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The Island mission uses the Close-In Fighting, Ambush (page 266), Prepared Positions (page 264), Reserves (page 268), and Mobile Reserves (page 264) special rules.
Your Orders
Allied
Some of your units north of Elst are in danger of being encircled by an Axis attack, you must counterattack around their western flank and link up.
Axis
The Allies have reached the Nederijn with an advance unit, this is our chance to surround them at cut them off from XXX Corps.
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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 Allied players have the northern table quarter as their Deployment Area. Their reserves will arrive from the southern quarter.
- The Axis players have the eastern table quarters as their Deployment Area. They may deploy in all of this table quarter that is more than 20cm from both table centre lines.
- The Allied players place one Objective in their Deployment Area at least 20cm from both centre lines and at least 8”/20cm from any table edge.
- The Axis players then place one Objective in the western table quarter opposite their Deployment Area at least 20cm from both table centre lines and 20cm from any table edge.
- The Allied players Deploy any or all of their platoons using the Mobile Reserves special rule. One of the platoons to be Deployed may be held in Ambush.
All remaining platoons are held off the table in Reserve. The troops held in Reserves will arrive within 40cm of the table corner opposite their Deployment Area.
- The Axis players then Deploy their entire force.
- Starting with the Allied 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 Allied players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
- The Axis 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 Axis players have Taken any of the Objectives at the start of their turn, or
- the Allied players starts their turn with no Axis teams within 40cm of either Objective.
Deciding Who Won
The Axis players win if the game ended because they started one of their turns holding an objective. The Axis have prevented the defender from linking up with the encircled force.
Otherwise the Allied players win. The Allied have broken the encirclement, freeing the trapped troops.
Calculate your Victory Points using the Victory Points Table below.
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Mission Special Rules
The Island mission uses the Close-In Fighting, Ambush (page 266), Prepared Positions (page 264), Reserves (page 268), 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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