bolt action campaign by perzan

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1. Bolt Action Campaign by Łukasz Perzanowski 1. Points and dice Each army is made as a 1000 points roster. The maximum amount of dice in the army is 12 (13 if the army has available free units) 2. Movement Movement on the land Units can move one sector per strategic turn Crossing the mountain regions takes 2 strategic turns Armies controlling 3 oil sectors can treat mountain regions as a normal sectors Armies controlling 4 oil sectors can move two sectors per strategic turn (including mountain regions) HQs can move as other units, but instead of the movement of one of the units Oil sectors bonuses do not apply to stranded units (that do not have a connection to an allied HQ) Movement on the water Movement from port to port - 3 sea sectors are treated as one sector The remaining water movement takes place at a rate of one sector per strategic turn Parachute regiments Full parachute armies, such as the U.S. Airborne , British and German Fallschirmjäger (only completely parachute armies ) can execute the drop combat once every five turns. This allows the units to move up to three sectors, ignoring the sectors in between. This movement can not be made in the first round of the campaign Units can move through friendly units , but can not exceed the limit of 17 dice in the sector, 3. Start of the campaign The conflict sides (parties) deploy their HQs alternately up to the two sectors from their edge of the map. Another allied HQs can be placed no more than 3 sectors from an already deployed allied HQ. Sectors with deployed HQs and adjacent sectors automatically go under the control of the

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1. Bolt Action Campaign by Łukasz Perzanowski1. Points and dice

◦ Each army is made as a 1000 points roster.◦ The maximum amount of dice in the army is 12 (13 if the army has available free

units)2. Movement

◦ Movement on the land▪ Units can move one sector per strategic turn▪ Crossing the mountain regions takes 2 strategic turns▪ Armies controlling 3 oil sectors can treat mountain regions as a normal

sectors▪ Armies controlling 4 oil sectors can move two sectors per strategic turn

(including mountain regions)▪ HQs can move as other units, but instead of the movement of one of the units▪ Oil sectors bonuses do not apply to stranded units (that do not have a

connection to an allied HQ)

◦ Movement on the water▪ Movement from port to port - 3 sea sectors are treated as one sector▪ The remaining water movement takes place at a rate of one sector per

strategic turn◦ Parachute regiments

▪ Full parachute armies, such as the U.S. Airborne , British and German Fallschirmjäger (only completely parachute armies ) can execute the drop combat once every five turns. This allows the units to move up to three sectors, ignoring the sectors in between.

▪ This movement can not be made in the first round of the campaignUnits can move through friendly units , but can not exceed the limit of 17 dice in the sector,

3. Start of the campaign◦ The conflict sides (parties) deploy their HQs alternately up to the two sectors

from their edge of the map. Another allied HQs can be placed no more than 3 sectors from an already deployed allied HQ.

◦ Sectors with deployed HQs and adjacent sectors automatically go under the control of the corresponding party, with the exception of oil sectors.

◦ The parties shall secretly plan the deployment of armies within the controlled sectors. Units of each player must be adjacent to its headquarters. The deployment is revealed simultaneously.

◦ Movement : The parties secretly plan movements of their units. The movement orders are revealed simultaneously. This step is repeated before each strategic turn.

4. Strategic turn1. Duration: 7 days.2. Each party shall file in moves of all their units at the beginning (Monday inclusive).

5. Order of battle1. When a unit enters a sector that does not contain an enemy army the sector passes

under its control (friendly sectors remain under the control of the allied forces who occupied it originally)

2. If the unit can move for more than one field, it takes control only of the sector where it ends its movement this turn. You can pass through the neutral and allied sectors or empty sectors controlled by the opponent.

3. One sector can not contain more than 17 dice of units.4. When a unit enters a sector containing enemy forces play a battle on a tabletop with

models, using all the relevant rules from the Bolt Action rulebooks.5. The scenario played is selected based on the principles contained in section

6.Scenario Selection.6. The layout of the table should reflect as best as possible the topography of the

sector .7. After the battle, if the attacker was victoruious, the defender retreats to the nearest

adjacent sector which is under its or allied control (if there is a choice, the winner chooses). If the defeated unit is not able to do that it is classified as captured or destroyed

8. In case of defender's victory the attacking units(s) retreat to the sector(s) from which they attacked.

9. In case of a tie the unit commanders may choose to continue battling with sustained losses with a new scenario, or either the attacker or defender may choose to retreat.

10. Destroyed or captured units must deploy at the nearest allied HQ or the nearest city under allied control if it's closer.

11. HQs allows allied units in adjacent sectors to use the Preliminary Bombardment rules (always working, no need for a 2+ roll)).

12. HQs automatically get captured if they are attacked and there are no allied units in the same sector. Captured HQ is removed from the strategic map and provides the side that captured it 5 VP.

13. HQs allows allied units in the same sector to use the Preliminary Bombardment rules (always working), deploy 6 minefields, barbed wire or tank traps and up to 3 fortified points of defense.

6. Scenario Selection1. Both players move their units into the same, previously unoccupied by anyone

sector: ▪ Area Control 1-5.

2. One player moves his units into the sector where the other player has an army that does not move (depending on the terrain features on the strategic map):

▪ Breakthrough 1-3▪ Bridge 1-3

3. 3 Both players move their armies into the field occupied by the enemy army :▪ Maximum Attrition,▪ Top Secret

4. 4 One player moves his army into the field occupied by the army of the enemy while the other player moves his army to another field:

▪ Envelopment▪ Breakthrough 1-3▪ If any army passes Ld (use the lowest Ld in the army with bonuses for

commanders): this army is a Defender in a mission Ambush 1-45. It was a draw - continue battling with sustained losses.

▪ Hold until Relieved.7. Random weather conditions: Roll 2D6

◦ 2-4: Night - limited visibility - the Night Fighting rules, on the table Night Fighting 5 = 6

◦ 5-9: Normal conditions.◦ 10-12 : Downpour – soaked roads - vehicles on the roads may move at 1.5xspeed

instead of 2x, infantry run 6 + D6" instead of 12" , planes do not fly, artillery hits with a -D3 number of hits modifier (to a minimum 1 )

8. Special Rules :◦ Minefields - No run. Troops and vehicles that pass through them get hit with a

Medium Mortar on a roll or 3+. You can try to clear them - infantry or artillery in BtB , give the order Fire and roll D6. Add 2 if Engineers. The field is cleared on a result of 6.

◦ Barbed Wire - Obstacle, no cover. Impassable for the infantry. Tracked vehicles that drive over them open a passage for the infantry of teh width of the vehicle. You can destroy them - infantry or artillery in BtB , issue the order Fire and roll D6. Add 2 if Engineers. Barbed Wire is destroyed on 5+.

◦ Tank Traps - Obstacle, hard cover. Impassable for vehicles. You can destroy them – any hit that beats their armor value of 9.

◦ Fortified point of defense (bunker) - Building , 1 rear entry point, 1 fire point in the front. You can not assault through the fire point. Resistant to Catastrophic Damage (12 hits does not collapse it), heavy tanks cannot assault it.

◦ Blowing up bridges - Defender might try to blow up the bridges rather than defend them. Only infantry or artillery units within 3" of the bridge. Issue the command Fire and roll D6 + number of game turn. Add 2 if they are Engineers. The bridge is blown up on the result of 9. Destroyed bridge is worth 0 VP for both sides.

9. Dividing the army into units1. All Armies containing 12 dice (or 13 with free units) can divide into two units of six

or more dice. These again can be divided into two units of 3 or more dice. This strategy can be used to secure a larger area, identify the size and composition of the enemy units or to send help to an ally in the fight.

2. Units supporting an ally can not be greater than 6 dice and less than 3 dice. These units are moved in the same manner and at the same time as the other armies of teh supported ally.

3. Units supporting an ally remain under the command of the player who is the owner of the unit and take part under his control in the ally's battles.

4. No sector can contain more than 17 order die of allied forces5. If a unit is destroyed or captured only the actual components of that particular unit

must relocate to the nearest allied headquarters.

10. Victory Conditions1. Limit of strategic turns = 122. When the limit of strategic turns for the campaign is achieved without complete

victory, the following victory points are awarded to determine the degree of victory:▪ City / HQ = 5 vp▪ Oil Sector = 3 vp▪ Other sectors = 1 vp

3. Total Victory :▪ If one of the conflict sides controls at least one of its HQs and all HQs of

all other conflict sides are captured, this conflict side is the winner.