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HISTORICAL RULES AMENDMENT-1:MISSIONS JANUARY 2009

© 2009

Version 2.0 GENERAL RULES When you play these scenarios separately, roll a die to select one of the missions. In case of playing a campaign, 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 in placing 2-3 objectives in the 3 central hex rows at least 2 hexes apart.  Deployment: Roll a die to decide who will start to deploy the units. Both players deploy in the 2 utmost hex rows on his side 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 gains 2-3 points (by the amount of objectives in game). In case of draw, continue until the end of 10th turn. At the end of the 10 th turn, the player wins when he controls more objectives than the opponent, but gains only 1 victory point. When the draw persists, the player with more army points wins 1 point. 2-Last stand (Defending the key points)

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players alter in placing 2-3 objectives in the opponent's half of the battlefield at least 2 hexes apart, starting with the attacker. The objectives cannot be placed at the edges of the defender’s zone (see the grey area on the picture).  Deployment: The defender deploys first in the 2 hexes area around the objectives; he can field the same amount of obstacles he has the regular units. The attacker deploys afterwards, 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 1st turn. Winning the game: When the attacker controls solely the majority of objectives at the end of 1 st to 7th turn wins and gains 2 points (quick victory). In other case, continue until the end of 10 th turn. At the end of the 10th turn, one of the players wins when he controls more objectives than the opponent. The attacking player then gains only 1 victory point, the defender gets 2 points.

 Army strength: The attacker has +20% army points.  Map setup: The defender chooses the map set. Then the

3-Stalemate (Trench fight)

 Army strength: Equal forces.  Map setup: Roll a die to decide who will choose the map set.


free for the owner's deployment. regular units. your roll.

The other player starts placing the objectives. Each player places 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 map border, see picture). Deployment: Roll a die to decide who will start to deploy. 5 central hex rows is battered "no man's land". Nobody can deploy anything there. The rest of the map on both sides is

 Special rules: Both players can field the same amount of obstacles/installations they have the  First turn: Roll a die to decide who will begin the 1st turn; add the highest commander initiative to  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 7th turn wins and gains 2 points (quick victory). In case of draw, continue until the end of 10th turn. The player who controls both objectives on the opposite side at the end of any subsequent turn (8-10) wins, but gains only 1 victory point. When the draw persists, the player with more objectives under control (or army points, in case of a draw) wins 1 point. 4-Breakthrough (Assault)

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first anywhere on its half of the map. Then the attacker places his 2 objectives at the opponent's side in the rows 3-5 (at least 2 hexes apart and not at the map border, see picture). The defender may choose to move one of the attacker's objectives and place it on any installation or fortification he owns. This "key unit" has to be placed in order to 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 2 utmost hex rows on his side of the map. First turn: Roll a die to decide who will begin the 1st turn; add the highest commander initiative to your roll. Winning the game: When the attacker solely controls both objectives at the end of 1 st to 7th turn wins and gains 2 points (quick victory). In other case, continue until the end of 10 th turn. At the end of the 10th 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: The attacker has +20% army points.  Map setup: The defender chooses the map set and deploys

 Army strength: Equal forces, but the defender leaves 50%  Map setup: The defender chooses the map set. Then the 
players alter in placing 2-3 objectives in the 3 central hex rows, at least 2 hexes apart, starting with the attacker. Deployment: The defender deploys first in the 3 central hex rows. He can field the same amount of obstacles/installations he has the regular units. The attacker deploys afterwards, in the 2 utmost hex rows on his side of the map. He is not of his army force (points, rounded up) off the map.

allowed to field any obstacles.

 Special rules: Starting at the beginning of the 3nd turn, the defender rolls a die for the rest of his
army currently off the map: on the die roll of 5+ one unit of player's choice appears in the first hex row on his side of the map. The chance of arrival increases each turn – roll two dice in 3 rd turn, three in 4th turn etc. Each roll of 5+ allows you to bring another unit on the battlefield. At the beginning of 7th turn, all remaining units arrive. First turn: The attacker begins the 1st turn. Winning the game: When the attacker solely controls the majority of objectives at the end of 1st to 7th turn, he wins and gains 2 points (quick victory). In other case, continue until the end of 10 th turn. At the end of the 10th 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 (or 3) points. 6-Encounter (The clash of forward units) their army force (points, rounded up) off the map. All forces entering the map in the 1st turn must be mobile, moving at speed 2 or higher (the guns must be towed; the infantry has to be motorised/mechanised), aircrafts included.  Map setup: Roll a die to decide who will choose the map set. The other player may choose who will deploy first and starts placing objectives. Each player places 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 map border, see the grey zone on the picture). Deployment: Roll a die to decide who will start to deploy. Both players deploy in the 2 utmost hex rows on his side of the map. Special rules: Similar to the Keep it up! scenario. Starting at the beginning of the 3nd turn, each player rolls a die for the rest of his army currently off the map: on the die roll of 5+ one unit of player's choice appears immediately in the first hex row on his side of the map. The chance of arrival increases each turn – roll two dice in 3rd turn, three in 4th turn etc. Each roll of 5+ allows you to bring another unit on the battlefield. At the beginning of 7th turn, all remaining units arrive. First turn: Roll a die to decide who will begin the 1st turn; add the highest commander initiative to your roll (the commander must be active, i.e. present on the map). Winning the game: At the end of any turn when one (and only one) player controls both his objectives at the opposite side of the battlefield, he wins the game and gains 2 points. After the 7 th turn, that player gains only 1 point when he controls both objectives. The game ends at the end of 10th turn and the player controlling more objectives or with more army points (in case of a draw) wins.

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 Army strength: Equal forces. Both players leave 50% of

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EXAMPLE OF A CAMPAIGN 1st game: 6-Encounter 2nd game, the winner got 2 points: 4-Breakthrough 2nd game, the winner got 1 point: 1-Fair fight 3rd game, after 4-Breakthrough:

... Etc.

The attacker got 2 points: 2-Last stand (last chance for the defender) The attacker got 1 point: 6-Encounter (next cycle) The attacker lost: 5-Keep it up! (reversed roles)

3rd game, after 1-Fair Fight: The winner got 2 points: 4-Breakthrough The winner got 1 point: 5-Keep it up!

+ Each draw results in a 3-Stalemate map being played in the next game.