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Company of heroes board game rules
Company of heroes board game rules











This allows the team going first to adjust to last minute movements of the team going last, making it more fair for the other team. The team that goes first can choose to retreat units at the end of the maneuver phase. (Advanced Rules) Units can retreat to any hex on their spawn point. This reduces the effectiveness of HE damage vs vehicles and indirectly makes AP damage more effective like the rule above.ģ. (In the print rules it was for each HE die, not each point of HE damage.) Also, HE only crits on the green HE symbol not the green speed symbol. For example, if a defending unit has 1 HE assigned to him and the attacker rolls a crit, the defending unit rolls 2 defense dice.

company of heroes board game rules

HE Resistance & Reduced Crits (Advanced Rules): If a unit is resistant to High Explosive (HE) damage, that unit rolls a defense die for each point of damage dealt. For example, with static frontal armor, if 4 points of AP damage were assigned to a Heavy Vehicle's frontal arc, that unit would still only roll 2 defense dice.Ģ. This change to a static defense reduces the amount of frontal armor increasing the value and tactical importance of units that deal AP damage. In the print rules frontal armor defense is a 'resistance' which means you get a defense die for each point of Armor Piercing damage assigned to your frontal arc. This is a static defense vs the printed versions variable defense. Static Frontal Armor Defense (Advanced Rules): Similar to heavy cover for infantry, a heavy vehicle now receives 2 total defense dice when hit by Armor Piercing damage in it's frontal arc. Note that most of these rule changes do not affect the Basic rules you will use for your first game.ġ.













Company of heroes board game rules