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Memoir '44: Mediterranean Theater» Forums » Rules

Subject: Desert Combat Cards rss

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Stridsvagn S
Sweden
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I have some ideas for Desert Combat Cards. Just to spice up desert scenarios. Some cards are the same as the Urban Combat Cards and the Winter Combat Cards, like Fortify, Spotter, Camouflage, Reposition, Infiltrators, Ambuscade, Out of fuel, Pull back and Heat of battle while some are new.

Cards that order specific types of units and the card Colonial troops have a Free to manoeuvre–symbol. When a Combat card features the Free to manoeuvre symbol, you may either play the card as written or as a Free to manoeuvre-action at the same time as a Section card. An additional unit may be ordered in any section of the battlefield. It may move but not battle this turn.


UNDER COVER OF DARKNESS
Move all non-vehicular units 1 hex in any one sector before playing a command card.

CAPTURED GENERAL
Play at the end of your turn. Look at your opponent’s Command cards. Move any one card to the discard pile. Your opponent draws a new card.

DUST STORM
Play at the end of your turn. Your opponent skips his entire movement phase during his turn

DECOY
Play after your opponent has ordered his units. Immediately move one of your units to any available hex on your baseline.

STEALING SUPPLIES
Draw one of your opponent’s Desert Combat Cards and add to your hand.

DEEP DESERT MANOEUVRE
Two ordered units may move directly to any available hexes on enemy’s baseline instead of normal movement. The units may not battle this turn.

CAREFUL PLANNING
Play at the beginning of your turn. Draw three command cards this turn. Add the cards to your hand. Discard cards down to a normal hand size. Forfeit the entire of your turn.

VISITING THE TROOPS
Play after your opponent’s movement phase. Target a group of 4 or fewer of your units adjacent to each other. These units ignore all flags rolled against them regardless of what card or effect your opponent plays.

OUT OF WATER
Play this card when your opponent has moved all his units. One enemy unit runs out of water. The unit may not battle this turn.

FAMILIAR BATTLEGROUND
One ordered unit may move onto a hex with terrain and still Close Assault. Other movement and battle restrictions still apply.

CHIVALRY
When you play this card, draw 2 new Desert combat cards. Your opponent draws 1 new Desert combat card.

COLONIAL TROOPS
Play before ordering units. Place two standard infantry units with 3 figures on your baseline. Add a French Resistance token to each unit.

COUNTERINTELLIGENCE
Play immediately after your opponent has played a Command Card. He must return the card to his hand and play another card.

VETERANS
Play before ordering units in your turn. Add an Elite infantry badge to one standard infantry unit without a badge.

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Francois-Xavier
Scotland
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Nice concepts. Are you going to create these cards with artscow/printerstudio?
 
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justin hirst
United Kingdom
Halifax
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Seems DoW had the same idea.

Will be interesting to see how many are close to your idea.
 
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