AFV SKIRMISH
INTRODUCTION
Two Player Board & Card Game of Modern Tank Combat.
VICTORY
Destroy all enemy Armored Fighting Vehicle Units.
UNITS
Each player starts the game with 8 AFV (Armored Fighting Vehicle) Units.
Use Miniatures, counters, or tokens to represent AFV’s
Each Unit represents a combined arms squadron.
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
Flip a coin to see who goes first.
Each player is dealt a hand of 5 cards
THE DECK
Players share a common Deck.
The Deck contains 10 types of Cards:
Offensive Attack
Defensive Attack
Units
Weapons
Movement
Obstacle
Protection
Leadership
Morale
Reconnaissance
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Fire Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Moves can be diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
Your opponent may play Obstacle cards to negate the Move of a single unit.
FIRE PHASE
Play (discard) an Attack card to have a unit attack.
Attacks can be diagonal or orthogonal.
The enemy unit that is the target of the attack is automatically
destroyed and removed from the map.
Your opponent may play Protection cards to negate your Attack.
CARD NOTATION
A = Offensive Attack: Move 1 space or attack into adjacent space
D = Defense Attack: Attack into adjacent Space
W = Weapons: Attack of Range = 2
M = Maneuver: Move Unit 2 Spaces
U = Unit: Move Unit 1 space
O = Obstacle: Negate Move
P = Protection: Negate Attack
L = Leader: Draw 2 Cards
Z = Morale Card: Opponent must discard 2 random cards
R = Reconnaissance: Look at Opponents hand or next 5 cards in deck
CARD LIST
Card Name Type
Deliberate Attack A
Frontal Attack A
Hasty Attack A
Main Attack A
Supporting Attack A
Decisive Engagement A
Direct Fire A
Fire & Movement A
Bounding Overwatch A
Clear Enemy in Zone A
Wedge Formation A
Offensive Front A
Seize Initiative A
Pursuit A
Exploit Gap A
Secure Sector A
Massed Attack A
Infiltrate A
Flank Attack A
Surprise Attack A
Skirmish A
Strike Enemy Rear A
Overwhelm at Short Range A
Advance Guard A
Drive Head-on A
Blitz A
Base of Fire D
Primary Position D
Battle Position D
Counter Attack D
Kill Sack D
Decisive Terrain D
Defile D
Engagement Area D
Field of Fire D
Overwatch D
Coil Formation D
Defensive Front D
Key Terrain D
Killing Zones D
Fire from Concealment D
Strongpoint D
Blocking Position D
Fortified Position D
Ambush D
Long Range Gun Duel D
ATGW at 4000m D
Armored Fighting Vehicle U
Close Air Support Fighter U
Main Battle Tank U
Infantry Fighting Vehicle U
Cavalry Fighting Vehicle U
122mm SP Howitzer U
155mm SP Howitzer U
Tank Destroyer U
SP Anti-Tank Gun U
Gun-over-Hull Tank U
Helicopter Gunship U
Mechanized Infantry U
Tank Platoon U
Fire Support Team U
Light Tank U
Hunter-Killer Tank U
Air Supremacy U
Heavy ATGM Teams U
Combined Arms U
Armored Personnel Carrier U
Mortar Carrier U
Numerical Superiority U
Conventional Munitions W
Scatterable Mines (FASCAM) W
AP Discarding Sabot (APDS) W
Hypervelocity DS (HAPFSDS) W
IR Night Vision Devices W
Thermal Imaging System W
Laser Rangefinder W
105mm Rifled Cannon W
120mm Smooth Bore Gun W
Anti-Tank Guided Missile W
HE AT Ammo (HEAT) W
HE Squash Head Ammo (HESH) W
Rocket Propelled Grenade W
Fire Control Systems W
25mm Automatic Cannon W
Laser Guided Artillery W
Air Dispensed Munitions W
Terminally Guided Munitions W
Supersonic Fire & Forget ATGM W
Stabilized Gun W
Artillery Fire W
First Round Hit W
Pin Point Accuracy W
Depleted Uranium Ammo W
Alternate Position M
Avenue of Approach M
Checkpoint M
Coordinating Point M
Covered Approach M
Displace M
Traveling M
Traveling Overwatch M
Maneuver M
Mobility M
Phase Lines M
Movement to Contact M
Advance to Fire Position M
Passage of Lines M
Withdrawal M
Breakthrough M
Detachments M
Automotive Performance M
Gas Turbine Engines M
Momentum M
Overrun M
Bypass Enemy Position M
Lure (Bait) M
Anti-Tank Ditch O
Tracks Damaged O
Out of Gas O
Soft Ground O
Water Barrier O
Mine Field O
Defilade P
Cover P
Dead Space P
Hull Down P
Reverse Slope P
Turret Down P
Smoke Screens P
Electronic Countermeasures P
Camouflage P
Dug In P
Laminate Armor P
Reactive Armor P
Composite Armor P
Inclement Weather P
Halogen Gas Extinguishers P
Wet Ammo Stowage P
Sloped Armor P
Thick Frontal Armor P
Visual & IR Screening System P
Dust Clouds P
Evasive Action P
Combat Multiplier L
Commanders Intent L
Economy of Force L
Fire Support Coordination L
Concept of Operations L
Fragmentary Order L
Integrate Enemy Doctrine L
Concentrate Mass L
Mission L
Attainable Objective L
Priority Target L
Command Post L
Task Organization L
Tank Commander L
Terrain Analysis L
Courage & Tenacity L
Guile & Cunning L
Skill & Determination L
Branch Plans L
Logistics L
Command & Control L
Exhaustion Z
Fatigue Z
Confusion Z
Suppression Z
Fear Z
Shattered Nerves Z
Lack of Sleep Z
Weakened Z
Unbalanced Z
Counter Fire Z
Cowed Z
Heavy Casualties Z
Shaken Z
Wrecked Lines of Communication Z
Demoralized Z
Unsupported Attack Z
Surveillance R
Forward Observers R
Group of Targets R
Grid Coordinates R
Intelligence Preparation R
Scouting Elements R
Line of Contact R
Enemy Disposition R
Target Acquisition R
Reconnoiter R
Early Warning R
Air Reconnaissance R
Remotely Piloted Vehicles R
Armored Cars R
Artillery Observers R
Screen Front & Flanks R
Locate Resistance R
Radio Intercept R
Caught in the Open R
GAME DESIGNERS NOTES
These are the same cards from AFV.
If you make the Deck you will be able to play both games.
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