Patrol

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 67

Overview

You have been detailed to patrol no man's land and drive off any enemy forces encountered. Additional forces are near at hand to secure victory but be warned – the enemy have their own reserves and will attempt to do the same to you!

Scenario Special Rules

Patrol missions use the Random Game Length, Reserves and Victory Points scenario special rules.

Set-Up

  1. Both players roll a dice, the winner gets to choose their deployment zone. This can be either a long board edge or a corner. Units may be deployed up to 12" onto the board. If it is a corner, then units may be deployed up to half-way along the board edge.

    The Opponent gets the opposite board edge or corner.

  2. Both players roll a dice, the loser deploys one unit of troops, this is their patrol. The Winner then deploys one unit of troops in their deployment zone. The rest of their forces are in reserve.

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

Diagram: Rectangular table showing L-shaped deployment zones. A long-edge deployment zone extends 12" in from the top board edge across the full width. A corner deployment zone is an L-shape extending 12" in from each of two adjacent edges, covering half the table's width and half its length.

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. A captured Table Quarter is worth +150 Victory Points at the end of the battle.

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.