night assault v2 1

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objective on their opponents side of the table wins the game. Calculate your Victory Points using the Victory Points Table on page 149 (soft cover)/195 (hard cover). If neither side won use the Fair Fight special rule to determine their Victory Points. MORNING BREAKS At the beginning of the defender’s turn 3 roll a die. If a 5 or 6 is rolled then morning breaks. If not, continue with Night Fight rules. In the beginning of the Attackers turn roll two die to determine if morning breaks. At the beginning of each players turn add one die to determine if morning breaks. Once morning breaks, it is full daylight and the Night Fight rules are no longer in effect. NIGHT ASS AUL T v . 2.1 The Night Assault mission uses the, Fair Fight, Morning Breaks, and Night Fight special rules. SITUATION BREIFING Two enemy forces maneuver through the night probing the battle lines for signs of enemy strength. As morning approaches, contact is made! Each force must now nd their best tactical position and align their forces for the ever looming break of dawn. Key positions are staked out, units deployed, and as daylight comes there will be an explosion of contact as each side is fully revealed to one another. Both sides will be locked into a bloody meeting engagement as they ght to control the strategic territory they occupied the previous evening. PREPARING FOR BATTLE 1. Both pl ayers roll a die. The pl ayer rolli ng hig her will be the Attacker. The player who rolled lower is considered the Defender. 2. The Defend er picks a short table edge to defend. 3. Starting with t he Attacker , both players p lace two objectives in their opponent’ s side of the table, at least 18” from the center line but not within 8” of any table edge. 4. Place on e objective exactly centered on t he t able. 5. Both pl ayers, starti ng wi th the Attacker , alternate placing their platoons in their deployment zone. The platoons may not be placed within 14” of the center line of the table. 6. The Defender, now places their Independent Teams in their own deployment area, then the Attacker, places their Independent Teams in their deployment area. BEGINNING THE BATTLE 1. Both players now roll a die. The player nishing their deployment rst adds +1 to their roll. The player with the higher result has the rst turn. In the event of a tie roll again. 2. Both players may make their Reconnaissance  Deployment moves for any Recce Platoons they have, starting with the player who has the rst turn. 3. The battle begins at night. ENDING THE BATTLE The battle ends when either: On or after turn six when either player begins their turn in possession of the Center objective or any objective they placed in their opponents side of the table. the game runs out of time. DECIDING WHO WON The player who controls the Center objective or an

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Page 1: Night Assault v2 1

8/3/2019 Night Assault v2 1

http://slidepdf.com/reader/full/night-assault-v2-1 1/1

objective on their opponents side of the table wins the game.

Calculate your Victory Points using the Victory Points Table onpage 149 (soft cover)/195 (hard cover).

If neither side won use the Fair Fight special rule to determinetheir Victory Points.

MORNING BREAKSAt the beginning of the defender’s turn 3 roll a die. If a 5 or 6 isrolled then morning breaks. If not, continue with Night Fight rulesIn the beginning of the Attackers turn roll two die to determine ifmorning breaks. At the beginning of each players turn add one dieto determine if morning breaks.

Once morning breaks, it is full daylight and the Night Fight rulesare no longer in effect.

NIGHT ASSAULT v. 2.1

The Night Assault mission uses the, Fair Fight, Morning Breaks, and Night Fight special rules.

SITUATION BREIFINGTwo enemy forces maneuver through the night probing

the battle lines for signs of enemy strength. As morningapproaches, contact is made! Each force must now ndtheir best tactical position and align their forces for theever looming break of dawn. Key positions are stakedout, units deployed, and as daylight comes there willbe an explosion of contact as each side is fully revealedto one another. Both sides will be locked into a bloodymeeting engagement as they ght to control the strategicterritory they occupied the previous evening.

PREPARING FOR BATTLE 1. Both players roll a die. The player rolling higher

will be the Attacker. The player who rolled lower

is considered the Defender.2. The Defender picks a short table edge to defend.

3. Starting with the Attacker, both players place two

objectives in their opponent’s side of the table, at

least 18” from the center line but not within 8” of 

any table edge.

4. Place one objective exactly centered on the table.

5. Both players, starting with the Attacker, alternate

placing their platoons in their deployment zone.

The platoons may not be placed within 14” of the

center line of the table.

6. The Defender, now places their Independent

Teams in their own deployment area, then theAttacker, places their Independent Teams in their

deployment area.

BEGINNING THE BATTLE1. Both players now roll a die. The player nishing

their deployment rst adds +1 to their roll. The

player with the higher result has the rst turn.

In the event of a tie roll again.

2. Both players may make their Reconnaissance

  Deployment moves for any Recce Platoons they

have, starting with the player who has the rst turn.

3. The battle begins at night.

ENDING THE BATTLEThe battle ends when either:• On or after turn six when either player begins

their turn in possession of the Center objective orany objective they placed in their opponents sideof the table.

• the game runs out of time.

DECIDING WHO WONThe player who controls the Center objective or an