Introduction. General Rules for using Air units. Types of air units
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1 Introduction Rivet Wars: Battle of Brighton lets your armies take to the skies, adding a new dimension to the war. Dogfights, bomb drops, and strafing runs are now at your disposal! But while the air units can quickly strike, they are vulnerable to new specialized anti-aircraft units, fearsome long range cannons and quadmounted machine guns! General Rules for using Air units While most of the rules for air units are the same as for ground units, there are some distinct differences affecting their movement and how range is calculated. Air units do not move in grids like standard ground units, instead moving along grid intersections. Air units do not benefit from normal buffs because they are not within grids. The facing of air unit models is very important on the battlefield, determining the direction they can move and what units they can attack! Adjacency - A unit s grid is adjacent to the four intersections it is in contact with. A unit s intersection is adjacent to every grid it is in contact with, and to the four intersections directly connected to it. All air units must activate before any ground units may be activated during each Combat and Movement phase. Types of air units Air units are organized into the following types. An air unit s type may affect how that unit functions during play. Bomber - Specialized in air to ground attacks. Fighter - Fast air to air combat aircraft. Scout - Smaller, nimble craft ideal for forward observation. Air Plug - Add-ons to air units. Air plugs may only be used with air units. Also, air units may only use air plugs.
2 Air unit assembly guide But of course, check mission victory conditions to see how air power can help to win a scenario. Deployment Phase Facing The facing of air unit models is very important on the battlefield, determining the direction in which they can move and attack. An air unit s front facing is the direction toward the front of the model s base. The facing direction is local to the miniature so if the model is rotated ninety degrees, its facing direction is also rotated ninety degrees. Air units deploy and move on the lines that separate the grids. This area is called an Intersection (see the + shaped areas in the diagram below). Air units must deploy on an intersection that is both adjacent to a deployment zone and on the edge of the game board. If no intersections meet this criteria, no air units can be deployed. When an air plug is deployed it is placed in any available socket belonging to an air unit in the owning player s territory. Victory & Capturing Objectives As expected, air units cannot capture strategic objectives - that s still the lowly infantrymen s duty. 2 In the example above, Allied air units can deploy from the green intersections. Blight air units can deploy from the red intersections.
3 Combat Phase Because air units are on intersections and not within grids the activation of air units is separate from that of grids (ground units). A player will activate all of his air units, one at a time, executing either the unit s attacks or an [Action] ability it may have. Then the player may start activating grids (ground units) according to the standard rules. be targeted. For targeting grids with air to ground attacks, draw a line from the air unit s base moving in the direction of its facing, up to its maximum ground range. Any grid the air unit is adjacent to, as well as any grids on either side of this line, may be targeted by its attacks. Note: Check a unit s attacks to see if there are any restrictions. Some attacks can only be made against air or ground units. Range for air units: When checking to see if a target is in range, a unit s air range value determines the amount of intersections away it can target, while its ground range value determines the amount of grids away it can target. Air units and ground units in other grids or intersections don t interfere with the attack in any way. When determining range for an air unit players may not count diagonally. Firing Arc: This determines in what direction an air unit can attack. Unless otherwise noted, air units can only attack in the direction of their facing. For air to air attacks this means only the single row of intersections in the facing direction of the air unit may 1. With an air range of 3 the fighter can target air units in the 3 intersections marked in red OR since it has a ground range of 2 it may target any of the 6 grids marked in yellow. 2. With a ground range of 1 and an air range of 0 the blight bomber can only target the 4 grids marked in yellow. 3. With an air range of 1 and a ground range of 1 the allied bomber may attack the 4 intersections marked in red OR the 4 grids marked in yellow. Note that the Turret ability allows this unit to shoot in any direction. 3
4 Range for ground units firing at air units: When checking to see if a target is in range, a unit s air range value determines the amount of intersections away it can target. Intersections adjacent to the ground unit s grid require an air range of 1, the player then continues to count intersections to the target, without ever going diagonally. Air units and ground units in other grids or intersections don t interfere with the attack in any way. Ground to air attacks do not have a firing arc and may occur in any direction. Movement Since air units are on intersections and not within grids, the activation of air units is separate from that of grids (ground units). A player will activate all of his air units, one at a time, executing the unit s movement. Then the player may start activating grids (ground units) according to the standard rules. Air units must move in their Facing Direction unless stated otherwise. Air units may move 1 intersection for each movement point they use. Each turn an air unit must use its minimum number of movement points or take a point of damage. 1. The Blight Panzerfaust with an air range of 1 is able to target air units in the 4 intersections marked with red stars. 2. The Allied Quad Gun with an air range of 2 is able to target air units in the 12 intersections marked with red stars. 3. The Allied Rifleman with an air range of 0 cannot target any air units. Air units may make one 90 degree turn during their movement. This rotation does not cost a movement point and may be performed at any point during movement, even before moving to a new intersection. Air units ignore the effects of terrain and obstacles on the battlefield. Any air unit regardless of faction may pass through an intersection occupied by any other unit, but may not end their movement on an intersection containing another unit. If a unit would be forced to end its movement on an intersection containing another unit, it instead ends its movement in place and takes 1 damage. 4
5 Actions Barrel Roll - [Action] - Move sideways 1 or 2 intersections and forward 1 intersection, then skip this unit s Movement phase. Immelmann - [Action] - Rotate facing 180 degrees. Power Dive - [Action] - Move forward 1 or 2 extra intersections. Abilities 1. The allied fighter cannot end its movement on an intersection containing another unit. 2. The allied fighter can reach this intersection by moving forward one intersection, rotating 90 degrees to the right and then moving two more intersections. 3. The allied fighter may also reach this intersection by moving forward 2 intersections, rotating 90 degrees to the left and then moving one more intersection. Eagle Eyes - Each combat phase, pick a single grid adjacent to this unit, all friendly ground units attacking from it have +1 ground range. Nimble - May perform an additional 90 degree turn per Movement phase. Turret - May use any of the four firing arcs to attack, regardless of the unit s facing Super Robot Punch LLC Rivet Wars is a registered trademark of Super Robot Punch LLC. Unauthorized reproduction is prohibited. 5
6 Scenarios Mission 1 - hit em where it hurts With production at the front about to begin, both the Blight and Allied factories must be allowed time to come on line. Who will win this race? Each side has 2 factories (Strategic Objectives in their territory) that they must protect from enemy air attack! Each successful air attack on an enemy factory grants 1 VP for the attacker. Treat the factories as a 2 rivet (medium) armor ground target. Resources: Deployment points: 6 Rivets: 1 Special Rules: The Strategic Objective grids cannot be entered by any units. Victory Conditions: Strategic Objectives can t be captured, but each successful air attack against them gives 1 VP to the attacker. The first player to reach 8 VPs wins. 8a 1b 9b 4a 7a 2b 6b 5b 3b 6
7 Scenarios Mission 2 - REDBALL EXPRESS We have good men out there starving, low on ammunition and fighting for their lives. We need to get to them! The Allies are attempting to fly supplies to an army division cut off behind enemy lines. All of their aircraft are carrying supplies that they must cross the battlefield with. Resources: Deployment points: 6 Rivets: 1 Victory Conditions: Strategic Objectives are worth 1 VP when captured. The first player to reach 8 VPs wins. The allied player receives VPs for any air unit that ends its movement phase in a blight deployment grid. 2 VPs for a bomber, 1 VP for a fighter or scout. These units are removed from the board during that round s wrap up phase. Special Rules: No player draws Action! cards or Secret Mission cards. Blight has the initiative. 7a 8a 4a 3a 6b 9b 5b 2b 7
8 Scenarios Mission 3 - drop the hammer The Blight must face the powerful and heavily armored Hammer 200! Unfortunately the gun s designers never considered that a small aircraft could swoop in and drop a bomb down the unarmored exhaust ports. The Allies start with a Hammer 200 on the battlefield (represented by a Hammer 65 Pounder). This behemoth is like the regular Hammer but more powerful: Land Range: 5 Air Range: 0 Movement: 0 (seized transaxle) Armor: 4 rivets (1 when attacked by an air unit) Flat Grid Attack: 2 / 2 / 2 / 1 / 1 Health: 3 Resources: Deployment points: 5 Rivets: 1 Special Rules: No player draws Secret Missions. Victory Conditions: Strategic Objectives are worth 1 VP when captured. The allies need 8 VPs to win. The Blight must destroy the HAMMER 200 to win. 8b 1a 7a 6b 3a 9b 5a 2b 4a 8
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