Spearpoint 1943
Spearpoint 1943 Rulebook
Table of Contents
Table of Contents
Two-Player Standard Game Setup
Each player selects an assortment of Units (their Reserves deck) prior to play that totals 100 points cost or less (minimum 80 points) per deck. Players may include multiples of the same Unit to reach the required point total. Each player chooses a starting hand of 4 Units from their Reserves deck, and then shuffles the deck and places it face down.
Each type of Unit is identified in the upper left corner of the card by a Unit Type Icon as illustrated below. If a Unit requires a Crew, the required Crew is identified by a second icon directly under the Unit Type Icon. For the Unit to function, pair the Unit with the required Crew. "N/C" means no Crew is required.
Infantry, Vehicle/Tank, Artillery, Aircraft, Tank Crew, Artillery Crew, Pilot
Shuffle the 50-card Command card deck and deal each player 3 Command cards. Place the deck between players face down. Shuffle the 25-card Damage card deck and place the deck between players face down.
Two-Player Situation Game Setup
Situations provide Objectives, alternative Win Conditions, and modified Rules. In a Situation game, each player follows the appropriate General's Orders, taking into account any modified setup or gameplay rules. Download 8+ free Situations from http://www.frontlinegeneral.com.
Gameplay
One Turn consists of three Phases (Commitment, Combat, and Draw) accomplished simultaneously. Turns continue until one player achieves a Win Condition.
All Units in each player's hand represent Units that are ready for battle but are not yet Committed. Units in a player's hand may be committed onto the game table (i.e. the Battle Area) in the Commitment Phase to one of two lines (front or rear) or no line based on Unit type. Combat occurs among opposing committed Units that have Legal Targets in the Combat Phase. Players replenish Unit cards and Command cards by drawing them into their hands in the Draw Phase.
Players may play Command cards as appropriate. Unit Type Icons on each Command card indicate the allowable focus of each card. Reveal and read the Command card aloud, follow any instructions, and place the used card face up in a discard pile next to the Command card deck or as appropriate in the Battle Area. The effects of identical Command cards are not cumulative. If duration is not noted, the card remains in effect until the end of the game or until the Unit it affects is destroyed or withdrawn (ex. Field Camouflage, Hull Down). Players may discard one Command card before any die roll to improve that roll by +1 instead of applying the effect of the card.
Commitment Phase
The terms "Frontline" or "Rear Line" on each Unit card under the title indicate where each Unit is committed and operates. Frontline Units are tanks, anti-tank guns, infantry, and vehicles. They protect the Rear Line which consists of long range artillery and some self-propelled guns. Aircraft are not committed to a particular line. In the Battle Area, the Rear Line consists of Units along a line closest to the controlling player. The frontline consists of Units along a line closest to the opposing player. See Committed Units Example.
Committed Units Example: US Rear Line, Aircraft (no line), US Frontline, German Frontline, German Rear Line.
Commitment is simultaneous. Each player sets aside or hides the Unit(s) they wish to commit (up to their maximum hand size). Reveal those Units simultaneously and place them in the Battle Area along the front or rear line (or no line for Aircraft) as specified under the Unit's title.
If a player loses all frontline Units, that player's rear line becomes the frontline. Any newly committed rear line Units form a new rear line.
Players may move Crews of ground Units from one Unit to another if desired in this phase.
Players may not commit a Crew without also committing the Unit they crew and vice versa. One exception is committing a Crew to replace a destroyed/captured Crew of a Unit already in the Battle Area.
Committed aircraft remain in the Battle Area based on fuel for a number of Turns defined by Turns of Flight (X), as listed under the aircraft's title. When no Turns Of Flight remain, place the aircraft and pilot under the Reserves Deck at the end of that Combat Phase.
Players may commit mobile artillery Units (ex. US M7 Priest) to either the Front or Rear Line. This type of Unit may also move between these lines during any Commitment Phase.
Combat Phase
A Combat Phase consists of resolving all declared attacks. Combat is broken up into Target Declaration, Initiative, Attack, and Damage Resolution. For each Committed Unit, players may declare to Attack a single Legal Target with any two weapons.
Target Declaration
Players verbally declare a single Legal Target for each attacking Unit. Physically turn each attacking Unit card so that the card points toward the Target. See Targeting Example.
A target is Legal if vulnerable to at least one weapon of the attacking Unit, and if line restrictions and special rules are followed.
If a weapon has no Attack Value under the Attack Icon for the Unit Type targeted, the weapon cannot affect that Unit Type. For example, the main gun on the M4A1 Sherman has no Attack Value vs. aircraft. Therefore, aircraft cannot be targeted with the main gun. However, aircraft are vulnerable to the .50cal MG. (Attack Icons: Infantry, Vehicle/Tank/Artillery, Aircraft)
Frontline Units may target other frontline Units and aircraft. Rear line Units may target frontline or opposing rear line Units and aircraft. Aircraft may target any Unit regardless of line.
Weapons that fire bullets (MGs, Rifles, etc.) cannot affect Units that have a Defense of 2 or greater (base Defense before applying modifiers). These weapons are identified on Unit cards with an underscored Attack Value vs. Tanks/Vehicles/Artillery.
Three or more Infantry may group together and Close Assault an armored Unit using improvised means (sticky-bombs, grenades, etc.). To Close Assault, declare the target as normal. Roll attack once using the best attack value vs. vehicles/tanks of any Unit in the attacking group. If the target is hit, roll 1D10 for each attacking Infantry Unit of the group, sum the damage, and then apply it against the target's Defense.
Bombs may only be used to attack once during an aircraft's total Turns of Flight.
Mobile artillery Units, if occupying the rear line, may only fire the 1st listed weapon (the long range weapon) against enemy land-based targets.
Initiative
After Target Declaration, each player rolls Initiative using 1D10 and applies any modifiers, re-rolling ties. The highest result determines who resolves the first attack. Players then alternate resolving attacks in the order of their choice until all attacks this phase are complete.
Attack
To resolve any Attack, roll 2D10 and sum the result. A hit occurs if the sum equals or exceeds the weapon's Attack Value for the appropriate Unit Type. A miss occurs if the sum is less than the weapon's Attack Value for the appropriate Unit Type. Each hit requires Damage Resolution as it occurs.
2X, 3X, or 4X indicators next to a weapon represent that weapon's high rate of fire. For such a weapon, roll Attack two, three, or four times respectively, resolving Damage for each hit.
Several Special Attack Rolls result in more damage, automatically destroy the target, or cause Friendly Fire. Special Attack Rolls are as follows:
On an Attack sum of 2-3, Friendly Fire occurs. The opponent chooses a single Legal Target friendly to the attacker that is automatically hit. Apply Damage and score no points if destroyed.
On an Attack sum of 18, double Intensity before adding Damage Index.
On an Attack sum of 19-20, the hit immediately destroys the Target (and crew, if applicable).
Artillery Units / Guns are attacked as Vehicles with Bonus 2 to Attack due to immobility.
Damage Resolution
If an Attack hits, the attacking player determines Raw Damage as the hit occurs. For each hit, roll Intensity using 1D10 and add the Damage Index of the weapon to determine Raw Damage. Higher Intensity rolls represent well-placed, more damaging hits.
Subtract the target's Defense from Raw Damage to determine Net Damage. Then subtract Net Damage from the target's Full Endurance (Or the target's current Endurance if previously damaged).
Damage is instantaneous but is only cumulative in the current Combat Phase. If the result of one or more hits cause enough damage that the target reaches its Half Endurance Breakpoint or less, draw a Damage card and apply the appropriate Damage Effect based on the Unit Type Icon. If a Unit reaches zero or less Endurance at any time, it is destroyed and removed from the game. Score points as appropriate.
One Damage card maximum tracks Unit damage and indicates one of many Damage Effects based on Unit Type. Simply place the Damage card under the damaged Unit and reveal the appropriate edge based on Unit Type Icon.
If a Damage Effect lasts only a few turns, a built-in Turn counter next to the effect tracks the effect. See Damage Application Example. The drawn Damage card is placed under the Unit with only the appropriate portion showing based on Unit type. Since the Unit is a tank, the Tank/Vehicle Damage Effect applies. The effect is tracked by using the built in counter if applicable.
Even if a temporary effect no longer applies, the Damage card remains under the Unit to remind players of a reduced Endurance. If a damaged Unit is not destroyed by subsequent hits in a single Combat Phase, that Unit "recovers" to the Half-Endurance Breakpoint at the end of the Combat Phase.
Net Damage against a single target from one or more sources is cumulative in a single Combat Phase only.
Units not destroyed remain committed in the Battle Area.
Crews of Units are protected from Damage as long as a hit does not destroy the crewed Unit. If a hit destroys a crewed Unit, base Intensity Roll also determines crew survival:
Base Intensity 1-3, crew survives. Place crew under the controlling player's Reserves Deck. Score no points for the opponent.
Base Intensity 4-6, enemy captures crew as long as the enemy has at least one ground Unit in the Battle Area.
Base Intensity 7+, crew perishes with crewed Unit.
If an enemy captures a Crewed Unit, the enemy also captures the crew. Remove the crew from the game and score as appropriate. The captor may choose to keep any crewed Unit he captures in the Battle Area on the appropriate controlled line. The crewed Unit remains idle until the captor commits an appropriate crew.
Draw Phase
The Draw Phase presents players with choices for replenishment of Unit cards and Command cards up to the maximum hand size of each.
Each player draws one Command card and then any two additional cards (two Command, two Unit, or one of each).
Players may retain up to 7 Unit cards and 5 Command cards in their hand at the end of the Draw Phase. If a player must discard a Unit card, place it under the Reserves Deck (do not remove it from the game).
A new Turn begins upon completion of the Draw Phase.
Victory Points
Destroyed Units are worth their cost in Victory Points for the destroyer.
Captured Units are worth double their cost in Victory Points for the captor.
Winning The Game
In a Standard Game, the first player to score 51 Victory Points or Overrun their opponent by maintaining at least one unopposed committed land Unit for three consecutive Turns is the victor.
In a Situation Game, the first player to achieve a Win Condition of the Situation is the victor.
Card Types Detailed
Unit Card
Each Unit card shows the Unit Type Icon, Required Crew, and Defense in the upper left. The Unit Title is shown along with the Commitment Line (Frontline or Rear Line) or, for aircraft, Turns of Flight. The Cost/Point Value is shown at upper right, with Half Endurance and Full Endurance below it. A photo with source and caption appears below the title bar.
The Armament section lists the Weapon List down the left side. For each weapon, Attack Icons show which Unit Types the weapon can target, with a Rate of Fire Multiplier (e.g. 2x) where applicable. Attack Values are listed per targetable Unit Type, and the Damage Index is listed at the far right. A Card Number appears in the lower right corner.
Example: M4A1 Sherman — Frontline, Required Crew, Defense 5, Cost 14, Half Endurance 7 / Full Endurance 14. Armament: 75mm M3 Gun (11 vs. Infantry, 10 vs. Vehicle/Tank/Artillery, Damage Index 7); .50cal M2HB MG (2x rate of fire, 13 vs. Infantry, 12 vs. Vehicle/Tank/Artillery [underscored], 13 vs. Aircraft, Damage Index 2); .30cal MGs (2x rate of fire, 13 vs. Infantry, 13 vs. Vehicle/Tank/Artillery [underscored], Damage Index 1).
Command Card
Each Command card shows the Command Card Title and a Bonus Reminder icon at upper right, with Applicable To Icons indicating which Unit Types the card affects below the title. A photo with source and caption follows, then the Action/Effect text box. A Card Number appears in the lower right corner.
Example: Hull Down — Bonus 1 Defense. Place this card under a tank or tank destroyer of your choice in the Commitment Phase.
Damage Card
Each Damage card is double-sided, split so that one edge applies to one Unit Type and the reversed opposite edge applies to another Unit Type; only the appropriate edge is shown once placed under a damaged Unit. A Damage card shows the Unit Type Icon, Damage Effect Title, and Reminder Text, with a Built In Counter where the effect has a limited duration, and a Card Number.
Example (Infantry edge): Casualty — No attack with 2nd listed weapon.
Example (Tank/Vehicle edge): Immobilized — Opposing units receive Bonus 2 to attack this unit. Penalty 2 Defense.
Example (Aircraft edge): Evasive Maneuver — No attack. Remove effect after 1 turn.
Example (Artillery edge): Ordnance Explosion — Unit and crew receive D10 additional damage.
Damage Effects apply based on Unit Type Icon.