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 Building Phase  Place a new Town, or  U pgrade one Town to a City  R eceive a Reserve unit ( 7.4 )  Movement &am

 Building Phase  Place a new Town, or  U pgrade one Town to a City  R eceive a Reserve unit ( 7.4 )  Movement & Combat Phase  Move / Bombard Artillery & Frigates only ( 11.0 )  Move / Battle End move in enemy hexes ( 12.0 )  “Road” Movement No combat , 1MP per Town ( 9.0 )

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 Building Phase  Place a new Town, or  U pgrade one Town to a City  R eceive a Reserve unit ( 7.4 )  Movement &am

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  1. Building Phase Place a new Town, or Upgrade one Town to a City Receive a Reserve unit (7.4)  Movement & Combat Phase Move / Bombard Artillery & Frigates only (11.0)  Move / Battle End move in enemy hexes (12.0) “Road” Movement No combat, 1MP per Town(9.0) Reserve Placement Phase Building & Conquest additions, or casualties (13.0) PLAYER TURN TYPE TYPE MOVEMENT MOVEMENT ATTACKING ATTACKING DEFENDING DEFENDING N/A N/A N/A N/A STOP STOP Allows continued movement Allows continued movement Not Cumulative use only the single best Not Cumulative use only the single best N/A N/A STOP STOP Allows continued movement Allows continued movement Pre-Battle Fire Pre-Battle Fire Naval Support Naval Support Water / Port only Transport 3 units Water / Port only Transport 3 units Ship toShip Ship toShip BATTLE ROUNDS  Attacker’s Artillery Bombardment  Defender casualties do not battle back!  Attacker’s Fire Round (Max 4 dice)  “1” = Tactical Hit (Attacker chooses losses)  “2/3” = Hit (Defender chooses losses)  “4-6” = Miss  Suppression: excess hits reduce defender dice  Defender’s Fire Round (Max 6 dice)  “1” = Tactical Hit (Defender chooses losses)  “2/3” = Hit (Attacker chooses losses)  “4-6” = Miss Attacker Retreat? Must retreat into hexes used to enter battle  Battle Resolution Min 1 surviving attacker to control Town/City Min 1 battle round to attack empty Town/City Defender controls empty Town/City otherwise Building Phase Place a new Town, or Upgrade one Town to a City Receive a Reserve unit (7.4) Movement & Combat Phase Move / Bombard Artillery & Frigates only (11.0) Move / Battle End move in enemy hexes (12.0) “Road” Movement No combat, 1MP per Town(9.0)  Reserve Placement Phase Building & Conquest additions, or casualties (13.0) PLAYER TURN BATTLE ROUNDS Attacker’s Artillery Bombardment Defender casualties do not battle back! Attacker’s Fire Round (Max 4 dice) “1” = Tactical Hit (Attacker chooses losses) “2/3” = Hit (Defender chooses losses) “4-6” = Miss Suppression: excess hits reduce defender dice Defender’s Fire Round (Max 6 dice) “1” = Tactical Hit (Defender chooses losses) “2/3” = Hit (Attacker chooses losses) “4-6” = Miss  Attacker Retreat? Must retreat into hexes used to enter battle Battle Resolution Min 1 surviving attacker to control Town/City Min 1 battle round to attack empty Town/City Defender controls empty Town/City otherwise

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