![]() Hexes which are completely impassable are shown as “X” in the movement table (see rail and roads for exceptions). All MPs are spent to enter, and the AP is locked upon entering. A unit must have full MPs and AP to enter this type of hex. The cost to enter such hexes is shown as “A” in the movement table. They can move through hexes occupied by friendly units, without any additional MP cost.Ĭertain types of terrain, or combinations of weather and terrain, make unit movement exceptionally difficult. Units cannot move through hexes occupied by enemy units. Mountain units move like infantry, except entering MTN terrain costs 2 instead of 3. Each unit uses the appropriate column for its movement type (infantry or mobile). The movement table lists the MP cost required to enter hexes of each terrain type, and weather condition. When moving, a unit expends MPs for each hex it enters. Unit MovementĪt the beginning of each turn, every unit receives movement points (MPs) equal to the Normal Movement property for its unit type (see unit sheet). Green units do not lose xp when reinforced.Įlite Reinforcements: available via AFHQ/SHAEF card, for each step added, the unit loses 5 xp. Regular reinforcements: for each step added, the unit loses 20 xp. air combat shift: air fright (+1 shift for attacker).combat loss shift: armor fright (+armor shift for attacker).+1 xp for each KIA/SUP inflicted, incl.+5 xp for each KIA/SUP inflicted, incl.+10 xp for each KIA/SUP inflicted, incl.can be reinforced without loss of xp, but cannot be reorganized.additional +20 xp for every combat in which it does not retreat (both attack and defense).+20 xp for each KIA/SUP inflicted, incl.Unit xp accrues rapidly for green units, and more slowly the more experienced a unit becomes, as shown in the following table: Units gain xp in combat, and lose xp when reinforced with fresh troops. Seasoned units fare much better on the battlefield than green ones, and unit experience (xp) in UoC II is a measure of that aspect of unit quality. This means that towed steps cannot move and attack in the same player turn, but can still move and set up in time to defend against attacks in the following enemy turn. Tow-suppressed steps automatically become active again at the start of the following enemy turn. Specialist steps that have towed equipment – such as towed artillery, AT or AA guns – will become suppressed when they move (“tow-suppressed”). Allied units can have up to three specialist steps, while Axis units can have only one. These steps represent smaller specialized units attached to a divisional-level formation. In addition to regular steps, a unit may have specialist steps attached. Steps can become suppressed as a result of combat or poor supply, and will recover to active status over time, provided the unit is supplied. Suppressed steps take losses only if there are no more active steps left in the unit. They contribute to both attack and defense, and are first in line to take losses in combat. Active steps represent combat-ready troops. The maximum number of steps is 7 for axis units and 6 for allied units.Certain units such as US Combat Commands have a lower maximum (4).Įach step can be active or suppressed (grey). Each unit has a maximum number of steps, representing its full complement. Click on a unit to select it, and a comprehensive unit sheet will be shown, detailing all the unit’s properties.Ī unit’s manpower and equipment are considered to be equally divided into steps. The most important unit properties are shown directly on the map, but not all. Each unit type is represented by a model that best illustrates either the uniform worn by the troops or the prevailing equipment. Units of one type all share the same basic characteristics: attack, defense, movement and armor (which can be offensive or defensive). For the Soviet faction, units generally represent corps. Units on the map generally represent divisional-sized units, regardless of their actual command level designation.
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