3-Stalemate
(Trench fight)
Army strength:
Equal forces.
Map setup:
Roll a die to decide who will choose the map set.The other player starts placing the objectives. Each playerplaces 2 objectives at least 2 hexes apart; one on his side,one at the opponent's side, in the rows 3-5 (not at the mapborder, see picture).
Deployment:
Roll a die to decide who will start to deploy. 5central hex rows is battered "no man's land". Nobody candeploy anything there. The rest of the map on both sides isfree for the owner's deployment.
Special rules:
Both players can field the same amount of obstacles/installations they have theregular units.
First turn:
Roll a die to decide who will begin the 1
st
turn; add the highest commander initiative toyour roll.
Winning the game:
The player who controls solely both of the objectives on the opposite side of the map at the end at the end of 1
st
to 7
th
turn wins and gains 2 points (quick victory). In case of draw, continue until the end of 10
th
turn. The player who controls both objectives on the oppositeside at the end of any subsequent turn (8-10) wins, but gains only 1 victory point. When the drawpersists, the player with more objectives under control (or army points, in case of a draw) wins 1point.
4-Breakthrough
(Assault)
Army strength:
The attacker has +20% army points.
Map setup:
The defender chooses the map set and deploysfirst anywhere on its half of the map. Then the attackerplaces his 2 objectives at the opponent's side in the rows 3-5(at least 2 hexes apart and not at the map border, seepicture). The defender may choose to move one of theattacker's objectives and place it on any installation orfortification he owns. This "key unit" has to be placed in orderto fulfil the above mentioned rule for objectives.
Deployment:
As mentioned above, the defender deploys first; he can field the same amount of obstacles he has the regular units. The attacker deploys after he places the objectives, in the 2utmost hex rows on his side of the map.
First turn:
Roll a die to decide who will begin the 1
st
turn; add the highest commander initiative toyour roll.
Winning the game:
When the attacker solely controls both objectives at the end of 1
st
to 7
th
turnwins and gains 2 points (quick victory). In other case, continue until the end of 10
th
turn. At theend of the 10
th
turn, one of the players wins when he controls more objectives than the opponent.The attacking player then gains only 1 victory point; in case the defender wins he gets 2 points.
5-Keep it up!
(Delayed reinforcements)
Army strength:
Equal forces, but the defender leaves 50%of his army force (points, rounded up) off the map.
Map setup:
The defender chooses the map set. Then theplayers alter in placing 2-3 objectives in the 3 central hexrows, at least 2 hexes apart, starting with the attacker.
Deployment:
The defender deploys first in the 3 central hexrows. He can field the same amount of obstacles/installationshe has the regular units. The attacker deploys afterwards, inthe 2 utmost hex rows on his side of the map. He is notallowed to field any obstacles.
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