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 Flames of War Tanksgiving Nov. 17th

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NewportGames
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Join date : 2010-03-15
Location : Covington Kentucky

Flames of War Tanksgiving Nov. 17th Empty
PostSubject: Flames of War Tanksgiving Nov. 17th   Flames of War Tanksgiving Nov. 17th EmptySat Sep 29, 2012 10:57 am

Tanksgiving on Nov. 17th. Gear up for Flames of War battle. The basic information is provided below. Note I have a limited amount of game space and you may need to reserve your spot.

RULES AND REGULATIONS
1. All players may only bring companies in which their combat platoons are rated as tank teams. A platoon must have at least half of the teams rated as tank teams.
2. All players may bring up to two companies not to exceed 2000 points. Each company cannot exceed 2000 points and a new company must be purchased if yo
ur company exceeds 2000 points.
3. Each player may only bring one infantry platoon per company and as many platoons that are rated as gun teams as are legally allowed in each company.
4. All artillery platoons may use the Across the Volga special rules located on page 225 of the main rulebook.
5. No player may have air power in any of their companies. Special Rules for air power are provided below.
6. Each side calculates how many total companies they have and compare that to the total number of enemy companies.
7. This scenario uses the Battlegroup Morale, Prepared Positions, Mobile Battle, Ambush and Tanksgiving Reserves(see below) special rules.

TANKSGIVING RESERVE
At the start of each turn, beginning on turn one, each attacking player receives a number of dice equal to the turn number. So on turn one each attacking player receives one die, turn two, two dice and so on. Each player must determine one of three actions they will perform with their dice before any dice are allocated:
1. Roll the dice for reserves (if they have reserves)
2. Roll the dice to call in air support (regardless if they have reserves or not)
3. Keep the dice and add it to their sides pool of dice for next turn.
Option 1: Each player that intends to roll for reserves must declare how many dice they will roll choosing from the dice they acquired this turn and any dice already in their sides dice pool. Roll the dice and any 5+ results awards the player with a platoon to bring in from reserves. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.

Option 2: Each player that has declared their intention to roll for air support must have miniatures to represent the proper aircraft. Each player must announce how many dice they will roll choosing from the dice they acquired this turn and any dice already in their sides dice pool. Roll the dice and any 5+ results awards the player with one air-ground attack just like the normal rules. Roll to determine how many planes and resolve the air attack using the normal rules. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.

Option 3: Each player that decides to keep their dice places them in their sides dice pool. This dice pool may be saved for as long as the side wants and after all players have declared their actions with their dice, players who are performing reserve rolls or air attacks may announce how many they are rolling and utilize the dice pool if necessary.

The Defending side only acquires dice when the Attacking side uses dice for reserve rolls or air attacks. All the dice they acquire goes into a dice pool and during the Start of Turn phase, the defending players may utilize the dice pool for reserve rolls and air attacks. Each defending player may announce one action (reserve roll or air attack) and must declare how many dice they intend to roll. Normal rules apply to reserve rolls and air attack rolls and if the defending players use the dice for reserves or air attacks then all of those dice are given back to the attacking side. The defending players may also choose not to use the dice in which the dice are kept in the defending players dice pool until they choose to use them.

You may not use dice to call in fighter interception.

At the start of any turn, once all reserves are on the table then for the rest of the game whenever the defending side rolls any dice for air support they are not passed to the attacking side rather they are removed from the game.



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