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GDW

Last Battle
World War Three has begun. Soft Target
the sections of this text which govern their
Two world wars and countless skirmishes
in the 20th century could not placate man's
seeming desire for warfare. Once again.
every nation of Earth has been drawn into
a global contestation for land. resources, and
power. What is different this time is the so-
Attack Factor
Soft Target Rangc
Movemenl
Factor 1 ID Number
Number of
Troops
Weapon Type
use.
The infantry unit counters come in sets,
which are identified by a weapon abbrevia-
tion in the bottom right-hand corner of the
counters. Each counter also has a separate
ID number. Infantry counters have a side
phisticated technology of the tanks. aircraft. view illustration of a soldier. To the right
personal weapons. and particularly the of the illustration is a yellow circle with a
nuclear missiles. number inside it. This number is how many
All-out global nuclear warfare would ID Number
soldiers the counter represents: a 1 indicates
Vehicle Type
destroy the planet. and every nation knew a single soldier; a 4 indicates a four-man
this, but none prevented the limited nuclear team. Each point of damage which an in-
warfare. Cities have been leveled; entire ar- fantry unit takes results in the loss of one
mies have been destroyed; governments
have fallen. What remains are small groups
of soldiers-platoons and fireteams-sepa-
rated from their chain of command and sup-
ply lines, who rely on training, instincts. and
On-Road
Movement
Factor - file Off-Road
Movement
Factor
man from the unit.
Rules: This rules book presents all the in-
formation needed to play Last Battle. All
the game charts are presented together in the
back of the book to aid play.
what remains of their weapons to fight the Vehicle Cards: Any self-propelled vehi-
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last battle. cle which requires a crew onboard has a


Last Battle is two distinct games: vehicle card. The vehicle cards present
A system for resolving combat in the detailed information about each vehicle in
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role-playing game Twilight: 2000. Last Battle (tanks, APCs, helicopters,


A stand-alone boardgame. Vehicle Type IID Number trucks. etc.). Each also includes an illustra-
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As a Twilight: 2000 boardgame, Last tion of the vehicle. special charts, and a
Battle quickens vehicle and troop combat place to put the counters which represent the
resolution while preserving the detail and vehicle's crew and passengers (troops).
flavor which has made the role-playing The large illustration of the vehicle inside
game so popular. As a complete. stand-alone the hex is used to determine the vehicle's
boardgame, Last Battle is the ultimate
simulation of immediate post-holocaust war-
i:c,","nt
F~~~~~
off-~oad
Movement
Factor
armor value on the side that has been hit.
The inside of each hexside lists an armor
fare. value. The M 1. for example. has an armor
value of 60 if hit from the front or front
GAME COMPONENTS flanks. an armor value of 8 if hit from the
The following is a list of the components rear or rear flanks. an armor value of 56 if
in Last Battle. hit in the turret, and an armor value of 2 if
Maps: Last Battle's game maps are Soft Taraet hit in the treads.
stylized maps of real terrain with a hex- Scenarios: A separate book of scenarios
agonal grid laid over them. This grid presents all the information needed to play
regularizes the distances represented on the different battles.
maps and provides cells or hexes in which Dice: Many decisions in the rules are
the counters are placed. Soff ~ a r g e t resolved by rolling dice. When the rules say
Range "roll a die." the player rolls one six-sided
Counters: Some counters in Last Battle
represent a specific force; these are called die.
units. The units vary greatly. from a one- Learning the Rules: If you are fairly new
man machinegunner to a four-man fireteam. to wargaming, the best way to gain famil-
a howitzer. tank. or helicopter. Other Last iarity with the rules of Last Battle is to read
Battle counters do not represent military through the basic rules first. then play the
units; these are referred to as markers. The first scenario in the Scmtrrios Book.
illustrations located to the right show the If you are an old hand at wargaming. read
various units which will be used in Last through the entire rules book and then pick
Battle. The game markers are illustrated in a scenario that interests you.
Last Battle 3

Basic Rules: Infantrv


MOVEMENT TERRAIN TYPES
The basic rules presented in this chapter Units may move during the Movement T\pe Morument Cost
apply to all Last Battle scenarios. Phase of the friendly player-turn. Each unit Clear . I
has a movement factor (MF). This move- Woods 2
TURNS ment factor is the number of movement Road I*
Each Last Battle turn represents 30 points (MPs) it may spend in a turn. Unused Trail **
seconds; many scenarios run for a specific movement points do not carry over to the River Impassable***
number of turns. Each turn consists of a next turn. Each map hex has a cost to enter Town 1
player-turn for each side. When both players expressed in MPs. Rubble 2
have completed their player-turns, the game- Movement points are spent as a unit Bridge 1
turn is over. and the next game-turn begins. moves through the terrain on the map. When *Vehicles have separate onroad move-
Each player-turn brings an opportunity for a unit has spent all its MPs, it must stop and ment factors.
the player to move his units and to attack cannot move any farther in that turn. **Infantry pay I MP. HMMWVs and
enemy units. During the player-turn. activity Terrain Costs: The terrain in map hexes FAVs use their onroad MF, and UAZ-469s
takes place in phases. costs MPs to enter. For example. clear ter-
file use their offroad MF; both pay I MP. All
rain hexes cost I MP to enter; woods ter- other vehicles pay the cost of the terrain in
GAME-TURN rain hexes cost 2 MPs to enter. A unit with the hex.
Player-Turn 1 4 MPs could move through four clear ter- ***River hexes may not be entered ex-
Player-Turn 2 rain hexes in a row. or two woods hexes in cept at bridge or by amphibious vehicle.
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a row, before having to stop. Altenative-


PHASES IN A PLAYER-TURN ly, the unit could move through one woods Terrain Effects: When attacking units in
A. Movement Phase: The player moves hex and two clear terrain hexes. town, rubble. and woods hexes, subtract I
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his units. The Terrain Effects Chart (on the back from the number needed to hit. For exam-
B. Reaction Fire Phase: The enemy page) shows the types of terrain on the
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ple, a unit firing at Medium range normal-


player gets reaction fire. maps. their MP cost to enter, and their ef- ly needs to roll a 2 or less to hit, but if the
C. Attack Phase: The player can fire any fects on combat. enemy is in a forest hex. the firing unit must
units which did not move in the Movement There may be more than one type of ter- roll a 1.
Phase. rain in a hex; in such cases. the cost to enter Stacking: Any number of infantry
the hex is the cost of the most expensive ter- counters may occupy the same hex. It is
rain in the hex. For example. a hex might possible for infantry units from both sides
In the Movement Phase, the player selects contain clear terrain and woods terrain. The to occupy the same hex at the end of a
which of his units should move and then cost to enter the hex would be 2 MPs be- Movement Phase; in this case. the attack
moves them. A unit which moves in the cause woods terrain costs more to enter than range would be zero (Close range for all
Movement Phase may not fire in the Attack clear terrain. Likewise. there may be more weapons except grenades and pistols).
Phase. The only exception is a unit armed thah one elevation in a hex; a unit is always Making Change: Troop counters come
with a submachinegun (SMG) or pistol assumed to be at the higher elevation. In- in increments of men. ranging from one to
(PST); SMG and PST units may move in the fantry may enter a hex with an elevation six. A single counter may be replaced by
Movement Phase cmd fire in the Attack which is as much as two levels higher or several counters, and several counters may
Phase. lower than that of their present hex. be combined into one. provided this does not
In the Reaction Fire Phase, enemy units When moving along a road or trail. units change the weapon with which the troops
may fire once. ignore all other terrain in the hex (e.g., an are equipped and the number of men in the
Initiative: Each game scenario indicates infantry unit moving along a road that runs hex is not altered. This may be done at any
which player is the attacker and which through forest may move 2 hexes along the time during the turn. but is usually done to
player is the defender. The attacker in each road). But for combat purposes. the unit is either take losses or split a unit up to move
scenario has the initiative. While holding the considered to be in the cover of the woods into different hexes.
initiative. the player decides at the start of (e.g., a unit on the road mentioned above Minimum Movement: Any unit (except an
each game-turn whether to take his player- is both on the road and in the forest). immobilized vehicle. destroyed unit, or dum-
turn first or second. For example. he may When initially entering a road or trail hex my) can always move one hex. even if the MP
take his player-turn second in one game-turn from a non-road or trail hex. the cost to cost to enter the hex is greater than the unit's
and first in the next game-turn (thus having enter the road or trail hex is the cost of the movement factor. These units may also change
two friendly player-turns in a row without other terrain in the hex. For example, a road their facing in a hex at no cost in MPs (see
an intervening enemy player-turn!. hex in forest terrain costs 2 MP to enter. Facing in "Advanced Rules: Vehicles").
GDW

the firing troops and the terrain occupied by For each successful saving roll. subtract
ATTACKS the target troops. These modifications are one from the enemy's attack strength. The
In the Attack Phase. the moving player expressed as additions to or subtractions resulting attack strength is the number of
may attack enemy units. Each unit may fire from the number needed to hit. and are sum- casualties taken by the target unit. (Saving
in any direction, and may divide its attack marized on the table below. rolls may reduce this to zero.)
strength to fire at several enemy units. At- Shotguns: Units attacked by shotguns
tacks are resolved in two steps: hit deter- HIT MODIFIERS (SG) may not make saving rolls.
mination and casualty determination. The Condition Modifier
printed range on the counter affects hit de- Novice -I LINE OF FIRE
termination, while the printed attack Trained In order to be attacked, a target unit must
strength affects casualties. Veteran be in the attacker's line of fire (LOF). The
Elite line of fire is a straight line from the firing
HIT DETERMINATION Firing into rubble unit to the target. The line of fire is blocked
The firing player indicates the target unit Firing into woods if it passes through any intervening woods
for each of his units which are firing, and Firing into town or town hexes, any friendly unit, or any
the attack by each firing unit is resolved wreck. If the line of fire is blocked by one
separately. CASUALTY DETERMINATION of these obstructions, the target may not be
An infantry unit's chance of successfully If a unit does not hit its intended target, attacked. A unit in a blocking terrain hex
attacking an enemy unit is based on the there are no casualties produced. If it does can see and fire out of that hex, and enemy
distance to the enemy and the infantry unit's hit its intended target, it produces casualties units can see and fire into the hex, but no
attack range (printed on the counter). equal to its attack strength. However, the unit may see or fire through the hex. A unit
Close Range: If a unit is attacking at half target player first has an opportunity to make may fire into a hex which contains both
its printed range or less, the attack is con- a saving die roll. friendly and enemy units.
sidered Close range; the attacker needs to !Saving Roll: The target player rolls one die Terrain which is higher in elevation than
roll a 4 or less on one die to hit. per attacking strength point. The base saving both the firing and target units blocks the
file
Medium Range: If a unit is attacking at throw number is one. but this is modified by line of fire. (If a hex contains two different
between Close range and its printed range the unit's troop quality (see page 5). After ad- elevation lines. the higher of the two eleva-
factor. or at its printed range. the attack is justments have been made for troop quality. tions applies; this is also true for move-
considered Medium range; the attacker must Elite troops save on a three or less. Veteran ment.) A unit may fire into a hex which is
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roll a 2 or less on one die to hit. on a two or less, and Trained on a one or less. one elevation higher but may not fire
Long Range: If a unit is attacking at be- Novice troops cannot make saving rolls. through that hex.
tween Medium range and twice its printed
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range, the attack is considered Long range; RANGE EFFECTS


the attacker must roll a I on one die. Range Close Medium Long Errreme
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Extreme Range: If a unit is attacking at Distance 'h or less Equal or less 2 x or less 4 x or less
between Long range and four times its Roll to Hit 4 2 I
printed range, the attack is considered Ex-
treme range; an attacker must roll a zero. Note: Round all fractions UD when calculating range.
(Only Veteran and Elite troops have a
chance of hitting at Extreme range. Troop
quality rules are additional and can be found
on page 5.)
Pistols and Rifles: When a single-man
pistol (PST) or rifle (Rifle) unit attacks. first
calculate the number needed for the unit to
hit (including troop quality, terrain modifi-
cations. etc.). and then divide that number
in half (round all fractions up).
For exan~ple,a one-man Rifle unit is fir-
ing at another unit in the same hex. The base
number for a Rifle to hit at this range is 4
(see Range Effects Table below). The Rifle
unit then divides this number in half and gets
a 2. The Rifle unit must roll a 2 or less to hit.
Pistols: Pistols (PSTs) are a special case
when determining range. PST units always
fire in the same hex (range 0) as if firing
at Medium range; pistols may fire 1 hex
(range I) as if firing at
Pistols always fire at one of these two
Unit A can see and shoot at B, but not C.
ranges. Unit B can see and shoot at A and C.
Other Modifiers: The chance of hitting Unit C Can See and shoot at B, but not A.
the target is also affected by the quality of I
Units on high ground can sec and tire ovcr ccalcd unless it is also adjacent to an enemy
LOF-blocking units and terrain in lower- REACTION FIRE unit. To indicate that a unit (or stack of
elevation hexes. Town and woods hexes cast All units of thc nonmoving player may units) is concealed. flip them over to their
a one-hex shadow. as does smoke. making tire during the Rcaction Fire Phase. Each back "concealed" side. If a concealed unit
units directly behind those obstacles unspot- one niay tire at any eneniy unit which is is spotted, flip it over to reveal its front side.
ted by units on higher terrain. within or moved within its range. and may A unit may make one spotting attempt per
An attacking unit niay not tire at an enemy do so as if tiring at any time during the phase per concealed enemy counter. but on-
unit which is on a lower elevation if the LOF eneniy unit's movement. This tire is resolved ly the unit with the best chance of success
passes through one or more hexes of the in thc samc manner as any other attack. may make the attempt. The unit must have
same elevation as the attacking unit. a LOF to the concealed unit. T o spot a con-
An attacking unit may not fire at a target COMBAT EXAMPLE cealed enemy. roll on the Spotting Chart.
unit on a higher elevation if the LOF passes A two-man Veteran assault rifle (AR) unit
through onc or more hexes of the same attacks an Elite two-man pistol unit two SPOTTING CHART
elevation as the target unit (see diagram on hexes away. The AR unit's range is 2. and Rut1~0(it?hc..rc.s) 1 2 3 4
page 4). the eneniy unit is two hexes away. making Roll* A 4 3 2
the attack rangc Medium. so the AR unit
GRENADES must roll a 1 or 2. But the firing unit is also A: Automatic spot. *: Roll this number
Infantry units may elect to throw grenades Veteran. so it gains a + I mtdifier. The AR o r less on one die to spot.
at targets in the same hex. If the infantry unit unit must roll a 3 or less to hit (2 + 1 = 3).
is a leader or a single infantryman. then he It rolls a 2. which is a hit. The AR unit's MODIFIERS TO SPOTTING
may throw the grenade itutcwcl of firing his attack factor is 2. so the PST unit must make Cot~dition ModiJier
weapon. If the infantry unit is a multiple in- two saving rolls. The base number to save Novice -1
fantry unit. it may throw a grenade but must is I . and the PST unit is Elite. so it gains Experienced 0
subtract I from its attack strength if firing a + 2 modifier to avoid damage; it must roll Veteran +I
other weapons in that phase. The grenade a 3 or less to save ( 1 + 2 = 3). It rolls a 4 Elite +2
file
has a range of 0 and an attack strength of and a I . meaning the PST is reduced one Spotting a Vehicle +I
4. Grenades always attack as if at Medium level (one man). The two-man PST unit is Spotting From a Vehicle -1
range and are treated the same as any other replaced with a one-man PST unit.
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attack. Note: The above modifiers are to the


SPOTTING number needed to roll in order to successful-
TROOP QUALITY Any unit which is not in the LOF of an ly spot an enemy unit. Thus. an Elite troop
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Troop quality measures the level of train- enemy unit is concealed. trying to spot a enemy unit 4 hexes away
ing and experience that an infantry has had. Only units which are spotted may be at- would need to roll a 4 or less (2 +2).
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Better trained and more experienced troops tacked. A target unit is spotted if an enemy
have a much better chance of staying calm, unit can trace an LOF to that unit. unless Dummies: A certain number of dummy
shooting well. and surviving. The Troop the target unit is concealed. units are provided to the defender in some
Quality Chart shows the modifiers for dif- Concealment: Units in town and woods scenarios in order to confuse the situation.
ferent troop qualities. These modifiers are hexes arc concealed. They remain concealed Dummy units may not move or attack. Once
referred to again in the appropriate places. unless and until they conduct an attack, they spotted. the dummy is removed from play.
but they cover such things as a unit's chance move out of the hex. an enemy unit moves
to hit an enemy unit. a unit's ability to savc adjacent to them. or an enemy unit makes
versus an enemy attack. and a unit's ability a successful spotting attempt. When any of You May Now
to spot concealed enemy troops.
Each scenario lists troop qualities. Record
the above happen (assuming the concealed
unit is in the LOF of an enemy unit), it is Play Scenario 1
the ID numbers of the counters and their spotted. If a spotted unit moves into a woods
troop quality on a separate piece of paper. or town hex. it immediately becomes con-

TROOP QUALITY CHART


Troop Qurrlit! Moclifir~
Novice -I
Traincd 0
Vctcran +I
Elite +1
Norc: These trtx>p quality modifiers are
always the same. whether bcing applied to
attacks or saving throws: this is why. for in-
stance. a Novicc has no chancc to makc a
saving throw (thc basc saving throw roll is
I . but thc Novicc rcceivcs a - 1 modifier.
resulting in 0. or no chance).
6 GDW

Advanced Rules: Vehicle and Urban Warfare


One of the most valuable methods of Roads and Trails: Vehicle units have two APC. regardless of its designation. A vehi-
assessing your enemies' strengths and movement factors listed on their counters. cle's crew is subject to the same mounting
capabilities is by capturing some of their The first factor (in the bottom left-hand cor- and dismounting MP restrictions as troops
equipment. particularly armored fighting ner) is the number of MPs the vehicle may (see Esca~eFrom Destroyed Vehicles).
vehicles such as tanks and APCs. Vehicles expend if moving along a road (not a trail). Amphibious

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and equipment inevitably fall into enemy The second factor (in the bottom right-hand Vehicles: Vehicles
hands. To simulate this, the vehicles in Last corner) is the number of MPs the vehicle which have the letter A
Battle are printed in either green (for NATO may expend if it is travelling offroad. after their offroad move-
forces) or brown (for Warsaw Pact forces). To use the road movement factor, a vehi- ment allowance are am-
but the scenarios will often allow a player cle must begin the Movement Phase on a phibious and may cross
to own and control several captured road and must stay on the road for its entire water hexes as well as
vehicles. For this reason it is helpful to movement. travel along them.
record on a piece of paper the ID numbers Trails are considered offroad terrain for Crossirzg: To cross a river (move through
on the counters of the vehicles you control all vehicles except High Mobility Multipur- a water hex). the amphibious vehicle must
at the beginning of a scenario. pose Wheeled Vehicles (HMMWVs). begin its movement phase adjacent to the
Elevation: Whereas infantry may cross a
file water hex it wishes to enter and may then
FACING two-level difference in elevation, a vehicle move across it. Moving through a water hex
Facing is a term which describes how a may only cross up to a one-level elevation consumes half the vehicle's movement fac-
counter is positioned inside a map hex. In difference. tor (rounding fractions down). The vehicle
Last Battle, all vehicle counters must be Stacking: Each player may not have more must pay the normal terrain cost of the hex
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positioned with the top of the counter (the than four of his vehicles in one hex at the it enters from the water hex. Note: If the
front of the vehicle) pointed toward a hex end of any turn (this includes immobile and vehicle is unable to pay the terrain penalty.
silk. See the diagram below. destroyed vehicles). This number is reduced it must remain in the water hex or may move
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It costs no MPs to change facing, and any to two if the hex is a road hex. Any number to an adjoining water hex (see Travelling).
unit which is not immobilized. destroyed. of other units and markers may be present. Travelling: Any amphibious vehicle may
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or a dummy marker may always change fac- Enemy vehicles, however, may never oc- drive up or down a river by expending half
ing within a hex. However, a vehicle which cupy the same hex. A friendly vehicle unit its movement points for each water hex it
stays in the same hex during its Movement may move through hexes with other friend- enters (thus, all amphibious vehicles may
Phase but makes a facing change is no ly vehicles but may not end its turn in a hex move along a river at the rate of two hexes
longer considered concealed for spotting with four other vehicle units. Troops may per turn). The amphibious vehicle does not
purposes. Also. any unit which changes its enter hexes with enemy vehicle units. Any pay the terrain cost of the hex. To exit a
facing in the Movement Phase is not eligi- number of troop units (friendly or other- water hex, the amphibious vehicle must be
ble to tire in the Attack Phase. wise) may occupy the same hex. and any adjacent to the hex it wants to enter and then
number of troop units may be stacked with pay the normal terrain penalty for entering
enemy vehicles. that hex. Any remaining MPs may be ex-
Mounting and Dismounting Vehicles: A pended in land movement.
troop may mount a vehicle if both the troop HMMWVs: High
and the vehicle are in the same hex and if Mobility Multipurpose
each pays I MP. Dismounting also costs Wheeled Vehicles (pro-
both the troop and the vehicle I MP. Troops nounced HUM-veez)
are dismounted into the same hex as the treat trails exactly like
vehicle carrying them. Generally. only roads: thus, a HMMWV
trucks and APCs (armored personnel car- may use its onroad
riers) carry troops. Consult the vehicle card movement factor when driving on trails.
for limitations on the number of troops Carrying Capacity: Each vehicle unit has
which can be carried. Troops who dismount a vehicle sheet which tells how many crew-
during the Movement Phase may not fire in members are onboard and how many addi-
the Attack Phase. tional troops can be carried. The counters
Armored personnel carriers are identified which represent the vehicle's crew and
as such on their vehicle cards. Although passengers are placed in the appropriate
APCs usually begin a scenario with their boxes on the vehicle card. The vehicle
associated troop unit already mounted, any counter placed on the map represents the
troop unit can mount and ride any friendly vehicle, its crew. and its troops.

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