Sometimes as a soldier you have no choice but to drive forward to try and punch through enemy lines.
Set-Up
Both players roll a die. The highest scorer picks a table side and can place up to three non-vehicle units on the table within 6 inches of their board edge. Their opponent then does the same.Both sides must nominate at least half of their remaining units to form their first wave. This can be the entire army if desired. Any units not included in the first wave are left in reserve (see Reserves p119) although units may NOT outflank during this mission. In addition, units such as observers, scouts and snipers are deployed as regular units in mission and may not be deployed more than 6 inches from their table edge.
Objective
Players must try to move as many units as they can into their opponent's deployment zone while causing the maximum amount of damage to their opponent's forces and not loosing their own forces at the same time.First Turn
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table from any point on their side's table edge, and must be given either a run or advance order. Note that no order test is required to move onto the table as part of the first wave.Game Duration
Keep count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1, 2, or 3 the game ends, on a roll of a 4, 5, or 6 play one further turn.Victory
At the end of the game calculate which side has won by adding up victory points as follows. If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared - a draw!- Players score 1 victory point for every enemy unit destroyed.
- Players also score 1 victory point for every non-transport vehicle, infantry and artillery unit they have in their opponent's deployment zone. Immobilised vehicles and pinned units in that deployment zone DO count towards this total.