So this is the turn three update. This turn was fast and furious and involved several grudge matches. The idea was a breakout scenario (rules printed below) with the defender holding with half his forces while the other half were in reserve. Read the victory conditions, as the idea really went well. This game was not about destroying the enemy for the attacker. So far the results have been a victory for an attacker (won by rushing units off the board instead of fighting) A defender (the attacker got bogged down killing) and a draw (a really close game decided a draw on the last turn, attacker saved by rushing a unit off board). Here's the scenario rules:
Turn 3 special rules:
Breakout!
Attacker: You have busted the opposing lines, and now seek to expand the breakout by forcing reinforcements through the breach. Enemy units are less important than territory and expanding the breach.
Defender: You're lines have been breached, and catastrophe looms. The survivors of the opening engagement must hold on against superior numbers while reserves rush to close the breach.
Players roll, highest roll chooses to be defender or attacker. In this game the defender sets up first and goes first. Use the following deployment zone.
Special Rules:
Opening Bombardment: The attacker has bombarded defending position with a rolling barrage. The defender's units may not move on the first turn of the game IN THE MOVEMENT PHASE only. They may shoot and use all other abilities.
Deep Strike: Deep striking units cannot land on the defender's side of the center line.
Victory Points:
Attacker: 1 point for each attacking unit on the defender's side of the center line (the front edge of the defender's deployment zone.)
2 points for each unit that exits off the defender's table edge.
Defender: 1 point for each attacker unit completely destroyed or on the attacker's side of the center line (the front edge of the defender's deployment zone.).
Turn 3 special rules:
Breakout!
Attacker: You have busted the opposing lines, and now seek to expand the breakout by forcing reinforcements through the breach. Enemy units are less important than territory and expanding the breach.
Defender: You're lines have been breached, and catastrophe looms. The survivors of the opening engagement must hold on against superior numbers while reserves rush to close the breach.
Players roll, highest roll chooses to be defender or attacker. In this game the defender sets up first and goes first. Use the following deployment zone.
Special Rules:
Opening Bombardment: The attacker has bombarded defending position with a rolling barrage. The defender's units may not move on the first turn of the game IN THE MOVEMENT PHASE only. They may shoot and use all other abilities.
Deep Strike: Deep striking units cannot land on the defender's side of the center line.
Victory Points:
Attacker: 1 point for each attacking unit on the defender's side of the center line (the front edge of the defender's deployment zone.)
2 points for each unit that exits off the defender's table edge.
Defender: 1 point for each attacker unit completely destroyed or on the attacker's side of the center line (the front edge of the defender's deployment zone.).