Platoon Commander Deluxe - The Battle of Kursk depicts the battle of Kursk from July 5th to August 23, 1943 at the tactical level through a series of scenarios.Dans Platoon Commander Deluxe: Kursk, each turn is played in several phases. At the beginning of the turn, players determine the initiative through a single system of dice, in which equalities attribute the initiative to the one who did not have the previous turn. Then, the players pull a number determined by the scenario (usually a single) of action cards that can be used for anything, artillery shots with rallying aids, through the cancellation of the card. 'opponent just played. Then, it is time to rally the units disorganized with a simple jet of 1D10 (yes, the game uses 1d10) against a moral designated by the nationality or the scenario. Action cards, in addition to the special help token, can be used to improve the chances of a unit to prepare for combat. And then hell is unleashed ... it's the shooting phase and players Alternate shots with individual units or batteries of units against enemy units within reach and view. When shooting on enemy tanks, the shielded factor of the target is subtracted from the shielded drilling factor of the unit that pulls, a D10 is launched, and the results are checked on the appropriate column of the table of results. Shooting, which gives a number of potential touches. The target throws one die for each potential loss and compare it to its morale. If it succeeds in the morale test, this loss is canceled. These columns and dice jets can be modified by the target ground, the flank fire, the focus marker (which represents the presence of the commander), and especially the action cards, which can give column offsets or even allow At the same unit to shoot again, adding a delicious uncertainty that makes the game exciting. Players continue to alternate attacks until none of the two wants to attack the movement phase. Unlike the previous shooting phase, a player moves all his eligible units before the opponent can move. Some units can move and pull or vice versa (with a penalty), the adverse units that have not shot can make an opportunity on the enemies moving in their line of sight. As in many other facets of the game, the insightful use of the action cards during the movement phase is essential, allowing an additional movement or an opportunity shot made by units that have already shot.Contenu: 2 geomorphic maps in Rigid cardboard4 Pion boards2 Game aids1 Rule and Scenarios 6-sided Booklet
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