Standard Mission Configuration
By Troy Arakaki
This is a multi-player game that was first run during an Other Realms Games Day and has been played a few times since. You could also play this as a regular two player game, just ignore the multi-player turn order and roll to see who sets up first.
OVERVIEW
A recon patrol reports back with the location of a site containing some sort of alien structure. It may contain valuable artifacts or technology that you cannot afford to lose to the enemy. The patrol also reported large enemy troop movement in the same area. Your force has been sent to secure the objective before the enemy does.
SCENARIO SPECIAL RULES
Seize and Control missions use the Deep Strike, Infiltrators, Reserves, Random Game Length and Victory Points scenario special rules.
SET-UP
1 Place the objective of the Seize in the center of the table. This can be a temple, an obelisk, a shrine. a ruined structure, a derelict spacecraft, or any other suitable piece of terrain.
2 All players roll a number of dice equal to their army's strategy rating, choosing the dice highest score. The winner gets to choose his deployment zone. This can be either a long board edge or a corner. Units may be deployed up to 6 onto the board. If it is a corner, then units may be deployed up to halfway along each board edge.
The opponents get the choice of the remaining board edges or corners. This is chosen in the order of their initial dice rolls.
3 All players roll a dice. The loser deploys one unit in his deployment zone. The remaining players now deploy one unit in their deployment zones in the order of the next lowest score on up. Players do not have to deploy all of their Troops, but must deploy at least one unit. Any Troops not deployed are held in Reserve. All players take turns deploying one unit at a time until all of their forces (not held in reserve) are on the table.
No unit can be deployed within 18 of any enemy. The players must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ, and finally Fast Attack.
4 If any side has any troops that can Infiltrate then they may deploy these units after all the other units have been placed. They may be placed anywhere on the battlefield which is 18 or more from any enemy unit or the objective. If more than one side has Infiltrators roll a dice: the winner may choose to deploy his Infiltrators before or after any enemy Infiltrators.
5 All players roll a dice, the player that rolls highest will go first, followed by the next highest score on down. In subsequent turns, the players who went first, second, and third will roll to determine who goes first for that turn. After the highest roll is determined, the player who went last during the last turn may now roll and compare his score with the remaining three players to determine the remaining order. This is to prevent one player from going last and then getting to go first in back to back turns.
MISSION OBJECTIVE
In order to secure the objective, players must attempt to eliminate the enemy without losing too much of their own strength.
The player that controls the objective at the end of the game receives +200 victory points. To control the objective, you must have the closest unit of troops, bikes, or cavalry at over half strength or an undamaged vehicle nearest to the objective.
The player with the highest victory points total wins.
RESERVES
When any player's reserves become available they move on from that player's deployment zone board edge.
GAME LENGTH
The game lasts for a variable number of turns.
LINE OF RETREAT
Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.
SCENARIO RULES
The following are additional rules to take into account for a multi-player game:
For example: If two enemy players inflict casualties on a unit worth 250 victory points, and that unit is eventually destroyed, each of the enemy players is awarded 125 victory points (250 / 2 = 150). If say all three players caused damage to the above unit, then each of the three players only receive 84 victory points (250 / 3 = 83.3).
So it is important that during the course of play, you need to note who inflicted casualties on each of your units.
Stealth Mode.
Copyright © 1999 Troy Arakaki. All rights reserved.
Revised: February 01, 2000.