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TABLE 11<br />
mmary *ondnry<br />
Boprd Objective 0<br />
-=-% 5&:=2 - --*-+-* v *m<br />
W"<br />
13. Sceuario Conditions<br />
To damnine the Scenario Conditions (description, set-up, Victory Con-<br />
ditions), first cross-index the players' Initiative (as determined in Table<br />
5 above) on the table below. <strong>The</strong>n refer to the specific scenario descrip-<br />
tions immediately following.<br />
ME -Meeting Engagement<br />
ATC-Advance to Contact<br />
SD -Screen Defense<br />
FD -Fixed Defense<br />
PR -Probe<br />
SS -Static Situation<br />
TABLE 12<br />
Attack Reco<br />
MEETING ENGAGEMENT: A head-on collision W een two advanc-<br />
ing forces. (Attack vs. Attack)<br />
SET-UP: All forces start off-board. Randomly choose first player to move<br />
by competitive dr. First player enters from west edge of Board I; all units<br />
of first playa receive only one-half MP/MF on first Game Turn. Second<br />
player enters from east edge of map. All reinforcements must enter from<br />
the same board edge as the player's initial forces.<br />
VICTORY CONDITIONS: Roll two dice on table below.<br />
10 <strong>The</strong> first daver Controlling the Primary Obiective on the opponent's entry board wins<br />
immedtarely: If there is nowinner in tbs manner by game end. the victor 8s the player<br />
scoring the most Casualty V~ctory Points: if tied for Casualty Victory Points. the rmPno<br />
ends in a draw.<br />
11-12 <strong>The</strong> player Controlling the most buildings, of any type, at game end is the winner. If<br />
tied for number of buildings Controlled, the player Controlling the most Objectives<br />
(of either type) wins. If still tied, the victor is the player scoring the most Casualty<br />
Victory Points; if tied for Casualty Victory Points, the scenario ends in a draw.<br />
ADVANCE TO CONTACT: Another head-on collision, but between two<br />
more cautious adversaries probing for an opening. (Recon vs. Recon)<br />
SET-UP: Randomly determine the player to set up on Board I. <strong>The</strong> other<br />
player will set up his forces on the easternmost board. Both players set<br />
up simultaneously (use a divider screen to conceal set-up or any other con-<br />
venient method). Both players must set up all units within five hexes, in-<br />
clusive, of their friendly board edge-west or east. After set-up by both<br />
players is complete, roll again to randomly determine player moving first.<br />
VICTORY CONDITIONS: Roll two dice on table below.<br />
DR Vlctory Conditions<br />
2-3 <strong>The</strong> first player to exit r 20% of his OB (in terms of Exit Victory Points) off the opponent's<br />
board edge wins immediately. If there is no winner in this manner by game end,<br />
the victor is the player who has exited the most Exit Victory Points; if tied for Exit<br />
Victory Points, the scenario ends in a draw.<br />
4 <strong>The</strong> first player to exit 2 10% of his OB (in terms of Exit Victory Points) off the opponent's<br />
board edge wins immediately. If<br />
-<br />
there is no winner in this manner by game end,<br />
the victor is the player who has exited the most Exit Victory Points; if tied for Exit<br />
Victory Points, the scenario ends in a draw.<br />
5 <strong>The</strong> player Controlling the most Secondary Objectives wins. If tied for building Control,<br />
the victor is the player scoring the Casualty Victory Points; if tied fer CsJvalty<br />
Victory Points, the scenario ends in a draw.<br />
6 <strong>The</strong> player Controlling the most Primary Objectives wins. If tied for building Control,<br />
the victor is the player scoring the most Casualty Victory Points; if tied for Casualty<br />
Victory Points, the scenario ends in a draw.<br />
7 <strong>The</strong> player earning the most Casualty Victory Points wins. If tied, the player Controlling<br />
the most Objectives (of both types) wins. If tied for building Control, the scenario<br />
ends in a draw.<br />
8 <strong>The</strong> player Controlling the most buildings, of any type, on the opponent's envy map<br />
wins. If tied, the victor is the player scoring the most Cdty Victory Points; if tied<br />
for Casualty Victory Points, the smrprio ends in a draw.<br />
9 <strong>The</strong> player having the most Tem'n Victory Points wins; these are awarded for Control<br />
of Objectives: 3 points for cach Primary, and 2 for each Secondary Objmive. If tied,<br />
the victor is the player scoring the most Casualty Victory Points; if tied for Casualty<br />
Victory Points, the scenario ends in a draw.<br />
10 <strong>The</strong> first player Controlling the Primary Objative on the opponent's entry board wins<br />
immediately. If there is no winner in this manner by game end, the victor is the player<br />
scoring the most Casualty Victory Points; if tied for Casualty Victory Points, the scenario<br />
ends in a draw.<br />
11-12 Use Battlefield Integrity rules (A16.). <strong>The</strong> first side to cause the dher to lose an ELR<br />
level wins immediately. <strong>The</strong> Case A DRM of A16.2 is doubied during all Intearity<br />
checks in this ocol~rio. ~f there is no winner in this msnaer by game A, the<br />
IS the darer scorirar IBc mmt CPwsltv - V i M. if bed for Cbudtv Vigay Points.<br />
the scinirio ends in a draw.<br />
SCREEN DEFENSE: An assault against a formation poised for a counter-<br />
attack. (Attack vs. Recon)<br />
SET-UP: Prior to play (during 14. below), the Recon player may change<br />
the north-south orientation of any one board in play; the board may not<br />
be moved east or west of its original position. <strong>The</strong> Recon player then sets<br />
up first on Board I. <strong>The</strong> Attacking player sets up second on the eastern-<br />
most board, at least five whole hexes from the nearest non-HIP enemy<br />
unit. <strong>The</strong> Attacking player moves first.<br />
VICTORY CONDITIONS: Roll two dice on table below.<br />
DR VktoryCondkha<br />
2 <strong>The</strong> Attacking player must exit r 25% of his OB (in terms of Exit Victory Points)<br />
off the Recon player's west board edge.<br />
3 <strong>The</strong> Attacking player must Control the Primary and Secondary Objstives on the Recon<br />
player's board.<br />
4 <strong>The</strong> Attacking player must Control the Primary Objective on tha Recon playa's board.<br />
5 <strong>The</strong> Awking player mua Cnmol thc SsonPary Objeaive on IBc Raon player's board.<br />
6 <strong>The</strong> Attacking player must Control at least one-third of all buildings on the Recon player's<br />
board.<br />
7 <strong>The</strong> Antsking player must have st ksst a 3:2 advuuagc in Good Orda squds ( a equivalents)<br />
on the Recon player's bard. For purposes of daermining victory, any mobile<br />
AFV with functioning MA is considered two squads; if immobik/widmut MA, one<br />
sqd.<br />
8 <strong>The</strong> Attacking player, prior to set-up, secretly designates either the Rimary or the<br />
Secondary Objective on the Rson player's board as his target. <strong>The</strong> Anrking player<br />
must Control this building at the end of the scenario. <strong>The</strong> identity of this ObjMive<br />
need not be rcvcakd until the conclusion of play.<br />
9 Thc player earning the most Casualty Victory Points wins. If tied, the Recon player<br />
is the victor.<br />
10 <strong>The</strong> Ansking player must Control at least onehalf of all buildings on the Recon player's<br />
board.<br />
11-12 <strong>The</strong> Attacking player wins immedistely if he can show a contimow path of read hexes,<br />
frmn the cast edge to the west edge of the mapboard, with no Good Order axmy units<br />
onlsdjaccnt to any hexes of the designated path. If no such pth of road hexes is passible<br />
at the beginning of the scenario. reroll for Victory Conditions.<br />
Vlrtor3-<br />
Use &nkfield Integrity rvks (A16.). <strong>The</strong> first side to cause the other to lose an ELR<br />
level wins immcdistely. <strong>The</strong> Case A DRM of A16.2 is doubled during all Integrity<br />
Checks in this scenario. If there is no wlm in this manner by game end, the victor<br />
isfhcpktyexsua'ingfhcmostCrrunlcy Victory Points; iftiodforCnsdty Victory Points,<br />
the sccnnrio ads in a draw.<br />
<strong>The</strong> p&yn CanVdling the majority of both Prim and Secadnty Objatives wins.<br />
If tied for building Conud, thc victor is the player scoring the most Cdty Victory<br />
him; if tied for CPIU.lty Victory Points, the ~l~~nario ends in a draw.<br />
<strong>The</strong> player Controlling the most Secwrdsry Obpctires wins. If ticd for building Control,<br />
the vicmr is lhc player scoringthe most Cdty Victory Points; if tied for Casualty<br />
Victory Points, the -no ends in a draw.<br />
<strong>The</strong> player Convdling tk most Primary Objectives wins. If tied for building Control,<br />
the victor is the player scming the most Casualty Victory Points; if tied for Casualty<br />
Victory Points, the scmario ends in a draw.<br />
<strong>The</strong> player d n g the most Casualty Victory Points wins. If tied, the player Controlling<br />
the most Objectives (of bdh types) wins. If tial for building Control, the scenario<br />
mds in a draw.<br />
<strong>The</strong> #aycr exicing the most Exit Yiry Points off the opponent's entry map edge wins.<br />
If tied, the victor is the player scoring the m a Casualty Victory Points; if tied for<br />
Csruslty Victory Points, the srmnrio ends in a draw.<br />
he ~kver having the most Termin Victory Points wins; these are awarded for control FIXED DEFENSE: An assault against an enemy in prepared positions.<br />
of &j&ves: 3 ants for each Primary, and 2 for each SacondPry Objective. If tied, (Attack VS. Defend)<br />
the victor is the player scoring the most Cssu~lty Victory Points; if tied for Casualty<br />
~i Points, the scenario ends in a draw. SET-UP: Prior to play (during 14. below), the Defend player may either