Cry Havoc Gaming

This is a forum to discuss any happenings at Cry Havoc Gaming. A way for players to communicate with each other and with the store in a fast and easy fashion.

  • Post new topic
  • Reply to topic

Tanksgiving Flames of War (modified)

Share

Patrick
Lord High Inquisitor
Lord High Inquisitor

Posts: 222
Experiance: 220
Join date: 2009-02-16
Age: 32
Location: Twentynine Palms

Tanksgiving Flames of War (modified)

Post by Patrick on Thu Nov 05, 2009 1:53 pm

Saturday, 28 November, 2009


Rules and Regulations
1. All players may only bring companies in which their combat platoons are rated as tank teams. A platoon must have at least half of the teams rated as tank teams.
2. All players may bring as many as 2000 points for their company.
3. Each player may only bring one infantry platoon per company and as many platoons that are rated as gun teams as are legally allowed.
4. All artillery platoons may use the "Across the Volga" special rules (pg 225 of the main rulebook). For those without a hardback book - it is basically that artillery can be placed off the table, though spotters are on the table. Artie cannot be shot at but can still fire to any point on the table.
5. No player may have air power in any of their companies. Special rules for air support are provided below.
6. This event will use the Battlegroup Morale, Prepared Positions, Mobile Battle, Ambush and Tanksgiving Reserves (see below special rules.

Tanksgiving Reserve:
At the start of each turn, beginning on turn one, each attacking player receives a number of dice equal to the turn number. So one turn one, there is one die; turn two, two dice. Each player must determine one of three actions they will perform with the dice before any dice are allocated:
1. Roll the dice for reserves (if they have reserves)
2. Roll the dice to call in air support (must supply your own aircraft).
3. Keep the dice and add it to their sides pool of dice for the next turn.

Option 1 - Declair how many dice you wish to roll for your reserves. Any roll of 5+ will result in one reserved platoon coming in. Regardless of the result, all the dice that were rolled must be given to the Defending players to be utilized in their next turn.

Option 2 - With intent to call in air support, declair how many dice you wish to roll. Any roll of 5+ awards the player with one air-ground attack just like the normal rules. Roll to determine how many planes and resolve the air attack using the normal rules. Regardless of the results all the dice that were rolled must be given to the Defending players to be utilized in their next turn.

Option 3 - Each player that decides to keep their dice places them in their sides dice pool. This dice pool may be saves for as long as the side wants and after all players have declared their actions with their dice, players who are performing reserve rolls of air attacks may announce how many they are rolling and utilize the dice pool if necessary.

The Defending side only acquires dice when the Attacking side uses dice for resserves rolls or air attacks. All the dice they acquire goes into a dice opool and during the Start of Turn phase, the defending players may utilize the dice pool for reserve rolls and air attacks. Each defending player may announce one action (reserve or air) and must declare how many dice they intend to roll. Normal rules apply to either effect. The defending players may also choose not to use the dice in which the dice are kept in the defendings players dice pool until they choose to use them.

You may not use dice to call in fighter interception.

The defenders dice never go to the attacking side.



Have questions? Have a hard time making a list? Need a refresher game? I'm up for any. Come into the store any time and we'll help where we can.
  • Post new topic
  • Reply to topic

Current date/time is Wed Nov 25, 2009 10:11 am