By Craig Baxter
By Craig Baxter
You and your opponent face off across no man’s land.
Both sides roll a dice to determine who the attacker is, and who the defender is. The player with the higher roll chooses to either attack or defend. The attacker divides the diagonally from one table corner to the opposite table corner, and the defender chooses which long table edge to defend. Players' deployment zones are 12” from the diagonal line dividing the board, on their half of the table.
There are three objectives. Two objectives must be deployed in the defender's deployment zone. These objectives must be placed at least 8” from the table edge. The last one is placed in no man’s land, and must be touching the diagonal center line. Objectives must be at least 8” apart. Objectives should not be larger than 60mm in diameter. The defender deploys the first and third objective. The attacker deploys the second objective.
The defender nominates half of their troops, rounding up, to start the game on the board. The remaining troops start the game in reserve. The attacker then nominates half his troops rounding up to start the game on the board. The rest of his troops are deployed in reserves or outflank.
Then, starting with the defender, players alternate deploying their units one at a time until all units starting the game on the board are deployed.
The game ends at the end of turn six, unless the game is extended. At the end of turn six roll a die. On a 1-3 the game ends. On a 4-6 play one more turn.
Both sides are trying to control as many objectives as possible by the end of the game. An objective is controlled if at the end of a turn a friendly infantry, tank, or artillery unit is within 3” of an objective and there are no enemy teams that can capture and objective within 3" of the objective. Once a player controls an objective the opposing player can capture the objective by ending their turn within 3” of the objective with no enemy units within 3”. Until that happens, their opponent controls the objective. Transports cannot capture, or control an objective. The two objectives that start the game in the defender's deployment zone start the game controlled by the defender.
The player controlling the most objectives at the end of the game wins. If both players control the same number of objectives at the end of the game, count the number of units each side lost. The side that lost more units loses. If both players lose the same number of units, the game ends in a draw.
So what do you think? Is this a fair mission for the attacker and defender? Give it a go and let me know what you think on the forum.