third edition missions

13
       F     r     e     e        F     o     r        A     l     l    276  Mission special R ules Free-or -All uses the Meeting Engagement (page 264) special rule. pRepaRing foR B  attle Both players roll a die. Te player with the higher score chooses one o the long table edges to attack rom. Te other player deends rom the opposite table edge. Starting with the attacking player, both players place two Objectives on the opponent’ s side o the table. Te Objectives must be at least 16”/40cm rom the centre line o the table and may not be placed within 8”/20cm o the side table edges. Both o a player’s Objectives must be within 48”/120cm o each other. Each player’s Deployment Area is their own hal o the table, excluding the area within 12”/30cm o the centre line. Both players, starting with the at- tacking player, alternate Deploying their platoons. Both players, starting with the attacking player , now Deploy any Warrior teams that are not part o a platoon and all Independent teams. 1. 2. 3. 4. Beginning the B  attle Starting with the attacker, both players make Reconnaissance Deployment moves or any Recce teams they have on table. Both players now roll a die. Te player who nished Deploying their platoons rst adds +1 to their roll. Te player with the higher result has the rst turn. In the event o a tie roll again. ending the B  attle Te battle ends when: a player starts their turn having aken either o the Objectives that they placed in the enemy Deployment Area. deciding W ho W on Te player that took their Objective has secured a key piece o terrain on the eld, orcing the enemy onto the deensive and winning the day. Calculate your Victory Points using the Victory Points able on page 275. I neither side won use the Fair Fight special rule to determine their Victory Poi nts. 1. 2. Defender places two Objectives here  Attacker places two Objectives here 16“/40cm 12“/30cm 8“/20cm Defender deploys here  Attacker deploys here No Man’s Land Centre line No Man’s Land 16“/40cm 12“/30cm 8“/20cm In highly-mobile engagements it is not uncommon or orces to suddenly nd themselves in contact with the enemy . Te reewheeling battles that result are little more than all-in brawls.  Y ouR oRdeRs  Your orces have broken through the enemy ront line. Te enemy must be ruthlessly crushed beore they can occupy proper deences! You must seize one o your objectives beore the enemy seizes one o theirs. Te enemy has broken through. Your company must occupy and deend critical objectives beore the enemy secures them. Capture one o your objectives beore the enemy takes one o theirs. Free-For-All (FAir Fight)  ATTACKER DEFENDER 

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Page 1: Third Edition Missions

8/2/2019 Third Edition Missions

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Fre

eForAll

276

 Mission special R ules

Free-or-All uses the Meeting Engagement (page 264)special rule.

pRepaRing foR B attle

Both players roll a die. Te player with the higherscore chooses one o the long table edges to attack rom. Te other player deends rom the oppositetable edge.

Starting with the attacking player, both playersplace two Objectives on the opponent’s side o thetable. Te Objectives must be at least 16”/40cmrom the centre line o the table and may not beplaced within 8”/20cm o the side table edges. Botho a player’s Objectives must be within 48”/120cmo each other.

Each player’s Deployment Area is their own hal o the table, excluding the area within 12”/30cm o the centre line. Both players, starting with the at-tacking player, alternate Deploying their platoons.

Both players, starting with the attacking player,now Deploy any Warrior teams that are not part o a platoon and all Independent teams.

1.

2.

3.

4.

Beginning the B attle

Starting with the attacker, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Both players now roll a die. Te player who nished

Deploying their platoons rst adds +1 to their roll.Te player with the higher result has the rst turn.In the event o a tie roll again.

ending the B attle

Te battle ends when:

a player starts their turn having aken either o the Objectives that they placed in the enemy Deployment Area.

decidingW hoW on

Te player that took their Objective has secured a key piece o terrain on the eld, orcing the enemy onto thedeensive and winning the day.

Calculate your Victory Points using the Victory Pointsable on page 275.

I neither side won use the Fair Fight special rule todetermine their Victory Points.

1.

2.

Defender places two Objectives here

 Attacker places two Objectives here

16“/40cm

12“/30cm

8“/20cm

Defender deploys here

 Attacker deploys here

No Man’s Land

Centre line

No Man’s Land16“/40cm

12“/30cm

8“/20cm

In highly-mobile engagements it is not uncommon or orces to suddenly nd themselves in contact with theenemy. Te reewheeling battles that result are little more than all-in brawls.

 Y ouR oRdeRs

 Your orces have broken through theenemy ront line. Te enemy mustbe ruthlessly crushed beore they canoccupy proper deences! You mustseize one o your objectives beore theenemy seizes one o theirs.

Te enemy has broken through. Yourcompany must occupy and deendcritical objectives beore the enemy secures them. Capture one o yourobjectives beore the enemy takes oneo theirs.

Free-For-All (FAir Fight)

 ATTACKER 

DEFENDER 

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encounter (FAir Fight)

 Mission special R ules

Encounter uses the Delayed Reserves (page 269),Meeting Engagement  (page 264), and Scattered Reserves (page 269) special rules.

pRepaRing foR B attleBoth players roll a die. Te player with the higherscore chooses one o the long table edges to attack rom. Te other player deends rom the oppositetable edge.

Starting with the attacker, both players place anObjective in their own hal o the table.

Both players, having placed an Objective intheir own hal o the table, now place a secondObjective, this time in their opponent’s hal o the table, again starting with the attacking player.

  All Objectives must be at least 16”/40cm romthe centre line o the table and may not be placed

 within 8”/20cm o the side table edges.

Starting with the attacker, both players now nominate at least hal o their platoons to be heldo the table in Delayed and Scattered Reserves.

Each player’s Deployment Area is their own hal o the table, excluding the area within 12”/30cmo the centre line. Both players, starting with theattacking player, now alternate Deploying theirremaining platoons.

 Again starting with the attacker, both players now Deploy any Warrior teams that are not part o aplatoon and all Independent teams.

1.

2.

3.

4.

5.

6.

Beginning the B attle

Starting with the attacker, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Both players now roll a die. Te player who nished

Deploying their platoons rst adds +1 to their roll.Te player with the higher result has the rst turn.In the event o a tie roll again.

ending the B attle

Te battle ends when:

a player starts their turn having aken either o the Objectives that were placed in the enemy Deployment Area.

decidingW hoW on

Te player that took an Objective in the opponent’sDeployment Area wins the battle. Tey have securedkey terrain, orcing the enemy onto the deensive, andopening the way or the nal, decisive blow.

Calculate your Victory Points using the Victory Pointsable on page 275.

I neither side won use the Fair Fight special rule todetermine their Victory Points.

1.

2.

On the open anks o the main battle, a small orce can encounter a lot o trouble very easily.Having ound it, they call or support and the action escalates.

 Y ouR oRdeRs

 You have encountered strong opposi-tion and called or assistance, but sohas the enemy. You must attack now 

 while they are still weak and seize oneo your objectives beore the enemy captures one o theirs.

  A section o the line has crumbledand it’s allen upon your shoulders torepel the enemy advance. Act aggres-sively until assistance arrives, thencapture one o your objectives beorethe enemy captures one o theirs.

Each player places

one Objective here

16“/40cm

12“/30cm

8“/20cm

Defender deploys here

 Attacker deploys here

No Man’s Land

Centre line

No Man’s Land16“/40cm

12“/30cm

8“/20cm

Defender has

scattered reserves

Each player places

one Objective here

 Attacker has

scattered reserves

 A TTACKER 

DEFENDER 

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ustup

278

 Again starting with the attacker, both players now Deploy any Warrior teams that are not part o aplatoon and all Independent teams.

Beginning the B attle

Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Both players now roll a die. Te player who nishedDeploying their platoons rst adds +1 to their roll.Te player with the higher result has the rst turn.In the event o a tie roll again.

ending the B attle

Te battle ends when:

a player starts their turn having aken either o 

the Objectives that were placed in the enemy Deployment Area.

decidingW hoW on

Te player that took an Objective in the opponent’sDeployment Area wins the battle. Tey have securedkey terrain, opening the way or the decisive blow.

Calculate your Victory Points using the Victory Pointsable on page 275

9.

1.

2.

 Mission special R ules 

Dust Up uses the Delayed Reserves (page 269) andMeeting Engagement (page 264) special rules.

pRepaRing foR B attle

Mark the centre o the table so that the tablequarters are obvious to both players.

Both players roll a die. Te player with the higherscore chooses a table quarter to attack rom, leavingthe other table quarter in their own end empty.

Te other player deploys in the opposite tablequarter, likewise leaving the other table quarter intheir own end empty. Each player’s Deployment

 Area is their assigned quarter, excluding the area within 8”/20cm o the centre line.

Starting with the attacker each player places an

objective in their own Deployment Area at least8”/20cm rom all table edges.

Next starting with the attacker each player placesan objective in the enemy Deployment Area at least8”/20cm rom all table edges.

Starting with the attacker, both players nominate atleast hal o their platoons to be held o the table inDelayed Reserves.

Each player’s Reserves arrive up to 16”/40cm romthe corner in the empty table quarter at the enemy’s

end o the table.Both players, starting with the attacker, alternateDeploying platoons.

1.

2.

3.

4.

5.

6.

7.

8.

wo advancing orces clash, each determined to get through to their objectives. Soon a whirling battledevelops as reserves arrive on the anks and are thrown into the ray.

 Y ouR oRdeRs

Seize the initiative and thrust yourorces into the enemy’s deencesand secure a key objective. He whohesitates is lost. You must capture oneo your objectives beore the enemy captures one o theirs.

Parry your opponents thrust andmanoeuvre your orces to take and

hold a key position behind their lines.Be ready to attack when the time isright. Strike hard and ast to take anobjective beore the enemy does so.

Dust up (FAir Fight)

 Attacker deploys here

No Man’s Land

No Man’s Land

Defender’s reserves

 arrive within 16”/40cm

of corner

 Attacker’s reserves

 arrive within 16”/40cmof corner

Each player

places one

Objective here

Each player

places one

Objective here

Defender deploys here

8“/20cm8“/20cm

8“/20cm8“/20cm

8“/20cm

8“/20cm

   C  e  n  t  r  e  l  i  n  e

 ATTACKER 

DEFENDER 

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no retreAt (DeFensive BAttle)

pRepaRing foR B attle

Te deending player chooses which short tableend they will deend. Tis hal o the table is theirDeployment Area. Te attacking player will deploy in the other table hal.

Starting with the deender, both players now placeone Objective each in the deender’s end o the table.Te Objectives must be at least 8”/20cm rom thecentre line o the table, and may not be placed

 within 8”/20cm o any table edge.

Next the deending player nominates at least hal o 

their platoons to be held o the table in Reserve atthe start o the game. Te troops held in Reserves will arrive along the short table edge in the deend-ing player’s table hal.

Te deender may then nominate one o the re-maining platoons to be held in Ambush.

Finally, they Deploy the remaining platoons.

Te attacking player’s Deployment Area is their hal o the table, excluding the area within 16”/40cmo the centre line. Te attacker now Deploys all o their platoons.

Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

1.

2.

3.

4.

5.

6.

7.

Beginning the B attle

Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends when either:

the attacker has aken any o the Objectives at the

start o their turn, orthe deender starts any o their turns rom turn six

  with no attacking teams in the deender’s hal o the table.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an Objective. Tey havebroken the deence and orced the enemy to all back.

Otherwise the deender wins. Te attack has been beaten

o. Now they must prepare their counterstroke.Calculate your Victory Points using the Victory Pointsable on page 275.

1.

2.

3.

 Attacker deploys here

Defender deploys here

Each player places one

Objective here

No Man’s Land

Centre line

16“/40cm

8“/20cm 8“/20cm

8“/20cm

8“/20cm

Defender’s reserves arrive here

Tere comes a time in every conict when a orcemust dig in and prepare to repel a massive assault rom the enemy. Oten the deciding battles o theircampaigns, these desperate deences can turn the tides and 

determine the momentum o entire wars. Y ouR oRdeRs

Te enemy has allen back to deend a single choke point o your advance. Teir lines disorganized, their reserves in tatters,you must crush their resistance and open a path to victory! Youmust assault and capture one o your objectives.

Te situation is desperate and your path is grim, but i youcan mount a heroic deence against their coming advance you

could turn the tide o this war. Reinorcements are coming, andyour superiors have promised you support, until they arrive,you are on your own. Tere can be no retreat. You must holdthe objectives and push the enemy back.

 Mission special R ules

No Retreat uses the Ambush (page 266), Reserves (page 268),and Prepared Positions (page 264) special rules.

 ATTACKER 

DEFENDER 

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Dtheline

280

pRepaRing foR B attle

Te deending player chooses which short tableend they will deend. Tis hal o the table is theirDeployment Area. Te attacking player will deploy in the other table hal.

Starting with the deender, both players now placeone Objective each in the deender’s end o the table.Te Objectives must be at least 8”/20cm rom thecentre line o the table, and may not be placed

 within 8”/20cm o any table edge.

Next the deending player nominates at least hal o their platoons to be held o the table in DelayedReserve. Tese Reserves will arrive along the shorttable edge in the deending player’s table hal.

Te deender may then nominate up to two o theremaining platoons to be held in Ambush.

Finally, they Deploy the remaining platoons. It isentirely possible that all o the deending platoonson the table will be in Ambush with none visible tothe enemy at the start o the game.

Te attacker’s Deployment Area is their hal o thetable, excluding the area within 16”/40cm o the

centre line. Tey now Deploy all o their platoons.Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

1.

2.

3.

4.

5.

6.

7.

Beginning the B attle

Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends when either:

the attacker has aken any o the Objectives at the

start o their turn, orthe deender starts any o their turns rom turn six

 with no attacking teams in the deender’s hal o thetable.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an Objective. Tey haveovercome the element o surprise and triumphed.

Otherwise the deender wins. Teir ambushes stunnedthe enemy, allowing time to counterattack in strength.

Calculate your Victory Points using the Victory Pointsable on page 275.

1.

2.

3.

 Attacker deploys here

Defender deploys here

Each player places one

Objective here

No Man’s Land

Centre line

16“/40cm

8“/20cm 8“/20cm

8“/20cm

8“/20cm

Defender’s reserves arrive here

Surprise is paramount in any military operation, and nevermore so than in deence. When signicantly outnumbered   with no hope o immediate reinorcement, a deenderhas to rely even more on intangibles like surprise to even

the odds.

 Y ouR oRdeRs

 Your opponent is weak and isolated, ripe or destruction. Attack immediately, smash them quickly and seize your objectives.

 You have been assigned a near impossible task. Only your ability to misdirect the enemy into thinking that you are weaker thanyou are can save you. Use surprise well. Ambush the enemy 

and prevent them rom taking their objectives, then push themback when help arrives.

 Mission special R ules

Hold the Line uses the Ambush (page 266), Delayed Reserves (page 269), and Prepared Positions (page 264) special rules.

holD the line (DeFensive BAttle)

 ATTACKER 

DEFENDER 

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pincer (DeFensive BAttle)

pRepaRing foR B attle

Te deending player chooses which short tableend they will deend. Tis hal o the table is theirDeployment Area. Te attacking player will deploy in the other table hal.

Starting with the deender, both players now placeone Objective each in the deender’s end o the table.Te Objectives must be at least 8”/20cm rom thecentre line o the table, and may not be placed

 within 8”/20cm o any table edge.

Next the deending player nominates at least hal o their platoons to be held o the table in DelayedReserve. Tese troops will arrive along either o thelong table edges in the deending player’s table hal.Te deending player may choose the edge that eachplatoon arrives rom when it arrives rom Reserves.

Te deender may then nominate one o the re-maining platoons to be held in Ambush.

Te deender Deploys their remaining platoons.

Te attacking player’s Deployment Area is their hal o the table, excluding the area within 16”/40cmo the centre line. Te attacker now Deploys all o 

their platoons.Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

1.

2.

3.

4.

5.

6.

7.

 Attacker deploys here

Defender deploys here

Each player places one

Objective here

No Man’s Land

Centre line

16“/40cm

8“/20cm

8“/20cm

8“/20cm

e f e n d e r ’  s 

r e s 

e r v e s a r r i  v e 

f r o 

m t h e s i  d e s 

8“/20cm

   D  e  f  e  n  d  e  r

   ’  s

  r  e  s  e  r  v  e  s  a  r

  r  i  v  e

  f  r  o  m   t

  h  e  s

  i  d  e  s

Te Germans developed a clever technique orpinching of Soviet penetrations. Te ront-linetroops did their best to limit the penetration, then thereserves struck the anks o the penetration to cut it of and 

destroy it.

 Y ouR oRdeRs

 You have ound a weak point in the enemy deences. Punchthrough the ront line to create a jumping o point or theexploitation orce ollowing behind. You must break into theenemy position to capture one o your objectives.

  You do not have the strength to prevent the enemy rom

breaking into your lines somewhere, so you must rely on a well-planned counterattack to regain your deences. You must holdthe objectives and push the enemy back.

 Mission special R ules

Pincer uses the  Ambush (page 266), Delayed Reserves (page 269), and Prepared Positions (page 264) special rules.

Beginning the B attle

Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends when either:

the attacker has aken any o the Objectives at the

start o their turn, orthe deender starts any o their turns rom turn six

 with no attacking teams in the deender’s hal o thetable.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an Objective. Teir penetra-tion has secured a jump-o or the ollowing troops.

Otherwise the deender wins. Tey have eliminated thepenetration and restored their deensive positions.

Calculate your Victory Points using the Victory Pointsable on page 275.

1.

2.

3.

 ATTACKER 

DEFENDER 

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sur

rounDeD

282

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends when either:

the attacker has aken any o the Objectives at thestart o their turn, or

the deender starts any o their turns rom turnsix with no attacking teams within 16”/40cm o either Objective.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an Objective. Tey have cutthe corridor and sealed the ate o the pocket.

Otherwise the deender wins. Te corridor has held andsupplies will continue to ow into the pocket.

Calculate your Victory Points using the Victory Pointsable on page 275.

3.

4.

pRepaRing foR B attle

Te attacker’s Deployment Area extends 8”/20cmonto the table rom both short ends. Te deender’sDeployment area is the centre o the table morethan 24”/60cm rom both short table ends.

Te attacker now places two Objectives in the de-ender’s Deployment Area at least 4”/10cm rom theedges o the Deployment Area and at least 8”/20cmrom the table edges.

Next the deender nominates one platoon to beheld in Immediate Ambush, then Deploys theremaining platoons.

Te attacking player now Deploys their entire orce.Tey may Deploy their platoons in either part o their Deployment Area, but must Deploy at least oneplatoon in each hal o their Deployment Area.

Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

Beginning the B attle

Te deender places the platoon they held in

Immediate Ambush.Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

1.

2.

3.

4.

5.

1.

2.

 Attacker deploys here

Defender deploys here

The attacker places two

Objectives here

No Man’s Land

4“/10cm

 Attacker deploys here

Defender deploys here

No Man’s Land

4“/10cm

8“/20cm 8“/20cm

8“/20cm

8“/20cm

24“/60cm

24“/60cm

 Ater a successul attack trapped the deenders in a pocket,only one slender corridor remains linking them to theoutside world. Recognising the importance o this lieline,both sides throw everything they have into the battle.

 Y ouR oRdeRs

  You have the enemy on the ropes. One more strong blow  will crush them. Cut the corridor and the surrounded enemy pocket will all. You must seize one o the objectives, breakingthe enemy’s lieline.

  You are the only thing standing between your army anddisaster. While you hold the corridor open, the pocket will

hold out, and a counterattack can be launched to relieve it. I you ail, the whole pocket will be captured. You must preventthe enemy rom attaining their objectives.

 Mission special R ules

Surrounded uses the Immediate Ambush (page 265) andPrepared Positions (page 264) special rules.

surrounDeD (DeFensive BAttle)

 ATTACKER 

DEFENDER 

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 Mission special R ules

Fighting Withdrawal uses the  Ambush (page 266),Prepared Positions (page 264), and Strategic Withdrawal (page 270) special rules.

pRepaRing foR B attle

Te deender chooses a long table end to deend.Tis hal o the table is their Deployment Area. Teattacking player will deploy in the other table hal.

Te deender places an Objective on their side o the table at least 8”/20cm away rom all table edgesand at least 8”/20cm back rom the centre line.

Te attacker now places two Objectives in thesame area so that no two Objectives are more than48”/120cm apart and all are more than 8”/20cmrom any other Objective.

Te deender Deploys their entire orce. Tey may hold one platoon in Ambush. Te attacker’sDeployment Area is their hal o the table, exclud-ing the area within 16”/40cm o the centre line.Te attacker now Deploys their orce.

Both players, starting with the deending player,Deploy any Warrior teams that are not part o aplatoon and all Independent teams.

Beginning the B attle

Starting with the deender, both players make

Reconnaissance Deployment moves.Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

1.

2.

3.

4.

5.

1.

2.

3.

ending the B attle

Te battle ends when either:

the attacker has aken any o the Objectives at thestart o their turn, or

at the start o the deender’s eighth turn (rememberto check Company Morale i necessary beore deter-

mining who won).

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an objective. Te attacker hassmashed the rearguard and seized their objectives.

Otherwise the deender wins. Te rearguard has heldout long enough or the army to get saely away andnow withdraws its last elements.

Calculate your Victory Points using the Victory Pointsable on page 275.

 Y ouR oRdeRs 

o exploit an earlier victory you mustsmash the enemy rearguard and turntheir retreat into a rout. Break throughthe enemy line and capture one o theobjectives beore it is too late.

 You must cover your withdrawal as thearmy alls back to the next deensibleposition. Te enemy is moving aroundyour anks so you cannot stay too

long. Hold the objectives until therest o the army gets clear.

Fighting WithDrAWAl (DeFensive BAttle)

Defender places One Objective here

 Attacker places two Objectives here

16“/40cm

Defender deploys here

 Attacker deploys here

No Man’s Land

Centre line

8“/20cm 8“/20cm

8“/20cm

8“/20cm

 A ghting withdrawal allows deeated commanders to preserve the bulk o their orces while alling back to a more deensible location.

TuRN E vENT

3 Withdraw a platoon i 5+ platoons,otherwise gain a delay counter.

4 Withdraw a platoon and remove allcounters i 5+ platoons or counters,otherwise gain delay counter.

5 Repeat withdrawal.

6 Remove Objective. Repeat withdrawal.

7 Remove Objective. Repeat withdrawal.8 Check Company Morale i necessary.

Game over.

Ñ

Ñ

Ñ

Ñ

Ñ

Ñ

 ATTACKER 

DEFENDER 

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hAs

tyAttAck

284

 Y ouR oRdeRs

Find a weak point in the enemy lineand punch through. You must seizeone o your objectives beore theenemy rallies and pushes you back.

Hold the initial assault, then orcethe enemy back when your reservesarrive. You must prevent the enemy rom taking their objectives, thencounterattack and take your own.

Te attacker Deploys their remaining platoons.

Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

Beginning the B attle

Te deender places the platoon they held inImmediate Ambush.

Starting with the deender, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends when:

a player starts their turn having aken any o the Objectives that were placed in the enemy Deployment Area, or

the deender starts any o their turns rom turn six with no attacking teams in the deender’s table hal.

decidingW hoW on

 A player wins i the game ended because they started oneo their turns holding an Objective in the opponent’sDeployment Area.

Otherwise the deender wins. Te deender has heldtheir ront line and halted the attacker’s oensive.

Calculate your Victory Points using the Victory Pointsable on page 275.

7.

8.

1.

2.

3.

4.

 Mission special R ules

Hasty Attack uses the Delayed Reserves (page 269),Immediate Ambush (page 267), Reserves (page 268),Scattered Reserves (page 269), and Prepared Positions (page 264) special rules.

pRepaRing foR B attle

Te deending player chooses the long table edgethat they will deend. Teir Deployment Area is theirhal o the table, excluding the area within 8”/20cmo the centre line. Te attacking player’s Deployment

 Area is the other hal o the table, excluding the area within 12”/30cm o the centre line.

Te deending player places one Objective in theattacker’s Deployment Area at least 16”/40 cmrom the centre line and not within 8”/20cm o either side table edge.

Te deender then places one Objective and thenthe attacker places two Objectives in the deender’sDeployment Area at least 12”/30cm rom the centreline and not within 8”/20cm o any table edge.

Te attacker nominates at least hal o their platoonsto be held o the table in Reserves. Tese arrive romthe long table edge in their Deployment Area.

Te deender then nominates at least hal o theirplatoons to be held o the table in Delayed andScattered Reserves. Tey may then nominateone o the remaining platoons to be held in

Immediate Ambush. Te deender Deploys theirremaining platoons.

Te attacker now removes one o the Objectivesthat they placed on the table.

1.

2.

3.

4.

5.

6.

Defender places one objective here

Defender places one and attacker places two objectives here

16“/40cm12“/30cm

8“/20cm

Defender deploys here

 Attacker deploys here

No Man’s Land

Centre line

No Man’s Land 8“/20cm12“/30cm

8“/20cm8“/20cm

8“/20cm

hAsty AttAck (MoBile BAttle)

 While most commanders aced with a prepared deence seek to build up the maximum orces or the attack,sometimes they do not have the time and must attack immediately with whatever is on hand.

 Attacker’s reserves arrive here

Defender has

scattered reserves

 ATTACKER 

DEFENDER 

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Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

Beginning the B attle

Te deender places the platoon they held inImmediate Ambush.

Starting with the attacker, both players makeReconnaissance Deployment moves or any Recceteams they have on table.

Te deending player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends on or ater turn six when either:

the attacker has aken any o the Objectives at the

start o their turn, orthe deending player starts their turn with no attack-ing teams within 16”/40cm o either Objective.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an objective. Te enemy penetration has been neutralized and the deensiveline held.

Otherwise the deender wins. All enemy counterattackshave been held o and the enemy orce ‘written down,’

bringing a major breakthrough that much closer.

Calculate your Victory Points using the Victory Pointsable on page 175.

8.

1.

2.

3.

4.

 Y ouR oRdeRs

  A massive enemy oensive haspunched through the ront line,taking up positions amongst yoursduring the night. You must attack immediately to restore the situation.

  You have pushed through the rontlines during the night and takenvital ground rom the enemy. Now,

 with dawn breaking, you must orm

a solid deence against the inevitablecounterattack and hold your gains.

 Mission special R ules

Cauldron uses the Immediate Ambush (page 267),Prepared Positions (page 264), Reserves (page 268),Delayed Reserves (page 269), and RandomDeployment (page 261) special rules.

pRepaRing foR B attle

Te deending player chooses the long table side  where they will deend. Teir Deployment Areais this hal o the table excluding the area within20”/50cm o the side table edges.

Te attacking player places two Objectives in thedeender’s Deployment Area at least 4”/10cm romthe centre line o the table, at least 8”/20cm romlong table edge and at least 24”/60cm rom theshort table edges.

Te deender nominates at least hal o their

platoons to be held in Delayed Reserve. Tese willarrive on the opposite table edge.

Te deender may hold one platoon in Immediate Ambush.

Te deender deploys the remaining platoons.

Te attacker must nominate at least hal o theirplatoons to be held in Reserve. Tese will arriverom either short table edge. Te attacking playermay choose which edge each platoon will arriverom when it arrives rom Reserves.

  Any remaining platoons are deployed using theRandom Deployment special rules.

1.

2.

3.

4.

5.

6.

7.

cAulDron (MoBile BAttle)

 When night alls on the battleeld both sides traditionally exercise a tacit truce and rebuild theirorces, resupply, and tend to the wounded.

 Attacker places two

Objectives here

Defender deploys here

No Man’s Land

8“/20cm20“/50cm

24“/60cm

   A  t  t  a  c  k  e  r   ’  s  r  e  s  e  r  v  e  s  a  r  r  i  v  e  f  r  o  m 

  t  h  e  s  i  d  e  s

t t a c  k e r ’  s r e s e r v e s a r r i  v e f r o m t h e s 

i  d e s 

4“/10cm

 Attacker uses Random Deployment.

On a roll of 5 or 6 they choose

which quarter to deploy in

Defender’s reserves arrive here

 ATTACKER 

DEFENDER 

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BreA

kthrough

286

 Mission special R ules

Breakthrough uses the Delayed Reserves (page 269),Mobile Reserves (page 269), and Prepared Positions (page 264) special rules.

pRepaRing foR B attle

Mark the centre o the table so that the tablequarters are obvious to both players.

Te deending player chooses two diagonally-opposite table quarters as their Deployment Areas.

Te attacker then chooses one o the remainingtable quarters. Teir Deployment Area is all o thistable quarter that is more than 8”/20cm rom bothtable centre lines.

Te attacker places two Objectives in the nal tablequarter. Tey must be at least 8”/20cm rom thetable centre lines and edges.

Te deender Deploys any or all o their platoonsusing the Mobile Reserves special rule.

  All remaining platoons are held o the table inReserve. Te troops held in Reserves will arrivealong the long table edges in their Deployment

 Areas within 16”/40cm o the table corner.

Te attacker must hold at least one platoon, andmay hold up to hal o their platoons, o table tomake a ank attack as Delayed Reserves. Te troopsheld in Delayed Reserves will arrive along the long

table edge within 24”/60cm o the corner in thequarter containing the Objectives.

Te attacker now Deploys the rest o their orce.

1.

2.

3.

4.

5.

6.

7.

8.

Both players now Deploy any Warrior teams thatare not part o a platoon and all Independent teams,starting with the deending player.

Beginning the B attle

Starting with the deender, both players make

Reconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends on or ater turn six when either:

the attacking player has aken any o the Objectivesat the start o their turn, or

the deending player starts their turn with no attack-ing teams within 16”/40cm o either Objective.

decidingW hoW on

Te attacker wins i the game ended because they started one o their turns holding an Objective. Tey have broken through, deep behind the enemy line.

Otherwise the deender wins. Te breakthrough hasbeen cut o and the ront lines held.

Calculate your Victory Points using the Victory Pointsable on page 275.

9.

1.

2.

3.

 Attacker’s reserves arrive in first 24”/60cm

of long table edge

 Attacker places

two objectives

here

8“/20cm

Defender deploys here

 Attacker deploys here

No Man’s Land

BreAkthrough (MoBile BAttle)

Defender deploys here

No Man’s Land

8“/20cm

8“/20cm

8“/20cm

8“/20cm

8“/20cm

Defender’s reserves

 arrive in first 16”/40cm

of long table edge

Defender’s reserves arrive in first 16”/40cmof long table edge

 A widely-stretched ront has orced the deenders into a hedgehog deence. Te attacker has sent a anking orce through the gaps between the deended positions while launching a rontal assault to pin the enemy.

 Y ouR oRdeRs

Te enemy does not have sufcientstrength to cover the entire ront. Youmust seize one o the objectives, eitherby direct assault, or with a cunningank attack.

  Your reconnaissance troops report astrong attack orce moving aroundyour ank while another strong orceis massing or a rontal attack. Youmust secure the objectives and drivethe enemy back.

Centre line

   C  e  n  t  r  e  l  i  n  e

 ATTACKER 

DEFENDER 

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Both players now place any Warrior teams that arenot part o a platoon and all Independent teamsstarting with the deender.

Beginning the B attle

Starting with the deender, both players make

Reconnaissance Deployment moves or any Recceteams they have on table.

Te attacking player has the rst turn.

 As both sides are in Prepared Positions, all platoonsmay begin the game Dug In.

ending the B attle

Te battle ends on or ater turn six when either:

the attacking player has aken any o the Objectivesat the start o their turn, or

the deending player starts their turn with no attack-ing teams within 16”/40cm o either Objective.

decidingW hoW on

Te attacker wins i the game ended because they startedone o their turns holding an Objective. Te attackerhas prevented the deender rom linking up with theencircled orce.

Otherwise the deender wins. Te deender has brokenthe encirclement, reeing the trapped troops.

Calculate your Victory Points using the Victory Points

able on page 275.

9.

1.

2.

3.

 Mission special R ules

Counterattack uses the  Ambush (page 266), MobileReserves (page 269), Prepared Positions (page 264), and Reserves (page 268) special rules.

pRepaRing foR B attle

Mark the centre point o the table so that the tablequarters are obvious to both players.

Te deender chooses a table quarter as theirDeployment Area. Teir reserves will arrive romthe diagonally opposite quarter.

Te attacker chooses one o the table quarters onthe other diagonal to deploy in. Teir Deployment

 Area is all o this table quarter that is more than8”/20cm rom both table centre lines.

Te deender places one Objective in theirDeployment Area at least 8”/20cm rom both centre

lines and at least 8”/20cm rom any table edge.

Te attacker then places one Objective in the tablequarter opposite their Deployment Area at least8”/20cm rom both table centre lines and 8”/20cmrom any table edge.

Te deender Deploys any or all o their platoonsusing the Mobile Reserves special rule. One o theplatoons to be Deployed may be held in Ambush.

  All remaining platoons are held o the table inReserve. Te troops held in Reserves will arrive

 within 16”/40cm o the table corner opposite theirDeployment Area.

Te attacker then Deploys their entire orce.

1.

2.

3.

4.

5.

6.

7.

8.

counterAttAck (MoBile BAttle)

 Attacker places

One objective here

8“/20cm

 Attacker deploys here

No Man’s Land

Centre line

Defender deploys here No Man’s Land

8“/20cm

8“/20cm

8“/20cm

8“/20cm

Defender’sreserves

 arrive within16”/40cm ofthe corner

Defender places

One objective here

No Man’s Land

8“/20cm 8“/20cm

8“/20cm

8“/20cm

8“/20cm

Te enemy is making a counterattack to relieve their cut of comrades. Complete the encirclement and ensure the destruction o the trapped enemy troops.

 Y ouR oRdeRs

Te enemy have ound a weak pointin your encirclement. Tey arelaunching a counterattack to link up

 with their surrounded comrades. Youmust close the gap beore they canmake the link up.

 You are expecting a relieving orce atany moment. You must exploit the

 weakness in the enemy encirclement

and link up with them. Prevent theenemy rom taking their objectivesand completing the encirclement.

   C  e  n  t  r  e  l  i  n  e

 ATTACKER 

DEFENDER 

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noM

AnslAnD

Te rst player then places their Patrol on theirside o the table in the same hal as they placed theObjective, within 6”/15cm o the centre line and atleast 8”/20cm rom the dividing line between thelet and right halves.

Te other player then places their Patrol in the samemanner in the opposite hal.

  Again starting with the deender, both playersDeploy any Warrior teams that are not part o aplatoon and all Independent teams in any renchLines in their Deployment Area.

Beginning the B attle

Te entire battle is ought in Darkness.

Both players roll a die. Te deender adds +1 totheir roll. Te player with the higher result has therst turn.

ending the B attle

Te battle ends when:

a player starts their turn having aken the Objectiveplaced by the opposing player.

decidingW hoW on

Te player that took an Objective wins the battle. Tey have established their dominance over No Man’s Land.

Calculate your Victory Points using the Victory Pointsable on page 275.

No Man’s Land is a Fair Fight, so i neither win thebattle, use the Tere are No Draws rule on page 275 todetermine each player’s Victory Points.

10.

11.

12.

1.

2.

pRepaRing foR B attle

Both players must eld a Fortied Company.

Both players roll a die with the higher score choosinga long table edge to attack rom. Te deender hasthe opposite table hal. Te players’ Deployment

 Areas are their halves o the table excluding the area

 within 12”/30cm o the centre line.Starting with the deender, both players place all o their Fortications (but not their Obstacles).

 Again starting with the deender, both players placeall o their Obstacles in the opponent’s table hal using the Over Te Wire mission special rule.

Starting with the deender, both players Deploy their Fortied Platoons. All remaining platoons areheld in Delayed Reserve, arriving anywhere alongthe long table edge in their own Deployment Area.

Starting with the attacker, both players nominateone platoon to be their Patrol using the No Man’sLand Patrol special rule, and remove it romthe table.

Divide the table into let and right halves acrossboth Deployment Areas at right angles to thecentre line.

Both players roll another die. Te player with thehigher score chooses the let or right hal to placetheir Objective and Patrol. Tey place an Objectiveon the opposing side o the table at least 8”/20cm

rom the dividing line between the let and righthalves, and at least 8”/20cm rom the table edges.

Te other player then places an Objective in thesame manner in the opposite hal.

1.

2.

3.

4.

5.

6.

7.

8.

9.

no MAn’s lAnD (trench WArFAre)

 All is quiet in your ortied sector o the line. It seems like a good time to send out a patrol and see what theenemy is up to.

 Y ouR oRdeRs

onight’s patrol ran into a strongenemy patrol. Reinorce them andsecure the objective.

Push the enemy out o No Man’sLand and hold your objective.

 Mission special R ules

No Man’s Land uses the Dark-ness (page 273), Delayed Reserves

(page 269), No Man’s Land Patrol (page 271), and Over the Wire (page 271) special rules.

 Attacker places

One objective here

 Attacker deploys here

No Man’s Land

8“/20cm

 Attacker’s reserves arrive here

Defender places

One objective here

Defender deploys

Patrol here

 Attacker deploys

Patrol here

8“/20cm

Defender deploys here

Defender’s reserves arrive here

No Man’s Land

8“/20cm

6“/15cm

6“/15cm

Centre line

8“/20cm

Left Half Right Half

Left Half Right Half

 ATTACKER 

DEFENDER