Bunker Assault Mission

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 73

Attacker's Overview

The enemy have established a heavily fortified defensive line of bunkers, trenches and pillboxes. You have been ordered to assault the strongpoints and capture or destroy them.

Defender's Overview

Your forces are holding a well-defended part of the line with orders to hold off all attacks and, most importantly, prevent the bunkers from falling into enemy hands.

Scenario Special Rules

Bunker Assault missions use the Deep Strike, Fortifications, Infiltrators, Preliminary Bombardment, Reserves and Victory Points scenario special rules.

Set-Up

  1. Both players roll a dice, the player that rolls highest choose which long edge they will deploy on.

  2. The defender's deployment zone is up to 18" onto the board. He may set up fortifications anywhere in the zone and must include at least one bunker. The bunkers must be placed no closer than 6" to any table edge.

  3. The defender deploys any of their Troops and HQ units in their deployment zone. He does not have to deploy all these units but must deploy at least one. Any units not deployed are in reserve.

  4. Once the defender has deployed, then the attacker deploys their entire army up to 12" onto the tabletop from their board edge.

    If the attacker has any Infiltrators in their force, then they may be deployed after the defender has set up, as described above. However, they are not restricted by the deployment zones, and may set up anywhere on the battlefield which is more than 18' [sic] from an enemy unit.

  5. The attacker resolves their Preliminary Bombardment.

  6. Roll for who gets first turn. The player that rolls the highest chooses whether to go first or second.

Diagram: Set-Up. The board is divided into two deployment zones along its long edges: the attacker's deployment zone is a 12"-deep band along one long table edge, and the defender's deployment zone is an 18"-deep band along the opposite long table edge.

Mission Objective

The attacker must destroy or occupy the bunkers. For each bunker destroyed or occupied only by their troops at the end of the game, they gain +150 victory points.

The defender must hold the attacker off and retain control of as many bunkers as possible. For each bunker occupied only by the defender's troops at the end of the game they gain +150 victory points.

At the end of the game add up victory points for enemy units destroyed and bunkers destroyed or captured. The highest score wins.

Reserves

The defender's reserves move on from their table edge.

Game Length

The game lasts for six 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.