SASL Mission A3

 

Infiltration 1:

Behind the Enemy Lines

 

 



BRIEFING:

It has been hard dealing with the enemy frontline and so it has been decided to infiltrate his lines. Your company is to advance unnoticed between the enemy, take up positions in the town behind the lines.  Avoid enemy contact at all price.  We cannot guarantee your survival if you get caught.

 

PREVAILING ATTITUDE (3.2): Hold {A2b}

 

MISSION TABLES:

Enemy SAN dr

Result

Friendly

SAN dr

Result

≤ 2

2

≤ 2

3

3

3

3-4

4

≥ 4

4

≥ 5

5

 

Enemy

AC dr

Result

Enemy RE dr

Result

Friend RE dr

Result

≤ 2

2

≤ 2

3/4

≤ 3

2/3

≥ 3

3

3-4

4/5

4

3/4

 

 

≥ 5

5/6

≥ 5

4/5

 

 

MAPBOARD SELECTION & ACTIVATION (13.):

MAPBOARD SELECTION: A8d for the western and central boards. A9 Village for the eastern board with a –1 DRM for all boards.

 

INITIAL MAPBOARDS:

3 boards are determined before play begins. No more boards can be activated.

 

 

 

 

N­

 

 

 

 

 

 

 

 

 

 

 

VPO LOCATIONS (4.)

Place VPO only on the eastern board.  Determine the number via {A6c}.

 

 

S? PLACEMENT (4.):

Place Enemy S? as per 4.1 case a on the  western board, case a and b on the central board and case a and c on the eastern board. 

 

SEQUENCE:

Friendly units enter along FBE.  Friendly side starts first.

 

MISSION END (see also 12.5):

At the end of Game Turn 10 and at the end of each turn thereafter, perform a dr. If the result is £ 1 the Mission ends immediately.  There is a –1 drm for every turn completed after turn 10.

 

 

 

 

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

2. As soon as a S? has been activated sucessfully (i.e. a unit is present) roll two dice : on a DR of ≥ 9 an enemy counterattack is generated : all S? assume Advance attitude [EXC. All S? in or adjacent to a VPO will remain in Hold attitude] taking the Friendly units as VPO and FBE.  There is a –1 DRM for each turn after the first successful activation.

3. After the enemy counterattack is rolled, roll each turn for a number of Enemy squads entering equal to a DR-4 on a randomly determined boardedge [EXC. FBE].

 

 

© 2004 By Hans Mielants