Night Fight

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 66

Overview

Both sides have unexpectedly collided with an enemy force whilst moving forward at night. Muzzle flashes and tracer rounds criss-cross the battle as both sides attempt to locate and destroy the enemy. This is a variant on the cleanse mission with a special rule to represent the darkness.

Scenario Special Rules

Night Fight missions use the Night Fighting and Infiltrators scenario special rules.

Set-Up

  1. Divide the board into four quarters. Both Players roll a dice, the player with the highest may pick which quarter to deploy in. The other player's deployment zone is the opposite quarter.

  2. The Player that scored the lowest now deploys one unit in their quarter of the board. His opponent then deploys a unit in their deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table.

    No units may be deployed within 24" of the enemy. The player must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack Units.

    If either side has any infiltrators, they may make one move after deployment but before the game starts. The player who finished deploying last moves first.

  3. Roll for who gets first turn. Highest score may choose whether to go first or second.

Diagram: Board divided into four quarters by two perpendicular dashed lines through the centre; arrows point outward from the centre in all four directions. Caption: "Armies deploy in opposite quarters."

Mission Objective

Both forces are seeking to clear the area of all enemy forces, securing ground as they go. The player that occupies the most quarters of the board at the end of the game wins.

To claim a table quarter as occupied there must be no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area. You must have a mobile vehicle, or at least one unit of troops, bikes or cavalry with more than half their original number of models in the area. Note that characters do not count as units and so may not secure table quarters on their own.

Reserves

None.

Game Length

The Game lasts 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.