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RESCUE CONTINGENT
mission

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

A cunning general is hoping to occupy a good position and wait for another force to drive the enemy into his guns. However, the enemy force is stronger than was suspected and they are ready to ambush him. Another force is coming to the rescue, but it may not reach them in time.

This mission is based on a scenario in White Dwarf 195, which in turn was inspired by Custer's Last Stand.

SCENARIO SPECIAL RULES

Victory Points are used. The Defender will have to pick a HQ unit to act as his general. Up to half the points cost of the chosen army may form part of the general's force.

SET-UP

1 Scenery is placed as normal.

2 The Defender picks the board edge his general's force will arrive by. The Attacker deploys all units, noting the following restrictions: units may not be placed within 18" of the center of the board edge the Defender has chosen; units may not be placed within 12" of the opposite board edge.

3 The Attacker's units may do nothing until any Defender units enter the board. The Defender effectivley always goes first.

MISSION OBJECTIVE

Use Victory Points to determine a winner.

RESERVES

The Defender rolls a D6 at the start of each turn for each of his two forces - the general's force and the rescue force. On a 4+ that force arrives. The general's force enters within 12" of the centre of the chosen board edge. The rescue force enters enywhere via the opposite board edge.

GAME LENGTH

The game lasts 6 turns after the first Defender force enters play.

LINE OF RETREAT

The Defender's units fall back to the rescue force's entry edge. The Attacker's units fall back to the closest of the two side board edges (ie the ones adjacent to the Defender's entry edges).

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