poniedziałek, 30 marca 2015

Scenariusze tura 6 & 7



Uwaga!! wymieniłem scenar nr 2. Na żywopłoty przyjdzie jeszcze czas :)

Dobra jesteśmy bliżej końca niż początku więc czas na nowe wyzwania. Czyli nowe scenariusze - dziś sponsorowane m. in. przez boltaction.net. Pierwszy z nich jest mocno uniwersalny, turniejowy drugi z kolei wymaga specyficznego terenu dlatego co runda wachałem się czy go dawać ale w końcu się złamałem. Jakby komuś się udał zagrać HEDGEROW HELL i podzielił się wrażeniami - byłoby super.


War is often a macabre game of capturing areas of "strategic" importance without loosing any ground yourself. Battles over these points on a map often come into being depending where armies happen to be in relationship to one another. As dawn breaks, your commanding officer sends the order to move out.  It is time for the grim game of war to begin once again.
Set-Up:
This mission uses 3, 40mm objectives.
One objective is placed in the centre of the table. Then, using this centre point, the board is divided into 4 equal sized quarters.

Both players roll a dice. The highest scorer decides whether to be the attacker or the defender. The defender picks a quarter of the table and places one of the remaining two objectives in this quarter. The objective cannot be within 15 inches of the centre of the board and cannot be within 6 inches of any board edge. The attacker then places the last objective in the diagonally opposite table quarter. This objective also cannot be within 15 inches of the centre of the board and cannot be within 6 inches of any board edge.
The defender must then deploy one infantry unit and infantry or artillery unit in his table quarter. These units cannot be deployed within 12 inches of the middle of the board.He must then nominate up to half of his remaining forces to come on the board in his first wave. All other units are left in Reserve (See Reserves on page 119 of the rulebook). The attacker must then follow the same steps in his table quarter.
Objective:
The aim is to hold the most objectives at the end of the game. To claim an objective there must be a model from one of your infantry or artillery units within 3 inches of the objective and there must be no enemy infantry or artillery models within 3 inches of the objective.

The objective in your own table quarter is worth zero objective points. The objective in the centre of the board is worth one objective point. The objective in your opponent’s table quarter is worth two objective points.
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 an advance order. Note that no order test is required to move units onto the table as part of this 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 dice. On a result of 1, 2, or 3 the game ends. On a roll 4, 5, or 6 play one further turn.
Victory!
The side with the most controlled objective points at the end of the game is the winner. If no side controls any objective points the game is a draw.



SCENARIO 5: FIRST MOVE INLAND
Taking as much land as possible was critical in the early phases of the invasion. The small towns and villages behind the beachheads were key objectives. These crossroads were vital to the Allies’ efforts to link up the beachheads and bring their invasion force inland.
Caen, Villers-Bocage, Carentan. There were many villages like them; some small and unassuming, while others were large port towns. The Allies needed to capture these vital areas to launch their push inland. The Germans had to maintain their presence in the Cotentin and deny their enemy these vital resources.
OPPOSING FORCES
This scenario is played between any Allied force and a German force.
Allied platoons should be taken from the 1944 – Normandy selector in the Armies of Great Britain book, OR the 1944 – Normandy selector in the Armies of the United States book. No platoon may include vehicles other than Jeeps, Sherman tanks and DD Sherman tanks (British platoons can also include Hobart’s Funnies). The rules for all of these specialized units are found in previous sections of this book.
German platoons should be taken from the 1944 – Normandy selector in the Armies of Germany book. Also, they get two free minefield sections.
SET-UP
The German half of the table is liberally sprinkled with various buildings in a mutually agreeable manner.
The German player places half of his forces (rounding up, they can start the game hidden) anywhere in his half of the table – this is his deployment area. Then he places his mines anywhere on the opposite half of the table. Any units not deployed are held back in reserve.
The Allied 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. Any units not included in the first wave are left in reserve.
SPECIAL RULES
MINEFIELDS
The German force receives two free minefield sections, as per the Minefield rules (see page 36).
PREPARATORY BOMBARDMENT
The attackers automatically get a preparatory bombardment.
OBJECTIVE
Both sides must attempt to destroy the other while preserving their own forces, and at the same time try to seize control of the village.
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 onto 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 8, 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 the result is a draw!
The Allied player scores 1 victory point for every enemy unit destroyed. He also scores 1 victory point for each of his own units that ends the game in the enemy deployment area.
The German player scores 1 victory point for every enemy unit destroyed. He also scores 1 victory point for each of his own units that ends the game in his deployment area.

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