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#73086
Avatar photoIvan Sorensen
Participant

And since I am a dope who can’t read, here’s the answer to the question you actually asked, rather than what I thought you asked, half-sleepy 🙂

The turn sequence is IGOUGO for simplicity. You could make an alternating sequence if you liked, but I wanted to cater to multi-player games where its easier to just take turns.

You roll two D6, pick the higher for the number of units you get to activate. There are four orders you can perform: basic combat, a withdrawal that reduces damage sustained, regrouping the unit (a chance to recover more damage but the unit is inactive) and you can redeploy (move faster if you are not engaged with the enemy)

Combat is a bit similar to 1HourWargames in nature: Roll to hit, then roll and accumulate damage. Usually you keep a small die next to each unit to track “damage” (representing suppression, physical losses, panic and so forth).

When units exceed 6 damage, they are destroyed. (this ensures that you cannot typically destroy a unit in a single attack).
At close range, the targets can return fire and you get bonuses to hit at “assault” ranges.

The goal is to play very quickly and without a lot of fuss. If you’ve played 1HW or FUBAR, you’ll have an idea of the feel.

There’s a big section on building your own units and critters, which I’ll give some examples of tomorrow.

Hope that helps a bit more!