|
Flames of War
TANKSGIVING!!!
November 22nd 11:00am-6:00pm
Rules and
Regulations
1. All players may
only bring companies in which their combat platoons
are rated as tank teams.
2. All players may
bring as many companies as they want as long as they
adhere to the multiple companies rules on pages 119
and 183 of the main rulebook.
3. Each player may
only bring one infantry platoon per company
4. No player may
have air power in any of their companies.
Special Rules for air power are provided below.
5. Each player
must calculate their individual points and combine
them with all their allied players to achieve the
armies overall points.
6. This scenario
uses the Mobile Battle, Ambush, and
Reserves special rules.
Set-up
1. This game is a
modified version of Free-For-All and this scenario
uses the same deployment zones as a Free-For-All
mission located on page 202 of the main rulebook.
2. The side which
has fewer overall points chooses one of the long
table edges to defend from. The other side
attacks from the opposite table edge,
3. Starting with
the attacking side they must place one objective in
their own deployment zone for every six feet of
table length that is being used. The defending
side must now do the same. Now the attacking
side must place one objective in No Man's Land for
every feet of table length. The defending side
must do the same. Finally, the attacking side
places one objective in their opponent's deployment
zone for every six feet of table length. The
defender side does the same. The objectives in
the deployment zones may not be within 8" of any
table edge and the objectives in No Man's Land may
not be within 8" of any line that separates the
deployment zones from No Man's Land.
4. Each attacking
player may place up to half of their platoons in
reserve and then all remaining platoons must be set
up no further than 12" from their table edge.
The defending players must now place all of their
platoons on the table no further than 12" from the
table edge but they may hold one platoon in Ambush
for every 500 point increment difference (rounding
up) between the defenders overall points and the
attackers overall points.
5. The attacking
players now deploy all of their independent teams
and then the defender places all of their
independent teams.
6. Starting with
the attackers, both sides make Reconnaissance
Deployment moves for any Recce Platoons they have on
the table,
7. The attacking
players have first turn.
Accumulating
Victory Points
At the end of every game
turn both sides accumulate Victory Points based on
the number of objectives their side controls.
All Victory Points are cumulative from turn to turn.
Rules for controlling objectives and contesting
objectives can be located on page 195 of the main
rulebook. Controlling an objective in your own
deployment zone is worth 1 Victory Point per turn
while controlling objectives located in the No Man's
Land are worth two Victory Points per turn and
finally controlling objectives in your opponents
deployment zone are worth three Victory Points per
turn.
Ending the Game
The Game Ends when one
of the following conditions occurs:
1. A side starts
their turn in control of all the objectives in their
opponents deployment zone.
2. Time Limit is
called by the game organizer.
3. A sides
motivation is broken (see below).
4. Once one side
accumulates a set number of Victory Points
determined by game organizer. 10 points per
player per side will make a good game. For
example, if the Axis Side has 6 players and the
Allied Side has 7 players the game could end when
one side accumulates 60 or 70 Victory Points.
Motivation:
A player's company is removed from the game once his
company has failed a company motivation check.
A player with multiple companies is removed from the
game once that player has lost two or more
companies. The game ends if one side has at
least half of its players removed from the game.
Air Support:
Each side may use Victory Points to purchase air
support throughout the game. At the start of
their turn the players must announce that they are
using Victory Points to purchase air support.
Beginning with the side whose turn it is they must
declare how many victory points they are using.
The opposing side then declares how many points they
will be using in order to attempt intercept
missions. The players may purchase more than
one air support attack or intercept mission but no
air support attack may be placed within 48" of
another attack. Each air support purchased
must be assigned to a player an that player may only
choose the air support available to his company.
2 Victory = 3 dice
4 Victory = 5dice
6 Victory = 7 dice
The normal air support
rules apply for rolling the dice to determine if
planes arrive as well as intercept missions.
Deciding Who Won
1. If one side is
controlling all the objectives in their opponents
deployment zone at the start of their turn then that
side is declared the victor.
2. All the other
conditions for ending the battle use the total
number of Victory Points per side to determine which
side has won the day.
|