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Glossary
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Created: 2003.03.22
Updated: 2003.5.15
Viewed: 1126
Page Viewed: 1126
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| Ring of Fire |
OVERVIEW:
This mission is designed to accommodate 3 - 4 players. Each
player’s forces to destroy a given force, while taking as
few casualties as possible.
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SCENARIO SPECIAL RULES:
Infiltrate, Deep Strike, Reserves, Objectives, Victory
Points (Special), Night Fight (Special), Random Game Length.
Mission Type: Standard or Battle.
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SET UP:
- Each player will start with a 12x24” deployment
zone.
| Players |
Zones Used |
| 3: |
B, D, E |
| 4: |
A, C, D, E |
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Each player will roll a die. The player with the
highest number rolled will choose his deployment
zone.
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Each player will be assigned a target force. The
target force is the force clockwise from the player.
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On turn 1, each player will place a HQ, 2 troop
choices and a Fast Attack Choice (if they have one).
If the force has infiltrators, they set up after the
other units anywhere on the board, but may not be
within 18” of the target force. 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, is held in reserve
and enters on turn 2 via the board edge of the
deployment zone.
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MISSION OBJECTIVES:
Each player’s force is to cause as many casualties to the
target force as possible, while keeping thier casualties to
a minimum.
At the end of the game each player will total the number of
victory points lost to damage (p.137). Each player then
subtracts this number from the victory points lost by thier
target force to get a Victory Point total. (I.e. Player A
has player C as the designated target. Player A has lost
140 victory points, Player C has lost 230 victgory points.
Player A has a 90 victory point balance.) The player with
the highest victory point balance wins.
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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.
Players may not shoot through units that they do not
control.
Models may not move within 1" of any model, controlled by
another player, that they are not assaulting.
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RESERVES:
All reserves that are not Deep Striking enter from the
board edge of the player’s deployment zone. Deep Strike
reserves enter using the Deep Strike rules on p. 132.
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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 the board edge of
thier deployment zone. They may move around impassible
terrain or models controlled by another player.
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