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Break on Through

Attacker

Attacker

Reserve

Defender
4x6
Attacker - 1,500/500
Defender - 2,000
Setup - The Defender must start with one one-star or two-star infantry unit in the bunker.
The rest of their units are placed in the green Defender starting zone. The attacker can place
their units in either red Attacker starting zone.
In this scenario, the attacker is escaping the battleground with valuable information. They must
be eliminated! At the end of every round, the attacker will receive 100 R.P. At the beginning of
the round, once they have enough points to field the unit(s) in reserve, they may place them in
the yellow starting area and place that unit's card in the activation sequence to be played as normal.
Defender Goal - You must successfully repel the attack and prevent the Attackers from crossing
your side of the board. Every unit you eliminate will award you with two V.P. for AFV's and one V.P.
for infantry.
Attacker Goal - You must get your troops and the information you have recovered to the other
side of the board. Each unit that successfully leaves through the opposite side of the board will
receive two V.P.
The side with the most V.P. at the end of 7 rounds is the champion. In the case of a tie, play until
one side has more V.P. than the other side at the end of the round.

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