Patrol

Source: Core Rulebook 3E, p. 141

Standard mission where small patrol units clash first and both sides' reserves feed in over a variable game length, decided on victory points.

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 his 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 halfway along each 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 his patrol. The winner then deploys one unit of troops in his deployment zone. The rest of their forces are in reserve.

  3. Both players roll a dice, the player that rolls highest may choose whether to go first or second.

Diagram: Deployment zones extend 12" onto the table from either a long board edge or a corner (12" along each board edge from the corner).

Mission Objective

Both players must attempt to eliminate the enemy without losing too much of their own strength. The player with the highest victory points total wins the game.

Reserves

When either player's reserves become available they move on from that player's deployment zone board edge.

Game Length

The game lasts for a variable number of 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.