Once they where hit they layed there for 1 turn, and in that time a medic could revive them. Riflemen could move 2 inches per turn. riflemen could not kill tanks unless they managed to get right beside one, and if they did you roll 1 die to see if he suceeded. 5 or lower since it's extremely hard to get next to a tank. If the roll failed, meaning you rolled a 6, the rifleman, or any other troop for that matter, dies. Medics could not shoot since they could revive soliers. Other than that they behave just like a rifleman. Machine gunners act like Riflemen except that they can fire 3 times in 1 turn, making them very valuable infantry killers. They can keep firing at troops until the third shot is fired, even if the kill 1 man before the 3 shots are up. If the kill 1 man before the 3 shots are up they can choose another man to fire at and if they kill him as well, then they can use theyre final shot to try to kill a 3rd man. You do not have to fire three times but there is no reason to not use all three that I can think of. If you fire at a man and miss and you still have more shots left then you can fire at a different man if you wish. You do not have to fire all three shots at 1 man if you keep missing, you can change your target. Flame throwers are the only troops that have a fire range limit. They can fire up to 8 inches. (They behave just like riflemen as well just like every other troop I will mention.) Roll dice differently for flamers. 0% cover is a definite kill--6 or less, 30% cover--5 or less, 50% cover--4 or less, 80% cover-- 3 or less. You can fire at two people with a flamethrower. "Flamed" casualties(troops killed by flamethrower) cannot be revived by medic, so remove them as soon as they are killed. Flame throwers can also kill tanks, use normal dice rolls for killing tanks. (same rolls as riflemen vs infantry) If you use 1 shot on a tank, you dont get a second. Finally, the bazooka man. He is the only unit that can kill tanks with no range limit. Tanks dont use cover so they use their sides, front, rear, turret, and top instead. A tank's front armor is strongest so you cannot get a kill on the tank by shooting at it's front armor. The side armor is a 3 or lower to get a kill, the rear armor is a 4 or lower to get a kill, the turret is a 2 or lower to get a kill, and the top armor is an absolute kill. ( 6 or lower) --Tanks-- Tanks can move 5 inches per turn.turning the turret, if it has one, takes up 1 inche of movement per 90 degrees of rotation. This means that the turret can move no more than 1 and 1/4 full rotations.(which is more than enough) The tanks have 2 guns, the main cannon and the machine gun. You can choose 1 weapon to use. If you choose the machine gun, then you can fire 3 times and the turret has to be in the general direction of the target. Use normal rolling rules. If you use the main cannon then you can fire once at a target, which can be a spot on the ground. Mark the spot you wish to shoot at and roll 1 die. If the die roll is 1-- then the hit missed the mark and it hit 4 inches past the mark, 2-- it hit 2 inches past the mark, 3-- it hit right on the mark, 4-- it hit right on the mark, 5-- it hit 2 inches before the mark, 6-- it hit 4 inches before the mark. To make the effect of explosive tank shells then take your hand and make a fist above the place where the shell hit and destroy everything possible in that area. EVERYTHING in that area is gone; troops, barracades, vehicles.(except other tanks) To kill another tank you fire at the tank with your main cannon and roll 1 die. Front armor shot is a 1 or lower, side armor--3 or lower, rear armor--5 or lower, turret--2 or lower, and top armor is an absolute kill. --TURNS-- Decide who goes first by rolling a die. Whoever gets the lowest number goes first and such like. Start by picking troops and objects.(like barbed wire and sandbags) First to go is whoever got lowest number on dice and second is second lowest and so on. when all the troops and objects are picked then its time to start set up. Set up troops, as well as objects, anywhere you like, unless specified by the game mode rules. The attacker/invader goes first, and then the defender. You may move one troop or vehicle in one turn, or you can choose a different rule: move three in one turn. Continue fighting until one team or all other teams(depending on game mode) are killed off, surrender,(give up) or complete objectives. There are a couple different game types: Standard match--- Divide players into teams: 3vs1, 2vs2, or free for all. No Objectives. Beachhead--- Half the players are divided into two teams, The Invaders and The Defenders. Half = 2 players--- 1 vs 1, 3 players---2 invaders vs 1 defender, 4 players--- 2 vs 2. For this mode the players choose a long strip of empty space to be "The Beach" and all the invader's troops start there. The invaders can choose, if they desire, to send their troops in waves, to the beach. (invaders choose what goes in each wave. There is a max of 4 waves.) The defenders decide upon a reachable point that can't be any farther than 4ft off the edge of the beach, amass their troops on the area just off the beach, and wait for the invaders attack. Invaders must reach the point to win the game. If all defending troops are killed then it is an automatic win even if the invaders havent reached the goal. Ultimate Defense--- Players choose a defender. The defender chooses a spot to defend that the attackers must reach to win. The defender's troops can be no farther than 6ft from the goal. The attackers are amassed against one defender. They can set up their troops anywhere that is at least 6ft from the goal and no farther than 10 ft from the goal. If the attackers kill all of the defenders troops then the attackers win even if they haven't reached the goal. NOTE: This mode can be very hard for the defender so the defender should be an experienced and good defender for this mode to have the max amount of fun.