SASL Mission A4

 

Infiltration 2 :

Smashing the enemy lines

 

 



BRIEFING:

Your company has infiltrated the enemy lines and taken up positions in a town in the back of the enemy.  Your parent unit launching an assault and your company is to engage the enemy simultaniously. The objective is to annihilate the enemy.  Not one enemy squad is to get away. [This Mission can be played after Infiltration 1]

 

PREVAILING ATTITUDE (3.2): Hold {A2b} for the Enemy S?.  Advance for Friendly S?.

 

MISSION TABLES:

Enemy SAN dr

Result

Friendly

SAN dr

Result

≤ 2

3

≤ 2

3

3

4

3-4

4

≥ 4

5

≥ 5

5

 

Both

AC dr

Result

Both RE dr

Result

≤ 3

3

≤ 2

3/4

≥ 4

4

3-4

4/5

 

 

≥ 5

5/6

 

 

MAPBOARD SELECTION & ACTIVATION (13.):

MAPBOARD SELECTION: A8d for the western and central boards. A9 Village for the eastern board [EXC. Use the same boards if played after Infiltration 1]

 

INITIAL MAPBOARDS:

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

N­

 

 

 

 

 

 

 

 

 

 

S? PLACEMENT (4.):

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

Place Friendly S? off board the FBE, equal to the number of Enemy S? placed onboard.

 

SEQUENCE:

Friendly set up on the Eastern board.  Friendly side starts first.

 

MISSION END (see also 12.5):

At the end of Game Turn 8 and at the end of each turn thereafter, perform a dr. If the result is £ 2 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. There is a –1 DRM for each Friendly activation on Table A1 and x9.

2. Friendly S? are activated as if the enemy S? where Friendly units (and so can activate the Enemy S? right after). Once activated the Friendly units are controlled by the Friendly player.

 

© 2004 By Hans Mielants