Campaign rules
Each Player composes 4 platoons 3 additional support as follow:
Use a 300 point basket and discretionary assign them on 4 platoons and 12 supports options.
Assign up to 3 supports per platoon and keep the remaining support in a “reinforcement pool”.
Each Player has 1 Attack, 1 Defense and Choice (attack or defend)
Campaign organization:
3 engagements in 3 different locations (Spot) will decide where the final battle will take place.
We will name the 3 locations: Spot 1, Spot 2 and Spot 3
The final battle will take place either in Rear Spot Player A, Rear Spot Player B.
Each
Player before starting the campaign will assign 1 platoon in each
location, including Rear Spot, only the reinforcement pool is not
geographically assigned.
Each Player secretly write for Spot 1, Spot
2 and Spot 3 if he is attacking or defending, using his Attack, Defense
and Choice. Then each Player may schedule Reinforcement using
Reinforcement Pool support and units from the platoon in Rear Spot.
When
all Players have finished all above, they release the total value
committed on each Spot and whether the Player is Attacking or Defending.
Engagement rules
Each engagement have the following rules (exception of the final battle which will have variation)
Before starting the engagement, each player say if he is attacking or defending.
After Attack/Defense resolution, each player note his scheduled and unscheduled reinforcement
Scheduled
reinforcement: Reserve Platoon can arrive between Turn 3-6,
Reinforcement Support between turn 1-3. Note that reinforcement cannot
be sent to other spot. Each Player note on a paper what turn and where
reinforcement arrive.
Unscheduled reinforcement: In regards to enemy
strength, Player can call in unscheduled reinforcement. Unscheduled
reinforcement can arrive between turn 3-6 on a 4+ (turn 4), 5+ (turn 5),
6+ (turn 6). Committed reinforcement will not be available for other
spot
Attack:
- 2 free artillery strike
- Reinforcements are deployed at the end of the turn before entering
- Attack are deployed at no more than 10 cm from its border
- 1st turn initiative. Note that if both players attack, initiative is resolved as usual.
Defense:
- Benefit from 1 aerial strike after turn 3
- 1 prepared position
- Reinforcements are deployed at the beginning of the turn, placed at the border of the table
- Can be deployed up to half of the table.
- 50% of the force to be deployed as reinforcement.
- Note that if both players defend, initiative is resolved as usual.
Terrain:
Each Player has 20 points to decide for the terrain on each spot:
- Small Wood : 8
- Medium Wood : 10
- Major Wood : 16
- Small Hill : 6
- Medium Hill : 11
- Big Hill : 14
- Wall : 4
- Long wall : 8
- Small Town : 10
- Medium Town : 20
- Farm : 4
- River + Bridge : 15
- Swamp : 7
- Anti-tank (3): 5
- Mines (Defense only) : 10
Victory locations:
Defender place 3 victory locations, 2 in his deployment zone, 1 in no-man’s-land
Attacker place 2 victory locations, 1 in his deployment zone, 1 in no-man’s-land
Victory Points:
- Control 1 objective : 10 points
- Each enemy unit destroyed : value in points
- Each enemy unit destroyed at 50% or vehicle damaged : 50% value in points
- Each enemy unit withdrawn : 25% value in points
Final Battle rules
After each engagement, earned Victory Points will decide the Winner.
The winner wins with more 50% more points:
- All its force can be committed (as reinforcement) in the final battle
The winner wins with between 10-50% more points:
- 50% of its force can be committed (as reinforcement) in the final battle
The winner wins with less than 10% more points:
- 1 unit can be committed (as reinforcement) in the final battle
The loser loses with less than 10% fewer points:
- All its force can be committed (as reinforcement) in the final battle
The loser loses with between 10-25% fewer points:
- 50% of its force can be committed (as reinforcement) in the final battle
The loser loses with more 25% fewer points:
- No unit can be committed in the final battle
In the average 3 spots, the Player with overall more points attack the Rear Spot of its opponent.
Special engagement rules in the Final Battle:
Defender:
- 1 Bunker and 1 prepared position
- Reinforcements from Spot 1, 2 and 3 arrive from the flanks
- 1 free standard infantry squad with no upgrade
Attacker:
- 1 free artillery barrage at the beginning of the first turn
- 1st turn Initiative
- 1 artillery strike
- Reinforcements from Spot 1, 2 and 3 arrive from the rear
Terrain : As above
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