4. tRAtAMiENto
4.6 tratamiento del RVu. Estudio urodinámico previo
The defenders have established a heavily fortified defensive line of bunkers, trenches and pillboxes. The attacker has been ordered to assault the strong points and capture or destroy them…but they have to get their first!
Special Rules
Sustained Attack:
The defender has an overwhelming
superiority in numbers, wave upon wave of foes hurling themselves forward.
▪ To represent the size of the attack, the Defender aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. Any attacking Troops unit (i.e. Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. They move on at the beginning of the player’s next turn. ▪ Units of troops which are forced to fall back and reduced to less than 50% strength in models can be removed from the table immediately and reused as if they had been wiped out in their owner’s next full player turn. They do not have to fall off the table first.
▪ Destroyed vehicles and HQ units cannot be recycled. Not that this includes transport vehicles for Troop units. Force Marching:
▪ Before making its move in the Movement phase, a player can declare that a unit going to force march.
A unit may not force march if it is falling back, is pinned or if there are any enemy models within 24” of a model from the unit before the move starts.
▪ Units that force double their normal move rate, but may not enter or cross difficult terrain, nor move within 12” of an enemy model. However, a unit that force marches may not shoot, run, or assault in the same turn, so no assault moves may be made. Units capable of using fleet may not combine this with force marching as they may not forego shooting (they’ve already done that in order to force march). ▪ Units that force march and which make their entire move along a road can triple their movement rate instead of doubling it.
▪ Skimmers, troops with jump packs, or any other type of unit that can fly or ignore terrain as it moves, may not take
advantage of this rule! Roads:
▪ If a road extends from a table edge which a player is allowed to use to bring on reserve units then that player can declare that any of his reserves will be using the road to travel to the table. He must say which units will be using the road at the start of the battle, after both sides have set up.
▪ He can then add+1 to the dice roll to see if a reserve unit using a road appears. However, assuming the unit turns up, it must enter along the road.
▪ Skimmers, troops with jump packs, or any other type of unit that can fly or ignore terrain as it moves, may not take
advantage of this rule!
Setup
▪ The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would have two 6’x2’ halves.
Fortifications:
▪ The attacker may set up fortifications. All fortifications must be represented by a suitable model.
▪ There are many forms of fortifications, but broadly they represent cover for the Defender. Sandbagged positions, trenches, redoubts, makeshift barricades and
fortress walls all count as fortifications. ▪ The Defender may set up as many fortifications as he likes.
▪ The attacker must include at least one bunker.
▪ A model in fortifications receives a Cover Saving throw of 3+.
Hidden Set-up:
▪ For each Infantry unit starting the game in ambush, the attacker gets a single ‘ambush marker’. In addition to these markers, the attacker gets D3+3 ‘dummy markers’. It is these markers, rather than the units they represent that are deployed at the start of the game.
Hidden Movement:
▪ Markers may move around the table, moving as infantry, until they are revealed as described below. Markers are subject to the slow and purposeful universal special rule, representing the ambushing units sneaking around.
Detecting Ambushers:
▪ Whenever a defending unit wishes to fire on or assault a marker, you must first test to see if the unit can detect the
ambushers. Make a night fighting roll, and if the marker is within the distance rolled, it is removed if a dummy or the unit placed if it is not a dummy. At least one of the ambushing models must replace the marker, with the rest in unit coherency and further away from the spotting enemy than the marker.
Ambushers Shooting or Assaulting: ▪ Should the ambushing unit shoot or launch an assault, markers are removed and the unit they represent set up.
Deployment
▪ Decide which player is conducting the ambush; he will be attacker and the other player will be the defender. This scenario is best played on a rectangular table, 6’x4’ being ideal
▪ The table is set up in a mutually agreeable manner, but after all terrain is placed, the attacker may move two pieces of his choice, and choose which of the short board edges will be his table edge. The opposite table edge belongs to the defender.
▪ The defender deploys his army on up to half of the table (measuring from his table edge) the attacker then deploys according to the Hidden Set-up rule opposite,
anywhere on the table more than 12” from a defending model. Any non-infantry models in the attacker’s army must be held in reserve. The attacker gets the first turn.
Objectives
▪ The objective of this mission to get as many scoring units across the board and within the attacker’s deployment zone at the end of the game.
▪ Every scoring unit to make it across the battle field earns 1 victory point to the defender. Every scoring unit that fails to make it to the line or is destroyed earns the attacker 1 victory point.