ParaMarine
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Mission: Infiltration
Your force has been given the task of moving behind the enemy frontline under the cover of darkness. Your unit will receive support after you send the flare, so try to successfully link up after making it through the enemy’s line undetected.
Special: roll for NVR
Friendlies aren’t controlled and they use attack orientation will engage your initial forces if at beyond the standard NVR, so try to get deep behind enemy lines before they come.
Objective hexes can be marked and will not be targeted by friendlies
Mission: Raid! Enemy is in a lax posture and you must rescue our prisoners or capture the enemy’s commander.
New form of movement: instead of attack or defend, the enemy will adopt a “patrol” attitude at the onset of the scenario and will adopt defense if either side initiates fire.
Stationary (not patrolling) enemy units can be attacked in hand to hand. This does not initiate defense if successful.
Lookouts. Towers and tall buildings may contain a lone sentry, represented by a 7-0. They have a covered arc which may change in the Mph and AfPh.
Mission: Naval evacuation. Amphibious landing in reverse! The enemy stands between you and a ride back to friendly shores. To make things worse, the majority of the enemy is moving to clear your forces out. The only option is to attack and hopefully hold out long enough for your boats to arrive!
You don’t know when your friendly boats will come, but you MUST be there or your war will be over. High risk scenario!
Decisive battle: this engagement will decisively shape your campaign over the coming months. You can expect heavy support, but these troops are not expendable. If you don’t inflict three times as much damage on the enemy, the mission will be a failure. The enemy will be heavy in numbers and quality as well.
When playing campaign, a defeat in this mission will force you to play 1-3 Missions with a DRM to enemy activation #.
Enemy squad generation tables have a -1 DRM in addition to DRMs applicable for that year.
Brothers in arms: restricted to Allied minor, Axis minor, and Germans. Standard defense scenario but your reinforcements are going to be British or French (if allied), Germans if axis minor, and Axis minor if German.
Your force has been given the task of moving behind the enemy frontline under the cover of darkness. Your unit will receive support after you send the flare, so try to successfully link up after making it through the enemy’s line undetected.
Special: roll for NVR
Friendlies aren’t controlled and they use attack orientation will engage your initial forces if at beyond the standard NVR, so try to get deep behind enemy lines before they come.
Objective hexes can be marked and will not be targeted by friendlies
Mission: Raid! Enemy is in a lax posture and you must rescue our prisoners or capture the enemy’s commander.
New form of movement: instead of attack or defend, the enemy will adopt a “patrol” attitude at the onset of the scenario and will adopt defense if either side initiates fire.
Stationary (not patrolling) enemy units can be attacked in hand to hand. This does not initiate defense if successful.
Lookouts. Towers and tall buildings may contain a lone sentry, represented by a 7-0. They have a covered arc which may change in the Mph and AfPh.
Mission: Naval evacuation. Amphibious landing in reverse! The enemy stands between you and a ride back to friendly shores. To make things worse, the majority of the enemy is moving to clear your forces out. The only option is to attack and hopefully hold out long enough for your boats to arrive!
You don’t know when your friendly boats will come, but you MUST be there or your war will be over. High risk scenario!
Decisive battle: this engagement will decisively shape your campaign over the coming months. You can expect heavy support, but these troops are not expendable. If you don’t inflict three times as much damage on the enemy, the mission will be a failure. The enemy will be heavy in numbers and quality as well.
When playing campaign, a defeat in this mission will force you to play 1-3 Missions with a DRM to enemy activation #.
Enemy squad generation tables have a -1 DRM in addition to DRMs applicable for that year.
Brothers in arms: restricted to Allied minor, Axis minor, and Germans. Standard defense scenario but your reinforcements are going to be British or French (if allied), Germans if axis minor, and Axis minor if German.