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Bounce Into Action: Infantry
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g infantry become possessed of low morale, the battle is as good as lost. **Douglas Haig** There ... for boots on the ground when it comes to winning battles and taking ground from the enemy. For this yo... y group (stand) has a number of characteristics that determine how it fights the battle. Training and Experience combine to give an idea of how capable th
Bounce Into Action: Morale
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ale ====== The morale of the soldier is the greatest single factor in war. **(Field Marshal Sir ... iers, to determine whether or not units will do what the player wants when the situation becomes difficult. Morale checks roll 1d6 and roll less than th... ondition then it should not be tested again for that group. ==== Group morale ==== Group morale appl
Bounce Into Action: Orders
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s can be changed only by a senior officer. So a platoon commander needs to be given orders by their ow... rn must give orders to their section commanders that are in line with the orders that they have been given. Orders are likely to be of the flavour "Seize and hold the bridge at Grid 648382" ==== Posture ==== Within the orders
Bounce Into Action: Firing
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sitive modifier to a stand they are grouped with rather than an additional dice. If there are sufficie... ==== Infantry Firing Modifiers ==== ^Firer Situation ^Mod ^Target Situation ^Mod | |Moving((Except in HMA)) | -4 | Unarmoured | +3 | |Special Forces | ... an | +1 | Officer on own | -8 | |Trained | -1 | Stationary Vehicle | +2 | |Recruits/Civilians | -2 | n
Bounce Into Action: Rules for Company Sized actions
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The Bounce// but it probably owes more to a combination of //Plan A// and //Starship Soldier// all of ... Richard Hands, Peter Howland, James Kemp, Tom Mouat, Mukul Patel, John Rutherford & Jim Wallman. All errors to be blamed on James Kemp. ===== Design Criteria ===== * quick battles (about two hours playing time to a decisive f
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