Ambush Mission

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 76

Attacker's Overview

Your forces are lying in wait for a convoy of enemy reserves heading for the front line. You must destroy the convoy whilst minimising your own losses.

Defender's Overview

Your force is moving towards the front line to reinforce the troops fighting there. You must escape the ambush with as much of your force intact as possible.

Scenario Special Rules

Ambush missions use the Hidden Set-up, Random Game Length, Reserves and Victory Points scenario special rules.

Set-Up

  1. The defender chooses one of the short table edges as their escape route.
  2. The attacker rolls a dice for each of their units: on a 3+ they may be deployed at the start of the game. The attacker may choose to leave units in reserve if they prefer, but at least one unit must be in position for the ambush at the beginning of the game. If the attacker fails to get any of their units at the start of the game, they must choose one unit to make the ambush. Any forces which are not ambushing are in reserve. The attacker sets up the ambushing forces using the Hidden Set-up rules. Hidden Set-up counters may be placed no closer than 18" to the defender's set-up zone.
  3. The defender places their squads and vehicles one at a time. The front unit of the column must be at least 36" from the short table edge which is the escape route. Each subsequent unit or vehicle must deploy entirely behind the previous unit, creating a column of march. All of the defender's army must be within 3" of the centre line of the board, facing towards the escape route.
  4. The attacker has first turn.

Diagram: Set-Up. A rectangular table with the attacker's deployment zone as an 18"-deep strip along one long edge (the escape route runs along the near short edge). The defender's deployment zone is a strip centred on the table's centre line, 6" deep, with its front unit set up at least 36" from the escape-route edge.

Mission Objective

The attacker must destroy as much of the enemy convoy as possible, whilst the defender must attempt to escape the trap.

Add the points value of each unit the defender manages to get off the escape route board edge to their victory points total. So, if a squad worth 100 points escapes then add 100 points to the defender's victory points total.

The player with the highest victory points total wins the battle.

Reserves

The attacker's reserves may enter the board from either of the long board edges.

Game Length

The game lasts for a variable number of turns.

Line Of Retreat

Attacking troops which are forced to fall back will do so towards the closest of the long board edge, by the shortest possible route, using the normal fall back rules. Defending troops which are forced to Fall Back will do so directly away from the escape route edge by the shortest possible route using the normal Fall Back rules.