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8

Pitched Battle
Starting the Game
Each player rolls 2D6 with the winner choosing
either of the long table edges of the Game Board as
their Deployment Edge, the opposing player must
take the opposite edge as their Deployment Edge.
The Deployment Zone for each side is the length of
their Deployment Edge, and extends 8 into the
Game Board. Players may deploy their Advance
Forces a further 8 towards the center of the table.

The player who chose their Deployment Edge
deploys first with players alternating the
deployment of squadrons starting with
Emplacements, then their Main Forces and finally
their Advanced Forces.

The winning player also decides which short table
edge is to become their Flanking Edge, the other
player must use the edge opposite.

Players then roll 2D6 for initiative with the winning
player going first.

VP Scoring
Points are scored equal to:
Total points value of enemy models lost.
Double the value of models claimed as prizes.
Half the value of enemy models on half HP
or less.
Victory Conditions
The winning player will have destroyed and/or captured the entirety of his opponents
fleet or scored the most victory points within two hours or four turns.
8
8
8
Advanced Force Deployment
Advanced Force Deployment
Deployment
Deployment
Emplacements Only
Emplacements Only
Land Grab
VP Scoring
Points are scored equal to:
Total points value of enemy models lost.
Double the value of models claimed as prizes.
Half the value of enemy models on half HP
or less.
8
8
Advanced Force
Deployment
Deployment
8
8
Advanced Force
Deployment
Deployment
Emplacements Only
Emplacements Only
Starting the Game
Each player rolls 2D6 with the winner choosing half
of one of the tables long edges as their Deployment
Edge, the opposing player must take the opposite
edge and half as their Deployment Edge. The
Deployment Zone for each side extends half way
along the long table edge and extends 8 into the
Game Board. Players may deploy their Advance
Forces a further 8 into the table.

The player who chose their Deployment Edge
deploys first with players alternating the
deployment of squadrons starting with
Emplacements, then their Main Forces and finally
their Advanced Forces.

The location of players Flanking Edges are shown
on the diagram above.

Players then roll 2D6 for initiative with the winning
player going first.

Victory Conditions
The winning player will have destroyed and/or captured the entirety of his opponents fleet or
will have captured the most quarters after two hours or four turns. Players are considered to
have captured a quarter if, at the end of the game, the total value (in VPs) of their models inside
the corner exceed those of their opponents. If a model finds itself partially within two or more
corners its controlling player may decide in which its points are recorded..
Command and Control
Starting the Game
Each side rolls 2D6. The winner chooses ANY corner
of the Game Board as their Deployment zone, the
opposing player must take the opposite corner as
their Deployment Zone. The Deployment Zone for
each side is shown in the example above.

The side that chose their Deployment Edge first
then deploys one Squadron in their Deployment
Zone, the opposing side then deploys one Squadron
in their Deployment Zone. Players alternate
deploying Squadrons until all Squadrons are fully
deployed.

Emplacements may not be deployed within 12 of
the tables centre.

Players then roll 2D6 for initiative with the winning
player going first.

VP Scoring
Points are scored equal to:
Total points value of enemy models lost.
Double the value of models claimed as prizes.
Half the value of enemy models on half HP
or less.
Total points value of models within the 6
control zone at the tables centre.
Half the value of models within (or partially
within) the 6 control zone at the tables
centre.

36
36
12
12
8
8
24
24
8
8
8
8
6
12
No Emplacements
Victory Conditions
The winning player will have destroyed and/or captured the entirety of his opponents fleet or
will have scored more VPs within the central control zone.

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