Scenarios
|
Clash
of Patrols
by
Jonnel Mendiola
|
Overview:
A small
squad of troops is guarding a depot/ firebase when it is suddenly
beset by a fast moving force of attackers. They must hold out until
their own reinforcements can return. This scenario is based on the
same scenario of the same name in White Dwarf 207. While originally
based on Space Marines and Eldar, it has been re-written to play
with any army. Also this scenario has a different organization chart
as seen below:
HQ:
none
( this is a small clash and it is assumed that high ranking officers
are not available)
Elite: 1
allowed ( the squad must be in a transport, infiltrators or jump
pack or bike equipped)
Troops: 1
allowed (must be in transport, infiltrators or jump/ bike equipped
if attacker)
Fast Attack: 4
allowed ( must have minimum of 2 units )
Heavy: none
( it is assumed that Heavy support is too slow or too vital for
Patrols )
Also
no dreadnoughts on both sides are allowed.
|
Attacker:
The
attacker is attempting to make a Hasty attack on one of the defender's
firebases/ bunkers/ supply depot. Fast moving forces are assembled
in an attempt to take the enemy base before the defender can respond
with reinforcements.
|
Defender:
The
defender must hold out until his own patrols can respond to the attack.
His patrols slowly return one by one as per Special Reserve Rules
below. |
Scenario
Special Rules:
Special Reserve
Rules (see below), Random Game Length, Infiltrators
|
Set
Up:
1.
Set-up the table as seen on the right with the firebase in the
middle of the table.
2. The defender places his TROOP squad in the firebase as guards.
The rest of his forces enters play as per the Special reserve
rules below.
3. The attacker then divides his forces into two equal waves.
Infiltrators must be part of the first wave, and may be deployed
anywhere on the table no closer than 18" from the firebase. |
|
4.
The Attacker gets the first turn and the entire first wave
enters play from the designated table edge.
5.
In the second turn, the entire second wave of the attacker
enters play. The Special Reserve Rule: The defender randomly
chooses which of his reserves will enter play. He then rolls
which table edge it will enter from as per the map above.
|
|
Mission
Objectives:
The
goal of the attacker is to take the enemy base from the defender.
The goal of the defender is to remain in possession of the
base until the end of the game.
The player who occupies or has the closest unbroken unit to
the firebase is the winner. Transports may not be used to
hold the objective
|
Special
Reserve Rule:
Every
turn after the first, one returning patrol enters play for
the defender. He must RANDOMLY choose one unit and randomly
determine which table edge it comes into play. This insures
that the defender will have a stream of reinforcements during
the game.
Game
Length:
The
game lasts a Random number of turns.
Line
of Retreat:
Units will retreat towards the nearest table edge.
|
|
Click
Here to go back to Articles Page
|