Vous êtes sur la page 1sur 15

English Rules v1 .

1
For Skirmish Wars: Blitz
(Hosted here: http://www.boardgamegeek.com/boardgameexpansion/99258/skirmish-wars-blitz)

By Nathan G. Martin (BGG Designer Profile)



Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 2

Introduction
Skirmish Wars: Blitz is the first expansion for the Skirmish Wars: Advance Tactics (created by Brandon Pennington).
Skirmish Wars: Advance Tactics (aka SWAT) is a lightweight, tactical print-and-play wargame that uses a modular,
customizable map system for endless replayability and simple mechanics to streamline gameplay.
While the objectives of a given game of Skirmish Wars will vary from scenario to scenario, The classic objective is to
win by capturing your enemy's HQ or failing that, by eliminating all of his units. To do so, a player must manage and
secure new sources of limited funds, think quickly to out-maneuver, out-produce, or out-gun his opponent, and be
ready to counter enemy strategies and units with their own.
Skirmish Wars: Blitz introduces several new units including aircraft (based on their counterparts from the original
Video Game series) and eight new COs. It also introduces new rules for repairing units, rules for units with limited
fuel (like air units), and finally enough pieces for a fifth side to join the fray.
Components
Included in the Game PDF:
Red, Blue, Green, Yellow, and Black Units (Healthy on one side, Reduced on the other)
Extra terrain features (Woods and Mountains)
Properties (Cities, HQs, Factories, and Airbases) in 6 colors (including Neutral Gray)
Unit Cards (with unit firepower, cost, movement, etc.) now including Repair Costs
Damage Chart (including terrain damage effects)
Sixteen unique CO Cards
Large 5x5 Map tiles
Victory Point tracking board (optional)

Recommended optional Components (not included):
At least one 6-sided Die
Counters to assist in tracking property capture points (coins, Risk pieces, etc. work well)

Duration and Players
Skirmish Wars: Blitz may be played by 2-5 players.
An average game of Skirmish Wars takes about 30 minutes per player.

Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 3

Unit Pieces

Note that a Reduced unit still has the same Movement Points and Armor Rating as a Healthy unit. What
changes is the units attack strength or Fire Power. See the unit card below.
Unit Cards


Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 4

Game Set-up
Scenario Set-up
Follow the scenario setup instructions to set up the terrain, properties, starting units, money, and first player. If the
players wish, any number of optional rules may be used (see Optional Rules, below).
Each player takes:
1 CO (if COs are being used; see Optional Rules, below)
1 Damage Card
1 set of units, Unit Cards and counters (if counters are going to be used)

The least experienced player should go first; or roll the d6 to determine starting player.

Skirmish Set-up (advanced)
Choose any number of the terrain tiles provided and lay them out orthogonally on the table in any way you see fit.
Place any terrain features you would like, and choose one or more Victory Conditions (See Victory Conditions,
below). If the players wish, any number of Optional rules may be also used (see Optional Rules, below).
Each player takes:
1 CO (if COs are being used; see Optional Rules, below)
1 Damage Card
1 set of units, Unit Cards and counters (if counters are going to be used)

The least experienced player should go first; or roll the d6 to determine starting player.

Gameplay
G1.1 Skirmish Wars: Advance Tactics is played with each player taking a turn, in clockwise order, until the victory
conditions are met at the end of a players turn and the game is over. Each player's turn consists of four simple
phases. For more information on a particular phase, see the sections below, where each Phase is explained in order.
Phase 1: Collect Income
Phase 2: Repair/Refuel
Phase 3: Activate Units
Phase 4: Purchase and Produce
Phase 1: Collect Income
P1.1 For every property (City, Factory, Airbase, or HQ), the current player controls, that player receives $2 into their
general supply. Unless otherwise specified, this phase occurs at the beginning of each players first turn of the
game as well as at the beginning of each players subsequent turns.
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 5

P1.2 Properties that are in the midst of being Captured (see Capturing Properties, below) generate income for their
current owner, not the capturing player. Properties do not change ownership or generate funds for the capturing
player until the capture is completely finished.
Phase 2: Repair/Refuel Units
P2.1 Each Infantry, Mech, or Recon unit in a friendly HQ, Factory, or City automatically restores 2 HP (for free).
P2.2 Each of the players other ground units that are in a friendly HQ, Factory, or
City also restore 2 HP, but only if the player pays their Repair Cost (see the Unit
Cards) first. Repair Cost is found in the bottom-right-hand corner of the Unit
Card.
P2.3 Players may only pay repair costs (and repair) units that are eligible for
repairs (units that are in a friendly HQ, Factory, or City). If the player does not or
cannot pay the repair cost for a unit, that unit does not repair this turn.
Unit repairs may temporarily remove assets from the front lines, but
full repairs to a unit cost only half of what it would to build that unit
in the first place. This makes repairing units an economical option;
especially as the damaged unit gets further and further away from
your production centers.

Repairing/Refueling Air Units
P2.3 During this phase, all of the current players Air units that are not on or adjacent to a friendly
Airbase automatically lose 1 HP.
P2.4 Air units repair and refuel slightly differently from ground units- Like most ground units, Air
units have a repair cost that must be paid if they are to be repaired; but unlike ground units, Air
units are only eligible for repairs if they are on a friendly Airbase. Air units cannot repair at
Factories, HQs, or Cities.
P2.5 Also unlike ground units, Air units are capable of fully repairing in only two turns. Damaged
Air units with 1-4 HP always repair to exactly 5 HP; while air units with 5-8 HP always repair to a full
8 HP. This means that Aircraft may be repaired for more (or less) than 2 HP on a given turn,
depending upon their starting HP; but they may be always be fully repaired in just two turns
(excluding any external factors).
In other words, if a player pays the repair cost for an eligible aircraft that was in
Reduced (1-4 HP) status, its HP becomes exactly 5 after the repair (it is Healthy,
but just barely). If the unit had been in Healthy (5-8 HP) status prior to the repair,
its HP would have become exactly 8 (full strength).
This ability of Aircraft to repair more rapidly than ground units is offset by their
proportionately higher repair costs and their continuous loss of HP when in the field.
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 6

Phase 3: Activate Units
During this phase, a player may activate his units, causing them to move, attack and capture enemy properties.
Before we get to the details of unit movement and action, first lets review a few rules about unit activation:
P3.1 Unit activation has two steps: Movement then Action. The order of the steps cannot be reversed.
P3.2 Each unit may be activated once each turn, one at a time, in any order the player wishes.
P3.3 Each unit must completely finish its activation before another unit may be activated.
P3.4 During its activation a unit may simply Move, or it may make both a Move and then an Action, or it may sit still
and just take an Action. Units must finish moving before any actions can be taken- movement cannot be paused
and then continued after an Action. After taking any Action, a units activation immediately ends. Movement only
ends a units activation if a player decides not to take any Action with that unit after it moves; or if the player moves
on to another unit and activates is before taking any Action with the first unit.
Example: A player activates and moves Unit A, but has not yet taken an Action with that unit.
The player then decides to activate Unit B by moving and/or taking some Action with Unit B.
As soon as the player moves (activates) Unit B, Unit As activation is now over- it does not get
to take any further action this turn.
P3.5 The list of Actions that may be taken, the eligible Unit Type(s), and the related Rules Section are below:
Attack (most units) (see Combat, below)
Capture (Infantry and Mech units only) (see Capturing Properties, below)
Load (into a Transport only) (see Loading & Unloading, below)
Unload (Transports only) (Loading & Unloading, below)
Disband (all units) (only before moving) (see Disbanding Units, below)
Movement
P3.6 If a unit moves as part of its activation, it does so by spending
up its total Movement Points (MP) to move from one orthogonally
adjacent space to another, paying the movement cost for each
space before it is entered. When a unit is out of Movement Points,
it cannot move further that turn.
P3.7 Some terrain requires more movement points to traverse
than others. The cost, in movement points, that a given unit pays
to traverse a particular type of terrain is found on the Unit Card. A
cost of X means that that type of unit cannot move into that
type of terrain at all.
Example: A Tread type unit, like a Tank, moves
through Plains terrain at 1MP per square. To move
through Woods would cost the same unit 2 MP per
square. Tread units have an X for River and Mountain
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 7

terrain; so they cannot move into these spaces at all.
P3.8 A unit may move along any path to arrive at its destination, as long as it has sufficient MP to
traverse each space on the path, and as long as the chosen path does not intersect itself.
P3.9 Units may move through friendly units, paying the terrain cost for that space as normal, but
units may never move through enemy units (regardless of unit type).
P3.10 Units may not end their movement in another units space unless they can and immediately
do Load into that unit (see Loading & Unloading, below). A unit cannot end its movement on a
transport unit that is already full, even if that unit would normally be able to load into the transport.
Combat
P3.11 If a unit chooses to Attack as part of its activation, the current player must announce that he
is attacking and which enemy unit is being targeted by the attack. Units cannot attack friendly units.
P3.12 Units that have an X for Firepower (see Determining Damage, below) against a particular
type of unit may not attack (or counterattack) that type of unit at all.
P3.13 If the attacking unit is an Indirect-Fire unit (its Range is >1), the attacker must determine the
range to the target unit by counting spaces, orthogonally, starting with 1 for an orthogonally
adjacent space. A unit cannot attack or counterattack a target that is out of range by being either
too close or too far away.
P3.14 Combat has four simple steps:
1. Determine attack damage
2. Apply attack damage (if any) to the defender
3. Determine the counterattack damage
4. Apply counterattack damage (if any) to the attacker
Combat: Determining Damage
P3.15 The attackers Firepower (FP) against the defending
unit is determined by looking at the Unit Card for the
attacking unit. At the bottom of the card, FP is listed for
each Armor Class. The top value is used if the attacking unit
is healthy (has 5-8HP), while the bottom value is used for a
reduced (1-4HP) attacker. Find the FP number that
corresponds to the defenders Armor Class (match the Armor
Class symbol and color with the defenders ).
P3.16 If there is an X for FP against a particular type of
unit, that unit cannot attack (or counterattack) that type of
unit.
Example: Tanks are solid, versatile units that deal
decent damage to all ground units. They deal
relatively low damage to Air and Sea units,
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 8

however.
P3.17 Subtract the defenders Armor Rating (large number inside the
shield) from the attackers FP. This result is the attacks Initial Damage.
Using the Damage Chart, find the initial damage (in RED) on the left hand
side and lookup the corresponding Adjusted Damage (in BLACK), using the
terrain occupied by the target unit.
P3.18 Finally, units also have a chance to do an extra point of Bonus
Damage to their target. The odds of a unit doing bonus damage are given
by the dice symbol that is next to each Adjusted Damage number on the
chart. The attacker (or counter-attacker, for counterattacks) rolls a D6. If
the number rolled is less than or equal to the number shown on the dice
symbol, add one to the Adjusted Damage to arrive at the Total Damage the
target unit must absorb.
Combat: Absorbing Damage
P3.19 The HP of the target should be immediately reduced by the Total
Damage determined above. The unit on the board is rotated so that its
current HP is readable, (right-side-up) for the controller of that unit.
P3.20 If a units HP drops below five, that unit is now Reduced. Flip the
unit over to show the damaged unit graphic. Reduced units use their
Reduced FP rating (the smaller FP number on the Unit Card) and capture
properties at one capture point per turn (rather than two), but the units
Movement Points and Armor Rating are not affected.
P3.21 Combat is not simultaneous- only one combat may be fought at a
time, between exactly one attacking unit and one defending unit. Combat
between two units happens sequentially- defenders fire only after
absorbing attack damage first. This means they may return fire with their
reduced FP rating, even if they were Healthy when the combat began.
P3.22 If either combatants HP drops below 1, that unit is destroyed.
Immediately remove it from the board and place it back in its controllers
general supply.
If it was the last unit its controller had on the board, that player is
eliminated. Remove all of that players units from the board and replace
any properties he controls with neutral copies of those properties. Replace
his HQ with a regular city.
A Ad dj ju us st te ed d D Da am ma ag ge e
I I
n n
i i
t t
i i
a a
l l

D D
a a
m m
a a
g g
e e

Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 9

Loading & Unloading
P3.23 Transport Copters and APC units can each transport one Infantry or Mech unit. While inside a
transport, units cannot be repaired or attacked. They are destroyed if the transport that carries
them is destroyed. Transport units (and any transported units) cannot attack or counterattack.
P3.24 A unit loads onto a transport during the loading units activation. Units must move onto the
space the transport currently occupies, paying the MP cost of the terrain as usual. If a unit cannot
pay the movement cost to enter the transports space, it cannot load. Loading is an action, so once
a unit loads, its activation immediately ends. Place the unit under the transport unit on the board.
Remember that the transported units HP is independent from the transport- do not
accidentally rotate transported units if the transport takes/repairs damage!
P3.25 At the end of the transports activation, it may Unload any number of the units it carries into
orthogonally adjacent spaces. Unloading units does not cost movement points. Unloading is an
Action, so once a unit unloads its activation immediately ends.
P3.26 Units that are unloaded from a transport cannot be activated again on that turn.
P3.27 Transported units may only be unloaded into legal, adjacent spaces. A space is legal for
unloading only if it is both unoccupied and if the unloading unit could ordinarily traverse the space
during movement. Units cannot be unloaded from one transport directly into another. If there are
no legal spaces for unloading, transported units may not be unloaded this turn.
Capturing Properties
P3.28 Neutral and enemy properties can only be Captured by Infantry or Mech units. To capture a
property, a unit must end its movement on a property and declare a Capture. Capturing is an
action, so after a unit declares a capture its activation immediately ends.
P3.29 All properties require four capture points before they change ownership. A Healthy unit
captures at 2 points per turn, while a Reduced unit captures at 1 point per turn. When you move
onto the property and declare the Capture, the propertys capture resistance is immediately
reduced by the appropriate number of points. This is shown by placing a counter on the property to
indicate that it is being captured, or by rotating the property (if you are using the properties with
capture numbers).
P3.30 Capture points for a property are immediately lost if the Capturing unit either moves off the
property or is destroyed. Attacking with a capturing unit simply pauses the capture, and does not
cause capture points to be lost (unless the capturing unit is destroyed in the combat).
P3.31 When the number of accumulated capture points reaches four, immediately remove all
capture tokens and replace the property marker with one from the new controllers reserves.
Example: A full strength Red Infantry unit moves onto a neutral city and
declares a capture. Its activation ends, and two capture points are added to
that city. On the next turn, the Infantry chooses to capture again. The Red
Infantry units turn activation immediately ends. Two more capture points
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 10

are added to the city. The city now has four capture points, so it is
immediately replaced with a Red city. All capture points are then removed.
P3.32 When a unit captures an enemys HQ, the HQs previous owner is eliminated. Remove all of
that players units from the board and replace any properties he controls with neutral copies of
those properties. Replace his HQ with a regular city controlled by the capturing player.
Disbanding Units
P3.33 When any unit is activated, before it moves or takes any other action, it may be disbanded.
To disband a unit, simply remove it from the board, placing it back into the players general supply.
For all purposes, the disbanded unit counts as Destroyed by the enemy. Units being transported
by a disbanding transport are also immediately destroyed.
P3.34 A player cannot receive CO Points (see Optional Rules) from disbanding their own units.
Phase 4: Purchase and Deploy New Units
P4.1 Once the player has completed his unit activations for the turn, he may purchase new units. The cost of each
unit is found on the Unit Cards. To produce a unit, a player must have control of an unoccupied property that can
build the type of unit he wishes to purchase; Factories for ground units, and Airbases for air Units.
Note that while ground units may repair at cities, they may only be produced at Factories.
Air units may only be repaired or built at Airbases.
P4.2 Each production site may produce a maximum of one unit per turn.
P4.3 If the player has no available production sites for units, he may not purchase units this turn.
P4.4 To purchase a unit, the player pays the cost of the unit from his general supply and immediately places the unit
on one of his available production sites capable of producing that type of unit. Newly-deployed units are not
activated until the players next turn.
P4.5 Players do not have to purchase units if they do not wish. Any excess funds a player has at the end of this
phase are saved and carried over into the next turn.
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 11

Winning the Game
The following Victory Conditions should be either specified by a scenario, or agreed upon by all players prior to the
start of a game. If any one of the agreed upon conditions for victory is met at the end of a players turn, that player
has won the game.
Classic
Eliminate all enemy units, OR take control (fully capture) the enemy HQ.
The loss by a player of either all units or an HQ means elimination. Remove all of that players units from
the board and replace any properties he controls with neutral copies of those properties. His HQ degrades
to a normal city.
Conquest
To claim victory, a player must control a specified number of properties. A large number means a longer
game, and a smaller number, a quicker game. For a quick game, roughly 2/3rds of the maps properties is a
good place to start. For a longer game, try 3/4ths.
Objective
Players must retain control of one or more specific spaces or properties, for either a single instant or for a
given length of time. Use counters of a color not being used by any player to keep track of the time a player
has been in control of any objective space(s).
Capture the Flag
A player must capture the enemys flag and return it to their own HQ while their own flag is there to
achieve victory. Flags begin the game on their controllers HQ. A players units cannot carry his own flag.
To pick up an opponents flag, simply move over it with a ground unit, as part that units movement. Place a
flag counter on top of that unit. Non-ground units may not carry a flag.
Units carrying a flag may be transported.
If a unit carrying a flag is destroyed or disbanded, that flag is immediately placed back on its controllers HQ.
When a unit carrying an opponents flag begins its movement on its own HQ with its own flag also present
on that HQ, that opponents flag is considered captured.
Players that have their flags captured are eliminated; remove all of that players units from the board and
replace any properties he controls with neutral copies of those properties. Replace his HQ with a regular,
neutral city.
Victory Medals
For each enemy unit eliminated on the battlefield, the eliminating player receives one Victory Medal.
Players may determine a number of such medals a player needs to earn in order to claim victory. This
Victory Condition may be combined with the Cutthroat optional rule below, in which case the actual
destroyed unit piece itself should be kept as the Victory Medal and is not returned to that its controllers
general supply.
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 12

Optional Rules
Cutthroat
Destroyed or disbanded units are removed from the game, rather than simply being returned to the general
supply. Thus a players general supply of units will grow gradually smaller as the game progresses. Units
may only be built if the player has that particular type of unit available in his general supply- thus repeatedly
losing units of the same type will reduce the number of those units that are available, and will ultimately
result in a complete loss of availability of that type of unit to a particular player.
If Cutthroat rules are in effect, it should be confirmed by all players that their respective general supplies are
identical at the start of the game.
COs
COs are powerful Commanding Officers that lend unique bonuses (and weaknesses) to your troops. If all
players decide to play with COs, each player chooses one (randomly or on purpose) at the beginning of the
game. COs have two types of abilities: Passive abilities that are always in effect, and CO
Powers/Superpowers that have to be charged up and then last for a short time only.
Passive powers are written under the COs picture on their CO Card. These passive abilities enable players
to break the rules in various, limited ways. If a CO has a passive ability it is always in effect and stacks with
any other abilities or Powers/Superpowers a CO has.
Powers/Superpowers are different; these temporary, devastating powers may only used during the
Activate Units Phase of that CO players turn, and only when that CO has stored up enough CO Power.
After using a Power or Superpower, a COs power gauge is depleted and must be re-filled before another
Power/Superpower may be used.
The CO Power gauge is represented by the colored stars on the right side of the CO Card. Some CO's have
more stars than others, requiring more effort to charge up their CO Power/Superpower. To fill the CO
Power Gauge, a player must destroy enemy units- each enemy unit destroyed (either while attacking OR
defending), fills another star on that COs power meter, starting with the topmost small star and filling them
one by one. When all of the small stars on a COs Power Gauge are full, that CO may use its CO Power.
The effects of a CO Power are described on the card. The written effects last until the Collect Income
phase of the players next turn, after which the Power wears off and all of the counters are removed from
their COs Power Meter. Note that this means that any enemy units that are destroyed during the turn
when a CO Power is active do not count towards filling up that COs Power Meter.
A CO Superpower is used in the same way as a CO Power, but to use a Superpower all of the Power Gauges
stars (small and large) must be filled. Like a CO Power, using a Superpower means that the Power Meter will
be completely emptied at the start of your next turn.
Players do not have to use a CO Power or Superpower as soon as their COs Power Gauge is sufficiently full;
but the gauge cannot be filled any further than its maximum level (all small and large stars filled). A player
may still use a CO Power even if some or all of the large stars on the Power Gauge are full, but the entire
Power Gauge is still emptied at the beginning of that players next turn.
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 13

Credits
Skirmish Wars: Blitz
Nathan Martin
Brandon Pennington

Original Game Design
Brandon Pennington
Andrew Tullsen
Matthew Koth

Original Graphic Design
Brandon Pennington

Original Playtesters
Thomas Dunagan
Jonathan Tullsen
Ron Pennington
Joe Kundlak
Shaun Austin

Original Translations
Joe Kundlak

Original Scenario Creation
Brandon Pennington
Shaun Austin
























Unless stated otherwise the Content of this document is licensed under Creative Commons Attribution ShareAlike 3.0 License
Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 14

Appendix A: Combat Example
Ground Combat Example #1 (direct-attack units):


In this example, a Tank is attacking an Anti-Aircraft unit. The Blue Tank has just finished moving, and since it
is a Direct-Attack unit, it may move then attack during the same activation. Both units are at full strength,
and the Tank is on a Road while the Red AA is inside a neutral city.
After announcing that he is attacking the Red Anti-Aircraft with his Tank, next the Blue player consults his
Tank Unit Card to determine the base FP for the Tank against the AA unit. The AA unit, like the Tank, is a
Tread unit (black/star symbol), so the blue player finds the FP number that corresponds to Tread
(black/star) Armor Class units. For a full-strength, healthy Tank attacking another Tread type unit, the FP
rating is 10.
To determine initial damage, subtract the AA units Armor Rating from the Tanks 10 FP. Armor Ratings are
found on either the unit itself or on the Unit Card; it is the large number inside the shield. AA units have an
armor rating of 4, so 10 4 = 6. Six is the initial damage that, were it not for defensive terrain, the AA unit
would take from this attack; a crippling hit! (Anti-Air units do not stand well against Tanks in the open field!)

Skirmish Wars: Blitz English Rules v1.1
Skirmish Wars: Blitz English Rules v1.1 Page | 15

To get the final damage, consult the damage chart. Since the defending AA unit is in a city, look up 6 for
the initial damage on the left of the chart and find the column for damage if the defender is in a city. A city
provides excellent defensive cover, so we see that merely by occupying a city the AA unit will take only 4
initial damage, 66% of the original 6.
But wait- there is also a die showing "3" in the damage column. This means that
the Blue player will get a chance to roll for 1 bonus damage, and must roll equal
to or lower than a 3 to get it. The Blue player then rolls a D6 and gets a 4. So
the blue Tank does not get to deal an extra point of bonus damage, but has still
dealt a serious, 4-damage blow to reds Anti-Air unit. The AAs HP is reduced by 4
(to 4HP), and is flipped over to show that it is now Reduced.
Now it is the Anti-Airs turn to counterattack. The above process is repeated, with
the exception that the AA unit now uses its reduced FP stats (the smaller numbers
below the healthy FP numbers) when determining the FP for its counterattack.
Reduced AA units attack tread (black/star) units with an FP of 7. Subtracting the
6 Armor Rating for the Tank, the Red player comes up with 1 for the
counterattacks initial damage. It is time to consult the damage chart to
determine final damage.
Since the Blue Tank is standing exposed on a Road tile, he probably should not
expect much help from terrain. Sure enough, the terrain-adjusted damage still
shows a 1. But, like the Tanks attack against the AA, there is also a die
indicating a "3." The Red player rolls a D6 and gets a 1! The Red units rejoice as
the Blue Tank takes 2 damage total (1 from terrain-adjusted damage, and 1 bonus
damage from the die roll). The Tank is now at 6HP (it is still healthy and so is
not flipped over. It is rotates so that the 6 on the unit is right-side up to the
blue player, then its activation ends.
With the rest of his turn, Blue may want try to bring up additional units to finish
off the damaged AA unit. Finishing the AA unit off now would be especially
attractive if the neutral City had been controlled by the Red player- This would
have allowed the AA to repair 2HP at the beginning of the Red players next turn
and attack the exposed Tank on even footing.

Vous aimerez peut-être aussi