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FRONT LINE
|
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 |
Two armies are locked in a bitter battle of attrition.
Victory Points, Reserves, Infiltration, Deep Strike, Obstacles, Flare Support and Night Fighting rules are used.
1 Set up the board as normal. Roll D6s to see who gets to choose a board edge. Deployment zones lie along each board edge and are separated by an 18" gap. Players may place Obstacles within their deployment zones.
2 Roll D6s to see who must place a unit first. Players then take turns to place units, but may hold units as reserves. Do not place Infiltrator units until all other units have been placed. Inflitration units may be placed anywhere at least 12" away from enemy units.
3 Roll D6s to see who gets the first turn. Before the battle begins, roll a D6 - on a 4+ the rules for Night Fighting apply and both players may make use of the Flare Support rules.
Determine a victor using the Victory Points method. Each player gains extra victory points equal to the points value of any friendly unit in the enemy deployment zone at the end of the game.
Determine whether a reserve unit can enter by the normal method. Reserves enter by a player's own board edge. Reserves with the Deep Strike ability may enter play using these rules.
The game lasts 6 turns.
Troops that are forced to fall back do so towards their own table edge.
Note: Gaining Victory Points For Friendly Troops.
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