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Sequence of Play Attack Modifiers Turns

A Inititive A Attack Roll Disrupted Damaged Against Aircraft


Roll 2 dice + commander bonus
each 4+ ( )=
1
1 success -1 each Attack die -1 each Attack die -1 each Attack die
Winner choses Player 1 for turn
B,C Movement -1 defense -1 Defense -2 if not in front
B Hits
P1, P2 Move Speed = 0 -1 Speed
successes = defense 1 hit
D,E Flight No Defensive Fire
successes > defense 2 hits
2
Place aircraft, alternating
F,G Airstrike successes >
– 2x def 3 hits
Front
Attack with aircraft
C Effect Vehicle Soldier Hexes in front of a unit’s hex center FRONT
H,I Assault
P1, P2 Move or Attack 1st hit disrupted disrupted are in front. All other hexs use back

3
Casualty value when attacking vehicles.
J 2nd hit damaged destroyed
Remove face up distruped counters
Flip counters, remove destroved units
3rd hit destroyed
K End of Turn Defensive Fire
Remove aircraft C Roll for Cover Units may make defensive fire when an

Stacking 3 friendly per hex


If target succceds
max effect is disrupted
enemy vehicle moves from one adjacent
hex into another adjacent hex. 4
1 vehicle per hex One defensive fire opportunity per unit.

Terrain
Clear
Vehicle Movement

Normal
Soldier Movement

Normal
Vehicle Cover

No
Soldier Cover

No
Blocks LOS?

No
Overwatch
Alternate to Move (vehicle or antitank). 5
Defensive fire down a row of hexes.
Road +1 speed Normal Base Base Base Max 2 units on overwatch per phase.

6
along road Terrain Terrain Terrain
Hills 2x cost Normal Roll 5+ Roll 4+ Yes
Enfilade
Units adjacent to enemy soldiers force +1
Forest 2x cost Normal Roll 5+ Roll 4+ Yes facing.

7
Roll 4+ to enter
Units attacking enemy rear get +1 bonus
Town Normal Normal Roll 5+ Roll 4+ Yes on each attack die

Marsh Can’t enter Normal Roll 4+ No Grazing Fire

Water Can’t enter Can’t Enter No


Alternative to Double Shot (machine
guns). 8
Attack all units that are both adjacent to
Stream Roll 4+ to cross Roll 4+ to cross Base Base Base initial target, and along Line of Sight.

9
Terrain Terrain Terrain
Bluffs Roll 4+ to cross Roll 5+
Can’t cross Roll 4+ Cliff Sides This is a simple one sheet rule reference for Axis & Allies Minis,
cliff sidecliff side based on the latest rules revisions as of May 16, 2009.
Hedge Roll 5+ to cross Roll 5+ to cross Roll 5+ Roll 4+ Yes

10
Please let me know if this was of use!
Shell Normal Normal No Roll 4+ No ~Rocket
Holes http://www.adorablerockets.com
http://www.boardgamegeek.com/user/adorablerocket

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