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Sindor

Joined: 12 Mar 2008 Posts: 72
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Wed Mar 19, 2008 12:57 pm Post subject: List of changes |
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19.3. Added Advanced Damage counters + Napalm/White Phosphorus/Torpedo Aircraft Payload.
13.4. Added wounded counters for advanced campaign rules.
20.5. Added Smoke grenade. All counters remastered ! See the example:
1.7. Added Objectives (print it on a thicker paper for better use):
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Wed Aug 20, 2008 1:02 pm Post subject: |
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20.08.2008: A nice date to post an updated list of HHR Counters & Hexes created together with Artillery damage counters. _________________
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Thu Oct 30, 2008 3:09 pm Post subject: |
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* Add-on for HHR Rules: Flares (Night fights)
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Mon Nov 24, 2008 3:14 pm Post subject: |
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Small addition for people playing with Support units (and lower budget ) : Naval Counters
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Sindor

Joined: 12 Mar 2008 Posts: 72
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Posted: Fri Jan 02, 2009 3:44 pm Post subject: |
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Tokens for "infantry upgrades":
Anti-tank dog (Soviet only) - 4 points:
SA Dog Mine :- You may set free this dog in your assault phase. Once activated, the dog becomes a separate unit with Def 4/4, Speed 2 and Close Assault 8. It starts immediately to move to the nearest Vehicle, friendly or enemy, detonating on contact. While no Vehicle can be identified as the nearest one, the dog moves at random in each phase; roll a dice to determine its direction of movement as for the Dispersion effect.
Sniff dog (All) - 2 points:
SA Flair for Mines :- These dogs allows the combat engineers units to re-roll their die while attempting to clear a mine from its hex. Any other infantry unit can use these dogs to search for mines. On a roll 4, 5 or 6, remove one mine counter in its hex. The unit with sniff dogs is not affected by a minefield.
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