This section describes how to go about assembling forces, setting up the battlefield, choosing a scenario, deploying for battle and beginning a game.
Before the battle can begin it is necessary that the players agree how big a game they are going to play. Begin by agreeing the number of requisition points available for the game. Requisition points are a measure of how powerful a force is; the more points the bigger and more powerful the army. For example, the players might agree to play a ‘1,000 points game’ meaning that each side fields up to a maximum of 1,000 requisition points.
For practical purposes we recommend 1,000 requisition points per side for a standard sized game. Later on, the rules for different scenarios take it as read that games are being fought to this standard size. Of course, that does not mean games cannot be played with more or fewer points, only that some adjustment may be required when calculating which side has won as noted later.
Each player selects models from his chosen list to make up a force for the game. Every model chosen has a requisition points value. For example a regular rifleman costs ten points, while a heavy tank typically costs several hundred points. Each player selects units from his list, adding together the cost in requisition points, up to the agreed total. Don’t worry if it is not possible to spend every single point – just make sure the force’s total value does not exceed the agreed value. See here for more about how to choose forces from the lists.
The more space you have to fight your battle the better, whether you have a dedicated tabletop for gaming, whether you press the kitchen or dining table into service, or even if you are forced to make do with the floor or patio. Ideally, the ideal gaming surface should be four feet wide and six feet long, but if you are obliged to use a smaller area don’t worry. If you really have only a small space – say three feet wide or less – then we’d suggest either reducing all distances by a proportion, or deploying the opposing sides from the table edges as described for a Meeting Engagement game (see here). Either way, it is usual to play from the opposing long edges – each player sitting behind his own table edge facing his opponent.
It is entirely up to the players what kind of a scene they wish to represent on the battlefield. For example, the battlefield could be a densely packed urban area, an open rural landscape, a mix of marshes and woodlands, or a rolling sand desert bereft of cover. On the whole a better game will be had where there is a good quantity of terrain on the table, with hedgerows, wreckage or trenches for troops to shelter behind; hills and escarpments to conceal the movement of vehicles; and woodlands, houses, or tumbled ruins where troops can lie in ambush. If you don’t have much terrain to block line of sight and reduce movement, the poor old infantry will find themselves cut down by long-ranged weapons and rapidly moving tanks. Of course, if the tabletop is very crowded it may become virtually impassable for armoured vehicles. Clearly a good mix is what is needed. We would suggest the battlefield includes at least four sizeable terrain pieces such as buildings, thick woods or a rocky escarpment, large enough to block line of sight over most of the table. In addition, we recommend the battlefield includes other, lower terrain features to provide plenty of cover for infantry, for example hedges, dry-stone walls, sparse woodland and individual trees, craters, areas of rubble, wreckage and similar rough ground.
When the players set up the scene of battle it is important to try and make sure no great advantage is conferred to either side. Many will take their inspiration from actual battle sites, or perhaps from war movies or TV, when recreating scenes and landscapes on the tabletop.
Once the players have prepared their armies and set up the terrain, the next thing to do is decide what kind of battle is to be fought. This is the story behind the battle, the events that have brought our opposing forces into conflict. Perhaps one side is trying to break out from a pincer movement that threatens to cut off and surround it, maybe one side is attempting a reconnaissance in force to expose enemy positions, and maybe both sides are racing towards some common objective that they will fight over. This back-story to the game is the scenario, and players are at liberty to invent scenarios for themselves, or to adapt historical encounters, or to use any of the scenarios described below.
Our scenarios are divided into two main categories: Battle scenarios and Attacker–Defender scenarios.
The Battle scenarios have been worked out to provide a fair challenge to both sides, as both sides have the same set-up and are trying to achieve the same victory conditions. The Attacker–Defender scenarios provide more variety and are not as balanced as the Battle scenarios, as the players might have different set-up and/or victory conditions – if you want a balanced outcome out of these scenarios, you can play them twice, with the players swapping around the roles of attacker and defender. Then you can see which player does better overall in the two games.
Players can simply agree to play any one of the twelve scenarios, or roll a die at the start of the game and consult one of the charts below. Or you can roll a die, and on a 3 or less you roll on the Battle scenarios chart, while on a 4 or more, you roll on the Attacker–Defender chart.
BATTLE SCENARIOS | |
D6 Roll | Scenario |
1 | Scenario 1 – No Man's Land |
2 | Scenario 2 – Meeting Engagement |
3 | Scenario 3 – Key Positions |
4 | Scenario 4 – Double Envelopment |
5 | Scenario 5 – Top Secret |
6 | Scenario 6 – Demolition |
ATTACKER-DEFENDER SCENARIOS | |
D6 Roll | Scenario |
1 | Scenario 7 – Envelopment |
2 | Scenario 8 – Manhunt |
3 | Scenario 9 – Point Defence |
4 | Scenario 10 – Hold Until Relieved |
5 | Scenario 11 – Surrounded! |
6 | Scenario 12 – Sectors |
The following rules are common to all or most of the scenarios and are gathered together here to save repeating them throughout the scenario descriptions.
Where indicated in the scenario, units can be hidden at the start of the game. These units must be deployed in such a way that they are either entirely in cover to all enemies that can see them, or else out of sight of enemy altogether. If no enemy begin the game on the table, then all of your units can begin the game hidden. Hidden units are still placed on the table in the usual way, and must be marked in some fashion to show that they are hidden – any distinct token or marker will do.
Enemy are still allowed to target hidden units where they normally could do so, but, because shooters cannot be certain where the enemy are, the chances of scoring a hit are very much reduced. If a unit is hidden then any cover penalties that would normally apply when it is shot at are increased to –4 for soft cover and –5 for hard cover. If shot at by indirect fire, a 6+ is required to hit even where shooter and target remain stationary from turn to turn. In addition, hidden units can never be chosen as targets for air strikes or artillery barrages from forward observers. They can still be struck by a preparatory bombardment as noted below and derive no benefit from being hidden in this case.
Hidden units remain hidden until one of the following happens:
• The hidden unit is ordered to Fire, Advance or Run. An enemy unit scores a hit on the hidden unit (other than preparatory bombardment).
• An enemy infantry or artillery unit moves to (or is set up) within 12”.
• An enemy recce vehicle moves to (or is set up) within 12”.
• Any other enemy vehicle moves to within 6”.
Hiding During a Game
We do not normally allow troops to hide during the course of a game, but if players agree troops can be allowed to go hidden during a game if they would otherwise qualify as outlined above and are given a Down order. Because this can slow down the game and makes some scenarios harder for one side to win we present it as an optional rule for experienced players rather than as a general rule of play.
Unless players wish to agree otherwise, spotters, forward air observers, forward artillery observers, and snipers can be set up anywhere within the player’s own half of the table at the start of the game, so long as they are more than 12” from any enemy unit that is already deployed including enemy spotters, observers and snipers.
In an Attacker–Defender scenario the defender sets up his spotters, observers and snipers first. Otherwise the players alternate setting up one unit at a time – roll a die to determine which side places first. Any observer and sniper units can also be set up hidden as noted above.
If a spotter/observer/sniper/ranger etc. unit is in reserve, they cannot use their special set-up rules. If, on the other hand, they are chosen as one of the units you set-up on the table, or they are in the first wave, then their own special set-up rules take precedence. In this case, wait for the normal set up to be finished, and then set up any spotters/observers/snipers according to their special rules before the start of turn 1. Note that if you don’t have a specific set-up zone, or a specific ‘half of the table’, they can be deployed anywhere on the table that is outside the enemy set-up zone and more than 12” from any enemy.
If a unit that has a spotter is left in reserve, the first time you give the unit a successful Run or Advance order to enter the table, the order applies to both the spotter and the unit itself, so they can both enter the table (at different points if you wish). After this, the spotter will follow its normal rules (see here).
If a spotter/observer/sniper etc. unit has a transport vehicle, this must be left in reserve (including in scenarios that do not allow reserves) and cannot transport other units while in reserve. It is assumed that it has deployed the spotter/observer/sniper earlier on and has moved back to a safer position.
When about to attack enemy defensive positions, it makes sense to ‘soften them up’ first with a bombardment from heavy artillery, rocket batteries or bombers. Such a bombardment often caused relatively few casualties to well dug-in troops, but it certainly encouraged the enemy to keep their heads down, unnerving them and sapping their fighting spirit.
The scenario played specifies when a preparatory bombardment is allowed. To see how effective the bombardment is, roll a die for each unit in the enemy set-up zone at the start of the game and consult the chart below. Targets that are in bunkers or comparable fortifications deduct –1 from the die roll, and cannot therefore score worse than a 5 or suffer more than 2 pin markers. However, note that hidden units derive no benefit from being hidden when working out preparatory bombardments.
Reserves are troops that are neither deployed onto the table at the start of the game nor held back to form a first wave. Reserve units cannot do anything in the first turn of the battle (except during the Top Secret scenario as noted).
Even though reserves cannot do anything in the first turn, they must still be given orders, as their order dice will be included in the dice bag. The only order they can be given in turn 1 is Down to show that the reserves are awaiting a command. Even vehicles are given a down order when in reserve, indicating that they are immobile that turn.
From turn 2 onwards (turn 1 in the Top Secret scenario) any units in reserve can be ordered on to the table with an Advance or Run order. Note that troops are not allowed to make an assault when they enter the table at a run – troops are only allowed to make an assault if they are already on the table at the start of their move. A player is not obliged to move troops from reserve: a unit can be left in reserve by giving it a Down order.
When units move from reserve onto the table they always require an order check with a –1 penalty. So, a veteran unit with morale of 10 will require a 2D6 roll of 9 or less to pass its order check and move on to the table. Because an order test is required to move from reserve it is not completely certain when these units will arrive. If a unit fails to enter the battle before the end of the game it counts as destroyed – missing in action.
Note that units cannot exit the table (in scenarios that allow this, like Envelopment) during the same turn in which they arrive from reserve.
Infantry or artillery units that are in reserve can be mounted in transport vehicles or tows. The player should indicate this is the case during set-up.
Outflanking Manoeuvre
A player can send any of his reserves on an outflanking manoeuvre either to his left or right. During set-up the player must indicate to his opponent any reserve units that are attempting an outflanking manoeuvre. The player secretly writes down which of his outflanking units is going left and which is going right. He can send all of his units one way or the other, or he can divide them if preferred, it is entirely up to the player. The player must reveal his written instructions only when the first outflanking force arrives on the table. Meanwhile, the other player will be aware that the enemy is moving round his flanks, but cannot be certain where they have been directed.
Units attempting an outflanking manoeuvre must be given Down orders on turns 1 and 2. These units are, of course, manoeuvring beyond the confines of the tabletop, and the Down order merely serves to indicate they are as yet unable to enter the battlefield.
From turn 3 onwards, outflanking units can be ordered onto the tabletop with an Advance or Run order in the same way as other reserves. An order test with a –1 penalty will be required as already described. Units outflanking on the left hand side can enter from the left hand table edge, those entering from the right hand side can enter from the right hand table edge. If moving onto the table in turn 3, outflanking units can enter along a side edge but not more than 24” from the player’s own edge. So, if the tabletop is four feet wide they will be able to enter up to half way across. If entering in a subsequent turn, add a further 12” per additional turn, so up to 36” from the player’s edge in turn 4, 48” in turn 5, and so on for battlefields of greater width.
The system described for working out which side has won is practical to apply and serves perfectly well for most kinds of game. However, there will be occasions when players want to calculate scores in a more precise manner. Attrition allow us to calculate a player’s exact score and will prove useful where games are played as part of a tournament or formal competition.
Instead of being worth only 1 or 2 points irrespective of their requisition points value, in the attrition system units have a value equal to the number of victory points specified by the scenario multiplied by their requisition points value. For more about requisition points, see here.
For example, if a unit leaves the battlefield from the enemy table edge in an Envelopment scenario it is worth 3 victory points. If such a unit cost 100 requisition points, it would be worth (3x100) = 300 attrition. If the same unit were destroyed in a Maximum Attrition scenario, it would be worth 1 victory point and therefore (1x100) = 100 attrition.
In a game where victory is determined by taking or holding objectives, first work out which side has won, drawn or lost the scenario as described. The attrition value of a destroyed enemy unit equals its requisition points multiplied by two in the case of the winning side. Losers and drawing sides just score the requisition points. If the scenario is lost, the maximum attrition value that can be scored is 10 less than that of the winner. For example, if the winner scores 460 attrition the loser’s total score is capped at 450.
For example, in a demolition scenario the side that destroys the enemy base whilst preserving its own base intact is the winner – in this case the winner scores attrition equal to the requisition value of enemy units destroyed multiplied by two. An enemy unit with a requisition value of 75 points would therefore be worth (2x75) = 150 attrition.
Regardless of how attrition is calculated, to win an outright victory one side must score at least 200 attrition more than the enemy. If neither sides scores at least 200 attrition more than the other the result is not decisive and the battle is a draw even though one side may have scored more attrition than the other.
This value for outright victory assumes you are playing with standard forces of 1,000 requisition points as noted earlier. If you play with considerably larger or smaller forces, it is a good idea to increase or decrease this value in proportion with the size of the forces – keeping the attrition required for outright victory at 20 per cent of the forces’ requisition value.
Once the scenario has been decided or rolled for, but before set-up begins (including choosing the side of the table or whether to be the attacker or defender), players can choose to reveal their forces to the opponent or keep it secret until the beginning of turn 1.
If you choose to keep the forces secret, your commanders just know there is an enemy force in the vicinity, but are not sure of its composition – all you and your opponent are going to know (unless you already played before and know each other’s army) is what army the enemy is using – Americans, Russians, Japanese, and so on.
If you instead assume that the commanders have received detailed information about the enemy forces, you both show each other your force and/or its list before commencing set-up.
Both solutions are fine and present different challenges and mechanics, and if you cannot agree which way to do this, roll a die and let fate decide.
Buildings and Set-Up
Units can be set up inside any floor of a building, as long as the building (or section of the building your unit would deploy in) is completely inside your set-up area. Snipers, spotters and observers can do the same as long as the building is completely within your half of the table and the building is more than 12” from enemy units or other buildings occupied by enemy units.
Buildings as Objectives
When you pick an objective for the scenario being played, you can also choose a building as the objective. In that case, mark the building as an objective placing an objective marker on top of it – the objective will be the ground floor of the building. Units can control this objective by occupying the ground floor, rather than being within 3”.
If the building is destroyed, place an objective marker in the centre of the rubble area. If the building is set on fire, units must be in base contact with the building to control the objective.
The two armies have been facing each other off for days now. But today, at the first light of dawn, the time has come to break the impasse – the battle soon escalates as both sides try to crush the enemy.
Both players roll a die. The highest scorer picks a long table side and declares which of his units (if any) are being left in reserve (see here) – this can be up to half of the units in his army, rounding down. The other player then does the same.Once the players have declared which units are left in reserve, they deploy their other units. Both players put an Order die in the bag for every unit that is not in reserve and therefore needs to be deployed. Then draw a die and the player whose die has been drawn must deploy one of his units, at least 12” from the table middle line (see map). Units can use the hidden set-up rules (see here). Continue to do this until all units that are not in reserve have been set-up.
The objective is simple – both sides must attempt to destroy the other whilst preserving their own forces.
Both players roll a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a result of 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned.
The battle begins. During turn 1 visibility is limited to 24”. Alternatively, players may agree to use the Reduced Visibility rules for Dawn Assault games (see here).
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
Players score 1 victory point for every enemy unit destroyed.
Your orders are brutally simple – locate and engage the enemy forces, and inflict maximum damage.
Both players roll a die. The highest scorer picks a long table side and declares which of his units (if any) are being left in reserve (see here) – this can be up to half of the units in his army, rounding down. The other player then does the same. No units are set up on the table at the start of the game. Any units not left in reserve form the player’s first wave.
The objective is simple – both sides must attempt to destroy the other whilst preserving their own forces.
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table from any point on their side’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
Players score 1 victory point for every enemy unit destroyed.
The battlefield includes a series of positions that are strategically vital for the continuation of the campaign and must be seized at all costs.
Either player rolls a D3+2 – this is the number of objectives used in this game. Then both players roll a die. The highest scorer places one objective anywhere on the table. Then the opponent places an objective, and the players continue to place objectives until all objectives are placed. All objectives must be more than 12” from each other. These objectives could be tactically important positions such as a building or hilltop, or supplies such as an ammo dump or fuel reserve, or maybe a command post, a vehicle repair shop, or an emplacement for long-range artillery or rocket launchers. Objectives can be simple markers or tokens if the players prefer, or can be represented by scenic pieces along the lines described. The important thing is that both players clearly identify the objectives before the battle begins.
Once the objectives have been placed, both players roll a die. The highest scorer picks a long table side and declares which of his units (if any) are being left in reserve (see here) – this can be up to half of the units in his army, rounding down. The other player then does the same.No units are set up on the table at the start of the game. Any units not left in reserve form the player’s first wave.
The players must try to capture as many objectives as possible.
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table from any point on their side’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game if you hold more objectives than your opponent you win, otherwise the game is a draw.
To hold an objective there must be a model from one of your infantry or artillery units (or a transport including one such unit) within 3” of the objective at the end of the game, and there must be no enemy unit of any type within 3” of it.
Seizing terrain fast is key to strategic victory.
Both players roll a die. The highest scorer picks a long table side and declares which of his units are being left in reserve (see here) – this must be half of the units in his army, rounding down. The other player then does the same.Once the players have declared which units are left in reserve, they deploy their other units. Both players put an Order die in the bag for every unit that is not in reserve and therefore needs to be deployed. Then draw a die and the player whose die has been drawn must deploy one of his units, at least 12” from the table middle line (see map). Units can use the hidden set-up rules (see here). Continue to do this until all units that are not in reserve have been set-up. Reserves are not allowed to outflank in this scenario.
Both players must try to move as many of their units into the opponent’s set-up zone or even off the opposing side’s table edge. Note that in this scenario, units are allowed to deliberately move off the table from the opponent’s table edge to reach their objective – to do so, they only need to move into contact with the opponent’s table edge.
The battle begins. There is no first wave in this scenario. All units not held in reserve are deployed at the start of the game.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn. If there is a turn 7, roll a die at the end of the turn. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
You score 1 victory point for every enemy unit destroyed. You also score 2 victory points for each of your own units that is inside the defender’s set-up area (even if only partially), and 3 victory points for each of your own units that has moved off the enemy table edge before the end of the game.
Enemy aircraft have shot down one of our light transport aircraft. Your men must locate the crash site and retrieve the briefcase of the high-ranking staff officer who was on board. This briefcase contains secret documents and it is imperative that you get to it before the enemy. Whatever happens, these documents must not fall into enemy hands.
First set up the objective marker in the centre of the table. This could be a wrecked light aircraft or perhaps a fallen parachute, or any suitable officer model or simply a marker or token if preferred. You can place the objective up to 12” to the left or right of the exact centre of the table, but make sure that it is equidistant from the opposing players’ table edge.
Both players roll a die. The highest scorer picks a side of the table.
No units are set up on the table at the start of the game. All units on both sides are left in reserve (see here).
Both sides must seize the objective marker and carry it off their own edge of the table. See below for rules about transporting the objective marker.
During turn 1, you can attempt to bring in your reserves as if it was turn 2 as described in the rules for reserves. Play then continues as normal.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
The side that carries the objective marker off the table before the end of the game wins. Otherwise the result is a draw.
To seize the marker, an infantry unit must advance or run and end its move with one model touching the objective. From the following turn, that model will carry the marker as its unit moves. If the model carrying the marker ends its move to within 1” of a model belonging to a friendly infantry unit (or indeed a friendly infantry unit ends its move so that one of its models is within 1” of the model carrying the marker), the marker can immediately be handed over from one model to the other. This handing over of the objective marker can be done only once per turn, to stop an unrealistic ‘chain effect’.
If the model carrying the marker is killed, the marker can be transferred to any other model in the unit. If the entire unit is killed/removed from play, the marker is left on the ground for someone else to pick up later.
If the unit carrying the marker is destroyed in an assault, the enemy unit that destroyed it can immediately claim the marker and place it next to one of their models before they make their regroup move.
Our scout planes have pinpointed the enemy HQ. Your objective is to reach the enemy position and destroy it. Strong enemy resistance is to be expected, so you must attack in force, but do leave a portion of your force behind in order to defend our own artillery emplacements.
Both players roll a die. The highest scorer picks a side of the table and places his base in his set-up zone, up to 20” away from the table middle line (see map). The other player then places his base in his set up zone in the same way.
These ‘bases’ should be represented by a model command post (tent, dug-out, command vehicle etc.) or similar element (e.g. building, fuel dump, radio mast etc.), or even just a token – the important thing is that both players clearly identify their bases at the start of the game.
The highest scorer then declares which of his units (if any) are being left in reserve (see here) – this can be up to half of the units in his army, rounding down. The other player then does the same. Once the players have declared which units are left in reserve, they deploy their other units. Both players put an Order die in the bag for every unit that is not in reserve and therefore needs to be deployed. Then draw a die and that player must deploy one of his units, at least 12” from the table middle line (see map). Units can use the hidden set-up rules (see here). Continue to do this until all units that are not in reserve have been set-up.
Both sides must destroy the enemy base. A base is destroyed if, at the end of any turn, any enemy unit is touching the base. Empty transports cannot be used to destroy a base although a transport vehicle carrying troops can.
The battle begins. There is no first wave in this scenario. All units not held in reserve are deployed at the start of the game.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1–3 the game ends, on a roll of 4–6 play one further turn. However, if a player destroys the enemy base, the game will end at the end of that turn – so you have only to the end of the turn to try to destroy the enemy base or you will lose the game!
If at the end of any turn one player has destroyed his opponent’s base while his own still stands then that player is the winner. Otherwise the game is a draw.
An enemy pocket of resistance is to be engaged and pinned in place by a portion of your force, while the rest will make their way around the enemy position to surround them and isolate them from their supply chain.
Both players roll a die. The highest scorer decides whether to be the attacker or the defender.
The defender picks a side of the table and sets up at least half of his units in his set-up area (see map). These units may use the hidden set-up rules (see here). Units that are not set up to start with are left in reserve (see here).
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate at least half of his force to form his first wave. This can be his entire army if he wishes. Any units not included in the first wave are left in reserve.
Reserves are not allowed to outflank in this scenario.
The attacker must try to move as many of his units as he can into the defender’s set-up zone or off the opposing side’s table edge. The defender must try and stop him. Note that in this scenario, attacking units are allowed to deliberately move off the table from the defender’s table edge to reach their objective.
The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a result of 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned.
The battle begins. During turn 1, the attacker must move his entire first wave onto the table. These units can enter the table from any point on the attacker’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
The attacker scores 1 victory point for every enemy unit destroyed. He also scores 2 victory points for each of his own units that is inside the defender’s set-up area (even if only partially), and 3 victory points for each of his own units that has moved off the enemy table edge before the end of the game.
The defender scores 2 victory points for every enemy unit destroyed.
In order to gather information about the enemy forces in the area, your platoon has been ordered to capture an enemy officer for interrogation. If this cannot be achieved, the officer must be eliminated.
Both players roll a die. The highest scorer decides whether to be the attacker or the defender.
The defender picks a side of the table and sets up half of his units, rounding down, within 12” of the centre of the table (see map). These units can use the hidden set-up rules (see here). All other units are left in reserve (see here). Note that the target officer (see below) must be part of the units that are deployed, and that all vehicles must be left in reserve, if possible.
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate half of his units, rounding up, to form his first wave. All other units are left in reserve.
The attacker is trying to capture the highest-ranking officer in the enemy army. If there are two or more officers of the same rank in the army, the most expensive of these teams is the one the attacker is after. If they cost the same, the players need to agree before the game which one to target, or simply roll a die for it if they cannot agree. Note that the defender must always set-up this officer on the table and cannot leave it in reserve.
In order to capture the officer, an infantry unit must assault the officer’s unit in close quarters and destroy it.
The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned. Note that if you roll a 6 for the bombardment on the target officer’s unit, that counts as a 5 instead.
The battle begins. During turn 1 the attacker must bring his first wave onto the table. These units can enter the table from any point on their side’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 7, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn. The game may also end immediately if the officer is killed or captured.
Confusion reigns, the battle-lines have become completely disordered and reinforcements are pouring in from all directions. All units entering the table as reserves can enter from any point on any table edge, except the one from which the last enemy reserve entered that same turn. This means that at the beginning of the following turn, the first reserve can come in from any table edge – watch out!
If the officer’s unit is destroyed in close quarters, resulting in the officer’s demise, the attacker wins the game. If the game ends and the officer is still alive and well, the defender wins the game. If the officer is killed in any other way, the game is a draw (note that the defender must always remove other models in the officer’s unit before removing the officer when the unit takes casualties).
The enemy is occupying a perfect defensive position – it’s your mission to push them out and send them packing.
Both players roll a die. The highest scorer decides whether to be the attacker or the defender. The defender picks a side of the table and sets up at least half of his units in his set-up area (see below). These units can use the hidden set-up rules (see here). Units that are not set-up to start with are left in reserve (see here).
As he sets up his force, the defender must nominate three separate objectives in his set-up zone. All objectives must be at least 6” from the defender’s table edge. In addition, all the objectives must be at least 24” from each other. These objectives could be tactically important positions such as a building or hilltop, or supplies such as an ammo dump or fuel reserve, or maybe a command post, a vehicle repair shop, or an emplacement for long-range artillery or rocket launchers. Objectives can be simple markers or tokens if the players prefer, or can be represented by scenic pieces along the lines described. The important thing is that both players clearly identify the three objectives before the battle begins.
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate at least half of his force to form his first wave. This can be his entire army if he wishes. Any units not included in the first wave are left in reserve.
The attacker must try and capture the three objectives – the defender must try and stop him.
The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a result of 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned.
The battle begins. During turn 1, the attacker must move his first wave onto the table. These units can enter the table from any point on the attacker’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won as follows.
If the attacker holds two or three objectives the attacker wins. If the attacker holds one objective the game is a draw. If the attacker holds no objectives then the defender wins.
All objectives are held by the defender at the start of the game regardless of where his troops are positioned. If an objective changes hands during the game then it remains under the control of that side until it is taken back.
To capture an objective there must be a model from one of your infantry or artillery units (or a transport including one such unit) within 3” of the objective at the end of the turn, and there must be no enemy unit of any type within 3” of it. Once you capture an objective, you hold it until the enemy captures it back.
Your force has been sent on a very dangerous mission to capture a key strategic objective. Your men have reached the immediate vicinity of the objective during the night and at first light you’ll attempt to seize the position. You will then dig in for the inevitable counter-attacks and hold until relieved.
The objective could be a bridge, an ammo or fuel dump, an airstrip, a command bunker, a V2 launch site, or anything comparable. First set up the objective in the centre of the table. Ideally, this should be no larger than 6” x 6”. You can place the objective up to 12” to the left or right of the exact centre of the table, but make sure that it is equidistant from the opposing players’ starting edges.
Both players roll a die. The highest scorer decides whether to be the attacker or the defender.
The defender picks a side of the table and sets up one infantry squad and one other unit (this unit can be anything with a damage value of 7+ or less) within 6” of the objective. Then he nominates half of the remaining units (rounding down) to form his first wave. Any units not included in the first wave are left in reserve (see here)
The attacker can then set up any and all of his infantry anywhere on the table so long as they are more than 18” from the objective or either enemy unit that is already deployed. These units can use the hidden set-up rules (see here). All other units are left in reserve (see here).
The aim is to control the objective at the end of the game. To control the objective there must be a model from one of your infantry or artillery units (or a transport including one such unit) within 3” of the objective at the end of the game, and there must be no enemy unit of any type within 3” of it.
The battle begins. During turn 1 the defender must bring his first wave onto the table. These units can enter the table from any point on the defender’s table edge, and must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
If one side controls the objective at the end of the game it is the winner. If neither side can claim control of the objective the game is a draw.
Dick Winters at Bastogne
Both players roll a die. The highest scorer decides whether to be the attacker or the defender. The defender picks a side of the table and sets up half of his units, rounding down, within 12” of the centre of the table (see map). These units can use the hidden set-up rules (see here). All other units are left in reserve (see here).
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate half of his units, rounding up, to form his first wave. All other units are left in reserve.
The objective is simple – both sides must attempt to destroy the other whilst preserving their own forces.
The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a 1, the barrage fails to take place, but you have your orders and the attack must go ahead as planned.
The battle begins. During turn 1 the attacker must bring his first wave onto the table. These units must be given either a Run or Advance order. Note that no order test is required to move units onto the table as part of the first wave.
Confusion reigns, the battle-lines have become completely disordered and reinforcements are pouring in from all directions. All units entering the table as reserves can enter from any point on any table edge, except the one from which the last enemy reserve entered that same turn. This means that at the beginning of the following turn, the first reserve can come in from any table edge – watch out!
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
Players score 1 victory point for every enemy unit destroyed.
Divide the table into quarters, as per the map. Both players roll a die. The highest scorer picks a long table side and one of the quarters on his side of the table. Then he declares which of his units (if any) are being left in reserve (see here) – this can be up to half of the units in his army, rounding down. The other player gets the opposite quarter of the table and then does the same.Once the players have declared which units are left in reserve, they deploy their other units. Both players put an Order die in the bag for every unit that is not in reserve and therefore needs to be deployed. Then draw a die and that player must deploy one of his units in his quarter and at least 12” from the centre of the table (see map). Units can use the hidden set-up rules (see here). Continue to do this until all units that are not in reserve have been set-up. Reserves are not allowed to outflank in this scenario.
Both sides must attempt to seize as many table quarters as possible and inflict damage on the enemy (see Victory!, below).
Both players roll a die: on a 2+, a preparatory bombardment strikes the enemy positions (see here). On a result of 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned.
The battle begins.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn. If there is a turn 7, roll a die at the end of the turn. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
You score 1 victory point for every enemy unit destroyed. You also score 1 victory point for each of your own units that is completely inside one of the two ‘neutral’ table quarters, and 3 victory points for each of your own units that is completely inside the enemy quarter of the table. If a unit straddles across two or more quarters, it counts as in the quarters where the majority of its models are (or most of the model in case of one-model units) – if in doubt, of course, roll a die for it.