To ensure domination of the skies, an attacker must strike first and attack the enemy's airfields before he has the chance to launch his own aircraft. By controlling the heavens, an attacker can cut off the enemy from resupply and reinforcements, whilst launching his own aerial strikes against ground-based forces.
Bomber Wing at Tulagik Minor |
The Armies:
Imperial Forces 750pts
T'au Empire 750pts
Launch Pads - Before either side sets up fortifications, the Defender must designate three points anywhere in their deployment zone to act as their launch pads. The Defender then places one flyer chosen from their codex on each of the launch pads, to represent their grounded craft - THESE DO NOT COUNT TOWARDS THEIR ARMY'S POINTS TOTAL.
Launch Pads - Before either side sets up fortifications, the Defender must designate three points anywhere in their deployment zone to act as their launch pads. The Defender then places one flyer chosen from their codex on each of the launch pads, to represent their grounded craft - THESE DO NOT COUNT TOWARDS THEIR ARMY'S POINTS TOTAL.
Objectives:
D3 Primary Objectives
Deployment:
The Defender deploys first and the Attacker deploys second using the rules and deployment map. The Attackers flyers do no have to be placed in reserve and may be deployed in his deployment zone.
First Turn:
The Attacker has the first turn.
Victory Conditions:
Standard Victory Points
Primary Objective:
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. The Attacker receives D3 additional Victory Points for each of the grounded aircraft he destroys, whether they have launched or not. The Defender receives D3+1 Victory Points for each of the grounded aircraft that were launched and not Immobilized or destroyed at the end of the game.
Secondary Objective:
Slay the Warlord, First Blood, Linebreaker.
Mission Special Rules:
Reserves.
Scramble!: At the start of the game, the grounded aircraft on the launch pads are still being refueled and rearmed. They count as Immobilized vehicles that do not have the Flyer type and cannot shoot.
At the start of each of his Movement phases, the Defender must roll a D6 and add the turn number for each grounded aircraft. An aircraft launches if its total is 6 or more; it is no longer considered grounded and immediately gains the Flyer type.
As soon as an aircraft launches, it becomes fully operational and may move and shoot normally. Any damage inflicted earlier in the game still applies, however, so a grounded aircraft might have a weapon destroyed or have lost Hull Points before it launches. If a Flyer suffers an Immobilized result before launching, it is wrecked.
At the start of each of his Movement phases, the Defender must roll a D6 and add the turn number for each grounded aircraft. An aircraft launches if its total is 6 or more; it is no longer considered grounded and immediately gains the Flyer type.
As soon as an aircraft launches, it becomes fully operational and may move and shoot normally. Any damage inflicted earlier in the game still applies, however, so a grounded aircraft might have a weapon destroyed or have lost Hull Points before it launches. If a Flyer suffers an Immobilized result before launching, it is wrecked.
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