Breakout Mission

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 80

Attacker's Overview

Your forces have been surrounded and are facing annihilation unless you can break through the enemy lines. You must act quickly to escape before your foes can move up overwhelming forces to annihilate you.

Defender's Overview

You have an enemy force trapped and surrounded. Your force has been ordered to contain this pocket of resistance whilst forces are massed to wipe them out.

Scenario Special Rules

None.

Set-Up

  1. Number the short board edges 1 and 2.
  2. The defender must split their force into two parts, one for each short board edge. Each force must include whole units, units may not be split between forces. Number these forces 1 and 2 to correspond with the short board edge numbers. Forces chosen from the Elites section of the defender's army list do not have to be allocated to a force, they can be positioned in either force later.
  3. The attacker deploys all their forces in their deployment zone.
  4. The defender deploys their units. They may not be positioned within 18" of any enemy unit and must be closer to their allocated short board edge than the opposite short board edge.
  5. The defender now deploys their Elite units, they can be placed anywhere on the board, but not within 18" of any enemy unit.
  6. Roll a D6: on a 1 the defender gets the first turn, on a 2 or more the attacker gets the first turn.

Diagram: Set-Up. Each short table edge has a 12"-deep defender's deployment zone/escape route (numbered 1 and 2). Centred between them is the attacker's deployment zone, a 12"-wide strip running the width of the table, separated from each defender's zone by a 6" gap and an 18"-wide neutral band.

Mission Objective

The attacker must get as many units off the board as they can. If they manage to get half or more of the units in their force off either of the short board edges, or up to 12" along the long table edges from each corner, then they win. A unit with any survivors or a damaged vehicle still counts toward this.

If the attacker does not manage this then the defender wins.

Reserves

None.

Game Length

The game lasts for six turns.

Line Of Retreat

Defending units which are forced to fall back will do so toward the closest short board edge. Attacking units which are forced to fall back will do so towards the centre of the board. All units use the normal Fall Back rules and move along the shortest possible route. Once they reach the centre of the board they will automatically regroup regardless of numbers remaining, enemies in close proximity or anything else (the situation is that desperate!).