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Hold the line game rules

2022.01.14 16:42


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The different unit types are made up of a variable number of similar blocks placed in the hex together. For example: A veteran infantry unit would have 1 block with a black square in the lower right corner along with 3 infantry units with no block in the corner. Each turn players will receive a set number of action points based on the historical commanders at the battle. They will also roll a die to receive a random number of action points.


With these action points each player will activate their units to move, fire, close assault, or rally. Different actions cost different action points.


An activated unit can only perform one action in a turn. Movement cost 1 AP. During movement each unit type receives different movement points when activated, the different terrain cost different points to enter.


Movement No effect negates the movement effect of waterway. No effect. Blocks line of sight. Note, there are two different styles of hex tiles, both effect the game the same. Stop when entered. The blocks with labels in the game represent the soldiers of the Union and Confederate armies.


Blue blocks with labels are Union units. Grey blocks with labels are the Confederate units. Groups of blocks with similar labels comprise a combat unit for the infantry, artillery, cavalry, gunboats, and leaders in their respective armies. Each combat unit a group of blocks with the same labels: infantry, cavalry, artillery has a strength point SP value from 1 to 4 based on the number of blocks in the unit.


As units take hits in combat, blocks are removed from the board to reflect their lower SP. For a rally of a 2 SP unit a replacement block of the same type is placed with the unit to increase it to 3 SP. Blocks SP may not be transferred or combined between units. Movement rate is 1 hex per turn. Artillery may move or fire for 1 AP expended.


Artillery is not allowed to initiate. Gunboats may not be fired at in fire combat. Gunboats are not allowed to initiate nor defend in close combat. Leaders may not be placed with gunboat units. Gunboats either move or fire for 1 AP. Morale for the combat unit grouping of similar labeled blocks is based on the color square located on the flag bearer block.


Each unit, other than leaders, have a flag bearer block. Unit morale is either green inexperienced , black veteran-standard , or gold elite. The unit morale determines whether a unit retreats from close combat. The unit morale remains constant throughout the game for each unit. Strength point SP values change as units incur combat losses.


Leaders may move with the unit they are attached to for no additional expenditure of AP. With the expenditure of 1 AP, leaders have the unique ability to rally damaged infantry or cavalry units. Also, for an expenditure of 1 AP a leader can allow infantry and cavalry units to exceed their normal movement rates by 1 additional hex when accompanying them, even into a hex adjacent to enemy units.


While subjective we tried to do a fair valuation of the units we were trying to represent. Victory point counters cannot move unless stated in scenarios special rules. Victory Points for VP units can only be earned when taking them from an opposing player.


If a side starts a scenario with VP units, those VP units do not count towards their victory point total; only to the opposing player should he obtain them. The movement rate remains constant throughout the game for each specific unit type.


This block is used to identify units and their morale. In the battle setup in the graphic layout, the unit type infantry, cavalry, artillery is shown along with the morale green, black, gold. During setup players will place a corresponding flag block and then a number of blocks with the same label without a flag in the hex shown on set up.


There are AP markers to track AP per side. Players choose which side and scenario they wish to play and check the setup rules for that scenario. These can vary by scenario and some scenarios have special rules. The scenario section shows players the unit types, their starting SP and morale, location, and terrain placement in each hex at the start of each scenario.


During combat the flag block is the last block removed from the board for that unit. Infantry may move or fire for 1 AP expended. For 2 AP infantry may initiate close combat. Movement rate is from 1 to 3 hexes per turn. Cavalry may move or fire for 1 AP expended. For 2 AP, cavalry may move and fire, or initiate close combat. The active player determines the order of actions for their units during their turn.


Players may move, fire, close combat, or rally in any order they choose within the limitations of their action points and unit capabilities. Infantry 1 flag infantry block and 3 non-flag infantry blocks. Cavalry 1 flag cavalry block and 1 non-flag cavalry block. Artillery 1 flag artillery block 1 non-flag artillery block. Gunboat 1 gunboat block Leader 1 leader block.


Example: Player A has 3 AP for turn 1. He could fire with unit A, move with unit B, and fire with unit C, in that order or any other order he chooses. During steps 1 and 4 of the game turn sequence each player will roll a die that will determine the random action point available and add that random number of AP to his scenario command action points for that turn. This determines how many total AP points he has to spend in a turn.


No more than 1 infantry type unit, artillery unit or cavalry unit per hex. However, players may place 1 artillery unit per hex with a single infantry or cavalry unit without exceeding hex limits.


Leader units may freely be placed in any hex with other units without exceeding hex limits but leaders may not be in the same hex with other leaders. Example: In the Wilderness scenario the Union player receives 5 command action points each turn per the scenario instructions. At the start of his first turn the Union player performs step 1 of the game sequence and rolls the die.


The result is a 5. This gives him an additional 3 random action points added to his 5 command action points from the scenario instructions for a total of 8 AP for that turn. Example: Two cavalry units cannot be in the same hex, nor can a cavalry and infantry or artillery type unit.


No more than 1 VP counter per hex. A single VP counter may be in a hex with other units without exceeding unit hex limits. The expenditure of AP allows each side to move, perform combat or, in the case of leaders, rally with units. Each unit, as it is picked to perform actions must complete its action before the next unit starts to perform an action.


Once a unit has been activated and completed its allowed action, it cannot be activated again until the next turn. Once an infantry,gunboat, or artillery unit performs a move action they may not perform a fire or close combat action, and vice versa.


If adjacent to enemy units, infantry and cavalry units may declare a close combat attack at the cost of 2 AP. Blocks with labels represent the Union and Confederate armies from the war. The game board is a blank field of clear terrain with a hex grid over laid on it. Terrain tiles are included to represent various types of terrain woods, hills, etc.


Terrain in the game is reflected by placement of terrain hex tiles on the board as described in the scenarios book. These tiles represent the various terrain features present in the battles. The modifier is based on the terrain location of the defending unit.


Only one terrain modifier may apply to a defending unit. The terrain modifies the result of the die roll by either adding or subtracting from the die number rolled on each individual die.


Example: A 3 MP infantry unit firing at an enemy unit in a woods hex 1 hex away rolls 3 dice whose results are 5, 5, 6.