AT-43 Campaign III
Mission 5 - Hold
Now that a few factions have been successful in gathering
the precious mineral in quantity they need to get it 'off planet'. As this is
being attempted strike forces from the other factions come to disrupt the
process and steal as much mineral for themselves as possible. Since most of the
main forces have been evacuated already, the rear guard troops need to hold off
the enemy as long as possible to get as much mineral 'off planet' as possible.
The orders are 'Hold Until Relieved' knowing relief will be slow in coming if at
There will be two 3-player games.
1500 points (1000 AP / 500 RP).
No civilians allowed in this mission, it’s no place for non-combatants.
Map is trenches on one side of the board and the 2
attackers enter from the other side of the board. The first two objective
markers are 24 cm from the attackers entry points (approximately mid way between
the attackers entry point and the trench objective markers). The second set of
objective points are within the trenches 24 cms from the first set of objective
markers. There is some terrain within the ‘no-mans’ land to offer cover to the
attackers from the trenches and from each other.
If only 5 show to game 3 attackers and 2 defenders (1
board). If 4, adjustments made at game.
4 objective points on each map. 1 VP per round for the
faction having the most INFANTRY models in PHYSICAL contact with the objective
(model has to be on the objective marker or touching it with its base). If tie
for number of models, victory point goes to highest model cost touching the
Players have to declare the EXACT army sheet they will be
using in the game BEFORE the card is drawn to see if they are an attacker or the
defender on whatever table. You can’t wait to see if you are going to be an
attacker or a defender or who you are playing before picking your army.
Before the start of the game the Defender gets to place 10
total minefield cards of their choice (Anti-personnel or anti-armor). This
placement cannot be on objective markers or within 10 cms of the attackers
Artillery Strikes are allowed. Infantry models ACTUALLY in
trenches will get a 'Take Cover' save individually vs. indirect fire weapons and
Smoke Barrage – In place of an artillery strike, any
player can decide to launch a smoke barrage instead. Each player gets to launch
a maximum of two smoke barrages in the game (1 max a round per player). Since
smoke is launched lower than other artillery, it cannot be blocked by mechanisms
that can block artillery, but it still uses indirect fire rules. Roll as you
would for your regular artillery strike to determine where it hits. We will be
using smoke markers that are approximately 8 inches in diameter. Smoke barrage
uses indirect fire rules to place. Smoke template blocks line of sight from when
it is placed until the end of the ROUND.
Defender starts with RPs in the game. Attackers roll a die
in round 1 to see how many of the 500 RPs come in round 2 (1 means 0, 2, means
100 RPs, 6 means all 500 point). The remainder RPs will come in round 3.
Our normal agreed end time rules. The highest VP wins. In
case of a tie, ties are broken highest value hero remaining in play, then
finally by a dice roll.
All non winners will get 2 MP. Single winner will get 6
Game 1: Aaron 5, Stu 0, Brian 0
Game 2: David 8, Rob 7, Rocky 5