Counter-Attack
The Defender is struggling to hold his position. An additional Support Group is sent to help the Defender turn the tables on the Attacker.
Attacker Briefing
You must break through the enemy lines and Disperse as many units as possible before his reinforcements arrive.
Initial Units: You deploy 50% of your battle group.
Reserves: 50% of your force can enter the table as Reserves from Turn 2. The Reserves enter along your Friendly Table Edge.
Deployment: You deploy after the Defender has deployed. You may deploy using Blinds.
Artillery Missions: Single and continuous barrages.
Initial Barrage Rounds: D3.
Defender Briefing
The enemy is trying to break through your position. You must not let him! An additional support unit of your choice has been sent to reinforce you. The support group is available from Turn 3. When it arrives you gain an additional three Morale Points and one Command Dice.
In a campaign game, these units are withdrawn at the end of the battle and are not added to your campaign roster.
Initial Units: You deploy 50% of your battle group.
Reserves: 25% of your battle group can enter the table from Turn 2. The other 25% enters from Turn 3. Reserves enter along the Friendly Table Edge.
Reinforcements: Your reinforcements are available from Turn 3 and enter along the Friendly Table Edge.
Deployment: You deploy first. Defending units are deployed as Blinds or Hidden Units.
Artillery Missions: Single and continuous barrages. Each artillery battery may plot two pre-registered barrages.
Defences and Fortifications: You have 12” of trenches available and may dig in machine guns, mortars and anti-tank guns. You may place revetments for six (or less) vehicles in your deployment zone.
Starting the Battle
The Attacker has the first turn.
Ending the Battle
The mission ends when one side suffers a Morale Collapse or the agreed time is reached.