Advanced Rules

[Three or More Players] [MBB Rules TOC] [Infantry Rules]

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.

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)

IMPASSABLE TERRAIN

Any areas that cannot be moved over by ground units are Impassable Terrain. (ex. mountains, heavy forests).
Larger bodies of water can be flown over but cannot be traversed by ground units, unless otherwise specified. If a unit is attacking a target in a large body of water they have an Attack Modifier of (-3). Bodies of water can be moved over if a bridge is in place.

HILLS

  • Hills can be any width and shape but are all considered to be more than 8 bricks high.
  • The hill boundary is defined by its outside border.
  • No unit outside the boundary of the hill may shoot a target through the hill.
  • No unit outside the boundary of the hill may shoot at any target on the hill.
  • Units on the hill may shoot at all other units, including units on the hill because of height advantage.
Figure 16 Hill Line of Sight
  • SPGs may target units on the hill as long as they have a spotter within the boundary of the hill.
  • Airplanes can drop bombs on targets on any part of the hill.
  • Airplanes can only shoot at targets on the hill side facing them

See also Figure 15

LIGHT TREE COVER

Light Tree Cover is Soft Cover and can be shot through with an Attack Modifier of (-1).

HEDGEROWS

Hedgerows are Soft Cover and can be shot through with an Attack Modifier of (-1).

MUD, SAND DUNES, AND SHALLOW WATER

Mud, Sand Dunes, and Shallow Water can be moved through with a Movement Modifier of (-1).

OBSTACLES

Adding Obstacles creates cover and also helps create a fun and an interesting battlefield. We suggest a minimum of 4-6 Obstacles on a battlefield. The Resource Cost for most Obstacles is an optional rule. Players agree before a battle if Resource Points can be used to purchase extra Obstacles.

Pro Tip 5 Players can choose to create a separate Resource Point total that each player can spend on Obstacles. This is then used to buy Obstacles and Terrain for their side of the battlefield.

LOW WALLS

Low Walls are 1-2 bricks high and offer a Defense Modifier of (+2). This Defense Modifier replaces any Hidden Unit Modifiers. Units can shoot from behind Low Walls without penalty.

BRIDGES

  • Bridges can be used to pass over rivers and other water.
  • Bridges that are 1-3 bricks high offer a Defense Modifier of (+2) and replace Hidden Unit Modifiers.
  • Bridges that are 4+ brick’s high are considered Hard Cover.

EMPLACEMENTS

Emplacements offer a Defense Modifier of (+2) when a unit behind an Emplacement is targeted from the front. This Defense Modifier replaces any hidden unit Modifiers. Units can shoot from behind Emplacements without penalty. Emplacements can be moved over for a Movement Modifier of (-1).

BUNKERS

  • Bunkers cannot be larger than 4 studs by 8 studs.
  • Resource Points must be used in order to purchase a Bunker.
  • Artillery Bunkers provide a Defense Modifier of (+2) to all sides of an artillery unit. The artillery unit cannot shoot at targets behind the Bunker’s Line of Sight.
  • Spotting Bunkers can be used as Spotters and may act as Line of Sight for friendly units. Their Line of Sight is only from the front of the bunker. They cannot see any targets that are behind, or directly parallel.
Figure 17: Bunker Line of Sight

WIRE OBSTACLES

  • Wire Obstacles are 2 studs by 6 studs.
  • Wire Obstacles can be moved over with a Movement Modifier of (-3).
  • Units cannot move over more than one Wire Obstacle in a single turn.
  • Wire Obstacles are removed from play after they have been moved over.
  • Units can shoot through Wire Obstacles without penalty.

TANK TRAPS

  • Tank Traps are 2 studs by 4 studs.
  • Tank Traps block movement of ground units.
  • Units can shoot through Tank Traps without penalty.

DESTROYING OBSTACLES

To show an Obstacle/Terrain can be destroyed, place Hit Markers (HM) (See table) on the Obstacle/Terrain before forces are deployed. Units must target the Obstacle/Terrain and use their shot to remove a single marker. Once all markers have been removed it is destroyed. It is then removed from the battlefield. Units can move, and draw Line of Sight though destroyed Obstacles/Terrain.

Airplanes can target Obstacles/Terrain:

  • Bombs remove up to 5 Hit Markers.
  • Missiles remove up to 3 Hit Markers.
  • Machine guns remove 1 Hit Marker.
EXAMPLE:To destroy a house, a unit must shoot the house three times before it is removed from the battlefield

MINES


MINES CAN BE PLAYED THREE WAYS:

1. SECRET MINEFIELDS

Using the Brickmania® Battle Mat, each player writes down the coordinates of a square. This square is the location of the Minefield. (Example “B5”). If you don’t have a Battle Mat, you can add grid coordinates to any battlefield.

If a unit enters coordinates with a Minefield, the player shows their written down coordinates to the other player to confirm the Minefield’s location. Both players roll 1D6. The player who entered the Minefield calls even or odd. If the sum of both dice matches their call, then their unit is safe. If it does not, their unit is destroyed.

2. MINEFIELD ZONES

Create a zone on the battlefield where mines are laid. If a unit enters, or starts their movement in the Minefield, roll a single D6. On a roll of 5 or higher, the unit is destroyed. Or players can use the mine cards as provided in the D-Day Magazine Scenario to create a Minefield Deck. Decks should include three dud cards, and three explosion cards. Shuffle the cards and place them next to the battlefield face down.
If a unit enters, or starts their movement in the Minefield, draw a card from the Minefield Deck. If the card shows a mine, the unit is destroyed. If the card shows a dud, nothing happens. Return the card to the deck and reshuffle.

3. VISUAL MINES

Each player places an agreed upon number of mines. If using Lego to represent mines the dimensions should be 4 studs x 6 studs. When a unit touches any part of the mines, movement is paused. Players roll 2D6 for evens or odds as described in Secret Minefields above. Players can also use the mine cards. These cards are resolved as described in Minefield Zones above. If using cards, there should be one more dud card than mine card.

WEATHER

There are two ways to play with weather. In both, players must agree to a type of weather condition that will be affecting their battle before the game starts:

CONSTANT:
Weather conditions are in effect for the duration of the battle and never change.

ROLLING FOR WEATHER:
At the beginning of each round roll 2D6. If the total rolled is 9 or higher weather rules will be in effect this round. If the rolled total is 8 or less weather does not affect the round.

Many weather conditions restrict Line of Sight. A unit does not need to see the entirety of its target in order to shoot, as long as part of the target is within their radius. Hidden Tank rules only apply if target is behind an. obstacle These restrictions apply to Spotters as well.

Airplanes cannot enter the battlefield when there are weather conditions in play. If an Airplane is on the battlefield when weather conditions change, it must leave the battlefield at the beginning of its turn.

WEATHER CONDITIONS:

Blizzard

BLIZZARD
Blizzard affects Movement, Line of Sight, and Defense. Units are unable to see targets outside of a 6” radius. In addition, they have a Movement Modifier of (-2), and a Defense Modifier of (+2), and Special Units have an Attack Modifier of (-2).

Heavy Fog

HEAVY FOG
Heavy Fog affects Line of Sight. Units are unable to see targets outside of a 12” radius.

Rain

RAIN
Rain affects movement and Line of Sight. Units are unable to see targets outside of a 10” radius. In addition, they have a Movement Modifier of (-1).

Sand Storm

SAND STORMS
Sand Storms affect movement and Line of Sight. Units are unable to see targets outside of a 5” radius. In addition, they have a Movement Modifier of (-1).

[Three or More Players] [MBB Rules TOC] [Infantry Rules]