Advanced Rules

[Three or More Players] [MBB Rules TOC] [Building Your Army]

These rules can be added to play whenever the players want to add more depth to their games.

EFFECT CARDS

Several scenarios have included Effect Cards (Battle of Khalkhin Gol, Kursk, etc.) Here are two ways we suggest playing with Effect Cards.

EFFECT DECK

Each player selects up to 3 Effect Cards. If playing with more than 2 players, each player selects up to 2 cards. Never play with more than 6 cards in the Effect Deck. Shuffle all the cards together and place them next to the battlefield. Players do not start with any cards. At the end of a player’s turn where they have destroyed at least one enemy unit, they draw a single card. Each player can only play one Effect Card per round. After an Effect Card has been played it is discarded and removed from the game.

HAIL MARY EFFECT CARDS

Players agree on selecting a number of cards, we suggest one or two cards. Each player selects their cards in secret and places them into their hands. A player may not choose multiples of the same card. These cards may be played during the battle. Multiple cards may be played in the same turnround. After an Effect Card has been played, it is discarded and removed from the game.

SPECIAL UNITS

REINFORCEMENT UNITS

Before the battle starts, a player may place a number of units off to the side of the battlefield, these are Reinforcement Units. Reinforcement Units must wait a minimum of 3 rounds before entering the battlefield. Reinforcement Units enter the battlefield during the player’s Movement Phase, and start their movement on the player’s edge of the battlefield. Reinforcement Units may not be targeted until they have moved onto the battlefield.

SELF PROPELLED GUNS (SPG)

  • An SPG can either move or shoot each turn.
  • SPGs may use a spotter to declare their shot.
  • SPGs can shoot over all Obstacles and Terrain.
  • SPGs are unaffected by Rear Shot Defense Modifiers.
  • SPGs may target airplanes for an Attack Modifier of (-2).

SPOTTERS

  • Spotters act as Line of Sight for special units (example: SPG, Artillery etc.).
  • A Spotter may still declare a target and attack as normal.
  • Friendly units may act as Spotters.
Figure 12: Spotter

AMPHIBIOUS VEHICLES

  • Amphibious Vehicles treat all water as passable Terrain.
  • Fountains and wells are considered Obstacles, not water.

MOVEMENT IN WATER

  • Amphibious Vehicles cannot rotate more than 45 degrees during a turn while in water.
  • If an Amphibious Vehicle is destroyed while in the water, it sinks and is removed from the battlefield.
  • Attack, Defense, and Movement Points vary based on whether tanks are in water, or on land.
  • An Amphibious Vehicle’s stats are determined based on where they started their turn. An Amphibious Vehicle cannot shoot on the first turn it moves onto land.
Figure 13 Amphibious Vehicle

ARTILLERY

  • Artillery may not move after being deployed.
  • Artillery can be placed up to 12” from a player’s starting edge during Deployment.
  • Artillery can be deployed with an Emplacement or Bunker (See Obstacles) When an artillery unit is destroyed, it is removed from the battlefield.
  • Artillery can shoot over any Obstacles and Terrain.
  • Artillery may target airplanes at a (-2) Attack Modifier.
Figure 14: Artillery Deployment

TANK COMMANDERS

A unit with a Tank Commander has the special ability to either Move-Shoot-Move, or Shoot-Move-Shoot. Players may only include one tank commander in their army. When a tank commander is destroyed, their tank becomes an Obstacle as normal.

A Tank Commander adds a Resource Cost of (+10) to their unit. Use a minifig head or a colored stud to mark Tank Commanders.

Example 5:

MOVE-SHOOT-MOVE
Dan chooses to use his commander’s special ability of Move-Shoot-Move. He plays the phases of his turn as normal. Once all of his vehicles have finished their Shooting Phase, his commander’s tank then gets an
additional Movement Phase.

SHOOT-MOVE-SHOOT
Dan chooses to use his commander’s special ability of Shoot-Move-Shoot. The commander’s unit takes an
additional Target Declaration Phase and Shooting Phase before turn phases begin.

AIRPLANE RULES

DEPLOYMENT

  • Airplanes never start the game on the battlefield.
  • At the beginning of each turn, starting with the first turn, roll 1D6 for each of your airplanes not currently on the battlefield.
  • On each roll of a 6 a single airplane enters the battlefield via your starting edge.
  • Subtract 1 to the needed roll for each consecutive turn your airplane has not come back onto the battlefield.
Airplane Rules Table
Pro Tip 2: After an unsuccessful roll, place a die next to the
airplane with the number needed for next turn. This can help remind you what turn you’re on.

TURN SEQUENCE

  • Airplanes get three Actions per turn.
  • An Action consists of Moving, or Shooting.
  • Actions can be done in any order, but an airplane Must make at least one Move Action per turn (ex.
    Shoot-Shoot-Move, or Move-Shoot-Move.) Airplanes take all of their Actions before the Active Player’s other units.
  • Airplanes must exit the battlefield at the end of their second turn.
  • Airplanes re-enter the battlefield on either table edge adjacent to where they exited.
Pro Tip 3: When an airplane exits the battlefield, leave it next to the edge it exited.

MOVEMENT

  • Airplanes get one 45° turn per Move Action.
  • Airplanes must move at least half of their Movement Points per Move Action.

SHOOTING

  • Airplanes are armed with machine guns and get a limited quantity of missiles and/or bombs
    per game, as shown in their stats.
  • Airplane’s Line of Sight varies based on the placement of its machine guns.
    An airplane is able to target units it has flown over in a Movement Action, or units that are directly in its Line of Sight.
Figure 14: Airplane Shooting
Example 6:
The JU-87 Stuka has both front and rear facing machine guns. It may target units in front of, or behind it.
  • Airplanes may not target units behind Obstacles/Terrain that are 4 + bricks high, with machine guns or missiles.
  • Airplanes can shoot through Obstacles/Terrain at a (-1) Attack Modifier.
  • Airplanes become destroyed units as normal.Airplanes do not block Line of Sight while flying.
Machine Gun

MACHINE GUNS

  • Machine guns are an airplane’s primary weapons. The Attack Points on an airplane’s stats represent their machine guns. Use the Victory Table as usual.
  • Attack Modifiers and Defense Modifiers can still be applied to this roll.
  • Machine guns have an attack range equal to half of their airplane’s Movement Points.
Missile

MISSILES

  • Missile attacks are made in the same manner as Attacking in the Shooting Phase. Use the Victory Table as usual.
  • Missiles have 8 Attack Points.
  • Airplanes may target units on the facing half of a hill with a Missile.
Figure 15: Airplanes and Hills
Bomb

BOMBS

  • An airplane may only shoot a ground target with bombs if it has flown directly over it this turn.
  • Bombs destroy a ground unit on the roll of a 5 or greater with 2D6.
  • Airplanes may Bomb targets within a hill’s border.

TARGETING AIRPLANES

GROUND UNITS

  • Many ground units are equipped with all manner of secondary weapons. For game purposes, these are all considered small arms.
  • Ground units are equipped with small arms in addition to their primary weapons.
  • A unit may shoot with small arms instead of shooting with its normal weapon.
  • Small arms may only target airplanes.
  • Small arms have an attack range equal to half their target’s Movement Points.
  • Small arms need to roll a nine or greater to destroy Airplanes.
Pro Tip 4: Try adding black or gray minifig hands onto micro tanks to represent small arms.

AIRPLANES

  • Airplanes may target another airplane with their machine guns or missiles. Airplanes have 4DP against machine guns.
  • Airplanes must be within Line of Sight in order to be targeted.

INFANTRY RULES

TERRAIN

Adding Terrain can create a more interesting battlefield. Create your own three-dimensional Terrain out of Lego bricks or plates. Alternatively, an outline of plates can be used to indicate the shape of a Terrain feature. Terrain can be made out of anything; paper, fabric, foam, etc. Felt is a good option to create large, flat playing areas. BRICKMANIA® BATTLE MATS will give you the added advantage of having grid coordinates. Some Terrain comes with optional Resource Costs.(See Resource Tables)

OBSTACLES

WEATHER

[Three or More Players] [MBB Rules TOC] [Building Your Army]