This is a complete game with counters and maps (you'll need to download my M8 Map System). All you need to provide is a 6-sided die.
Team | Name | Ability |
---|---|---|
1st Squad Alpha | Andy | Andy is the Alpha team leader. He recovers from Stunning on a roll of 5-6, and extends a Leadership Benefit to friendly troops within 1 hex. |
Brett | Brett is nicknamed "Crazy Legs." He can move 3 hexes per turn. | |
Chuck | Chuck is the squad's top sharpshooter. He addes +1 to the attack roll of any attack he takes part in. | |
Dave | Dave carries the "Slarge," the SLRG (Squad Light Rail Gun). It has a range of 4, shoots once per turn and does 2 points of damage. It can penetrate armor as well. | |
Ernie | Ernie likes his grenades. Each turn, he can choose between shooting his laser rifle or throwing a frag grenade. His throwing range is 2, and his grenades do 1 point of damage to the soldier in the target hex, and in each surrounding hex (friend or foe). | |
1st Squad Bravo | Frank | Frank is the Bravo team leader, and is also the leader of the first squad. He recovers from Stunning on a roll of 4-6, and extends his Leadership Benefit to a range of 2 hexes. |
George | George is big and strong enough to wear an armored combat suit. This suit completely protects him from frag grenades and the splash from flame throwers, and absorbs laser fire and direct flame-thrower fire without damage if a die roll comes up 5-6. It doesn't help against armor-piercing fire. | |
Harry | Harry has chipmunk reflexes and is very quick. He can shoot the same target twice in a turn; the second shot misses if a die roll comes up 1-2. | |
Inigo | Inigo carries a sniper's long-range laser rifle that gives him a combat range of 4. | |
Jack | Instead of a laser rifle, Jack packs a grenade launcher. This lets him shoot a frag or armor-piercing grenade at a target 2-3 hexes away; he can't hit an adjacent foe. Frag grenades hit like Ernie's thrown grenades, while the AP grenades hit just like Dave's rail gun. | |
2nd Squad Charlie | Kyle | Kyle is the Charlie team leader. His specs are just like Andy's. |
Larry | Larry wears a jet pack on his back. This lets him move 4-5 hexes in a straight line each turn, across any terrain. | |
Mark | Mark is not the sharpest knife in the drawer, but this means he doesn't know when to quit. Mark ignores all "retreat" combat results. | |
Nick | Big Nick wears an armored battle suit just like George. | |
Oscar | Oscar carries a laser/launcher, a normal laser rifle with a grenade launcher mounted under the barrel. He can shoot either the rifle or the launcher each turn; the launcher works just like Jack's weapon. | |
2nd Squad Delta | Paul | Lt. Paul leads Delta team, the second squad, and the entire platoon. He recovers from Stunning on a roll of 4-6, and his Leadership Benefit extends 3 hexes around him. |
Rocky | Rocky is small and quick, which makes him hard to hit. Any attack aimed at him is at -1 on the die roll; this doesn't include frag grenades or flamethrower splash. | |
Sam | Sam is big and thick, and hard to stun. Sam ignores all "stun" combat results. | |
Tom | Tom packs a light rocket launcher in addition to a laser pistol like Wally's. The rocket launcher comes with two reloads, so it can be used only three times. Its range is 2-4 hexes and it causes 3 points of damage. It can pierce armor. Use the three "Rocket Launcher" markers to keep track of shots; discard one each time you use the weapon. | |
Uriah | Uriah is the squad's medic. Any Stunned soldier he is next to during the Stun Recovery Phase, automatically recovers. | |
3rd Squad Echo | Vic | Vic is the Echo team leader. His Leadership abilities are identical to Andy's. |
Wally | "Six-Gun Wally" prefers the laser pistol to the rifle. A pistol works just like a rifle, but its range is only 2 hexes. Wally carries two of them, and can shoot both each turn, even at two different targets. | |
Xavier | Xavier is just plain lucky. Any time he gets attacked, roll the die twice and use the lower of the two rolls. | |
Yago | Yago carries an SLRG weapon like Dave's. | |
Zack | Zack's weapon of choice is a flamethrower. He has a range of 2 hexes; the flames do 2 points of damage to the target hex, and 1 point of splash damage in one adjacent hex, which Zack chooses. The flamethrower cannot harm armored targets. | |
3rd Squad Foxtrot |
Foxtrot team is composed of vehicles, but treat them as soldiers. All vehicles ignore "retreat" combat results, and give a Leadership Benefit to adjacent soldiers. When figuring the combat odds to attack a vehicle, subtract 1 from the total attack strength. | |
LCV 1 | The LCV (Light Combat Vehicle) moves at a speed of 4, mounts an SLRG like Dave's weapon, and can carry two soldiers stacked with it, as long as they start the turn in the same hex. It takes no extra move units to move into or out of the hex the LCV is in. If the LCV is Stunned or OOC, any soldiers riding with it are automatically Stunned. Soldiers riding an LCV must leave its hex to use their own weapons. | |
LCV 2 | This unit is just like LCV 1. | |
MCV 1 | The MCV (Medium Combat Vehicle) is basically a light tank. It moves at a speed of 3, and only armor-piercing weapons can harm it. It carries a medium rail gun which is like Dave's SLRG, but does 3 points of damage, as well as a normal laser rifle which must fire at a different target. Soldiers cannot ride in an MCV. |
I recommend the following map set-ups, using my M8 maps:
Set up your soldiers on opposing sides of the map, filling the edge row before starting to fill the next row.
While in Overwatch, the soldier cannot move, but if an enemy moves into his attack range, he can shoot him during the Movement phase. Even if a fast-moving enemy moves into and out of the Overwatching soldier's range in the same turn, he can shoot him at the point where he was still in range. A soldier who shoots in Overwatch can't shoot during the Combat phase. As soon as he moves, he is out of Overwatch mode; remove the "Overwatch" marker.
Terrain | Movement Cost to Enter | Combat Effect |
---|---|---|
Grassland | 1 | none |
Desert/Beach | 1 | none |
Swamp | 2 (vehicles cannot enter) | none |
Forest | 1 (2 for vehicles) | -1 on attack rolls; see below |
Hill | 2 | -1 on attack rolls if at a lower height |
Water/River | Cannot enter | none |
Bridge | 1 (other units cannot pass through) | none |
Road | 1/2 if already on a road | none |
Town | 1 | -1 on attack strength; Retreat 2 becomes Retreat 1 |
If a shot passes through any portion of a Forest hex, its range is limited to 2 hexes. The combat limits on Forest, Hill, and Town hexes apply only when shooting into such a hex, not to shooting out of one.
If you need even more variety in terrain, I recommend the following web site, which is full of free maps you can download:
http://ludo.iwarp.com/gwm/
Add up the number of damage points aimed at a particular enemy, and find the column of the Combat Table for that number of points. Roll a die and find the number of the roll in the correct column. This gives the combat result. Remember to adjust the column and/or the die roll, depending on the particular soldiers involved. If the die roll is adjusted, it can never be lower than 1 or higher than 6.
If the attack includes frag grenades or a flamethrower, resolve the attack on the soldier in the target hex, then determine if soldiers in adjacent hexes got hurt; damage from an adjacent-hex frag grenade or flame splash does not get added to other attacks on soldiers in those hexes. Two grenade attacks means two damage=1 attacks in adjacent hexes, not one damage=2 attack.
Combat Table | ||||||||
---|---|---|---|---|---|---|---|---|
Damage Pts | 1 | 2 | 3 | 4 | 5 | 6 | 7+ | |
Die Roll | -1- | miss | miss | miss | miss | St | R2 | R2S |
-2- | miss | miss | miss | St | R2 | R2S | OOC | |
-3- | miss | miss | St | R2 | R2S | OOC | OOC | |
-4- | miss | St | R2 | R2S | OOC | OOC | OOC | |
-5- | St | R2 | R2S | OOC | OOC | OOC | OOC | |
-6- | R2 | R2S | OOC | OOC | OOC | OOC | OOC |
Some units can ignore portions of combat results. For instance, if you get a result of "R2S" on the soldier named Mark, who ignores all "retreat" results, then Mark will not retreat, but will still get Stunned.
Here are a few alternate scenarios: