Phoenix Command Basic Miniatures Rules
v.001
2.1 Turn Sequence
The game is played in a series of turns until one
side or the other achieves victory on the battlefield.
The turn is broken into the following stages:
Strategic movement
Move any units that are designated for strategic
movement—that unit may not act in the operations phase and loses any
CP it may have accumulated over prior turns. The unit must not be in
contact with the enemy before it engages in strategic movement, and
its movement may not bring it into enemy contact. Its movement may,
however, be subject to an interrupt if it passes through an ambush or
enemy overwatch. Units are in contact if they are in weapons range of
each other and are able to draw a Line of Sight to each other.
Resolve any interrupts that occur when units in
strategic mode move into contact.
Initiative
Count the number of active combatants on each side.
The Side which has the most active combatants has initiative until the
turn ends, or an interrupt causes a change in initiative. An active
combatant is one who:
1.
did not perform actions in the Strategic Movement phase (does
not include actions performed in interrupts), and
2.
is not panicked or incapacitated.
Operations
The unit on the battlefield with the highest number
of CP is activated. It can either:
1.
Expend all its CP by performing actions,
2.
Accumulate another CP, or
3.
Pass by doing nothing.
The decision then passes to the unit with the next
highest number of CP, and so forth until all units have been
activated.
In the event that both sides have a unit with an
equal number of CP, the side with initiative activates their unit
first.
Once a unit has been activated in a turn, it cannot
become activated again in the turn.
Example: Alex
has the initiative and has four fireteams with 3, 2, 2, and 0 CP
accumulated, while Jason has two squads with 2 and 1 CP accumulated.
The activation of
units in the operations phase of a turn would be as follows: Alex
activates the fireteam with 3 CP first and adds another CP, giving 4
CP in total. This fireteam has been activated for the turn and cannot
be activated again.
Because he holds
initiative, Alex activates one of the squads with 2 CP and performs
actions and then does the same with the other squad with 2 CP. He
chooses the order in which these two units are activated.
Once Alex has
activated all of his units with 2 CP, Jason is able to activate his 2
CP unit. He adds a CP, bringing the unit’s accumulated CP to 3. As
this unit has been activated once in this turn, it cannot be activated
again. Then Jason activates his final unit with 1 CP and has it
accumulate another CP.
Finally, Alex
activates his 0 CP unit and has it accumulate another CP.
All units have been
activated, and this ends the operations phase of this turn.
2.2 Unit Organization
Combatants are organized into units on the
battlefield. All members of the unit must remain within the Command
Distance of the unit’s leader and must perform their actions at
the same time in the turn. When the unit’s leader begins expending
command points, all members in the unit must act.
Some common unit organizations are found here.
Units cannot be subdivided below the level of
fire-team. However, units can be consolidated into larger
organizations, such as sections/squads and even up to platoons, so the
entire larger organization acts at the same time, and these can be
broken down to their constituent units later in the game.
Consolidation:
To consolidate sub-units into a larger unit or
organization, all sub-units to be consolidated must be within the
Organization Leader’s Command Radius. Consolidation requires 1 CP
per sub-unit to be consolidated. Once consolidated, any CP not
belonging to the organization Leader are lost.
Example: The
US Infantry Squad contains two fire teams/sub-units. To consolidate
the units into a single squad, the two fire teams/sub-units must be
within the squad leader’s command radius, and the Squad leader would
have to spend a total 2 CP (one CP for each unit) to complete the
consolidation. If the intent were to consolidate to a platoon, all the
units would first have to be consolidated into squads, and then the
squads consolidated into a platoon.
Furthering the
example, the Squad leader had 4 CP and the Team Leader of the second
fire team had 3 CP, following the consolidation, the Squad leader
would have his original CP less 2 for the consolidation leaving (4-2
=) 2 CP, and the team leader of the second fire team would have lost
the 3 CP that he had before the consolidation.
Only units in the same organizational structure can
consolidate, so only the two fire teams that comprise the same squad
can consolidate, and squads can only consolidate with other squads
from their platoon, and so forth.
Detachment:
A consolidated unit can detach units. Doing so costs
1 CP per unit detached. A detached unit begins with no CP.
Example: A
US infantry squad breaks itself into two fire teams. Doing so requires
1 CP, and the unit is broken into two units. Only 1 CP was required
for the detachment since officially, only one unit was detached
Reorganization:
In the midst of a battle, as units take casualties
and are eliminated, holes may develop in the organizational structure.
A platoon leader may want to assign and shift his units in his
organization to maintain an effective command structure. Doing so is
handled in a similar way to consolidation, but with key differences.
The reorganization requires expenditures of command
points from two levels above the units subject to reorganization. So,
a Platoon leader would be necessary to give reorganization orders to
units under his command, and a company leader would be necessary to
give reorganization orders to squads.
Example: Heavy
fighting has mauled two of the squads in a platoon, so that each squad
has lost a fire team. The Platoon leader is able to expend CP to
reorganize the remaining fire teams into a single squad.
Example: Two
squads have taken heavy casualties, so that none of their units are up
to full strength. The Platoon leader is able to expend CP to
reorganize all the individuals in the two squads into new fire teams
and bring the new fire teams together into a single squad.
Reorganization requires the expenditures of 2 CP for
each sub-unit affected. In the event that the reorganization results
in the elimination of sub-units from the command structure, CP are
only expended on the remaining sub-units. As with consolidation, the
units being reorganized must be within the Reorganizing leader’s
Command Distance.
Example:
Continuing the examples above, as the reorganization results in the
formation of a single squad with two units, only 4 CP are required
from the platoon leader. Ordinarily these two squads would each have
had two sub-units, but the reorganization eliminated two sub-units.
2.3 Command and Control
Command and Control determines how well a combat
unit is able to develop and execute tasks on the battlefield, through
a process of planning, initiative, and motivation. In Phoenix Command
Miniatures, the Command and Control process is handled through the use
of Command Points (CP).
When a unit is activated in the Operations phase of
a turn, the leader of the unit may expend all his accumulated CP by
having the unit perform actions. The actions a unit can perform are
described in the following section.
If the activated unit’s leader does not choose to
perform any actions and expend his entire accumulated CP, he
accumulates another CP. There is a limit to the number of CP a leader
can accumulate, and if the leader is already at his maximum for
accumulated CP and does not wish to expend them, he does not gain
another and the unit completes its turn. A leader cannot accumulate
more CP than his Command Rating.
Example:
Jason has two units, led by figures with Command Ratings of 4 and 3.
Both have accumulated 3 CP at the start of the present turn. Jason
decides not to have his first unit expend any actions this turn, so he
adds another CP to the unit, bringing its cumulative CP to 4.
He also decides not to
have the second unit expend actions either. However, since the unit
has already accumulated CP equal to its Command Rating of 3, the unit
cannot accumulate further CP. The unit does nothing this turn.
If a unit decides to expend CP by performing
actions, all the unit’s CP must be expended, leaving the unit with 0
CP when its actions are completed. Any CP not used in performing
actions are lost.
Example:
Alex activates a unit with 3 CP. He uses 2 CP to advance the unit
towards cover and does not wish to perform further actions. The
unit’s remaining CP is lost.
Command Ratings: Each leader has a Command
Rating, which determines his ability to plan and exercise control over
his troops. Some leaders, notably poorly-trained militia, will have CP
of 1 or 2. Most line troops have Command Ratings of 3 to 5, while
elite troops can have command ratings of 5 or 6. The higher the
rating, the more CP a commander can accumulate and have his troops
expend all at once.
Breveting: If the leader of a unit is
incapacitated or killed, the unit loses all accumulated CP and has to
appoint (“brevet”) a new leader immediately from within its ranks.
The new leader must accumulate and spend 1 CP to take command of the
unit. In the advanced rules, a nation’s command and control doctrine
can raise or lower this CP cost for the new leader to take command.
The new leader has a Command Rating one less
than his predecessor. If the new leader’s command rating is less
than 1, then the unit cannot brevet a new leader and breaks.
While a unit is breveting a new leader, it may not
perform other actions, and can only mount a ragged defence.
Example: Alex’s
two militia units (Command ratings 2 and 1 respectively) have taken
heavy casualties. Leaders for both units have been killed. Alex brevets a new leader for both units as soon as the old
leaders are killed. The first unit’s replacement leader has a
Command Rating of 1, while the second would have a Command Rating of
0.
Since the second
unit’s replacement leader has a command rating of less than 1, that
unit is unable to brevet a new leader and breaks from the battlefield.
The next turn, while the second unit is breaking,
the first unit’s new leader accumulates 1 CP. The following turn, he
expends that CP to take command of the unit and is then able to act
normally.
Command Distance: Each leader has a command
distance. All figures in his unit must remain within this distance to
the leader to be able to properly take and execute orders. In the
basic game, all leaders have a Command Distance as shown in the Leader
Table. Rules for generating different command distances for
leaders are found in the advanced rules.
A figure which ending his turn outside of his
leader’s command distance is a Straggler. In the advanced
rules, Stragglers are a dangerous fixture on the battlefield and can
disrupt their own side’s actions or even open fire on their own
side. Under the basic rules, Stragglers are removed from play in the
turn they become stragglers.
Example:
Jason’s fireteam has five figures including a leader. After
expending actions, two of the figures finish their movement in
positions which place them more than 7” and 8” away from their
fireteam leader. These figures are Stragglers and are eliminated from
play.
Command Checks: From time to time, a command
check will be required to confirm that a commander maintains control
over his troops. The command check is performed by making a 0-9 roll
and trying to get under the sum of the figure’s Troop Quality and
the leader’s Command Rating. This sum is referred to as the Command
Check Target.
Shaken troops suffer a penalty of –2 to their
Command Check Target. Panicked troops and Fanatical troops
automatically fail command checks.
Leaders are not required to perform command checks
on themselves.
Example: Alex
has a unit of three figures attempting to perform an ambush/interrupt
on one of Jason’s units. Alex wants the figures to hold fire until
Jason’s unit is within the kill zone. Alex’s figures are militia
(troop quality 2) and the leader has a command rating of 3.
Alex makes a 0-9 roll
for the two non-leader figures in the team as soon as Jason’s unit
enters Alex’s team’s line of sight, rolling a 3 and 0. Both rolls
were below the Command Check Target 5, which was the sum of the
Troop Quality of 2 and the Command Rating of 3. Therefore, both
figures hold their fire, as does the leader.
Jason’s unit expends
another CP to perform another action. Before they do so, Alex rolls
the Command Check again, this time rolling a 6 and a 4. One of
Alex’s figures fails the command check and opens fire on Jason’s
unit. Having the ambush blown by a nervous soldier, Alex has the rest
of his ambush team open fire on Jason’s unit. This weapons fire is
resolved before Jason’s unit begins performing their actions on the
current CP.
Tracking Accumulated CP:
Players can track accumulated CP through the use of CP chits. In an
open game such as those played to introduce new players to the game,
CP chits can be placed right on the tabletop beside the leader figure.
This has the advantage of allowing players to know at a glance a
unit’s accumulated CP, but it also shows the opposing player the
same information and it allows him to anticipate actions from units
with high CP counts. Chits can be anything—pennies, glass gaming
stones, or cardboard counters have all been used.
By setting up a blind or screen around a unit
roster, CP chits can be placed next to the appropriate unit’s
roster. Since the unit’s roster is hidden from the opponent, an
element of the fog of war is introduced, and opposing players are
never certain which units will be the next to be activated. This
creates a tension-filled game and gives a better simulation of real
small unit actions, but it requires players to keep close track of
their own units to ensure that CP are accurately assigned.
2.4
Actions
Units can only perform actions by expending
accumulated CP. This can only be done during the Operations Phase of
the game turn when a unit is activated and chooses to perform actions
(See section 2.3 Command and Control). Each figure in the unit
must perform his action before the unit’s next CP can be expended.
The actions permitted are shown on the following
table:
| Actions Table
|
| Action
Type
|
Description
|
| Disciplined
Fire |
Disciplined fire allows a figure
to deliver a coordinated and carefully aimed volume of fire at a
target. Disciplined fire enables a figure take an additional
shot without modification to their odds of hitting. |
| Advance
and Fire |
The advance and fire action allows
a figure to move their Standard Move as shown on the movement
chart, and direct fire at a target. |
| Double-time
Advance |
Double-time advance allows a
figure to move twice their standard move. A figure doing a
double-time advance may only do so once in a turn, and may not
fire during the action they performed the double-time advance. |
Example:
Jason activates a fireteam with 3 CP and 5 figures and decides to have
them perform actions by assaulting a farmhouse. The five figures in
the fireteam are Alan, Bob, Chuck, Doug, and Eric (leader).
The first CP expended
is for disciplined fire to suppress any enemy in the farmhouse. Jason
has Alan pop a smoke grenade to cover a subsequent advance, while the
rest of the fireteam takes 4 shots each with their small arms.
The second CP expended
is a double-time advance for the entire unit, which allows each figure
in the unit to move twice the figure’s standard move. Jason moves
the five figures of the fireteam twice their standard move of 6”,
for total movement of 12” towards the farmhouse. They cannot perform
another double-time advance this turn as each figure can only
double-time advance once per turn.
The third CP expended
has the team close to and enter the farmhouse. Alan and Bob go through
the door shooting at targets they find within. Each takes two shots.
Chuck and Doug move to cover outside the farmhouse and fire at the
windows to suppress any enemy troops within, firing three shots. Eric
moves to the corner of the farmhouse to cover approaches from adjacent
buildings.
This unit has expended
its entire CP and ends its turn. Jason makes a check and confirms that
all members of the unit are within Eric’s Command Distance so no
members have to be eliminated as Stragglers.
Actions are performed by the figures in a unit, and
not the unit as a whole. Individual figures in a unit can perform
different actions on the expenditure of the same CP. This means that
one figure in a unit could be performing a double-time advance, at the
same time as another is performing disciplined fire, while others in
the unit are advancing and firing, and so forth.
2.5 Interrupts
Often in modern combat, units will set up combat
positions to engage an enemy when the enemy moves into a certain area
or kill zone. This is referred to as overwatch or ambush, but the
result is the same—to prevent the enemy unit from continuing its
actions.
Preparing Interrupts: A unit (ambushers) sets
an interrupt by expending 1 CP. Once the interrupt is set, the unit
ends its turn and holds the CP it expended setting the interrupt in
reserve. An “interrupt prep” marker is placed beside the ambusher
unit.
When an enemy unit enters an ambusher’s LOS, the
ambushers have the option of expending the held CP to perform a single
action. The entire unit must perform the same action, since there
usually is no time to coordinate a complex response to the appearance
of an enemy unit.
For clarification, a hidden unit which becomes
spotted as a result of performing actions (even another interrupt) is
considered to have entered LOS. This means that a hidden unit which
opens fire may be exposing itself to interrupts from enemy units.
While waiting for an enemy to appear, the unit can
continue to accumulate CP as normal, but it may not accumulate more CP
(including the reserve CP for the interrupt) than the leader’s
Command Rating.
Even though a unit that has set an interrupt may
have multiple accumulated CP, only a single CP may be used in
performing the interrupt.
Premature Interrupt Actions: In performing an
interrupt, there is a chance that the ambushing unit may choose to
perform its interrupt before conditions are optimal. For example, a
soldier in the midst of an ambush may get nervous and open fire before
the enemy has reached the kill zone.
Each CP the target spends after entering the
ambusher’s LOS requires a Command Check to be done for each figure
under the ambush team leader’s control. A successful command check
means that the unit holds its fire and can decide when to fire while
the target is performing its action. A failed roll means that the
figures that failed perform ragged fire on the target before the
target begins its action.
Example: Alex
has a unit of three figures attempting to perform an ambush/interrupt
on one of Jason’s units. Alex wants the figures to hold fire until
Jason’s unit is within the kill zone. Alex’s figures are militia
(troop quality 2) and the leader has a command rating of 3.
Alex makes a 0-9 roll
for the two non-leader figures in the team as soon as Jason’s unit
enters Alex’s team’s line of sight, rolling a 3 and 0. Both rolls
were below the Command Check Target of 5, which was the sum of
the Troop Quality of 2 and the Command Rating of 3. Therefore, both
figures hold their fire, as does the leader.
Jason’s unit expends
another CP to perform another action. Before they do so, Alex rolls
the Command Check again, this time rolling a 6 and a 4. One of
Alex’s figures fails the command check and opens fire on Jason’s
unit. Having the ambush blown by a nervous soldier, Alex has the rest
of his ambush team open fire on Jason’s unit. This weapons fire is
resolved before Jason’s unit begins performing their actions on the
current CP.
Alex resolves the fire
as follows. The nervous figure performs ragged fire. This means he
fires at the maximum rate of fire for his weapon, in this case three
shots and all are performed at a –2 penalty. Unlike disciplined
fire, the nervous figure cannot take any shots over and above the 3
shot maximum for his weapon.
The leader and other
figure perform disciplined fire. The leader takes 2 shots, using the 1
shot line on the odds of hitting tables. According to the rules for
disciplined fire, a figure may take an additional shot without
modification to their odds of hitting. The other figure fires at his
maximum rate of fire of three shots and takes an additional shot as
allowed under disciplined fire.
Resolving Interrupts: If an ambusher’s
actions are sufficient to cause the morale of the unit to become Shaken,
then the interrupt is successful. The target unit loses its entire
remaining CP and ceases its turn.
An interrupt is automatically successful against
units that were already Shaken before the interrupt occurred.
Example: Continuing
the above example, Alex’s ambushers manage to cause sufficient
casualties to Jason’s unit to make the latter’s morale Shaken.
Jason’s unit must cease performing actions and loses all remaining
CP. Jason has his unit “Take Cover,” which costs no CP and has the
unit go to ground taking advantage of any cover they can find. This
ends the turn for Jason’s unit.
A failed interrupt means that the target unit is
able to continue to perform actions normally.
Ragged Interrupts: Often, a unit will not
have any CP in reserve to set or perform a prepared interrupt.
However, they may still attempt an interrupt against an enemy unit
entering their LOS. The procedure for holding fire and resolving
interrupts is identical to that of the prepared interrupt except that
a unit performing a Ragged Interrupt can only perform ragged fire.
A unit can only attempt one Ragged Interrupt in a
turn.
Take Cover: A unit which has been
successfully interrupted must cease performing actions and end their
turn. As an option, they can “Take Cover” which has the unit as a
whole try to locate any cover they can find and make use of it. Each
figure can move up to 3” towards the nearest cover, but they cannot
advance towards an enemy to do so. If there is no cover within the
3” limit, then the figures go prone.
The unit should be checked for any Stragglers after
they have taken cover, and these should be dealt with appropriately.
In the basic game, Stragglers are eliminated from play.
A figure that has Taken Cover is able to use the
“In Cover” or “Prone” Lines, as appropriate, on the Odds of
Hitting Modifiers Table.
Tactical Notes: The interrupt is a
devastating tactic that can bring a coordinated enemy plan to a
screeching halt if used properly. Interrupts should be set if enemy
contact is anticipated. Multiple units can coordinate their actions so
that one unit has set an interrupt while the other is advancing and so
forth.
A truly successful interrupt may not only cause the
target to become Shaken and end its turn, but if sufficient casualties
are inflicted, it may also cause the enemy side to lose initiative,
allowing the ambushing side to move its units before the enemy can.
Example: Continuing
the above example, Jason’s unit has been Shaken and has taken three
casualties. Alex calls to check initiative and both sides quickly
count their active combatants. Jason had 27 active combatants before
the ambush and now has 24, while Alex has 26. Alex seizes the
initiative from Jason.
Jason has an
unactivated unit with 3 CP and 2 unactivated units with 2 CP, while
Alex has 2 unactivated units with 2 CP each. The next unit to be
activated is Jason’s 3 CP unit, followed by Alex’s 2 CP units
followed by Jason’s 2 CP units. Before Alex seized the initiative,
Jason’s 2 CP units would have been activated before Alex’s 2 CP
units.
2.6 Weapons Fire
Units can engage in weapons fire during interrupts
or by expending actions in the operations phase of the turn. Units
which have performed strategic movement in the turn or units which
have used the Double-time advance in their action are not eligible to
fire.
The Weapons Tables provide information on Range,
PEN, and System Damage Modifier (SDM). Many weapons can
strike the target with multiple rounds each time they hit, and these
weapons are designated with a value like “2 hits @ 60” in their
PEN entry. In this case, this means that the weapon strikes twice at a
PEN of 60 for each successful shot. Each of these hits is resolved
independently as described further in this section
If the weapon is listed as having 1 Shot/Action,
then it may only fire 1 shot for each Action performed by the shooting
figure. A weapon listed as 1 Use means that the weapon is
disposable and can only be fired once before being discarded. Note
that a weapon listed as having 1 Shot/Action or 1 Use takes the
shooter his entire action to aim and fire. A Shooter, even if willing,
cannot use the 2 shot or 3 shot lines on the Odds of Hitting Tables
with these weapons. Disciplined fire will not give the shooter an
extra shot with these weapons.
A firing figure decides what weapon he is going to
use (if he has more than one). For figures with multiple weapons, only
one weapon may be used per action.
Once the weapon has been chosen, refer to the
appropriate section of the Odds of Hitting Tables. At this
point the firing figure decides how many shots he will take. If he
takes one shot, it is assumed to be fairly carefully aimed and its Odds
of Hitting are higher than if the two shot or three shot lines are
chosen. The player cross-indexes this line with the range to the
target, and modifies the number by the target’s Odds of Hitting
Modifier. This gives the final Odds of Hitting.
The player then rolls a 0 to 9 number for each shot
being taken by the figure; if the number rolled is less than or equal
to the final Odds of Hitting, the target has been hit by that shot.
When determining the target’s Odds of Hitting
Modifier, the target is considered In Cover if it is in terrain
that provides cover (such as rubble or woods) or if there is cover or
an obstacle between the shooter and the target. This includes low
walls, vehicles, or other objects which do not block the line of sight
but which partially obstructs the line of fire. The target is
considered Firing Over Cover if it is firing over or around cover to
which it is adjacent.
Optional Stray Fire Rule: Where a shooter is
firing at a target, and the shooter’s Odds of Hitting are less than
zero (0), have the shooter roll 0-9. Take the difference between the
shooter’s 0-9 roll, and the odds of hitting, and subtract this from
the hit location and injury roll.
Example: One
of Jason’s combatants is militia level and is shooting three shots
at a target behind cover at 20 inches. The Odds of Hitting are –3
for each of the three shots. Jason rolls a 7, 4, and 8. The target’s
hit location and injury rolls would by modified by –10, -7, and
–11. Jason rolls a 6, 9, and 3 for the hit location and injury
rolls, and these are modified to –4, 2, and –8 respectively.
Reading on the table, Jason sees that he has caused a graze to the
target.
Hit Location and Injury for Human Targets: If
a human target is hit, the target figure refers to the Hit Location
and Injury Table. Compare the Weapon’s PEN with the Armour PF and
resolve it as follows:
| Weapon
Penetration vs. Armour PF
|
|
Weapon PEN exceeds Armour PF by 4 or higher or
target is unarmoured. Or Weapon PEN exceeds target’s Armour PF
of its Body Armour.
|
Roll on Hit Location and Injury Table using
the Overpenetration Column.
|
|
Weapon PEN equals Armour PF or exceeds Armour
PF by 3 or less. Or Weapon PEN does not exceed target’s Armour
PF of its Body Armour.
|
Roll on Hit Location and Injury Table using
the Glancing Column.
|
|
Weapon PEN does not exceed Armour PF.
|
No penetration. No effect on target.
|
Make a 0-9 roll on the appropriate column of the Hit
Location and Injury Table to determine the result. Add the Weapons System
Damage Modifier (SDM) to the roll to determine the final Injury
Effect.
Note that if there is intervening cover between the
shooter and the target, then the projectile’s PEN for non-explosive
ammunition is reduced by the PF of any intervening cover through which
the projectile passes before striking the target. Explosive weapons
detonate on the intervening cover.
A Graze result reduces the Morale of a Bold
target to Shaken, and a Shaken target to Panicked. It has no effect on
Fanatical or Panicked targets.
A Light Wound Result requires the target to
make a 0-9 roll against his Knockout Chance. If less than or
equal to the knockout chance is rolled, the target goes unconscious
and is incapacitated. If the character remains conscious, he can act
normally, but the Morale of a Bold target is reduced to Shaken, and a
Shaken target to Panicked. A Light Wound has no effect on the Morale
of a Panicked target.
Fanatical targets suffering a light wound that
remain conscious must make a second 0-9 roll against their Knockout
Chance. If less than or equal to the knockout chance is rolled, the
fanatical target immediately becomes panicked.
Incapacitated figures are simply removed from play
in the Basic rules. Advanced rules allow for Medics and Recovery.
A Critical Wound result means that the
Character has been immediately Incapacitated and is removed from play.
Explosive Weapons: Weapons which have a (B)
following their PEN have a significant blast effect. This includes
Grenades, Grenade Launchers, LAWs and other explosive weapons. All
figures near the target may be injured, with injury effects taken from
the Explosive Injury Table after cross indexing the weapon’s SDM
with the figure’s range from the blast centre in the appropriate
part of the table.
If the explosive weapon misses its target, roll a
ten-sided die. The direction the upper corner of the first die points
is the direction the explosive warhead deviates. The explosive warhead
detonates 4” away from the target in the direction of deviation.
2.7
Melee
To make a Melee attack, a figure must move to where
his base is touching the base of his target and declare a Melee
attack. The target figure then decides if he wishes to engage in melee
or escape.
Assuming the target engages in melee, the attacker
rolls a 0-9 number; if the number rolled is less than his Melee Attack
Value, the attack hits. Any successful attacks roll on the Hit
Location and Injury Table using the appropriate Melee column for
unarmoured targets or targets wearing Body Armour.
If the target instead wishes to escape, there is an
additional +5 to the attacker’s Melee Attack Value. If the target
survives this attack, the target can then perform actions normally.
2.8 Morale
Morale effects play a very important role on the
modern battlefield, and much of a leader’s time is spent bolstering
the morale of troops in combat.
All figures on the battlefield fall into certain
morale states. For the majority of troops, the morale state starts
with Bold, where troops behave execute orders normally.
As troops are exposed to the rigours of combat,
their morale state can drop to Shaken. In this condition, a
soldier is hesitant to expose himself to combat and requires
encouragement from his leader to do so. In many armies, this
encouragement comes from reassurance that his squadmates are still
there to support him, and need his support in return. In other armies,
leaders have been known to push reluctant soldiers at the point of a
gun.
When a figure in a unit becomes shaken, the unit’s
leader must decide whether to attempt to Rally the shaken figure, or
to abandon him.
Rallying: A rally involves performing
actions. When a unit decides to perform actions, a leader must first
spend 1 accumulated CP to rally all shaken figures in his unit.
Failure to spend the CP means that the Shaken figures will not move or
perform actions, and can only perform ragged fire. If the leader has
no CP, the leader’s superior officer can move to join the unit and
expend his own CP to rally the unit.
Abandonment: Rallying can become very
expensive in terms of CP and time, and a leader may be tempted to
abandon a Shaken figure and press on with his plan. Doing so requires
a successful command check for each Bold figure in the unit—any that
pass the command check are able to execute actions normally. Those
that fail will lag behind by 1 CP. As the actions are resolved, check
to see whether the abandoned figures become Stragglers.
Example:
Alex’s fireteam has been badly mauled by fighting, and one of his
five team members is Shaken. Alex’s leader has 3 CP accumulated and
needs to seize a farmhouse before the enemy can consolidate their
defences, so he decides to abandon the Shaken team member, telling him
to sit tight and that he and the rest of the team will be back
presently.
Alex makes Command
Checks for the rest of the team, and passes with all but one. Deciding
to proceed, he expends the first CP and has the leader and the team
members who successfully passed the Command Check perform actions. The
one team member that failed the command check does not perform any
actions on this CP. The Shaken figure also does not perform any
actions.
On the second CP
expended, Alex moves the leader and all unshaken team members and
manages to take down the enemy and clear the farmhouse.
On his third CP, he
moves the leader and unshaken team members so that the Shaken member
is still within Command Distance and does not become a Straggler.
Leader Self-Rally: If the leader of a unit has been Shaken or Panicked, the
leader must expend 1 CP composing himself before he can expend any
further CP. On completing a self-rally, the leader is returned to a
Bold morale state.
Forced Rally: Where a leader is faced with a
desperate situation and where he has multiple shaken troops in his
unit, he can perform a Forced Rally. This is a very desperate measure
and involves the leader killing one of the Shaken troops.
To do a Forced Rally, the unit’s leader expends a
CP and removes one of the Shaken troops in his unit from play. The
remaining Shaken and Panicked troops in his unit and in any friendly
units within sight of the execution are immediately restored to Bold
morale state.
The leader performing the forced rally then performs
a command check at +2 on each figure in his unit. If the majority of
his unit (rounded up) passes, the leader can continue expending CP.
If, however, the majority of the unit fails the command check, then
the leader is removed from play (shot by his own side) and the unit is
Broken.
Panic: A special morale state is Panic, where
a figure refuses to follow orders and attempts to flee from the
battlefield. The panicked figure will retreat at a double-time advance
rate of movement directly away from the enemy towards cover. He will
do so even if he has already double-time advanced earlier in the turn.
If the figure reach cover, the figure will instead
attempt to surrender, and is removed from play.
A Panicked figure can be rallied and restored to a
Bold morale state by the unit’s leader expending 1 CP for each
panicked figure.
Panicked figures can only use ragged fire.
Fanatics: Fanatics are another special morale
state. Fanatics begin the battle in the fanatic state and can never be
changed to a Bold or Shaken morale state. They are, however, subject
to Unit Morale Effects for panic. Once a fanatic has panicked,
he cannot be rallied out of his panic, and will attempt to leave the
battlefield. If unable to do so, he will not surrender, but instead
attack the enemy with the ferocity of a cornered animal. Fanatic
figures can only use ragged fire.
Unit Morale Effects: The morale of figures in
a unit can have a ripple effect on others in the same unit. If the
majority (rounded up) of figures in a unit are Shaken, then the Unit
becomes Shaken and the leader must expend a CP to restore the Unit
Morale to Bold for the turn. He must then rally, abandon, or
force-rally the individual shaken figures with his next CP in order to
keep the unit morale from sliding back to Shaken in the next turn.
If the majority (rounded up) of figures in a unit
are Panicked, then the unit as a whole is Broken and immediately
routs, moving directly away from the enemy towards the nearest cover
at a double-time advance rate of movement. They will do so even if
they have already double-time advanced earlier in the turn.
If the unit cannot reach cover within its rout, the
unit will instead attempt to surrender, and is removed from play.
Once the unit is in cover, the leader must expend a
CP to steady the unit to Shaken state, and then expend another CP to
steady the unit to Bold state. Then, he must spend CP to rally each
individual panicked member in the unit, as described above.
If the leader does not have sufficient CP to expend,
then the unit will, during the next strategic movement phase, move
back to its Forming Up Point, or off the battlefield. A commanding
officer can attempt to rendezvous with the unit as it routs and may
use his CP to rally and steady the unit and its members.
2.9 Heroes
A special form of unit is the Hero, who is an
individual figure able to move and act independent of any larger unit.
Heroes accumulate CP and perform actions in the same way as other,
larger units.
In the advanced rules, heroes can have special
abilities which they can use themselves, or to affect a larger unit.
In the basic game, however, the heroes have no special abilities and
act in the same way as other, larger units with the sole exception of
being immune to command distance requirements. They do not have to be
within command distance of any other unit, and can act and move
independent of other units.
2.X Design and Tactical
Notes
Phoenix Command Miniatures is designed to
simulate the decisions faced by small unit commanders, and as such,
morale and command and control are key factors, and are reflected in
the rules as well.
A small unit commander is essentially trying to
impose his will upon an innately chaotic and terrifying situation, and
so has to deal with assessing a situation, planning a response,
delivering instructions to his people, and then ensuring that his
people carry through on those instructions. And all of this is done
while the other side is actively trying to kill him and his people.
And with the pace of modern combat increasing with the presence of
computerized communications, increased coordination of air, ground,
and artillery assets, and the growing prevalence of close quarter
battle (CQB) and military operations on urban terrain (MOUT), any
small unit commander can be quickly overwhelmed by the situation.
Phoenix Command Miniatures simulates a commander’s
activities through the use of CP. Where in real life units have to
stop, assess, plan, and coordinate actions before they can execute
operations, in Phoenix Command Miniatures, units have to accumulate
sufficient CP before they can act.
This results in a miniatures battle that ebbs and
flows as real battles do. Units will spend brief moments acting and
racing towards their objectives, and then in the lulls spend time
coordinating and planning.
The key to victory is planning. Commanders have to
look beyond the next turn, and have to gain an understanding of what
their unit will be doing all the way to the end of the battle. Instead
of focussing on the next turn, instead focus ten or twenty turns
ahead. Players have to manoeuvre units carefully into position for
coordinated assaults, or staged defences.
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