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AT-43 Campaign Scenario

System: Delta Hellon; planet: Imatron 
10 points to win
Totals: Brian 1, Aaron 3, Stuart 6, David 2

Ice Planet (just so we can use Frostbite and David's FlatCon terrain - skipping the fog machine in the house)


Battle One: David's
Tundra Crossfire
Brian 0, Aaron 2, Stuart 3, David 1

Forces: 3000 A.P. Total.  Up to 1500 A.P. of assault units and remaining in reinforcement units.

Tactical Positions:
See first two pics below.  We'll roll off for opponents, board to play on, and sides.  Each board will roll separately for weather effects from page 126 Frostbite Phase 1 (i.e. Fog, Storm, Cold Snap, ...).  Boards are approximately 75x90cm.  Initial Deployment Zone is 20cm from the board edge on your side.  Each player places one container on the board.

Primary Objectives:
Canyon board exit is opposite sides.  Pit board you can exit opposite sides and the exits marked.
* exiting an infantry or armor unit 1 VP
* exiting a hero 1 VP
Generated units (Therian routines) do not count toward VP.

Secondary Objectives:
Controlling a container 100 RP
Capturing a container from a player additional 100 RP

Special Rules:
Bonus 300 RP at the end of turn 2.
Snow Drifts can be destroyed by any armor contact (players choice).  Treat as barricade otherwise.
Bridges this battle are to not be destroyed.  You'll need them later.
Cliff faces - you may drop down from a cliff.  You'll need jump pack to go up or over.  Armor can not climb.
Crossing the canyon may split a unit (see third pic). Unit must return to cohesion next move action.
Units with Medals who do not finish the crossing will still survive for future platoons.

Cease Fire: 6 rounds or mutual time limit (usually 9:45pm). Most VP is the winner.  Ties are ties.

Battle Two: David's (not because he won, just doing two related battles)
Red Block Pass
Brian 1, Aaron 1, Stuart 3, David 1

Forces:
Everyone but Red Block:
Old: All units completing the Primary Objective in Battle One.  Unit numbers return to purchased size (i.e. 3 Yeti's crossed the battlefield last game, 5 of their members perished under on the way - this game the Karman's would start with a full unit of 8 Yeti's.) 

Brian and Aaron you start with one unit.  Each attacker (including David) places one container for RP.  Brian, also review civilian rules for RP bonus.

Turn #3: Brian, Aaron, and David get a 1000 AP (with 1000 in reserve).

RED BLOCK -
Turn 1: 3 bunkers, 2000 A.P. 
Turn 3: 1000 A.P. enter in ready to play (like first turn)

Each player places one container on the board.

Tactical Positions:
Stu will roll for weather effects from page 126 Frostbite Phase 1 (i.e. Fog, Storm, Cold Snap,...). Surrounding Stu on the Snow Boards.  Players start 50cm from closest Bunker.

 Player1
      
Stu        Player2
        
 Player4

Primary Objectives:
Controlling the most bunkers or bunker remains.

Secondary Objectives:
Controlling a container 100 RP (from turn 1+ Brian and Aaron will gain +100 RP for their container)
Capturing a container from a player additional 100 RP

Special Rules:
Snow Drifts can be destroyed by any armor contact (players choice).  Treat as barricade otherwise.
Bridges this battle are to not be destroyed.  You'll need them later.
Cliff faces - you may drop down from a cliff.  You'll need jump pack to go up or over.  Armor can not climb.
Crossing the canyon may split a unit (see third pic above). Unit must return to cohesion next move action.
Bunkers - anyone can enter the bunker door.  Assume the door gets hacked. The code was intercepted over the Red Block radio waves - They had to keep repeating it over and over to those twin kids (also our number one target)...
Destroy the general structure of a Bunker, everyone inside is grounded and takes a strength 8 impact (same for some artillery strikes).

Code: Element              Protection   Structure   Size      AP
                           Points       Value
High Wall                  13           2           2         -

Bunker
     General Structure     17           4           2        250
     Roof                  17           2          +1         -

Cease Fire: 6 rounds or mutual time limit (usually 9:45pm). Most bunkers is the winner.  Ties are ties. Planet Points go out as follows: New points... Stu - holding 3 bunkers = 6 planet points, 2 bunkers = 4, 1 bunker = 3.  Attackers: controlling inside a non-destroyed (roof or no roof) bunker = 3; controlling inside a destroyed bunker = 2.

No pics.  We just play.

Battle Three: Stu's
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Brian 0, Aaron 0, Stuart 0, Vince 0David 0

Forces:
 

Tactical Positions:
 

Primary Objectives:
 

Secondary Objectives:
 

Special Rules:
 

Cease Fire:
 

 

 

 

  Links
  www.at-43.com

  Easy AT-43
  *we use Internal Company Editor
  BGG on AT-43

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