and gunships are the same thing for rules purposes, and are soft targets. Q When a model chooses to give up movement for the Target Lock bonus, and Target Lock is achieved, is that +1 bonus added to the damage as well as the normal target lock and the weapon bonus? A No, to Target Lock only. No situational modifiers are added to damage rolls. No WSO modifiers are added to the damage of the weapon. Q What is the difference between Main and Secondary weapon systems? A Main weapon systems require large and heavy mounting points on a vehicle. Secondary weapon systems are added to a vehicle to round out its mission profile and make vehicles more flexible. When modifying a vehicle, only Main systems can be replaced by Main systems and Secondary systems by Secondary Systems. Secondary weapons are noted in the System & Weapon Modifications chart included in this book. Q If suppressed all actions are at 2, is this for all dice rolls, even Armor? In Close Assault I only have a 1 suppression penalty, is this a typo? A All dice rolls are at a 2 when a model is Suppressed. Suppression represents many things including crew errors caused by panic. In Close Assault the suppressed model adds an additional 1, which makes it a 3 cumulative penalty. 136

10 Q If a Section of my army has been eliminated, do I remove a card from my Initiative Deck? When? A Yes. At the beginning of a new turn. See page 88, Sequence of Play: Step (1) Initiative Phase The Initiative Deck is built for the turn. Under the Initiative Phase Section. An Initiative Deck contains one card for each Section present in each side s force Q Can a model fire on multiple targets? A Yes. However Target Lock can only be established on one target. See page 93, Target Lock, first sentence, second paragraph. However, note that all the target models may conduct Defensive Fire unless they have already fired on a model in the attacker s section. Q How are the race names pronounced? A Rach = Like the classical composer Bach except with an R. Ritterlich = RIT-ter-lick 137

FIRETEAM Wargame Rules for Modern Combat Operations

FIRETEAM Wargame Rules for Modern Combat Operations FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover

More information

Tactical Combat Rules By David Newport

Tactical Combat Rules By David Newport Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles

More information

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when

More information

Battalion Commander's Summary

Battalion Commander's Summary Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,

More information

14. HIT / MISS DETERMINATION

14. HIT / MISS DETERMINATION Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged

More information

GRAND TACTICAL SERIES RULES v1.1

GRAND TACTICAL SERIES RULES v1.1 GRAND TACTICAL SERIES RULES v1.1 Table of Contents 1.0 Introduction 3 1.1. A note about the rules 3 1.2. A summary description of the game 3 2.0 How to read the counters 4 3.0 The time scale 4 4.0 The

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

ONE IF BY LAND - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery

More information

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco 1. The basic game uses a 3' x 3' table. This is fine for very dense combat, like in a major urban campaign, but is too small for a larger attack, like a platoon attack. A platoon attack would be on an

More information

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44

BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44 BATTLE OF CHERBOURG THREE CAMPAIGNS FOR MEMOIR '44 On June 6, 1944, thousands of Allied soldiers landed on the beaches of Normandy as part of Operation Overlord. The night before, hundreds of paratroopers

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

GREEN, VETERAN AND ELITE

GREEN, VETERAN AND ELITE 35100A It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

To End All Wars WW1 Miniature Game V1

To End All Wars WW1 Miniature Game V1 To End All Wars WW1 Miniature Game V1 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

To End All Wars. WW1 Miniature Game V1.2

To End All Wars. WW1 Miniature Game V1.2 To End All Wars WW1 Miniature Game V1.2 Introduction: The Western Front in World War I was dominated by a series of trenches cutting its way through the French countryside. Commanders on both sides would

More information

Principality of Zeon Units

Principality of Zeon Units Principality of Zeon Units (Principality of Zeon) ZAKU I 3 5 [D6 (6) (+1)] 12 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) ZMP-47D Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 )

More information

WELCOME TO THE ARENA! BATTLEMECHS

WELCOME TO THE ARENA! BATTLEMECHS WELCOME TO THE ARENA! MechWarrior : Solaris VII gives you a different way to play with your MechWarrior miniatures. Solaris VII uses many but not all of the concepts and components common to MechWarrior:

More information

OPERATIONAL OBJECTIVE ZONES

OPERATIONAL OBJECTIVE ZONES OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

March Toward the Sound of Guns

March Toward the Sound of Guns March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works

More information

Konflikt 47. errata & FAQ ERRATA PAGE 81: FANATICS PAGE 66: TESLA PAGE 101: WALKERS ASSAULTING INFANTRY AND ARTILLERY PAGE 68: MEASURE RANGE AND MOVE

Konflikt 47. errata & FAQ ERRATA PAGE 81: FANATICS PAGE 66: TESLA PAGE 101: WALKERS ASSAULTING INFANTRY AND ARTILLERY PAGE 68: MEASURE RANGE AND MOVE Konflikt 47 errata & FAQ 3 Nov 2016 PAGE 66: TESLA ERRATA Add the following sentence at the end of the second paragraph: Tesla weapons do not suffer a reduction in Pen values at long range. PAGE 68: MEASURE

More information

WARHAMMER 40,000 HOUSE RULES EDITION V1.3

WARHAMMER 40,000 HOUSE RULES EDITION V1.3 WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)

More information

Corinth Canal Scenario Pack Historicon

Corinth Canal Scenario Pack Historicon Corinth Canal Scenario Pack 2016 Historicon July 16, 2016 Race For The Corinth Canal Commonwealth Platoons 1 and 2 represent elements of 2/6 Australian Infantry and start the game in foholes. Commonwealth

More information

We hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight!

We hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight! Rivet Wars: Armies version 2.0 Release Version Rivet Wars: Armies is a rule set that allows Rivet Wars players to take their game to the tabletop. During the kickstarter for Rivet Wars there was a growing

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

Rules Update for Warmaster Ancients

Rules Update for Warmaster Ancients Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become

More information

Rome at War Hannibal at Bay Errata and FAQ

Rome at War Hannibal at Bay Errata and FAQ First Edition Rules Rome at War Hannibal at Bay Errata and FAQ Pg 3: Light Cavalry description has a depiction of Light Infantry. 2.21: Change "enemy units" to "any non-leader units". 6.1: After Example,

More information

FM CHAPTER 3. Movement GENERAL

FM CHAPTER 3. Movement GENERAL CHAPTER 3 Movement GENERAL Normally, you will spend more time moving than fighting. You must use proper movement techniques to avoid contact with the enemy when you are not prepared for contact. The fundamentals

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

The United States Armed Forces is the main line of defense to protect our country

The United States Armed Forces is the main line of defense to protect our country The United States Armed Forces is the main line of defense to protect our country from the threats of the world. If the armed forces are not well equipped, our soldiers can not fight and protect their

More information

To begin OMOG requires a few things.

To begin OMOG requires a few things. Omog (One Man One Gun) is a game for toy soldiers and any available space. It can be played on a desktop, a coffee table, a countertop or other surface. The game itself is simple, easy to learn and easy

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood Skirmish Action AAR: Ruhr 1945 By Russ Lockwood This tidy little 1945 scenario for Skirmish Action (SA) comes courtesy of Dennis Shorthouse, whose figures and terrain make for a good-looking WWII table.

More information

King George Commands and We Obey

King George Commands and We Obey King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders

More information

APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS

APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS APPENDIX E TARGET ANALYSIS AND MUNITIONS EFFECTS This appendix implements QSTAG 224. E-1. OBSERVER RESPONSIBILITIES As the eyes of the artillery and mortars, the observer has two major responsibilities

More information

KR 16 Kometenmelodie Rules version 1.6 2nd Edition

KR 16 Kometenmelodie Rules version 1.6 2nd Edition KR 16 Kometenmelodie Rules version 1.6 2nd Edition THE IDEA BEHIND THE RULES These are a free set of scenario driven sci-fi skirmish rules. They are intended to be used with 6mm figures with no more than

More information

In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies.

In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies. Warpath Force Lists In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies. They are incomplete the Corporation list just has the

More information

THE BASIC GAME. Construction INTRODUCTION. Winning the Game

THE BASIC GAME. Construction INTRODUCTION. Winning the Game SBG300 TM THE BASIC GAME INTRODUCTION MetalKrushers is a game in which each player controls a Krusher in a futuristic arena. In the basic game, players are familiarized with the Arena Rules, which stress

More information

Stepping Up to Version 3 by Phil Yates

Stepping Up to Version 3 by Phil Yates Stepping Up to Version 3 by Phil Yates With the arrival of Version 3, lots of existing players are asking the obvious question: What s changed?. To answer this question, I ve written this document as a

More information

French infantry Platoon

French infantry Platoon French Special Rules 1940 Gas Guzzler: The Char B1 Bis had huge problems with fuel consumption, to keep the vehicle in the field for a whole day would require it to be refueled at least twice. Any vehicle

More information

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards.

20mm+ castings : One inch = ten yards OR One centimeter = 5 yards 15mm /6mm castings : One inch = twenty yards OR One centimeter = 10 yards. Martians, Indunas, Colonels and Emirs was originally published to cover tactical mass warfare on Mars during the Victorian Science Fiction Era of the late 1800s. Units with twenty men as well as those

More information

ASLSK Basic Infantry Tactics

ASLSK Basic Infantry Tactics Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the

More information

Total Warfare (Version 4.4 Fourth Printing Errata)

Total Warfare (Version 4.4 Fourth Printing Errata) Total Warfare Errata v4.4 Page 1 of 31 Total Warfare (Version 4.4 Fourth Printing Errata) This document is a compiled rules errata for the fourth printing of Total Warfare, as of 6 June 2017. FULL FOURTH

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR SEPTEMBER 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR SEPTEMBER 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR SEPTEMBER 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")

Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.) Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed

More information

ARMORED FIGHTING VEHICLE COMBAT:

ARMORED FIGHTING VEHICLE COMBAT: ARMORED FIGHTING VEHICLE COMBAT: Due to the recent appearance of armored vehicles on the market, vehicles play an increasingly important role in the 12" action figure world. With slight modification, these

More information

Intro. Basics. Pilots. Fighters

Intro. Basics. Pilots. Fighters Intro Black Skies Generic Star Fighter Combat Rules Quick and simple rules intended to create a fast moving star fighter game, where out thinking your opponent is as important as out shooting him. Games

More information

Official Errata and FAQs, Version 1.3

Official Errata and FAQs, Version 1.3 Official Errata and FAQs, Version 1.3 This document presents amendments to the rules of and our responses to players frequently asked questions. When changes are made, the version number will be updated

More information

Seven Years War. Generals

Seven Years War. Generals Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly

More information

PaintBall. Mini

PaintBall.   Mini Game Setup Each paintball team consists of 6 paintballers and 1 Marshal. You will need some six sided dice (d6's) to play the game. The game is designed to use the hexon II board system by Kallistra. The

More information

Bolt Action Errata. Bolt Action rulebook

Bolt Action Errata. Bolt Action rulebook Bolt Action Errata We have compiled a list of errata for Bolt Action dealing with the various rules questions that have arisen including corrections of points values. We have not thought it worthwhile

More information

DEFENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current Maneuver rating of the vehicle

DEFENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current Maneuver rating of the vehicle DREAM POD 9 D E M O G A M E TERRAIN COSTS REERENCE CHART Terrain Type Walker MP Ground MP Obscurement Clear 1 1 0 DEENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current

More information

Black Powder House Rules

Black Powder House Rules Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

Fields of Blue & Grey

Fields of Blue & Grey Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple

More information

FAQ and Errata - 15 th March, 2017

FAQ and Errata - 15 th March, 2017 FAQ and Errata - 15 th March, 2017 General Q&A Actions/Reactions: Can an activated model perform actions until exhausted then use their "free" move? No. Models may not declare any actions once they enter

More information

Stellar Empires: Fleet

Stellar Empires: Fleet Stellar Empires: Fleet Section 1 Introduction: 1.1 Overview Welcome to the Stellar Empires game system referred to as SE for simplicity. This game is designed to be the most all-inclusive starship combat

More information

Stories and Background by Stacy L. Colonna, without whom this book would not have been possible.

Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Trilaterum Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Art by Bob Stearns. Photographs by Timothy W. Colonna. Images by NASA/STSci. Miniatures produced

More information

Initial Set-Up. Officer s Handbook Game Walk-Through

Initial Set-Up. Officer s Handbook Game Walk-Through Officer s Handbook Game Walk-Through O H W - D : 29 M 2018 The game was fought in a North African Desert environment in late 1940 between British and Italian Forces, depicting a hasty engagement where

More information

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018

Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018 1 1 Field Manual 101 QUESTIONS AND ANSWERS ON TEAM YANKEE DECEMBER 2018 During the time that Team Yankee has been out, players have asked many questions about the game. The questions and their answers

More information

Forge World Rules Clarifications for the

Forge World Rules Clarifications for the Forge World Rules Clarifications for the Drop Pods of the Horus Heresy v1.0 With the release of The Horus Heresy: Age of Darkness Rulebook, certain rules in the Forge World Horus Heresy Army List and Campaign

More information

Simple Fighting Wings 2.0

Simple Fighting Wings 2.0 Simple Fighting Wings 2.0 1. Scope and Intent. Simple Fighting Wings takes Fighting Wings 2.0 (an excellent game in its own right) and attempts to create a faster-playing game using the same general game

More information

+HGJHURZ+HOO. PLAYTEST VERSION (02 June 2000) In the future, an updated version may be found at:

+HGJHURZ+HOO. PLAYTEST VERSION (02 June 2000) In the future, an updated version may be found at: AFTERMATH The US 1 st Infantry Division pushed on to expand the beachhead supported by the tanks of the 2 nd Armored. Within days the German 352 nd Division was reduced to a few brave and ragged survivors.

More information

29. FORTIFICATIONS AND BUILDINGS

29. FORTIFICATIONS AND BUILDINGS Briefing 1. Fortifications and buildings provide concealment for pieces and protection from hostile fire. 2. Enemy troops in fortifications and buildings may be attacked either by directing the fire against

More information

Things that need changing in your rule book. (Errata for PBI)

Things that need changing in your rule book. (Errata for PBI) Things that need changing in your rule book. (Errata for PBI) This information applies to PBI as published by RFCM/Peter Pig March 2006. Firstly an apology for having to make updates and changes to the

More information

QUICK REFERENCE SHEETS

QUICK REFERENCE SHEETS QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going

More information

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016

THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE FIGHT FOR THIEPVAL RIDGE By Paul Rohrbaugh Play Area: Rows 7 through 16 inclusive, columns C through I (also inclusive). Scenario

More information

TOURNAMENT. First Strike Seasonal League Organized Play Our organized play system is currently under development. Stay tuned for updated information!

TOURNAMENT. First Strike Seasonal League Organized Play Our organized play system is currently under development. Stay tuned for updated information! CAV: Strike Ops event, the First Strike program allows for a variety of levels of play, allowing players to participate in the type of game they enjoy most. From casual play and tournaments at your local

More information

Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5

Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 Introduction Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 This is a paired down version of my full ship to ship combat rules. The main difference is that we are not

More information

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will Details: The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will feature three separate teams Red, White & Blue fighting for supremacy in a full-day battle spanning over all of the

More information

Introduction. Text copyright 2015 by Greg Turner

Introduction. Text copyright 2015 by Greg Turner Rules Introduction Breakable is a game of futuristic ground and air combat for 2 players. You decide what forces and weapons you need to complete your mission. Employ fast but vulnerable skimmers to deliver

More information

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4 Science-Fiction Wargame #4 Game Design: Chris Taylor Developed By: Chris Taylor Art & Graphics: Vinh Ha and Nick Hayes (c) 2013 Chris Taylor and Victory Point Games (VPG); s vs. Zombies is VPG s name for

More information

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018

LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018 i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR JUNE 2018 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions

More information

Green Jackets Rules for Napoleonic Skirmishes

Green Jackets Rules for Napoleonic Skirmishes web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale

More information

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")

A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.) A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming

More information

Frequently Asked Questions February 2015 SETUP

Frequently Asked Questions February 2015 SETUP Frequently Asked Questions February 2015 SETUP During game setup, how is the orientation of the submarine figures determined? Players must agree about the orientation of the submarine figures before the

More information

Original concept from:

Original concept from: Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT

More information

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861

Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more

More information

Musket and Pike User Manual

Musket and Pike User Manual Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes

More information

Global Command Series. Fortifications v1.0. A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming

Global Command Series. Fortifications v1.0. A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming Overview Global Command Series Fortifications v1.0 A Global War 2 nd Edition 3d Printed Expansion Historical Board Gaming This set features rules for many different types of fortifications, sold separately

More information

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:... State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...

More information

Crimson Dusk Wargames rules For skirmish to platoon level games In Near Future, Sci-Fi and Post Apocalyptic settings. Written by Duncan Thompson

Crimson Dusk Wargames rules For skirmish to platoon level games In Near Future, Sci-Fi and Post Apocalyptic settings. Written by Duncan Thompson Crimson Dusk Wargames rules For skiirmiish to platoon level games IIn Near Future,, Scii- -Fii and Post Apocalyptiic settiings.. Wriitten by Duncan Thompson 2 Crimson Dusk Index Page Page Introduction

More information

Section 12 Fighters and PFs

Section 12 Fighters and PFs Section 12: Fighters and PFs V12.00 Rules for Fighters and PFs V12.01 This Section details Strategic level rules for Fighters [J4.0 through J13.0] and Fast Patrol ships (PFs) [K0.0]. Use the SFB rules

More information

PLAY BOOK Table of Contents GMT Games, LLC

PLAY BOOK Table of Contents GMT Games, LLC PLAY BOOK Table of Contents 20.0 Examples of Play... 2 21.0 Linking Scenarios into a Grand Campaign... 19 22.0 Key Differences from Red Winter... 20 23.0 Tips and Strategies... 21 24.0 Unit Abbreviations...

More information

tdoherty Page 1 02/18/05

tdoherty Page 1 02/18/05 La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive

More information

Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen

Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen Cagway Bay Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen Summary: Cagway Bay is a set of basic rules for

More information

Ballistics and Trajectory

Ballistics and Trajectory Ballistics and Trajectory Objective: Students will define the three types of ballistics phases and discuss the effects of ballistics on the round. Ballistics Ballistics is the science of the processes

More information

Ship Combat. 3e Spelljammer:

Ship Combat. 3e Spelljammer: 1.b.13 3e Spelljammer: Ship Combat Introduction Despite the vast size of Arcane Space, ships manage to come together in violence with alarming frequency. Such encounters use a set of rules with many similarities

More information

Dog-Fighting Rules for GURPS 4th ED

Dog-Fighting Rules for GURPS 4th ED Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is

More information

Ballistics and Trajectory

Ballistics and Trajectory Ballistics and Trajectory Objective: Students will define the three types of ballistics phases and discuss the effects of ballistics on the round. Ballistics Ballistics is the science of the processes

More information

LFL FFG. Daredevil. Original card LFL FFG. Expert Handling

LFL FFG. Daredevil. Original card LFL FFG. Expert Handling X-Wing TM FAQ version./ Updated 9.. Section : Errata This section describes official changes to rule text and cards. Rulebook (Page 8) The rules for performing a barrel roll action near an obstacle are

More information

Field Manual Condensed (FMC) Machine Gun Tactics and Employment

Field Manual Condensed (FMC) Machine Gun Tactics and Employment Field Manual Condensed (FMC) 23-22 Machine Gun Tactics and Employment Falcon, United Operations http://www.unitedoperations.net/ FIELD MANUAL CONDENSED (FMC) 23-22 1 Page intentionally left blank. 2 FIELD

More information

Battlefield Ops! System

Battlefield Ops! System andt he Bat t l ef i el dops! GameSy s t em Rui esupdat e1. 1 6mmCol dware r a Mi ni at ur eswargame Battlefield Ops! System Rules Update Version 1.1 Credits Authored by: Vito J. Pandolfo Update Consultants:

More information

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to

More information

Order of Battle for your Company

Order of Battle for your Company Fields Of Fire MISSION BOOKLET Campaign 2: Korea Naktong River, South Korea, August 8 through September 28, 1950 Order of Battle for your Company Formation Unit Steps Experience Company Headquarters CO

More information

Naval Wargame Rules for the Russo-Japanese War

Naval Wargame Rules for the Russo-Japanese War - 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.

More information

Weapons D6 / M247 General Purpose M

Weapons D6 / M247 General Purpose M Weapons D6 / M247 General Purpose M M247 GENERAL PURPOSE MACHINE GUN The M247 General Purpose Machine Gun, formally known as the Machine Gun, Caliber 7.62 mm, M247, is a machine gun used extensively by

More information

Allen's Guide to the AMX 13 90

Allen's Guide to the AMX 13 90 Allen's Guide to the AMX 13 90 I. Introduction The AMX 13 90 is the Tier 7 light tank on the French Medium Tree. Currently, as of version 0.7.1, it is the highest-tier light tank in the game. It is researched

More information