piątek, 13 lutego 2015

Scenariusze Tura 3

Zanim na dobre podsumujemy turę 2ga postanowiłem wrzucić scenariusze do tury 3ciej. Night Fight używany w glider assault znajdziecie w scnearach do poprzedniej rundy. Selektory można orzywiście zignorować natomiast zostawiłem to dla obostrzeń dodatkowych jak np. limity na pojazdy.


SCENARIO: GLIDER ASSAULT
While most gliders landed some distance away from the enemy, others were set upon as soon as they touched the ground. The glider infantry must land, regroup, and fend off the Germans!
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 with a Damage value of 8+ or higher.
British platoons should be taken from the 1944 – Market Garden selector in the Armies of Great Britain book.
US platoons should be taken from the 1944 – Operation Market Garden selector in the Armies of the United States book, but may include no armoured vehicles.
SET-UP
The German player must nominate at least half his force as his first wave. Any units not in the first wave are held back in reserve. Due to the massive confusion among the German lines, units being brought in from the reserves suffer an additional -1 morale when rolling to see if they may deploy.
No Allied units are deployed at the start of the battle. The Allied player must separate his units into ‘sticks’ of between 12-40 models, or 1 artillery unit (or vehicle) and 5-12 models. Each stick is mounted in a glider, though no glider model is necessary. Units cannot be split between different gliders.
SPECIAL RULES
NIGHT FIGHTING
Since this scenario takes place during the predawn hours of D-Day, this scenario uses the Night Fighting rules (see page 20).
GLIDERS
The Allied player deploys his units using gliders. Each turn, at least one glider will land, with the possibility of more. Whenever an Allied order die is drawn from the cup, the Allied player rolls that order die. If the result is Run or Advance, a glider lands. If it is the last Allied order die for the turn and no gliders have landed for the turn, the roll succeeds automatically.
When a glider lands, the Allied player chooses a point on his table edge. This point designates the landing trajectory of the incoming glider, and continues across the table perpendicular to the Allied player’s table edge. Next, the Allied player rolls a die and consults the glider landing results.
GLIDER LANDING RESULTS
•   1: Crash! The glider lands right on your table edge. Deploy all units in the glider within 6”of the crash site. Each unit suffers D6 hits and takes D3 pin markers.
•   2-3: Short! The glider lands at any point along its trajectory, no closer than 12” from your table edge and no further than 24” from your table edge. Deploy each unit within 6” of the glider. Each unit gets a pin marker.
•   4-5: Long! The glider lands at any point along its trajectory, no closer than 24” from your table edge. Deploy each unit within 6” of the glider. Each unit gets a pin marker.
•   6: Plucky Piloting! Your pilot has had a sudden flash of brilliance. You can land your glider anywhere on the battlefield, regardless of where you placed your trajectory. Deploy each unit within 6” of the glider. They start with no pin markers.

The pilot cannot land on any terrain other than open ground. If given no choice, then after the glider has landed, treat its result like a crash as outlined on the table above.
Once the glider is on the ground, it counts as an obstacle under the terrain rules. If they don’t have glider models, the players may use a small patch of rubble to represent the crashed glider, though the enterprising modeller may wish to mock up a crashed glider for added flair!
OBJECTIVE
The goal for each side is simple: cause as much damage to the opposing forces while preserving your own.
FIRST TURN
The battle begins. During the first turn, the German player must bring his entire first wave on to the battlefield. 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 when bringing units on to the battlefield as part of a first wave.
When the German player brings in reserves, they also may be deployed along any table edge.
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!
Players score 1 victory point for each enemy unit destroyed.
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 a draw!

SCENARIO: POINT DEFENCE
The enemy positions are strategically vital for the continuation of the campaign and must be seized at all costs.
SET-UP
Both players roll a die. The highest scorer decides whether to be the attacker or the defender The defender picks a side of the table and sets up at least half of his units in his set-up area (see opposite). These units can use the hidden set-up rules (see Hidden Set-up p117). Units that are not set-up to start with are left in reserve (see Reserves p119).
As he sets up his force, the defender must nominate three separate objectives in his set-up zone. All objectives must be at least 6” from the defender’s table edge. In addition, all the objectives must be at least 24” from each other. These objectives could be tactically important positions such as a building or hilltop, or supplies such as an ammo dump or fuel reserve, or maybe a command post, a vehicle repair shop, or an emplacement for long-range artillery or rocket launchers. Objectives can be simple markers or tokens if the players prefer, or can be represented by scenic pieces along the lines described. The important thing is that both players clearly identify the three objectives before the battle begins.

Chindits emerge from the Burmese jungle…
The attacker’s units are not set up on the table at the start of the game. The attacker must nominate at least half of his force to form his first wave. This can be his entire army if he wishes. Any units not included in the first wave are left in reserve.
OBJECTIVE
The attacker must try and capture the three objectives – the defender must try and stop him.

PREPARATORY BOMBARDMENT
The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see Preparatory Bombardment p118). On a result of 1, the barrage fails to materialise, but you have your orders and the attack must go ahead as planned.
FIRST TURN
The battle begins. During turn 1, the attacker must move his first wave onto the table. These units can enter the table from any point on the attacker’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 as follows.
If the attacker holds two or three objectives the attacker wins. If the attacker holds one objective the game is a draw. If the attacker holds no objectives then the defender wins.
All objectives are held by the defender at the start of the game 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.
To capture an objective there must be a model from one of your infantry or artillery units within 3” of the objective at the end of the turn, and there must be no enemy infantry or field artillery models within 3” of it.

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