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Old 11-19-2006   #1 (permalink)
hairyyahoo
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Default scenario; low on supplies

mission type; standard mission

background; after a particually bloody phase of the war both sides are running low on vital supplies and ammo. high command have droped some equipment and fuel into an isolated area and your forces ave been detailed to move in and secure it before the enemy do.

set-up; after terrain have been placed but before any forces are deployed player alternate placing d3+2 supply counters. these counters can be placed anywhere further than 12" form the edge of the board and cannot be placed within 12" of eachother or in impassable terrain.

deployment; highest d6 chooses to deploy 1st or 2nd. players alternate deploying units in the following order; heavy support, troop, elites, hq, fast attack. highest d6 chooses to take the 1st turn or his/her opponent to take the 1st turn.

special rules; victory points, dusk and dawn, "low on ammo", "low on fuel".

"low on ammo"; all units and vehicles on both sides are dangerously low on ammo. each unit and vehicle carries enough ammo for 1 round of shooting, after which they cannot fire. if a unit moves to within 6"of a supply counter they may fire normally and may continue to do so in subsequent turns providing they remain within 6" of any supply counter.

"low on fuel"; all vehicles on both sides are running on emergency fuel reserves and there is a chance the these reserves may run out. every time a vehicle moves roll 1d6, on the roll of 6+ the vehicle may not move for the remainder of the game. for every turn of movement after the first apply a -1 modifier to the roll, so on the first move 6+ second 5+ third 4+ etc. note this only applies if the vehicle actually moves in that turn. if a vehicle moves to within 6" of a supply counter and remains stationary for 1 whole turn (may still fire) it has managed to refuel itself and this rule no longer applies.

game length; 6 turns

winning; use victory points to determine the winner. in addition to points scored for killing the enemy each side gains the following bonus for controlling supply counters; +150 vp per counter controlled (only friendly scoring units within 6")

Last edited by hairyyahoo; 06-19-2007 at 09:30 AM.
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