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Glossary
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Created: 2002.10.14
Updated: 2003.5.15
Viewed: 1142
Page Viewed: 1142
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| Brass Ring |
OVERVIEW:
This mission is designed to accomidate 4 players. Each player’s forces
are to defend an objective and attempt to claim another.
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SCENARIO SPECIAL RULES:
Infiltrate, Deep Strike, Reserves (Special), Objectives, Night Fight
(Special), Random Game Length.
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SET UP:
- The table is divided into 4 quarters and deployment zones.
Deployment zones are 24" from each other.
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Each player will roll a die. The player with the highest number
rolled will choose the zone he wishes to defend. The player will
place on objective in that deployment zone. Then the next highest,
etc.
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Each player must attempt to control the objective clockwise from
the objective they defend.
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Each player will place his HQ, 2 troop choices and a Fast Attack
choice (if he has one). If the force has infiltrators, they may
set up after normal units have set up, but must be at least 18"
from an enemy unit. Units that can Deep Strike may be held in
reserve and enter using the normal Deep Strike Rules. The
remainder of the force that is not Deep Striking enters on turn 1
from the board edge of the deployment zone.
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MISSION OBJECTIVES:
Each player’s force is to take the target objective and keep other
forces from taking the objective in thier deployment zone. To win the
game you need to control an objective. Controlling the objective you
defend is worth 4 Mission Points. Controlling the objective clockwise
from your deployment zone is worth 2 Mission Points. The other
objectives are worth 1 Mission Point each. The player with the most
Mission Points at the end of the game wins.
Controlling your Defended Objective: 1/2 the point limit
of the game. To control an objective, you must have a unit at or above
1/2 strength, not engaged in HtH, be the only unit wihtin 6" of
the objective. A shaken, stunned, damaged (immobilized or weapon
destroyed), or vehicle without a WS do not count for purposes of
controlling an objective.
Objectives should not be more than 6"
diameter. They should not normally provide a cover save. If they
provide a cover save (bunker, trees, etc.) all objectives should
provide the same base cover save (i.e. if one is a bunker, all should
be bunkers).
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SPECIAL RULES:
At the beginning of the game roll a die. The number indicates the turn
that night falls. At the beginning of that turn, and for the rest of
the game, the Night Fight rules will be used.
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GAME LENGTH:
The game will use the Random Game length rules on p. 135
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LINE OF RETREAT:
A players forces will fall back toward thier defended objective as
long as another player does not control it. A unit cannot be
cross-fired in its own deployment zone. If the defended objective is
controlled by another player, his forces will retreat toward the board
edge of his deployment zone.
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