This post provides a summary of the rules needed to play Battles 2 & 3. It updates the previous rules summary with the rules posted recently.
Game Turn
Both players roll their Command Dice
- Check for Command Failure
- Discard any 1s
- The player who rolled the most 6s has the first Command Pulse
- First Friendly Command Pulse
- Friendly Logistics Phase
- First Enemy Command Pulse
- Enemy Logistics Phase
- Second Friendly Command Pulse
- Second Enemy Command Pulse
- Command Pulses Alternate until all command Dice have been used
- End of Turn – Remove Fire Markers
Command Failure
- More 1s than 6s
- Opponent gets to use the 1s as wild dice
- Player with the Command Failure has the second Command Pulse
- Artillery and smoke missions are cancelled
- If both players roll a Command Failure, the turn ends
Command Group
- Nominate one unit as the commander
- Another three units within 6″ can be included in the Command Group
- Suppressed units cannot be included
- One recon unit can be included in the group without adding to its size
Command and Staff Orders
- Move and Fire
- Commit Reserves
- Disengage Group
- Rally Group
- Remove Unit Suppression
Staff Orders Only
- Call Artillery Mission
- Call Smoke Mission
- Adjust Artillery Mission
- Maintain Artillery Mission
- Maintain Smoke Mission
- Staff Orders can also be used as Wild Dice
Restock Staff Orders
- Double roll = 1 Staff Order
- Triple roll= 2 Staff Orders
- Quadruple roll = 3 Staff Orders
Wild Dice – Rolls of 6s and Staff Orders
- Create Larger Dice Chain
- Add to Combat Roll
- Add to Reaction Roll
- Add to Rally Roll
- Replace a Variable Move Dice
- Double, triple or more 6s can be used to issue instant staff orders
Direct Fire TN = 4+
Roll your unit’s AT Dice. Your opponent rolls his unit’s Reaction Dice
- Suppressed Units Cannot Fire
- Close Range -1 TN
- Effective Range 0 TN
- Long Range +1 TN
- Flank/Rear Attack -1TN
- Ambush Fire +1D
- Double Move -1D
- Triple Move -2D
- Target is uphill -1D
Indirect Fire
- Roll Artillery Dice versus 3D. Both players have a 4+ TN. The battery fires for effect immediately if you roll more successes than your opponent. Otherwise, your battery fires in your next Logistics Phase.
- Roll for deviation. A deviating battery deviates 1D6″.
- Batteries always fire with a 4+ TN.
Reaction Checks
- Target unit is not suppressed 4+TN
- Target unit is suppressed 5+ TN
- Target unit is in or behind light cover +1D
- Open-topped versus indirect fire -1D
- Target unit breaks off +2D
- Target unit shoots and scoots +2D
Fire Results
Disruption Points: Target takes one Disruption Point for each success by the firing unit.
Dispersal: Remove a unit when it has three Disruption Points, then deduct D3 Amy Morale Points.
Suppression: Caused when the firing unit rolls more 6s than the target. A unit hit by indirect fire must roll more 6s than the firing unit or become suppressed.
Forced Back: If a unit is suppressed and takes one or two disruption points.
- A unit is forced back 6″ +1D6″ per unmatched 6.
Rallying
You roll Rally Dice. Your opponent rolls one dice for each Disruption Point on your unit with a 4+ TN. Your TN depends on the distance to the closest enemy unit. Remove one Disruption Point per success. Suppressed units cannot be rallied.
- 0-6″ 6+ TN
- 6-12″ 5+ TN
- 12-24″ 4+ TN
- 24-26″ 3+ TN
- 36″+ 2+ TN
- Light Cover +1D
- No LOS to enemy +1D
Next Post
Battle 2 Overview.