
BRIEFING:
Your unit has to breach the enemy’s forward positions, destroy the main line of resistance and clear a path for our armored spearhead to exploit through. Reconnaissance reports indicate that the enemy has been digging in to stop this offensive, so you will be given support if necessary. Clearing a gateway is of outmost importance for the remainder of this operation.
PREVAILING
ATTITUDE (3.2): Hold {A2b}
MISSION
TABLES:
|
Enemy SAN dr |
Result |
Friendly SAN dr |
Result |
|
≤ 4 |
3 |
≤ 5 |
4 |
|
≥ 5 |
4 |
≥ 6 |
3 |
|
Enemy AC dr |
Result |
|
≤ 4 |
3 |
|
≥ 5 |
4 |
|
Enemy RE dr |
Result |
Friend RE dr |
Result |
|
≤ 3 |
3/4 |
≤ 3 |
2/3 |
|
4 |
4/5 |
4-5 |
3/4 |
|
≥ 5 |
5/6 |
6 |
4/5 |
MAPBOARD
SELECTION & ACTIVATION (13.):
MAPBOARD SELECTION: A8a
INITIAL MAPBOARDS:
3 boards are determined before play
begins.
N
|
|
|
|
S?
PLACEMENT (4.):
Place Enemy S? as per 4.1 cases a and b on the central and eastern board.
SEQUENCE:
Friendly units enter along FBE. Friendly side starts first.
MISSION
END (see also 12.5):
At the end of Game Turn 12 and at the end of each turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP
SCHEDULE (12.6;9.41;17.1321):
MISSION
SPECIAL RULES:
1. There is a +1 DRM to each enemy activation on Table A1 and x9. There is
a +1 on Table A5.
2. Each Final even roll
on Table A1 will indicates the possibility of a Fortication roll on a
subsequent dr
3. At the cost of 3VP
the Friendly player may choose to supplement his force by a Assault Engineer
platoon of 3 squads.
4. At the cost of VP
equal to 5% of the BPV (FRD) the Friendly player may pick a OBA of his choosing
in H1.5. The Friendly player may also opt to supplement his force with a
Friendly 8-0 and a radio.
© 2004
By Hans Mielants