Mission: Attack and Defend v2.0

I’m revising this mission to remove the turn-based scoring and instead going with end of game conditions.

Attack and Defend

Objective
You are trying to get more scoring units into the enemy’s deployment zone while preventing them from doing the same. At the end of the game you get points for the following:

2pts – If you have more scoring units in the enemy’s deployment zone than the enemy has in their own deployment zone.
2pts – If you have more scoring units in your deployment zone than the enemy has in your deployment zone.

1pt – If you have an equal amount of scoring units in the enemy’s deployment zone as the enemy has in their own deployment zone.
1pt – If you have an equal amount of scoring units in your deployment zone as they enemy has in your deployment zone.

The 1pt conditions require that there is a scoring unit, IE: neither of you having a scoring unit in your own deployment zone does not get you 1pt.

Deployment
Pitched Battle

Game Length
Standard game length or time, whichever comes first.

Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative, night fight turn #1

Calculate Results
Massacre – 4pts more than your opponent.
Major – 3pts more than your opponent.
Minor – 1 or 2pts more than your opponent.
Draw – Any other condition

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the mission objective.

Battle Point Modifiers
+1 destroying all enemy Troops
+1 if all your Troops are alive
+1 if the enemy has no units left in their deployment zone
+1 if none of your elite, fast attack, or heavy support choices are in your or your opponent’s deployment zone at the game’s end
+1 if all your HQs are alive and none of the enemy’s HQs are alive

 

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