Attacker's Overview. You are to launch a surprise attack against an enemy strongpoint and eliminate it before enemy reserves can react.
Defender's Overview. Your forces are holding a well defended strongpoint. Your task is to guard the strongpoint and hold off any enemy attack until reserves can move up to support you.
Scenario Special Rules
Strongpoint Attack missions use the Deep Strike, Fortifications, Infiltrators, Obstacles, Reserves, Sentries, Victory Points scenario special rules.
Set-Up
- Each player rolls a dice. The winner chooses a long board edge.
- Mark a 24" square area central to the defender's edge of the board, as shown on the map. This is the defender's deployment zone.
- The defender may position fortifications in his deployment zone, forming the strongpoint. He must include at least one bunker in his defences.
- The defender positions his sentries. These are placed within 18" of the outside of his deployment zone. The number of sentries varies depending on the defending army (see the scenario special rules).
- The defender places his obstacles. They may be placed anywhere on the tabletop up to 18" away from the defender's deployment zone.
- The defender deploys any of his HQ, Troops or Heavy Support units in his deployment zone. He does not have to deploy them all, but he must deploy at least one unit. Any units not deployed are in reserve.
- If the attacker has any Infiltrators then they may be deployed anywhere outside the defender's deployment zone. Other units must be placed at least 18" away from the defender's deployment zone. Any forces not deployed at the start are in reserve.
- The attacker gets the first turn.
Diagram: Strongpoint Attack Set-Up. A 24" square Defender's Deployment Zone sits centred on the defender's table edge. The Attacker's Deployment Zone wraps around it as an 18"-wide band on the left, right, and top (facing) sides of the defender's zone.
Mission Objectives
The attacker must crush the defenders, and gains +200 victory points for each bunker he destroys.
The defender needs to hold out until his reserves arrive and gains +200 victory points for each bunker occupied only by his troops when the raid is over.
At the end of the game add up victory points. The highest score wins.
Reserves
When the defender's reserves arrive they move on from the defender's board edge. The attacker's reserves move on from any of the other board edges.
Game Length
The game lasts for four turns after the alarm has been raised.
Line of Retreat
Troops which are forced to fall back will do so towards their board edge by the shortest route possible, using the normal Fall Back rules.