Devil Dogs: Belleau Wood 1918
Devil Dogs: Belleau Wood 1918 Rulebook
Table of Contents
Table of Contents
- 1 Introduction
- 2 Components
- 3 Game Map
- 4 Units
- 5 Turn Sequence
- 6 Movement
- 7 Combat
- 8 Additional Rules
- 9 Keywords
1 Introduction
1.1 Game Basics
THE DEVIL DOGS OF BELLEAU WOOD is an easy to learn, fast-playing (1-4 hours) card-driven game for two players. The play map covers the historical French battlefield geography. The counters, cards and markers represent the historical units and incidents involved along with chits that determine initiative and order choice. These company sized units move using 180 meter hexes. The game is unique in that it captures the tension and high rate of casualties without ever casting a single die. Strategy lies more on planning and issuing orders as the active or reactive player. Each side will have a 30 card deck that is faction specific. Devil Dogs of Belleau Wood is an intensely satisfying game that keeps you on the edge of your seat.
1.2 Terminology
ACTIONS: Three boxed actions make up each order Section; Movement, MG (Machine Guns) Keywords.
ACTIVE ORDER: An Initiative Order indicating friendly Sector Initiative (Red background).
ADJACENT HEX: Any hex sharing a border with another hex.
ARTILLERY MARKERS: Used to mark mortar and artillery barrages.
BATTLEFIELD: The entire game map.
COMBAT DAMAGE (CD): The combat strength of MG actions (listed on the command card) and of units calculated during combat.
COMBAT UNIT: Any counter on the battlefield.
COMMAND CARDS: Command cards are divided into two unique 30 card decks, one German and one Allied.
COMPASS: The numbered indicator on the map that determines direction and indirect fire deviation.
CONTOUR LINES: These indicate minor rise and fall of the land but do not interfere with LOS.
DAMAGE MARKERS: Keeps track of step losses on the Initiative Track during combat resolution.
DEFENSIVE TERRAIN: Woods, Urban, Railroad and fortifications (found only on the Kickstarter map) are defensive terrain, which requires 2 combat damage to create a step loss.
FALTER TOKENS: Red translucent disks used to indicate damage to a Combat Unit token.
GAS MARKER: Used to indicate Gas Barrage. Hexes marked with a gas marker may not be entered.
GENERAL ORDER: These Orders are able to be executed regardless of Sector Initiative (Yellow background).
GERMAN CHIT: When drawn from the Initiative Pool, indicates German Sector Initiative.
HIT: Term used of enemy activity which results in step loss for a unit. This activity includes: Artillery & Gas barrages, Accurate Fire & Bayonet actions, and Combat Damage (from MG and Combat actions). CD results in hits based on the unit's terrain. Open hexes required 1 CD to create a hit, while defensive terrain requires 2 CD to create a hit.
ORDER INDICATOR: The two-sided indicator token placed in a sector to indicate a Command Card's Order.
PINNING TOKENS: Yellow translucent disks used to indicate a Combat unit's inability to move.
PLAYER AIDS: A ready reference providing players with all the basic information needed to play the game.
REACTIVE ORDER: An Initiative Order indicating no friendly Sector Initiative (Blue background).
RECONSTITUTE(D): Term used to refer to returning previously destroyed units to the board at reduced strength during the reinforcement phase.
SECTOR: A defined section of the game map labeled A-D (The Kickstarter map has sectors D-F).
SECTOR INITIATIVE: The player with the initiative in a sector has the ability to select either the active or general orders. In addition, the initiative player receives 1 additional MG fire CD if an active order is selected.
SLOPE HEX: A hex containing hash-marks. Hash-marks indicate the low end of an adjacent hex.
STALEMATE CHIT: An Initiative status indicating that both players must use reactive or general orders.
STEP LOSS: A unit's loss of cohesion.
TURN MARKER: The Token used to indicate the current turn on the turn track.
TURN TRACK: Refers to the track on the map used to track turns.
UNIT REMOVAL TOKEN: Indicates the turn of withdrawal for a unit during a scenario.
UNIT REINFORCEMENT TOKEN: Indicates the Turn which a unit arrives.
URBAN HEX: A hex containing buildings.
US CHIT: When drawn from the Initiative Pool, indicates Allied Sector Initiative.
WOODS HEX: A hex that is more than 50% colored as a wooded area.
INITIATIVE CHIT: Any chit drawn from the Initiative Pool: German, Allied or Stalemate.
INITIATIVE MARKER: The token used on the Initiative track to indicate current initiative ranking.
INITIATIVE ORDER: Refers collectively to Active or Reactive Orders.
INITIATIVE POOL: The Mix of Initiative Chits determining Sector Initiative: tied to the Initiative Marker.
INITIATIVE TRACK: The map track that determines a turn's initiative pool. This marker is adjusted whenever step losses inflicted (such as from Mortar, MG, Combat, Keywords, etc.).
DEAD POOL: Location both players put their lost units each turn to track them and reorganization numbers.
INITIATIVE: Represents Tactical, Morale, and/or Situational advantage over the enemy.
KEYWORD ACTION: The third column on a card indicates two Keyword actions to be taken in that sector. These keywords will be executed in order listed on the card.
LINE OF SIGHT (LOS): Ability of units to see and fire on enemy units. LOS is always clear between adjacent hexes. LOS by woods and urban hexes, friendly and enemy units and potentially by slope hexes. If the LOS crosses a slope, then the LOS is clear if the unit is immediately behind a slope (The hex behind the slope) and it would have LOS to anything up to and including the hexline immediately behind an opposite slope. HHLOS is not required for mortar, artillery or gas barrages.
MG ACTION: The second column on a card indicates automatic Combat Damage, which based on terrain, can inflict step losses on the enemy units within LOS. LOS can be traced from any friendly unit in the sector, not just MG units.
MOVEMENT ACTION: The first column on a card indicates type of movement and movement distance.
OBJECTIVE HEX: Any hex on the battlefield that is marked as an objective.
OCCUPIED HEX: Any hex containing a combat Unit.
OPEN HEX: Any hex that is not a Woods, Urban, Railroad or Fortification (Kickstarter map only) Hex.
ORDER: All Keywords in any one of the order boxes on a command card: Active, Reactive and General.
2 Components
- 1 Map
- 1 Rulebook
- 2 Playbooks
- 2 Player Aids (1 Allied, 1 German)
- 1 Allied Command Card Deck
- 1 German Command Card Deck
- 80 Translucent Markers (yellow and red)
- 3 Counter Sheets
3 Game Map
The play map covers most of the area over which the struggle for Belleau Wood and the surrounding objectives took place. Each hex covers approximately 180 meters. Germans advance to the South and retreat to the North. Allies advance to the North and retreat to the South.
3.1 Initial Set-Up
- Lay the map out on a flat surface.
- Decide who plays what faction by choosing one German and one Allied Chit and having one player draw one: or choose sides as you see fit.
- Separate, shuffle and place your faction decks convenient for your use.
- Place the player aids within reach.
- Choose a scenario from the playbook.
- Follow scenario instructions for initial set-up.
4 Units
Most units, HQ, infantry and heavy weapons units represent company strengths of 100 to 120 men. Units are identified by parent Battalions, Regiments and Divisions. Unlike most wargames, units in this game do not have strength values on the counters.
Note that American units were inexperienced but fresh and at full strength while German units were experienced but, poorly fed, and fatigued. Most German units were severely undermanned, some companies had as few as 30 men.
Unit types (counter illustrations): US Army, French Army, German Army.
INFANTRY UNITS: This is the most common unit on both sides. Each unit represents a combat infantry company including attached MG's and supply. A typical Regiment has 3 Battalions and each Battalion has 4 companies. The number or letter in the upper left-hand corner of the counter identifies the unit's Battalion. Marine Battalions are lettered (A-C), US Army Battalions are numbered 1-3 and German Battalions are numbered I to III.
MG UNITS: These units represent heavy machine gun Companies. They differ from infantry in combat strength and survivability.
GUN PITS: These were platoon sized units attached to the Regimental HQ but because of their firepower they are treated the same as MG units.
MORTAR UNIT: These units represent Mortar/trench mortar companies. They allow indirect fire that can pin and possibly damage enemy units.
HQ UNITS: These units represent Regimental Command Units and for all purposes not specifically referencing HQ units these units act exactly as infantry units. You must have a regiments HQ to reconstitute units, reconstituted units are placed adjacent to their regiment's HQ. German HQ units show the Regiment and Division (for example in the illustration above, the first German unit is the 40F Regiment in the 28th Infantry Division).
4.1 Stacking Limit
Every hex has a stacking limit of 1 unit. Units may temporarily over stack when moving through a unit but may not end movement over-stacked.
5 Turn Sequence
- Draw Command Card Hand
- Assign Sector Command Cards
- Initiative Phase a. Generate Initiative Pool b. Draw and Place Initiative Chits c. Determine Battlefield Initiative
- Assign Sector Orders
- Mortar Fire and Gas Drift
- Alternate Sector Activation a. Initiative player has first choice.
- Alternate Order Execution a. Movement Action b. MG Action c. Keyword Actions
- Players Execute Orders
- Resolve Combat if Any
- Repeat Steps 6-9 for Remaining Sectors
- Reinforcements
5.1 Draw Command Card Hand
Draw the maximum hand size from your Command Deck indicated by the scenario. Hand size is determined by the number of sectors being used in the scenario plus one additional card. In full battlefield scenarios involving Sectors A-D this will mean a hand size of 5. If you need to draw a card and there are not enough cards in the deck reshuffle the discard to create a new draw pile and continue drawing. The card not assigned to sector is called the reserve. It is not discarded at the end of a turn. It is included when drawing the maximum hand size on the following turn. The reserve card may be impacted by the play of the Misdirection keyword.
5.2 Assign Sector Command Cards
Both players simultaneously choose and place facedown from their hands a single Command Card in each Scenario sector. Cards should be placed in the sector's card space. The Player's choice sets the limited options available after Sector initiative is determined. This represents the shift from what a player would like to do and what battlefield reality forces.
5.3 Initiative Phase
5.3.1 Generate Initiative Pool
Refer to the position of the Initiative Marker on the Initiative Track and build the Initiative Pool based on the position of the Initiative Marker. Various Initiative pools are as follows:
- Strong US Initiative: 4 US / 2 GE
- Simple US Initiative: 3 US / 2 GE / 1 S (Stalemate)
- Even Initiative: 2 US / 2 GE / 2 S (Stalemate)
- Simple Ge Initiative: 2 US / 3 GE / 1 S (Stalemate)
- Strong Ge Initiative: 2 US / 4 GE
5.3.2 Draw Sector Initiative Chits
Draw one chit for each sector from the Initiative Pool and place it in that sector to indicate the Sector Initiative is for each sector. There are three possible results for each sector:
- US INITIATIVE (US): This means that the Allies have a Tactical, Leadership, or Morale advantage and are more likely to take aggressive action. The US player is the ACTIVE player and the German player is the REACTIVE player in this sector.
- GERMAN INITIATIVE (G): This means that the Germans have a Tactical, Leadership, or Morale advantage and are more likely to take aggressive action. The German player is the ACTIVE player and the US player is the REACTIVE player in this sector.
- STALEMATE INITIATIVE (S): This means that Neither Force has a Tactical, Leadership, or Morale advantage and are both bracing for enemy action. Both players are REACTIVE players in this sector and neither may use Active Orders. Only Reactive and General Orders may be used in this sector. The player who does not have Battlefield Initiative acts on his orders first.
5.3.3 Determine Battlefield Initiative
This is done by counting which side has the most Sector Initiatives for the turn. In the case of a tie, the Scenario Attacker is considered to have Battlefield Initiative. The player with Battlefield Initiative chooses the first sector to activate and gains +1 to MG Action in every sector where he declares an Active Order.
5.4 Assign Sector Orders
Both players set an Order indicator for each Sector to indicate which order on their Command card will be executed this turn. Order tokens have two sides an Initiative Order side and a General Order side. Players simultaneously choose and place an order indicator face up on their face down command card for each sector. If using the Initiative order side, the side chosen should be facing the opponent. The player with the initiative can only select active or general orders. The non-initiative player may only select reactive or general orders. If neither player has the initiative, then they can only select reactive or general orders.
(Optional: Scenario initiative player places tokens first.)
5.5 Mortar Fire and Gas Drift
Mortar Fire is simultaneous. Both players fire all their mortars starting with the player holding Battlefield Initiative.
- Select a Friendly Mortar Unit.
- Place an Artillery Chit within two to five (2-5) spaces of the selected Mortar Unit.
- DRAW FOR DEVIATION: Draw the top card of your Command Deck and refer to the upper right hand corner to the Artillery Deviation value. If it says "HIT" do not move the Artillery chit. If it has a number, refer to the Compass and move the Artillery chit one space in that direction. Deviation may allow the attack to land 1 or 6 spaces away from the firing unit, this is legal and is resolved normally.
- DETERMINE EFFECT: If the Artillery chit is on a space occupied by any unit, friendly or enemy, place a Pin token on that Unit, if the unit already has a pin token, inflict one Step Loss to it regardless of terrain.
- GAS DRIFT: Following Mortar Resolution determine the drift of any Gas Tokens on the Battlefield. Flip each of your Gas Markers and remove any already flipped markers. For each Gas Marker still on the board draw a card from your command deck and move it one space in the direction of the Artillery Deviation value, immediately resolve Gas Barrage effects to any unit in the Gas Markers area of effect.
5.6 Alternate Sector Activation
Player with battlefield Initiative chooses first Sector to be activated. Thereafter, choice alternates.
5.7 Alternate Order Execution
Both players resolve their orders one sector at a time based on Sector Initiative. Once a card's order is announced it may not be changed. The player must simply deal with the mistaken order.
- REVEAL COMMAND CARD: Players flip their sector command cards.
5.8 Players Execute Orders
The Non-Initiative Player acts first. This provides the maximum amount of information to the Initiative player in the sector. It may seem counter-intuitive that the Non-Initiative player acts first. However, the intent is that the player who acts first has the least information upon which to act and make decisions, the orders make it unlikely that the reactive player acts aggressively. Players may have chosen an Active or a General Order. The choice will not always coordinate with sector initiative and players may regret their card of choice. Once the Non-Initiative player has completed all actions, the Initiative player does the same. Both do so in this order:
- Execute Movement Action
- Execute MG Action
- Execute Keyword Actions
EXECUTE MOVEMENT ACTION: A movement order is made up of two pieces of information an abbreviation and a number. The number is the maximum number of hexes each unit in the sector may move, the abbreviation is the 'type' of movement units must make. Units may move into and occupy half hexes on the board edge. Units in hexes bisected by a sector's border follow orders from either connecting sectors, even if already activated by another sectors order.
- ADV.: This stands for Advance. The number will appear in red. All friendly units MUST end their movement at least 1 hex closer to the enemy board edge if possible unless already adjacent to an enemy unit. Units may refuse orders to move but must take a pinning token if they do so. Pinned Tokens may not move but suffer no penalty. The intent of the Advance order is that all friendly units need to advance across the battlefield if they can. This can mean on an Advance 5 a unit may move 1 space backwards, 2 laterally and then 2 forward ending movement closer to the enemy board edge than they started.
- RET.: This stands for Retreat. The number will appear in blue. All friendly units MUST end their movement at least one hex further away from the enemy board edge if possible. Units that do move remove any pinning tokens on them. Units may refuse orders to move but must take a pinning token if they do so or take one Step loss if already pinned.
- REP.: This stands for Reposition. The number will appear in yellow. All friendly units MAY move up to the maximum movement listed in any direction or may remain stationary. Pinned units may not move.
- HOLD: The Number will be a Red 0. No unit in this sector may move.
EXECUTE MG ACTION: The MG number on the card represents the number of CD inflicted to enemy units in this sector. If, because of defensive terrain hexes, you do not have enough hits to inflict any damage, as long as at least one enemy unit is within LOS, you will inflict a minimum of 1 damage. Any enemy Unit in the sector that any friendly Unit in the sector can draw LOS to is eligible for step loss. CD Must be assigned according to the target priority chart (see combat resolution). A minimum of one Step Loss will always be inflicted unless there is no enemy unit within LOS. This step is NOT combat, so it is not simultaneous. Only the command card being resolved executes its MG fire at this time.
EXECUTE KEYWORD ACTIONS: Resolve the keywords in the Keyword Section in the order listed. This may result in Combat (See Combat) or other effects that need to be resolved. Refer to the Keywords section on the Player's Aid for detailed effects. All keywords are executed and resolved in this sector BEFORE the combat phase, the Combat keyword just indicates there will be a combat phase and what the range of that combat will be.
REPEAT PHASE 7 FOR INITIATIVE PLAYER: Repeat all steps of Phase 7 for Active player for this sector.
5.9 Resolve Combat
If a combat was initiated by either players Order card in this sector. If no Sector combat was triggered (no Combat X keyword played), resolve the next sector's orders.
5.10 Repeat Phases 6-9
Repeat until all sectors are resolved. Alternate selecting player and resolving remaining sector.
5.11 Reinforcements
If reinforcements are available, they are deployed using the following procedure:
- PREPARATION: Before scenario begins Put all reinforcing units on the designated turn space on the turn track.
- VARIATIONS: The Keyword Action "Reinforcements" may delay an opponent's reinforcements or speed up friendly reinforcements. When this happens shift the chosen reinforcements on the turn track one space in the direction desired.
- FRESH USMC TROOPS: The US player has 12 Replacement points to apply during a game (Tracked by the US Replacements Token). Only one replacement point may be spent per USMC Regiment per Turn, when applied to a unit remove all tokens and restore that unit to full strength. You may not apply a reinforcement point to a unit adjacent to the enemy.
- REORGANIZATION: At the end of each turn both sides may reconstitute losses into reduced but functional fighting units. Only Infantry units may be selected for Reconstitution (no Heavy Weapons or HQ units) though all destroyed units count for determining how many are restored regardless of type. Reconstituted units are placed Reduced side up (red artwork) adjacent to their HQ unit, Regiments without HQ's may not reconstitute. Each side determines reconstitutions as follows:
- Germans place one destroyed unit back in play for every three units placed in the Dead pool this turn (rounded up). Select the appropriate number of units from those in the Dead Pool and place them adjacent to their respective HQ's in a reduced state.
- Americans place one destroyed unit back in play for every two units placed in the Dead pool this turn (rounded down). Select the appropriate number of units from those destroyed this turn and place them adjacent to their respective HQ's in a reduced state.
- After both sides have determined their reorganization set all remaining units in the dead pool aside for scoring purposes at the end of the game.
- DEPLOY SCENARIO REINFORCEMENTS: Deploy all units in the reinforcing regiment, may be placed anywhere on the battlefield following scenario instructions (within 5 spaces of entry if not specified) but you may never place a reinforcement within 3 spaces of an enemy unit in that sector. Player with Scenario Initiative places reinforcements first.
6 Movement
Combat Units are activated and move based on their card's chosen movement order. Units may end their movement outside their initial sector unless otherwise specified by the scenario. Units in hexes bisected by a sector's border follow orders from both connecting sectors. Even if already activated by another sectors order. All hexes cost 1 point of movement to enter.
- Adv. or Advance (Red number) requires units to move a minimum of one hex toward the enemy's side of the map up to the maximum movement indicated. Units may move laterally as long as they advance one hex by the completion of their movement.
- Rep or Reposition (Yellow number) allows units to remain where they are or move up to the maximum movement indicated in any direction.
- Ret or Retreat (blue number) requires units to move a minimum of one hex toward the friendly side of the map up to the maximum movement indicated. Units may move laterally as long as they retreat at least one hex towards the friendly board edge.
- Hold (Red 0) Indicates no movement.
6.1 Zone of Control
A unit that moves adjacent to an enemy unit must immediately end its movement. On a subsequent turn a unit adjacent to an enemy unit may move into another enemy adjacent hex but must again stop immediately. Units adjacent to enemy units inflict a +1 combat damage.
A note on unit activation: When you activate a sector for an order all units in that sector are activated for that order. This includes units that may have previously acted this turn and were moved into the active sector from a different sector earlier that turn. It also means that once a unit is moved out of the active sector it may not be eligible to participate in further orders for the current active sector. This means that some units may actually move and fire multiple times in a turn, representing bold heroism, an abundance of motivation or just foolhardy leadership.
6.2 Pinning
If a Unit is marked with a yellow Pinning token the follow effects apply: The unit may not move. The unit's combat strength is halved after all modifiers. If it would receive another pinning token inflict one Step Loss instead, if forced to retreat by any effect in including a retreat order automatically remove the pinning token. Pinned units receive no penalty for not moving during an advance. Pins are removed by playing the rally and regroup keywords or by retreating when required.
7 Combat
If a Combat X order effect resulted from either player's orders, resolve results in this order. Keep in mind that Combat X is simultaneous. Note: unless specified by the keyword action, all keyword actions are executed prior to combat.
7.1 Line of Sight (LOS)
Place a straight edge between the center of the firing and the target hexes, if no portion of a woods, urban, or occupied hex is crossed, then you have line of sight. Adjacent hexes always have Line of Sight to each other. Contour lines do not interfere with LOS. If the LOS crosses a slope, then the LOS is clear if the unit is immediately behind a slope (The hex behind the slope) and it would have LOS to anything up to and including the hexline immediately behind an opposite slope.
7.2 Target Priorities
Enemy units must be fired on using the following Target Priority Chart. This not only takes into account defensive terrain but the durability of heavy weapons units.
- OPEN HEXES: 1 CD = 1 Step Loss
- Infantry Units
- Heavy Weapons (MG and Mortar and Gun Pits)
- HQ Units
- DEFENSIVE HEXES: 2 CD = 1 Step Loss
- Infantry Units
- Heavy Weapons (MG, Mortar and Gun Pit Units)
- HQ Units
7.2.1 Determine Combat Damage
Both players determine Combat Damage totals for their units within range of the enemy (the "X" value of the Combat X keyword that triggered Sector combat) and within LOS.
UNIT COMBAT DAMAGE (CD):
- Mortars = 0 CD (but will receive the +1 for being adjacent to enemy (see below))
- HQ = 1 CD
- Infantry = 1 CD
- Gun Pit = 1 CD
- MG = 2 CD
- Adjacent to Enemy: +1 CD
- If unit pinned CD is halved (rounded up)
INFLICTING DAMAGE: Usually no more than one damage step can be assigned to any single Unit per damage source (See the Keyword Accurate Fire). Any damage that cannot be assigned is lost. Any time damage would be applied if not enough hits can be generated to cause one damage, assign a minimum of 1 damage step anyway.
The number of CD required to cause a step loss is based on the terrain of the target unit. Units in open terrain require 1 CD and units in defensive terrain require 2 CDs.
DETERMINES COMBAT DAMAGE: Both players determine Combat Damage based on units in range of the enemy. Range is determined by the Combat X that triggers Sector combat and Line of sight.
7.3 Unit Step Loss
- US UNITS: These are four step units when Full Strength. When taking a step loss, a US unit gets a Falter Token placed on it, if it already has a Falter token the unit is flipped to its reduced side. It would then be assigned a falter as its next step loss and is destroyed and removed after its next hit.
- GERMAN UNITS: There are two types of German units Assault Regiments and Defensive Regiments. They were trained separately. Assault units were elite.
- ASSAULT UNITS: These are four step units when Full strength. HQ and full strength units are marked with a Bayonet. When taking step loss, this type of unit gets a Falter Token placed on it, if it already has a Falter Token the unit is flipped to its reduced side. It would then be assigned a falter as its next step loss and is destroyed and removed after its next hit.
- DEFENSIVE UNITS: These are three step units when Full strength. When taking a step loss, this type of unit gets flipped to its reduced side, then assigned a falter as its next step loss and is destroyed and removed after its third hit.
- FRENCH UNITS: These are three step units when Full strength. When taking a step loss, this type of unit gets flipped to its reduced side, then assigned a falter token as its next step loss and is destroyed and removed after its third hit.
APPLY STEP LOSSES AND ADJUST INITIATIVE TRACK: Once players determine step loss, both players list the number of step loss points on the turn track using the casualty markers. The reactive player applies damage first and move the Initiative track in tier favor for each step loss inflicted. The Active player then applies their damage and moves the initiative track in their favor for every step loss inflicted. This is done so that the Active player comes out ahead in terms of initiative if the attack is more damaging to the enemy. When a unit is Destroyed, place it in the Dead Pool for the purposes of calculating reorganization numbers at the end of the turn.
Note: The Initiative Track is adjusted whenever step losses occur through the turn.
7.4 Dual Combats
In the rare case that two orders trigger Combat X in the same sector, both combats will take place. Resolve the Active player's combat first, in the case of no Active player the combat initiated by the player with battlefield initiative is resolved first. A typical WWI tactic was mounting a counter-offensive on the heels of a failed offensive.
8 Additional Rules
REFUSING ORDERS: A unit may always opt to refuse any advance or retreat movement (even if pinned) even compulsory movement caused by Keywords like Rout! Or the effects of a GAS Barrage. If a unit ever refuses any form of movement a pinning token is applied immediately, if it already has a pinning token it will retain the pinning token and instead take 1 Step Loss.
9 Keywords
Below is the detailed list of Keywords on Command cards an abbreviated version of this list is available on the Player Aids:
- ACCURATE FIRE: Acting Player Applies two step losses to a unit(s) in this sector within LOS of a friendly unit in this sector. You may apply both step losses to the same unit.
- BAYONETS: All unpinned Infantry units inflict 1 hit (step loss) to an adjacent to the enemy unit, and this unit must retreat one hex. The adjacent friendly unit may advance into that space.
- CONCEALMENT: Reduces Combat range by one.
- COMBAT X: Indicates a Sector Combat between all units within X range of an enemy Unit and within LOS in this sector during the combat resolution phase.
- DEFENSIVE FIRE: As a Combat Resolution Effect add two additional CD to your defensive combat total this turn: Combat must have been initiated by your opponent.
- ENTRENCH X: Ignore the first X amount of Step losses inflicted on your units this turn from any source.
- Errata note: German Card 28's reactive order should read "Entrench 2."
- AUDACITY: Select any Friendly Unit in the Sector; remove any tokens from it and flip it to full strength.
- HESITATION: Reduce enemy movement by (2) in this sector this turn to a minimum of 1.
- HIDDEN MG'S: Friendly MG's and Gun pits cannot be assigned combat damage in this sector unless adjacent to the enemy. (Other damage sources may still target them; Barrages, Accurate fire, etc.)
- LEADERSHIP: Execute any Keyword you have previously executed in a sector this turn. If no other Sector has executed an order yet, treat this as a Rally 5 Keyword. After resolving the previous effect reshuffle your discarded Order cards back into your order deck.
Barrage Keywords
- BARRAGE: Initiate an Artillery strike in this sector using the following procedure:
- PLACE 1ST ARTILLERY TOKEN: Place an Artillery Token on any hex within the sector.
- CHECK DEVIATION: Draw the top card of your Command Deck and refer to the upper right hand corner to the Artillery Deviation value. If it says "HIT" do not move the Artillery Token. If it has a number, refer to the Compass and move the Artillery Token one space in that direction.
- PLACE SECOND ARTILLERY TOKEN: Place the second Artillery Token two spaces away from the first in the direction of the deviation. If it was a HIT, the placement is at the discretion of the player. Note, the second artillery Token may be placed in an adjacent sector.
- APPLY DAMAGE: A unit under either Artillery Token or adjacent to it takes Step loss. If a unit ends up between 2 artillery tokens, it takes 2 step losses. Regardless of the number of hits taken, an artillery barrage never moves the casualty marker on the Initiative Track more than 5 spaces. For example: If one to four steps are lost, the marker is shifted that many spaces, but if five or more steps are lost, the marker is only shifted five spaces.
- SAUSAGE/RECON'D BARRAGE: Initiate a more accurate artillery strike. Follow the same procedure as an Artillery Strike but the first artillery Token does not deviate. Draw for Deviation as normal to determine the direction of the second token.
- GAS BARRAGE: Initiate a gas barrage in this sector. This is similar to an artillery strike except: (Component limitation: To replicate the relative rarity of a gas strike, if both Gas tokens are already on the map, regardless of who placed them, a Gas strike will be resolved as a regular artillery Strike.) No 2nd Artillery marker is placed. All units under or adjacent to a #1 gas token not only receive one Step loss but must immediately move the shortest distance away from the affected area but not adjacent to the enemy. Units that are forced to move remove any pinning tokens. The gas token remains in play. On the following turn, during the Mortar Phase, flip the gas token to its #2 side and draw a card to see if it drifts one hex. A "Hit" means it remains in place. After drifting, units adjacent to the token receive a damage and must again move the shortest distance away from the token but not adjacent to enemy units. Following friendly movement, the #2 Gas Token is removed.