Maneuver Warrior (2006)

Edad Mínima: 0
Jugadores: 2
Editor: BayonetGames
Diseñadores: Brant Guillory
Artistas: Desconocido
Mecánicas: Hexagon Grid, Simulation, Modular Board, Dice Rolling
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Modern combat in a variety of theaters. Uses same Warfighter rules system as The Guards and Movement to Contact.
Platoon-level combat uses step-loss damage system and 3 different combat tables (direct fire, assault combat, indirect fire). Scenarios written to resemble US Army operations orders. Modular geomorphic maps include both woodland and desert maps, varying urban/mountainous terrain.
Combat involves rolling dice based on unit's firepower value, subtracting target's armor, and looking up result on CRT - stun, flip, retreat, kill, no effect. All damage applied simultaneously, so 'killed' units get their final shots.
Recon units have separate objectives to acquire/locate targets of intel value.
Additional rules cover engineers (obstacles & fortifications), scouts (stealth movement & recon by fire), leaders (special battlefield effects), and compatible with civilians-on-the-battlefield rules from The Guards.
3 die-cut countersheets (56/sheet, large 7/8in counters), rules, 4 d/s maps, reference sheets for each set of units, scenarios (see below), blank scenario sheets, cardstock admin counters (non-cut), errata sheet with some counter corrections. US mechanized battalion compatible replacement for non-die-cut counters from Movement to Contact.
Units include:
US
Russian / Arab
Israeli
Arab Irregulars
Partisan Irregulars
Australian
5 scenarios in the box (others available online):
US v Iraqi irregulars
Arab v Israeli
Russian v Chechen
US v Balkan irregulars
Australian v Partisan irregulars
All scenarios written as paired sheets, so each player has their own instructions that are unknown to the opponent.
Platoon-level combat uses step-loss damage system and 3 different combat tables (direct fire, assault combat, indirect fire). Scenarios written to resemble US Army operations orders. Modular geomorphic maps include both woodland and desert maps, varying urban/mountainous terrain.
Combat involves rolling dice based on unit's firepower value, subtracting target's armor, and looking up result on CRT - stun, flip, retreat, kill, no effect. All damage applied simultaneously, so 'killed' units get their final shots.
Recon units have separate objectives to acquire/locate targets of intel value.
Additional rules cover engineers (obstacles & fortifications), scouts (stealth movement & recon by fire), leaders (special battlefield effects), and compatible with civilians-on-the-battlefield rules from The Guards.
3 die-cut countersheets (56/sheet, large 7/8in counters), rules, 4 d/s maps, reference sheets for each set of units, scenarios (see below), blank scenario sheets, cardstock admin counters (non-cut), errata sheet with some counter corrections. US mechanized battalion compatible replacement for non-die-cut counters from Movement to Contact.
Units include:
US
Russian / Arab
Israeli
Arab Irregulars
Partisan Irregulars
Australian
5 scenarios in the box (others available online):
US v Iraqi irregulars
Arab v Israeli
Russian v Chechen
US v Balkan irregulars
Australian v Partisan irregulars
All scenarios written as paired sheets, so each player has their own instructions that are unknown to the opponent.
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ag.gameitem.lastUpdated: 2025-05-01 00:41:11.549