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ENCIRCLEMENT

1
Defender Deploys
anywhere outside of
24”/60cm of the center
of the table

3 4
16”/40cm

Attacker deploys
here
8”/20cm no man’s land

Encirclement uses the Defensive Battle, Mobile Battle, Unlimited


Reserves, Last Stand, Special rules.

Your Orders
ATTACKER
The big push has failed, you are now trapped.

Escape the ring of iron before it closes in.

DEFENDER
Your forces have surrounded a failed offensive.

Move in, butcher them.


Preparing For Battle
1. Mark the center of the table
2. Determine who is attacking and who is defending by using the defensive battle rule.
3. The Attacker deploys their entire army in their deployment area.
4. The Defender deploys their army
5. The attacking player rolls a dice, this is the edge they need to leave from, if a 5,6 is roll you
may pick the edge
6. Both players deploy independent teams .

Beginning the Battle


1. Starting with the attacker both player make Recce Moves.
2. Remember the mobile battle rule Is in effect

Winning the Battle


In order to win the attacking player must move their platoons off the table edge decided by the dice
roll. Leaving the battlefield rules page 44. For every platoon moved off the table, the attacker gains a
victory point.

Ending the Battle


• The battle ends after the defenders turn Eight

Unlimited reserves
All of the defenders platoon benefit from the Unlimited reserves rule

Mark a point within 6”/15cm of the command team when the platoon is deployed. This point will be the location Where the next
platoon will form up to continue the assault When the platoon is destroyed, check that there are no enemy teams within 8”/20cm
of the platoon form-up point. If this is the case, roll a die. On a score of 4+ the Platoon is replaced with a new platoon from the
next wave. In any other case or on a lesser roll, the platoon is not replaced
The new platoon starts at the original strength of the destroyed platoon. Only teams that are actually part of the platoon return in
the new platoon. All attachments are permanently lost. Deploy the new platoon within 6”/15cm of the form up
point at the start of your next Movement step. The platoon cannot take any action in the turn it deploys.
The new platoon counts as a totally new platoon arriving from reserve.
The old platoon still counts as being destroyed for Company Morale checks. In effect the size of your force increases each time a
platoon is destroyed,

Last Stand
If the attacking army contains any Medium/heavy/immobile gun teams, slow/very slow tanks, immobile platoon then these
platoons may elect to perform a last stand. The platoon’s motivation is increased to fearless (if the platoon is already fearless then
they can choose to pass or fail any motivation test they have to take.) they may also choose to began Dug In or if they are tanks
they can choose to start the battle in Tank Pits (page 210).

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