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Battle 4: Blitzkrieg!
| [Content from Battles Book page 92 to 93.] |
A fast moving attacking force has punched through into weakly held enemy territory. The attackers must brush aside the scattered enemy resistance and seize their objectives before fresh defenders arrive.
The following special rules are used in this scenario: Reserves, Objectives, Army morale, Hidden set-up, Fortifications.
Forces
Both players pick armies to an agreed number of points.
Set-up
- Determine who will be the attacker and who will be the defender. The defender is allowed to choose which table edge the attacker will deploy on. It is permissible (and often advisable) for the defender to choose one of the narrow table edges.
- Place objectives, as described. The attacker places the first objective and then the players alternate until they have placed all of their objectives.
- The defender must roll a D6 for each detachment in his army. On a roll of 1–5 the detachment starts in reserve. On a roll of 6 the detachment is deployed on the table or is available on the first turn in the case of flyers. At least one defending detachment will be deployed at the start of the game. If the defender fails to roll a 6 for any of his detachments he randomly determines one detachment to deploy at the start of the game.
- The defender sets up first, anywhere on the table that is at least 20cm from the attacker's table edge. Defending infantry and vehicle detachments deploy using the Hidden Set-up rules and the defender may set up in fortifications if he wishes (see Hidden set-up and Fortifications).
- The attacker sets up by placing the HQ unit of each of his detachments on his table edge. All HQs after the first must be placed within 15cm of the first HQ. The position where the HQ is placed shows where the units from that detachment will enter play, and is where their move must be measured from on the first turn. If several detachments want to enter at the same point (along a road, for example) simply place the HQs in a row, one in front of the other, and measure the moves from the rearmost HQ in the row.
- The attacker may split off one detachment per 1,000 points in his army as a 'flanker', if he wishes. The HQ unit for a flanker can be placed anywhere along the player's table edge; it does not have to be within 15cm of the first HQ that was placed.
- All remaining defending detachments are in reserve at the start of the battle (see Reserves). Reserves may enter the battle along any table edge except the one the attacker used to enter.
Objectives
The attacking player must place one objective per 500 points in his army (round fractions up). The defender places one objective per 1,000 points in his army, (rounding fractions down). For example, in a 1,500 point game, the attacker would place three objectives and the defender one.
The attacker can use any objectives apart from Rescue and Cleanse. The defender can only choose Cleanse objectives. The attacker can pick his objectives randomly, or choose them from amongst those available.
Important: All objectives must be placed in the defender's half of the table, in addition to any other restrictions that apply to them. This represents the fact that the attacker's objectives are deep in enemy-held territory.
Game length and victory conditions
The player that reduces the opposing army's morale to 0 or less first wins the battle. If this hasn't happened by the end of the 6th turn, or if both players' army morale falls to 0 or less on the same turn, then each player scores 2 victory points for each Take & Hold or Cleanse objective they hold. The attacker scores 1 bonus victory point for any other objectives he's managed to achieve, while the defender scores 1 bonus victory point for each other objective the attacker has failed to achieve. The player with the most victory points is the winner.