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  1. "RETRIEVE THAT DATA!"

A river patrol gets trapped behind enemy lines. A Medium sized force is sent out to locate the patrol and get the vital information which it is believed to be carrying back to the main lines.

 

Forces: This scenario can be played using almost any points limit you wish to set.

Attackers: The attackers may take a water based "patrol" (see WET EPIC section of the site for water units) of up to 25% of the agreed limit. The patrol force may also include amphibious craft and troops onboard of transports if the player so wishes. They also have access to ground/air troops up to the value of 50 % of the agreed limit.

Defenders: The defenders have access to the full 100% of the limit. They may also take fortifications (see "digging in"), and water based units if they so wish. 25% of the defending force must be set up in reserve. This will include and aquatic units taken by the defender.

 

Set up:

Set up the gaming table as normal. However there must be at least one river flowing through the center of the table. The trapped patrol is placed in the center of the river.

As well as the approximate locations shown of the forces, the defender may also place as many Defensive positions as they wish anywhere on the table as long as there are none within 20cm of the attackers deployment zone. These may be manned by infantry up to the capacity of the buildings. No further models may be placed outside of the deployment zone (ie no vehicles)

 

 

Notes:

At the beginning of the game the attacking player places counters on models in the patrol to show the location of the vital data. It is these counters which the attackers must get off the table in order to win. The counters can be passed from model to model when they come into base contact. Transferring the data scripts takes 2 cm off any units move when they are transferred from unit to unit. The number of counters depends on the size of the game. A basic 3 counters are used in any game of any size. On top of this number one counter is used per 500points in the game.

When a unit carrying a counter is destroyed, roll a 2D6. On the score of 11 or 12 the counter is destroyed and plays no further part in the outcome of the game. If a unit carrying a counter is destroyed but the counter remains, then leave the counter at the position of the wreck. It can now be picked up by any passing unit in the same way as a transfer from one unit to another takes place.

If the defender has taken water units they will turn up on the scene on a random. To determine when they turn up roll a D6 at the start of each turn. On the first turn they will arrive on the roll of a 6, on the second a 5 is needed and so on.

 

Victory Conditions:

Quite simply: if the attacking player manages to get at least one of the counters off the board via their own edge of the table then they may claim victory for the battle. If however, the attacker does not succeed to get any of the counter off of his own table edge then the defending player may claim victory for the game.

 

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