Conflict of Heroes: Awakening the Bear! Rulebook
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® Rulebook - 2nd Edition Awakening the Bear 1941 - Operation Barbarossa June 26, 2012 Game Overview Track Sheet Conflict of Heroes is a tactical war game of platoon-sized engagements, with each counter representing a squad of infantry, a crewed gun victory points (VPs). The player with the most VPs at the end of the game wins. Game Round Player Track Sheet or a vehicle. The engagements are presented as firefights with different objectives. During a firefight players use their1 army’s units to fight for Victory Points (VPs) 2 3 these objectives, which are worth 0 4 1 5 2 6 3 Command 4 Each firefight consists of several rounds. In each round, players alternate taking turns. During Action Points (CAPs) 5 , which it spends to take actions. These APs are tracked on Activated units may augment their unit’s 6 action AP cost with CAPs. 7 8 All fresh or spent units may take command 9 his turn, a player may take an action with one of his units, stall or pass. When a unit activates, actions which are paid for with CAPs. 0 A player’s first destroyed unit is placed 1 on the starting CAP number specified in 2 the firefight; the second destroyed unit 3 Command it receives 7 action points (APs) is placed on the next number down, and 4 so on. The number of CAPs a player 5 receives each round is reduced by 1 for 6 each unit that player lost in th 8 1 7 the green Unit Action Points Track on the player’s Track Sheet. Different actions can cost a e game. 9 10 Intro & Setup & Intro Unit 11 Action Points (APs) 12 different number of APs. Ex: For the unit shown below, it costs 2APs toto fire attack or 1AParmored to move. 13 and blue FP is used An activated unit receives 7APs with 14 defense ratings (DRs) which it can move, fire, and take other 15 actions. It pays for these actions by 0 targets with blue counting down the action’s cost on the 1 unit AP track. 2 The firepower (FP) of this unit is listed in the lower leftAP corner Cost toof the counter. Red FP is 3 APs (Optional Rule 3.01: Roll 3D6 when a 4 DRs. A unit’s DRs unit is activated. Sum the high and low 5 dice to determine the unit’s APs) 6 used to attack unarmored targets with red Move 8 7 9 10 are marked on the 11 12 13 Unit Forward 14 lower right corner 15 Facing Flank DR (Defense 1 of the counter. In two © 2012 Academy Ga Rating) mes AP Cost to Fire combat, a player rolls Front DR 6 sided dice (2D6) and adds the Firepower against (Defense Rating) result to his firepower to determine his Soft Targets (Red) or 4 12 attack value (AV)V (4FP. Ex: + The9). Pioneers Armored Targets (Blue) Range 3 3 12 17 Oct, 1941 Comrades, this is a main sup Firefight 1 - Partisans attack an enemy unit with a red defense value and the player rolls a 9 for a red 13A south. Take out as many trucks as you General Situation: ply route for the Germans. We will mine the road and ambu group of partisans operatingRemnants nea of cut-off can Soviet and infantry then melt un away to the east. We will rendezvous at Worse for the Soviets, a detached squad of SS trackers are r Priluki have been trackedits, by scattered a group ofafter soldiers the fall of Kiev, have begunsh partisa the next convoy that comes from the The attacker hits if his AV is greater than or equal to the camp. Commanders: 2 Initiative: Victor - partisan leader. trailing a group of arrivingfrom partisan the German reinforcements 161st Inf. Div.from sent t to clean up the area. The player then compares this AV to the defender’s red , which is a unit’s DR modified by Action Cards: Play your first gameGermans w on Round 1. CAP All n activities. A heavily armed defense value (DV) Optional Action Cards After rea cards at the beginning of the game. At ithoutthe beginning Action Cards. of each ocation per Round ding section create a draw deck of all action and bonus car he east. Map Setup: Maps 1. Place a control marker, : German - 6 CAPs Soviet - 7 CAPs round thereafter both commanders receive an additional card. the terrain. Ex: If a defending unit with a 12DR is in heavy woods, its DR would be modified by +2 (for the extra German Forces: 1/2 Rifle Platoon, 161Soviet Inf side Division up, in hex 1- G09. ds with a number 13 and under. Players receive 2 Setup Round 1: along the western Enteredge ofanywhere the map. Round 3: Enter map within 2 3 Rifle ‘41 1-1 1 2x hexes of hex A18. Soviet Forces: Partisans with MMG su LM When a player’s unit is hit, he randomly draws a hit marker and 2 G34 1-1 Rifles 1 2x Setup Round 1: woods protection) for a total front 14DV (12DR + 2). 2 Pioneers 2 11 LMG 34 1 on the hexes listed Set next up to the the units unit 0 5 SS Tracker Unit pport 12 4 10 1x Pioneers names. Reinforcements 0 9 12 Round 2: Your men have been tracki 4 12 (No Flamethrower or Orders: 3 Rifle enter along the road at hex 3 4 ‘41 1-1 week. Informants say that they are plannin 12 smoke capabilities. 1 3x M G19. places it under the unit. The various hit markers affect units ng these partisans for the past) Rifles 3 axim MMG 2 Take prisoners for interrogation if possible, if not, n 1x defender’s DV. 3 11 (F13,H12, MMG 4 Rifle 4‘ 1 1-4 1 2x Rifles g a coordinated ambush. 0 5 12 Victory Points: (Mark VPs on your track sh J14) 3 11 (C11) 0 12 12 1VP - Immediately score each Sovi eutralize them. 3 11 Orders: You are to ambush a supply con 0 5 1VP - Control hex G09 at the end of each round.eet as you earn them.) the Germans and confiscate as many suppl 12 in different ways. A unit may be instantly killed, suppressed, et unit eliminated. voy at hex G09. Wipe out Victory Points: (Mark VPs on your track sheet as you Hex Type 1VP - Immediately score each German unit ies as possible. 1VP - Control hex G09 at the end of each round Open or Road Movement Defense eliminated. earn them.) Light Woods +0 AP panicked, and so on. +0 DM Optional Rule . Heavy Woods +0 AP (5.0.3) +1 DM Play your first game withoutMovement Cautious Mo +1 AP Defense A02 +2 DM A04 Normal Move B01 vement. A06 B03 A08 Cautious Move +0 AP N B05 A10 -1 DM B02 B07 A12 +1 AP B04 B09 A14 +0 DM Play continues with players alternating turns until both pass C01 B06 B11 A16 C03 B08 B13 Germans RoundA18 3 C05 B10 B15 C02 C07 B12 B17 C04 C09 B14 B19 D01 C06 C11 B16 Round 1 12 D03 C08 11 C13 B 2 18 Initiative: D05 C10 12 m m i C15 x a consecutively. At this point the round ends and the next round 1 t Germans D02 D07 Uni G M G 3 C12 C17 M D04 M D09 C14 C19 3 All: Score G09 E01 D06 D11 C16 E03 Control Marker. D08 - D13 C18 E05 D10 D15 E02 E07 2 D12 D17 E04 E09 D14 D19 F01 E06 E11 D16 F03 E08 E13 D18 F05 E10 Round 2 E15 F02 - F07 E12 Soviets: E17 F04 F09 E14 E19 Reinforcements. G01 F 2 06 F11 E16 G03 F08 F13 2 E18 All: Score G09 1 G05 11 F10 F15 1 5 Control Marker. G02 G07 F12 F17 G04 fles G09 Ri 3 F14 Squad 1-1 Squad F19 H01 G06 G11 Control 4 F16 H03 G08 G13 F18 H05 G10 G15 H02 H07 G12 G17 H04 H09 Round 3 G14 G19 I01 H06 H11 G16 Germans: I03 H08 H13 G18 Germans Enter Round 1 Reinforcements. I05 begins. Most games consist of five or fewer rounds. H10 H15 I02 I07 H12 H17 All: Score G09 I04 I09 1 2 H14 Soviets H19 Control Marker J01 I06 ‘41 1- Round 2 I11 fle H16 Ri 11 J03 I08 12 4 I13 H18 5 J05 I10 I15 3 J02 J07 0 I12 I17 J04 J09 I14 I19 K01 J06 J11 I16 K03 J08 Round 4 J13 I18 K05 J10 J15 All: Score G09 Victory points are won during the game by destroying enemy units and taking objectives. Victory conditions K02 K07 J12 J17 Control Marker K04 K09 J14 J19 1 L01 K06 K1 -3 1 1 J1 1 6 4 ‘ L03 K08 e K13 Rifl 11 12 J18 4 L05 K10 5 K15 L02 L07 K12 3 K17 0 L04 L09 K14 K19 M01 L06 are listed on each firefight sheet. A player can lose most of his command, but still win the game if he has L11 K16 M03 L08 L13 K18 M05 L10 L15 Round 5 M07 L12 L17 2 M09 L14 L19 All: Score G09 M11 L16 Control Marker This rule book is organized to facilitate a programmed instruction approach to learning M13 L18 M15 Game End met his victory conditions and has more victory points than his opponent. M17 M19 Programmed Instruction the rules. This means that you will learn one section of the rules at a time and then play one or two firefights to reinforce your understanding of those rules.