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SKIRMISH mission
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UNIT
| ATTACKER
| DEFENDER
|
HQ
| 1-2
| 1-2
|
ELITES
| 0-3
| 0-3
|
TROOPS
| 2-6
| 2-6
|
FAST ATTACK
| 0-3
| 0-3
|
HEAVY SUPPORT
| 0-3
| 0-3
|
OVERVIEW
An armed force moving to a new position attacks when it spots an enemy column.
SCENARIO SPECIAL RULES
The Victory Points rule is used.
SET-UP
1
Scenery is placed as normal.
2
Players roll D6s to see which army spots the other first. The player that loses the roll must deploy all units in a 6" wide corridor along the center of the board. This can be parallel to any board edge.
3
The other player gets the first turn and moves all troops on via a randomly determined board edge.
MISSION OBJECTIVE
At the start of each turn, players determine whether they have lost a quarter of their force [count the number of units completely destroyed or routed and add a half for each unit under half strength - divide the starting number of units by this number]. If the army has lost a quarter of its force, the army must take a bottle test. If it fails, the army must withdraw. Models move towards their exit edge as fast as possible and leave the board if possible (note that your opponent does not gain any VPs for units that leave the board in an orderly fashion). Models in close combat immediately break as if they had failed a Morale Check and can be wiped out by their opponents as normal. The bottle test is a Leadership test made against the highest Leadership of any model on the board. Once failed, the army cannot pass the test and there is no need to make further bottle tests. Note that it is possible to have both armies withdrawing simultaneously.
RESERVES
Reserves are not used.
GAME LENGTH
The game lasts until one army has no models on the board.
LINE OF RETREAT
The army that enters the board on turn one fall back to this edge. The opposing army falls back to the opposite board edge.