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Scenario: 3 heads better than 1

Def: 100% (100 Army Points oR more) Game


Atk: 100% (100 Army Points oR more) Turns
- Mission: A vital supply point at a major river crossing has been
found. stop the enemy from controlling this point at all costs.

- play area: 12 squares x 18 squares


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- setup: arrange 1 river and 3 bridges as shown above. Each player
may place up to 6 additional terrain items. Trees, buildings, ruins,
etc may not block the entrance to a bridge. tank traps, ammo crates,
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mines, or barbed wire may be placed anywhere. only amphibious
vehicles may enter the river.

-deployment: all units enter from long board edges.


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- objectives: Players must gain control of the bridges. to control a
bridge, a player must have at least 1 unit on the bridge and no
enemy units on the same bridge.
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- victory conditions: at the end of the game, Players gain 1 Scenario
point per bridge controlled.

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Scenario: it belongs in a museum!!!

Def: 75% (100 Army Points oR more red) Game


Atk: 100% (100 Army Points oR more BLUE) Turns

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- Mission: Your Archeologists ahve unearthed some artifacts that
you'd love to put on display for the wolrd to see. The enemy has
learned of your discovery and are on their way steal your find to sell
to the highest bidder!!

- play area: 12 squares x 18 squares

- setup: Place one building in the defenders deployment zone (red).


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In the Oasis Area (green), players alternate placing the same
number of trees only. In the Desert Area (yellow/red), players
alternate placing the same amount of terrain drawn from buildings,
walls, pillars, and tank traps. These elements cannot block openings
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into buildings.

-deployment: The attacker enters from the table edge inside the blue
area. The defender may deploy up to half of their units before the
game starts in the red zone. The remaing units enter from the board
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edge of the defender's zone (red).

- objectives: The defender selects 3 ground units and places 1 Ammo


Crate with each. If the unit is destroyed, any other ground unit may

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pick up the crate for 1 Action. These crates do not allow an Ammo
Replenish Special Action.

- victory conditions: At the end of the game, players gain 1 Scenario


Point per Ammo Crate carried by a friendly unit.

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scenario: Shhhh!!! I'm wabbit hunting…

Def: 100% (100 Army Points of more) Game


Atk: 100% (100 Army Points of more) Turns

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- Mission: There is a secret entrance to an undergound cache of VK
somewhere in the vicinity. Find the entrance before your enemy!
- play area: 12 squares x 18 squares
- setup: Place pillars, tank traps, and buildings as shown. Players
alternate placing additional terrain items: 3 tree tiles and 1 ammo
crate each. Placed items may not block the entrance to a building.
-deployment: Each player's force enters the battlefield along their
corner. Prior to starting the game, all players randomly select 1
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secret mission to complete during their game.
- objectives: Players must gain control of the pillars. To control a
pillar, make an Attack or Sustained Attack Action that targets a pillar
with a Close Combat attack. If the pillar is unclaimed, place a token
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on the pillar to claim it. If the pillar is claimed, remove the opposing
token. If the close attack is sustained, you may remove the enemy
token and then replace it with one of your own.
- reserves: Each player may place all eliminated units (not including
Heroes) in Reserve. This can occur once for each unit. Units enter
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play along the Player's board edge shown above by the orange box.
- victory conditions: At the end of the game, players gain 1 Scenario
Point per set of 2 pillars controlled, plus 2 bonus Tournament Points
for completing the secret mission!!

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