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The original Micro Brick Battle rules intentionally excluded Infantry from game play, due to the extra complexity it would bring with it. Several years later, we developed a set of Infantry Rules for those looking to take their game play to the next level. Including Infantry into your battles will increase realism, it will also increase the time it takes to complete your game. None of the early Micro Brick Battle scenarios include Infantry Rules, but there is no reason they could not be added to future releases or your own game play. We do suggest mastering basic and advanced rule sets before the inclusion of Infantry.
BUILDING YOUR SQUADS
A basic Infantry Unit consists of either a Full Unit(A squad of 12 soldiers) or a Half Unit (A half squad of six soldiers)
Infantry Squads are made up of Soldier Markers placed on a 4×4 round plate.
A single Soldier Marker represents three soldiers.
DEPLOYMENTS
- Infantry Units are deployed at the beginning of the game in the players deployment zone.
- Player(s) may choose to use Infantry Units as Reinforcements.
- Infantry Units can be deployed into any building, bunker, emplacements or terrain that provides cover, that are located in the deployment zone.
- Infantry Units can be deployed behind tanks.
Turn Overview
Infantry units follow the same turn sequence as vehicle units.
I. MOVEMENT PHASE
- Infantry Units are the last to move on the battlefield.
- Infantry Units are omni-directional. Rotation is not taken into effect while moving or with line of sight.
- Sprint – An Infantry Unit may move double their Movement Points. If the Infantry unit sprints then they may not attack this turn. Infantry Units can sprint while moving behind a tank.
- A Infantry Unit may choose to follow behind a tank during its Movement Phase. The unit must be behind a tank to follow. Infantry Units can start or stop following a tank during any part of the tanks Movement Phase. Infantry units that move behind a tank at any point during their turn receives a (+1) Movement Modifier.
- Infantry Units may choose to end their movement by entering or leaving a building or bunker, joining another unit.
- Infantry Units may not cross water.
- Forests do not slow an Infantry Unit’s movement.
- Infantry unites may pass through Impassable Terrain, their movement is reduced two Movement Points.
Joining Another Unit:
A half Infantry unit may choose to join another half Infantry unit. The player moves two soldier markers from one 4×4 round plate onto the newly made full unit.
Joining Artiller:
- A single full Infantry Unit joining an artillery unit gains (+3) Defense Modifier.
- If the artillery unit is destroyed the Infantry Unit becomes a Half Unit. Infantry that have joined an artillery unit cannot be separately targeted.
- If an Infantry Unit joins an artillery unit with an emplacement the Defense Modifier is stacked.
Straggler Unit:
- A player who has an Infantry unit that has suffered losses, may choose to create a single Straggler Unit.
- A Straggler Unit consists of up to six Soldier Markers on a single 4×4 round plate.
- A Straggler Unit with 5-6 soldier markers on a receives a (+1) Attack Modifier. This modifier is lost when the unit returns to four or less Soldier Markers.
- A Straggler Unit must be made of units that have lost markers.
- Only one Straggler Unit is allowed per player.
II. TARGET DECLARATION PHASE
- Infantry Unit have a line of sight of 12” from the edge of the 4×4 round plate.
- Any obstacle over 1 brick high partially blocks line of sight, (-1) Attack Modifier.
- A single Infantry Unit can only attack another enemy Infantry unit.
- When a Infantry Unit is in a building/bunker over 4 bricks high their line of sight is extended to 18” and a (+1) Attack Modifier against enemy Infantry Units.
- Infantry Units within a building/bunker line of sight starts at the edge of the building facing enemy.
- A Infantry Unit may act as a spotter.
- A single Infantry Unit may not target a airplane
Flanking Maneuver
- Two or more full Infantry Units may attack a single vehicle.
- When flanking you roll once for all units combined in flanking.
- For every additional full unit attacking the same enemy target a (+1) Attack Modifier is added.
- Two half units are counted as a single full unit
- A Straggler unit is counted as a single full unit.
- Three or more flanking units may target a single airplane, to hit the plane you must roll a straight 12 on the dice.
Raiding
- A Infantry unit may attack a unit in a bunker or a house/ building.
- If the Infantry Unit Raiding the house has more Soldier Markers than the enemy unit defending the building/bunker they get a (+1) Attack Modifier for each additional Soldier Marker.
- If a enemy Infantry Unit is destroyed the raiding unit moves into the bunker or house/building.
- Flanking Maneuver may be used in combination with Raiding. However, only one unit may move into the bunker/building.
III. SHOOTING PHASE
Infantry Units shoot last.
Hidden Units
- Infantry Units that are not inside a building/bunker follow the same rules as vehicles.
- Building/Bunkers – Infantry units that are in a building/bunker get a (+3) Defense Modifier. Enemy units may still attack the building/ bunker as normal. For every successful attack the building loses a marker, and is considered damaged. For every additonal successful attack against the building/bunker, a soldier marker is removed from the Infantry unit.
- If the building/ bunker is destroyed entire Infantry unit is destroyed .
- Forest terrain – Infantry units receive a (+2) Defense Modifier while in a forest terrain.
- Infantry units follow Line of Sight rules for Obstacles and Terrain not specified.
Taking Damage
- When an Infantry unit is successfully attacked by another Infantry unit, one soldier marker is removed.
- For every two soldier markers a unit removes it receives a (-1) Defense Modifier.
- When a Infantry unit is successfully attacked by a vehicle unit, missle or bomb the entire unit is destroyed.
Mines
If a mine explodes the entire Infantry unit is destroyed.
Weather
- Rain – Line of sight is reduced to 6”. Subtract (-1) Movement Points.
- Heavy Fog – Line of sight is reduced to 6. Add (+1) Movement Points.
- Infantry follows all other weather conditions not specified.
SPECIALTY UNITS
To make a Specialty Unit add a 1×1 round plate of the corresponding color under one of the Soldier Markers.
When a infantry Unit takes damage the Specialty Unit marker is removed first*. A half unit cannot be a Specialty Unit.
Grenadier Unit – Green (RC=15)
A Grenadier Unit counts as two full units when attack or flanking.
Sniper Unit – Yellow (RC=17)
- A Sniper units Line of Sight is extended by 5”
- A Sniper ignores hidden unit rules.
Medical Unit – Red (RC=19)
- A Medical unit can only be on a half unit.
- Add a red 1×1 round plate under each of Soldier Marker.
- A Medical unit always sprints
- A medical unit can remove a marker to heal a injured unit that it is adjacent to back to a full unit. Once both red markers are Medical Unit becomes a Infantry Unit.
Elite Unit – Black (RC=15)
- A Elite Unit has a attack of 3 Attack Points
- A Elite Unit counts as two units while Raiding.
Engineer Unit – Blue (RC=22)
- A Engineer Unit that spends one round adjacent to a destroyed tank unit may repair the units ability to shoot.
- A Engineer Unit that spends a second round adjacent to a destroyed tank unit restores the unit to full working condition.
- A Tank cannot be restored to working condition more than once per game.
- A Engineer Units turn is done once it moves to repair a tank unit.
- If the Tank or Engineer Unit is hit the repair hasn’t been completed.
- Rounds do not have to be in succession, use markers to indicate repairs have been done.
The Captain – White (RC=18)
- The Captain can be added to any non specialty unit when preparing for game play.
- The Captain’s unit can sprint and attack on the same turn.The Captain marker can move between units once game play has begun, this includes moving onto a specialty unit.
- The Captain marker is always the first marker removed if the unit takes damage.
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