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Introduction
Warlord Games Bolt Action system includes a number of scenarios on pages 107
120 of the main rulebook. These provide for 6 basic scenarios to play the game system
with. These provide for a reasonable range of generic missions.
Maximum Attrition, fight to destroy the enemy, while limiting own losses
Top Secret, both players fight to recover a single objective and escape with it
Firstly credit where its due the #1 mission, which tends to end up as the default,
is not the stand up fight. The majority of the missions involve trying to do something,
and the enemy is simply a complicating factor.
This book attempts to provide an alternative set of scenarios in the form of a scenario
generator to provide for a wider range of potential missions.
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4 CHAPTER 1. INTRODUCTION
Chapter 2
Elements of a Scenario
This book utilises a system whereby a scenario is assembled from a number of elements
thus, these are outlined further in the following chapters.
Field of Battle , the actual location of the battle. This section defines the broad
layout for the table, the main types of terrain to use and the placement of the objectives.
Examples could be isolated farm, small village, important river crossing etc. This
provides the framing and context for the battle.
Determination of the Attacking force , how to determine which side will be the
attacker and which will be the defender.
Selecting a Mission , how each player will determine the mission they must under-
take. Not each player generates a mission in secret so they only know what they must
achieve and must deduce the enemies mission from the enemies actions.
Attacking Mission , how to determine what the mission for the attacking player will
be. Such missions are focused around attempting to capture something, or otherwise
achieve something.
Defending Mission , how to determine what the mission for the defending player
will be, these tend to focus around holding territory, inflicting casualties on the attacker
or stalling for time for reinforcements to arrive.
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6 CHAPTER 2. ELEMENTS OF A SCENARIO
Chapter 3
Field of Battle
This book assumes a standard 6 x 4 table surface, this can be adapted as required.
Players should first determine the nature of the theatre they are fighting in, and then
consult the following sections to determine the type of table to use.
This should be modified by the terrain available to the players, or just decide by
mutual consent something you both find interesting.
This section will be modified and expanded, these are examples, it is intended to
provide for at least six descriptions under each category
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8 CHAPTER 3. FIELD OF BATTLE
There is no hard and fast rule for how to determine the attacker, it is suggested where it
is not clear from the forces which should attack and which should defend that players
roll a die each, re-rolling ties and the player with the higher roll is the attacker.
Examples of it being clear could include an SAS raiding force facing a conventional
army force, here is is reasonably clear the SAS are more likely to be the attacker
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10 CHAPTER 4. DETERMINATION OF THE ATTACKER
Chapter 5
Selecting a Mission
Each player will draw a mission at random, to do this you require either playing cards
or chits of some sort, numbered 1-10 (e.g. playing cards using a single suit for the
attacking player and another for the defending player with the ace representing 1 and
the jack, queen and king removed). It is important this choice can be made randomly
(as a commander you never quiet know what mission you will draw), that the card can
be placed face down (so it cannot be changed, or seen by the other player) and so you
dont end up using it for anything else (which is why it is suggested not to use a die for
this).
You are permitted to discard the mission you have drawn and draw a second, but
must stick with this second mission, a commander does not always have the luxury of
selecting the most suited mission, they may be the only force in the area but this allows
for some level of control over rejecting something your force is not capable of.
Currently this text only includes for one set of missions for each of the attacker and
defender, it is intended that this list be significantly expanded and separate tables be
provided for specific forces.
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12 CHAPTER 5. SELECTING A MISSION
Chapter 6
Attacker Missions
1. Smash and Grab Objective #1 marks the location of a key enemy unit. This is
your target. Your primary objective is to destroy this target, to do this an infantry unit
must move adjacent to the objective and execute a Fire order - the unit may not fire
with this order which is used to plant a demolition charge. Your secondary objective is
to kill the enemy commanding officers to delay the enemy realising the nature of your
mission and allow for a further attempt later.
2. Extraction A key member of the resistance is hiding under objective #2, you must
move to within 6 of this objective with at least two infantry units including an officer at
which point the resistance operative will reveal themselves (place another model on the
objective, at which point they join the officers unit) if there is no enemy unit within 6.
Your primary objective is to move this operative off your board edge. Your secondary
objective is for your officer to survive after having revealed the operative.
4.
5.
6.
7.
8.
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14 CHAPTER 6. ATTACKER MISSIONS
9.
10.
Chapter 7
Defender Missions
2. Delaying Tactics
3.
4.
5.
6.
7.
8.
9.
10.
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16 CHAPTER 7. DEFENDER MISSIONS
Chapter 8
Victory Conditions
In order that the missions can be attempted with different sized forces it is required to
have a mechanism for scaling the victory points. By default each enemy unit totally
destroyed is worth 3VP, each enemy unit partially destroyed is worth 1VP a unit
is partially destroyed if it is at or blow half its starting strength in terms of number of
models. Damaged but operational vehicles score zero, they must be destroyed to prevent
them being repaired.
You may only claim the VP from an enemy unit once, you cannot claim 1VP for
partially destroyed and then 3VP for totally destroyed, its one or the other.
Each player takes the number of units they have, and multiplies by three to determine
the maximum number of VP they can provide to the enemy, this is the Force Victory
Point Potential (FVPP)
Each mission notes a primary objective and a secondary objective. Completing
the Primary objective is worth VP equal to 50% of the enemy FVPP, completing the
secondary objective is worth VP equal to 25% of the enemy FVPP.
A players final score is the number of VP from objectives achieved, plus the VP from
totally and partially destroyed enemy units.
A player is successful if the complete their primary objective, and unsuccessful oth-
erwise.
A successful player uses the VP they calculated earlier as a score. an unsuccessful
player uses their VP as calculated earlier less the VP of their opponent.
The player with the higher overall score is the winner.
Note you do not know the mission and thus victory conditions of your opponent
until the game is completed, you should focus on completing your primary objective
at which point your opponents score is not relevant to you, if you do not complete your
mission in order to win you need to ensure your opponent also fails in their primary
objective and that you inflict more damage than them.
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18 CHAPTER 8. VICTORY CONDITIONS
Chapter 9
This section will provide for special rules to use within the scenarios.
Reserves by default neither the attacker or the defender may use reserves at this time,
all forces start on the table. Reserves will be integrated into the missions
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