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The Lezey mission uses the Ordered Withdrawal and Prepared Positions (page 264) special rules.
Your Orders
Allied
Orders came in yesterday, the supplies vital for your continued operation are held back for a campaign in Holland. Although you do not like to pay for the same real estate twice, you have no other option than to withdraw to a more defendable position.
Axis
Finally another Panzer Division has arrived, and forces are reorganised for an assault on the Allied position. Do not let them get away with their fighting strength.
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Preparing for battle
- The Allied deployment zone is the entire southern half of the table.
- The Axis deployment zone is all of table within 50cm of the northern table edge.
- The Allies place an Objective in their deployment zone at least 20 cm from all table edges and the centre of the table.
- The Axis now place two Objectives in the same area so that no two objectives are more than 180cm apart and all are more than 20cm from any other Objective.
- The Allies Deploy their entire force.
- The Axis now 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 eight when either:
- the Axis players have Taken any of the Objectives at the start of their turn, or
- at the start of the Allied players’ tenth turn (remember to check Company Morale if necessary before determining who won).
Deciding Who Won
The Axis players win if the game ended because they started one of their turns holding an objective. The Axis have turned an ordered withdrawal into a rout.
Otherwise the Allied players win. They have managed to withdraw in an orderly fashion, and establish a much stronger defensive line in the hills to the south.
Calculate your Victory Points using the Victory Points Table below.
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Mission Special Rules
The Lezey mission uses the Ordered Withdrawal and Prepared Positions (page 264) special rules.
Ordered Withdrawal
Starting with turn three, in the starting step when they would normally roll for Reserves, the Allied players counts the number of platoons that have on the table.
- If the number is 10 or more, the Allied players must withdraw two platoons.
- If the number is 5 or more (but below 10), the Allied players must withdraw one platoon.
- If the number is less than 5 platoons, they gain a delay counter.
Add the number of delay counters to the number of platoons that you have on table, when working out whether to withdraw a platoon this turn. When you withdraw a platoon, remove all delay counters as well.
When withdrawing a platoon, all of the teams of the chosen platoon are removed from the table and it is considered to have withdrawn. If a withdrawing platoon is both below half strenght and has teams within 20 cm of enemy teams, there is a chance of their withdrawal breaking into a rout. Make a Skill Test before removing the teams.
- If the platoon passes, they successfully withdraw.
- If they fail, they withdraw, but the whole platoon count as Destroyed.
Platoons that withdraw successfully count as neither on the table nor destroyed for the purpose of Company Morale Checks.
At the start of their 8th turn the Allied players remove one of the objectives placed by the Axis and at the start of their 9th turn, the Allied players remove the other objective placed by the Axis.
Withdrawal Summary
Turn 3 – Allied players withdraws two platoons if 10+ platoons, one platoon if 5+ platoons, otherwise gain a delay counter.
Turn 4 - Allied players withdraws two platoons if 10+ platoons, remove all delay counters and one platoon if 5+ platoons or counters, otherwise gain a delay counter.
Turn 5 - Repeat Withdrawal.
Turn 6 - Repeat Withdrawal.
Turn 7 - Repeat Withdrawal.
Turn 8 – Remove objective (A). Repeat Withdrawal.
Turn 9 - Remove objective (B). Repeat Withdrawal.
Turn 10 - Check company morale if necessary - Game over.
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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