sobota, 31 stycznia 2015

Scenariusze Tura 1:

Zaczynamy nową turę więc i czas na nowe scenariusze:

Scenariusz nr 1: Krwawa sprawa.

Maximum Attrition plus znacznik na środku warty dwa 2 VP

SCENARIO 2: MAXIMUM ATTRITION
Your orders are brutally simple – locate and engage the enemy forces, and inflict maximum damage.
SET-UP
Both players roll a die. The highest scorer picks a table side.
No units are set up on the table at the start of the game. Both sides must nominate at least half of their force to form their first wave. This can be the entire army if desired. Any units not included in the first wave are left in reserve (see Reserves p119).
OBJECTIVE
The objective is simple – both sides must attempt to destroy the other whilst preserving their own forces.
There is also objective in middle of table worth 2 VP.
FIRST TURN
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table from 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 calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
Players score 1 victory point for every enemy unit destroyed.

Scenariusz nr 2: Nocne zjawy

OPPOSING FORCES
This scenario is played between an attacking US or British force and a defending German force.
German platoons should be taken from the 1944 – Normandy selector in the Armies of Germany book, but may include no vehicles.
British platoons should be taken from the 1944 – Market Garden selector in the Armies of Great Britain book, but may include no vehicles or artillery units.
US platoons should be taken from the 1944 – Operation Market Garden selector in the Armies of the United States book, but may include no vehicles or artillery units.
SET-UP
The battlefield is a French village. It should contain one central building and several smaller buildings. The buildings must be no closer than 12” from any table edge.
The German player sets up first, putting his entire force within the boundary of the village. These units may use the hidden set up rules.
As he sets up his force, the German player must nominate three separate objectives in his set up zone. These objectives must be within the village, and must be placed at least 18” apart. These objectives represent supply caches that the Allies forces are trying to take or destroy. You can use simple markers or tokens, or they can be represented by model boxes, barrels, or jerry cans. It is important that both players are clear on which terrain pieces represent the three objectives.
The Allied units are not set up at the start of the game. The Allies player must designate one-third of his units as his first wave. Any units not in the first wave are kept in reserve.
SPECIAL RULES
AD-HOC UNITS
The Allied forces are scattered throughout the Cotentin Peninsula, and to represent this the Reserve rule is modified slightly. When a reserve unit is successfully ordered onto the table, it may enter on any table edge.
NIGHT FIGHTING
Since this scenario takes place during the predawn hours of D-Day, this scenario uses the Night Fighting rules (see page 20).
OBJECTIVE
The Allied player must capture the three objectives, while the Germans must protect them.
FIRST TURN
The battle begins. During turn 1, the Allied player must move his entire first wave onto the table. These units can enter the table from any table edge, and must be given either a Run or Advance order. Note that no order test is required to move units on to 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 7, 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, calculate which side has won as follows.
If the Allied player holds two or three objectives, he wins. If the Allied player holds one objective, the game is a draw. If the Allied player holds no objectives, the German player wins.
All objectives are held by the German player regardless of where his troops are positioned. If an objective changes hands during the game, then it remains under the control of that side until it is taken back.
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To capture an objective, there must be a model from an infantry or artillery unit within 3” of the objective at the end of the turn, and there must be no enemy infantry or artillery units within 3” of it.

NIGHT FIGHTING RULES
LIMITED VISIBILITY
When you are determining whether a unit is able to see a target (for shooting, assaulting, etc.) at night, first follow the normal rules for line of sight. If the target would be visible according to the normal rules, then start the normal shooting procedure and declare the target. Then, before the ‘target reacts’ step, you must take a spotting roll for the acting unit to see whether they can actually identify the target through the darkness:
Roll 2D6 and add or subtract any of the modifiers listed below that apply, down to a minimum modified total of 2.
VISIBILITY MODIFIERS
•   +6” The target has a ‘Fire’, ‘Advance’, ‘Run’ or ‘Rally’ order die on it.
•   +6” The target has a ‘Muzzle Flashes!’ marker on it (see below)
•   -6” The target has a ‘Down’ order die on it.
•   -6” The target is a small unit
•   +6” The target is a vehicle
If the modified total is equal or higher than the distance between the firing unit and the target, then the target is visible and the firing/assaulting sequence continues as normal – target reacts etc.
If the total is lower than the distance to the target, the attacking unit cannot shoot/assault the target and its action ends immediately (the acting unit’s Order Die is simply left as it is), as the men nervously scan the darkness in search of targets.
MUZZLE FLASHES
The worst thing a unit can do at night is to open fire, as the loud noises and particularly the flashes of their weapons will reveal their position to the enemy. And tracer rounds are infamous for ‘working both ways’. To represent this, when a unit fires any weaponry against an enemy, it must be marked with a ‘Muzzle Flashes’ marker (a coin or other token). This token makes the unit more visible, as shown in the chart above, and will remain with the unit until it receives another order.
Note that it is possible for a unit to receive a Fire! order die, but then to be unable to actually open fire (because of a failed spotting roll, for example). These units do not receive a Muzzle Flashes! marker – you only get one when you actually fire a weapon at the enemy.
REACTING TO AN ASSAULT
If a unit successfully declares an assault at night and the targets reacts by firing at the assaulting models, the target unit must first make a spotting roll to see if they can see the assaulting models (before they are moved). If the target unit fails this spotting roll, it may not react, just as if the assaulting unit was within 6” when they declared the assault – a blood-curdling surprise charge out of the darkness!
INDIRECT FIRE
If a weapon with Indirect Fire has ‘zeroed in’ on to a target, there is no need of making another spotting roll to fire at that target; simply roll to hit on a 2+, as normal.
FORWARD AIR AND ARTILLERY OBSERVERS
When an artillery observer calls in a barrage, it does not get a Muzzle Flashes! marker, as he’s not firing any gun (unless of course someone else in his team does fire a weapon as part of the same order). When calling in a barrage, the observer does not need to make a spotting roll, but can instead place the marker anywhere on the table, as he would be relying on maps and noise/gun flashes rather than direct observation of targets. However, to simulate the increased chances of something going wrong, you suffer a -1 on the Artillery or Smoke Barrage charts (down to a minimum of 1).
Air Strikes cannot be called at all at night, making Forward Air Observers quite useless.

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