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SEIZE AND HOLD (AIRBORNE ASSAULT) · A Parachute Unit deploys using the Airborne Assault rules as...

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e glider is silent as it descends from the sky. Only the flak batteries shoot- ing at the tug planes can be heard in the distance. Each member of your platoon instinctively holds their breath as the wooden glider drops lower and lower to the ground that no one can see. Still, the bump and grinding of a 'soft' landing startles you and you can't help but think that the enemy heard it too and you want to get out of this death trap... SPECIAL RULES Airborne Assault (Attacker) Immediate Reserves (Defender) Meeting Engagement (Attacker) Scattered Delayed Reserves (Attacker) Dawn (Both Players) SETTING UP 1. e Attacker picks a short table edge to assault into. e Defender approaches from the opposite edge. 2. Both players, starting with the Attacker, place one Objective in the Attacker’s table half, at least 8”/20cm from table centre line and all table edges. DEPLOYMENT 1. e Attacking player selects up to 60% of their Force to deploy, and holds the rest in Scattered Delayed Reserves. ey will dice to see where each Unit will arrive from Reserve. Remember only Airborne Units may be deployed on the table. 2. e Attacking player places all of their Drop Zone and Landing Zone markers in random quar- ters of their table half using the Airborne Assault rules. 3. ey then place their deployed Airborne Units on the table using the Parachute or Glider Deployment rules. 4. e Defender selects up to 60% of their Force to deploy and holds the rest in Immediate Reserve. Reserves arrive from their short edge. 5. e Defending player places their deployed Units in their table half, at least 16"/40cm from the centre line. 6. Defending Infantry and Gun teams are Dug In and Gone to Ground at the start of the game. Attacking Units are not Dug In. 7. All Infantry and Gun Units on the table are Pinned Down, and all Tank Teams are Bailed Out. 8. e game starts with the Night rules in effect. Players will roll to determine when Dawn arrives. WHO GOES FIRST e Attacker has the first turn. As the game is a Meeting Engagement, the Attacker will Shoot as if they Moved and cannot use Artillery or Aircraft on the first turn. WINNING THE GAME e Defender wins if they end their turn on or after the sixth turn Holding an Objective. e Attacker wins if they end a turn on or after the sixth turn with no Defending Tank, Infantry, or Gun teams within 8”/20cm of the Objectives. SEIZE AND HOLD (AIRBORNE ASSAULT) Both players place an Objecrve in this area Defender places their Units here Defender's Reserves arrive from here 8”/20cm 16”/40cm Aacker rolls to see where their Reserves arrive 8”/20cm 8”/20cm On a 5 or 6, Drop or Landing Zone may be in any quarter On 2, Drop or Landing Zone must be in this quarter On 1, Drop or Landing Zone must be in this quarter On 4, Drop or Landing Zone must be in this quarter On 3, Drop or Landing Zone must be in this quarter 8”/20cm
Transcript
Page 1: SEIZE AND HOLD (AIRBORNE ASSAULT) · A Parachute Unit deploys using the Airborne Assault rules as follows: 1. Roll a die to determine the quarter in which their Drop ... Tank teams

The glider is silent as it descends from the sky. Only the flak batteries shoot-ing at the tug planes can be heard in the distance. Each member of your platoon instinctively holds their breath as the wooden glider drops lower and lower to the ground that no one can see. Still, the bump and grinding of a 'soft' landing startles you and you can't help but think that the enemy heard it too and you want to get out of this death trap...

SPECIAL RULES• Airborne Assault (Attacker)• Immediate Reserves (Defender)• Meeting Engagement (Attacker)• Scattered Delayed Reserves (Attacker)• Dawn (Both Players)

SETTING UP1. The Attacker picks a short

table edge to assault into. The Defender approaches from the opposite edge.

2. Both players, starting with the Attacker, place one Objective in the Attacker’s table half, at least 8”/20cm from table centre line and all table edges.

DEPLOYMENT1. The Attacking player selects up

to 60% of their Force to deploy, and holds the rest in Scattered Delayed Reserves. They will dice to see where each Unit will arrive from Reserve. Remember only Airborne Units may be deployed on the table.

2. The Attacking player places all of their Drop Zone and Landing Zone markers in random quar-ters of their table half using the Airborne Assault rules.

3. They then place their deployed Airborne Units on the table using the Parachute or Glider Deployment rules.

4. The Defender selects up to 60% of their Force to deploy and holds the rest in Immediate Reserve. Reserves arrive from their short edge.

5. The Defending player places their deployed Units in their table half, at least 16"/40cm from the centre line.

6. Defending Infantry and Gun teams are Dug In and Gone to Ground at the start of the game. Attacking Units are not Dug In.

7. All Infantry and Gun Units on the table are Pinned Down, and all Tank Teams are Bailed Out.

8. The game starts with the Night rules in effect. Players will roll to determine when Dawn arrives.

WHO GOES FIRSTThe Attacker has the first turn. As the game is a Meeting Engagement, the Attacker will Shoot as if they Moved and cannot use Artillery or Aircraft on the first turn.

WINNING THE GAME• The Defender wins if they end their turn on or after the

sixth turn Holding an Objective.• The Attacker wins if they end a turn on or after the sixth

turn with no Defending Tank, Infantry, or Gun teams within 8”/20cm of the Objectives.

SEIZE AND HOLD (AIRBORNE ASSAULT)

Both players place an Objecrtive in this area

Defender places their Units here

Defender's Reserves arrive from here

8”/20cm

16”/40cm

Attacker rolls to see where their Reserves arrive

8”/20cm

8”/20cm

On a 5 or 6, Drop or Landing Zone may be in any quarter

On 2, Drop or Landing Zone must be in this quarter

On 1, Drop or Landing Zone must be in this quarter

On 4, Drop or Landing Zone must be in this quarter

On 3, Drop or Landing Zone must be in this quarter

8”/20cm

Page 2: SEIZE AND HOLD (AIRBORNE ASSAULT) · A Parachute Unit deploys using the Airborne Assault rules as follows: 1. Roll a die to determine the quarter in which their Drop ... Tank teams

The D-Day Mission Terrain Pack makes it it easier than ever to play Beach Assault and Airborne missions, containing rules, scenarios, and cardboard pop out bunkers and landing craft to get your beach landings on the table without the need for dedicated terrain pieces.

THIS SET CONTAINS: 1x 16”/40cm x 48”/120cm Beach Mat

5x Cardboard Punch-out Sheets

5x Defence Unit Cards

1x Mission and Rules Booklet

Incl

udes

16"

/40c

m x

48"

/120

cm b

each

mat

L A N D I N G Z O N E

L A N D I N G Z O N E

Crash! Crash!

8"/20cm 8"/20cm

12"/30cm 12"/30cm

16"/40cm 16"/40cm

D R O P Z O N EDrift:

1 or 2: 4"/10cm 3 or 4: 8"/20cm

5 or 6: 12"/30cm

D R O P Z O N EDrift:

1 or 2: 4"/10cm 3 or 4: 8"/20cm

5 or 6: 12"/30cm

FW262A3 © 2019 Battlefront Miniatures Ltd.

Drop Zone Markers

Landing Zone Markers

Tobruk Pits

Bar

bed

Wir

e To

kens

Min

efiel

d To

kens

Gun Nests

MORTARMORTAR

2C

M A

A G

UN

FRENCH TURRET BUNKER FRENCH TURRET

BUNKER

5C

M G

UN

Anti-tank Bunkers

Defilade Walls

Landing Craft

Field Of Fire Fi

eld

Of F

ire

FW262A1 © 2019 Battlefront Miniatures Ltd.

5CM

BU

NK

ER

8.8C

M B

UN

KER

D-DAY: BEACH ASSAULT

D-DAY: BOCAGE COUNTRY

FW262A

FW264A

CONTAINS

OF BOCAGE

CONTAINS

OF BOCAGE

It has never been easier to build a Bocage table!

AIRBORNE ASSAULT MARKERSLanding Zone Marker

Drop Zone Marker

D R O P Z O N EDrift:

1 or 2: 4"/10cm

3 or 4: 8"/20cm

5 or 6: 12"/30cm

LA

ND

ING

Z

ON

E

Cra

sh!

8"/2

0cm

12"/

30cm

16"/

40cm

© 2019 Battlefront Miniatures Ltd. Permission is granted to photocopy for game use.

MISSION TERRAIN PACKS

This Bocage in this pack is:• Pre-folded and glued, ready to play,• Enough for an entire 4’ x 4’, or

120cm x 120cm Bocage table,• Easily stored in a file box when not in use.

FIRE-POWER

NOTESANTI-TANK

RANGEWEAPON

HALTED MOVINGROF

8.8cm Bunker 48”/120CM 2 2 17 3+ Forward Firing

5cm Bunker 28”/70CM 2 1 8 4+ Forward Firing

SAVE

Bunker2+ CONFIDENT 4+

MOTIVATION

SKILL

BunkerAssault

6 GREEN 5+

CROSSROAD DASH

CROSS COUNTRY DASHTERRAIN DASH

--

--

-TACTICAL

• GUN UNIT • BUNKER •ANTI-TANK BUNKER

BUNKER 2+ IS HIT ON

FIRE-POWER

NOTESANTI-TANK

RANGE

WEAPON

HALTED MOVINGROF

8.8cm Bunker48”/120CM 2 2 17 3+ Forward Firing

5cm Bunker28”/70CM 2 1 8 4+ Forward Firing

SAVE

Bunker2+

CONFIDENT 4+MOTIVATION

SKILL

BunkerAssault

6 GREEN 5+

CROSS

ROAD DASH

CROSS COUNTRY DASH

TERRAIN DASH

--

--

-

TACTICAL

• GUN UNIT • BUNKER •ANTI-TANK BUNKER BUNKER 2+ IS HIT ON

Page 3: SEIZE AND HOLD (AIRBORNE ASSAULT) · A Parachute Unit deploys using the Airborne Assault rules as follows: 1. Roll a die to determine the quarter in which their Drop ... Tank teams

A Parachute Unit deploys using the Airborne Assault rules as follows:1. Roll a die to determine the quarter in which their Drop

Zone marker can be placed. On a roll of 5 or 6, the player may choose any quarter to place the marker in.

2. Place the Drop Zone marker in the rolled quarter in any orientation.

3. Roll to determine Unit’s direction of Drift and place the Unit Leader against the appropriate face of the Drop Zone marker.

4. Roll again to see how far the Unit Drifts using the Parachute Drift Table.

5. Move the Unit Leader the indicated distance in the direc-tion of Drift.

6. Deploy the rest of the Unit so that it is In Command and remove the Drop Zone marker.

7. The Unit does not start the game Dug In or Gone to Ground.

AIRBORNE ASSAULTS

AIRBORNE UNITSAirborne Formations are marked as such at the top of their Formation HQ Unit Card. All Units in an Airborne Formation are Airborne Units. To determine how they land, Airborne Units are classified into Parachute Units (whose name will start with Parachute) and Glider Units (all others).

Airborne landings are always confused and messy, especially so when conducted at night like those on D-Day. Troops are wildly scattered across the battlefield and neither side knows what's really going on!

AIRBORNE RESERVESIn an Airborne Assault mission, the Attacker may only deploy Airborne Units on table. All other Units must be in Reserve.

SCATTERED LANDINGSBefore deploying Airborne Units, divide the Attacker's Deployment Area into quarters numbered from 1 to 4. This will determine which area each Drop Zone or Landing Zone marker may be placed in.

PARACHUTE DEPLOYMENT

ROUGH LANDINGSIf a Parachute Unit Leader ends their Drift in Difficult or Impassable Terrain or within 2"/5cm of an enemy team, they continue to Drift a further 4"/10cm. • If the Unit Leader is still in Difficult Terrain, all Teams in

the Unit must immediately roll a Save or be Destroyed.• If the Unit Leader is still in Impassable Terrain or within

2"/5cm of an enemy Team, the Unit is Destroyed. • Otherwise, they deploy the rest of the Unit as normal at

their new location.

PARACHUTE DRIFT TABLE

or

or

or

4"/10cm

8"/20cm

12"/30cm

DICE RESULT DISTANCE

D R O P Z O N E

Drift:

1 or 2: 4"/10cm

3 or 4: 8"/20cm

5 or 6: 12"/30cm

4"/10cm

PARACHUTE DEPLOYMENT

2. Roll for direction of drift. Place Unit Leader against Drop Zone marker to show direction.

3. Roll for distance drifted

1. Place Drop Zone marker.

4. Move Unit Leader by drift distance.

5. Deploy Unit around Unit Leader.

Page 4: SEIZE AND HOLD (AIRBORNE ASSAULT) · A Parachute Unit deploys using the Airborne Assault rules as follows: 1. Roll a die to determine the quarter in which their Drop ... Tank teams

LA

ND

ING

Z

ON

E

Crash! 8"/20cm 12"/30cm 16"/40cm

GLIDER SKID TABLE

or

or

Crash!

8"/20cm

12"/30cm

16"/40cm

DICE RESULT DISTANCE

A Glider Unit deploys using the Airborne Assault rules as follows:1. Roll a die to determine the quarter in which their Landing

Zone marker can be placed. On a roll of 5 or 6, the player may choose any quarter to place the marker in.

2. Place the Landing Zone marker in the rolled quarter point-ing in any direction.

3. Place the Unit leader behind the marker.4. Roll to see how far the glider Skids using the Glider

Skid Table.5. Move the Unit Leader the indicated distance in the direc-

tion shown by the Landing Zone marker.6. Deploy the rest of the Unit so that it is In Command and

remove the Landing Zone marker.7. The Unit does not start the game Dug In or Gone to Ground.

CRASH!If a result of 1 is rolled for the landing, the glider Crashes and the Unit Leader is not moved.When a glider Crashes, all Teams in the Unit must immedi-ately roll a Save or be Destroyed. Infantry and Gun teams use their normal Save. Tank teams have a 4+ Save to survive the crash. The Unit is Pinned Down and its Tanks are Bailed Out.

If the distance rolled results in the Unit Leader Drifting or Skidding off the table, then the Unit goes into Reserve in addition to the normal Reserves.

ROUGH LANDINGSIf a Glider Unit Leader Skids into Difficult Terrain, then the Unit Leader stops in contact with the Difficult Terrain and the glider Crashes.If a Glider Unit Leader Skids into Impassable Terrain, then the Unit is Destroyed.If a Glider Unit Leader ends their Skid within 2"/5cm of an enemy team, they continue to Skid a further 4"/10cm. If the Unit Leader is still within 2"/5cm of an enemy Team, the Unit is Destroyed. Otherwise, they deploy the rest of the Unit as normal at their new location.

GLIDER DEPLOYMENT

LANDING OFF THE TABLE

8"/20cm

GLIDER DEPLOYMENT

2. Place Unit Leader behind Landing Zone marker.

3. Roll for distance skidded.

1. Place Landing Zone marker.

4. Move Unit Leader by skid distance.

5. Deploy Unit around Unit Leader.


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