Third-Edition-Missions.pdf

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Free-For-All 
(FAir Fight)
In highly-mobile engagements it is not uncommon for forces to suddenly find themselves in contact with the
enemy. The freewheeling battles that result are little more than all-in brawls.
Y
ouR
o
RdeRs
Defender places two Objectives here
Attacker deploys here
16“/40cm
12“/30cm
No Man’s Land
Centre line
8“/20cm
ATTACKER
Your forces have broken through the
enemy front line. The enemy must
be ruthlessly crushed before they can
occupy proper defences! You must
seize one of your objectives before the
enemy seizes one of theirs.
DEFENDER
16“/40cm
No Man’s Land
12“/30cm
Defender deploys here
8“/20cm
Attacker places two Objectives here
The enemy has broken through. Your
company must occupy and defend
critical objectives before the enemy
secures them. Capture one of your
objectives before the enemy takes one
of theirs.
•   Free-For-All   •
M
ission
s
pecial
R
ules
Free-for-All uses the
Meeting Engagement
(page 264)
special rule.
B
eginning the
B
attle
1. Starting with the attacker, both players make
Reconnaissance Deployment moves for any Recce
teams they have on table.
2. Both players now roll a die. The player who finished
Deploying their platoons first adds +1 to their roll.
The player with the higher result has the first turn.
In the event of a tie roll again.
p
RepaRing foR
B
attle
1. Both players roll a die. The player with the higher
score chooses one of the long table edges to attack
from. The other player defends from the opposite
table edge.
2. Starting with the attacking player, both players
place two Objectives on the opponent’s side of the
table. The Objectives must be at least 16”/40cm
from the centre line of the table and may not be
placed within 8”/20cm of the side table edges. Both
of a player’s Objectives must be within 48”/120cm
of each other.
3. Each player’s Deployment Area is their own half of
the table, excluding the area within 12”/30cm of
the centre line. Both players, starting with the at-
tacking player, alternate Deploying their platoons.
4. Both players, starting with the attacking player,
now Deploy any Warrior teams that are not part of
a platoon and all Independent teams.
e
nding the
B
attle
The battle ends when:
• a player starts their turn having Taken either of
the Objectives that they placed in the enemy
Deployment Area.
d
eciding
W
ho
W
on
The player that took their Objective has secured a key
piece of terrain on the field, forcing the enemy onto the
defensive and winning the day.
Calculate your Victory Points using the Victory Points
Table on page 275.
If neither side won use the Fair Fight special rule to
determine their Victory Points.
276
encounter
 (FAir Fight)
On the open flanks of the main battle, a small force can encounter a lot of trouble very easily.
Having found it, they call for support and the action escalates.
Each player places
one Objective here
Attacker has
scattered reserves
8“/20cm
Y
ouR
o
RdeRs
A
TTACKER
You have encountered strong opposi-
tion and called for assistance, but so
has the enemy. You must attack now
while they are still weak and seize one
of your objectives before the enemy
captures one of theirs.
D
EFENDER
A section of the line has crumbled
and it’s fallen upon your shoulders to
repel the enemy advance. Act aggres-
sively until assistance arrives, then
capture one of your objectives before
the enemy captures one of theirs.
Attacker deploys here
16“/40cm
12“/30cm
No Man’s Land
Centre line
16“/40cm
No Man’s Land
12“/30cm
8“/20cm
Defender deploys here
Each player places
one Objective here
Defender has
scattered reserves
Encounter uses the
Delayed Reserves
(page 269),
Meeting Engagement
(page 264), and
Scattered
Reserves
(page 269) special rules.
p
RepaRing foR
B
attle
1. Both players roll a die. The player with the higher
score chooses one of the long table edges to attack
from. The other player defends from the opposite
table edge.
2. Starting with the attacker, both players place an
Objective in their own half of the table.
3. Both players, having placed an Objective in
their own half of the table, now place a second
Objective, this time in their opponent’s half of
the table, again starting with the attacking player.
All Objectives must be at least 16”/40cm from
the centre line of the table and may not be placed
within 8”/20cm of the side table edges.
4. Starting with the attacker, both players now
nominate at least half of their platoons to be held
off the table in Delayed and Scattered Reserves.
5. Each player’s Deployment Area is their own half
of the table, excluding the area within 12”/30cm
of the centre line. Both players, starting with the
attacking player, now alternate Deploying their
remaining platoons.
6. Again starting with the attacker, both players now
Deploy any Warrior teams that are not part of a
platoon and all Independent teams.
1. Starting with the attacker, both players make
Reconnaissance Deployment moves for any Recce
teams they have on table.
2. Both players now roll a die. The player who finished
Deploying their platoons first adds +1 to their roll.
The player with the higher result has the first turn.
In the event of a tie roll again.
e
nding the
B
attle
The battle ends when:
• a player starts their turn having Taken either of
the Objectives that were placed in the enemy
Deployment Area.
d
eciding
W
ho
W
on
The player that took an Objective in the opponent’s
Deployment Area wins the battle. They have secured
key terrain, forcing the enemy onto the defensive, and
opening the way for the final, decisive blow.
Calculate your Victory Points using the Victory Points
Table on page 275.
If neither side won use the Fair Fight special rule to
determine their Victory Points.
277
•   encounter   •
M
ission
s
pecial
R
ules
B
eginning the
B
attle
Dust up
 (FAir Fight)
Two advancing forces clash, each determined to get through to their objectives. Soon a whirling battle
develops as reserves arrive on the flanks and are thrown into the fray.
Attacker deploys here
8“/20cm
Attacker’s reserves
arrive within 16”/40cm
of corner
8“/20cm
No Man’s Land
Y
ouR
o
RdeRs
ATTACKER
8“/20cm
Each player
places one
Objective here
Centre line
Seize the initiative and thrust your
forces into the enemy’s defences
and secure a key objective. He who
hesitates is lost. You must capture one
of your objectives before the enemy
captures one of theirs.
DEFENDER
No Man’s Land
8“/20cm
Each player
places one
Objective here
8“/20cm
Defender’s reserves
arrive within 16”/40cm
of corner
8“/20cm
Defender deploys here
Parry your opponents thrust and
manoeuvre your forces to take and
hold a key position behind their lines.
Be ready to attack when the time is
right. Strike hard and fast to take an
objective before the enemy does so.
M
ission
s
pecial
R
ules
•   Dust up   •
Dust Up uses the
Delayed Reserves
(page 269) and
Meeting Engagement
(page 264) special rules.
9. Again starting with the attacker, both players now
Deploy any Warrior teams that are not part of a
platoon and all Independent teams.
p
RepaRing foR
B
attle
1. Mark the centre of the table so that the table
quarters are obvious to both players.
2. Both players roll a die. The player with the higher
score chooses a table quarter to attack from, leaving
the other table quarter in their own end empty.
3. The other player deploys in the opposite table
quarter, likewise leaving the other table quarter in
their own end empty. Each player’s Deployment
Area is their assigned quarter, excluding the area
within 8”/20cm of the centre line.
4. Starting with the attacker each player places an
objective in their own Deployment Area at least
8”/20cm from all table edges.
5. Next starting with the attacker each player places
an objective in the enemy Deployment Area at least
8”/20cm from all table edges.
6. Starting with the attacker, both players nominate at
least half of their platoons to be held off the table in
Delayed Reserves.
7. Each player’s Reserves arrive up to 16”/40cm from
the corner in the empty table quarter at the enemy’s
end of the table.
8. Both players, starting with the attacker, alternate
Deploying platoons.
B
eginning the
B
attle
1. Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce
teams they have on table.
2. Both players now roll a die. The player who finished
Deploying their platoons first adds +1 to their roll.
The player with the higher result has the first turn.
In the event of a tie roll again.
e
nding the
B
attle
The battle ends when:
• a player starts their turn having Taken either of
the Objectives that were placed in the enemy
Deployment Area.
d
eciding
W
ho
W
on
The player that took an Objective in the opponent’s
Deployment Area wins the battle. They have secured
key terrain, opening the way for the decisive blow.
Calculate your Victory Points using the Victory Points
Table on page 275
278
no retreAt
 (DeFensive BAttle)
There comes a time in every conflict when a force
must dig in and prepare to repel a massive assault
from the enemy. Often the deciding battles of their
campaigns, these desperate defences can turn the tides and
determine the momentum of entire wars.
Attacker deploys here
Y
ouR
o
RdeRs
ATTACKER
No Man’s Land
16“/40cm
Centre line
8“/20cm
The enemy has fallen back to defend a single choke point of
your advance. Their lines disorganized, their reserves in tatters,
you must crush their resistance and open a path to victory! You
must assault and capture one of your objectives.
DEFENDER
Defender deploys here
8“/20cm
Each player places one
Objective here
8“/20cm
The situation is desperate and your path is grim, but if you
can mount a heroic defence against their coming advance you
could turn the tide of this war. Reinforcements are coming, and
your superiors have promised you support, until they arrive,
you are on your own. There can be no retreat. You must hold
the objectives and push the enemy back.
•   no retreAt   •
M
ission
s
pecial
R
ules
8“/20cm
Defender’s reserves
arrive here
No Retreat uses the
Ambush
(page 266),
Reserves
(page 268),
and
Prepared Positions
(page 264) special rules.
p
RepaRing foR
B
attle
1. The defending player chooses which short table
end they will defend. This half of the table is their
Deployment Area. The attacking player will deploy
in the other table half.
2. Starting with the defender, both players now place
one Objective each in the defender’s end of the table.
The Objectives must be at least 8”/20cm from the
centre line of the table, and may not be placed
within 8”/20cm of any table edge.
3. Next the defending player nominates at least half of
their platoons to be held off the table in Reserve at
the start of the game. The troops held in Reserves
will arrive along the short table edge in the defend-
ing player’s table half.
4. The defender may then nominate one of the re-
maining platoons to be held in Ambush.
5. Finally, they Deploy the remaining platoons.
6. The attacking player’s Deployment Area is their half
of the table, excluding the area within 16”/40cm
of the centre line. The attacker now Deploys all of
their platoons.
7. Both players now Deploy any Warrior teams that
are not part of a platoon and all Independent teams,
starting with the defending player.
B
eginning the
B
attle
1. Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce
teams they have on table.
2. The attacking player has the first turn.
3. As both sides are in Prepared Positions, all platoons
may begin the game Dug In.
e
nding the
B
attle
The battle ends when either:
• the attacker has Taken any of the Objectives at the
start of their turn, or
• the defender starts any of their turns from turn six
with no attacking teams in the defender’s half of
the table.
d
eciding
W
ho
W
on
The attacker wins if the game ended because they started
one of their turns holding an Objective. They have
broken the defence and forced the enemy to fall back.
Otherwise the defender wins. The attack has been beaten
off. Now they must prepare their counterstroke.
Calculate your Victory Points using the Victory Points
Table on page 275.
279
holD the line 
(DeFensive BAttle)
Surprise is paramount in any military operation, and never
more so than in defence. When significantly outnumbered
with no hope of immediate reinforcement, a defender
has to rely even more on intangibles like surprise to even
the odds.
Attacker deploys here
Y
ouR
o
RdeRs
ATTACKER
No Man’s Land
16“/40cm
Your opponent is weak and isolated, ripe for destruction. Attack
immediately, smash them quickly and seize your objectives.
DEFENDER
Centre line
8“/20cm
Defender deploys here
8“/20cm
Each player places one
Objective here
8“/20cm
You have been assigned a near impossible task. Only your ability
to misdirect the enemy into thinking that you are weaker than
you are can save you. Use surprise well. Ambush the enemy
and prevent them from taking their objectives, then push them
back when help arrives.
M
ission
s
pecial
R
ules
Hold the Line uses the
Ambush
(page 266),
Delayed Reserves
(page 269), and
Prepared Positions
(page 264) special rules.
•   holD the line   •
8“/20cm
Defender’s reserves
arrive here
p
RepaRing foR
B
attle
1. The defending player chooses which short table
end they will defend. This half of the table is their
Deployment Area. The attacking player will deploy
in the other table half.
2. Starting with the defender, both players now place
one Objective each in the defender’s end of the table.
The Objectives must be at least 8”/20cm from the
centre line of the table, and may not be placed
within 8”/20cm of any table edge.
3. Next the defending player nominates at least half
of their platoons to be held off the table in Delayed
Reserve. These Reserves will arrive along the short
table edge in the defending player’s table half.
4. The defender may then nominate up to two of the
remaining platoons to be held in Ambush.
5. Finally, they Deploy the remaining platoons. It is
entirely possible that all of the defending platoons
on the table will be in Ambush with none visible to
the enemy at the start of the game.
6. The attacker’s Deployment Area is their half of the
table, excluding the area within 16”/40cm of the
centre line. They now Deploy all of their platoons.
7. Both players now Deploy any Warrior teams that
are not part of a platoon and all Independent teams,
starting with the defending player.
280
B
eginning the
B
attle
1. Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce
teams they have on table.
2. The attacking player has the first turn.
3. As both sides are in Prepared Positions, all platoons
may begin the game Dug In.
e
nding the
B
attle
The battle ends when either:
• the attacker has Taken any of the Objectives at the
start of their turn, or
• the defender starts any of their turns from turn six
with no attacking teams in the defender’s half of the
table.
d
eciding
W
ho
W
on
The attacker wins if the game ended because they started
one of their turns holding an Objective. They have
overcome the element of surprise and triumphed.
Otherwise the defender wins. Their ambushes stunned
the enemy, allowing time to counterattack in strength.
Calculate your Victory Points using the Victory Points
Table on page 275.
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