Airfix Battles: The Introductory Wargame
Airfix Battles: The Introductory Wargame Rulebook
Table of Contents
Table of Contents
Your First Game
For the first scenario find the Forest Map and lay it out on the table. Then take 4 pieces of Square Cover and 4 pieces of Rough Terrain from the counter sheet and arrange them on the map as shown in the scenario diagram.
Square Cover represents woods or buildings that block line of sight and provide protection to Units in the square.
Rough Terrain represents mud, craters and other obstacles to movement. Some of your Units move more slowly in Rough Terrain.
Choose Your Force
Players choose which Force they will command, Axis or Allies, and take the corresponding Force deck. Force decks describe the troops available to each player's Force. You may only select troops from your side's Force deck.
In this Introductory Wargame for Airfix Battles, the Allies are represented by the U.S.A. and the Axis by the Germans.
For the first scenario take the following 4 Unit cards from both the Axis and the Allied Force decks. These will be each side's starting Units:
- 1 Captain
- 1 Veterans
- 2 Infantry Squads / Grenadiers
Each Unit card states the number of soldiers in the Unit just below the name of the Unit. For example, a US Infantry Squad has "10 Men with 2 Bazookas". If you are using the Infantry counters provided in this box, choose enough counters for your Units and place them by each Unit card, ready for deployment to the map. You may use Airfix figures to represent your Units instead, if you have them. Don't worry if your figures don't have exactly the right weapons, as it's only the number of figures that count. All other information (weapon stats and Unit abilities) comes from the Unit cards.
Terminology. We have used the term "Squads" throughout for convenience. We recognise that the terminology is different for different nationalities (Squad for U.S.A., Section for British, and Gruppe for German) and that there are also varied terms for groups of Vehicles and specialists.
Units and Unit Cards
All your Infantry, Vehicles (Tracked and Wheeled), Towed Guns, Commanders and Attachments are Units and are described by their Unit cards.
A Unit is a group of soldiers that moves and fights together. It is represented by one or more Unit cards, which you keep in front of you, and by Infantry counters or figures on the map. A Unit occupies one square on the map, and a maximum of 1 Unit can occupy any one square.
The Unit cards let you build the Force you want, either using the die cut cardboard Unit counters, or the figures and models you own.
Each card has an overall colour, so you can easily recognise its type:
- Infantry and Towed Gun Squads (green).
- Wheeled and Tracked Vehicle Squads (red).
- Commanders (orange). These are officers of different ranks that command one or more of your Squads. They allow you to purchase a number of Units and may have one or more Attachments, indicated by the coloured tabs at the right edge of the card. They increase the number of Command cards you can have in your hand and the number of Orders that you can give in a Round.
- Attachments (purple). These specialists must be attached to a Commander. Attachments are always in the same square as the Commander and form part of his Unit.
Unit card contents:
- Unit name and the number of models in the Unit.
- Which Force the Unit belongs to and which Force deck you must choose from.
- Stars indicate the power of the Unit and are used to purchase the Unit in free-form scenarios. They are also used to count towards victory in battles. Often the victory conditions for a scenario will be to gain a number of Stars. For example, in the first scenario the first player to gain 3 Stars wins.
- The War Dice value assigned to every Unit describes their training and quality. You take actions such as firing or rallying by rolling dice. If the result is equal to or greater than the Unit's War Dice value the action is successful.
- The Unit type and its Movement Points.
- The way the card is rotated shows the Morale level of the Unit (see Morale).
- Your Force's Play value is the number of Command cards you may use for giving Orders each Round.
- Your Force's Hand value is the maximum number of cards you may have in your hand.
- The coloured tabs are used to build your own Force in later scenarios.
- The weapon stats and Abilities of the Unit.
- Hero: if hit, always get a Save using his War Dice value.
- Some weapons carry notes such as "Re-roll once for each miss when firing at adjacent squares."
Commanders
In the first scenario you have some Veterans. They must be attached to your Captain, and together they form a 5-man Unit. Your Captain cannot be assigned to an Infantry Squad, because with his Veterans Attachment he forms a full Unit.
The Commander and his Attachments count as one Unit and carry out actions together. If an Infantry Commander has no Attachments, he must be assigned to a Squad. An assigned Commander becomes part of the Unit instead of acting on his own. However, Commanders have their own personal weapons and cannot use the assigned Squad's weapons. Some senior Commanders require an Attachment and cannot be assigned to a Squad at the start of a game.
Hand and Play values appear on Commanders and a few other cards, reflecting that individual's role in leading your Force.
At the start of the scenario, add up the Hand values for all the Unit cards in your Force, then add 1 to get the total Hand value of your Force. Do the same for the Play value.
If a Unit with Hand or Play values is destroyed, then, during Clean-Up, reduce your Hand and Play values by the amount listed on the Unit's card. If all your cards of this type are destroyed, but you still have Units left, your Hand and Play values will both be 1.
Draw Your Hand of Command Cards
Shuffle the Command cards to form the Command deck. Then deal both players a number of Command cards equal to their Force's Hand value (in Scenario 1, five cards each). Put the Command deck conveniently to one side of the map and leave a space for a discard pile.
Deploy Your Units
You may look at your Command cards before you deploy your Units.
Before you start, both players roll a dice to see who places the first Unit. The player with the highest score (re-roll any ties) can choose whether to start or to allow their opponent to start. The player who lost this roll takes the Valour counter. Place your Units into your deployment zone, taking it in turns to deploy 1 Unit each, until all Units have been deployed.
The Axis player deploys Units into the grey squares (the Axis deployment zone) on the map, and the Allied player deploys Units into the green squares (the Allied deployment zone).
Each square can have only 1 Unit in it, even if the Unit is down to just 1 man.
Find two different pairs of matching ID counters, one pair for each Unit, for each player. Keep one ID counter on the Unit card and keep the matching counter (with the same number) with that Unit's counters or figures on the map. These will help identify which Units belong to which cards.
The Captain and his Veterans count as 1 Unit.
The counters or figures represent the number of men in your Unit, not the details of their weapons. For instance, when using counters you can mix counters of grenadiers, riflemen, and bazookas to make up your Unit. The Unit card describes the Unit in detail, while the counters and figures are only used to show how many men are left in your Squad.
If you are using figures on bases with more than 1 figure on each base, you can use the damage counters on the back of the Infantry counters to show how many casualties each base has received.
The Valour Counter
If you have the Valour counter, you may choose to re-roll any single dice roll or set of dice rolls that you have made (for example combat dice rolls for one of your Unit's firing, or Morale Checks as a result of hits to one of your Units). You must decide whether or not to use the Valour counter immediately after you have rolled the dice. If you use the Valour counter, you must accept the re-rolled results, and then give the Valour counter to your opponent, who now gains the re-roll ability. The Valour counter can change hands many times during the game.
Winning the First Scenario
You win the first scenario by destroying at least 3 Stars of enemy Units. When one of your Units is routed or eliminated, hand its Unit card to your opponent. You keep track of how close you are to winning by counting the Stars on the cards you've collected.
Sequence of Play
Airfix Battles is played in a number of Rounds, each of which has the following Sequence of Play:
- Draw Command cards
- Roll for Initiative
- Play Command cards
- Clean-up
Continue playing Rounds until one of you has destroyed at least 3 Stars of enemy Units.
Draw Command Cards
At the start of a new Round (except for the first Round) both players draw Command cards, so that each player's hand size is back up to their current Hand value. Before you draw, you may optionally discard as many Command cards from your hand as you wish.
Roll for Initiative
Before rolling, each player may discard one or more Command cards to add +1 per discard to their Initiative roll. If you discard, your hand size will be reduced for the Round. The player currently holding the Valour counter is the first to choose how many cards to discard.
Both players roll a dice and add 1 for each Command card discarded. The player with the highest total wins the Initiative and chooses which side will play the first Order card. In the event of a tie, roll again with no modifiers.
Play Command Cards
Command cards come in two varieties: Orders and Interrupts.
Players take turns to play an Order or, alternatively, may pass. If you have played a number of Orders equal to your Force's Play value or have no cards left, then you must pass. Once you have passed, you may not play any more Orders. You may still play Interrupts. If both players pass, the Round ends.
When you play an Order card, you give Orders to one or more of your Units. Your ordered Units then take one or more Actions as described on their Order card. Each Unit can receive only one Order per Round, although a single Order may enable a Unit to take more than one Action.
Each Command card you play as an Order counts against your Play value. Put each played Order card next to or slightly overlapping the Unit cards given the Orders, so that you and your opponent can see which Units have received Orders, and how many Order cards you've played this Round.
A Unit given an Order cannot be given another Order this Round, but can use Interrupt cards.
Once you've played a number of Order cards equal to your Play value, you can't play any more Order cards till the next Round. You can still play Interrupts.
Clean-up
Put any Command cards used in the Round, including any Orders with lasting effects that have expired, into the discard pile. If you've lost any Units with Hand or Play values, adjust those values for your Force. Then start a new Round with "Draw Command cards".
Playing Command Cards
You play Command cards to give your Units either Basic Orders or Special Orders in your own turn, or in some cases as Interrupts in your opponent's turn. Any Command card can be played for any one (and only one) of the following Basic Orders.
Basic Orders
Basic Orders allow Units to take one of the following actions:
- Move
- Fire
- Reinforce (see Reinforcements). For the first time playing Scenario 1, play without the Reinforcements rules.
Any Command card, including Interrupts, can be played as a Basic Order. The Basic Orders are shown on the back of the card as a reminder. When you play a Basic Order, choose one of your Units that hasn't already had an Order, and take the Move, Fire, or Reinforce Action with it. You can't use the Special Orders or Interrupt on the front of the card if you play it for a Basic Order.
Each Unit can be given only one Order per Round. When you've played a card for a Basic Order, place it face down overlapping the Unit card that received the Order. This will remind both players that this Unit has used a Basic Order, and that this Order card counts against your Play value.
Move Actions
Each type of Unit has a number of Movement Points that it can use when it is given a Move Action. All your Units in Scenario 1 are Infantry Units, so have 2 Movement Points. Units Move horizontally or vertically on the squared grid, never diagonally. The squares on the Forest Map are Open Terrain and cost only 1 Movement Point to enter. Squares containing Square Cover and Rough Terrain pieces cost 2 Movement Points for Infantry.
See Movement for details. See the Movement Points Table at the back of the rulebook for costs.
Fire Actions
You use a Fire Action to shoot at one enemy Unit with one of your Units using one of the weapons types listed on your Unit's card. For example, an Infantry Squad in Scenario 1 will use its rifles/LMGs (these jointly count as one type of weapon). The enemy Unit must be in range and line of sight.
See Combat for details.
- Small Arms. Each counter or figure in the Unit may Fire using 1 War Dice. Small arms include Rifle/LMG, Rifle, Assault Rifle, Sniper Rifle and SMG.
- Crewed Weapon. Each non small arms weapon requires 1 man in the Unit to Fire it. If there are multiple weapons in a Unit, you may Fire each one with their full stats as long as you have a man for each weapon. For example a US Infantry Squad may Fire 2 bazookas as long as at least 2 men are left in the Unit. If it has only 1 man left, it may only Fire 1 bazooka or 1 rifle/LMG.
- Vehicle Weapon. May Fire as long as the Vehicle is not destroyed.
- Grenade. Grenades have their HE or AT effect regardless of the number of men in the Unit (see Weapons Table).
Special Orders and Interrupts
The front of each Command card describes Special Orders and Interrupts that are more powerful than the Basic Orders.
Each Command card describes its type (Special Orders or Interrupt), the Unit or Units you can use when you play it, and what Actions the Units can take.
You play Special Orders on your Units during your own turn. Interrupts allow you to use a Unit during your opponent's turn. Whenever you play a card for its Special Orders, it counts against your Play value. Interrupt cards do not count against your Play value. Once you've played a number of Order cards (Basic or Special) equal to your Play value, you can't play any more Order cards till the next Round, but you can still play Interrupts. A Unit that has only been used with an Interrupt card can still be given Orders.
Some cards have two alternative Special Orders paragraphs. You may only pick one Special Order from the Command card. When you play a Command card, you may ignore any Move or Fire instructions that your Units cannot do, or that you do not wish them to do.
Example Special Order: Infantry Assault. The card reads: EITHER "Fire with 1 Infantry Unit. Then 1 different Infantry Unit may Fire then Move." OR "1 Infantry Unit may Move with +1 Movement Point ending in an Assault with 1 extra War Dice added to their Assault rolls." Choosing the first paragraph, this Order card lets you first Fire with one Infantry Unit. After that, you may Fire and then Move a different Infantry Unit at its standard movement rate of 2 Movement Points. You must specify all involved Units before you carry out the Actions, after which they will count as Ordered for the Round. You may choose to skip over parts of a Special Order. For example, you could choose to skip the first section "Fire with 1 Infantry Unit" and just carry out the second part of the card "1 Infantry Unit may Fire then Move". You could even choose to carry out the "Fire with 1 Infantry Unit" part, and then skip the second Fire Action and just Move an Infantry Unit.
The text of a Special Order describes the Actions that you can take and the Units to use. Follow the Actions in the sequence given.
If a Special Order card specifies more than one Unit, you can divide up the Actions and give them to different Units or apply them to the same Unit, if permitted by the card. Units which have previously received Orders in this Round may not be given Orders in this way. Before you carry out the Actions on the card, specify all the Units that you are giving Orders to with the card. One Order card could result in several ordered Units; none of these Units can be given Orders again this Round.
When you've played an Order card, place it face up overlapping the Unit card that received the Order. This will remind you that those Units have used a Special Order, and that this Order card counts against your Play value.
Most Special Orders only have effects immediately when you play them. Some cards (for example, Dig In and Stay Frosty) have lasting effects, which are stated on the card. Tuck the Order card under the Unit card it is affecting, so that you and your opponent can see the name of the Order card.
These Order cards stay in effect and grant the Unit the bonus described on the card until one of the card's discard conditions occurs. At that point, put the Order card in the discard pile.
Playing an Order card with a lasting effect counts as the Unit's Order for the current Round, but the effect can be used without further play of cards.
Interrupts
You use Interrupt cards only during your opponent's turn. They can be used on a Unit regardless of whether or not it has been given an Order already. For example: "1 Unit may Fire during an enemy Move. This Fire must target the enemy Unit that Moved."
These cards don't count as your Order for your turn, and they do not count against your Play value. Each Interrupt card states on it when you can use it and the Actions you can carry out.
If you want to use an Interrupt card, ask your opponent to pause their turn, then resolve the card. Put the used card in the discard pile. Your opponent then continues their turn from where they paused.
You normally resolve an Interrupt card before either player may use any other card. The only exception to this is Interrupt Counter-intelligence, which cancels an Interrupt card. Interrupt Counter-intelligence may not be countered by another Interrupt Counter-intelligence card.
Movement
Each Unit type has a number of Movement Points that it can use when it is given a Move Action. As it moves, it uses up Movement Points to enter adjacent squares and must stop when it has no more points left. The number of Movement Points for each Unit type, and the cost of crossing various terrain, are given in the Movement Points Table below. If a Unit hasn't got enough Movement Points to enter a square you want to Move it to, then it must stop.
| Infantry | |
|---|---|
| Basic number of Movement Points | 2 |
| Turn 90 degrees | Free |
| Open Terrain | 1 |
| Rough Terrain | 2 |
| Road | 1 |
| Square Cover / River Crossing | 2 |
The following rules affect all ground Units:
- Units can only Move into horizontally or vertically adjacent squares. No Units can Move diagonally.
- Units may Move through a square occupied by a friendly Unit.
- Units cannot end their Move in an occupied square.
- Units cannot enter or pass through a square occupied by enemy Units.
All figures in an Infantry Unit must Move together into the same square. Reminder: you cannot end a Unit's Move in a square occupied by another Unit.
Square Cover and Rough Terrain counters have icons to indicate terrain that has a game effect.
- Rough Terrain: Infantry use 2 Movement Points to enter.
- Square Cover: Infantry use 2 Movement Points to enter. Vehicles cannot enter.
Infantry Movement Example. The Infantry Unit can use 2 Movement Points to enter the 2 open terrain squares. However, it would need more Movement Points to enter the Rough Terrain square. Infantry can turn in place for free.
Combat
You use a Fire Action to shoot at an enemy Unit, following these steps:
- Select the firing Unit and choose a target Unit. Unless the Command card specifically states otherwise, you may only Fire one type of weapon at a target, but you Fire all of that type in your firing Unit. Refer to the Weapons Table to verify your chosen weapon can target the selected Unit, and check on the Unit card of the firing Unit for the number of dice to roll.
- Check that the target Unit is within range of the firing weapons and that the line of sight is not blocked. All Units can Fire in any direction, regardless of facing, unless stated otherwise on their Unit card.
- Roll the number of dice indicated (see Weapons Table). Each result equal to or higher than the firing Unit's War Dice value is a hit on the target.
- Work out the effects of any hits, which are described below in more detail.
- Finally check to see whether the target Unit has to make a Morale Check (see Morale).
Weapons Table
| Weapon | Abbreviation | War Dice | Permitted Target |
|---|---|---|---|
| Rifle/LMG, Assault Rifle, Sniper Rifle, SMG | N/A | 1 War Dice per Infantry figure | Infantry, Towed Gun crew |
| Machine Gun | MG(X) | Roll X War Dice | Infantry, Towed Gun crew, Soft Skinned Vehicles |
| Anti-tank | AT(X) | Roll X War Dice | Armoured Vehicle |
| High Explosive | HE[X+] | Roll for each Infantry figure and Soft Skinned Vehicle in target square. Hits on a roll of X+. | Infantry, Towed Gun crew, Soft Skinned Vehicles |
| Assault (bayonet, etc) | N/A | 1 War Dice per Infantry figure | Infantry, Towed Gun crew, Soft Skinned Vehicles |
| Grenades | HE[X+] or AT(X) |
Range
When measuring the range, count the number of squares from the firing Unit to the target Unit. Count the squares horizontally and vertically, not diagonally. If the range of the firing weapon is less than or equal to the distance, and the line of sight is not blocked, then the Unit can Fire.
Measuring Range Example: the target soldiers are 5 squares from the firing Unit, but unfortunately the firing Unit's rifles only have Range 4, so they cannot attack.
Line of Sight
Some squares between the firing Unit and the target may contain obstructions, such as buildings, walls, forests, or hedges, represented by Square Cover counters. Any obstruction is presumed to occupy the whole square.
To determine if line of sight is blocked, look along a straight line starting from the centre of the firing Unit's square and ending in the centre of the target Unit's square. If a square containing an obstruction is on this line, but not in or on the edge of a square containing either Unit, the line of sight is blocked. If the line of sight is blocked, the firing Unit cannot Fire at the target.
If the line of sight crosses a single corner of an obstruction outside either Units' square, then the obstruction provides Cover to Units along the line of sight.
Infantry Units do not block line of sight.
Square Cover
If a target Unit is in a square containing Cover, then the target is in Cover. Firing Units can Fire out of Square Cover in their square. See Edge Cover rules in Setting Up a Scenario.
The player of a target Infantry Unit in Cover rolls a Cover Save for each hit on the Unit. Roll a single dice for each hit. If the Cover Save is equal to or greater than the target Unit's War Dice value, the hit is negated.
Effects of Square Cover Examples. In Diagram A, Unit 2 is in Cover so it gains Cover from whoever Fires at it. Unit 1's line of sight to Unit 3 is blocked by the Square Cover and would still be blocked if Unit 3 had been one square to the left. Unit 1's line of sight to Unit 4 (Diagram B) is not blocked by the corner of the building, as corners of this type are insufficient to block it, but both Units gain Cover from each other. Unit 2 can Fire at all the Units, and they get no Cover from the Rough Terrain piece (Diagram C).
Casualties
For each hit inflicted and not Saved, the defending player chooses and removes a figure. Every time an Infantry Unit takes a casualty, place the lost figure off the map next to its Unit card, so you can keep track of how many men from each Unit have been killed.
If a Commander is assigned to a Unit, or forms a Unit himself with Attachments, he takes no hits until the other figures in the Unit have been eliminated.
Firing into Cover Example. A full strength US Infantry Squad Fires at a German Captain and attached Veterans in Cover. The US player chooses to Fire with the Squad's rifles/LMGs. The range is 3, so the target is in range. Checking the Weapons Table, unsurprisingly rifle/LMG can Fire at the German Unit, because it is infantry. The US Squad is at full strength, so the US player will roll ten dice, plus one extra dice for the Squad's American Firepower ability (add 1 extra dice when making any attack against infantry). The US player rolls 1, 3, 3, 3, 4, 4, 4, 5, 6, 6, 6 for four hits, as the Squad's War Dice value is 5+. The German player must roll four Cover Saves and rolls 2, 2, 2, 6, saving only one of them. The German player removes three figures from the Veterans and puts them on the Veterans Unit card. Now, the German player must take Morale Checks...
Morale
All Units start with good morale, called "A-OK" (Morale Level 3). However, your Units' morale will be affected by the fighting, and you may find that they will not always obey your orders.
- You must make a Morale Check for a Unit when it takes 2 or more hits from one attack (casualties do not have to be caused).
- You must also make a Morale Check for a Unit when it suffers 1 or more casualties (not just hits) that reduce it to half strength or are suffered when it is already at or below half strength.
Morale Checks
Roll a dice against the Unit's War Dice value. If the Unit is within range of a Commander's Play value in squares, you may choose to use his War Dice value instead of the Unit's own. If the roll is less than the War Dice value then the Unit drops one Morale Level.
If a Unit takes 2 or more hits and suffers casualties at or below half strength from the same Fire Action, then it must roll 2 Morale Checks at the same time. This means it is possible for a Unit to drop two Morale Levels from one Fire Action.
Effects of Morale
If a Unit succeeds with a Morale Check, it is unaffected. If a Unit fails a Morale Check, its current Actions (if any) end, its Morale Level drops by one, and the Unit is immediately affected, as described below.
You cannot give Orders to a Unit that is not A-OK until it succeeds at a Rallying test (see below). In addition, it cannot Fire, or Move or Assault using Interrupts. However, it can use other Interrupts.
A-OK (Level 3). A Unit with morale A-OK that succeeds with a Morale Check remains at A-OK. All Units start at Morale Level 3 and their Unit card in an upright orientation (with the Unit name at the top).
Pinned (Level 2). Turn its Unit card sideways to show that the Unit is pinned. You cannot give Orders to a Unit that is pinned until it succeeds at a Rallying test (see below). In addition it cannot Fire, or Move or Assault using Interrupts. However, it can use other Interrupts.
Retreat (Morale Level 1). Turn the Unit card to face the owning player (so that it is upside down) to show that the Unit is retreating.
A retreating Unit must immediately Move two squares away from the nearest enemy, ending this movement at least one square further away from the nearest enemy. Retreating does not use movement points. Vehicles can retreat using reverse gear, and therefore remain facing the enemy.
If enemy Units or impassable terrain are blocking, and this retreat is not possible, then the Unit must retreat towards its side's starting area.
If the Unit can retreat into Cover from, or out of line of sight of, all enemy Units, then it can stop after one or two squares of retreating, and its morale recovers automatically to Pinned (Morale Level 2). Turn its Unit card sideways to show that the Unit is now only pinned.
You cannot give Orders to a retreating Unit until it succeeds at a Rallying test (see below). In addition it cannot Fire, or Move or Assault using Interrupts. However, it can use other Interrupts.
A Unit that cannot retreat or retreats off the map is destroyed. Remove it from the map and give its Unit card to your opponent.
Rout (Morale Level 0). Give the Unit card to your opponent. The Unit's morale has collapsed, and it flees. Remove it from the map.
Morale Examples. Continuing our combat example, the German Captain and sole surviving Veteran must take a Morale Check, because they've taken 2 or more hits (in this case 4 hits and 3 of them were casualties). In addition, the whole Unit of 5 men (Captain plus 4 Veterans) has suffered casualties that have taken it to at or below half strength, so they must take another simultaneous Morale Check. The German player rolls 2 dice, requiring 4+: 3 and 6. The 6 passes, but the 3 fails, so the Unit is Pinned and both its Unit cards are turned sideways to show this.
Later in the game the unfortunate German Captain is shot at again, while his Unit is Pinned and takes 2 more hits. The Captain passes his Cover Save and survives. However, the last Veteran was killed, so the German player hands the Veteran Unit card to his opponent. The German Captain must again take 2 Morale Checks, one for taking 2 or more hits, and one for his Unit suffering a casualty when the Unit was at or below half strength. He can only muster a 1 and a 2 for his rolls, so, unless the German player has the Valour counter, his luck has run out. Dropping two Morale Levels would result in the Captain routing off the field of battle!
Rallying
If a Unit has any Morale Level except "A-OK", you can attempt to rally it in one of two ways.
When it is your turn, you can play any Basic Order or Special Orders card on the Unit to attempt to rally it. Make a Morale Check against the Unit's War Dice value. If you succeed with the roll, the Unit has been rallied. Return its Unit card to upright A-OK orientation. You may immediately use the actions stated on the Order card as normal. If you failed the roll, the Unit is not rallied, the Order card is still used up but does nothing, and the Unit, and any other Units nominated for actions with that Order card, count as having been given Orders.
During your opponent's turn, you can play an Interrupt Rally card after resolving any set of Morale Checks for the Unit. As long as it wasn't routed, the affected Unit rallies without needing a Morale Check. Return its Unit card to normal orientation.
Assault
A Unit may attack a target Unit in an Assault, attempting to overrun its position in close combat. Declare that your Unit is Assaulting and follow these steps:
- Play an Order with a Move Action on an Infantry Unit (the Attacker) that is able to Move adjacent to the target Unit (the Defender). Any Order with an Infantry Move Action will do, not necessarily an Order that states "Assault" in the card text. If the Attacker is not already in a square adjacent to its target Unit, spend Movement Points to Move it there. If it cannot reach a square adjacent to the target Unit, it cannot Assault.
- The Defender gets a Defensive Fire (a free Fire Action with its chosen weapon type). Units that are not "A-OK" may not use Defensive Fire. The Attacker gets no Cover Saves. No Morale Checks are made at this stage.
- The Attacker then carries out an Assault with 1 War Dice per figure, using the Unit's normal War Dice value and no re-rolls. Defending Infantry Units and Towed Gun crews get no Saves.
- The Defender (at any Morale Level) then carries out a counter Assault, using 1 War Dice per surviving figure.
- After both sides have Assaulted, count up any hits as a result of the Defensive Fire and Assaults. Both sides make any Morale Checks required.
- If the Attacker destroys the Defender or forces the Unit to retreat, and the Attacker is A-OK, then the Attacker may immediately occupy the square vacated by the enemy. This does not cost any movement points. Otherwise both sides stay in their current squares.
- The Attacker's Order ends; an Assaulting Infantry Unit may not do anything else after the Assault, except Interrupts, this Round.
Assault Example. Our German player is feeling bold and uses an Infantry Assault Special Order, specifying the first paragraph. He skips the "Fire with 1 Infantry Unit" part, because he has only 1 Unit available for the attack. This Unit will use the part "Then 1 different Infantry Unit may Fire then Move." He first weakens the enemy US Infantry Squad by firing at them. He kills 2 taking them to 6 men, but they pass their Morale Check and are not Pinned. He decides to Assault anyway, having superior strength.
The German Squad has 8 men, the US Squad has 6. The German player uses the Move Action to begin his Assault. The US Squad gets Defensive Fire and rolls 2 hits reducing the Germans to 6 men (there are no Cover Saves when Assaulting).
The surviving Germans get to Assault first and roll 3 hits, taking the US Squad down to 3 men. The US Squad gets to counter Assault and rolls 3 War Dice scoring only 1 hit.
The total hits are then counted up for both sides. The US scored 2 in Defensive Fire and 1 during counter Assault, making 3 hits scored on the Germans. The Germans need to take 2 Morale Checks, because they have taken two or more hits and their casualties put them at half strength; success with both rolls! They are still A-OK.
The Germans scored more than 2 hits in their Assault and took the Americans to below half strength. They must take 2 Morale checks; both fail! The US Squad is forced to Retreat 2 squares.
The Germans Move and the US Retreat. The Germans can advance into the building. The risk paid off!
You now know everything you need to play Scenario 1!
Setting Up a Scenario
Now that you have played the first scenario you are ready to take on more advanced challenges. To do this you will need to know how to set up each game.
First, jointly choose one of the scenarios to play and select sides, either Allies or Axis.
Set Up the Map
The scenario tells you which map to use and shows any extra pieces to be placed on it.
For a standard battle each player chooses a table edge, usually opposite each other for two players.
Choose Your Forces
Each Unit costs a number of Stars, and each scenario says either which Units are available or how many Stars each side can spend. If you are creating your own scenario, agree how many Stars each side can have (see Building Your Force). Select Units, making sure that you don't spend more Stars than the scenario allows.
Place Objectives
For many scenarios you will place Objective counters on the map. These scenarios will explain where to place them.
Draw Your Hand of Command Cards
Shuffle the Command cards to form the Command deck. Then deal both players a number of Command cards equal to their Force's Hand value. Put the Command deck conveniently to one side of the map and leave a space for a discard pile.
Roll for Initiative for Placing Edge Cover and Deploying Units
Each player rolls a dice to determine who starts placing Edge Cover pieces. The player with the highest score (re-roll any ties) can choose whether to start or to allow their opponent to start. The player who lost this roll takes the Valour counter.
Place Cover
The game comes with a number of rectangular strips called Edge Cover, which must be placed along the edge of a square and must overlap the squares on either side, providing Cover to both squares. The scenario will state how many Edge Cover pieces you will place.
You may look at your Command cards before you place Cover pieces.
Take turns to place an Edge Cover piece until all the required pieces have been placed. You can place Edge Cover pieces on any side of any square, except that you may not place them across a road, river, or stream.
Deploy Units
Each square can contain only one Unit. You may put each of your Units in any of the squares in your deployment zone, one Unit per square. Scenarios may define specific squares that your Units may start in. If you have more Units than deployment squares available, keep the un-deployed Units off the map. You will deploy them as reinforcements later in the game.
Edge Cover in Play
Movement. Edge Cover costs no extra Movement Points for Infantry to cross.
Combat. Firing Units can Fire over Edge Cover on the edge of the square they occupy.
If a target Unit occupies a square containing an Edge Cover piece located between the Firer and the target, the target has Cover.
If, when determining line of sight, an Edge Cover piece intersects the line of sight but is not on the edge of a square containing either Unit, line of sight is blocked.
If the line of sight crosses a single corner of Edge Cover outside either Units' square, then the Edge Cover provides Cover to Units along the line of sight.
See Square Cover rules above.
Effects of Edge Cover Examples. In Edge Cover Diagram A, if Unit 1 Fires at Unit 2, then Unit 2 receives Cover from the corner of the Edge Cover, because the Edge Cover piece is in Unit 2's square. Unit 1 can also Fire at Unit 3 (Diagram B) because the corner of an Edge Cover piece does not block the line of sight, even though it is not in either Unit's square; however, Unit 3 will receive Cover (and Unit 1 would get Cover from Unit 3 as well), because corners along the line of sight provide Cover.
Of course, Unit 1 can Fire at Unit 4 in the Open (Diagram C). Units 2 and 4 both gain Cover from each other, because the Edge Cover piece is on the edge of both of their squares.
In Diagram D Unit 1's line of sight to Unit 3 is blocked by the two corners of the continuous Edge Cover that is not in either Units' square.
Winning the Game
Each scenario defines its specific victory conditions. However, if you rout or eliminate all enemy Units, you win automatically.
Victory Stars. When Objectives are in play, the first player to enter the Objective square indicated receives 3 or 5 Stars. Take a Stars counter and place it on your side of the table. If the objective square is subsequently occupied by the enemy, these Stars are lost by the holder, and the counter is given to the player that has captured the objective.
Each Unit card is worth a number of Stars to your opponent. When one of your Units is routed or eliminated, hand your opponent the Unit card to keep track of their victory Stars.
When playing free-form games, players should decide between them how many Stars are required for victory, using the table below as a guide. The table assumes 1 Objective worth 5 Stars.
| Force Stars | Victory Stars |
|---|---|
| 10 | 8 |
| 15 | 10 |
| 20 | 12 |
| 25 | 14 |
| 30 | 16 |
You are now ready for Scenario 2!
Fighting With Vehicles
Moving Vehicles
A square cannot contain more than one Vehicle. Unlike Infantry, Vehicles must pay 1 Movement Point for each 90 degree turn they make. In addition, Tracked Vehicles can Move in reverse gear in Open Terrain for a cost of 2 Movement Points per square. Reminder: you cannot end a Unit's Move in a square occupied by another Unit, but you can Move through a square occupied by a friendly Unit.
Vehicles may not enter Square Cover. Tracked Vehicles can cross Edge Cover for no extra cost. Wheeled Vehicles cannot cross Edge Cover.
Vehicle Movement Example. The Sherman tank can use 2 Movement Points to Move 2 squares forward, crossing the Edge Cover for no extra cost, then a 3rd Movement Point to turn to the right, and finally a 4th Movement Point to Move into the final rough terrain square (no extra cost for Tracked Vehicles). It couldn't enter the Square Cover, because Vehicles are not allowed in Square Cover. If an Infantry Unit had been in the bottom left square, the tank could Move through, but not stop in that square.
Fighting With Armoured Vehicles
Vehicles count as obstacles and block line of sight just like Square Cover, and for this purpose they are presumed to occupy the whole square. However, destroyed Vehicles are removed from play and have no further effect.
Shooting at armoured Vehicles follows the same steps as shooting at Infantry Units, except that the effect of hits is different. Armoured Vehicles can only be shot by Anti-Tank (AT) weapons. On your Unit cards these are denoted as AT(X) where X is the number of dice you roll to hit the armoured Vehicle using your War Dice. Armoured Vehicles may be hit, but can function as normal with no damage, or with partial damage, owing to their armour.
A Vehicle's initial Hit Dice is shown on its card as an Armour rating. When you deploy the armoured Vehicle, place a dice next to the Vehicle with this value showing; this is the Vehicle's Hit Dice. Keep the Hit Dice with the Vehicle as it moves.
For example, a Sherman's Armour rating is 4+, so place a dice with the 4 face showing next to the tank when it deploys.
For each hit the armoured Vehicle takes, the attacker must make a Penetration Roll. This roll must be equal to or greater than the number currently showing on the Hit Dice of the target Vehicle to damage it. For each Penetration scored, decrease the Hit Dice by 1. When the Hit Dice reaches 0, the Vehicle is destroyed.
For example, a Panzer IV Fires at a Sherman with AT(3) and a War Dice of 5+. The player rolls 3 dice and rolls a 2, a 3, and 5, scoring 1 Hit on the Sherman. With the Penetration Roll the attacker rolls a 3, which is less than the 4+ required by the Hit Dice, so no penetration this time.
If more than one hit is indicated, roll all the Penetration Rolls simultaneously. The attacker determines the order the dice are assigned, so that the hits have maximum effect.
For example, our Sherman takes heavy fire from a Tiger and 3 hits are scored. The attacker rolls 6, 3, and 2 for Penetration. The attacker assigns the 6 first reducing the Hit Dice to 3+, which is sufficient for the second roll to penetrate, further reducing the Hit Dice to 2+. The final dice leaves the Hit Dice at 1+ meaning the next hit will destroy it.
If your Vehicle is destroyed, remove it from play, and hand its Unit card to your opponent. Cotton wool can also be used to indicate smoke from a destroyed Vehicle for a bit of added realism. The destroyed Vehicle has no further effect on play.
Flank and Rear Hits
If you shoot an armoured Vehicle from the flank, you get 1 extra AT dice for each weapon Fired. If you shoot an armoured Vehicle from the rear, you get 2 extra AT dice per weapon.
For example, a US Squad with 2 Bazookas shoots a Panzer IV from the flank. Each Bazooka has AT(1), so each one gains an extra AT dice, making a total of 4.
Edge Cover
Reduce the number of AT dice by 1 if the attack crosses Edge Cover.
Morale
Vehicles can retreat using reverse gear, and therefore remain facing the enemy.
Vehicles count as fully effective until destroyed, so they never take the Morale Checks relating to half strength or less.
Hits on Soft Skinned Vehicles
Soft Skinned Vehicles can only be targeted with MGs and HE weapons, but do not make a Penetration Roll; instead a hit destroys the Soft Skinned Vehicle.
If there are Infantry or Towed Gun crew in the same square as the Soft Skinned Vehicle, the defending player may choose and remove either a figure or the Vehicle (which could be a Towed Gun's Transport).
Wrecked Vehicles and Destroyed Heavy Weapons
Remove wrecked Vehicles and destroyed heavy weapons from the map. Alternatively, you may mark them with cotton wool smoke or otherwise indicate they have been destroyed. The Vehicles have no further effect on play.
Armoured Vehicles Assaulting Infantry
Vehicles with weapons may Assault adjacent Infantry or Towed Gun Units, using similar steps to Infantry vs Infantry (see Assault).
Declare that your Unit is Assaulting and follow these steps:
- Play an Order with a Move Action on an armoured Vehicle Unit (the Attacker) that is able to Move adjacent to the target Infantry Unit (the Defender). Any Order with a Vehicle Move Action will do, not necessarily one that states "Assault" in the card text. If the Attacker is not already in a square adjacent to its target Unit, spend Movement Points to Move it there.
- The Defender gets one Defensive Fire (a free Fire Action) against the Vehicle's front using AT weapons. Units that are not "A-OK" or have no AT weapons may not use Defensive Fire. No Morale Checks are made at this stage.
- If the Vehicle survives Defensive Fire, then the Attacker makes one Assault attack using its War Dice value against every member of the defending Infantry Unit or Towed Gun crew. The Defenders may attempt a Cover Save as they dive out of the way (this is not a Move).
- The Defender (at any Morale Level) then carries out an Assault attack against the Vehicle's flank, using AT weapons.
- After both sides have Assaulted, count up any hits as a result of the Defensive Fire and Assaults. Both sides make any Morale Checks.
- If there are remaining A-OK defenders in the Assaulted square after Morale Checks, the Vehicle stops in place, does not enter the enemy occupied square and ends its action immediately. If any remaining Defenders are pinned, they are displaced to a horizontally or vertically adjacent square (defending player's choice). Once all Morale Checks have been made, if the Defender's square is empty and the Vehicle is A-OK, it may pay any remaining normal movement points to enter the square and keep moving. It may make more Assaults, provided it has sufficient remaining movement points to do so. Otherwise both sides stay in their current squares.
- If the attacking Vehicle is no longer A-OK, then the Attacker's Action ends, and the Unit may not do anything else after the Assault, except Interrupts, this Round.
You are now ready for Scenario 3!
Building Your Force
Some scenarios enable you to build your own Force from the Unit cards available in your Force deck. Each Unit has a number of Stars in the top left corner. This is the cost to buy the card. The scenario will tell you how many Stars you can spend to build your Force. If you are playing a free-form game, you and your opponent(s) may agree to use any number of Stars that seem appropriate.
Begin by choosing your Commanders. The Commanders you choose will strongly influence the composition of your Force and its resilience in battle. They also have a Hand value and a Play value that add to the size of your hand of Command cards and the number of Orders that you can give each Round.
Each Commander enables you to add Squads, Vehicles, and Attachments to your Force. You may choose Units from any nationality within the available cards of your Force deck. If both players agree, you may opt to restrict your selection to only one national Force (for example, US or British for the Allies).
First, choose a limited number of Commanders, then any mandatory Units required by these Commanders. Then choose any optional Units your Commanders allow. At each stage, make sure that you haven't spent more Stars than permitted by the scenario. You may wish to try out several Force compositions before you decide on your final Force for the battle.
Unit Tabs
Each Commander has a number of tabs along the right hand edge of his card. Each tab is filled with a colour and a number of Stars. The card you choose must have the same number of Stars or less on it for your Force to be fair and legal.
- Purple tabs indicate Attachments.
- A tab with a stripe is optional. If a tab has no stripe, then you must choose a Unit card of that colour.
- Red tabs are used to buy Vehicles.
- Green tabs are used to buy Infantry and Towed Guns.
Example of a Free-Form Scenario Force
This Force is a Captain plus 10 Stars, that might be used in scenario 4.
- Captain
- Veterans (1 Star)
- Forward Observer (1 Star)
- Lieutenant (1 Star)
- Infantry Squad (2 Stars)
- Infantry Squad (2 Stars)
- Rangers (3 Stars)
Some Units have the "Motorised" ability, which allows you to buy a Transport Vehicle without using an Armour choice from your Commanders. You must still pay the Stars for the Vehicle, but it enables your Infantry Commanders to buy Transport Vehicles even though they don't have Vehicle tabs.
You are now ready for Scenario 4!
Reinforcements
Some scenarios may state in their setup that a minimum number of Stars worth of your Force must be held in Reserve. Reserve Units do not start the battle on the map, but are brought on to the map by playing the Basic Order Reinforce. When you play a Reinforce Order, you may place one of your offmap Units into an empty square in your starting area. This counts as the Unit's Order for the Round. This costs 1 Play as usual.
You may place 1 Transport with an embarked Infantry Squad or a limbered Towed Gun with 1 Reinforce Order.
Towed Guns
Towed Gun Units can be moved only by a Vehicle with the Vehicle ability, one Unit per Transport Vehicle. Towed Gun Units come with a Transport Vehicle as an optional part of the Unit that must be purchased separately but do not take up a Vehicle slot from your Commanders. The crew occupy the Transport, and the Transport may not carry any other Units while towing. Towed Units use the Movement Points of the towing Vehicle. If they are not towed they may not Move, but may be turned in place.
Towed Gun Units are the exception to the rule that only 1 Vehicle may occupy a square. Both the Towed Gun and its Transport Vehicle may share a square. You may start the game with the Towed Gun limbered and ready to Move.
Before it can tow the gun, the towing Vehicle must start its Move in the same square as the Towed Gun. When they are in the same square the Transport, gun and crew count as one Unit. When you Move the towing Vehicle, the merged Unit moves together as part of the towing Vehicle's movement.
You can unlimber the gun in any square occupied by the merged Unit during the Transport Vehicle's Move without further cost. However, the gun may not Fire during any turn in which it has been moved. When it is unlimbered, you can turn the gun to face in any direction, and it can Fire whether or not its Transport Vehicle is in the same square. If the Transport Vehicle moves out of the square occupied by the gun, then the Transport Vehicle and gun count as two separate Units.
Before using any Towed Gun, you may turn it to face any new direction.
A gun with an armoured shield only gives protection to its crew from Fire from anywhere in front of the gun (see Vehicle Flank and Rear Diagram).
You can use a Vehicle or Infantry Fire Action to Fire with a Towed Gun.
For each Infantry casualty inflicted, the defending player chooses and removes a crew figure. When there are no crew left, remove the gun. As long as it has at least 1 crew figure, the gun can operate normally. Any MG or HE hit allocated to the gun or a Soft Skinned Transport will destroy that target. An armoured Transport is affected only by AT weapons.
If its Transport Vehicle is destroyed, the gun can no longer Move.
Towed Gun counters have a crew member printed with the gun. So a fully manned gun consists of the gun counter and 3 additional crew counters or figures.
Towed Guns Example. The Transport uses another Vehicle Move Action to Move itself and the Towed Gun. The gun is unlimbered in the square but may not Fire this turn. If the Transport has Movement Points remaining it may continue its Move. Then an Infantry Unit uses a Vehicle Fire Action to Fire.
Smoke
Units such as Mortars can place a Smoke counter on the board. Each Smoke counter is double-sided with a number on each side. A Smoke counter with the number two on it is referred to as Smoke(2), and when the counter is placed the counter is placed with this side upwards. During Clean-up the counter is turned over to become Smoke(1). In the next Clean-up the counter is removed.
The square with the Smoke counter blocks line of sight as for Square Cover when shooting through that square. If there is a Unit in the square with Smoke, it can be targeted, but with -1 to the result of all War Dice rolls to hit. The Unit in the square also suffers this same penalty when Firing out of Smoke, including Defensive and Assault Fire.
Transports
Infantry Units may be carried by any Vehicle with the Transport ability, one Unit per Transport Vehicle. If you have purchased Transport Vehicles as part of your Force, you may choose for some or all of your Infantry Units to begin the game mounted in Transport Vehicles. Motorised Infantry Units come with a Transport Vehicle as an optional part of the Unit that must be purchased separately, but do not take up a Vehicle slot from your Commanders.
Like Towed Guns, Infantry Units may be picked up by Transport Vehicles. The Infantry Unit must use a whole Move Action or Interrupt Move to embark onto a Transport Vehicle in an adjacent square. Remove the Infantry Unit from the map and place it aside for redeployment later. The Transport Vehicle may Move as usual using a Vehicle Move action, carrying its Infantry. The Infantry Unit may dismount through the play of a Command card, but may only dismount into an adjacent square to the Transport Vehicle; it may not Move further or Assault, although it can carry out any other action specified by the Command card. Units with the Panzergrenadier ability may take an additional Move Action once dismounted (which could lead to an Assault if they choose).
If the Transport Vehicle is destroyed with the Unit inside it, then all the troops within must take an HE[5+] hit with no Cover Save. The survivors are placed in the square the Vehicle was destroyed in.
A Transport Vehicle may not Move a Towed Gun whilst Infantry are embarked.
Transport Example. The Transport uses a Vehicle Move Action to Move. The Mortar Team use an Infantry Move Action to disembark into the adjacent square.
Reassigning Commanders
If a commander has lost all his Attachments, you may play a Move Action to Move him into the same square as a friendly Squad or Elite Infantry Squad that doesn't already have a Commander. This Action assigns him to that Unit. The assigned Commander becomes part of the Squad and no longer acts on his own.
You are now ready for Scenarios 5 to 9!
Team Play
Airfix Battles can be played in teams with several players per side. The simplest way is to play according to the normal rules, but to take team decisions. However, we recommend that each player has their own Force, their own hand of Command cards and responsibility for their own part of the battle.
Forming Teams
Split the players into two teams, one team playing the Allied Force and the other the Axis Force. Agree on a total number of Stars for each team and divide them evenly between the team members. For example, we recommend 20 Stars for a 4-player game, with each team member designing their own 10 Star Force.
The members of each team should design their own Force, selecting Commanders and associated Units in the same way as for a normal "Build Your Force" battle. Mandatory and optional Unit selections apply to each player's Force, independently of the other team members. If desired, a team can agree to swap a number of Stars between players, so that Forces can be designed flexibly, as long as the total Stars for the side do not exceed the agreed amount. So a 20 Star battle could be divided into one of 11 Stars and one of 9 Stars.
Work out the Hand and Play values for each player's Force separately. These values operate independently for each player.
Playing as a Team
The players on each team should co-operate and communicate with each other (it is presumed that they have radio communications between the players as commanders), but are not allowed to tell each other what they have in their hand of Command cards at any time, nor to exchange Command cards except as stated during Drawing Command cards.
Game Setup
Starting with the side that didn't win the Initiative, each player takes a turn to place Edge Cover and Units, swapping sides after each time a player has placed. As in the normal game, place all the Edge Cover pieces before deploying Units.
Valour Counter
The Valour counter starts with the side that lost the Initiative, as in the normal game. Any player on the side that has the Valour counter may use it on their turn, and it swaps over to the other side as normal.
Sequence of Play
The Sequence of Play changes slightly.
Each player may discard and draw up to their own hand limit. Then, two players on the same side may optionally exchange one card between them without revealing the card prior to the exchange.
Initiative. One player on each side will roll for Initiative. Before rolling, that player (only) may choose to discard cards to add to their side's Initiative Roll.
Play. As in the normal game, each player takes their turn to play an Order card, alternating sides and skipping any player who has already played in that Round.
For example, in a 4-player game, Alice and Bob are playing the Allies, while Xavier and Zoe are playing the Axis. Alice is sitting opposite Zoe, and Bob is opposite Xavier. Alice wins the Initiative for the Allies. She takes the first turn and plays an Order card. Then play passes to the Axis player opposite Alice, which is Zoe. When Zoe has finished, play passes back to the Allies, and it's Bob's turn because Alice has already played in this Round. Finally, Xavier takes his turn, and then the Round is finished.
Command cards that apply to more than one Unit can only be used with Units in one player's Force; these cards cannot be shared between players.
Any player on the enemy side can play an Interrupt in response to a friendly Action.
You are now ready for Scenario 10!
Solo Play
You may play one of the scenarios against yourself for solo play. If it's a "Build Your Force" battle, spend the Stars for both side's Forces. Victory conditions are as stated in the scenario.
After you have deployed Units and placed Edge Cover for each side, roll a dice to see which side you will play:
- 1-3: Allies
- 4-6: Axis
Playing as Your Enemy
Roll for Initiative as usual. When it is the enemy's turn, draw a Command card from the Command deck.
Interrupts. If the card is an Interrupt, the enemy may bank 1 Interrupt plus 1 additional Interrupt for each Captain or Major in their Force. This becomes the Interrupt Bank. If the Bank already has cards in it, you may swap Interrupts in the Bank.
Priority for Interrupts in the Bank are in this order: Interrupt Fire, Interrupt Counter-intelligence, Interrupt Move, Interrupt Rally, Interrupt Hit the Deck (if Infantry Units remain), Interrupt It ain't So Bad, Interrupt Rapid Retreat.
Keep drawing Command cards and banking Interrupts up to the size of the enemy's Bank until you draw an Order card, then follow the rules in the Orders section below.
When it's your turn to play, the enemy will play 1 Interrupt from the Interrupt Bank during your turn, at the earliest opportunity.
Orders. When you draw an Order card as the enemy, look up the behaviour in the Orders Table and attempt to carry it out. If the Order is not possible, use the Default Order given at the top of the Orders Table. All Orders can only be carried out with Units that haven't yet been given an Order, as in the standard game.
Behaviours will usually specify a target as being either strongest, weakest, or nearest. Use the Target Table below to determine which target to choose. If you cannot decide between them, roll a dice for the enemy's choice.
Once the Order is resolved, the turn returns to you and you play your next Order card using your Play value as in the standard game.
The enemy will continue to play until all its Units have been used, regardless of Play value.
Reserves. If a scenario dictates that Units may be held in reserve, then the enemy may bring on a number of Reserves equal to their Play value minus the number of Units on the table currently. This happens after all Units on the map have been activated. They are brought on 1 Unit at a time using the standard Reinforcement rules. Choose a random Unit to bring on each time.
Target Table
Targets on Objectives or carrying Intelligence Dossier are priority.
| Target | Choice |
|---|---|
| Strongest | The Unit with the most Infantry or highest Hit Dice. If equal, lowest War Dice value. |
| Weakest | The Unit with the fewest Infantry or lowest Hit Dice. If equal, highest War Dice value. |
| Nearest | The Unit that is the fewest number of squares away without counting diagonally. |
Enemy Behaviour for Solo Play
| Command Card | Behaviour |
|---|---|
| Default Order | Choose an enemy Infantry Unit. Move as far as possible towards the nearest Cover, then Fire. Otherwise choose an enemy Vehicle Unit, Move into firing range and Fire at your weakest Unit. |
| Artillery Strike | Choose the strongest of your Infantry Units or the weakest of your Vehicle Units and use the artillery to Fire at it. A Commander or Spotter is not required. |
| Commando Assault | Choose an enemy Vehicle or Infantry Unit that is in Assault distance of one of your Infantry Units (including Commando Assault bonus) and Assault that Unit. |
| Dig In | If the enemy has an Infantry Unit in Square Cover, play Dig In. If not, choose an enemy Infantry or Towed Gun Unit in range and play Dig In. |
| Dropping Lead | Choose an enemy Infantry or Vehicle Unit that is in range. Fire at the weakest of your Infantry or Vehicle Units. |
| Hold the Line | Choose an enemy Infantry or Towed Gun Unit that is in range. Fire at the weakest of your Infantry or Vehicle Units using the card bonuses. |
| Infantry Assault | Choose an enemy Infantry Unit within Assault distance of one of your Infantry or Towed Gun Units (including the Infantry Assault bonus), and Assault that Unit using the Infantry Assault card bonuses. |
| Lightning Strike |
Movement Points Table
| Infantry | Tracked Vehicle | Wheeled Vehicle | Towed Gun | |
|---|---|---|---|---|
| Number of Movement Points | 2 | 4 | 6 | 0* |
| Turn 90 degrees | Free | 1 | 1 | Free |
| Open Terrain | 1 | 1 / 2 (reverse) | 2 | 0* |
| Rough Terrain | 2 | 1 | 3 | 0* |
| Road | 1 | 1 | 1 | 0* |
* Only moves when limbered to a Vehicle.
Morale Summary
- You must make a Morale Check for a Unit when it takes 2 or more hits from one attack (casualties do not have to be caused).
- You must also make a Morale Check for an infantry or towed gun Unit when it suffers 1 or more casualties (not hits) that reduce it to half strength or are suffered when it is already at or below half strength.