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TACTICAL COMMAND

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-1 per stand lost above 25% of formation for Green, 33% for Regular/Veteran, or 50% for Elite,<br />

fractions rounded down; note transport vehicles never count for this purpose.<br />

-2 per sub-unit destroyed<br />

-2 if battalion (or Soviet brigade) commander out of range of any unit (N/A to recon) or lost<br />

+1 if at least half of battalion's units in hard cover<br />

+1 if the unit has "Vigorous Attack" orders (see optional rules)<br />

If the motivation check is failed by 4, all subordinate units are pinned and may not move. If the<br />

check is failed by 5, subordinate units immediately retreat a full move to the nearest terrain<br />

feature (if in terrain feature, pin); in the next turn a "pass" result equals "pin". If the check is<br />

failed by 6 or more, one subordinate unit, chosen at random, is destroyed (considered to have<br />

surrendered or routed) and all remaining subordinate units must retreat as per above.<br />

<strong>COMMAND</strong> RANGE<br />

All stands in a unit must remain within 1" of a friendly stand in that same unit. All stands in a<br />

unit must remain within 15" (10" if Green) of a battalion (or Russian tank brigade/regiment)<br />

headquarters stand. Battalion headquarters stands must remain within 15" (10" if green) of their<br />

regimental headquarters. Recon and FO stands do not have to obey these command distance<br />

rules. If a HQ stand is destroyed, subordinate units must remain in command range of the last<br />

spot the HQ occupied. A destroyed HQ stand is replaced after 2 turns for Elite and Veteran units<br />

or 3 turns for Regular and Green units. The new HQ stand is placed on the map such that as<br />

many subordinate units as possible are within command range.<br />

MOVEMENT<br />

Stands have a max movement allowance, listed on the weapons charts. No stand may pass<br />

through another. Rough ground (e.g. woods, rocks, muddy ground) costs double for tracked and<br />

half-tracked vehicles and triple for wheeled armored cars. Trucks may not move through rough<br />

ground. Offroad movement for trucks otherwise costs triple. It costs ½ movement to load or<br />

unload infantry. APCs can carry one infantry stand. A towed weapon stand may be pulled by a<br />

truck or halftrack of the right class (using ½ movement to limber/unlimber a Class 1 or 2<br />

weapon; Class 3 weapons use a full move). Stands moving exclusively on a road may move up<br />

to 1.5 times (2 times if wheeled) their movement allowance, but stands may not pass another.<br />

OPPORTUNITY FIRE AND HOLD FIRE<br />

You can put an Opportunity Fire marker on a unit that doesn't move or fire in its turn. The unit<br />

can then fire at an enemy movement that it can see during that enemy unit's move. You can put a<br />

Hold Fire marker on a unit that is eligible to fire after movement, but doesn't. The unit can then<br />

fire at an enemy movement that it can see during that enemy unit's move. Units marked<br />

Opportunity or Hold Fire may only fire while an enemy is moving; shots may not be saved for<br />

the end of the turn.

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