Blitz Mission

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 81

Attacker's Overview

You have been chosen to spearhead a new offensive. Your forces must quickly smash the foe aside so the units behind you can drive deep into enemy territory. You will commit a strong force to attack along a narrow frontage. Expect strong resistance from a well dug in enemy, whose reserves will not be far away.

Defender's Overview

The troops under your command have established a good defensive position, with plenty of reserves available. Your task is to stall any enemy attack long enough for these reserves to move up and support you.

Scenario Special Rules

Blitz missions use the Deep Strike, Fortifications, Hidden Set-up, Infiltrators, Obstacles, Preliminary Bombardment, Reserves and Victory Points scenario special rules.

Set-Up

  1. Roll randomly for which short board edge will be the attacker's table edge.
  2. The board is divided lengthways into thirds as shown on the map.
  3. The defender may place their fortifications and obstacles in the central third of the board – the Fortification Zone.
  4. The defender deploys any of their Troops, HQ and/or Heavy Support units in the Fortification Zone using the Hidden Set-up rules. He does not have to set up all these units but must set up at least one. The rest of their forces are in reserve.
  5. The attacker deploys all their forces in No Man's Land, up to 6" from their table edge (except for Infiltrators which may be deployed up to 18" onto the table, and Deep Strike units which may be held in Reserve).
  6. The attacker resolves their preliminary bombardment.
  7. The attacker gets first turn.

Diagram: Set-Up. The board is divided lengthways into three equal thirds running between the attacker's and defender's table edges: No Man's Land (adjacent to the attacker's edge, with a 6" deployment strip marked within it), the central Fortification Zone, and the Second Line (adjacent to the defender's edge).

Mission Objective

The attacker must smash through the defender's lines, crossing razorwire, tank traps and minefields in the process. He must keep advancing at all costs, getting as many units as they can into the defender's Second Line. The attacker gets +300 Victory Points for each unit they have in this section of the board at the end of the game.

The Defender must hold their line and stall the enemy thrust. The defender gets +150 victory points for each enemy squad or vehicle in No Man's Land at the end of the game. If a unit straddles two areas, count it as being in the one further from its table edge.

At the end of the game add up victory points. If the attacker has more victory points, then they have pushed the enemy aside and created a gap for their following forces to exploit. If the defender has more victory points, then the spearhead has been blunted, their lines have held long enough to be reinforced before the next attack.

Reserves

When the defender's reserves arrive, they move on from their board edge. Attacking Deep Strike units appear as per the scenario special rule.

Game Length

The game lasts for six turns.

Line Of Retreat

If any units are forced to fall back, they will do so towards their own board edge by the shortest possible route.