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Bobs NPC OFFENSIVES v2.

doc
NPC OFFENSIVES
This section contains rules that allow for
offensive operations by non-player forces.
These rules are particularly useful for solo or
same side play of Perimeter Patrol Missions.
DETERMINE LEVEL OF ENEMY AND
FRIENDLY ACTIVITY
To determine the level of enemy activity
roll 2D6 for each side and count the lowest
number. If the Mission takes place in an urban
area then add to the final score.
!epeat this process to determine the
friendly activity level. This number is used in
D"T"!MI#I#$ %&%I'%('" %))"T) %#D
!"I#*+!,M"#T) above.
DEPLOY FRIENDLIES
,onsult the deployment -uidelines for
the mission you are -oin- to play. Place your
fi-ures in position on the table.
OPENING MOVES
#e.t we need to determine the enemy/s
openin- moves. !oll 2d6 and consult the
followin- chart to determine where to deploy
the enemy assault force0
2 OPENING MOVES
2 1 (arra-e2
3-4 1 +utflanked2 'eft.
5-6 1 *rontal %ssault2
7- 1 +utflanked2 !i-ht.
2 1 +verrun2
+penin- Move !esults0
Barrage! 0 "nemy assault be-ins with a
thunderous artillery barra-e8 or carpet
bombin-. !oll 2d6 vs the !ep of each
fi-ure on the board at -ame start0
2 BARRAGE EFFECTS vs. Rep
Pass 2
#o "ffect
Pass 1
)tarts -ame in Duck (ack
Pass
+ut of *i-ht
9avin- worked out the affects of the
bombardment8 play now proceeds with a
*rontal %ssault2
O!"#$a%&e'! :'eft or !i-ht; 0 The enemy
assault has penetrated a weak spot in
your battalion/s line. It/s probably the fault
of those foul ups in $2 The enemy assault
force will deploy on the table ed-e to your
left or ri-ht as denoted after <+utflanked2=
This table ed-e now becomes the
enemy/s table ed-e for all purposes.
Fr(%"a$ Assa!$"2 0 "nemy assault force
advances from the e.pected direction.
Deploy enemy forces on the table ed-e to
your front.
Overr!%! >ell ain/t this ?ust typical@
"nemy forces have successfully
bypassed or destroyed a nei-hborin- unit
and advanced elements of the assault are
now approachin- from behind your lines2
Aou/d think someone would have told
you. ,halk it up to )#%*B. The friendly
table ed-e is now the enemy table ed-e.
In turn your friendly board ed-es are now
to your left and ri-ht. If you are lucky
enou-h to -et reinforcements roll a d6 to
determine which friendly table ed-e they
arrive from. %n odd result means <left=
and an even result means <ri-ht=.
DEPLOY T)E ENEMY
Draw one card for each point of enemy
activity level. These cards will be deployed on
the enemy/s table ed-e as determined under
+penin- Moves above.
Divide the enemy board ed-e into 6
appro.imately eCual sections. #umber these
sections throu-h 6 from left to ri-ht.
#ow roll d6 for each enemy card and
place it face up in the correspondin- section of
the table ed-e.
*)AT T)E CARDS MEAN
%t this point you will have one or more
face up playin- cards lined up on one ed-e of
the table. >hat are your soldiers to make of
this@
Bob Minadeo 2005
Page 1 of 3
Bobs NPC OFFENSIVES v2.doc
The playin- cards are replaced with
enemy troops.
,onsult the enemy/s reinforcement table.
MORTARS AND SNIPERS
If the card indicates <Mortar fire= or a
<)niper= it is resolved.
Mortar fire0 ".ecute a Mortar attack
followin- the rules under Mortar *ire
Missions.
Treat the card/s location as the
location of a hidden enemy spotter.
Tar-et is the nearest friendly position
based on the location of the spotter.
Don/t worry if the spotter does not
actually have line of si-ht. 9e knows
you are there.
If the friendly fi-ure tar-eted are
hidden or if the spotter does not
have line of si-ht to the tar-et8 ?ust
resolve the attack with 2d6= deviation
and skip the spottin- round
procedure. The enemy is firin- on a
suspected position and hopin- to -et
lucky.
)niper0 %n enemy sniper opens up on
your unit.
!oll for sniper !ep ?ust as if this
were a reinforcement card.
Move the sniper card directly across
the table until it is centered across
the depth of the table.
#ote which friendly fi-ure is closest
to the sniper card.
The sniper will take one shot at this
fi-ure.
If the sniper hits his tar-et8 remove
the card and place the sniper fi-ure8
hidden8 on the table. The sniper
must have line of si-ht to the fi-ure
?ust hit and should be placed in cover
if possible. Ideally the sniper should
be placed in cover as far as possible
from the tar-et while still maintainin-
line of si-ht.
If the sniper misses his tar-et.
!emove the card from the table. The
sniper has moved on rather than risk
compromisin- his position and will
take no further part in the -ame.
INFANTRY AND TANKS
If te ca!d indicates ote! tan "Mo!ta! fi!e# o! a
"Sni$e!# dete!%ine if it is c&!!ent'( in sigt of
an( f!iend'( t!oo$s.
Fo! an( ca!d tat is initia''( de$'o(ed in sigt of
(o&! t!oo$s) !o'' 1d* fo! "S$otting# and cons&'t
te ene%(+s !einfo!ce%ent tab'e,
1 SPOTTING
1 - ca!d !e$!esents t!oo$ t($e one 'o.e! tan
ca!d va'&e.
2/5 - ca!d !e$!esents t!oo$ t($e of ca!d va'&e.
* - ca!d !e$!esents t!oo$ t($e one g!eate! tan
ca!d va'&e
In an( event a t!oo$ ca!d cannot be
conve!ted into %o!ta! fi!e o! a sni$e! via tis
%etod. In tis case igno!e te cange and
de$'o( te t!oo$ t($e fo! te ca!d va'&e.
0n( ca!d tat is initia''( de$'o(ed o&t of sigt of
(o&! t!oo$s !e%ains on te tab'e. 1is ca!d is
%oved 2&st as if it .e!e a &nit &nti' it co%es in
sigt of (o&! t!oo$s at .ic ti%e it .i'' be
!e$'aced .it t!oo$s fo''o.ing te $!oced&!e
given above.
0n( ca!d B!itis o! 3e!%an ca!d .it a
va'&e of 10) 4ac5) o! 6&een is t!eated as a
t!ac5ed veic'e .it a 7e$ of 8 fo! a''
$&!$oses &nti' de$'o(ed.
0n( ca!d 9S o! 7&ssian ca!d .it a va'&e of
:) 10) 4ac5) o! 6&een is t!eated as a t!ac5ed
veic'e .it a 7e$ of 8 fo! a'' $&!$oses &nti'
de$'o(ed.
0n( ote! ca!d %oves as an infant!( fig&!e
.it a 7e$ of 8 fo! a'' $&!$oses &nti'
de$'o(ed.
0t an( $oint in te ga%e tat $'a(e! fo!ces ave
'ine of sigt to an ene%( ca!d) !o'' a "S$otted#
die) a$$'( te !es&'t to te ca!d) and !e$'ace te
ca!d .it te a$$!o$!iate t!oo$s.
Bob Minadeo 2005
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Bobs NPC OFFENSIVES v2.doc
E;a%$'e, 1e NPC 3e!%an activit( 'eve' is 3
and te O$ening Moves test (ie'ds a F!onta'
0ssa&'t. 1e 9S $'a(e!s de$'o( t!ee $'a(ing
ca!ds face &$ on te ene%( tab'e edge. 1e( a!e
a 6&een of <ea!ts) 5 of S$ades) and * of
=ia%onds. Note tat &n'i5e 7einfo!ce%ent
ca!ds) initia' de$'o(%ent ca!ds igno!e s&its.
0fte! dicing to see .ic secto! of te
tab'e edge eac ca!ds a!e de$'o(ed in te 9S
$'a(e! cec5s 'ine of sigt f!o% is fig&!es to
te ca!ds. 1e 6&een and te 5 a!e in sigt. 1e
* is not.
0 die is !o''ed fo! eac ca!d. 1e die !o'' fo!
te 6&een is a *. No!%a''( tis .o&'d %ean tat
te va'&e .o&'d be co&nted one g!eate! fo! t!oo$
t($e) o.eve! a >ing .o&'d give a Mo!ta! fi!e
!es&'t) so te 6&een !e%ains a 6&een. 1e ca!d
is !e%oved and tan5 de$'o(ed in its $'ace.
1e die !o'' fo! te 5 is a 8 and so its va'&e
!e%ains &ncanged. 1e ca!d is !e%oved and
one infant!( s?&ad is de$'o(ed cente!ed on te
ca!d+s 'ocation.
1e * is 'eft on te tab'e %a!5ing te
$osition of te c&!!ent'( &nseen 3e!%an t!oo$s.
1e * .i'' %ove as if a 7e$ 8 infant!( fig&!e
&nti' it co%es in sigt of $'a(e! t!oo$s.
A+IS OF ATTAC,
>henever an enemy unit or card
activates and has player troops or vehicles in
si-ht8 roll d6 to determine its course of action0
1 A+IS OF ATTAC,
1 Move directly across table towards
opposite ed-e.
2 1 Move across table towards farthest
corner of opposite ed-e.
3 1 Move across table toward nearest
corner of opposite ed-e.
4 1 Move towards table center or towards
center of opposite ed-e if already past
table center.
5 1 Move towards center of opposite ed-e.
6 1 Move towards nearest friends8 or
towards center of opposite ed-e if no
friends on table.
#otes0
<+pposite ed-e= is the ed-e across the
table from the enemy/s table ed-e.
"nemy forces that reach the opposite ed-e
will e.it play on their ne.t activation.
CONTIN-ING PLAY
Play proceeds followin- the re-ular
seCuence of play until all enemy units have left
the table or no friendly fi-ures remain in play.
!emember to check for reinforcement
for both friends and enemies throu-h out the
-ame as e.plained under D"T"!MI#I#$
%&%I'%('" %))"T) %#D
!"I#*+!,M"#T)
Bob Minadeo 2005
Page 3 of 3

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