Mission Special Rules
The Hell’s Highway mission uses the Highway Reserves, Sneaking Up, Hit and Run, Cavalry Reserves and Like a Railroad special rules.
Highway Reserves
Each turn the axis players may move one platoon held in Highway Reserves onto the table. If they prefer, they may instead save it for a later turn, but no more than three platoons may arrive from Highway Reserves in the same turn.
The axis players roll the same number of dice as there are platoons arriving on the table. They then assign each die to one of the platoons to determine from which table edge it will arrive.
On a die roll of one or two the platoon must enter from the long table edge closest to Son in that third of the table, or be deployed anywhere at least 30 cm away from (A) in that third using the Sneaking Up special rule.
On a die roll of three or four the platoon must enter from the opposite table edge of St. Oedenrode in that third of the table, or be deployed anywhere in that third using the Sneaking Up special rule.
On a die roll of five or six the platoon must enter from the opposite table edge of Veghel in that third of the table, or be deployed anywhere in that third using the Sneaking Up special rule, but no platoon may enter the table or be deployed north of the Willemsvaart canal.
Sneaking Up
Axis platoons containing only infantry and man-packed gun teams, that are entering from Highway Reserves may be deployed on the table instead of entering from the table edge, as long as all teams are outside 40cm of any enemy team (regardless of line of sight). The Platoon may have vehicles, however, these vehicles must be held off table and cannot be called onto the table in the turn where the platoon is deployed.
Teams from platoons deployed in this manner does not count as moving, unless they actually move in their movement phase.
Hit and Run
Neither side in this mission are ever required to test for Company Morale, however, they test for Platoon Morale as normal.
Cavalry Reserves
When determining which platoon are to be held in Cavalry Reserves, platoons that are not airborne platoons must be selected before airborne platoons. All airborne platoons that start on the table in missions with this rule, starts the game in prepared positions.
Like a Railroad
At the start of each turn, the allied players counts up the number of platoons still held off table.
If the number is four or more, then two platoons will arrive this turn, otherwise only one will.
The arriving platoons must enter the table from (A).
Supply Convoy
There are 12 Objective Trucks in this mission. Objective Truck are not transport teams, or any other kind of teams. They are mobile objectives, and may never join or be joined by any other team, platoon or Objective Truck. Objective Trucks move as if they were wheeled teams, and only leave the road in order to negotiate Obstacles. If they leave the road in this manner, they must return to the road by the shortest route possible when clear of the Obstacle.
The Allied players moves the Objective Trucks as they please up to their full movement, and may move them At the Double, as long as they stay on the road (no doubling around Obstacles). If the Objective Trucks are moved At the Double, the Axis players roll twice as many dice for shooting as normal. Any two Objective Trucks must always be more than 10cm apart.
Objective Trucks will arrive from (A) each turn until all 12 Objective Trucks have arrived, and will keep arriving as long as there is room on the table.
The Objective Trucks may move off the table at (B) unless they moved At the Double in that turn. Objective Trucks that move off the table in this manner are neither destroyed nor do they make a skill test for leaving the battlefield.
The Objective Trucks are shot at individually and hit as if they were Veteran teams. The Objective Trucks always have a 3+ save when hit, and in order to destroy the Objective Trucks, the opponent needs to do a successful firepower test after a failed save.
Victory Point Table
There are a total of 12 Objective Trucks.
For every two destroyed Objective Trucks, the Axis players gain 1 VP.
For every two Objective Trucks that exit the table at the Convoy Exit point, the Allied players gain 1 VP.
For every four Objective Trucks that has not entered the table when the game ends, the Axis players gain 1 VP.
For every four Objective Trucks that are still alive on the table when the game ends, the Allied players gain 1 VP.
If neither side have gained at least 4 VP, the side that have destroyed or saved most Objective Trucks receive an additional VP. Otherwise the losing players gain 1 VP for their team, in case of a draw, this last VP is lost completely.
Examples of truck behaviour:





