Covering Fire!: General Principles Playing The Game Melee
Covering Fire!: General Principles Playing The Game Melee
Covering Fire!: General Principles Playing The Game Melee
0
General Principles Playing the Game Melee
The most important rule: Whenever the The game is played in alternating player Charging units move into base contact with
rules are unclear use common sense and turns in which they activate one or more of the closest available target, and then both
personal preference. Have fun! their units, starting with the player that players roll one die per unit is base contact
deployed first. During their turns players with the enemy. The lowest rolling side is
Unit Leaders: All units must have a unit
may activate all units as often as they want, killed (if tied re-roll until one side is killed).
leader with a clearly marked front facing.
and their turns only ends once they either
Group Charges: Whenever a unit charges all
Line of Sight/Fire: Units have 360° line of fail a morale test, miss when shooting or are
friendly units in base contact may charge
sight, however they can only shoot in the suppressed by reaction fire.
with it one at a time (as part of the same
front 180° part of the leader‘s base.
Activation activation), but they must end their move in
Basing Conventions: If playing with 15mm base contact with it and an enemy unit.
models or smaller each unit consists of a The player picks one unit and it may do one
single 30mm x 30mm base. If playing with of the following actions: Morale
28mm models commanders, officers and
• Hold: Pivot 180°. Units with one or two pin markers on them
riflemen have 25mm bases, and MG teams may only use rally actions. Roll one die and
have 40mm bases. Rifle squads are made up • Advance: Move straight. apply the following modifiers to the result:
of 5 models each, and they must all be in
base contact with the leader. • Shoot: Fire at one enemy. • +1: No enemy in line of sight
Preparation • Charge: Move straight into melee. • +1: Officer in base contact
The Battlefield: The game is played on a flat • Rally: Shake off pin markers. • +1: Commander in line of sight
6‘x4‘ surface, with as many terrain pieces as
necessary to cover at least 50% of the table.
Movement If the final result is 4+ you may remove one
pin marker, and on a 5+ you may remove
Each terrain piece should be between 4“x4“ Units may move in a straight line as far as
two pin markers. Else no pin markers are
and 8“x8“ in size, and they should be placed they want until they fully enter or exit a
removed and the player’s turn ends.
so that no clear line of sight can be drawn terrain feature, and need another action to
for over half the table‘s length in any keep moving. Pivoting counts as a separate Reactions
direction. action, and units may only move within 1“
Whever a unit has line of sight to an enemy
of enemies when charging.
The Armies: The players must put together as it moves or pivots, then it may react to it
two armies each made up of the following: Group Moves: Whenever a unit moves all once at any point by shooting. If it misses
friendly units in base contact may move then it can‘t react to any other action until
• 1x Commander (Attack 2)
with it one at a time (as part of the same the player‘s turn ends. If it scores one hit
• 3x Officers (Attack 2) activation), but they must all end their move the target ends its move on the spot, and if
in base contact with each other. it scores two or more hits then the player‘s
• 9x Rifle Squads (Attack 3) turn ends on top of that. When reacting to
Shooting
group moves units may only shoot once,
• 3x MG Teams (Attack 4)
Units may shoot as far as they want at the and if any of the targets takes two or more
Deployment: Players roll-off and the winner closest enemy in their line of fire. Roll as hits the others may still finish their move
picks one of the table edges as his many dice as the unit’s attack value, and for before the player‘s turn ends.
deployment zone with his opponent taking each 5+ put a pin marker on the target:
Group Reactions: Whenever a unit reacts all
the opposite. Starting with the player that
won the deployment roll-off, the players • 1 - Pinned: Can’t move. friendly units in base contact may shoot
with it (as part of the same reaction), but
alternate in pacing one unit each in base
• 2 - Suppressed: Can’t shoot. must all fire at the same target.
contact with the table edge or with another
friendly unit in contact with the table edge. • 3 - Killed: Remove from play. Terrain
Mission: Players roll-off and the winner If none of the shooting units score two or Cover Terrain: Units shooting at targets
picks one terrain piece within the enemy’s more hits, then the player’s turn ends. within cover terrain get -1 attack die.
table half to be the objective. At the end of
Group Shooting: Whenever a unit shoots all Difficult Terrain: Units shooting at targets in
each turn after the first, if units without pin
friendly units in base contact may shoot difficult terrain get +1 attack die.
markers from only one side are inside the
with it (as part of the same activation), but
terrain piece they score 1 victory point. The Blocking Terrain: Units may shoot into and
they must all fire at the same target.
first player to score 5 victory points wins. out of blocking terrain, but not through.