I must say that the scenario worked very well first time out, however feel free to comment with any suggestions or on how you found the scenario
See you next time
Coldsteel
EVACUATION!
Scenario
The
defenders are in the final stages of evacuating a now compromised secret base.
The attackers’ hunter-killer force is trying to pinpoint the location of the
base, and one of the Lead elements of that force has finally found them.
Forces
Both Forces
are selected using the standard Force Organisation Chart to a points cost
selected by the players, however the attacker gains and extra 50% of the
points. For example, if a 1000 points limit is agreed, the attacker has 1500
points to spend
Objective/Victory
Conditions
The defenders must defend the landing pad to the rear of the
of their deployment zone in order to evacuate, the attackers must destroy the
landing pad
If the Landing Pad is destroyed then the attackers win, if
not then it means victory for the defenders
Set up/Deployment
Defenders set up within 12” of the landing Pad.
The attackers Lead
Element sets up at least 24” away from any defender units, all other units
start as a reserve
The Lead Element is single Troops choice,
including any dedicated transports or a single unit with the ‘Scouts’ Universal
Special Rule
Each unit rolls a D6 and applies any modifiers below, if the
total is 6 or more the unit in question has reached the area and joins the
attack (an unmodified roll of 6 is always a success). Then roll a D6 and refer
to the diagram to see which board edge it enters from.
Modifiers:
Fast attack +1
Heavy Support –1
Unit with a
Dedicated Transport +1
Every Turn
after the 1st +1
(for example
turn 4 would have a +3 modifier)
Units with
‘Scout’ and/or ‘Move Through Cover’ Special Rules +1
First Turn
Roll off
between the two players to determine who gets the first turn
Game Length
On the 6th
turn and every turn after the defender rolls a D6, on a 4+ the last shuttle
lifts off and the game ends, a roll lower than 4 and the shuttle is yet to take
off and the game goes on for another turn
Destroying the Landing Pad
The landing
pad had 14 Armour and 3 structure points
On a Glancing
hit the Landing Pad losses a Structure Point on a roll of a 6
On a Penetrating
hit the Landing Pad losses a Structure Point on a roll of 4+
When the
Landing Pad is reduced to 0 Structure Points it is destroyed
Special Rules
Forward Sentries – Any defender units with the ‘Scout’
Special Rule may deploy up to 24” from the landing Pad
Deep Strike – Any attacking units that have the ‘Deep
Strike’ Special Rule may use the Deep Strike Rules as normal instead of
entering using the scenario rules
Liking it very much sir, looks like a cracker of a scenario - we shall have to give this a try soon...
ReplyDeleteQuick question. Bikes are pretty prevalent in my Mawdryn army, so if I have my Cap'n on a bike, bikes can be taken as troops. In this case where working out reserves would they still count as their original "Fast Attack" for the sake of reinforcements?
DeleteHmmmmm...... Good question, well presented.
DeleteI think to avoid causing confusion they follow the rules for whatever they where purchased as - so if chosen as Fast Attack they are Fast Attack for the scenario and chosen as Troops they are Troops for the rules instead.
Hope this answers your question satisfactorily