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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