Introduction
Hill54/VI is a themed event around Operation Overlord, in which teams of two players face each other in semi-historical battles in Normandy.
Team formation / Army selection
All Army lists from Overlord and Atlantik Wall are allowed, as well as any associated pdf or official electronic lists from Normandy.
Each player have 1250 points available, so that each team plays with 2500 points – players are allowed to borrow up to 125 points from their teammate.
Each team may only select one Air Support and AOP - if one of the players play Commando, there may be up to two Naval Support selections.
Pairing
Each round will be paired manually with regards to the players choise of army and available missions, which means that players will predominantly play missions in the area where their armies were in combat during the Battle of Normandy. This will, however, not always be possible because the following pairing rules will take precedence: Players will only meet each other once during the event; Players will only play the same Mission once during the event; And finally, Players will only meet players from the opposing faction.
Missions
The missions for Hill54/VI will be modified Battlefront missions on double tables. The usual rules for determining the defender and attacker will be suspended – instead most missions will determine which side (Axis or Allies) is the attacker or defender. There will be missions where both Axis and Allies respectively are the attackers.
Missions will be published here as they are completed. They are, however, subject to change as there will be continous playtesting up to the event.
Some missions will require you to determine who will be the Attacker and Defender.
Each team of players will decide the point total of their force from the list below:
0 point: All lists with a "Must Defend" special rule.
1 point: All Infantry lists.
2 point: All Mechanised lists.
3 point: All Tank lists.
4 point: All lists with a "Must Attack" special rule.
The team with the most point will be the attacker.
If both teams have the same point total, then any "Must Attack" or "Must Defend" rule will be a tie-breaker. If both teams are still at the same point total, each team roll a die and add this to their total, and continue to do this until one team have more points than the other.
Adjustments to the Main Rules
Company Morale
A player only check for Company Morale once the player's and the teammate's army combined have more platoons destroyed than on the table. At this time the player will test once against the motivation of the company that have the majority of destroyed platoons. If both companies have lost equally many platoons, then the players may choose which company perform the test.
If the Company Morale check fails, then the entire force have lost as normal.
Fortifications and obstacles
Fortifications and obstacles may not be deployed from ambush, even if they belong to a platoon in ambush. If a platoon, capable of deploying fortifications or obstacles, begin the game in Ambush, then that units fortifications and obstacles are deployed when fortifications and obstacles would normally be deployed.
Reserves
Regardless of the type of reserves, allways take the entire force of the team into consideration when determining how many platoons are placed in Reserve.