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4 NO RETREAT 3: THE French Front May-JUNE 1940 v2.4Port and stacked there with the Evacuationmarker (see 14.7), to the Evacuated Box.Only Unsupplied units can be evacuated. The French player must pay one (1)Initiative marker per unit Evacuated. After paying, draw an Event card todetermine the Evacuation’s success (donot resolve the Events on it!) as follows:A: If there’s a German Cross on thecard, the Evacuating unit takes a StepLoss.B: If there’s a French Roundel on thecard, put the unit in the EvacuatedUnits Box.Note that both of these symbols can be on acard, so A and B could both apply. Thus, aone-step unit would be eliminated beforebeing successfully evacuated! You can also evacuate one Unsuppliedunit by using card #24 (Dynamo). In thiscase you do not need to draw, theEvacuation automatically succeeds.D. The French Attack Step[7.9] Target Placement: During this Step ofhis Player-Turn, the French player places hisWhite Target markers according to theBattle Rules (10.1). Note that the Germanplayer places his, much more conveniently,at the start of his own Combat Phase.• The Dark Blue Enhanced French Targetmarker follows the regular rules and isplaced like the German’s, i.e., at the startof the French Combat Phase (14.12).[8.0] MOVEMENTGeneral RuleEach Turn, during your Movement Phase,you may move none, some or all of yournon-fort (i.e., “mobile”) units through anycombination of hexes up to the limit of theirprinted Movement Allowance, paying theappropriate Movement <strong>Point</strong> (MP) cost toenter each hex.Unlike Chess, in No Retreat 3 a player hasthe opportunity to move all his pieces duringhis turn. This gives the player the chance toset up his attacks by Concentrating units, orto enhance his defensive positions throughtheir careful dispersal.You do not get to move your opponent’sunits, and your opponent cannot move piecesduring your turn except as a result of combator through the play of certain Event cards.ProcedureYou move your units one at a time, hex-byhex,in any direction or combination ofdirections that you desire. A unit cancontinue moving until it has either expendedall of its MPs, or it can move no furtherbecause entering another hex would exceedits Movement Allowance, or it movesadjacent to an enemy unit, or you simplydesire to stop moving it.Cases[8.1] Movement Allowance: A unit cannotexceed its Movement Allowance during itsMovement Phase except as permitted bycertain Event cards.You cannot transfer MPs between units, orsave them up and carry them over betweenGame Turns. Disorganized Units: Units undera Disorganized marker have a -2MP penalty to their MovementAllowance.[8.2] Weather Effects: On Bad WeatherGame Turns, all units with aMovement Allowance greater thanfour (>4) have their MovementAllowance reduced to four (4).That is, there is a “speed limit” of fourMovement <strong>Point</strong>s during Bad Weather.[8.3] Terrain Effects: The basic cost toenter a Clear hex is one Movement <strong>Point</strong> (1MP). The cost to enter other hexes can behigher, as listed on the Terrain Effects Chart.When a unit does not have sufficient MPsleft to pay the cost to enter a given hex, itcannot do so. Exception: A unit that has aMovement Allowance greater than zero (0)(i.e., a mobile unit) can always move onehex, regardless of terrain or other costs, butRules regarding Enemy Zones of Control(8.5) and Prohibited hexes and hexsides stillapply.[8.4] Stacking Effects: Friendly units cannever enter hexes containing enemy units.Within the confines of other restrictions(e.g., terrain costs, Zones of Control),friendly units can freely enter and passthrough hexes containing other friendly unitswithout penalty.Stacking occurs when more than onefriendly unit remains in a hex atthe end of any Phase, Step orBattle. Information markers do notcount for stacking.[8.4.1] Unit Size: Smaller unitsand Forts have a black or reddot to the right of their unit typesymbol to indicate that they aresmaller troop sizes counting lessfor stacking.[8.4.2] Stacking Limit: Amaximum of two (2) units canbe stacked at the end of anyPhase, Step or Battle.Only one unit per hex can be anon-dotted unit. Red-dottedunits never count for stackingSystems Development by Alan EmrichNon-dottedunit (oneper hex,maximum)BlackdottedunitReddottedunitand can be added freely to hexes withfriendly units.Thus the maximum you can have stacked ina hex is one non-dotted unit, plus one blackdottedunit; OR two black-dotted units; andto these you can add any number of reddottedunits.[8.4.3] Overstacking Penalty: At the endof every Phase, Step or Battle, place allunits in a hex in excess of the stackinglimit (8.4.2) in the Destroyed Units Box.The owner chooses which units to destroyin each overstacked hex until every hexconforms to the stacking limit.[8.4.4] Allied Nationalities: Allied unitsof different colors cannot voluntarily stackin the same hex. If caused to do so by aretreat after combat, they are not placed inthe Destroyed Units Box right away(unless overstacked, see 8.4.3). However,the Allied player must correct this multinationalstacking situation as soon aspossible. Allied units cannot stack with anOpen City marker.Exceptions:1) Bi-colored Blue/Tan units can be freelystacked with French or British Units.2) A mix of any unitnationalities can be stackedwith the orange Evacuationmarker or in Switzerland.3) Before Game Turn 3, the Allies cannotstack more than one Square unit in ahex, except in Switzerland.[8.5] Zones of Control (ZOCs): The sixhexes on the mapadjacent to a unit arecalled that unit’s Zoneof Control (“ZOC”) asshown here:This Zone of Controlrepresents that areaoutside the hex a unit physically occupiesthat it can control by virtue of its size,mobility, and projection of firepower.ZOCs do not extend into or out of neutralcountries (see 8.10) or into Marshes.Friendly units’ ZOCs do not affect otherfriendly units, but they do restrict enemyunits. Hexes adjacent to enemy units, (i.e., inan Enemy Zone of Control, or EZOC) havethese effects on friendly units:[8.5.1] Stop! : A unit must cease itsmovement for that turn the moment itenters an EZOC, regardless of how manyMPs it might have remaining.

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