USMC Counter Actions
over 1 year ago
– Sun, Aug 18, 2024 at 06:55:09 PM
The menu of Actions available to the player during the USMC Counter Phase will be very recognizable to Valiant Defense veterans, with just a few new options. Attack was covered in the last Update, so I will highlight the remaining Actions that can be selected in a turn.
Reload
If, when making an attack, the player rolls a natural '1', that counter is Out of Ammo. The Reload action removes the Out of Ammo Token and thereafter that counter can use the Attack action as normal. This also requires discarding a Supply Token.
Suppress
Suppress can be selected by Weapon Team counters (to be covered in a future Update) that share a Combat Position with a Weapon counter (37mm AT gun, M1919 MG, 60mm and 81mm Mortar). This action generates Suppression Tokens that can be used to destroy an IJA counter when it first enters play.
From the rulebook:
Recover
At different times in the game a USMC counter may become Exhausted or Disrupted. When Exhausted, the counter cannot take any other Action except Recover. When Disrupted, the counter is close to being destroyed (2 Disrupted Tokens = Destroyed). The Recover action allows the counter to flip back from being Exhausted to combat ready or it removes an attached Disrupted Token.
Command
This action can only be used by an Officer. It gives up to three USMC counters a free Recover action. It cannot target another Officer counter and each counter can still only take one action per turn, so a counter that is Exhausted with a Disrupted Token attached would need to remove the Disrupted Token in one turn and flip from being Exhausted in a future turn.
From the rulebook:
Request Reinforcements
To use this action both the Combat Sector and Division Intelligence (located on Henderson Field) must have a Comms Token in place. This grants the player 2 Deployment Points to spend on additional USMC counters or Weapon counters.
Barrage
This action can only be taken by the Forward Observer counter. Remove one or two Artillery Tokens from the 11th Marine Regiment on Henderson Field (these are generated in the USMC Card Phase). A single Artillery Token grants five Barrage dice, while two Artillery Tokens grant nine Barrage dice. Yes, two single Barrage Tokens grant ten Barrage dice, but this requires two Actions, and that the Forward Observer Recover in between.
Barrage dice are assigned to any Attack Position the Forward Observer has Line of Sight to, except the front-line Attack Positions (because they are too close to the USMC line, endangering the Marines). Resolve the attack roll as normal: d6 and compare the result to the Defense Value of the target. If equal to or greater, that target IJA counter is Destroyed.
From the rulebook:
Place Barbed Wire
Barbed Wire can be placed in the front-line Attack Positions. This causes a penalty to the Defense Value of an IJA counter in that Attack Position (except the Tank and the Infiltrator). In addition, if an IJA counter moves forward into the USMC line from an Attack Position containing a Barbed Wire Token, any USMC counter with Line of Sight can use Defensive Fire (this was covered in a previous Update).
Two Barbed Wire Tokens require one Supply Token to be discarded.
Rapid Move
As previously noted, all Moves must be completed in the Move Sub-Phase. Rapid Move is an action and is resolved in the Action Sub-Phase, but in effect, it grants a USMC an extra Move.
Rapid Fire
This can only be used to target IJA counters in front-line Attack Positions. This gives a USMC counter an extra attack, but both attacks are made with a -1 penalty. Out of Ammo rules also apply, so by making two attacks, the chance of rolling a natural '1' double.