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DELAYING ACTION
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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 |
One force has been defeated and is making a rapid escape. Searching for them is the much larger opposing army. One of their patrols has located the enemy, but can they hold them until re-inforcements arrive?
Reserves rules are used by the attacker. Victory Points are also used as described below.
1 The attacking player starts with double the number of points available to the defender. Divide these in any way the attacker sees fit into two lots - a points allocation for the patrol and the remainder for the reserves. Halve the number of points available for choosing the patrol. (Example - in a one thousand point battle, the defender chooses 1000pts of troops; the attacker starts with 2000pts, which he decides to split into a 1500pt patrol and a 500pt reserve force; so, when choosing his army, he gets 500pts for the reserves and 750pts for the patrol).
2 The defender chooses a starting table edge and the attacker must then deploy troops within 12" of the opposing edge. The defender then deploys all troops at least 18" away from the attacker's deployment zone.
3 UNTIL THE ATTACKER'S RESERVES ARRIVE, the defender may only move models off the board by the attacker's table edge.
4 AFTER THE ATTACKER'S RESERVES ARRIVE, the defender may move models off the board via any table edge.
The Defender gets victory points for any Defender units that leave the field while they are not routed. The Attacker gets victory points for destroying Defender units as normal.
The attacker may roll to see if the reserves have arrived at the start of each turn. The reserves may enter by any board edge, but they must all enter on the same edge.
The game lasts 6 turns.
Attacking troops fall back towards the attacker's deployment zone. The defending units fall back in the opposite direction.
Note: Gaining Victory Points For Friendly Troops.