Event Information Common Rules Missions
Hell's Highway

The Hell’s Highway mission uses the Highway Reserves, Sneaking Up, Hit and Run, Cavalry Reserves, Like a Railroad and Supply Convoy special rules.

Your Orders

Allied
The mission success depends on keeping the highway open, so that fresh units and supplies can reach the frontlines. With your limited forces, you must keep control of the road, so those trucks can get through.

Axis
This is a delaying action, while you may not have the forces to stop the allies here, you can still do serious damage to their operation. If you can stop that supply train, then we might yet win this battle.

Hell's Highway Map

Preparing for battle

  1. Divide the table along the long table edges, into three section each 120cm by 120cm.
  2. The main road has a “convoy entry point” (A) in Son and a “convoy exit point” (B) in Veghel.
  3. The Allied deployment zones are: in the centre section stretching from the long table edge with St. Oedenrode to the centre of the table; and in the table end with the “convoy exit point” stretching from the long table edge to the centre of the table on the side including Veghel.
    The allied players nominate at least half of their platoons to be held in reserves, observing the Cavalry Reserves special rule. They then deploy the rest of their force in their deployment zones.
  4. The Axis players deploy any fortified platoons at least 40cm from all Allied teams and 20cm from the roads. Their remaining force is placed in Highway Reserves.
  5. The Allied players 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.

Beginning the Battle

  1. The Allied players may make Reconnaissance Deployment moves for any Recce teams they already have on the table.
  2. The Allied players may then make Reconnaissance Deployment moves with up to two Reconnaissance platoons held in Reserves, as if they had just arrived at (A).
  3. If the Axis Force includes any Fortified Platoons, these are now deployed on the table (see Highway Reserves). If the Axis have less than three platoons on the table, they may now deploy one platoon as if it had just arrived from Highway Reserves.
  4. The Axis players may then make Reconnaissance Deployment moves with up to two Reconnaissance platoons held in Reserves, as if they had just entered the table at (C)”.
  5. The Allied players have the first turn.

Ending the Battle

The battle ends when either:
  • There are no more Objective Trucks alive on the table, and no more Objective Trucks available to enter the table.
  • The game runs out of time.

Deciding Who Won

The players with the most VP wins the game, check the Victory Point Table below to determine the final score.



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: