Wire

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Movement A unit that enters a hex with a wire token must stop and may move no further on that turn.
Combat An infantry unit that is on a hex with a wire token may remove the wire token instead of battling.
A soldier unit that is on a hex with a wire token may battle, but reduces the number of battle dice rolled by 1.
Targeting a unit on a wire token in ranged or close combat, the unit on a wire token does not have any protection (may not ignore soldier symbols or flags).
When a reserve artillery combat rolls a burst on a hex with a wire token, the wire token is removed from the hex, but no shell crater is created in this case.
When a mortar unit combat rolls a burst on a hex with a wire token, the wire token is removed from the hex.
When reserve artillery targeting dice have 3 or more dice On Target, flip the wire token over to the shell crater side of the token. When the battle dice are rolled for this hex on this combat, all terrain protection is ignored and all dice symbols rolled will count. The hex, after this combat, is considered a shell crater hex when determining terrain protection.
Line of Sight A hex with a wire terrain token does not block line of sight.

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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 ~~~