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Copyright 2013 Spartan Games

SCENARIO: FLANK CHARGE


Ha, theyre caught flat against the anvil - lets bring the hammer. Full Steam
Ahead!
It is often remarked that manoeuvre and positioning are far greater weapons
than simple brute strength, and a force can best an opponent much larger in
numbers if they can catch them unawares. Knowing where your troops should
be placed, how they are going to get there and when they need to arrive is much
more important than who has the largest cannons.
Game Board: 4 by 4.
FORCES
The Attacker, Commander A, may select a Brigade of up to 2000 Points.
The Defender, Commander B, may select a Brigade of up to 1500 Points.
TERRAIN
The Game Board should be set up as close to the provided map as possible.

DEPLOYMENT
Commander A must deploy their Brigade within the 8 area shown on the map.
Commander B must deploy their Brigade within the 8 area shown on the map.
Commander B must keep ONE Formation in reserve. When this Formation
arrives from Reserve it must be deployed arriving from the indicated Board Edge
(B).
FIRST TURN
The Attacker, Commander A, starts the game with the Initiative and goes first.
GAME LENGTH: 6 Turns
VICTORY CONDITIONS
At the end of Turn 6 Commander A scores Victory Points for each Battalion they
have inside the Defenders Deployment zone, and Victory Points for every enemy
Battalion that they Destroy entirely. The Defender, Commander B, gains Double
Victory Points for every enemy Battalion that they Destroy entirely.

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