Tannhauser
10-06-2005, 02:25 PM
This is a fairly basic scenario to simulate attacks against a fortified/defended area. This is not a historically accurate scenario, but it is just something to throw out an idea and to see what happens. I have not yet had a chance to playtest it, so tell me what you think.
Either side can be the Defender or the Attacker. The Defender makes a 200pt army, while the Attacker gets 100pts.
The Attacker chooses the map configuration. However, instead of using the short sides when deploying, the longer sides are used. The Defender chooses which side he will deploy from. The two maps on the Attacker's side are considered entirely clear terrain (except for rivers and ponds). The two maps on the Defender's side are treated as normal. One Objective marker is placed in the center of each of the Defender's maps.
After the maps have been set up, sides determined, and objectives placed, the Attacker deploys his entire army along the first hex-row of his side. The Defender then deploys his entire army anywhere within his two maps.
Reinforcements! Of course, the Attacker can't expect to win with just 100pts. Whenever one of the Attacker's units is destroyed, set that unit to the side in a "reinforcement pool." At the start of each of the Attacker's Movement Phases, roll a die for each unit in the Reinforcement Pool: on a 4+, that unit may be placed in the first hex-row on the Attacker's side and can move normally. Units in the Reinforcement Pool can also be "traded in" for different units of equal or lesser points-value (i.e. if you just lost a MG while your opponent still has lots of tanks, you could swap that MG for an AT gun or two AT soldiers).
To win the game, the Attacker must control both Objectives by Turn 10. Otherwise, the Defender wins.
Either side can be the Defender or the Attacker. The Defender makes a 200pt army, while the Attacker gets 100pts.
The Attacker chooses the map configuration. However, instead of using the short sides when deploying, the longer sides are used. The Defender chooses which side he will deploy from. The two maps on the Attacker's side are considered entirely clear terrain (except for rivers and ponds). The two maps on the Defender's side are treated as normal. One Objective marker is placed in the center of each of the Defender's maps.
After the maps have been set up, sides determined, and objectives placed, the Attacker deploys his entire army along the first hex-row of his side. The Defender then deploys his entire army anywhere within his two maps.
Reinforcements! Of course, the Attacker can't expect to win with just 100pts. Whenever one of the Attacker's units is destroyed, set that unit to the side in a "reinforcement pool." At the start of each of the Attacker's Movement Phases, roll a die for each unit in the Reinforcement Pool: on a 4+, that unit may be placed in the first hex-row on the Attacker's side and can move normally. Units in the Reinforcement Pool can also be "traded in" for different units of equal or lesser points-value (i.e. if you just lost a MG while your opponent still has lots of tanks, you could swap that MG for an AT gun or two AT soldiers).
To win the game, the Attacker must control both Objectives by Turn 10. Otherwise, the Defender wins.