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Attacker's Overview. Your detachment is performing a flanking manoeuvre in-strength against the enemys main battle line while a diversionary attack is carried out in a nearby sector. Your detachment's movement had gone undetected until your lead elements flushed out an enemy recon force in the path of your advance. The recon force has retreated before your superior numbers and appears to be trying to get back to its firebase to report your flanking manoeuvre to the enemy command. You must send a fast-moving force to eliminate the retreating recon force before it can reach the safety of the firebase and reveal your position with the communications bunker there. Defender's Overview. Your force has the task of guarding the flank of your army's main battle line as well as keeping tabs on possible enemy movement in the area via recon teams on foot. One recon group has stumbled across a massive enemy push to outflank your main battle line. The recon force is now retreating before this unexpected enemy movement. The recon force must reach the communications bunker in order to upload the vital information it has collected to HQ.
- ARMIES - Both sides pick forces from the Raids Force Organization Chart from p. 166 of the Warhammer 40,000 rulebook to an agreed upon points value. The Defender must split his force into two groups, a recon force and a firebase force. The recon force is 25% of the defenders total points, is made up from Troops and/or Elites choices, and may not contain any transports or other upgrades that allow them to move over 6. - SCENARIO SPECIAL RULES - This scenario uses Night Fighting, Fortifications, Obstacles, Reserves, and Random Game Length special rules. The Defender has access to two firebase spotlights that he may use in addition to any vehicle-mounted spotlights. These firebase spotlights work the same way as vehicle spotlights and may be attached to any of the firebase fortifications. The Defender may place D3+1 minefields on the battlefield during his set up. (See the Hidden Set-Up special rules on p. 134 of the Warhammer 40,000 rulebook for the size and effects of minefields.) The Defender may move freely through the minefields as he is aware of the safety lanes through them. The Defender receives the maximum number of obstacles (razor wire and tank traps) with which to make the defensive perimeter of the firebase. The fleeing recon force may move freely through the obstacles as the troops are aware of the hidden breaks in the wire. The firebase force is under strict orders to hold position and prevent the enemy from breaking past, and as such, the firebase force may not move out of its defensive perimeter to aid the retreating recon force. - SET UP - 1) Set up the terrain by any mutually agreeable method.
The Defender may choose which short table edge he will use as the
location of the firebase. 2) The border of the firebase's defensive perimeter is made up of the Defenders obstacles. They are placed so they extend out 24 from the Defenders short table edge at some point. The communications bunker must be 12 from the border of the defensive perimeter and centreed side-to-side. The Defender may place additional fortifications in his Deployment Zone forming the firebase. 3) The Defender deploys his entire recon force in its Deployment Zone followed by his entire firebase force in its Deployment Zone. 4) The entire Attacking force starts the game in Reserve. 5) The Defender gets the 1st turn.
The Defender must get at least one member of the recon force back to the communications bunker in the firebase to transmit the vital information back to HQ. The Attacker must eliminate the recon force and prevent any of them from reaching the communications bunker and reporting the position of his flanking force. Targeting and destroying the communication bunker will NOT destroy the communications equipment within and prevent the recon force from sending the transmission, but it will prevent troops from using the bunker for cover as normal. - RESERVES - The Attacker starts rolling for the arrival of his Reserves starting in Turn 1. The Attackers will enter from randomly determined sections of the board edge marked on the map as 1-2, 3-4, 5, and 6. - GAME LENGTH - The game lasts for 6 turns and then follows the Random Game Length rule starting in Turn 7. - LINE OF RETREAT - Attacking Troops that are forced to fall back will do so towards their short table edge by the shortest route possible, per the normal Fall Back rules. Defending troops that are forced to fall back for any reason other than close combat will count as being pinned instead of falling back. Defending troops that are forced to fall back because of losing hand-to-hand combat will fall back towards their deployment edge by the shortest route possible. Members of the recon force will automatically pass any Last Man Standing tests.
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