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Objectives
| [Content from Battles Book page 8 to 9, plus 'morale effects' from page 12. Amendments from Firepower #1 page 12.] |
In some scenarios once all the scenery is set up, 'objectives' must be placed on the table for the opposing forces to fight over. Each scenario specifies what type of objectives can be placed (if any), and by which player.
Unless stated otherwise, an objective is only valid for the player who placed it; the opposing player can gain nothing from holding it (apart from denying it to the enemy of course). There are several different kinds of objective.
Different objectives have different restrictions on where they can be placed, as described below. In addition to these restrictions a player may not normally place his objectives within 15cm of each other unless the scenario stipulates otherwise. Likewise, an objective may not normally be placed within 15cm of the edge of the table unless the scenario stipulates that the player's forces enter from that edge — in which case the edge of the table is their deployment zone!
A set of Objective counters is supplied in the game but we would suggest replacing these with small terrain pieces to represent them if you can. In our games we've found that battling over an actual bunker or fuel dump is far more visually appealing than having your forces sell their lives for a flat cardboard counter!
This objective represents a vital fire position or other important area of the battlefield which must be held for as long as possible. Unless the scenario states otherwise the objective must be placed either in the enemy's deployment zone or more than 90cm from your own deployment zone. If a player has a unit within 15cm of the objective and is closer to the objective than any enemy units in the Rally phase then he holds it that turn.
Morale effect: Each Take & Hold objective that you hold at the end of the turn adds D3 points to your army morale level. Note that you get D3 points per Take & Hold objective per turn.
This area contains something vital to both armies that must be captured. This may be a spy, vital plans or even an important leader. Unless the scenario states otherwise the objective must be placed in cover, more than 90cm from your own deployment zone.
When a friendly unit moves onto the objective it is 'picked up'. The unit can then move normally, taking the objective with it. If the unit carrying the counter is destroyed, leave the counter in place until another unit moves onto it and picks it up. If the escorting unit is destroyed in close combat then one of the attacking units may immediately claim the objective as its prize! Note that the objective can be captured by the enemy once it has been picked up.
Morale effect: If one of your units has the objective at the end of the turn then your army morale level goes up by 1 point, and the opposing army's morale level goes down by 1 point.
This objective designates an area that needs to be destroyed, such as a command post, missile silo, communications relay point or other strategic site. Unless the scenario states otherwise the bunker must be set up in the enemy deployment zone. A bunker has the following characteristics:
| Unit | Speed | Range | Firepower | Assault | Armour | Notes |
|---|---|---|---|---|---|---|
| Bunker | 0cm | 0cm | 0 | 2 | 6 | Damage Capacity 3 |
You must attack the bunker as if it were an enemy detachment. For the purposes of shooting it is treated as an immobilised war engine that has an Armour Rating of 6 and a Damage Capacity of 3. Any critical hits destroy it automatically. The bunker may also be assaulted, in which case any enemy units within 15cm of it can lend it support in the assault segment.
Morale effect: If you destroy the bunker then the enemy's army morale level immediately goes down by D6 points.
This objective is a site that has a one-off benefit, such as a fuel dump or ammunition store. Once you've captured it you can take what you need and get on with the battle. Unless the scenario states otherwise the objective must be set up in your opponent's deployment zone. If you have a unit in base contact with the objective at the end of the turn, then you can either destroy the objective or capture it.
Morale effect: If you have a unit in base contact with the objective at the end of the turn you can choose to either capture it or destroy it. You add D6 points to your army morale value if you decide to capture the objective, or subtract D6 points from your opponent's army morale value if you destroy it. The objective is then removed.
This objective represents an area that you want to keep out of the enemy's hands. Unless the scenario states otherwise the objective must be placed in your own deployment zone. If a player has a unit within 15cm of the objective and closer to the objective than any enemy unit's, then he holds onto it.
Morale effect: As long as you hold this objective you may add 1 point to your army morale value at the end of the turn.
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