Overview
You have been sent to recover something valuable from the front lines. It might be plans or maps which were left on-board a wrecked vehicle, an item of spiritual significance or an individual such as a spy with vital information, an assassin or an injured commander lost in enemy territory. Both forces are sweeping the area for the prize and the battle begins when they clash somewhere near its location.
Scenario Special Rules
Rescue missions use the Reserves scenario special rule.
Set-Up
- Before choosing table edges or deploying any forces the players place 6 counters, numbered 1 to 6, face down anywhere on the table, (without looking at the numbers on the counters!). The players should take turns placing 3 counters each. Each counter must be no closer that 12" to another counter and no closer than 12" to any board edge.
- Determine which one of these counters is the objective by rolling a dice. The counter with that number on it is the real objective and must be discovered by the armies during the battle.
- Both players roll a dice, the player that rolls highest chooses where he will deploy. He can choose to either deploy from a corner or a long board edge; he may not choose a short board edge. He may deploy up to 6" onto the board. His opponent gets the opposite deployment zone, so either both forces start in the corners or along either long board edge.
- Both players roll a dice, the lowest dice roll deploys first. He may set up any or all of the units from his Troops allowance in his deployment zone. He does not have to deploy all his Troops, but he must deploy at least one unit. Any Troops not deployed are in reserve, as is the rest of his force. The winner then deploys his force.
- Both players roll a dice, the highest score may choose whether to take the first or second turn.
Diagram: Deployment zones extend 6" onto the table from either a long board edge or a corner (6" along each board edge from the corner).
Mission Objective
The player in possession of the objective at the end of the game wins. If no one has the objective at the end of the game then it is a draw.
To reveal a counter the player must move a model into contact with it and halt the model's movement. Turn the counter face up and see which number it has on it. If the counter is the one with the number rolled at the start of the game the model has located the objective, and it is now in that model's possession. If the counter is any other number discard it and keep hunting.
If the model carrying the prize is killed or has to Fall Back then the counter is dropped and remains on the board. It may be picked up by any model that moves into contact with it.
The model can pass the objective to another model by moving into base contact. Neither model may move after they have come into contact until their next turn, and the objective can only be handed off once per turn.
Reserves
None.
Game Length
The game lasts for 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.