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MAELSTROM OF WAR
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Cleanse and ControlThe battlefield is strewn with discarded equipment, wounded comrades, supplies and other vital detritus of war. Search for and recover these artefacts at all costs and eliminate any enemy forces that dare oppose you.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the Deployment Map included with this mission or, if both players agree, use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining Deployment Maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 3 Tactical Objectives at the start of his first turn. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Tactical Objectives, he must generate a number of new Tactical Objectives until he has 3. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives 2
MAELSTROM OF WAR
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Contact LostAll contact with command has been lost and the enemy are doubtless advancing towards your position. You must secure sites of tactical import to re-establish communications with all due haste and engage any hostile forces encountered with extreme prejudice.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the Deployment Map included with this mission or, if both players agree, use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set-up, but before determining Deployment Maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 1 Tactical Objective at the start of his first turn. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 6 Active Tactical Objectives, he must generate one new Tactical Objective for each Objective Marker he currently controls (to a maximum of 6). If a player does not control any Objective Markers at the start of his turn, he cannot generate any new Tactical Objectives. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives 3
MAELSTROM OF WAR
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Tactical EscalationWhat began as a simple raid has long-since escalated into full-blown battle as both sides commit more and more forces into the fray. With every moment that passes, more of your comrades engage the enemy and another mission-critical target is identified.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the deployment map included with this mission or, if both players agree, use Random Deployment Zones to determine which deployment map will be used for this mission. Each player rolls a D6, rerolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining deployment maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 1 Tactical Objective at the start of his first turn. If, at the start of their turn, a player has fewer Active Tactical Objectives than the current turn number, he must generate a number of new Tactical Objectives until he has a number equal to the current turn number. The table below shows the maximum number of Active Tactical Objectives a player can have at the start of a turn. If, at the start of his turn, a player has more Active Tactical Objectives than this number, he must discard Tactical Objectives of his choice until he has the correct number remaining.
The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives 4
MAELSTROM OF WAR
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The Spoils of WarA vital re-supply convoy has been intercepted and its cargo lost in the deserted ground of no man’s land. You must reclaim these spoils of war before the enemy can reach them whilst inflicting as much damage upon the foe as possible.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the deployment map included with this mission or, if both players agree, use Random Deployment Zones to determine which deployment map will be used for this mission. Each player rolls a D6, rerolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining deployment maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 3 Tactical Objectives at the start of his first turn. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Tactical Objectives, he must generate a number of new Tactical Objectives until the player has 3. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives. For example, if one of your opponent’s Active Tactical Objectives is ‘Secure Objective 4’, and at the end of your turn you control Objective Marker 4, you achieve that Tactical Objective and score 1 Victory Point. Your opponent then has to discard that Active Tactical Objective. 5
MAELSTROM OF WAR
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Cloak and ShadowsEnemy patrols are operating in this area, searching the battlefields for some critical objectives. Scout the area and discover his plans, but be sure not to reveal your own goals. If you can deny the enemy his objectives whilst achieving your own, victory will be assured.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the deployment map included with this mission or, if both players agree, use Random Deployment Zones to determine which deployment map will be used for this mission. Each player rolls a D6, rerolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining deployment maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 3 Tactical Objectives at the start of his first turn. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Tactical Objectives, generate a number of new Tactical Objectives until the player has 3. These should be kept secret (see Secret Orders, below). Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives. 6
MAELSTROM OF WAR
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DeadlockMonths of bitter fighting have ended in a deadlock, but a fleeting opportunity has arisen for you to strike a devastating blow against the enemy to tip the balance of the war. Strike hard and fast, for with every moment you delay your tactical options dwindle and the chance for victory slips away.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Then, use the Deployment Map included with this mission or, if both players agree, use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set-up, but before determining Deployment Maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. Tactical Objectives Each player generates 6 Tactical Objectives at the start of his first turn. The table below shows the maximum number of Active Tactical Objectives a player can have at the start of each turn. If, at the start of his turn, a player has more Active Tactical Objectives than this number, he must discard Tactical Objectives of his choice until he has the correct number remaining. If, at the start of his turn, a player has fewer Active Tactical Objectives than the number shown in the table, he must instead generate new Tactical Objectives until he has the correct number.
The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective Achieve as many Tactical Objectives as possible. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives |