![]() ![]() When the Insurgents are on defense add the value of all position cards. To determine the force value add up the value of insurgents/infantry and multiply by 1 + number of tactics cards. The unit of the highest value that is still lower than the explosive value to the casualty pile.Place all exploded explosive cards in the casualty pile. If the value is greater than any individual attacking unit then move Roll 1d6 for each explosive card, if it is 1-4 then it explodes.Repeat for all explosive cards. Otherwise put all attacking American cards in the discard pile.Īrrange each card below the front-line position you wish to attack.įlip over all up-side down cards in the attacked positions (except in the strike phase). Otherwise standard combat rules apply.If the insurgents win the roll then put all infantry and armor cards in the casualty pile and support units in the discard pile, ![]() Position card values in the force total in this phase. If the Americans do not win the assault phase the front-line insurgents for each attacked position return fire. If you win in a front-line position assault take the insurgent and objective cards and put them inthe capture pile and take all of the rest of the cards in that position and put them in the discard pile. Unlike Tactical Strikes & Artillery only positions with insurgents or objectives can be targeted in an assault.Īt least one infantry or armor is required to attack a front-line position although infantry, support, and armor cards can allīe used in the assaults. Discard any used non-casualty armor cards after this phase. Use standard combat rules, armor gets a x2 defense value. Target more than one position card with an artillery card, but more than one artillery card can target a single position card.The insurgents in that position can respond with a full attack on the armor card(s). Use standard combat rules except only use the value of the position card targeted (insurgents are ignored). You may elect to send in artillery ahead of the troops to take out position cards. Support units are immune to insurgentfire. Support cards used are discarded after the strike. Insurgents & Objectives are discarded and not captured inthis phase (no victory points). ![]() Select targets and follow standard combat rules below. Up-side down cards and explosive cards are ignored in the strike You may elect to send in "support" ahead of the troops. Note: If you fail to disarm you are allowed to target the same position with another disarm card. Roll 1d6, on a 1-4 safely remove explosive. You may target any face-up explosive on the front-line with a disarm card. Note: If you fail recon you are allowed to target the same position with another recon card. Roll 1d6, on a 1-4 flip all insurgents cards in that position face-up.You may repeat for each recon card. You may target any front-line with a recon card. If the type is an O:Objective card then discard the highest value instead. If there is another face-up card of the same type: N, I, P, X then discard whichever card of that type has the lowest value. Limit hand to 6 cards, discard any excess cards.ġ. The game Ends when there are no cards left in the Insurgent Deck and there are no cards left on the front-lines. There are two decks, the American deck and the Insurgency deck.Insurgency card types include: N:Tactics, I:Insurgents, P:Positions, X:Explosives, O:Ojectives.Īmerican card types include: T:Tactics, G:Infantry, A:Armor, S:Support, R:Recon, D:Disarm.ġ-3 Front-Line: Insurgent Positions 1, 2 & 3 (left-to-right)4 Casualty (American Casualties & Losses in American Prestige)ĥ-6 Discard (American & Insurgent Discard Piles)7 Capture (Captured Insurgents & Objectives) Written by Brian Peterson, based on Lloyd Krasner's Fallujah card game. Lead US Marines in the assault on Fallujah. ![]()
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