sobota, 28 lutego 2015

Scenariusze tura 4

Walki o każdy metr ziemi ciąg dalszy. Okrążenia i wyłomy to motywy przewodnie  scenariuszy na turę nr 4:


SCENARIO 1: CLOSING THE FALAISE GAP
With the Germans in full retreat, it was up to the Allies to close the gap as quickly as possible. Every German soldier that managed to escape would no doubt be re-equipped and redeployed, so every effort was made to seal them in before that could happen.
SET-UP
The German player must deploy his entire force in the middle of the table. His units must be more than 12” from the south (long), west (short) and north (long) table edges, and more than 24” from the east (short) table edge.
The Allied units are not set up on the table at the start of the game. The attacker must nominate half of his force (rounded down) to form his first wave. Any units not included in the first wave are left in reserve.
SPECIAL RULES
IN RETREAT
Since the Germans are retreating, their units may leave the table by the east table edge. Allied reserves and first wave units may enter the game from any point along any table edge except the east one.
OBJECTIVE
The German player is trying to escape off the east table edge. The Allies are trying to stop him!
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FIRST TURN
The battle begins. During turn 1, the Allied player must bring his entire first wave on to the table. These units can enter the table from any point on the Allied player’s table edge. Note that no order test is required to move units on to the table as part of a 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!
The German player scores 1 victory point for each enemy unit he destroys. He also gets 3 victory points for each of his units that moved off the east table edge before the end of the game.
The Allied player scores 2 victory points for each enemy unit he destroys.

SCENARIO 2: HOLD THE HILL
This scenario was inspired by the gallant men of the Polish 1st Armoured Division. The Poles held a hill near the German line of escape at Falaise, and bravely defended it against superior opposition. It is but one example among many in each side’s struggle to maintain the high ground near an important area.
SET-UP
The hill should dominate the centre of the table, but shouldn’t be closer than 12” to any table edge. It should be heavily adorned with terrain features and some hurriedly prepared defences (like felled trees, sandbag emplacements, foxholes, etc.).
The British defender sets up at least half his force on the hill, no closer than 18” from any table edge. Any units not set up this way are held in reserve.
The German attacker does not set up any units at the start of the game. He must nominate at least half his force to form his first wave. Any units not included in the first wave are held back in reserve.
SPECIAL RULES
PREPARATORY BOMBARDMENT
The attacker rolls a die: on a 2+ a preparatory bombardment strikes the enemy positions. On a 1, the barrage fails to materialize, but you have your orders and the attack must go on as planned.
OBJECTIVE
The attacker is trying to destroy the forces on the hill. The defender is trying to hold the hill at all costs!
FIRST TURN
The battle begins. On the first turn, the attacker must bring his entire first wave on to the table. These units can enter the table from any point along either long 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 a 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 points than the other, then that side has won a clear victory. Otherwise, the result is a draw!
Both players score 1 victory point for every enemy unit destroyed. They also score 1 victory point for each of their units on the hill and within 12” of the table’s centre line at game end.

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