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WWII: Battle of Humon

humon Sep '15  /  edited Oct '15
A simple strategy game, interested by a board game and oman's ww2 commanders

The game is a bit complex if you want to know the mechanics, but if you just want to spend time, no need to research the mechanics

those are the main unit properties, but each unit has some personal advances, like extra scout armour, or extra attack dice, also when rolling over 10 dices, second roll moon means star, skull nothing

Infantry:
Basic infantry can roll 6 dice (7 if elite) to attack enemy infantry or artillery, they can move 2 tiles each turn, and at the end of the turn they can roll 1 dice (2 if elite) to try to dig in, 1 armour
Rocket infantry can roll 10 dice (12 if elite) to attack any enemy, 1 armour

Apcs:
Transports can move 4 tiles each turn, 6 on road, and can take up to 4 infantry squads
Armored transports can move 4 tiles each turn, 6 on road, and can take up to 4 infantry squads, has 1 armour

Scouts:
Humvees can move 4 tiles each turn, 6 on road, they have 2 armour since they are scout units
APCs can move 4 tiles each turn, 6 on road, they have 2 armour since they are scout units, they can roll 3 dice twice to shoot

Tanks:
Light tanks can move 5 tiles each turn, they have 2 armour, and attack with 8 dice (10 if elite) OR 6 dice (7 if elite) twice
Medium tanks can move 4 tiles each turn, they have 3 armour, and can attack with 12 dice (14 if elite) OR 6 dice (7 if elite) twice
Heavy tanks can move 4 tiles each turn, they have 4 armour, and can attack with 14 dice (16 if elite) OR 7 dice (8 if elite) twice

Artillery:
Basic artillery has a movement of 0 tiles, 3 armour, and attack of 10 dice
Anti infantry artillery is the same, but with 6 attack dice twice

Actions each turn:
every unit can move, then shoot, or shoot twice, or if they are broken down, they need to roll 2 stars to see if they can fix themselves, or if they are undigged infantry, they can swap their movement for digging

Specialties:
Elite Canadian units: all elite infantry and scout unit gets +1 armour for being a scout (quite op)

German rearrangment: after end of turn, every unit can roll 2 dice, if star, they can move 1 (if infantry) or 2 (if vehicle) tiles, only if they havent shot though

i dont remember the rest of the bonuses? eh... then am just not going to use them yet

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