Bueno, nadie sabe el número de cartas de unidad que se pueden jugar por combate? al menos, cómo lo hacéis vosotros?
¿Una carta sin valor de combate, con el símbolo de artillería, se puede usar para activar esa unidad en combate assault?
Puedes jugar todas las cartas de unidad que quieras para el ataque y la defensa, cada una en su fase correspondiente. Una carta sin valor de combate no se puede usar para activar un asalto. Corto y pego de las reglas:
Step 1: In an Assault, the Active Player names the attacking unit and
must play
a Unit Card which matches the attacking unit that includes an Attack value to
initiate the combat. An Assault may not be initiated if the attacking unit is in a
Marsh square.
Unit Cards which have an artillery icon on them do not have an attack value.
In an Ambush, the Active Player plays an Ambush HQ Card. There is no attacking
unit, and any enemy unit on the board may be selected.
Step 2: The Active Player names the target of the attack. This defending unit
must be adjacent (not diagonally!) to the attacking unit in an assault, but can be
any enemy unit in an Ambush.
Step 3: The defender now has the option to Withdraw if there is any unoccupied
square adjacent to the defending unit. The defender plays a Withdraw HQ card
to Withdraw; all eight Armies have these cards in their Action Deck. The United
States also has special Unit Cards which can be played to allow the defending
unit to attempt to withdraw; see rule 8 for details. All Withdraw cards must be
played immediately after the attacker initiates combat and if successful end the
combat without the attacker being allowed to play any further cards. Withdraws
follow the rules of Retreat exactly as if the unit was forced to Retreat. If the
defending unit withdraws the attacking unit must Advance into the now vacated
square, any Pursuit (6.6) is resolved, and any cards used to initiate the combat
and Withdraw are discarded. The combat is completed and no further cards may
be played by the attacker. The Active player may not initiate another combat.
Step 4: If the defending unit did not Withdraw in step 3, the defender
may now
play Unit Cards matching the defending unit to increase the Defense Total. The
defender may also play one Leader Card and use its Combat value to increase
the Defense Total.
Step 5:
The Active Player then may play cards to assist the attack. The eligible
cards are Committed Attack (maximum of one per attacking/Supporting unit),
Sappers/Engineers, Skirmish, Unit Cards for attacking/Supporting units, and one
Leader Card.
Traduresumiendo:
Para un asalto, en el paso 1, el atacante juega una carta de unidad con factor de ataque. Luego, en el paso 4, el defensor juega todas las cartas que quiera/pueda. En el paso 5, el atacante juega más cartas si quiere/puede, para dar apoyo.
Saludos.