Armour Battles – Rules Summary

Armour Battles New Cover

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.

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