tank leader new terrain types · 2020. 11. 3. · tank leader terrain tile pack #1 design by dan...

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Tank Leader Terrain Tile Pack #1 Design by Dan Verssen Art by Paul Adrian To Use This Terrain tile Expansion includes Terrain tiles for: Europe Green triangles. Winter Dark gray triangles. Desert Brown triangles. Jungle Light gray triangles. When you gather the specified Terrain tile type at the start of a Campaign, also gather the appropriate Terrain tile types from this expansion. Example: If you are fighting a Campaign using European Terrain, include the European Tiles from this expansion to the mix. Cover and Water Hexes Light Cover hexes are noted with an “L”. Heavy Cover hexes are noted with an “H”. Water hexes are noted with a “W”. Units cannot enter Water hexes. Units cannot start a battle in a water Hex. If an enemy rolls and is placed in a water Hex, re-roll. New Terrain Types There are 4 new types of Terrain: Roads, Rivers, Bogging, and Outposts. Roads: “Ro” Hexes - If a Unit is in a Road hex, it can move to an adjacent Road hex without spending a Move. If a Unit is acting, it can do this once during a Turn during the Slow and Fast steps. When you draw the first Road tile for the Battle, immediately sort through the remaining tiles to find the other Road tile. Place it on the Tactical Display to connect the Roads on each tile. Remove a previously placed tile if need be to place these tiles. If the tile is to be placed in a position that does not allow it to connect to another Road tile, place the tile in the next position that does allow a connection. Then shuffle the remaining tiles and keep placing them to complete the Battlefield. Enemy Forces - If an enemy Unit ends its Move on a Road hex, it will freely move into an adjacent Road hex if it follows its Move Order. Rivers: “Ri” Hexes - A Unit must pay a Move as normal to enter a River hex. The Unit must also pay a Move to cross the River to move to the other side of the hex.

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Page 1: Tank Leader New Terrain Types · 2020. 11. 3. · Tank Leader Terrain Tile Pack #1 Design by Dan Verssen Art by Paul Adrian To Use This Terrain tile Expansion includes Terrain tiles

Tank LeaderTerrain Tile Pack #1

Design by Dan VerssenArt by Paul Adrian

To UseThis Terrain tile Expansion includes Terrain tilesfor:

EuropeGreen triangles.

WinterDark gray triangles.

DesertBrown triangles.

JungleLight gray triangles.

When you gather the specified Terrain tile typeat the start of a Campaign, also gather theappropriate Terrain tile types from thisexpansion.

Example: If you are fighting a Campaign usingEuropean Terrain, include the European Tilesfrom this expansion to the mix.

Cover and Water HexesLight Cover hexes are noted with an “L”.

Heavy Cover hexes are noted with an “H”.

Water hexes are noted with a “W”. Units cannotenter Water hexes. Units cannot start a battle ina water Hex. If an enemy rolls and is placed in awater Hex, re-roll.

New Terrain TypesThere are 4 new types of Terrain: Roads, Rivers,Bogging, and Outposts.

Roads: “Ro” Hexes - If a Unit is in a Road hex,it can move to an adjacent Road hex withoutspending a Move. If a Unit is acting, it can dothis once during a Turn during the Slow andFast steps.

When you draw the first Road tile for the Battle,immediately sort through the remaining tiles tofind the other Road tile. Place it on the TacticalDisplay to connect the Roads on each tile.

Remove a previously placed tile if need be toplace these tiles.

If the tile is to be placed in a position that doesnot allow it to connect to another Road tile,place the tile in the next position that does allowa connection.

Then shuffle the remaining tiles and keepplacing them to complete the Battlefield.

Enemy Forces - If an enemy Unit ends its Moveon a Road hex, it will freely move into anadjacent Road hex if it follows its Move Order.

Rivers: “Ri” Hexes - A Unit must pay a Move asnormal to enter a River hex. The Unit must alsopay a Move to cross the River to move to theother side of the hex.

Page 2: Tank Leader New Terrain Types · 2020. 11. 3. · Tank Leader Terrain Tile Pack #1 Design by Dan Verssen Art by Paul Adrian To Use This Terrain tile Expansion includes Terrain tiles

When you draw the first River tile for the Battle,immediately sort through the remaining tiles tofind the other River tile. Place it on the TacticalDisplay to connect the Rivers on each tile.

Remove a previously placed tile if need be toplace these tiles.

If the tile is to be placed in a position that doesnot allow it to connect to another River tile,place the tile in the next position that does allowa connection.

Then shuffle the remaining tiles and keepplacing them to complete the Battlefield.

If an Friendly Unit begins the Battle in a Riverhex, place it on the near side of the River,toward the bottom of the map.

If an enemy Unit begins the Battle in a River hex,place it on the far side of the River, toward thetop of the map.

Bogging: “Bg” Hexes - When a Unit is placedin, or enters, a Bogging hex, roll a die todetermine the result:

Stuck for Battle - The Unit cannot Move orAttack again this Turn, and the Unit cannotMove again during the Battle. Mark with aBogged counter. The Unit is +2 to be Attacked.

Stop Acting - The Unit cannot Move or Attackagain this Turn.

No effect - The Unit suffers no ill-effects.

Enemy Forces - When an Enemy Unit is placedin, or enters, a Bogging hex, roll a die todetermine the result.

Outpost: “OP” Hexes - Outpost tiles can onlybe placed in the 4 spaces for tiles in the top andmiddle rows on the Tactical Display. If you drawan Outpost tile for the bottom row, swap it with arandom tile in the top 2 rows.

Place a Bunker counter in the Outpost hex, andtreat it as a Bunker. Bunker values:

AP 4, HE 4, Range 1, Defense 5, Value 5

If you Destroy the Outpost, gain 1 VP.

Barbed Wire: “BW” Hexes - Each time anInfantry Unit enters a Minefield hex, roll a die todetermine the result:

Retreat. Stop Acting - Move the Infantry back tothe hex it entered from. The Unit cannot Move orAttack again this Turn.

Enter - Enter the hex as normal.

Enemy Units are immune to Barbed Wireeffects.

Minefield: “M” Hexes - Each time a Unit entersa Minefield hex, roll a die to determine theresult:

Destroyed - The Unit is Destroyed.

Draw 2 Damage - Draw and inflict 2 Damagecounter on the Unit.

No effect - The Unit suffers no ill-effects.

Enemy Units are immune to Minefield effects.