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Untitled - Victory Point Games

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The Last King of Scotland<br />

Reference Sheet<br />

Sequence of Play<br />

1. Initiative Determination Phase: Each<br />

player rolls one die (z) to determine the player order<br />

2. First Player Activation Phase:<br />

A. Supply Step (6.0)<br />

B. Movement Step: Receive Reinforcements<br />

(7.5) and then move units (7.0)<br />

C. Combat Step (9.0)<br />

3. Second Player Activation Phase: The<br />

Second Player conducts Steps A, B and C (above).<br />

4. Housekeeping: Advance the Game Turn<br />

marker one space. If the last Game Turn was just<br />

completed, check to determine the winner.<br />

Out of Supply<br />

Unsupplied units suffer the following adverse effects:<br />

• Movement Allowance is halved,<br />

rounded up (7.0)<br />

• Cannot voluntarily enter<br />

an EZOC (8.0)<br />

• Cannot attack (9.0)<br />

• -1 Defense Strength<br />

• If it has a ZOC (8.0), that ZOC does<br />

not block enemy Lines of Supply.<br />

Out of<br />

Supply<br />

Battle Sequence<br />

The Attacker begins their Combat Step by declaring all of<br />

the Battles they will initiate that turn before resolving any.<br />

A. Attacker indicates which Battle is being resolved (9.1).<br />

B. Attacker conducts Air Strikes, if eligible. Apply the<br />

Defender’s losses immediately.<br />

C. Note the total Red, and the total Black Combat<br />

Strengths (CS) for both sides’ units in this Battle (9.2).<br />

D. Apply Terrain & Supply Modifiers (9.3), hexsides first,<br />

and then the Defender’s terrain, removing Red dice<br />

(z) as a priority.<br />

E. Roll dice for Red CS and Black CS separately:<br />

z = Hits on 5 or 6; z = Hits on 6 only (9.4).<br />

F. Assigning and apply Hits and Retreats (9.5).<br />

G. If desired, attacking units that Advanced After<br />

Combat (9.6) can conduct a Momentum Attack (9.7).<br />

Eligible to Retreat<br />

The following units, as denoted by a black outline around<br />

their Movement Allowance, can Retreat to satisfy a Hit;<br />

Retreating units must Retreat 2 hexes away from Attacker:<br />

1st Bde.<br />

Revolutionary<br />

Suicide Force<br />

2<br />

6<br />

1st Bde.<br />

Revolutionary<br />

Suicide Force<br />

2<br />

6<br />

2nd Bde.<br />

1<br />

Simba6<br />

Idi Amin<br />

0<br />

1<br />

6<br />

The removal of the Idi Amin counter creates some special effects (10.3):<br />

Once the Tanzanian Player occupies Kampala with the UNLA<br />

Guerrilla unit, and for as long as it remains there, the Ugandan<br />

Player rolls a die at the beginning of each turn following the<br />

occupation of that hex. On a die roll of 5 or 6, Idi Amin flees the country<br />

and the Idi Amin unit is removed from play (i.e., eliminated for all game purposes).<br />

Effect: At the beginning of each Ugandan Supply Step turn after Idi Amin is eliminated<br />

(for whatever reason), the Ugandan Player rolls one die and removes (eliminates) that<br />

number of units from the map. These “fleeing” units can be Ugandan, Libyan, and/or PLA.<br />

UNLA<br />

Guerrilla<br />

0<br />

1<br />

4<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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