Armour Battles – The Turn

Armour Battles New CoverIn this post I explain how a turn works.

A turn consists of a variable number of Friendly and Enemy Command Pulses. Each turn players alternate using their Command Dice to issue orders. As the Command Dice results vary each turn, players have to adjust to the changing fortunes of war. The turn ends after both players have used all of their Command Dice.

Start of the Turn

At the start of each turn, both players roll their Command Dice to determine the number of orders available.

Command Failure – Rolls of More 1s Than 6s

If you roll more 1s than 6s, a Command Failure occurs. A Command Failure is a temporary breakdown in the army’s dissemination of orders. It reduces the number of Command Dice available this turn and increases the enemy’s Command Dice by an equal amount.
Command Failure represents a break in the action and ends artillery and smoke missions for the unlucky player.

All the 1s you rolled are given to your opponent who adds them to his Command Dice as wild dice. He gives the dice back to you at the end of the turn.

If Both Sides Roll a Command Failure

If both players roll a Command Failure, the turn ends immediately. It doesn’t matter how many 1s were rolled by either player, both failed to press the battle this turn. Both players’ artillery and smoke missions are cancelled unless Staff Orders are
used to maintain them.

Rolls of Equal or Less 1s Than 6s

If you roll the same or less number of 1s than 6s you avoid a Command Failure, but the 1s are discarded until next turn. While this is not as disastrous as a Command Failure, it reduces the number of available orders. Think of these discarded dice as orders you didn’t have time to issue or orders that didn’t get through.

The Command Pulse

On your Command Pulse, you choose a Dice Chain and issue orders with it. You are free to select any Dice Chain, but you must choose one; you cannot pass the Command Pulse to your opponent. If you choose a Single Dice chain, you issue one order and your Command Pulse ends.

If you choose a Double, Triple or larger Dice Chain, you must use all of the dice in that Chain. How you use them is up to you. With a triple Dice Chain you could issue three single orders, or a double order and a single order, or use all three to issue a triple order. You may also use a multiple dice Chain to increase your number of Staff Orders.

Once you have used all of the dice in the Dice Chain, your Command Pulse ends, and your opponent now chooses a Dice Chain. Command Pulses alternate between players until all Command Dice have been used. Where one player has used all of his Dice Chains before his opponent, he continues to choose and use Dice Chains until all have been used.

End of Turn

The turn ends after all Dice Chains have been used. Fire Markers are now removed from all units.

The Turn Sequence

Both Players Roll Command Dice

The Player Who Rolls 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 Are Used

End of Turn

Remove Fire Markers

Command Failure

More 1s Rolled Than 6s
A player who rolls a Command Failure automatically goes second
If both players roll Command Failures the turn ends
Artillery and Smoke Missions are cancelled
Staff Orders may be used to maintain them

Next Post

The next post covers dice chains and their use.

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