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  1. Cavalry Rules for Ostfront
  2.  
  3. Organization
  4. Cavalry are deployed in bases, the same size as a regular infantry base (3" X 1.5")
  5. Each base represents 5 – 10 cavalry. A base of Cavalry costs 10 points. (for comparison a base of 10 veteran infantry cost 10 points, a T-34/76 costs 10 points, and entire platoon of infantry also costs 10 points, so its not cheap for a single base armed only with rifles and their speed)
  6.  
  7. Move
  8. Cavalry move 6". They can move flat out 12" but may not shoot that turn (this is equivalent of moving ~60kph)
  9.  
  10. Shooting
  11. Cavalry are armed with rifles only.
  12.  
  13. Overrunninig
  14. If cavalry come into contact with a base of enemy infantry or a field gun, the base immediately takes damage. Roll a D6 and inflict standard damage. Cavalry can only Overrun 1 base per turn, and must move at least 6" before making contact.
  15. They can elect to stay still and simply inflict damage while in base contact.
  16.  
  17. Taking Damage
  18. Cavalry take casualties just like infantry. Roll a D6 for each weapon targeting them: 1-3: no damage, 4-6: 50% casualties, 7+: wiped out.
  19. Cavalry cannot Go to Ground
  20.  
  21. Morale
  22. Just like regular infantry – pinned on a D6 roll of 1-2 if they take 50% casualties.
  23.  
  24. Dismounting and Mounting Up
  25. Cavalry can dismount in their turn, provided they moved 6" or less. They may not shoot on the turn they dismount. From then on they act as regular infantry. They may go to ground, and may also use grenades to attack.
  26. Cavalry may re-mount their horses during any turn they like. On the turn they mount up, they can either shoot their rifles from horseback, or move up to 6". From then on they count as cavalry again.
  27.  
  28. Outflanking – Cavalry can deploy as outflankers, just like assault infantry. - they start the game as reserves, roll a D6 for each unit each turn (including the first), on a 4+ they arrive, and move on from any board edge, but not within the enemies deployment zone.
  29.  
  30. Confusion
  31. Cavalry within 3" of enemy tanks can cause the tank crews to become disorientated or withdraw. Roll a morale check for each tank within 3" at the end of the Cavalry's turn. On a 1-2 the tank must move flat out towards its deployment zone, or the edge of the table, whichever is closest. Tanks that move off the table become in reserve. Roll for them each turn after they leave – on a 4+ they return to the table from where they left.
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