Armour Battles – Dice Chains

Armour Battles New CoverThis post covers how to lay out your dice chains at the start of a turn.

After any 1s have been discarded the dice are arranged into Dice Chains and placed on the table where your opponent can see them. Dice Chains are made up of all Command Dice of the same number. A Dice Chain therefore consists of one or more dice. The size of a Dice Chain is referred to by the number of dice it contains. One dice is a Single Dice Chain. Two dice form a Double Dice Chain. Three Dice form a Triple Dice Chain, and so on. The larger the Dice Chain, the more you can do with it. More information is given later in Command and Control.

Dice Chains and 6s

While 6s can be used to form Dice Chains of 6s, 6s may also be added to other dice numbers to make multiple Dice Chains. You are free to decide when to use a 6. Think of rolling 6s as your ability to adjust the another Dice Chain whenever you want. Rolling 6s also provides other benefits that are discussed in Command and Control.

Laying Out Dice Chains

After rolling the Command Dice place all dice with the same number together to form your Dice Chains. If you rolled 6, 5, 5, 4, 3  you have four Dice Chains. Place the Dice Chains as shown here:

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If you rolled 5, 4, 3, 1, 1 you would discard the two 1s and then have three Dice Chains available:

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The First Command Pulse

If a player rolled a Command Failure, his opponent automatically has the first Command Pulse. Otherwise, the player with the most 6s goes first. If both players have the same number of 6s, then the player with the most 5s goes first. If this is also tied, continue by comparing the number of 4s, then 3s, and if that fails 2s. If the result is still tied, both players re-roll all Command Dice again including any discarded 1s.

Next Post

The next post covers movement.

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