Playing area: 9X12 Points Army Attacker 100 – points Army Defender 100
Deployment: Players enter play from their short side of the table.
The scenario ends immediately at the end of the shift in which one of these conditions occurs.
• A player reaches the victory conditions.
• A player remains without a unit.
• 6 turns are played.
• You reach the maximum time of 90 minutes (you end up in the current turn).
Victory conditions: the aim of the scenario is the control of 4 objectives placed in the indicated boxes, if a player controls all 4 goals at the end of the round, the game ends. The victory condition starts from the second round onwards.
The objectives are boxes of ammunition that can not be destroyed, which provide cover to the infantry and positioned in boxes predetermined by the scenario.
When the game ends, the victory points (PV) are calculated as follows:
• Each unit destroyed is worth as much PV as it costs (one unit destroyed multiple times is calculated by the number of times it has been destroyed).
• Each player is awarded 15 VP for each goal achieved.
Each player has the placement of:
• an anti-tank trap that can be positioned as indicated on the map.
Special rules:
Reserves (2)
Supply: each unit that is in possession of a box can perform a special “Ammo Drop” action on itself to replace the used ammunition. This action is not additional but is performed in the action number granted to the unit in question.
Sandstorm: (page 135-136) During the first turn, the rules of severe Climatic Effects apply and the game usually starts. At the beginning of the second round the player who loses the initiative roll throws three dice and consults the following table:
3 symbols “hit” the sandstorm ends.
2 symbols “hit” the sandstorm is reduced in intensity.
1 symbol “hit” the sandstorm maintains intensity.
0 symbol “hit” the sandstorm worsens by one degree. If it is already having severe weather effects, it will persist with such intensity throughout the duration of the game and no further roll will be required.

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