Scenario: Bloodgulch Mission: Bloodgulch
Mission-Type: Battle Scenario Rules:
Infiltrate, Deep-Strike, Dusk and Dawn, Reserves, Escalation, Victory Points Forces:
Each player's starting forces may only consist of Infantry with 3+ saves or worse. Infantry with dedicated transports may start on the board, but the transport is in reserve. No vehicles or models with 2+ saves may start on the board. Also, the Escalation rules are to be followed, though Infiltrators may begin on the board regardless of their position on the Force Organization Chart. Deployment:
Each player chooses a long table edge for their Reinforcements to arrive from, their "deployment zone" being 6" from the table edge. Each player then rolls a die. The player with the highest score may choose to begin deploying first or second. A player may deploy a squad anywhere NOT within their opponent's deployment zone, and 18" or more from an enemy unit. Units may always be placed in the deployment zone, regardless of proximity to an enemy. Infiltrators may choose to deploy before regular deployment instead of after if they so wish. Game Length:
The Game lasts 6 turns. Objectives:
Destroy as many enemies as possible! Description:
Two forces have been taking part in a protracted campaign. Things have grinded down to a stalemate and trench/urban warfare. However, your generals believe that some new reinforcements will be able to break this stalemate, and push your way to a final victory!
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This scenario is a lot of fun to play! Two friends of mine created the scenario, and had lots of fun, so I tried it as well, and it was a blast! You're dealing with reserves, which is always interesting, and your units aren't starting facing directly off. Rather, you can have units almost anywhere - making for a constantly bloody game! It's almost guaranteed that there will be no solid victor with this scenario! |