MAIN PAGE DOWNLOAD SITE SPLASH PAGE hide menu
![]() |
DEATH ON THE PLAINS
| ![]() |
UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
In this mission, the two armies are crossing an open plain by dark in the hope of launching a surprise attack, unaware that they are walking into each other.
Night Fighting, Random Game Length, Victory Points and Reserves rules are used. At the start of each turn, roll to see if day breaks - when this happens, the rules for Night Fighting no longer apply. Roll a D6 and add the turn number (so, on the first turn this would be D6+1) - on an 8+, day breaks.
1 The table-top should contain no scenery at all (that's why its called a plain). For the sake of it, players may add a few scattered trees, bushes or craters, but the board may not contain any major obstacles.
2 Both players roll a D6. The player with the highest result chooses a long board edge and deploys all troops within 18" (except reserves) of that edge. The other player deploys all troops (except reserves) 18" from the opposite board edge.
3 The rules for Sentries (page 136) are used to detect enemy troops (you don't get any sentries, you just use these rules). Each turn until you detect your opponent, move your troops 2D6" towards the enemy board edge. This movement is compulsory and applies to all units. Once you detect the enemy, you are free to follow the normal rules of battle - until then, you may do nothing but move your troops as described.
4 Players roll a D6 with the highest scoring player choosing whether to take the first turn or not.
MISSION OBJECTIVEDetermine a victor using the Victory Points method.
|
RESERVESYou may bring up reserves any turn after the turn you detect the enemy.
| |
GAME LENGTHThe game lasts a random number of turns.
|
LINE OF RETREATTroops that are forced to fall back do so towards their own table edge. |