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 Flames of War Friday Night (Last Fight)

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Flames of War Friday Night (Last Fight) Empty
MensagemAssunto: Flames of War Friday Night (Last Fight)   Flames of War Friday Night (Last Fight) EmptySáb Out 29, 2011 12:50 am

BATALHA FINAL: Last Day in Combat

Data: 04 Novembro
Army Size: 700 pts

Special Rules
The Big Push, Moving Pillboxes, Goat Trails&Mules, Pioneer Supply Vehicles, Secure the Objective from the Infantry Aces Campaign, Fortunes of War, Prepared Positions and Delayed Reserves.

Preparing for Battle

1. Decide on a start and ending time for the game
2. The side with more XP is the attacker
3. The attacking side chooses a table side to attack from
4. The attackers place three Objectives in the area defined by the Mission map and number them 1, 2, 3
5. Place an Objective at the point marked 4 and number it 4.
6. The defenders then place two Objectives in the area defined by the Mission map and number them 5 and 6.
7. Each defending player nominates at least half of their platoons to be held off the table in Delayed Reserves
8. The defenders now evenly divide up their table edge into sectors, one for each player, and deploys their remaining platoons in their sector. Platoons held in reserve will arrive in their owning player’s sector
9. The attacking side now deploys its entire force in the area defined by the mission map.

Beginning the Battle

1. Defending players begin the game in Prepared Positions, so their troops are in Foxholes and Gone to Ground.
2. Starting with the defending players, both sides makes Reconnaissance Deployment moves for any Recce Platoons they have in the Table.
3. The attacking players have the first turn.

Ending the Battle
The Battle ends as soon as both sides have the same number of turns and the agreed upon ending time has passed.

Deciding who Won
At the start of a side’s turn when normally check for victory conditions that side earns one Victory Point for each Objective it holds
The side with most Victory Points at the end of the game wins the Last Day of Combat mission.

Fortunes of War
As players fight it out, random events will occur around the Mission’s six Objectives.
At the beginning of a side’s turn, before any dice are rolled during the Starting Step, roll to see if an event happens, then roll another die to see which Objective it has occurred over. Finally resolve the event.
1. At the beginning of a side’s Starting Step, choose a player to roll a die:
• . If the result is 4+, an event occurs on the battlefield
• . Otherwise, no event occurs this turn
2. Assign each Objective a number from 1 to 6 then roll a die to determine which Objective the event will occur at. Centre a 30cmx30cm Event Template (Devastating Bombardment Template) over the Objective so that it square with the table.
3. Roll another die to determine which event will occur under the template. Consult the event table to determine what type of event happens
4. Resolve the event and resume play.

Fortune of War Events Table

1 – Enemy Radio
All teams under the Event Template are hit by a bombardment by four howitzers, rated Trained, with Anti-Tank 4 and Firepower 4+

2 – Art Treasure
Roll a die for each friendly and enemy platoon under the Event Template. The platoon with the highest result (reroll ties) is now in possession of the treasure. Place a token next to the platoon’s command team to mark that is has the treasures.
If that platoon is destroyed it drops the treasures, and leaves the art token on the table. Any platoon that has a team adjacent to the art token at the beginning of the Movement Step may pick it up and place next to its command team.
Whichever side is in possession of the art token at the end of the game scores an extra VP, The art token cannot be voluntarily transferred.

3 – Friendly Advice
Luigi helps the side with the most teams under the Event Template (roll for a tie). Remove one platoon from under the template and deploy it anywhere else under or within 30cm of the template.
The redeployed platoon must be placed more than 10cm away from all enemy teams and cannot launch an assault in the turn it is relocated

4 – Wine Cellar Raid
All platoons under the Event Template are Pinned Down as they raise many toasts to their spoils of war.

5 – Weapons Cache
Roll a die for each friendly and enemy platoon under the Event Template. If the result is 5+, all infantry teams in that platoon are upgraded with submachine-guns and anti-tank mines, making them SMG teams and Tank Assault 5.

6 – The Lost Platoon
Both sides roll a die. The side with the highest result may choose one of theirs players who may restore a Destroyed platoon under the Event Template. If both sides roll the same result, both sides may restore a Destroyed platoon.
A restored platoon may have up to five Infantry teams from the original platoon. It must be placed entirely under the Event Template.
The restored platoon must be placed more than 10cm away from all enemy teams and cannot launch an assault in the turn it is restored. A restored platoon is considered to have moved in the turn it is restored.
If no eligible players have any Destroyed platoons to restore, roll again on the Event Table until a different event occurs.

Não irei participar mas fica aqui a descrição da batalha final em que se juntam do mesmo lado 2/3 exércitos para combater o mesmo do outro lado.
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