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HISTORICAL RULESAMENDMENT-1:MISSIONSJANUARY 2009
© 2009
 
Version 2.0GENERAL RULES
When you play these scenarios separately, roll a die to select one of the missions. In case of playing acampaign, select the corresponding scenario according to the previous events.
!
It is not allowed to look at the opponent's hand while he is choosing his forces.
6 BASIC SCENARIOS 1-Fair fight
(Standard scenario)
 
Army strength:
Equal forces.
Map setup:
Roll a die to decide who will choose the map set.The other player starts placing objectives. The players alter inplacing 2-3 objectives in the 3 central hex rows at least 2hexes apart.
Deployment:
Roll a die to decide who will start to deploy theunits. Both players deploy in the 2 utmost hex rows on hisside of the map.
Special rules:
No obstacles or installations are allowed.
First turn:
Roll a die to decide who will have the first turn; add your highest commander initiative.
Winning the game:
The player who controls more objectives at the end of 7
th
turn wins and gains2-3 points (by the amount of objectives in game). In case of draw, continue until the end of 10
th
turn. At the end of the 10
th
turn, the player wins when he controls more objectives than theopponent, but gains only 1 victory point. When the draw persists, the player with more armypoints wins 1 point.
2-Last stand
(Defending the key points)
Army strength:
The attacker has +20% army points.
Map setup:
The defender chooses the map set. Then theplayers alter in placing 2-3 objectives in the opponent's half of the battlefield at least 2 hexes apart, starting with theattacker. The objectives cannot be placed at the edges of thedefender’s zone (see the grey area on the picture).
Deployment:
The defender deploys first in the 2 hexes areaaround the objectives; he can field the same amount of obstacles he has the regular units. The attacker deploysafterwards, in the 2 utmost hex rows on his side of the map.
Special rules:
The attacker is not allowed to field any obstacles or installations.
First turn:
The attacker begins the 1
st
turn.
Winning the game:
When the attacker controls solely the majority of objectives at the end of 1
st
to 7
th
turn wins and gains 2 points (quick victory). In other case, continue until the end of 10
th
turn.At the end of the 10
th
turn, one of the players wins when he controls more objectives than theopponent. The attacking player then gains only 1 victory point, the defender gets 2 points.
 
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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