v
References
to Standard Mission Special Rules are noted as MSR. New ones just have a number.
v
Adaptions
are made based on a tank company of 1000 BPV.
If your company has more or less use following penalties/advantages :
BPV range
|
Penalty |
Effect
|
|
-551 or less |
Level -4 |
Level -3
Penalty and ENEMY RE decreases by 1 level |
|
-401 to -550 |
Level -3 |
Level -2
Penalty and FRIENDLY RE increases by 1 level |
|
-251 to
-400 |
Level -2 |
Level -1
Penalty and FRIENDLY gains an automatic and, possibly additional, RE on
random turn (per a pre-Mission dr) |
|
-110 to
-250 |
Level -1 |
Ignore
1st ENEMY RE |
|
-100
to +100 |
None |
None |
|
+101 to
+250 |
Level 1 |
Ignore
1st FRIENDLY RE |
|
+251 to
+400 |
Level 2 |
Level 1
Penalty and ENEMY gains an automatic and, possibly additional, RE on random
turn (per a pre-Mission dr) |
|
+401 to
+550 |
Level 3 |
Level 2
Penalty and ENEMY RE increases by 1 level |
|
+551 or
more |
Level 4 |
Level 3
Penalty and FRIENDLY RE decreases by 1 level |
VPO
LOCATIONS :
There are
no VPO in this Mission
S?
PLACEMENT/ENTRY :
Place Enemy
S? as per 4.1e [EXC. Replace {A6f} by {A6g} for radius, with placement
regardless of terrain] at start of the Mission.
At the end
of Game Turn 8, and at the end of each game Turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP SCHEDULE
:
§
Each
side gains VP for each CVP inflicted.
§
The
Friendly side gains 1 VP for each non-Initial mapboard activated.
MISSION
SPECIAL RULES :
Use MSR 1
but as per TSASL rules
In MSR 2
change “Controlled VPO” in “S? or units”
3. EXC to 9.25 : Consider the nearest
(in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move
Commands purposes.
TSASL Mission 2 (P) Pockets
S?
PLACEMENT/ENTRY :
Place Enemy
S? as per 4.1e [EXC. placement regardless of terrain] at start of the Mission.
The minimum
number is turns is equal to the sum of all S? divided by 4 (FRU). At the conclusion of each Player Turn
starting on this determined turn, make a dr.
On a dr of £ 3 the
Mission ends immediately.
VPO
LOCATIONS :
There are
no VPO in this Mission
At the end
of Game Turn 8, and at the end of each game Turn thereafter, perform a dr. If the result is £ 1 the Mission ends immediately.
There is a –1drm for every two boards activated using Table A8e
VP
SCHEDULE :
§
Delete
first line
MISSION
SPECIAL RULES :
Delete MSR 3
4. EXC to 9.25 : Consider the nearest
(in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move
Commands purposes.
Do not play
according to TSASL rules but do use your tank company
MISSION
SPECIAL RULES :
Replace MSR
3 table by
dr Assault
unit reinforcements
1 Infantry platoon* + Assault Engineer
section
2 Infantry platoon + Assault Engineer
platoon
3 Infantry company A**
4 Infantry company B***
5 As per 2 and 3
6 As per 2 and 4
4. Every Gun activated on the Enemy
Activation Table will be an AT Gun {x5a} if the colored dr of the activation
was £ 3.
*Infantry platoon consists of 3 Friendly
squads, 1 leader, 1 LMG (if present, otherwise NA)
**Infantry company A consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
***Infantry company B consists of 12 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
S?
PLACEMENT :
Set up S?
regardless of terrain.
The minimum
number is turns is equal to the length of the shortest (if > one exists)
Road Network (in road whole/half hexes) divided by 6 (FRU). At the conclusion of each Player Turn
starting on this determined turn, make a dr.
On a dr of £ 4 the
Mission ends immediately.
Do not play
according to TSASL rules but do use your tank company
PREVAILING
ATTITUDE :
Enemy AC is
3
The minimum
number is turns is equal to the sum of all S? divided by 6 (FRU). At the conclusion of each Player Turn
starting on this determined turn, make a dr.
On a dr of £ 4 the
Mission ends immediately.
MISSION
SPECIAL RULES :
Replace MSR
3 by :
-The
Friendly side is reinforced by an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
4. Every Gun activated on the Enemy
Activation Table will be an AT Gun {x5a} if the colored dr of the activation
was £ 3.
Do not play
according to TSASL rules but do use your tank company
PREVAILING
ATTITUDE :
Enemy AC is
4
At the end
of Game Turn 7, and at the end of each game Turn thereafter, perform a dr. If the result is £ 4 the Mission ends immediately.
MISSION
SPECIAL RULES :
Replace MSR
3 by :
-The
Friendly side is reinforced by an Infantry company*
*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.
Delete MSR 4
7. Every Gun activated on the Enemy
Activation Table will be an AT Gun {x5a} if the colored dr of the activation
was £ 3.
At the end
of Game Turn 6, and at the end of each game Turn thereafter, perform a dr. If the result is £ 4 the Mission ends immediately.
VPO
LOCATIONS :
There are
no VPO in this Mission
At the end
of Game Turn 8, and at the end of each game Turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP
SCHEDULE :
§
Each
side gains 1 VP for each CVP inflicted.
§
The
Enemy side gains 2 VP for each EVP.
MISSION
SPECIAL RULES :
Delete MSR 2,
3 and 4
7. EXC to 9.25 : Consider the FBE to
be the nearest Friendly Occupied VPO for Enemy Move Commands purposes.
At the end
of Game Turn 7, and at the end of each game Turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP
SCHEDULE :
The Enemy
side wins immediately if it amasses ³ 35 VP (EVP or CVP). The Friendly side wins at Game end if no
Enemy unit has exited off the FBE. If
neither of these conditions are met, use following VP schedule and the standard
(12.6) victory conditions :
§
The
Friendly side gains 3 VP for each turn completed after Turn 7.
§
The
Enemy side gains 1 VP for each CVP and EVP exited off the FBE.
MISSION
SPECIAL RULES :
Delete MSR 2,3, and 4
In MSR 7. replace type of reinforcements
with :
“Tank Hunter reinforcements : make a DR on the
TD Generation Table{x6c} or if not present the SPG Generation Table {x6a} to
determine type, and a dr+2 to determine the number received (all are the same
type).
Do not play
according to TSASL rules but do use your tank company
PREVAILING
ATTITUDE :
Enemy AC is
4
At the end
of Game Turn 11, and at the end of each game Turn thereafter, perform a
dr. If the result is £ 1 the Mission ends immediately.
There is a –1 drm for each Game Turn completed after Game Turn 9.
VP
SCHEDULE :
§
The
Friendly side gains 1 VP for each turn completed after Turn 11.
§
The
Enemy side gains 1 VP for each CVP and EVP exited off the FBE.
MISSION
SPECIAL RULES :
Delete MSR 3
Change MSR 4
to : The Friendly side is reinforced by an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
VPO
LOCATIONS :
There are
no VPO in this Mission
At the end
of Game Turn 9, and at the end of each game Turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
VP
SCHEDULE :
§
The
Friendly side gains 3 VP for each turn completed after Turn 9.
§
The
Enemy side gains 1 VP for each CVP
MISSION
SPECIAL RULES :
Delete MSR 2,3,4 and 7.
9. EXC to 9.25 : Consider the nearest
(in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move
Commands purposes.
Do not play
according to TSASL rules but do use your tank company
VP
SCHEDULE :
§
The
Friendly side gains 1 VP for each turn completed after Turn 11.
§
The
Enemy side gains 1 VP for each CVP and EVP exited off the FBE.
MISSION
SPECIAL RULES :
Delete MSR 3
Change MSR 4
to : The Friendly side is reinforced by an Assault Engineer Platoon*
*The Assault Engineer platoon consists of 3
Friendly elite squads (use the type with the highest inherent FP factor), 1
leader (x3, normal DRM apply; reroll as necessary, until a leader is
determined); 2 DC and 1 LMG (if present, otherwise NA)
Do not play
according to TSASL rules but do use your tank company
At the end
of Game Turn 13, and at the end of each game Turn thereafter, perform a
dr. If the result is £ 2 the Mission ends immediately.
VP
SCHEDULE :
Change
:
§
The
Enemy side gains 2 VP for each CVP and EVP exited of the FBE
MISSION
SPECIAL RULES :
Delete MSR 2,3,4 and 5.
7. The Friendly side is reinforced by
an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
No
adaptions needed
NA
Do not play
according to TSASL rules but do use your tank company
S?
PLACEMENT/ENTRY :
Place S? on
the river board (EBE-side of the river only) per 4.1, cases a and be. There is no maximum of S?.
At the end
of Game Turn 9, and at the end of each game Turn thereafter, perform a dr. If the result is £ 1 the Mission ends immediately.
. There is a -1 drm for each Game Turn
completed after Game Turn 9.
MISSION
SPECIAL RULES :
Delete MSR 5.
Add to MSR 4
: “and Large Rafts (E5.122) per vehicle in the tank company representing rafts
capable of carrying one vehicle each”.
7. The Friendly side is reinforced by
an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
Do not play
according to TSASL rules but do use your tank company
S?
PLACEMENT/ENTRY :
Place S? on
the river board (EBE-side of the river only) per 4.1, cases a and be. There is no maximum of S?.
At the end
of Game Turn 9, and at the end of each game Turn thereafter, perform a dr. If the result is £ 1 the Mission ends
immediately. There is a -1 drm for each
Game Turn completed after Game Turn 9.
MISSION
SPECIAL RULES :
Change to
MSR 2 : The Enemy receives an offbaord pool of S? 1.5 times the US#
of all Friendly units in the player’s at-start OB.
Add to MSR
4 : “and Large Rafts (E5.122) per vehicle in the tank company
representing rafts capable of carrying one vehicle each”.
6. The Friendly side is reinforced by
an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
Friendly
units setup offboard and enter on/between hexrows I ans Y along the EBE
on/after Turn 2.
Replace
second point with :
At the end
of Game Turn 8, and at the end of each game Turn thereafter, perform a dr. If the result is £ 3 the Mission ends immediately.
Do not play
according to TSASL rules but do use your tank company
MISSION
SPECIAL RULES :
Change MSR 4
to : The Friendly side is reinforced by an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
Do not play
according to TSASL rules but do use your tank company
S?
PLACEMENT/ENTRY :
The Enemy
begins the Mission with an offboard pool S? 2.5 times the total US# (A1.6) of
all Friendly units in the player’s at-start OB.
At the end
of Game Turn 13, and at the end of each game Turn thereafter, perform a
dr. If the result is £ 3 the Mission ends
immediately. There is a -1 drm for each
Game Turn completed after Game Turn 13 [EXC : See also “Special Automatic
Victories” below].
VP
SCHEDULE :
Change
second point to:
§
The
Friendly side gains 2 VP for each Game Turn completed after Game Turn 12.
MISSION
SPECIAL RULES :
Change MSR 3
to : The Friendly side is reinforced by an Infantry company*
*Infantry company consists of 9 Friendly
squads, leaders as per LG number on the A. National Capabilities Chart (FRU),
SW as per H1.83 SW Allotment Chart.
© 2003 by
Hans Mielants
Sources : ©
GSASL rules by Rick Lubben