Introduction to Warpspawn Games



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TURN SEQUENCE


Players take turns.

The player taking his turn is called the active player.

The other player is referred to as the opponent or defender.

Each turn is divided up into 3 Phases with sub-phases:

I. Maneuver Phase

II. Attack Phase

1. Attacker Subphase

2. Target Subphase

3. Lost Attack Subphase

4. Modifier Subphase

5. Resolution Subphase

III. Free Attack Phase

7. Free Attack Subphase

8. Free Attacker Subphase

9. Attack Subphase

MANEUVER PHASE


The active player draws 3 Tactics cards.

Maximum hand = 9 cards. Discard excess cards.

If the Tactics deck runs out, shuffle the discard and draw from it.

ATTACKER SUBPHASE


Discard any face up units you have in play, that attacked on

your last turn, to your reserve pile.

Take the top card form your Formation deck and

Put it face up on the table in front of you.

This is the unit or support unit that is attacking this phase.

TARGET SUBPHASE


The attacker has a choice of units to attack this phase:

1. Any opposing unit that is still in play, or

2. The top card of the opponents Formation deck.

The top card is turned face up, and remains on the deck.

The target unit is also called the defending unit.

If the target is a support unit, discard it to its reserve pile, and

the phase ends immediately.

LOST ATTACK SUBPHASE


The defender may play a card from his hand that has the “Lost Action” effect.

This ends the current phase immediately.

The defender may play a card from his hand that has the “End Turn” effect.

This ends the active players turn immediately.

The defender may play a Logistics or Mine card from his hand that has

the “Out of Action” effect.

This ends the current phase immediately and the attacking unit goes to its casualty pile.

These cards cannot be played against Support attacks unless the card specifically says so.

The played card is discarded.

MODIFIER SUBPHASE


The attacker and defender may take turns (attacker first) playing tactics cards that

Modify the “Penetration Factor” of the attacking unit.

Only one “Range” card may be played.

Only one “Hit” card may be played.

Only one “Ammo” card may be played.

In general the attacker will play cards with a positive bonus.

The defender will play cards with a negative penalty.

If Range card is played that is farther than the Range factor of the

Attacker, the current phase ends immediately.

Range cards cannot be used by or against support attacks.

Played tactics cards are discarded.

RESOLUTION SUBPHASE


If the attackers modified penetration factor is equal to or greater than the defenders

Defense factor, the defending unit is destroyed.

When attacking Infantry, use the Infantry factor instead of the penetration factor.

A destroyed unit goes to its casualty pile.

If the defending unit is not destroyed, it remains in play.

Whenever a phase or turn ends, discard any attacking support card, to its casualty pile.

Non-support attacking units stay in play.

If the defender was not destroyed, the attacker may play a Hit, or Morale

card with an “Out of Action” effect. A target put out of action is destroyed.

FREE ATTACK SUBPHASE


The active player may play a card from his hand that has the “Free Action” effect.

This basically gives the player another attack phase.

After every attack phase, the active player may have another attack phase as long as

he plays a Free Action card.


FREE ATTACKER SUBPHASE


If the Free Action card also says “Same unit”, then the attacker may be a non-

support unit that already attacked this turn. Otherwise:

Take the top card form your Formation deck and

Put it face up on the table in front of you.

This is the unit or support unit that is attacking this phase.

ATTACK SUBPHASE


This is a repeat of Subphases 2-5 of the Attack Phase.

FULL EXCHANGE RULE


If your Formation deck ever runs out of cards, shuffle your

reserve pile, this becomes your new formation deck.

However, you cannot attack until your opponent uses up his

formation deck. Everytime both players finish going through

both their decks, this is known as a “Full Exchange”.

TACTICS DECK


Card Name: Type: Effect:

Point Blank Range P +2

500 yards Range P -1

750 yards Range P -2

1000 yards Range P -3

1500 yards Range P -4

2000 yards Range P -5

Underside Hit Hit P +10 Cannot be used by support

Topside Hit Hit P +8

Rear Hit Hit P +6

Flank Hit Hit P +4

Shot Trap Hit P +8

HEAT Round Ammo P +2

AP Round Ammo P +3

Flame Thrower Ammo P & I +3 Attacking Tanks and Infantry. Max range = PB

Panzerschrek/faust Ammo P +5 Attacking German Infantry vs Vehicles

Bazooka/PIAT Ammo P +5 Attacking Anglo Infantry vs Vehicles

Satchel Charge Ammo P +6 Attacking Infantry vs Tanks

Machine Gun Ammo I +3 Attacking Tanks and Infantry

Grenade down the Hatch Damage OOA, Attacking Infantry vs Tanks

Barrel Damaged Damage OOA, Target Vehicle or Gun only

Treads Damaged Damage OOA, Target Vehicle only

Commander Killed Damage OOA

Turret Jammed Damage OOA, Target Tank only

Buttoned Down Morale Lost Action, Target Tank only

Suppressed Morale Lost Action

Veteran Unit Morale Free Action

Green Unit Morale Lost Action

Pinned Down Morale Lost Action

Shaken Morale Lost Action

Abandon Tank Morale Out of Action, Target Tank only

Rally Morale Negate Morale card just played

Professionalism Morale Negate Morale card just played, German only

Entrenched Armor P -3

Sloping Armor Armor P -1, Target Tank only

Skirt Armor Armor P –2, Target Tank only

Out of Fuel Logistics Lost Action

Out of Ammo Logistics Lost Action

Air Drop Supplies Logistics Free Action, Anglo only

Supply Depot Logistics Free Action

Breakdown Logistics Out of Action

Repairs Logistics Negate Hit card or Breakdown card

Reserves Logistics Put top casualty card onto bottom of reserve deck

Reinforcements Logistics Put top casualty card onto bottom of reserve deck

Anti-Tank Mine Mine Out of Action, vehicles only

Forward Observer Command Free Action

Radio Command Free Action

Quick Kill Command Free Action, Same unit

Fast Turret Traverse Command Free Action, Same unit, Anglo Tank

High Rate of Fire Command Free Action, Same unit

Crossfire Command Free Action

Air Superiority Command Lost Action, Anglos use vs Germans

Seasoned Commander Command Free Action

Combat Engineers Command Free Action

Indirect Fire Command Free Action

Reconaissance Command Free Action

Opportunity Fire Command Free Action

Tracers Command P +1

Rugged Defense Command P -8

Unit Separated Command Lost Action

Fog of War Command Lost Action

Missed by a Mile Command Lost Action, Can be used vs Support

Take Cover Command Lost Action, Can be used vs Support

Awaiting Orders Command Lost Action

Formation Disorder Command Lost Action

Counter Attack Command End Turn

Surprise Contact Command End Turn

Ambush Command End Turn

Tanks vs Infantry Command Lost Action, Tank Attacking Inf

Infantry vs Tanks Command Free Action, Inf attacking Tank

Fast Tank Maneuver Free Action, Attacking Light/Med Tank

Overrun Maneuver Free Action, Attacking Light/Med Tank

Surrounded Maneuver Free Action, Attacking Light/Med Tank

Breakthrough Maneuver Free Action, Attacking Light/Med Tank

Blitzkrieg Maneuver Free Action, Attacking Light/Med Tank, Germans only

Outmaneuver Maneuver Free Action, Attacking Light/Med Tank

Concentrate Force Maneuver Free Action

Trapped Terrain Free Action

Burning Wreck Terrain Lost Action

Hilltop Vantage Terrain P +2

Camouflage Terrain Lost Action, Can be used vs Support

Road Block Terrain Lost Action

Mud Terrain Lost Action

Tank Traps Terrain Lost Action

Smoke Terrain Lost Action

Roads Terrain Free Action

Broken Ground Terrain Lost Action

Soft Ground Terrain Lost Action, Target Heavy Tank

Trees Terrain Lost Action

Buildings Terrain Lost Action

Bocage Terrain Lost Action

Bridge Crossing Terrain Free Action

Poor Visibility Terrain Lost Action, Can be used vs Support



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