Attacker's Overview
The enemy have established a heavily fortified defensive line of bunkers, trenches and pillboxes. You have been ordered to assault the strongpoints and capture or destroy them.
Defender's Overview
Your forces are holding a well-defended part of the line with orders to hold off all attacks and, most importantly, prevent the bunkers from falling into enemy hands.
Scenario Special Rules
Bunker Assault missions use the Deep Strike, Fortifications, Infiltrators, Preliminary Bombardment, Reserves and Victory Points scenario special rules.
Set-Up
Both players roll a dice, the player that scores highest chooses which long edge he will deploy on.
The defender's deployment zone is up to 18" onto the board. He may set up fortifications anywhere in this zone and must include at least one bunker. The bunkers must be placed no closer than 6" to any table edge.
The defender deploys any of his Troops and HQ units in his deployment zone. He does not have to deploy all these units, but must deploy at least one. Any units not deployed are in reserve.
Once the defender has deployed, the attacker deploys his entire army up to 12" onto the tabletop from his board edge.
If the attacker has any Infiltrators in his force then they may be deployed after the defender has set up, as described above. However, they are not restricted by the deployment zones, and may set up anywhere on the battlefield which is more than 18" from an enemy unit.
The attacker resolves his Preliminary Bombardment.
Roll for who gets first turn. The player that rolls highest chooses whether to go first or second.
Diagram: Attacker's deployment zone extends 12" onto the table from one long edge; defender's deployment zone extends 18" onto the table from the opposite long edge.
Mission Objectives
The attacker must destroy or occupy the bunkers. For each bunker destroyed, or occupied only by his troops at the end of the game, he gains +150 victory points.
The defender must hold the attacker off and retain control of as many bunkers as possible. For each bunker occupied only by the defender's troops at the end of the game he gains +150 victory points.
At the end of the game add up victory points for enemy units destroyed and bunkers destroyed or captured. The highest score wins.
Reserves
The defender's reserves move on from his table edge.
Game Length
The game lasts for six turns.
Line Of Retreat
Troops which are forced to fall back will do so towards their board edge by the shortest route, using the normal Fall Back rules.