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Title: Back


1
Back
²
2
3rd Platoon
2nd Platoon
1st Platoon
This card allows all 1st platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
This card allows all 3rd platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
This card allows all 2nd platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
4th Platoon
6th Platoon
5th Platoon
This card allows all 4th platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
This card allows all 6th platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
This card allows all 5th platoon squads to move,
spot, and/or fire. Each squad has its own dice
squads may reserve some of their dice for
spotting or fire later in the turn, but if they
wish to move, they must do so when this card is
turned. Reserved dice may be saved up to the
Tea Break (end of turn) is turned, at which point
they must be used or lost. No more than 3 dice
may be used for movement.
3
Support Weapon
Support Weapon
Support Weapon
MMG 1 This card allows this weapon to move, spot
and/or fire, however you can choose to reserve
dice for later use in the turn, but these may
only be used for spotting and/or firing. This
weapon can only move if 1 It is attached to an
infantry unit, 2 If operating independently when
personally commanded by a Big Man 3 On a
guts test if under fire. It may move OR fire in
a turn, never both.
MMG 2 This card allows this weapon to move, spot
and/or fire, however you can choose to reserve
dice for later use in the turn, but these may
only be used for spotting and/or firing. This
weapon can only move if 1 It is attached to an
infantry unit, 2 If operating independently when
personally commanded by a Big Man 3 On a
guts test if under fire. It may move OR fire in
a turn, never both.
MMG 3 This card allows this weapon to move, spot
and/or fire, however you can choose to reserve
dice for later use in the turn, but these may
only be used for spotting and/or firing. This
weapon can only move if 1 It is attached to an
infantry unit, 2 If operating independently when
personally commanded by a Big Man 3 On a guts
test if under fire. It may move OR fire in a
turn, never both.
Support Weapons
Support Weapon
Support Weapon
50 mm mortar 1 This card allows this
weapon to move, spot and/or fire, however you can
choose to reserve dice for later use in the turn,
but these may only be used for spotting and/or
firing. This weapon can only move if 1 It is
attached to an infantry unit, 2 If operating
independently when personally commanded by
a Big Man 3 On a guts test if under fire. It
may move OR fire in a turn, never both.
50 mm mortar 2 This card allows this
weapon to move, spot and/or fire, however you can
choose to reserve dice for later use in the turn,
but these may only be used for spotting and/or
firing. This weapon can only move if 1 It is
attached to an infantry unit, 2 If operating
independently when personally commanded by
a Big Man 3 On a guts test if under fire. It
may move OR fire in a turn, never both.
50 mm mortar 3 This card allows this
weapon to move, spot and/or fire, however you can
choose to reserve dice for later use in the turn,
but these may only be used for spotting and/or
firing. This weapon can only move if 1 It is
attached to an infantry unit, 2 If operating
independently when personally commanded by
a Big Man 3 On a guts test if under fire. It
may move OR fire in a turn, never both.
Sov
4
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 1 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 2 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 3 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 4 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 5 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 6 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
5
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 1 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 2 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 3 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 4 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 5 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
45mm Anti Tank gun 6 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
6
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 1 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half
speed.
45mm Anti Tank gun 2 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half
speed.
45mm Anti Tank gun 3 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half speed.
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
Anti Tank Gun
45mm Anti Tank gun 4 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half
speed.
45mm Anti Tank gun 5 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half
speed.
45mm Anti Tank gun 6 An Anti-Tank Battery is
represented by one card for each gun, the player
choosing which order the weapons are activated as
each card is turned. This represents the greater
initiative of an AT gun over an AFV. For some
better-trained forces additional cards may be
included to represent a greater rate of fire.
Light Anti-Tank guns may be moved at half
speed.
7
AFV
AFV
AFV
T34 1 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
T34 2 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
T34 3 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
AFV
AFV
AFV
T34 4 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
T34 5 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
T34 6 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
8
AFV
AFV
AFV
T34 7 May use some or all of their initiative
dice to move, spot and/or fire. Tanks will
operate on one card per tank, reflecting the lack
of an efficient radio net.
T34 Company Command Tank May use some or all of
their initiative dice to move, spot and/or fire.
Tanks will operate on one card per tank,
reflecting the lack of an efficient radio net.
Light Tank 1 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
AFV
AFV
AFV
Light Tank 2 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Light Tank 4 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Light Tank 3 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
9
AFV
Anti Tank Gun
AFV
Light Tank 5 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Light Tank 6 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Light Tank Company Command Tank May use some or
all of their initiative dice to move, spot and/or
fire. Tanks will operate on one card per tank,
reflecting the lack of an efficient radio net.
AFV
AFV
AFV
Heavy Tank 1 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Heavy Tank 2 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Heavy Tank 3 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
10
AFV
Armoured Bonus Move
AFV
Heavy Tank 4 May use some or all of their
initiative dice to move, spot and/or fire. Tanks
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Heavy Tank Company Command Tank May use some or
all of their initiative dice to move, spot and/or
fire. Tanks will operate on one card per tank,
reflecting the lack of an efficient radio net.
The player may move but not fire, any of his own
tanks and/or armoured vehicles that he chooses,
as long as they form a group where none are
further than 6 from any other functioning
tanks/armoured vehicles in the group. This may
result in a double move these armoured vehicles
and associated troops such as infantry riding on
them, or in a vehicle that otherwise, may not
move and fire to do so. Units may not undertake
and actions other than movement.
AFV
AFV
Recon Force
Reconnaissance Force A specific recce unit may
take an additional turn over and above its normal
card, moving or spotting, but not firing.
Armoured Car 1 May use some or all of its
initiative dice to move, spot and/or fire. AFVs
will operate on one card per tank, reflecting the
lack of an efficient radio net.
Armoured Car 2 May use some or all of its
initiative dice to move, spot and/or fire. AFVs
will operate on one card per tank, reflecting the
lack of an efficient radio net.
11
Dynamic Commander
Heroic Leader
Hesitant Troops
One Big Man may attempt to perform an absurdly
herioc action as selected by the player. The
umpire should assess the chances of success
before tha player rolls against this. Once used,
this card is then removed from play.
The overall commander may personally make an
additional move this turn, whether he has already
moved or not.
If the next card turned is a unit of that
nation it will not be able to move, but may use
all of its dice for other purposes, such as
firing or spotting.
Big Man
Big Man
Political Commissar
????? (Major) Malinovsky A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
??????? (Cap) Ivanov A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
The commissar may remove wounds from any unit he
is attached to using a D4. However, any platoon
that he accompanies will behave as hesitant
troops if theirs is the next unit card turned
(not necessarily the next card turned) after the
commissar card. If this happens on two
consecutive turns the commissar will believe that
the companys senior Big Man is in league with
the Hitlerites and will be moved regardless of
distance to that Big Man who he will execute on
the spot. Removing the Big Man from the game.
12
Big Man
Big Man
Big Man
??????? (Sgt) Ilyin A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
??????? (Sgt) Pavlov A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
??????? (Sgt) Danilov A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
Big Man
Artillery Support
Big Man
????????? (Lt) Korovin A big man can activate
units, add his own dice to the total fire roll,
spot, or--probably most importantly--reduce the
effect of wounds on a unit. When attached to a
unit, he moves with it at no cost. He can instead
move on his own card with dice appropriate to his
troop type. In 1941, Soviet Big Men may not act
as forward observers.
????????? (Lt) Preobrazhensky A big man can
activate units, add his own dice to the total
fire roll, spot, or--probably most
importantly--reduce the effect of wounds on a
unit. When attached to a unit, he moves with it
at no cost. He can instead move on his own card
with dice appropriate to his troop type. In
1941, Soviet Big Men may not act as forward
observers.
Artillery support will never have a forward
observer and is generally restricted to
pre-registered targets in a defensive position.
Soviet skills in performing calculations etc were
not up to par quite yet, hence the inflexibility
of artillery during this period of the war. In
the Winter War a pre-attack STONK will be the
norm.
13
Sniper
Air Support
Sniper
Representing a single man firing selectively at a
specific target. If more than one sniper
is present then use multiple cards, with the
player choosing the order in which they
are activated, as with anti-tank guns. Firing
at Big Men will hit on 1D6 0-12
12-24 24-36 36 Hit on - 3-6
4-6 5-6 6 Infantry will hit
and pinned on a roll of 1D6 0-12
12-24 24-36 36 Hit on - 2-6
3-6 4-6 5-6 Then dice for any
hits achieved normally. See rule 6.4 on page 26
Representing a single man firing selectively at a
specific target. If more than one sniper
is present then use multiple cards, with the
player choosing the order in which they
are activated, as with anti-tank guns. Firing
at Big Men will hit on 1D6 0-12
12-24 24-36 36 Hit on - 3-6
4-6 5-6 6 Infantry will hit
and pinned on a roll of 1D6 0-12
12-24 24-36 36 Hit on - 2-6
3-6 4-6 5-6 Then dice for any
hits achieved normally. See rule 6.4 on page 26
Any aerial movement or attack will occur when
this card is played. This card will only remain
in the pack while air support is available. More
than one card may be used to differentiate
between support if there is more than one plane
supporting or more than one type of plane.
Vehicle Breakdown
Tank Killer Bonus
Petrol Shortage
One group of tank hunters may move, taking an
extra full turn, moving or attacking as they wish
When the card is turned a D6 is rolled. On a 6
one tank has broken down. Dice for which tank.
This card may be removed when all tanks have
broken down. An option can be to apply this only
to tanks or vehicles that are currently deemed to
be moving.
When the card is turned a D6 is rolled. On a 6
one tank has run out of fuel. Dice for which
tank. This card may be removed when all tanks
have run out of fuel. An option can be to apply
this only to tanks or vehicles that are currently
deemed to be moving.
14
Vodka Break
Blinds Move
Support Weapon
Move and/or spot with blinds All blinds have
four (4) initiative dice to perform any
combination of moving and spotting. A blind may
chose to reserve dice for use later in the turn,
but these can only be used for spotting.If
platoon on a blind wants to fire, it must deploy
it before firing.Units that voluntarily deploy
on the table use their normal number of
initiative dice, and their card is added to the
deck at the next Tea break.
End of Turn All cards are returned to the pack
and shuffled. Any unit whose cards were not
turned over in that turn may now fire at any
short range target, but not move or spot. This is
done in the following order. 1 Any unit
automatically spotted are deployed 2 Short range
firing is calculated. 3 Any reserved dice must
now be used or lost. 4 All pins or suppressions
are removed. 5 Any relevant cards are added or
removed from the deck.
Anti Tank Rifle Team 1 This anti tank rifle team
may activate utilizing its Initiative Dice as
desired to Move, Spot and/or Fire. The team may
combine fire and movement with no penalty other
than the use of Initiative Dice. Anti-tank rifles
may move and fire in the same turn.
Support Weapon
Support Weapon
Support Weapon
Anti Tank Rifle Team 2 This anti tank rifle
team may activate utilizing its Initiative Dice
as desired to Move, Spot and/or Fire. The team
may combine fire and movement with no penalty
other than the use of Initiative Dice. Anti-tank
rifles may move and fire in the same turn.
Anti Tank Rifle Team 3 This anti tank rifle
team may activate utilizing its Initiative Dice
as desired to Move, Spot and/or Fire. The team
may combine fire and movement with no penalty
other than the use of Initiative Dice. Anti-tank
rifles may move and fire in the same turn.
Anti Tank Rifle Team 4 This anti tank rifle
team may activate utilizing its Initiative Dice
as desired to Move, Spot and/or Fire. The team
may combine fire and movement with no penalty
other than the use of Initiative Dice. Anti-tank
rifles may move and fire in the same turn.
15
Poor Fire Discipline
Rally
Ammo Shortage
In the heat of battle some troops find themselves
unable to maintain the fire discipline that their
commanders expect of them, and open fire on any
visible enemy. Once this card is dealt a force
with less than perfect fire discipline must test
(see p.9). If failed, then one unit of the
controlling players choice that is thus far
unspotted, has line of sight to an enemy unit,
and is NOT accompanied by a Big Man, will be
placed on the table and will open fire on any
enemy unit visible to it. Any reserved dice that
the unit has will be lost, and should its own
card be dealt later in the turn then it is
ignored.
This card may be used for any force that is
running short of ammunition. This can be added to
the pack at any time during a game. If the next
card turned is a unit of that nation it will be
assumed to be running short of ammunition. From
this point hence, or until re-supply if that is
an option within the scenario, it may only fire
at short range. If an umpire is available, only
the player commanding this unit will be aware of
its new status.
The Soviet player may select one unit and roll
1d6, removing up to the number of wounds
indicated on the roll.
TBA
TBA
Uhraaaah!
The player may launch an attack with any number
of infantry units that he chooses, as long as no
unit is further than 6" from any other in the
group. This will automatically unpin or
unsuppressed any unit taking part. He must use
all of his dice for movement. To do this the unit
must be accompanied by a Big Man, and the enemy
must be within viable charge range. For example,
a unit with three dice must start within 18" of
the enemy or less if the terrain impedes
movement.
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