Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

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Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Transcript of Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Page 1: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

•Tonight’s HW: Practice Presentations,

•Check website for War Game Rules and Quiz!

Page 2: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Fire & Manuever War Game

The Battle of Kursk

War is never equal or fair between 2 opponents. War is not about who kills

their enemy the most. It is about solely accepting what you have at the moment and using it as strategically as possible

to achieve your objective.

Page 3: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

General Rules•2 simple orders to give your units EITHER

•Green Chip = move

•Red Chip = fire

•Moving: certain # of inches for each unit (Imperialism game outside was 1 yard per turn)

•Firing: choose an enemy unit to fire upon that is within your unit’s sight and range.

Page 4: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Unit Types and Firing•Infantry: Riflemen, Light Machine Guns (LMG)

•Armored: Tanks, Anti-Tank Guns

•Support: Heavy Machine Guns (HMG), Mortars

•Other: Off-board artillery

•When firing, shots fired are based on dice rolls. “Hits” are when you roll 4/5/6.

•Each “Hit” on an enemy can be cancelled by a save roll of a die w/ 5 or 6. Failed saves = casualty of war.

Page 5: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

War Strategy

•Consider Probability into your strategic decisions.

•Saves: Open land- Roll 5 or 6

•Cover: Hills, Forests, Wheat fields = (+1 Save) Roll 4/5/6

Unit TypeEffective Range

Roll: 4/5/6

Long Range

Roll: 5/6

# of Shots (per guy)

Movement

Rifleman 18” 24” 1 8”

Heavy MG 24” 36” 3 6”

Page 6: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Practice Example•1 unit of Riflemen (8 guys) vs. 1 unit of HMG (3

guys)

•They’re 24” apart.

Unit TypeEffective Range

Roll: 4/5/6

Long Range

Roll: 5/6

# of Shots (per guy)

Movement

Rifleman 18” 24” 1 8”

Heavy MG 24” 36” 3 6”

Page 7: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Your Roles•Overall Commander: Command coins, off-

table artillery & gives orders to Platoon Commanders

•Platoon Commanders: Infantry Commander, Armor Commander, Support Commander

•Each commander on each side will be controlling their given amount of units.

•Achieving your objective depends upon you and your team’s abilities of strategy and teamwork combined.

Page 8: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

How Turns Work•3 Simple Phases

•1. Initiative Roll: Who attacks first (advantage in battle) gets possibly more command coins.

•2. Orders Phase: Place Green or Red chips on your units, “spot” artillery

•3. Action Phase: FIRE FIRST, THEN MOVE, roll for your firing orders, move units

Page 9: Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!

Firing Artillery•Artillery is usually far away and needs

coordinates.

•Use an infantry unit to “spot” your target.

•Relay the “coordinates” to whoever will fire the artillery and so they can fire away!

•Artillery has a blast radius depending on how explosive the shells are.

•The wind also plays a factor in where artillery lands.

•We fire artillery by using a command coin and rolling a “scatter dice” & regular 6-sided dice