Counter Orders are orders which can be issued during the enemy's turn. These orders can only be issued in reaction to orders issued by your opponent. In order to issue a Counter Order, the unit must have command points left over from the player's previous turn. The counter orders are as follows:
Give Fire
Same as in rule book.
Counter Charge
Command points: 2
Can only be issued to a unit that is charged. Both the charged unit and the charging unit may roll on the charge table/
Back Peddle
Command points: 1
Can only be issued to a unit that is charged. The unit may move directly backwards D3". If this is not sufficient to bring them out of charge distance, then the unit loses all attacks it would have received this turn. If the unit is outside of charge distance, then treat it as a failed charge.
Controlled Retreat
Command points:1
Can only be issued to a unit that is charged. Have the unit take a courage test. If passed, then the unit counts as breaking from combat, but does not suffer any of the consequences. On the owning player's next turn, the unit automatically reforms. If the courage test is failed, then the unit loses all attacks it would have had this turn.
Stand Ground
Command points: 2
Can only be issued to a unit that is charged. The unit gains the "Not One Step" Special rule until the owning player's next turn.
Give Fire
Same as in rule book.
Counter Charge
Command points: 2
Can only be issued to a unit that is charged. Both the charged unit and the charging unit may roll on the charge table/
Back Peddle
Command points: 1
Can only be issued to a unit that is charged. The unit may move directly backwards D3". If this is not sufficient to bring them out of charge distance, then the unit loses all attacks it would have received this turn. If the unit is outside of charge distance, then treat it as a failed charge.
Controlled Retreat
Command points:1
Can only be issued to a unit that is charged. Have the unit take a courage test. If passed, then the unit counts as breaking from combat, but does not suffer any of the consequences. On the owning player's next turn, the unit automatically reforms. If the courage test is failed, then the unit loses all attacks it would have had this turn.
Stand Ground
Command points: 2
Can only be issued to a unit that is charged. The unit gains the "Not One Step" Special rule until the owning player's next turn.
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