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Orders Summary & Other Information

Advance [O16] Rout [O23] Artillery Request [O18]


activate unit(s), move into adjacent hex 1. activate player (you or opponent) 1. activate leader
2. active player makes rout rolls for each broken 2. Either: fix broken radio or conduct Fire For
unit belonging to activated player Effect:
A. Turn a card for each unit.
Artillery Denied [O17] - Roll < Current Morale: no effect Fire For Effect
break opponent’s radio - Roll = Current Morale: Suppressed 1. Spotting: place Spotting Round (SR) in any
- Roll > Current Morale: Retreat hex within LOS of leader - announce if Smoke
number of hexes equal to difference 2. Accuracy: make a Targeting Roll, use range
between spotter and target hex
Command Confusion [O19] Retreating: A. Hit: Reveal top card, move SR one hex in
- hex retreated into must be closer to white die direction, then one hex in
dud card, does nothing! controlling player’s board edge colored die direction
- MPs are not counted B. Miss: Reveal top card, move SR in the
- no Op Fire direction of the white die, and the distance
Fire [O20] - Wire ok
- Mines attack normally
of the colored die
C. Off-map: no effect - end of order
see other card, “Fire Attack” - unit is eliminated if: forced to retreat off 3. Impact: SR indicates center hex of impact
friendly board edge, into an enemy occupied area, each adjacent hex is also affected,
hex, into impassable hex, or across cliff active player determines order of attacks.
hexside A. Smoke: place random smoke markers in
Move [O21] all 7 hexes.
B. Artillery Impact Rolls: make normal Fire
- activate unit(s)
Attack rolls, using Radio FP
- expend MP’s to move hex to hex
Jammed! triggers have no effect
Current Firepower C. Fortifications: if Impact Roll = Fortification
Vulnerability listed on time track,
Unit:
Recover [O22] printed Unit FP + Command of leader(s) stacked
fortification is destroyed before units make
Fire Defense Rolls.
1. activate player (yourself only) with unit – largest Hindrance + Actions
2. remove Suppressed markers
3. make Rally Rolls for each Broken, friendly Fire Group:
unit: printed FP of one (lead) firing unit + number of
- roll < Current Morale: Rally other firing pieces adjacent that have LOS and Targeting Rolls [O20.2.3]
- roll = Current Morale: Suppressed range to target + Command of leader(s) stacked
with firing unit – largest Hindrance (+ Actions) 1. make die roll (multiply dice)
- roll > Current Morale: no effect 2. subtract hindrance
3. result > range: hit
result <= range: miss

Current Morale
printed Unit Morale + Cover + Command of
leader(s) stacked with unit

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