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Tuesday, November 15, 2016

Bolt Action - Alternate Mission #8: Scalps!

With the second edition of Bolt Action out, amidst the new rules, we were also given some new missions along with the old. This is great, as the original 6 missions in Bolt Action rulebook had gone a bit stale, so much so that Old Man Morin and Cbax here at WWPD, had added some missions of their own for use at events and in friendly games to keep things fresh. Well, we've decided to do another batch of new missions for 2nd ed. These will eventually also be available as a downloadable PDF from our downloads section, like our last batch of unofficial missions. This first one is converted over from my local Warhammer 40,000 scene which uses a very similar mission with the same name and is a variation of Maximum Attrition, so all credit goes to them!




SCALPS!

THE SITUATION:
“Each and every man under my command owes me 100 Nazi scalps! And I want my scalps.” – Aldo Raine

SET-UP:
Both players roll a die. The player who rolls highest gets to choose which long table edge to deploy on. They will then choose up to half of their units to deploy on the table, within 12” of their edge. Any remaining units can either come onto the table in first wave or in reserve. Then the second player does the same.


OBJECTIVE:
The aim of the mission is to kill enemy units. Each time you kill an enemy unit, place a Scalp token next to your unit that killed the enemy. Enemy officer teams are worth 2 Scalp tokens. If the unit was killed by friendly fire or some other such circumstance, place a Scalp token on the closest enemy unit.
If a unit that has Scalp tokens dies, remove the tokens from the game.
A Scalp token can be any such unique token, but you will want to make sure to use something different to your pin markers to avoid confusion.

FIRST TURN:
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table any point on their side’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave.

GAME DURATION:
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2, or 3 the game ends, on a roll of 4, 5, or 6 play one further turn.

VICTORY:
At the end of the game, each player gets 1 VP per Scalp token they have. The player with the highest is the winner.  In the case of both players having the same number, it is a draw.


"Anf" is a long-time gamer from Down Under, who currently focuses his hobby time on Bolt Action.
With an equal love of  rockets and Ice Hockey, he constantly explores weird and wonderful army lists
in his never-ending quest to collect them all.

3 comments:

ahschmidt said...

Fun. I like the token mechanic for this one. I can see players trying to maximize HE hits and other long range attacks as the scalp token teleports to them, but that could be a tactical mistake. I'll have to try this one out for sure and let you all know my observations.

Anthony 'Anfernee' Mason said...

You're right ahschmidt, long range heavy hitters can be great to get a scalp or two. The difficult choice then becomes, do you use that same unit to keep killing enemy, effectively putting all your eggs in one basket (as if that unit dies, you lose all your scalps) or do you try and spread them out?

Anthony 'Anfernee' Mason said...

But please let us know how you're games go if you use this mission, we love constructive feedback! :D

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