Combat Cards - Phase of Play and Effect

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Phase of play - Play alongside your command card - (the combat card is played at the same time you are playing your command card - Phase 1 Play a Command Card.

Advance Over The Top

Immediately after an ordered soldier unit moves, roll 2 dice. Unit may move 1 additional hex for each soldier symbol rolled. Unit may combat if its original movement made it eligible for the unit to battle. (3 Cards)

Box Barrage

Your ordered reserve artillery, this turn, will ignore all terrain battle die reduction. In addition, all deadly die side rolled in combat will also score hits and flags may not be ignored for any reason. (2 Cards)

Counter Intelligence

Take any discarded combat card into your hand. It may be played this turn, as it would normally be played by spending HQ, or held to be played on a later turn. (1 Card)

Combat Card Espionage

Draw up to 3 combat cards at random from opponent’s hand. Return 1 card to your opponent and discard the others. (1 Card)

Gas Attack

Enemy soldier units attacked in ranged combat this turn may not ignore flags rolled against them for any reason. (1 Card)

Machine Gun Barrage

All ordered units with machine guns may combat twice (ranged and/or close) and will roll 1 additional die this turn. Units ordered to combat twice may not move or take ground this turn. (3 Cards)

Mata Hari Spy

Draw 3 command cards at random from opponent’s hand. Choose 2 cards to discard and return 1 card to your opponent. Opponent will draw 1 additional command card each turn until back to starting hand number. (1 Card)

Messenger Pigeons

Order 1 additional battlefield unit in each of the other two sections when you play a Recon, Probe or Attack command card. (1 Card)

Physician

Target recovers 1 figure for each HQ token spent. A unit may not gain more figures than it originally had. (1 Card)

Trench Raid

Effects one ordered infantry unit’s movement and combat. A trench raid unit, if forced to retreat because the unit it is targeting causes the ordered trench raid unit to retreat, it may not battle. It may, however, remain in its hex or move back to its original hex. When the unit’s original hex is occupied it may not move back to the original hex. Reposition - An ordered machine gun unit and mortar unit may move 3 hexes during movement and not battle or move 2 hexes immediately after it battles. (1 Card)

Short Supply

Choose 1 enemy unit or friendly unit in any section. That unit’s player chooses a vacant hex on the player’s baseline in the same section as the unit and places the unit on that hex. If it is your unit it may not battle this turn. (1 Card)

Stretcher Bearer

Choose 1 enemy unit or friendly unit in any section. That unit is removed from the battlefield. If enemy unit is removed, the unit does not count as a victory medal. (1 Card)

Tactician

Change the section as listed on the command card you just played, to a section of your choice. (1 Card)

Three on a Match

Roll 1 die against target. A soldier symbol or burst will score 1 hit on target unit. (1 Card)

Mortar Barrage

All ordered units with mortars may range combat twice and roll 1 additional die this turn. (2 Cards)


Phase of play - Play after successful close combat

Battle Fury

After a successful close combat in which the enemy unit is either eliminated or retreats from its hex, target may gain ground and make a bonus close combat with 1 additional die. If the target unit has already made a bonus close combat, it may gain ground a second time and make a second bonus close combat. (1 Card)


Phase of play - Play after your opponent’s battlefield ranged combat roll

Body Armour

Target ignores all soldier hits on this combat roll. (1 Card)


Phase of play - Play after your opponent’s close combat roll is resolved 

Butt & Bayonet

If your defending unit is not eliminated or forced to retreat during the close combat, your unit may battle back with 1 additional die against the enemy unit that just attacked. (5 Cards)


Phase of play - Play before your battlefield unit’s combat roll

Lice

Lice are also attacking target unit. Target unit may not ignore flags rolled against it for any reason on this combat. (1 Card)


Phase of play - Play before your unit’s close combat roll

Hand Grenade

Roll 2 additional dice in close combat. (1 Card)


Phase of play - Play in reaction to your opponent’s command card

Hold at All Costs

Target units may ignore all flags rolled against them this turn. (1 Card)


Phase of play - Play in reaction to your opponent’s command card

Lost Messenger

Opponent’s orders do not get through the lines. The number of battlefield units ordered this turn is reduced to 1 unit. Reserve artillery may not be ordered. If opponent, played a combat card alongside his command card, it is returned to his hand and HQ tokens are returned to his pool. (1 Card)


Phase of play - Play when you are gaining HQ at the end of the turn

Improved Logistics

Collect 4 HQ tokens at the end of your turn, instead of 2. (1 Card)


Phase of play - Play after opponent’s ranged combat roll is resolved

Return Fire

If your defending unit is not eliminated or forced to retreat during the ranged attack, your unit may do ranged combat against the enemy battlefield unit that just attacked with 2 additional dice. Your unit must have range, line of sight and not be adjacent to an enemy unit. (2 Cards)


Phase of play - Play before your opponent’s reserve artillery combat roll

Shell Shortage

Opponent’s reserve artillery targeting roll dice are reduced by 2 dice this turn. (1 Card)


Phase of play - Play before your opponent’s close combat roll

Surprise Ambush

The target unit will battle first in the close combat with 1 additional die. If the opponent’s unit is not eliminated or retreats, it may then battle as originally ordered. (1 Card)


Phase of play - Play when opponent is moving a soldier unit

Trench Foot

Enemy unit may not move or battle this turn. Return the unit to the hex it started on. (1 Card)


Phase of play - Play after movement

Wire Cutters

An infantry unit on a hex with wire may remove wire and still battle if eligible. (1 Card)

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Two armies that fight each other is like one large army that commits suicide. ~~~ French soldier Henri Barbusse, in his novel "Le Feu", 1915 ~~~