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Assault Living Rules

Our Assault rulebook, first released in 2021 with the module Red Horizon 41 (rules version 1.0), set some exciting milestones and brought fresh ideas into the world of tactical conflict simulations. But we don’t want to just sit back and celebrate what’s been achieved. Assault is very much alive – shaped by your feedback, inspired by all our ideas, and driven by the wish to create a great and lasting gaming experience together.

With Sicily 43, we moved on to rules version 2.0, which already included lots of input from the community and new ideas to make Assault even better.

Now it’s time for the next step: version 2.5. Here you can find the current official draft of v2.5. This version will be part of the upcoming Red Horizon 41 – Revised Edition. To keep things clear and transparent, we’ll be maintaining a changelog of all updates from now on.

Assault Rulebook

CHANGELOG V2.0 à V2.5, issue date: 24/09/2025

ChapterChangeComment
GeneralRepeated and redundant sentences for actions that require command points and command card effects have been deleted. For e.g.:
– This is not a free action
-If playing with command points, one command point i is needed.
– A command card can modify the attack roll or defense roll.

This knowledge should be common sense for players using the optoinal rules for cp´s and cc´s
 
GeneralUpdated to new grafic files And RH41 relevant wording – look & feelStill changes to do for a final book!
4.14. Wreck Markersadded 
6.3 Support phase (overview)added procedure for Step 1 and Step 2 TAS/OAS cards activation 
6.4 Action Phase (overview)added optional rule for spending command points (cp) 
6.5 Organization Phaseadded optional rule for removing suppression 
7.1 Indirect Firere-structured General change to all unit cards (not OAS) with indirect fire ability (e.g. mortars): Delete sentence with: „The defender loses ist weakest terrain defense die“ 
7.2 Firing Smokere-structured 
8.1 PassingChanged rule for passing 
8.2 Reaction Fire:added info at move&fire 
8.4 After Reaction by inactive playerDeleted: Integrated in 8.2 
9.1 Normal Movementexample pic terrain movement costs deleted 
9.2 Fast MovementVehicles fast action + blue die 
9.3 Moving and firingAdded: The defender receives a green die defense bonus when the attacker performs either of these actions.   Changed marker pics to: Move&Fire, Fire&Move, Turret Fire, Fast Action 
9.4. Terrain Movement Costschanged to Terrain Characteristics – re-written Added: 9.4.1 Impact on movement, 9.4.2 Impact on defense dice, 9.4.3 Terrain hex elevation, 9.4.4 Impact on LOS 
9.6. Special Terrain TypesNumbering changed to 9.5 
9.6.2 Buildingschanged to 9.5.2 and re-written   
9.5 Harsh Terrainhanged to 9.4.5 (The subsequent chapter numbers in 9.5 Special Terrain have been adjusted.) 
9.6.3 Roads and trailschanged to 9.5.3 and re-written 
9.6.4 Alleyschanged to 9.5.4 and re-written 
9.6.5 Urban Alleyschanged to 9.5.5 and re-written 
9.6.6 Covered Trailschanged to 9.6.6 and re-written 
9.6.4 FortificationsRe-numbering to 9.5.7 invl. subsequent chapters Re-written incl. Sandbags, Trenches, Gun Position, Bunker, Pillbox, 
9.6.5 ObstaclesRe-numbering to 9.5.8 invl. subsequent chapters Re-written incl. Subsequent chapters Added Wrecks Chapter 9.5.8.5. 
9.6.6 MinefieldsRe-numbering to 9.5.9 Minor changes in effect column of damage table 
9.10.1 and 9.10.2 Damage to vehicle units from terrainChapter / rules deleted 
10.0 Ranged FireChanged marker pis to new ones 
10.2 Line of Sight (LOS)Re-structured 
10.3 Checking LOSRe-structured and added chapter: 10.3.1 Terrain and LOS 10.3.2 Clear, hindered or blocked LOS 10.3.3 LOS along hexsides 
10.4 Elevation and LOSRe-structured 
10.5. Direct Fire spottingRe-written Rules change to failed spotting roll 
10.5.1 Automatic direct fire spottingRe-structured 
10.7.3 Assinging DamageRe-structured and re-written to: 10.8 Assigning Damage 10.8.1 Critical Hits 10.8.1.1. Critical hits vs infantry and artillery 10.8.1.2. Critical hits vs vehicles 10.8.1.3. Criticla hits vs. Buildings 10.8.2 Damage points 10.8.3. Suppression 10.8.4. Elimination 
10.8. Attack diceNumber change to 10.9 incl. Subsequent chapters 
10.8.4 Joint FireNumber change to 10.9.4 – Rules change: joint fire limited to infantry units only 
10.9. Defense dice in ranged fireNumber change to 10.10. incl. Subsequent chapters 
10.9.1 Terrain defense diceNumber change to 10.10.1 Rules change: added reference to 9.4 Terrain Characteristics and examples 
10.9.2 Hindered LOS to target unitNumber change to 10.10.2 added defender strongest terrain die – Reference to 9.4.4 and one example 
10.9.4 Attacker´s Fire StatusNumber change to 10.10.4 Rules change: explaining the new action status markers with modification to defense dice. This information is also depicted on the status markers in the form of a shield (see 13) 
10.9.5. Ranged fire modification tableChapter – rule deleted. Not needed because of new status markers showing modification to defense dice 
10.9.6 Defender´s StatusNumber change to 10.10.6 
10.10. Ranged fire on vehicles transporting unitsNumbering change to 10.11. incl. Subsequent chapters 
10.10.2 Eliminated/criticial hits on transportsRules change: last para changed from flipped damage to one damage poin 
11.0 Close combatre-organized and re-written rules 
11.6 Close combat exampleRe-written 
12.4.3.2 OAS Impact areaAdded note for scout ability 
13.0 Summary of status markers and their effectsupdated the organization phase procedure according to 6.5. 
13.1 General status markersChanged entry sentence   Deleted sentence in line with new 11.0: If the defending unit is marked with ambush, then it may add one additional green  attack die in this initial close combat round. 
13.3 Morale status markersadded Suppressed while moving and overstacked changed fallback description and rules   

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