RoE Rules How Does RoE work pt 2

Game explained page 2

Movement

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:

  • Hold – unit doesn’t move
  • Sneak – unit moves at -10cm
  • Advance – unit moves at a normal rate
  • Run – the unit moves +15cm

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.

Shooting

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:

  • Check Line of Sight – use the model’s eye view to determine if enemy may be seen with the consideration that terrain (such as woods and hedges) may block line of sight. Units may attempt to spot hidden enemy.
  • Check Weapon Range – each weapon has a range in centimetres and the target unit must be within this range
  • Apply To Hit Modifiers – there are number of modifiers to hit the enemy (e.g. -1 if enemy in soft cover, +1 for suppressing fire, etc.)
  • Roll Dice To Hit – each model has a Shoot characteristic (e.g. 4+) which tells what score is needed to hit following modifiers
  • Roll Dice for Experience Tests – a model’s Experience characteristic determines how likely he will stay out of harms way
  • Roll Dice to Resolve Casualties – the firer rolls for any enemy that failed their Experience Test. Each weapon has a value (AP-Anti personnel) determining the roll required to kill the enemy (e.g. a rifle has an AP of 4+).
  • Discipline Effects – make a note of how many hits (before Experience Tests and rolls to resolve casualties)are taken and whether the target unit in Suppressed or Shaken

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.

 

Close Quarters

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:

  • Measure Distance to Nominated Target – if within the 10cm range then move the attackers into contact with the enemy 
  • Move Eligible Models into base to base contact 
  • Move Remaining Models 
  • Apply Close Quarter Modifiers – for example, SMG armed +2, Shaken -1, etc. 
  • Roll Dice and Remove Casualties – opposing models each roll a D6 and adds the Close Quarters  (CQ) value in their profiles and any modifiers. The losing one is removed as a casualty.
  • Determine Winner – the side with the most killed is the loser
  • Loser takes Discipline Test and applies Results – if passed the combat carries over, if failed the losing side will fall back or surrender
  • Winner may Consolidate – if loser is destroyed or flees, winning models may move up to 10cm

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.

Summary

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:

  • Discipline Phase
  • Orders Phase
  • Movement Phase
  • Shooting Phase
  • Close Quarters Phase

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.

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