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The Club Route mission uses the Close-In Fighting, Prepared Positions (page 264) and Mobile Reserves (page 264) special rules.
Your Orders
Allied
This is it, Nijmegen bridge has finally fallen and the road to Arnhem lies ahead, you must break through the final Axis forces.
Axis
The Allies have passed Nijmegen, now your forces are the only ones left to stop them from reaching the Rhine. Beware that the allies might attempt to outflank you.
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Preparing for battle
- Mark the centre point of the table so that the table quarters are obvious to all players.
- The Axis players have the western and eastern table quarters as their Deployment Area.
- The Allied players have the southern table quarter as their Deployment Area and may deploy anywhere that is more than 20cm from both table centre lines.
- The Allied players place two Objectives on the roads in the northern table quarter as shown on the map.
- The Axis players Deploy any or all of their platoons using the Mobile Reserves special rule.
The troops held in Reserves will arrive along the long table edges in their Deployment Areas within 40cm of the table corner.
- The Allied players must hold at least two platoons, and may hold up to half of their platoons, off table to make a flank attack as Delayed Reserves. The troops held in Delayed Reserves will arrive along the long table edge within 60cm of the corner in the quarter containing the Objectives.
- The Allied players now Deploy the rest of their force.
- Starting with the Axis players, both sides now deploy any Warrior teams that are not part of a platoon, and all Independent teams. Warriors and Independent teams may also be held in reserve, providing that at least one platoon that they can legally join held in reserve, in this case, they will arrive from reserve with that platoon.
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Beginning the Battle
- Starting with the Axis players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
- The Allied players have the first turn.
- As both sides are in Prepared Positions, all platoons may begin the game Dug In.
Ending the Battle
The battle ends on or after turn six when either:
- the Allied players have Taken any of the Objectives at the start of their turn, or
- the Axis players starts their turn with no Allied teams within 40cm of either Objective.
Deciding Who Won
The Allied players win if the game ended because they started one of their turns holding an objective. The Allied have broken through the last line of defence before Arnhem.
Otherwise the Axis players win. The breakthrough has been cut off and the front lines held.
Calculate your Victory Points using the Victory Points Table below.
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Mission Special Rules
The Club Route mission uses the Close-In Fighting, Prepared Positions (page 264) and Mobile Reserves (page 264) special rules.
Close-In Fighting
The standard table for battles in particularly difficult terrain like bocage or polders is half a normal table size (in our case this means a normal table).
Victory Point Table
The winning players has lost one or no platoons - Stunning Victory 6:1
The winning players has lost two or three platoons - Major Victory 5:2
The winning players has lost four or more platoons - Minor Victory 4:3
If a winning player started the game with nine or more platoons in the player's own company (not including transport platoons), the first destroyed platoon from that company is ignored when determining the victory points above.
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