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"Hold the Town" - Pick up and Play general scenari

 
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commandojimbob

 

Joined: 01 Sep 2008

Posts: 37




Post subject: "Hold the Town" - Pick up and Play general scenari Reply with quote
Hi All

As i am reasonably new to A&AM, i found that the scenarios on offer are limiting to me because of the units that you need to play them properly. So i have been playing around with scenarios based on points value and general scenario conditions - giving it a more pick up and play aspect.

This is the "Hold the Town" scenario that i have played a number of times now and plays resonably balanced (fairly even victories between attacker and defender). Remember these are just rules on basic scenario principles, so i am trying not to go into too much depth.

Let me know what you think - i have a couple of others being played out at the moment, and when i feel its worth putting out there to the more experianced A&AM public i will do.

Hold the Town
This scenario is designed to have no specific unit requirements, and is played on the basis that each side builds an army to appropriately achieve their objective.

Map Set-Up
General guidelines is that 6 hexes for a town for 100-150 points play with at least 8 hexes for 150-200 points of play – although the above is only a guideline (note : I have used the combat zone additional tiles to have more Town tiles to expand current maps).

Deployment
Defender
- Defender has 15% less of the agreed points total for army build (round to nearest 10 points)
- The Defend always deploys their forces first
- Maximum of 2/3rd of the force must deploy first, in the town or max 1 hex outside of a town hex
- The remaining force enters at the determined map edge on the first full hex at the start of the responding turn (see Town Backup special rule), before the turns initiative test is rolled for.
- At least one command unit must be included in the starting town force set-up

Attacker
- Deploys all of his force on the first or second map hexes (see Element of Surprise lost special rule) onto the agreed map edge after the defender has deployed.

Victory ConditionsTo win, the Defender must repel the attack while the Attacker must claim the Town. How both forces do this is described below.

Defender classes a victory when :
- Repelled attack - No attacking units have entered the town, and the defender has not been surrounded.
- Town held - Attacker enters the Town but Defender holds 50% or more of the town Hexes (unless attacker has “Town Overrun”)
- Town Strategically held - Attacking units have infiltrated the town, but defending units are double or more in value of that of the attacker

Attacker classes a victory when :
- Town Taken - Successfully Infiltrates the town and controls more than 50% of the town Hexes
- Town Overrun - Successfully Infiltrates the town with a force double that in value of the town defenders units but controls less than 50% of town Hexes
- Town Surrounded - Remaining army points are double that of the defenders force and have surrounded 3 sides of the town - regardless of town hexes taken - this is classed as "outnumbered and surrounded"

All victory conditions apply when set turn / time limits have been reached.

Special Rules / Conditions
- Paratroopers – Defenders may not use Paratroopers, and if an Attacker has Paratroopers, they cannot be dropped onto town Hexes, even if no enemy unit is adjacent.
- Town Backup – At the start of Turn 2, the defender rolls a dice, on a 5 or 6 they may deploy their remaining force described above. For Turn 3, deploy remaining force on a roll of 3 to 6, and failing the above then deploy remaining force at the start of Turn 4.
- Town Backup deployment – The defenders rapid response units can be deployed on either of the 3 map edges of that of the defenders half. Roll one dice, allocating each map edge with 1-2, 3-4 and 5-6.
- Element of Surprise lost – An Attacker may deploy 2 hexes in at the start of the battle, however, for each hex that's 2 in from map edge within line of sight of a defending unit, the defender gets +1 to the initial "Initiative" roll to see who takes turn priority. This is to recognise the increased risk of losing the element of surprise.
PostFri Nov 28, 2008 1:08 pm
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Steel_Panther

 The Panzer Collector


Joined: 26 Aug 2008

Posts: 1315




Post subject: Reply with quote
Looks nice and simple, Ill try it soon.
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PostFri Nov 28, 2008 2:26 pm
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