4.0 SET UP
4.1 Placing objectives
. There are three possible (“missions”) depending on the troops deployed. Objectivesare kept hidden and are only revealed if reached by the enemy (they can only be seen from 10cm away) or discovered thanks to intelligence.
1) Regulars against Regulars.
In this case each player has 5 objective markers that he places on his ownside of the table. Each is numbered and only one represents the enemy’s main objective (the player that hasto defend it chooses it secretly).
2) Regulars against Irregulars
. As above, but in this case the player with the Irregular forces decides theobjective in the enemy’s side of the table with a (hidden) roll of a d6. If they roll a 6 the Irregulars don’t havean objective on the enemy’s side of the battlefield (Information that the Regulars don’t have). In this case the“Irregular” player knows both objectives on the table.
3) Special Forces against Regulars or Irregulars
. Only the player using the Regular or Irregular forces places the 5 objective markers on his side of the battlefield.
In order to take an objective, at the end of the turn at least one man must be within 5cm of the marker withno enemies within 30cm. If these conditions are met then the objective is taken for good.
Each player rolls 1d6 and adds the Squad commander’s leadership. The winner chooses theside (herafter called the “First player”). The opponent (the “Second player”) takes the other side.The players place the “Objective markers” one by one, starting with the 2
player deploys at least 50% of his forces. The 1
player fields at least 50% of his forces. The 2
players now deploys the remainder of his army, followed by the 1
Troops used in Infiltration or Ambush are not deployed (see EXTRA Section).
5.0 TURN SEQUENCE
Once the troops have been deployed on the battlefield, the first thing to do is to decide which unit movesfirst, after which you will assign orders to the soldiers in the activated unit.1)
. Both players roll 2d6 and add their main commander’s leadership modifier (not that of theother soldiers) (+1, +2, +3 or +4) and the modifier given by the quality of the troops: +1 Trained, +2Veteran, +3 Elite, +5 Special Forces.Whoever gets the highest total activates the unit and assigns the necessary actions.2)
Each miniature that belongs to the activated unit can perform one of these actions (in any order):a)Move up to 15cm b)Move and shoot (5cm without penalty, 10cm with penalty),c)Prepare for opportunity fire (can also turn up to 45° or advance up to 5cm)d)Perform covering fire.Tracked vehicles move 30cm-2d6 and wheeled vehicles move 45cm-2d6. Tanks fire (with the gun) or move(this goes for all tanks… we’re recreating small infantry encounters here, where tanks only have a supportrole). Armoured cars/”Blindos” (or Tanks with an MG) can fire whilst moving with a penalty.