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Advance!

Posts: 170

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Post subject: Capture the Flag Variant
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Here is my next work in this week's series of scenarios and variants. This is for a capture flag match and includes two ways of playing capture to flag. Both responded to play testing very well so far, but there are likely issues, particularly with the wording of some of the rules that could come up. As always, feedback is welcome.
Capture the Flag (Points Variant)
Players: 2-8. In games larger than 2 players, initiative is settled with the winner selecting in what order he will go, followed by the next highest player and so on until a play order is determined for that turn.
Length: 7 turns
Victory Conditions: At the end of play, the player with the most flags in his zone wins. In the case of a tie, the winner is determined by his remaining unit point total.
Maps: 4x4 setup Maps used are mutually agreed upon by all players.
Force Construction: 100 pts single nation builds (May be scaled accordingly). No player can use the same nation as another. Roll off to determine order of choice. Map position is then determined in the reverse order.
Deployment: Each player deploys 100 points of units in their respective zones, then places a flag anywhere in their zone. Another flag is then placed in the center of the playing field.
Zones extend as follows, the first four players place their armies withing three hexes of a corner of the battlefield (for a total of seven hexes). The next four then place their own armies two hexes from the edge of the battlefield at one of the four seams between each of the individual maps (for a total of six hexes).
Special Rules: The flag cannot move on its own but may be picked up by opposing units in that hex. A unit may pick up a flag at any time in the movement or assault phase, however a flag may only be picked up once in a phase. A flag that is picked up moves with the unit holding it. To transfer the flag between units, the unit carrying the flag must drop the flag first. This too can be done at any time during the movement or assault phase. A dropped flag is returned to its home hex immediately when only friendly units (other than the flag itself) remain in the hex.
Capture the Flag (Unit Upgrade Variant)
Players: 2
Length: 10 turns
Victory Conditions: Determined by who has the most points at the end of turn 10. Points are awarded according to the rules.
Map: 1 map determined by a roll off, the loser of the roll off picks faction to play while the winner picks the side of the map as well.
Force Composition: The two players are divided between Axis and Allies units.
The Axis player deploys 1 SS-Haupsturmfuhrer, 3 Mauser Kar98k, 1 Panzerfaust, 1 Panzer IV Ausf F2 (or 1 Ha-Go if playing with optional rules), 1 Finnish Machine Gun Team. These are the base units for this player.
The Allied Layer deploys 1 Red Devil Captain, 3 SMLE no 4, 1 Bazooka, 1 M4A1 Sherman (or 1 Renault R-35 if playing by optional rules), 1 Vickers Machine Gun Team. These are the base units for this player.
Deployment: Players play on opposite sides of the map and deploy their force one hex in from one edge. Player then designate a home hex for their flags and deploy a flag in the hex.
Rules: Each player has a designated home hex upon which their flag is placed. This flag cannot move on its own but may be picked up by opposing units in that hex. A unit may pick up a flag at any time in the movement or assault phase, however a flag may only be picked up once in each phase. A flag that is picked up moves with the unit holding it. To transfer the flag between units, the unit carrying the flag must drop the flag first. This too can be done at any time during the movement or assault phase. A dropped flag is returned to its home hex immediately when only friendly units (other than the flag itself) remain in the hex.
When a flag is moved into the opposing home hex, it must remain there until the end of the turn. If at the end of the turn the flag is still in the opposing home hex, return it to its own home hex and the player who captured the flag scores one point.
At the end of each turn a destroyed unit is replaced in any unoccupied hex in a player's zone. If playing with the optional rules, promoted units are replaced by a unit one level lower to a minimum of the base unit.
The following two rules are to speed up play and to aid in scoring points.
All units with a speed of one now have a speed of two. All units with a speed of zero now have a speed of one.
No unit may take a defensive fire action.
Optional Rules: Basic Soldiers and Vehicles receive promotions when they destroy opposing units. When a unit takes an action that results in a face down or face up destroyed counter being placed on another unit, make a note of it. At the end of the turn you may at your discretion replace that unit with the next unit on its list, removing all disrupted and damaged markers on the new unit.
The vehicle promotion lists are separated into Tank and Tank Destroyer lists after the first promotion. Player must choose to make their second vehicle promotion to one of the two lists and all further promotions must be made on that list alone. Destroyed vehicles can still be demoted down to the first list allowing the play to choose the other path instead.
Allied Soldier Promotion
SMLE no 4
M1 Garand
Veteran SMLE
Ranger
Anti-Tank Soldiers
Bazooka
PIAT or 6 lbr Antitank Gun
17 lbr Antitank Gun
Axis Soldier Promotion
Mauser Kar98k
Blackshirt
Wehrmacht Veteran
SS-Panzer Grenadier
Anti-Tank Soldiers
Panzerfaust
Panzerschrek or Pak 38 Antitank Gun
Pak 40 Antitank Gun
Allied Vehicle Promotion
Renault
Crusader
Tank Path
M5A1
M4A1 Sherman
T-34/85
Pershing
IS-3
Tank Destroyer Path
SU-76
M-10
M36 Jackson
ISU-122
SU-152
Axis Vehicle Promotion
Ha-Go
Carro Armato
Tank Path
Panzer IV E
Panzer IV F2
Panther Ausf A
Tiger
King Tiger
Tank Destroyer Path
StuG III D
StuG III G
Jagdpanzer IV
Jagdpanther
Jagdtiger
In lieu of taking a vehicle promotion, a player can place a special vehicle on the board.
Axis: Sd KFZ 231 or Sd Kfz 251
Allies: Humber Scout Car or M5 Half Track _________________ Powerful men are well advised not to use violence,
For violence has a habit of returning;
Thorns and weeds grow wherever an army goes,
And lean years follow a great war.
-Lao Zi |
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Tue May 26, 2009 6:31 pm |
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The Panzer Collector

Posts: 1315

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Post subject:
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The promotion might be good for a 1 map video game style "aam deathmatch", or vehicle "death match" _________________
If pro is the opposite of con, then isnt progress the opposite of Congress?
Trade thred here: http://aaminis.myfastforum.org/about5286.html |
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Tue May 26, 2009 9:11 pm |
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Advance!

Posts: 170

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Post subject:
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Well I hope this variant provides some inspiration to players wishing to emulate that 'death match' experience with Axis and Allies mini. The rules needed a little bit of tweaking to maintain a fast pace of action. This can be tweaked and modified endlessly to your individual needs. _________________ Powerful men are well advised not to use violence,
For violence has a habit of returning;
Thorns and weeds grow wherever an army goes,
And lean years follow a great war.
-Lao Zi |
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Wed May 27, 2009 6:17 pm |
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