使用SoS规则升级AtB规则
Awakening the Bear! Rules Update
With the release of Storms of Steel! (SoS), the Conflict of Heroes system has experienced some significant changes. These changes were the result of additional play-testing and suggestions and comments from fans like you. The SoS Rulebook and Summary Sheet should be used to play Awakening the Bear! (AtB) so you can experience all the improvements the newest game in the series has to offer. You can download those two files from the same page you downloaded this file.
Using the SoS Rulebook and Summary Sheet for AtB To use the SoS Rulebook and Summary Sheet for your AtB games, you will need to keep in mind the following points as AtB still has some rule differences from SoS. Otherwise, the rules from SoS can be used with no modifications.
Engineers/Pioneers Any rules that refer to Engineer units also apply to Pioneer units.
Walls The map boards in SoS do not have any walls, so they are not referred to in the rules. Use the following rules.
- A wall gives a unit +1DM protection (in addition to the hex’s normal terrain type protection) for all incoming fire, from all levels, across a wall bordering the hex the unit is in. Walls do not give a bonus for rallying. * Walls cost an additional +1AP to foot and tracked units. Wheeled units may not move across them. * Regarding hidden units and enemies moving near them, walls apply as covering terrain for a hidden unit in the wall's hex if the LOS from the enemy unit to the hidden unit passes over the wall.
Close Combat Close combat works somewhat differently in AtB than in SoS. Use the following modifiers for AtB units instead of the modifiers given for SoS units.
- +4FP for all rifles, SMGs, pioneers, tanks, armored cars, and APCs. * -2FP for all MGs, guns, mortars, wagons, and trucks. * Units in CC must use red FP against units with red DRs.
All other close combat rules given in the SoS rulebook apply.
Multiple Target Types If a unit has a red and blue FP, it must use the same color as the target DR to attack, just as stated in the SoS rules. A unit from AtB that only possess one FP type, either red or blue, can still attack a DR of the opposite type. Add all relevant modifiers to the given FP, halve the total, and then make the attack.
Firing Groups Use the rules in SoS as printed. That means that AtB units without the appropriate FP rated at higher than 0 cannot contribute to the firegroup.
Transporting Units Trucks can transport a German LMG and a rifle unit. This is an exception to the general rule.
Land Mines Land mines attack units differently in AtB than SoS. In AtB, they have a blue FP of 8. They attack the flank DR of units using all normal attacking rules. In all other cases, the land mine rules from SoS apply.
Action Cards Use the descriptions for the cards on page 17 of the SoS Rulebook for all AtB cards. Some card names have changed though.
- Stopped Vehicle is now Bogged Down. * Hand Grenade is now Extra Grenades.
The Changes For those of you interested in what rules have specifically changed in SoS from AtB:
New Nomenclature Turn is now Round. Unused is now Fresh. Used is now Spent. Pioneers are now Engineers.
Unit Types An infantry squad is now defined as any foot unit with an AP movement cost of 2 or less.
Taking Actions All players can simultaneously have activated units. When both sides pass (or all but one person in a 3-4 player game passes), the round ends. A player can pay 1AP or CAP to stall.
Foot Unit Cautious Movement (Optional Rule) The foot movement penalty and cautious movement rules are now one, optional rule, as opposed to two separate optional rules. A foot unit entering a hex with a DM bonus (including vehicle cover) does not need to use cautious movement.
Attack Values All units now have both a blue FP and a red FP. When attacking, you now always pit colour vs matching colour (i.e. blue FP against blue DR, and red FP against red DR), even when attacking multiple units at once. There is no more dividing of total firepower or attacking one colour DR with a different colour FP.
Destroyed Unit and CAP Track Adjustment When your unit is destroyed, you immediately place it on the CAP track, starting with your maximum CAP allowance, and working your way down. If where you place the counter is on the same or lower square as your current CAP level, lower your CAP level by one.
Hits Hiding the hit counter stats from your opponent is no longer optional, but is now a standard rule.
Group Firing Supporting units in the firegroup must be within standard range (i.e., not long range) of the target hex.
Hidden Units Hidden units may now be hit by any kind of incoming fire, not just red FP. If there are multiple hidden units in the hex, mortar and artillery fire now only affect the unit with the lowest flank DR and no other units, even if a hit is made.
Hidden Movement Hidden movement now costs +3AP when moving in covering terrain, and +6AP if moving in open terrain.
Hiding Units When hiding units, they can now only hide one hex away from their original position, instead of 2.
Vehicle Movement Wheeled vehicles now gain no bonus movement hexes unless performing road-to-road movement. The 1AP penalty for vehicles passing other vehicles now only applies on road hexes. Wheeled vehicles may no longer enter hexes with barbed wire.
Vehicle Hits If a vehicle loses a specific colour of FP (red of blue), it may no longer make attacks against a defense rating of the matching colour.
Anti-Tank and Infantry Guns The restriction that only small anti-tank and infantry guns may move into buildings hexes has been removed. No guns of any size may enter trenches.
Loading, Transporting, and Unloading Units Trucks may now only carry one unit (as opposed to carrying both an LMG and a rifle unit). In SoS, the LMG is a combined unit.
Bunkers All foot units may now enter and fire out of bunkers.
Land Mines Land mines can now only be cleared only by mortar/artillery fire and CC attacks from foot units.
Engineers/Pioneers Engineers/Pioneers no longer trigger hidden land mines.