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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)

 Army strength: The attacker has +20% army points.


 Map setup: The defender chooses the map set. Then the
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.
3-Stalemate (Trench fight)

 Army strength: Equal forces.


 Map setup: Roll a die to decide who will choose the map set.
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
free for the owner's deployment.
 Special rules: Both players can field the same amount of obstacles/installations they have the
regular units.
 First turn: Roll a die to decide who will begin the 1st turn; add the highest commander initiative to
your roll.
 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)

 Army strength: The attacker has +20% army points.


 Map setup: The defender chooses the map set and deploys
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: Equal forces, but the defender leaves 50%


of his army force (points, rounded up) off the map.
 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
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)

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


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.

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:


- 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!
... Etc.

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

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