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NIGHT ATTACK
|
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 |
The attackers are making a night assault against an enemy position.
Night Fighting and Victory Point rules are used. The Attacker may make use of the Flare Support and Infiltration rules. The Defender may make use of the Obstacles and Reserves rules.
1 The Defender should set up scenery.
2 The Attacker divides the board in two in any manner the player sees fit and chooses which half will be the Defender's deployment zone. The Defender must then place all models within this half of the board. The defender may also place any obstacles within this half of the board.
3 The Attacker must now place any models within the other half of the board, at least 18" away from any defending troops. Infiltrators may be placed anywhere on the board at least 12" away from any enemy models.
4 Roll D6s to see who goes first.
Use Victory Points to determine the winner.
The Defender may roll for Reserves as given in the rules (4+ on turn 2; 3+ on turn 3; 2+ on turn 4).
The game lasts 6 turns.
Units fall back to the board edge their deployment zone encompasses.
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