Select three unconventional tactics Playing the Game
All terrain The game is played in rounds with
Ambush players alternating in activating one Amphibious unit each, starting with the player Artillery that deployed first. Each new round Command Group the player that finished activating Fast first on the last round gets to start. Fear Dangerous Actions Fearless Flame thrower If an action has a risk of physical Flying danger, the difference between the Indirect roll and Difficulty Score is the Poison amount of damage the endangered Scout participant takes. The goal is to establish dominance Players describe what effect their Sniper over the battlefield. unconventional tactics will have. The Stealth Example: players will determine two things: As an action, a Squad member fights The most important rule: When the Advancement Make a mark at the an enemy with a DS of 10. The player rules are unclear use common sense Does this require a roll? If the answer end of each battle. Gain three marks rolls 2d6 and rolls a 10 adds 2 from and personal preference. Have fun! is yes make a roll, otherwise the level up. Each level raises a single their close combat Score. The total is unconventional tactic effect training score by 1 or morale Score 12. The difference between 12 and Building your squad by 1. happens as player describes. 10 is 2, so the creature takes 2 Your squad consist of five If a roll is warranted use the normal damage. A non-player squad’s DS is Level DS Miniatures Difficulty Scores Guidelines, the also their Morale, so now the Green 8 morale is the target for the player to Veteran 10 enemy’s Difficulty Score is 8. If the Name your Squad roll. The player will use their Special Elite 12 roll was 8 then the Player Character Morale starts at 10 operations training score as a Getting Started would have lost 2 morale. Movement is 6” modifier for the roll. Distribute 3 points between these Players may sacrifice 1 morale for a The game is played on a flat Defeat fields of trainings: +2 bonus to their die roll. 6‘x4‘surface, with at least 1-6 pieces of terrain on it. When a character’s Morale reach Close combat: Good for attacking zero, they have been driven from when base to base. Each player rolls a die (reroll ties). the field of conflict. The player who rolls the highest Ranged Combat: Good at striking result is the first player; play then Rest and recuperation foes up to 8” away. follows clockwise. Regain 3 lost Morale by spending Special Operations: Good for using the turn in a safe spot. unconventional tactics.