Meat Grinder Mission

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 72

Attacker's Overview

Your forces have been committed to the front line in an all-out attack against the enemy. Your orders are simple: annihilate enemy forces, crush them entirely!

Defender's Overview

The enemy has launched an all-out attack which you must survive, destroying as many of their forces as possible. You are badly outnumbered but must sell yourselves dearly to blunt the attack.

Scenario Special Rules

Meat Grinder missions use the Deep Strike, Infiltrators, Random Game Length, and Sustained Attack scenario special rules.

Set-Up

  1. Both players roll a dice, the player that rolls highest chooses their deployment zone, which can be either of the long table edges. He may deploy their forces up to 12" onto the board.

    The opposing player gets the opposite table edge. He may deploy their forces up to 12" onto the board.

  2. Both players roll a dice. The player that loses the roll off must deploy one of their units first. The other player then deploys one of their units. The players alternate armies on the table. The players must deploy their Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units.

    If either side has Infiltrators in their force, then they may be deployed after all other units have set up. However, they are not restricted by the deployment zones, and may be set up anywhere on the battlefield which is more than 18" away from an enemy unit. If both sides have Infiltrators each player must roll a D6. The player with the highest score has the choice of deploying their Infiltrators first or second.

  3. Both players roll a dice, the player that rolls highest score chooses whether to go first or second.

Diagram: Table divided by two horizontal lines into three bands: a 12"-deep deployment zone at the top, a neutral middle zone, and a 12"-deep deployment zone at the bottom.

Mission Objective

To win the battle the attacker must annihilate the defender's army. He wins the battle if at the end of the game the defender has no forces left. If the defender has any forces remaining, then they win the battle.

Reserves

None.

Game Length

The game lasts 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.