Solitaire Rules for Eagle Troop
The player plays as Eagle Troop, and consults the charts below as Iraqi units detect and engage the Armored Cavalry.
Iraqi Republican Guard Reactions
Iraqi units can’t move or fire until they detect the Americans, or if an American element fires within 20” of an Iraqi element, whether they are detected or not.
Until a detection has occurred, the turn sequence is normal for the Americans, but there is no Iraqi turn. After detection, the Iraqi side conducts the normal phases of the turn as indicated below.
Once Detection Occurs
The first movement phase after detection must be spent moving crews to their vehicles unless the unit has already failed a Cohesion roll and is a Cohesion level (CN#) that restricts their movement.
During Cohesion phase, roll on the following tables for each activated company to see how the unit reacts
Unit in good order (no Cohesion failures)
2-3 Charge nearest American unit. If sufficient move take flanking shot during Advancing fire. Ends turn in motion.
4-10 Fire at nearest American unit during supporting fire, or if in motion, stop and fire in advancing fire. Turn turrets if needed.
11-12 Move full movement allowance away from detected American units, ending turn in motion.
Unit that has failed Cohesion
2 If permitted by cohesion level, charge nearest American unit. If sufficient move take flanking shot during Advancing fire. If unable to move towards enemy, fire in supporting fire phase.
4-7 Fire at nearest American unit during supporting fire. Turn turrets if needed.
8-10 If permitted by cohesion level, move full movement allowance away from detected American units, ending turn in motion.
11-12 Company surrenders