The ability of a commander to get his men in the right positions to provide support to each other will win the battle. While well-armed troops in a static position offer formidable opposition, a canny attacker will seek to engage and pin the enemy from one position while manoeuvring troops to flank and assault them. Each model has a Move value (usually 20cm), indicating its movement rate in centimetres and the distance a model moves is dictated by its orders:
Movement is also affected by terrain and troops may not Run over difficult terrain such as walls, woods and marsh. Generally an infantryman is otherwise unhindered (except when in very rough ground such as very sheer slopes, buildings and rubble) but vehicles (especially non-tracked ones) struggle and lumber in difficult going. Squads must retain a squad coherency (usually 5cm) in most cases.
To summarise, models move a given number of centimetres given in their profile and this is adjusted for the orders given. Squads must maintain a squad coherency unless otherwise indicated.
As you would expect, this is the real business end of a player’s turn. Effective firepower will force the enemy to give up his position or risk being annihilated. In RoE this is a very simple phase. To fire the players follows the following steps for each unit:
The Orders a unit has been given will affect the effectiveness of fire and different weapons have different characteristics. It may occur that a unit fires in the opposing player’s turn. This will happen when a unit has declared Opportunity Fire as described in the Orders section.
To summarise, each unit fires their weaponry following a simple, set procedure. Dice are rolled to hit (noting how many hits are scored), enemy test experience to avoid damage and (if any fail) dice are rolled to kill them. Mark the number of hits on the unit and check if it is Suppressed or Shaken.
Dug-in enemy may require removing at the point of the bayonet. Close quarters fighting is vicious and decisive in reality and in RoE. If overwhelmed, motivated defenders will withdraw while brittle troops may surrender. Remember that targets of Close Quarters must be declared in a player’s Orders Phase. The sequence for Close Quarters is detailed step by step below:
To summarise, enemy within 10cm may be attacked in Close Quarters. Each set of opposing models roll a D6, adding their CQ value and modifiers. The losing model(s) is killed and the side that causes the most casualties wins the fight.
RoE is a simple game to learn with subtle intricacies making it a challenge to master. A player takes it in turns to follow the Sequence of Play with all of his troops, then the other player does the same. This sequence is summarised below:
In the next article we will investigate how a force is assembled in RoE and the different scenarios a force may find itself up against.