SAS141 发表于 2012-2-17 14:14 
那个PG啊- -规则感觉好繁琐啊
而且喜欢美工可以自己做啊
把这个游戏美工代入到其他游戏 ...
繁琐???
1.1 Rules Summary
Here's a quick overview of the game to get you started. Refer to the other rules sections for full, official game details.
Playing Pieces: Each combat unit piece represents a platoon of infantry or tanks (30 - 50 men or 5 tanks) or a battery of guns (2 – 4 guns). There are also non-combat units like trucks and wagons for transporting combat units.
Leaders: Leaders are the most important pieces in the game. A leader piece shows his rank, and has his morale printed large in the center. At bottom left is the bonus he adds to the direct fire strength of a friendly unit in his hex, and at the bottom right is the bonus he adds to the morale of all friendly units in his hex and adjacent hexes. Tanks have their own leaders, which do not appear as separate pieces – players assign tank leaders secretly to individual tank units.
Fire Values: Each combat unit has one or more fire values printed on its playing piece. Each fire value appears as two numbers separated by a dash. The number before the dash is its fire strength, and the number after the dash is its range. Black numbers are direct fire values, white numbers are bombardment fire values, and red numbers on a yellow background are anti-tank fire values. Direct and bombardment fire can harm personnel units. Anti-tank fire can harm vehicles.
Movement Allowance: A unit's movement allowance is printed in the top right corner. This is the number of movement points (MPs) it can spend to move each turn. It costs different numbers of MPs to move into hexes with different types of terrain - see the Terrain Effects Chart for details.
Initiative: At the start of each turn, each player rolls one die and adds his side's current initiative bonus (listed in the scenario rules) to the result. Whoever wins the roll (has the higher total) takes the first action segment.
Action Segments: In an action segment, a player can activate one unit, or a stack of units, or a leader and all units of his type (regular or tank) in his hex and all adjacent hexes, or a string of adjacent leaders in rank order (plus all units with or adjacent to those leaders). Activated units can either move or fire in their action segment.
Moving: Units activated by a leader can move closer to enemy units that could fire on them with a type of fire that could hurt them, and can move into the same hex with enemy units if they start their activation adjacent to the enemy units. Units not activated by leaders can move, but they can't move closer to enemy units that could hurt them.
Spotting: Units can fire at enemy units within range which they can spot. Units using bombardment fire don't have to spot enemy units themselves – leaders can do the spotting for them. Units in clear terrain can be spotted by enemy units up to 12 hexes away. Units in town, woods, fields or hill hexes can only be spotted by enemy units up to 3 hexes away. Town, woods, fields and elevation lines block lines of sight as well.
Combining Fire: Units stacked together can add their direct or bombardment fire strengths together into a larger attack. Units in adjacent hexes can only do this if activated by a leader with a combat bonus.
Direct and Bombardment Fire: The firing player announces the target hex, adds up the fire strength of the firing units, looks at the fire table corresponding to the type of fire they're using, and finds the column whose heading number equals or doesn't exceed the total fire strength of the firing units. He increases or decreases the column used based on the column modifiers listed on the table, and rolls two dice. He cross-references the dieroll with the table column to determine the combat result.
Anti-Tank Fire: Only one unit at a time can fire at enemy vehicles with anti-tank fire (they can't combine fire). The firing player rolls two dice, adds the anti-tank fire strength of the firing unit to the roll, subtracts the armor value of the target vehicle (trucks have no armor so they're considered to have an armor value of -1), and adds or subtracts any applicable dieroll modifiers listed on the AT fire table. If the modified roll is 10 or more, the vehicle takes damage or is eliminated (along with any other units it's transporting).
Assault: Units starting their activation adjacent to enemy units can move into the enemy units' hex if activated by a leader. This initiates an assault, in which both sides fire with all their units in the hex. Each player adds up the direct fire strengths of his units in the hex, finds the correct column, adds any column modifiers and rolls one die for the results. Results affect all enemy units in the hex.
Damage: Combat results can range from enemy units flipping to their half-strength side or being eliminated, to having to make morale checks, to no effect at all.
Morale Checks: To make a morale check, a unit rolls two dice and compares the result to its morale (adding any morale bonus from a friendly leader in the same or an adjacent hex). If the roll is less than or equal to the unit's modified morale, it's not affected. If it's more than the unit's modified morale, it's either disrupted or demoralized. Disrupted units move slowly and fight at half-strength. Demoralized units can do very little. Units which become disrupted or demoralized can try to recover back to good-order morale on future turns. Demoralized units which fail to recover morale run away.
Winning the Game: Victory conditions for each scenario are printed in the scenario book.