|
The Island mission uses the, Ambush (page 266), Prepared Positions (page 264), Delayed Reserves (page 269) and Across the Waal special rules.
Your Orders
Allied
We have crossed the Waal succesfully, now is the time for the final push towards the Rhine.
Axis
The Allies have crossed the Waal, we cannot allow them to link up with their airborne forces.
|
Preparing for battle
- The Axis deployment zone is the northern part of the table up to 25cm from the diagonal road.
- The Allied deployment zone is the southern part of the table more than 65cm from the diagonal road.
- The Objectives are placed in the middle of each of the cross-roads.
- Next the Axis players nominate at least half of their platoons to be held off the table in Delayed Reserve. These Reserves will arrive along the eastern table edge along the Axis players’ deployment zone.
- The Axis players may then nominate one of the remaining platoons to be held in Ambush.
- The Axis players now Deploy their remaining platoons in their deployment zone.
- The Allied players now Deploy their entire force in their deployment zone.
- Starting with the Axis 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.
|
|
Beginning the Battle
- Starting with the Axis players, both sides may now make Reconnaissance Deployment moves for any Recce teams they have on table.
- The Allied players have the first turn. As both sides are in Prepared Positions, all platoons may begin the game Dug In, if the terrain allows it.
Ending the Battle
The battle ends on or after turn eight when either:
- the Allied players have Taken any of the Objectives at the start of their turn, or
- the Axis players starts their turn with no Allied teams within 40cm of either Objective.
Deciding Who Won
The Allied players win if the game ended because they started one of their turns holding an objective. The Allies have broken through and may soon be across the Rhine.
Otherwise the Axis players win. The Axis have prevented the Allies from linking up with the airborne soldiers ensuring their destruction.
Calculate your Victory Points using the Victory Points Table below.
|
Mission Special Rules
The Island mission uses the, Ambush (page 266), Prepared Positions (page 264), Delayed Reserves (page 269) and Across the Waal special rules.
Across the Waal
The Allied players may hold any platoons capable of firing an artillery bombardment off table. If they do so, the guns, command team, and staff team are not placed on the table. Only the observers are placed on the table as normal. The normal spotting and ranging rules are still used when firing your artillery.
Artillery held off table in this manner have the range and field of fire to hit any target on the table.
As the artillery units are not on table, they do not count as being on the table for Company Morale Checks. Simply ignore any artillery placed off table when calculating whether your company is below half strenght.
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.
|
| |
|