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Strategy Deck Summary
Strategy Deck Summary
ARTILLERY DECK I
Name
Qty Cost Phase Description
Increased
Priority*
2
1
Comd Place in your play area. When you activate another Artillery
card, its cost is reduced by 1 (to a minimum of 0). When
establishing contact with an Artillery card, add 1 to your die
result.
Offensive
Artillery
3
3
Actn
Establish contact (5). Target Hex. Determine Drift. Area
Attack (5)
Spotting
Round
1
1
Comd Place in your play area. If our artillery drifts, it drifts 1 fewer
hex. Your Artillery cards are not discarded if you roll 1 or no
successes on your attack dice when resolving the card’s
area attack
Suppressive
Barrage
2
1
Actn
Establish contact (5). Target Hex. Determine Drift.
Suppressive Area Attack (4)
Sustained
Blanket
2
2
Actn
Establish contact (4). Target Hex. Determine Drift.
Suppressive Area Attack (4). Suppressive wide blast radius
(3)
* Draw Additional Card
ARTILLERY DECK II
Name
Qty Cost Phase Description
Increased
Priority*
2
1
Comd
Place in your play area. When you activate another
Artillery card, its cost is reduced by 1 (to a minimum of
0). When establishing contact with an Artillery card, add
1 to your die result.
Offensive
Artillery
2
3
Actn
Establish contact (5). Target Hex. Determine Drift. Area
Attack (5)
Spotting
Round
1
1
Comd
Place in your play area. If our artillery drifts, it drifts 1
fewer hex. Your Artillery cards are not discarded if you
roll 1 or no successes on your attack dice when resolving
the card’s area attack
Sustained
Blanket
3
2
Actn
Establish contact (4). Target Hex. Determine Drift.
Suppressive Area Attack (4). Suppressive wide blast
radius (3)
Top Priority
Barrage
2
4
Actn
Establish contact (4). Target Hex. Determine Drift. Area
Attack (5) Wide Blast Radius (3)
* Draw Additional Card
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Strategy Deck Summary
COMMAND DECK I
Name
Qty Cost Phase Description
Cut
Communications*
2
1
Actn
Remove all command from both your and your
opponent’s initiative pool.
Critical Objective 2
2
Comd
Place in your play area. Once per turn, you may place
an activation token on this card to give your active unit
2 additional movement points. Discard this card when
the third activation token is placed on it.
Heroic
Leadership*
1
2
Actn
Choose a hex. Remove all pinned and disrupted
tokens from friendly squads in the selected hex. If an
officer is also present in the hex, this also affects all
friendly squads in adjacent hexes.
Major Offensive
1
2
Actn
You may take up to 4 additional actions during this
turn.
Rapid
Mobilization
2
1
Actn
Place in your play area. At the start of each Command
Phase, receive 1 command and place it in your
initiative pool.
Surprise Assault 2
1
Comd
Place in your play area. Immediately before your
opponent takes an action, you may discard this card
to take one action.
* Draw Additional Card
GROUND SUPPORT DECK I
Name Qty Cost Phase Description
Anti-Air Support* 2
1
Actn
Discard one of your opponent’s Air Support
Strategy cards that is faceup in his HQ area. OR
Your opponent immediately loses up to 2 available
command
Medical Support 1
1
Comd
Choose one of your squads to receive a medic
specialization token.
Reconnaissance* 1
1
Actn
Look at the top 3 cards of any one of your
opponent’s Strategy card decks. You may place
each card onto the top or bottom of that deck in
any order.
Saboteur*
1
2
Actn
Discard 1 faceup Strategy card from your
opponent’s HQ area.
Sniper Attack
2
1
Actn
Choose any enemy squad within LOS of any
friendly unit and roll 3 dice. If you roll at least one
“6” result, immediately destroy one figure of your
choice from the squad.
Suppressive
Support
3
1
Actn
Choose 1 enemy squad within LOS of any friendly
unit. Then: Place a pinned token on the enemy
squad. OR Flip a pinned token on the enemy
squad to its disrupted side.
* Draw Additional Card
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Strategy Deck Summary
MORALE DECK I
Name
Qty Cost Phase Description
All Or
Nothing
1
2
Actn
Remove an activation token from one of your units.
Desperation 1
2
Comd Place in your play area. As an action, you may place an
activation token on this card. Then choose one of your
fatigued units and flip its activation token to the opportunity
fire side. Discard this card when the third activation token is
placed on it.
Go To
Ground*
2
1
Actn
Place up to two concealed squad markers on two friendly
squads located in the same hex. You may not choose
squads that are adjacent to enemy units.
Preparations* 1
1
Actn
Immediately end your action turn. OR Remove an
opportunity fire token from one of your units.
Rally Cry
1
2
Comd Place in your play area. As an action, you may place an
activation token on this card to remove 1 pinned or disrupted
token from one of your squads. Discard this card when the
third activation token is placed on it.
Take Cover
2
2
Comd Place in your play area. Once per turn, when one of your
fresh units is attacked, you may place an activation token on
this card to give the unit 2 additional cover for this attack.
Discard this card when the third activation token is placed
on it.
Take Down
the Beast
2
1
Comd Place in your play area. When combining fire against a
heavy vehicle , you may discard this card to gain 3
additional firepower
*Draw Additional Card
SUPPLY DECK I
Name
Qty Cost Phase Description
Munitions
Resupply
2
2
Comd Replace any 2 of your regular infantry in a single squad with
either 1 machine gun crew, 1 mortar crew, or 2 elite infantry
Request
Resupply*
2
1
Comd Look at the top 3 cards of one of your Strategy card decks.
Choose one of them to immediately place faceup in your HQ
area. Shuffle the other 2 cards back into the deck
Specialist
Supplies
2
2
Comd Choose one of your squads to receive one of the following
specialization tokens of your choice: anti-tank, medic,
flamethrower, or engineer
Supply Drop 1
2
Comd Target Hex, Determine Drift, Place a 2-point neutral
objective marker in the final target hex.
Supply
Priority*
2
1
Comd Place in your play area. When activating another Strategy
card, your cost is reduced by 1 (to a minimum of 0).
Vehicle Parts 1
3
Comd Choose one of your vehicles. Remove a lightly damaged
token from it, or flip a heavily damaged token onto its lightly
damaged side. The cost of this card is reduced by 2 (to a
minimum of 0) if you have at least one engineer unit in the
vehicle’s hex.
* Draw Additional Card
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Strategy Deck Summary
AMERICAN AIR SUPPORT DECK I
Name
Qty Cost Phase Description
Air
Reconnaissance*
1
1
Actn
Reveal 1 opponent’s concealed squad token of your
choice. OR Your opponent must choose 1 faceup
Strategy card in his HQ area, and then discard all
other faceup cards in his HQ area.
Air Superiority*
2
1
Comd
Place in your play area. After you activate an Air
Support Strategy card, receive 1 command and place
it in your initiative pool. Gain 1 additional attack die
when attacking with a Bombing Run or Strafing Run
strategy card.
Bombing Run
2
4
Actn
Establish contact (4). Target Hex. Area Attack (4)
Wide Blast Radius (3)
Cut Supply Lines 1
1
Comd
Place in your play area. At the end of each Status
Phase, your opponent loses 1 command from his
initiative pool
Paratroopers
1
1
Comd
Target Hex. Determine Drift. If the final target hex is a
building, woods, stream or pond hex, discard this card
without effect. Otherwise receive a squad of 4 regular
infantry in the final target hex.
Strafing Run
3
3
Actn
Establish contact (4). Target Hex. Suppressive Area
Attack (5) Then Target Hex adjacent to initial target
hex. Suppressive Area Attack (5)
* Draw Additional Card
AMERICAN REINFORCEMENTS DECK I
Name
Qty Cost Phase Description
Hardened
Veterans*
1
1
Comd
Receive up to 2 regular infantry and place them in any
of your weakened squad(s).
Heavy
Weapons
Reinforcements
1
3
Comd
Receive a squad of 2 regular infantry and 1 machine
gun crew or 1 mortar crew as reinforcements. You may
spend 1 additional command to also receive a GMC
CCKW353 reinforcement transporting the above units.
Reinforcement
Battalion
3
4
Comd
Receive 2 squads of 4 regular infantry as
reinforcements. You may spend 1 additional command
to also receive a GMC CCKW353 reinforcement
transporting the above units.
Reinforcements 3
2
Comd
Receive a squad of 4 regular infantry as reinforcements.
You may spend 1 additional command to also receive a
GMC CCKW353 reinforcement transporting the above
units.
Specialized
Reinforcements
2
3
Comd
Receive a squad of 4 regular infantry as reinforcements
with one of the following specialty tokens of your choice:
anti-tank, medic, flamethrower, or engineer. You may
spend 1 additional command to also receive a GMC
CCKW353 reinforcement transporting the above units.
* Draw Additional Card
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Strategy Deck Summary
GERMAN REINFORCEMENTS DECK I
Name
Qty Cost Phase Description
Hardened
Veterans*
2
1
Comd
Receive up to 2 regular infantry and place them in any
of your weakened squad(s).
Heavy
Weapons
Reinforcements
2
3
Comd
Receive a squad of 2 regular infantry and 1 machine
gun crew or 1 mortar crew as reinforcements. You may
spend 1 additional command to also receive an Opel
Blitz reinforcement transporting the above units.
Reinforcement
Battalion
2
4
Comd
Receive 2 squads of 4 regular infantry as
reinforcements. You may spend 1 additional command
to also receive an Opel Blitz reinforcement transporting
the above units.
Reinforcements 3
2
Comd
Receive a squad of 4 regular infantry as reinforcements.
You may spend 1 additional command to also receive
an Opel Blitz reinforcement transporting the above units.
Specialized
Reinforcements
1
3
Comd
Receive a squad of 4 regular infantry as reinforcements
with one of the following specialty tokens of your choice:
anti-tank, medic, flamethrower, or engineer. You may
spend 1 additional command to also receive an Opel
Blitz reinforcement transporting the above units.
* Draw Additional Card
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