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COVERING FIRE! v1.

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General Principles Playing the Game Melee
The most important rule: Whenever the The game is played in alternating player Charging units move into base contact with
rules are unclear use common sense and turns in which they activate one or more of the closest available target, and then both
personal preference. Have fun! their units, starting with the player that players roll one die per unit is base contact
deployed first. During their turns players with the enemy. The lowest rolling side is
Unit Leaders: All units must have a unit
may activate all units as often as they want, killed (if tied re-roll until one side is killed).
leader with a clearly marked front facing.
and their turns only ends once they either
Group Charges: Whenever a unit charges
Line of Sight/Fire: Units have 360° line of fail a morale test, miss when shooting or
all friendly units in base contact may charge
sight, however they can only shoot in the are suppressed by reaction fire.
with it one at a time (as part of the same
front 180° part of the leader‘s base.
Activation activation), but they must end their move
Basing Conventions: If playing with 15mm in base contact with it and an enemy unit.
models or smaller each unit consists of a The player picks one unit and it may do one
single 30mm x 30mm base. If playing with of the following actions: Morale
28mm models commanders, officers and  Hold: Pivot 180°. Units with one or two pin markers on them
riflemen have 25mm bases, and MG teams may only use rally actions. Roll one die and
have 40mm bases. Rifle squads are made  Advance: Move straight.
apply the following modifiers to the result:
up of 5 models each, and they must all be
 Shoot: Fire at one enemy.  +1: No enemy in line of sight
in base contact with the leader.
 Charge: Move straight into melee.  +1: Officer in base contact
Preparation
 Rally: Shake off pin markers.  +1: Commander in line of sight
The Battlefield: The game is played on a
flat 6‘x4‘ surface, with as many terrain Movement If the final result is 4+ you may remove one
pieces as necessary to cover at least 50% pin marker, and on a 5+ you may remove
Units may move in a straight line as far as
of the table. Each terrain piece should be two pin markers. Else no pin markers are
they want until they fully enter or exit a
between 4“x4“ and 8“x8“ in size, and they removed and the player’s turn ends.
terrain feature, and need another action to
should be placed so that no clear line of
keep moving. Pivoting counts as a separate Reactions
sight can be drawn for over half the table‘s
action, and units may only move within 1“
length in any direction.
of enemies when charging. Whever a unit has line of sight to an enemy
The Armies: The players must put together as it moves or pivots, then it may react to it
Group Moves: Whenever a unit moves all once at any point by shooting. If it misses
two armies each made up of the following:
friendly units in base contact may move then it can‘t react to any other action until
 1x Commander (Attack 2) with it one at a time (as part of the same the player‘s turn ends. If it scores one hit
activation), but they must all end their
 3x Officers (Attack 2) the target ends its move on the spot, and if
move in base contact with each other. it scores two or more hits then the player‘s
 9x Rifle Squads (Attack 3) turn ends on top of that. When reacting to
Shooting
 3x MG Teams (Attack 4) group moves units may only shoot once,
Units may shoot as far as they want at the and if any of the targets takes two or more
Deployment: Players roll-off and the closest enemy in their line of fire. Roll as hits the others may still finish their move
winner picks one of the table edges as his many dice as the unit’s attack value, and for before the player‘s turn ends.
deployment zone with his opponent taking each 5+ put a pin marker on the target:
the opposite. Starting with the player that Group Reactions: Whenever a unit reacts
 1 - Pinned: Can’t move. all friendly units in base contact may shoot
won the deployment roll-off, the players
with it (as part of the same reaction), but
alternate in pacing one unit each in base  2 - Suppressed: Can’t shoot.
contact with the table edge or with another must all fire at the same target.
friendly unit in contact with the table edge.  3 - Killed: Remove from play.
Terrain
Mission: Players roll-off and the winner If none of the shooting units score two or
more hits, then the player’s turn ends. Cover Terrain: Units shooting at targets
picks one terrain piece within the enemy’s
within cover terrain get -1 attack die.
table half to be the objective. At the end of Group Shooting: Whenever a unit shoots
each turn after the first, if units without pin all friendly units in base contact may shoot Difficult Terrain: Units shooting at targets
markers from only one side are inside the with it (as part of the same activation), but in difficult terrain get +1 attack die.
terrain piece they score 1 victory point. The they must all fire at the same target. Blocking Terrain: Units may shoot into and
first player to score 5 victory points wins. out of blocking terrain, but not through.

By Gaetano Ferrara www.onepagerules.com


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