Attacker: Spies within the enemies high
command, have revealed that the commander in charge of all ‘air offensive
operations’ will be travelling, via convoy, between two cities. The vehicle, in
which the general will be in, is unknown; therefore it is your job to destroy
the entire convoy.
Forces
Attacker: May choose up to 150 points of
fighters and bombers.
Defender: May choose up to 150 points of
fighters and ground defence weapons. If your race hasn’t any ground defence weapons,
within its army list, than none can be purchased.
Set-up
The board is set-up as shown on the left. Any terrain
placed, and its height, has to be agreed by both players (though a terrain level of zero, for all terrain, is recommended as it
may otherwise prove difficult for the attacker).
The defender may place any ground defence weapons in
either city A, city B or with the convoy (see
rules for convoy below). Any defence weapon placed in a city, cannot be
moved during the game.
The defender splits his fighter-aircraft into as many
groups as he wishes (please see the
reserves special rule below). The defender then places his convoy on either
of the two roads marked in ‘yellow’.
The attacker then places all of his aircraft, touching the
board edge, within the ‘blue’ area as marked on the map. The game is played as
normal; rolling for initative to see who goes first etc.
Special rules
Convoy: The convoy is made up of seven
‘race specific’ vehicles (for example
falcons for Eldar, Chimeras for the Imperial Guard etc). For the purpose of
this scenario all vehicles, no matter the race, move at 8” per turn on the
road, and 4” off it. When shooting at the convoy, enemy planes must target the
closest vehicle; vehicles have two hit points each, and are hit using the ‘air
to ground’ rules within the rulebook (pg.
14). Three vehicles maybe upgraded to carry Anti-air weapons; any vehicle,
which is upgraded, cannot carry the general (there
isn’t enough room for the ammunition and his staff). Any vehicle, which is
destroyed, is left on the board and acts as a barrier, which other convoy tanks
cannot cross (they must therefore go around).
The convoy moves as one entity, moving after orders have been given but before
the initiative has been rolled for.
Escorting the
General: Each
vehicle within the convoy, capable of carrying the general, must be given a
number at the start of the game. The defender secretly writes down a number to
indicate which vehicle the general is being transported in.
Reserves: The roll for reserves is done at
the beginning of every turn, starting with turn two (this roll is done before any orders are given). The defender rolls
for each of his ‘groups’ of fighters and consults the table below:
The defender places his planes along the ‘brown’ edge of
the table – as shown on the map – to indicate where his planes will be entering
(please note that the ‘group’ of planes
do not necessarily have to deployed within the same area). The defender then sets the altitude,
and speed, in which the plane will be entering that turn.
Victory conditions
The game lasts for twelve turns. Planes may only
disengage, from the table, if it is the twelfth turn therefore ignore the rule,
within the rulebook, that states for planes to disengage if over half their
fellow comrades have been blown up. It will be a total victory:
·
For the Defender: If the general’s vehicle makes it
off either road, indicated by a purple arrow.
·
For the Attacker: The general’s vehicle is destroyed.
Other than the above, please consult the ‘victory points
table’, within the rulebook (Pg. 16).
Below is a list of other victory points which need to be added.
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