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303 Squadron Helper - v1.1 - Front
I. Event phase
. 2. Second Combat round:
Player attacks the same opponent: (as first round)
- Use symbols from die and card played in the first Combat
II. Player phase pg.9
. round, (but not Support card)
Players Play each step together, with each player finishing before
- Roll Defending Luftwaffe dice again (Not Players 2nd Die)
moving onto the next phase
- May play a Combat card (cover 1st card effect) and if so
1. Pilot Special Abilities
may ask for support (if didnt ask in first round)
- Players declares if they will use their pilot’s Ability
- Assign 2nd RAF die result (rolled from 1st round)
- or Instead may swap 1 RAF dice for 1 special dice
- Apply any damage taken to Attacking/Defending Planes
- or neither
Note: A player may use the Ability of any players pilot in game by Player attacks a different opponent:
discarding 1 Medal at exact moment they wish to use the Ability.
- declare New Target
You cannot use a Medal to use the Ability of your own pilot - Discard Cards/Dice From first combat round
- Roll new Defending Luftwaffe dice (Not Players 2nd Die)
2. Draw 2 Combat cards each player
- May play a Combat card (cover 1st card effect) and if so
- discard cards to hand limit | Hand limit = Ammo + 2
may ask for support (if didnt ask in first round)
. Damage token on pilot = -1 to hand limit
- Assign 2nd RAF die result (rolled from 1st round)
. Hand limit = Ammo + 1
- Apply any damage taken to Attacking/Defending Planes
3. Movement - 1 free movement + Combat card
- Don't have to play a Combat card to move
.
IV. Counterattack pg.13
- May only Play 1 Card to add to movement
All Germans that were not involved in Fights in same
. Damage token on pilot = No Free movement
area as players will Counterattack (one area at a time)
. must use cards to move if you want to move
- Pool Counterattacking German dice (in same area)
Disengage - Move out of an enemy occupied area cost
- Roll and take note of any/all Small propeller symbols
= 1 move for each pair German planes round down
(corner of die). They are Hits to the Players
Withdraw - Cost 1 Medal
- Each player (in area) may play 1 card and choose 1
- Remove Pilot from Scenario. returns in campaign mode
matching propeller symbol to evaded a Hit
- Return Plane to an Airfield. starting area
Note: Each Play may only play 1 Card and choose and Use only 1
- Draw a new pilot (if any) and hand, continue on next turn. propeller symbol on that card
Reveal and apply Event card, if any this turn
4. Reconnaissance:
Player adjacent to a Hidden German Squadron May:
- play 2 cards with Maneuver symbols to reveal them
OR
- enter the Area to automatically reveal them
- Any Hits not evaded are taken by each player
E.g. if 1 hit was not evaded, each player takes 1 Hit each
Player Shot down:
- When Shot down the aircraft is destroyed
- Grants all the Germans on the same Area and all adjacent
Areas an extra Move action in German Phase (V)
- If a German plane was assigned a Maneuver token,
instead of making an extra move, it removes it.
- One Medal may be used to prevent an extra Movement of
one selected German squadron by any player who is
located in the same area or adjacent area
Note: Revealing Player cannot attack in this turn (may support)
5. Landing - Cost 1 Move Point to land on an Airfield
Note: Cannot land if Scenario or Events prevents it.
6. Airfield
- If landed/in Player get 4 Action Points to spend while
there (each turn they are there) During the Reorganization
Phase (VI)
Note: Withdrawing does not cause additional German Movement
. Player/Pilot damage tokens:
III. Fight: pg.11
Cost 1 ammo (for both rounds) to attack (on pilot board)
Note: Attacking player cannot Withdraw and must carry out the
two Combat rounds.
* Players in the same Area as German planes may choose not to
fight if they wish, but will be attacked in IV. Counterattack *
1. First Combat round:
- Roll RAF/Special Dice and Defending Luftwaffe dice
- Choose 1 of Players die result to use this round
keep other die result for use in second combat round
- May Play a combat Card, and if so may ask for support
Note: can only receive Support once during entire Fight Phase
- Apply any damage taken to Attacking/Defending Planes
Player damage is shown by randomly drawing Damage
Tokens from their supply and placing it on Player’s board
. No Free Movement
. during II. Player Phase 3.Movement
. Discard one Combat card (players choice)
. Happens as soon as this token is received
. Reduce Hand size by 1 (6 down to 5)
. have more than allowed hand size discard cards down to
. No Extra penalty
. Just a standard hit token
When Player takes a hit randomly draw a Damage Token
from their supply and place it on Player’s board
Hawker Hurricane - on 5th Hit Shot Down
Spitfire - on 4th Hit Shot Down
Solo Game Notes pg19
Solo Game is the same as in a 2-player game but:
- 1 plane is the Leader and the other the Wingman
- If Leader lands/shot down, Wingman becomes Leader
- May only use the Leader Special Ability
- Card hand limit for Leader is 3+ current ammo level (dmg tkn 2+)
- Card hand limit for Wingman is 4 (dmg token 3)
- When you draw cards at the beginning of the turn draw:
1 card for Wingman then 3 cards for Leader
- Wingman moves according to the Leader card if played
- Leader Fights first, followed by the Wingman
- During a Counterattack, you may play one card from both the
Leader and the Wingman
303 Squadron Helper - v1.1 - Back
V. German phase pg.14
. Symbols
1. Movement
- German aircraft not stopped (Maneuver token) move
- Check Scenario guidelines for movement
- Squadrons with Bombers always move first, then
Squadrons with only fighters then individual planes.
- German fighters are (Basic) in Close Escort or Patrol
mode, but may shift from one to the other
Hit
target airplane has received one hit/damage
2. Bombing attacks
If the goal of a German squadron is to bomb a target:
- After reaching the target, they begin bombing unless
Scenario, Event or card say otherwise
- Each bomber drops bombs according to their own abilities
- Attack only 1 target and then return to their base
Unless Scenario rules state otherwise
London = 4 toughness
. Factory/Port/Airfield = 3 toughness each
Radar = 2 toughness each
VI. Reorganizing pg.15
.
- move turn marker (if not end of Scenario)
- Spend (4) Airfield Action Points (if landed/in)
Draw Combat cards = 1 AP per 1 Card
Repair damage = 1 AP per 1 Damage
Replenish ammo = 1 AP for every 2 Ammo
Reroll reroll the die
Getting this symbol in a reroll = a Miss (blank)
Evasion
Avoid 1 Hit
Joker used to match any symbol (support pg5)
3 Jokers don't form a Sequence. must be at least 1 lead
symbol (Hit or Evade)
Maneuver used to activate a card effect,
or to assign it to the German plane which is being
attacked, or keep it for later (token only).
.Maneuver token When acquired you can keep it or
assign it to a German plane with which you fought.
- kept tokens can be used in the next Movement Phase to
disengage from the Combat.
At the end of next Movement Phase players must discard
unused Maneuver tokens.
German plane with assigned Maneuver token cannot
perform any action, uses his phase to discard the Maneuver
token and does not grant a Combat die to other planes
Symbol with a Circle around it
Must use token to activate (maneuver token)
Symbol With a Square Around it
Only Dice with this Symbol can be counted
If pilot was shot down/Withdrew from the Fight:
- draws a new pilot card, Get new undamaged Plane,
- sets the ammo indicator to 4
- draws Combat cards to the full limit of six cards
- Move Specialization indicator on Player board one space
towards green field (reset if used).
If Luftwaffe has completed the goal of an ongoing Event
- Discard all planes from the finished Event
Special Die - Chosen at start of Player Phase
- Replaces 1 RAF die
- can use only if you do not use your pilot’s Special Ability
- can never be re-rolled
Success: choose one. Hit, Evasion, or Maneuver
Failure: Player immediately receives 2 damage
Check for game ending/Start a new turn
Ending the Game/Scenario:
• At the end of the last turn indicated in the Scenario
• If all pilots have been shot down/Withdrawn and no
Reserves are left
• If the Germans have met the goals of the Scenario
Players win when:
• They have met the goal of the Scenario
Players lose when:
• Germans have met the goal of the Scenario
• a new pilot must be drawn and the Reserve is empty
Medal Tokens - Players may be awarded medals by:
- participating in a successful Scenario Event
(awarded during the Reorganization Phase)
- shooting down 5 enemy aircraft
- at the end of the game for winning the Scenario
(assigned to the pilots that are in play)
Medals are used for:
- use another player’s pilot’s ability
- Withdraw from the Fight (before 1st round of combat)
- prevent an additional Movement of one German squadron
German Ace Tokens
.- bombers in the squadron require an +1 Maneuver
. token to be prevented from moving
.- during Combat, all fighters roll +1 die
.- planes in this squadron move 1 additional Area in
. next German Phase after they have been attacked
.- during Counterattack, all Bf109s add +1 extra
‘4-blade’ Damage (Player Card may negate)
.- all Bf109s in Squaduse “Hun in the Sun” rule (pg 15)
.- bombers in Squadron can Counterattack using their
. Normal Dice (look for Hits )
.- Each Blank Bf109 die result in squad adds Maneuver
. token to Player. Player cannot move:
.- during Counterattack, all fighters in this squadron roll
. +1 Combat die
.- during Combat, all fighters will reroll any “blank” die
. (one time)
Use next Move phase to discard (don't move) or play card
with matching symbol to discard (any time)
.- during Combat rolls, all Bf110s will reroll each “blank”
. white die (one time)
.- Pilots Abilities in this area are inoperative
.- during Combat, all fighters have a “free” Evade result
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