Band of Brothers Rules TOC

BAND OF BROTHERS: SERIES RULES V2.2

1.0 GAME TURNS
1. OPERATIONS PHASE: Players alternate moving and firing units.
2. ROUT PHASE: Certain units must check to see if they Rout.
3. MELEE PHASE: Units in the same hex have Melee combat.
4. RECOVERY PHASE: Units recover from Suppression and game counters are removed or advanced.
2.0 COMPONENTS
2.1 INFANTRY UNIT ATTRIBUTES
2.2 INFANTRY FACING:
3.0 COMMAND POINTS (CPS)
3.1 COMPANY CPS:
4.0 OPERATIONS PHASE
4.1 OPERATIONS RANGE
4.2 USED
4.3 MARKING UNITS FOR OPPORTUNITY FIRE (OP FIRE)
5.0 MOVEMENT
5.1 WITHDRAWAL
5.2 ASSAULT FIRE
5.3 DECLARED RETREAT
5.4 FOLLOW ME!
6.0 INFANTRY FIRE
6.1 FIRE RESTRICTIONS AND EFFECTS
6.2 EXECUTING A FIRE ATTACK DIRECT FIRE
7.0 SUPPRESSION & MORALE CHECKS
7.1 MORALE CHECK (MC)
8.0 CASUALTIES
9.0 OPPORTUNITY FIRE (OP FIRE)
10.0 FINAL OP FIRE
10.1 WTS AND JAPANESE INFANTRY
11.0 ROUT PHASE
11.1 ROUT CASUALTIES
11.2 NO QUARTER COMBAT
12.0 MELEE PHASE
12.1 SIMULTANEOUS
12.2 FLANK BONUS
13.0 RECOVERY PHASE
14.0 LINE OF SIGHT (LOS)
15.0 CONCEAL COUNTERS & DECOYS
16.0 FOG OF WAR
16.1 AREA OF CONTROL (AOC)
16.2 FOG OF WAR (FOW)
17.0 COMBAT EVENTS
18.0 SCENARIO CARDS
19.0 UNUSED SECTION INFANTRY
20.0 GUNS & VEHICLES
20.1 CONCEAL
20.2 GUN TRAITS
20.3 VEHICLE TRAITS
20.4 TRAITS FOR BOTH VEHICLES AND GUNS
20.5 GUN/VEHICLE VS INFANTRY OR GUNS
20.6 GUN/VEHICLE FIRE VS VEHICLES
20.7 GUN/VEHICLE FINAL OP FIRE
20.8 INFANTRY VS GUNS
20.9 INFANTRY VS VEHICLES
20.10 GUN/VEHICLE STACKING
20.11 VEHICLE REAR VULNERABILITY
20.12 CRUSHING
20.13 TANK SHOCK
21.0 CARRIERS
21.1 MOVING
21.2 CONCEALMENT
21.3 MOUNTING AND DISMOUNTING
21.4 FIRING FROM CARRIERS
21.5 FIRING AT CARRIERS
21.6 ROUT
21.7 COXSWAIN PANIC
22.0 TANK RIDERS
23.0 UNARMORED VEHICLES
24.0 – 29.0 UNUSED SECTIONS
30.0 WEAPONS
31.0 MORTARS
31.1 DIRECTED FIRE
32.0 ARTILLERY SUPPORT
32.1 REVERSE SLOPE BLIND HEX (RSBH)
32.2 T44 ROCKET ARTILLERY
33.0 SPECIAL ANTI-TANK WEAPONS
34.0 FLAMETHROWERS
35.0 AIRCRAFT
35.1 JU-87G, STURMOVIK, JABOS (FIGHTER-BOMBERS)
36.0 SATCHEL CHARGES
37.0 CANISTER AMMUNITION
38.0 TYPE 92 BATTALION GUN
39.0 TERRAIN AND EFFECTS
40.0 BUILDINGS AND WOODS
40.1 HUTS
40.2 UPPER LEVEL
40.3 RAILWAY VEHICLES
40.4 WOODS
41.0 OPEN GROUND
42.0 ROAD
43.0 FORTIFICATIONS
43.1 FOXHOLES
43.2 TRENCH
43.3 PILLBOXES AND BUNKERS
43.4 CAVES
43.5 FORTIFIED POSITIONS
43.6 WIRE
44.0 HEDGEROWS
45.0 WATER
45.1 RIVER OR CANAL
45.2 SANDBAR
45.3 STREAM (IN A SHALLOW DEPRESSION)
45.4 GULLIES AND BALKAS
45.5 OCEAN
45.6 SURF
46.0 HINDERING TERRAIN
46.1 DIKE ROAD AND WALLS
47.0 HILLS
47.1 MOVEMENT
47.2 LOS
47.3 FIRE EFFECTS
47.4 CLIFFS
48.0 SMOKE
48.1 SMOKE GRENADES
48.2 JAPANESE GRENADE DISCHARGERS
49.0 MINES
50.0 NIGHT
50.1 ILLUMINATION COUNTERS
50.2 NIGHT EFFECTS
50.3 REGENERATING DECOYS
51.0 JUNGLE
51.1 LOSING CONCEALMENT IN THE JUNGLE
51.2 MELEE IN THE JUNGLE
52.0 SWAMP
53.0 PATHS
54.0 DESERT TERRAIN
54.1 SMALL TERRAIN FEATURES
54.2 RIDGE
54.3 ESCARPMENT
54.4 TRAILS
54.5 ANTI-TANK DITCH
54.6 SANGAR
55.0 WEATHER
55.1 SNOW
55.2 MONSOON
56.0 SUMMARY OF NATIONAL DIFFERENCES
57.0 GERMANS
57.1 GERMANS AND RUSSIANS
57.2 PANZER GRENADIER
57.3 SS DESPERATION VS RUSSIANS
57.4 LATE WAR SS
57.5 FAUSTNIKI
58.0 AMERICANS
58.1 AMERICAN RELUCTANCE
58.2 AMERICAN MELEE
58.3 FIRETEAMS
59.0 JAPANESE
59.1 JAPANESE MELEE
59.2 JAPANESE -2 CONCEAL
59.3 TYPE 89 GRENADE DISCHARGER SQUAD
59.4 SUICIDE ANTI-TANK TEAM (SATT)
59.5 SEISHIN
60.0 COMMONWEALTH
60.1 PLUCK
60.2 UNIVERSAL (BREN) CARRIER
61.0 OPTIONAL RULES
61.1 SUSTAINED FIRE
61.2 UNCONFIRMED KILLS (UK)
61.3 CRITICAL HITS
62.0 CAMPAIGN GAME RULES
63.0 COMMAND AND CONTROL
63.1 COMPANY HUB
63.2 DISPLACED
63.3 MOVEMENT
64.0 FATIGUE
64.1 FATIGUE CHART
64.2 FATIGUE LEVELS
65.0 REGROUPING
65.1 INITIATIVE AND SCENARIO/STANZA END
65.2 LOSS RECOVERY
65.3 MAP SITUATION
65.4 THE NEXT SCENARIO
66.0 RECOMMENDATION FOR SOLO PLAY
67.0 EXTENDED EXAMPLE OF PLAY
68.0 GLOSSARY AND INDEX ACCURACY CHECK


1. OPERATIONS PHASE
Every player MUST do one of the following within the Ops Range allowance (mark each unit as Used):
Active player must either Passive player may
[Move] (will Melee in phase 3 if finishes on enemy hex) Op Fire / Final Op Fire
[Move and Assault Fire] (reduces to hit chance + Prof check needed) Op Fire / Final Op Fire
[Fire (Op Fire)] cannot react
[Declare Opportunity Fire] (improve Prof check when Op Firing) cannot react
2. ROUT PHASE Player that moved first in scenario completes entire rout phase first
Units that certain conditions at start of Rout phase are subject to rout:
3. MELEE PHASE Melee combat is simultaneous
4. RECOVERY PHASE Game markers are removed or advanced
All units marked with suppression recover ONE step (except if still in melee)
All used, Op Fire, CP, Artillery Fire Mission markers are removed
Move markers (tanks) are NOT removed
Turn marker is advanced (if last turn, determine victory)

Rules TOC