Week Two Smoke Them Out! (Planet: Hydraphur)
Restricted force organization chart; the defender must have 1-6 Troops and must have 1-2 HQ. Once these selections have been made he may elect to have 1-3, Fast Attack, 1-4 Elite, and 1-2 Heavy Support. The attacking player must have 2-6 Troops, and must have 1-2 HQ. Once these minimums have been met he may choose 1-4 Fast Attack, 1-3 Elites, 1-2 Heavy Support.
Special Mission Objectives: Record wins and losses for store data.
Attacker; Destroy the Hideout; the attacking player must nominate one unit to carry “bunker charges” to the hideout to bring it down. The player does not need to reveal this unit but it should be written down clearly listing the unit and set aside for fairness/records sake. No one wants survivors in this situation. This special objective will award the attacking player an additional victory if he completes it within the allotted standard game turns. The elected unit must make it to a predetermined piece of scenery within the defenders deployment zone and once there set the charges. At that point at the end of each game turn a roll of a 4, 5, or 6 will detonate the charge and any unit within 2 D6 X 2 inches will be hit with strength 5 AP 5 hit that does not allow cover saves of any kind. Note! If this should kill the HQ unit of the defending player this will award an additional victory point (1 for charge detonated, 1 for destroying HQ, and 1 for destroying HQ with charge, totaling 3 victory points)
Defender; Plot Foiled: If the defending player is able to successfully destroy the attacking players unit carrying the shape charges he will be awarded 2 victory points for doing so.
Note on Destroy Enemy Command Unit; The defending player will be awarded an additional victory point in this scenario for destroying the enemy command unit.
Deployment Zones and Points Limit: This week’s game should be player on a four foot by four foot surface and the attacking force will have 1200 points and the defending player 1000 points.
Attacker; The attacking player will hold all of his force off the table and for deployment purposes will count as being on the other side of the table edge along all board edges. He and the defending player may deploy scouts and may make scouting moves per normal.
Defender; The defender will deploy within a 12 inch by 12 inch square in the center of the table with one large piece of terrain within the deployment zone, This piece of scenery is highly recommended to be a building of some sort (it is a hideout after all) and should have multiple floors to allow for more deployment room. If however a defending force to fit within the deployment zone with the piece of scenery than he and the attacker should discuss a fair way to deploy the remainder of the force to the outside of the deployment zone please just be fair
Deployment Zones Week Two |
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