Cauldron Mission FOW

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CAULDRON SCENARIO Special Rules: Immediate Ambush Immediate ambush is the same as ambush (platoon is placed in reserve but counts as being deployed on the table), except that a p lyer MUST place platoons they are holding in immediate ambush on the table at the start of the game after all other Deployment, but before the game begins Prepared Positions !oth players may start any Infantry and "un teams as gone to ground (pg #$) and dug in (pg %&) at the start of the game Reserves 'o u eep a scenariospecified proportion of platoons in reserve at the start of game Turn &, roll & die, turn * roll *, turn + roll + etc etc ach %- brings in a platoon from .eserve If you roll + or more dice, you al/ays get one platoon, even if none of your rolls /ere a %- (details pg *01) Delayed Reserves Don2t start rolling for .eserves until turn +, /hen you get one die, turn 3 you get t/o dice, etc etc Random Deployment Divide the table into 3 4uarters, numbered &3 .oll for each platoon being deployed &3, they deploy in that 5uadrant 6n a % or 0, the o/ning player chooses Must be deployed &07 a/a y from visible enemies, or 17 if out of 8oS VICTORY CONDITIONS: 6n or 9fter turn 0 9ttacer /ins if they start a turn holding an ob:ective Defender /ins if they begin their turn /ith no attacing teams /ithin &07 of either ob:ective .688 T6 ;IT <oncealed= more than half of each team>vehicle in cover <onscript *- Trained +- ?eterans 3- 6ver &07 a/ay "one to "round <oncealed .o@ & and Moved, each add & to the difficulty

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CAULDRON SCENARIO

Special Rules:

Immediate Ambush

Immediate ambush is the same as ambush (platoon is placed in reserve but counts as being deployed on

the table), except that a plyer MUST place platoons they are holding in immediate ambush on the tableat the start of the game after all other Deployment, but before the game begins

Prepared Positions

!oth players may start any Infantry and "un teams as gone to ground (pg #$) and dug in (pg %&) at the

start of the game

Reserves

'ou eep a scenariospecified proportion of platoons in reserve at the start of game

Turn &, roll & die, turn * roll *, turn + roll + etc etcach %- brings in a platoon from .eserve If you roll + or more dice, you al/ays get one platoon, even

if none of your rolls /ere a %- (details pg *01)

Delayed Reserves

Don2t start rolling for .eserves until turn +, /hen you get one die, turn 3 you get t/o dice, etc etc

Random Deployment

Divide the table into 3 4uarters, numbered &3

.oll for each platoon being deployed &3, they deploy in that 5uadrant 6n a % or 0, the o/ning player

chooses

Must be deployed &07 a/ay from visible enemies, or 17 if out of 8oS

VICTORY CONDITIONS:

6n or 9fter turn 0

9ttacer /ins if they start a turn holding an ob:ective

Defender /ins if they begin their turn /ith no attacing teams /ithin &07 of either ob:ective

.688 T6 ;IT <oncealed= more than half of each team>vehicle in cover 

<onscript *-Trained +-

?eterans 3-

6ver &07 a/ay"one to "round

<oncealed

.o@ & and Moved, each add & to the difficulty