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85)
1 Remount Bailed Out Tanks Shoot with Moving ROF, cannot Move Place Teams in Deployment Area, not within
2 Rally Pinned Down Units closer to visible enemy or Bombard. 4”/10cm of enemy, 16”/40cm if in Line of
3 Check Unit Morale Score Rally to Rally. Sight unless Concealed by Terrain.
4 Check Formation Morale
5 Reveal Ambushes CHECK UNIT MORALE (P. 64) ROLL FOR RESERVES (P. 86)
Roll one die first turn of Reserves, two
STARTING
STAYING IN COMMAND (P. 31) MOVEMENT ORDERS (P. 36) DIG IN — MOVEMENT STEP
In Command if end movement: Unit Leader can issue one Order per turn Score Skill to dig Foxholes. Teams then
• within 6”/15cm of Unit Leader, or to Teams that are In Command. Shoot with Moving ROF, but cannot fire
• within 8”/20cm of Unit Leader if Unit BLITZ MOVE — BEFORE MOVING Bombardments.
has eight or more Teams. Score Skill to Move Teams up to
4”/10cm. Can only Move at Tactical this MINE CLEARING — MOVEMENT STEP (P. 94)
OUT OF COMMAND (P. 31) turn. If do not Move further, Shoot with If not Pinned Down, Infantry or
If not In Command, Team must: Halted ROF. Mine-clearing Tank remove Minefield
• remain in place, within 2”/5cm (after entering Minefield
• Move at Tactical with +1 penalty on Otherwise, Teams from the Unit cannot
Dash and suffer the +1 to hit penalty for last turn). Cannot Move further, Shoot,
MOVEMENT
SHOOTING STEP (P. 38) LINE OF SIGHT (P. 40) HOW MANY DICE (P. 44)
1 Check Range Tall terrain blocks Line of Sight after Roll one die per point of ROF. Halted
2 Check Line of Sight 2”/5cm unless Range is 6”/15cm or less. ROF if did not Move and not Pinned
3 Check for Concealment Buildings and Hills block Line of Sight. Down, otherwise Moving ROF.
4 Declare Targets Line of Sight to Aircraft is never blocked.
5 Rotate to Face Smoke Screen blocks Line of Sight if SCORE TO HIT (P. 44)
6 Roll to Hit Range is more than 6”/15cm. Roll Target Team’s Is Hit On number:
SHOOTING
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ASSIGN HITS (P. 45) ROLL ARMOUR SAVES (P. 46) SHOOTING AT AIRCRAFT (P. 39)
First hit must be assigned to target. Target player rolls and adds: Only Anti-aircraft (AA) weapons can shoot at
Remaining hits assigned evenly to: • Armour rating Strike Aircraft.
• Valid targets • +1 if range is over 16”/40cm AA, Anti-helicopter, Guided weapons, and
• Part of same Unit as target Team Outcome: Infantry (not Heavy Weapons) can shoot at
• Same type as target Team • If greater than Anti-tank, no effect. flying Helicopters.
• Within 6”/15cm of target Team • If equal to Anti-tank, roll Firepower Can shoot in own Shooting Step or before
Test to Bail Out tank. Aircraft shoots in enemy Shooting Step.
MISTAKEN TARGET (P. 45) • If less than Anti-tank, roll Firepower to If shooting in enemy Shooting Step, they
On 3+ target player can swap all swap- Destroy tank, otherwise Bail Out. cannot Defensive Fire, Shoot next Shooting
pable hits between two Teams. If they Step, or Assault next Assault Step. Guided
SHOOTING
succeed, they can roll again to swap hits OTHER SAVES (P. 48) missiles (other than Guided AA) can only
between another pair. Tanks must be Score Save and unharmed, otherwise shoot in own Shooting Step.
more than 8”/20cm and Infantry or Guns Destroyed. If Infantry in Bulletproof
more than 4”/10cm away to swap. Cover, or Aircraft, shooter must score ANTI-AIRCRAFT ROF (P.44)
Firepower to Destroy. Dedicated AA, Guided AA, and Aircraft
HULL OR TURRET (P. 46) weapons shoot at full ROF.
Front if in front of line across front of hull and PINNED DOWN (P. 50) Other weapons shoot at ROF 1, with +1
turret. Side if behind both lines. Pinned Down if Unit takes a total of 5 to hit if already ROF 1.
Roll if front and side both visible: hits. If at least 12 Teams, only Pinned
• 1 to 3—hit hull Down if Unit takes a total of 8 hits. DESTROYED UNIT LEADERS (P. 49)
• 4 to 6—hit turret Armoured Tank Teams and Aircraft Appoint another Team from the Unit
cannot be Pinned Down. within 6”/15cm as the Unit Leader.
SMOKE (P. 50) Shoot with Moving ROF, cannot Move KILLING COMMANDERS (P. 49)
Shooting places 2”/5cm Smoke ball. closer to visible enemy or Bombard. Appoint another Team from HQ or roll 3+
+1 To Hit when Shooting through Smoke. to appoint another Team within 6”/15cm.
SELECT AIMING POINT (P. 52) ROLL TO HIT (P. 53) ROLL SAVES (P. 54)
Pick an Aiming Point in Line of Sight of Roll to hit each Team under Template. Roll saves as for Shooting, except tanks
Spotting Team. Roll Target Team’s Is Hit On number: use Top armour, and no Bulletproof
Artillery Template cannot be within Cover behind terrain.
Add +1 to score needed if:
4”/10cm, or 6”/15cm if Salvo, of friendly • Ranged in on Second Attempt If Repeat Bombardment, re-roll Infantry
Teams (8”/20cm if Aircraft). • Repeat Bombardment where Spotting Saves.
ARTILLERY
ASSAULT STEP (P. 57) OPPONENT’S DEFENSIVE FIRE (P. 59) ROLL SAVES (P. 61)
1 Charge into Contact Defending Teams within 8”/20cm of No saves for Infantry or Unarmoured.
2 Opponent’s Defensive Fire Assaulting Teams fire at Halted ROF Hit Side with Anti-tank rating, or
3 Roll to Hit (Moving ROF if Pinned Down). Top with Anti-tank 2 and Firepower 1+.
4 Roll Saves Tanks cannot Defensive Fire if Contacted
5 Check if Assault is Over by Infantry that were Concealed and did
CHECK IF ASSAULT IS OVER (P. 61)
6 Test to Counterattack not Move or Shoot.
Assaulter wins if Defenders within
7 Counterattack or Break Off Defensive Fire hits Side armour. 4”/10cm are Destroyed or Bailed Out.
ASSAULT
©Battlefront Miniatures Ltd. 2019 Permission granted to photocopy for personal use only. www.Team-Yankee.com