Jonas Henriksson
Sweden
Stockholm
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Read the paragraphs under each section from the PoH Reference Rulebook then play a firefight to reinforce your understanding of those rules.


--- SECTION 1 ---

In this section you will learn how to set up a firefight, play through a game round, and manage command resources to wage war.

1.0---- Game Setup
1.1---- Squads
1.2---- Price of Honour Counter Upgrades

2.0---- Pre-Round Sequence
2.1---- Roll for Round Initiative
2.2---- Taking Turns
2.3---- Round Over
2.4---- Game End and Victory Hex Control

3.0---- Unit (AP) Actions
3.0.1-- Variable AP Allocation (Optional Rule)
3.1---- Opportunity Actions
3.2---- Command Action Points (CAPs)
3.2.1-- Supplement an Activated Unit’s APs
3.2.2-- CAP (Command) Actions
3.2.3-- Modify Any Dice Roll with CAPs
3.2.4-- New Round Initiative Dice Roll
3.4---- Unit Reinforcements and Exiting the Game

4.0---- Terrain
4.1---- Line of Sight (LOS)
4.1.1-- Walls

5.0---- Facing
5.0.1-- Pivoting
5.1---- Movement in varying Terrain
5.1.1-- Foot Unit Cautious Movement (Optional Rule)
5.2.1-- Roads
5.3---- Enemy Occupied Hexes
5.3.1-- Reverse Movement

6.0---- Arc of Fire (AoF)
6.2---- Combat Resolution
6.3---- Firepower (FP) and Defense Rating (DR)
6.4---- Attack Value (AV)
6.5---- Defense Value (DV)
6.6---- Range
6.6.1-- Long Range Firing
6.6.2-- Short Range Firing
6.6.3-- Same Hex and Close Combat (CC)
6.7---- Stacked Units and Combat
6.8---- Destroyed Units and CAP Track Adjustments

7.0---- Hits
7.1---- Rally
7.1.1-- Rally Dice Roll Modifiers

AtB:

You are now ready to play Firefight 1.
Play this firefight before continuing on with the rules.

Firefight 1 Hints: Be careful with your CAPs. CAP management is a core component of the game. As the German player, attack aggressively. As the Soviet player, conserve your CAPs for when the Germans rush your positions.

SoS:

You are now ready to play Firefights 1 and 2.
Play these firefights before continuing on with the rules.

Firefight 1 Hints: Be careful with your CAPs. CAP management is a core component of the game.


--- SECTION 2 ---

In this section you will be introduced to Cards that add uncertainty and army-specific tactics to the game and learn how to coordinate the efforts of your units.

3.3---- Cards
3.3.1-- Action Cards (green and yellow headers)
3.3.2-- Weapon Cards
3.3.3-- Veteran Cards

SoS: You are now ready to play Firefight 2 with Cards.

5.5---- Hidden Units
5.5.1-- Hidden Movement
5.5.2-- Hiding Squads During a Game

8.0---- Shared Activations
8.1---- Group Actions
8.1.1-- Group Movement
8.1.2-- Group Firing
8.1.3-- Group Rally
8.1.4-- Other Group Actions
8.2---- Group Action Details

AtB: You are now ready to play Firefight 2.

9.1.4-- Snipers

SoS: You are now ready to play Firefights 3 and 4.


--- SECTION 3 ---

In this section you will learn how to deal with changes of elevation on the game map and templates. We also introduce mortars, artillery, and rules for using smoke to protect your units.

4.2---- Hills
4.2.1-- Higher Elevation Bonuses
4.2.2-- Steep Terrain
4.2.3-- Elevation and Line of Sight (LOS)
4.2.4-- Blind Spots
4.3---- Balkas
4.7---- Smoke
4.7.1-- Unit Smoke Capability

9.2---- Mortar Units
9.2.1-- Mortar and Artillery Fire Resolution
9.2.2-- Mortar and Artillery Air Bursts
9.2.3-- Off-Board Artillery (OBA)

AtB: You are now ready to play Firefight 3.

SoS: You are now ready to play Firefights 5 and 6.


--- SECTION 4 ---

This section explains how vehicles, both tracked and wheeled, move, transport, and fight.

5.1---- Movement in varying Terrain **
5.2---- Bonus Movement
5.2.1-- Roads **
5.2.2-- Water movement
5.3.2-- Immobilization
5.4---- Loading, Transporting, and Unloading Units
5.4.1-- Firing at Transported Units

6.1---- Turreted Units
6.3---- Firepower (FP) and Defense Rating (DR) **
6.7---- Stacked Units and Combat **
6.7.1-- Vehicles as Cover

7.0---- Hits **

9.1.1-- Anti-Tank and Infantry Guns
9.3.1-- Armored Personnel Carriers (APC)
9.3.3-- Trucks and Wagons

** These paragraphs where covered in Section 1 and added here for completion.

AtB: You are now ready to play Firefight 4.

SoS: You are now ready to play Firefights 7 and 8.


--- SECTION 5 ---

This section introduces fortifications and hindrances.

Fortifications & Hindrances (top of page 7)
4.4---- Fortifications - Trenches, Gun Pits and Bunkers
4.4.1-- Occupying and Exiting Fortifications
4.5---- Hindrances - AT Ditches, Barbed Wire, Hasty Defense, Mines, Road Blocks, and Smoke
4.6---- Fortification and Hindrance Destruction

AtB: You are now ready to play Firefight 5.

SoS: You are now ready to play Firefight 9.


--- SECTION 6 ---

This section introduces other units and rules for playing with more than 2 players and solitaire play.

3.5---- Equalizing Play

9.0---- Airplanes
9.0.1-- Airplane Altitude
9.0.2-- Airplane Combat
9.0.3-- Air LOS
9.0.4-- Bombs
9.1.2-- Engineers and Pioneers
9.1.3-- Horse (Cavalry) Units
9.3.2-- Armored Train

10.0--- Three to Four Player Games
10.1--- Solitaire Play

You are now ready to play the rest of the firefights. Have fun!


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Greg Rogers
United States
APO
US Armed Forces - Europe
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Now this is why I like this site. I was wondering this morning how to correlate the new Rulebook with the programmed instruction of the earlier two manuals...and I find out that someone has already done it a few hours before I started thinking about it - and wrote it up.

I couldn't pay to get better service...

Thanks!

Greg R.
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