Skip to main content

Battle of Crossing: Wolf's Dragoons vs House Kurita

Game Setup:  Board should be set with a central roadway surrounded by large hills to simulate a mountain pass.  Woods and buildings can give a little more cover.


Deployment: Damaged Dragoon mechs are dug in on the hills around the mountain pass.   While Kurita Mechs deploy within 12 inches of their table edge.  At the start of turn 5 Zeta Battalion mechs arrive from the Kurita table edge.


Objectives:

Attacker (Kurita)

+1 Victory Point for each of the damaged Dragoon mechs destroyed before the arrival of Zeta Battalion on turn 5

+2 Victory Points for each Zeta Battalion mech destroyed

+20 Victory points if all Dragoon mechs are destroyed.



Defender: (Wolf’s Dragoons)

+1 Victory Point for each damaged Dragoon mech that survives till Zeta Battalion arrives (scored end of turn 4)

+2 Victory Points for each Zeta Battalion mech that leaves from the defenders table edge

Comments

Popular posts from this blog

Black Parade: an Alpha Strike Scenario

  Premise: The local noble family is participating in a parade in their capital city. Though their security forces have warned them against participating they have insisted on going.  Their enemy have seized the opportunity that has be presented and sent an assassination force to destroy the parade convoy. Set Up:  The table should be a city scape with a large number of buildings.  Designate one short edge to be the parades starting location.  The other short edge will be the escape edge. Deployment: Defender: The defender moves their units onto the table during the first round from the parade start table edge. Attacker: The attacker may deploy up to two(2) units of infantry or battle armor inside of buildings anywhere on the table during the first round.  All other units move onto the table from either long edge during the second round. Parade Convoy: The defender has 100 points to use to create the parade convoy.  It is recommended to use vehicles but if they are not available the

Age of Sigmar Map Campaign: Isle of Death

The Isle of Death Map Campaign: Ver.1.1 In one of the realms, a grand alliance has risen to dominance and has begun the eradication of all other forces.  Commanders lead their armies at a forced march to the Realm Gate to escape annihilation. With limited supplies their road to escape will be long and perilous. 1: Setup 2: Campaign Phases 3: Victory Conditions Campaign Setup: 1: Assemble Players:  Get some friends to play! 2: Select Armies and Determine Island Defenders: Select a Grand Alliance to be the defenders, all other factions are attempting to escape the island. Example: Players with Death Armies serve as the Isle Defenders 3: Determine Realm: Select a realm appropriate to the Isle Defenders.(Death = Shyish) 4: Players select starting locations.  The game master can either randomly select an order or the players may roll off.  Ex: Player 1 selects starting point A, while Player 2 selects starting point F. Campaign Phases: Round: The

The Second War of Futuris Clevelandis

The Second War of Futuris Clevelandis Narrative Campaign Coming this Winter to Drawbridge Games. This is a three part narrative campaign that will be taking place on alternating Thursdays  The Second War of Futuris Clevelandis: Violent warp storms have erupted around the Ohioa System.  The warp instability has damaged and cut the transit of a number of chaos and xenos ships causing them to be trapped in the system requiring repairs. Luckily an Imperial world with sufficient manufacturing capability is within the system, Futuris Clevelandis.  The ships limp towards the planet intent on taking what they need to escape the system.  Though some may just decide planetary conquest will be more fun. ___ What do players need? Commander: Pick and name an HQ unit to be their forces commander to be used in games.  While the commander is alive during a game he grants 1 extra command point per game.    Injuries - If a Commander unit is defeated during a game, th