Mission: Beachhead

A good plan, violently executed now, is better than a perfect plan next week.
— General George S. Patton, Jr.

GAME SET-UP

Attacker (McKinnon’s Raiders
The Attacker is a portion of the player’s force. The Attacker may choose up to eight units but need not choose his units before the Defender determines his.

The Attacker selects 1/2 of his force (rounding up) to enter from the starting edge. The remaining portion of the Attacker’s force may enter the designated reinforcement edge at the beginning of any turn between turns 4 and 12, as long as at least one operational unit remains on the battlefield. In order to call for reinforcements, the Attacker must declare the call during the End Phase. Reinforcements will arrive in the Initiative Phase after the following turn.

Defender
The Defender is a portion of the planetary defender’s force attacking the player’s force. To determine the Defender’s Force Composition, roll 1D6 on the following table. Add a +2 modifier to the roll if the Attacker failed to complete a successful Mission: Recon or Mission: Recon-in-Force immediately prior to this track.

Track Cost: 400 WP
Optional Bonuses:
+100 Complicated Weather: Roll once on the General Weather Table and apply the result to the battlefield.
+100 Sensor Interference: Use the Electromagnetic Interference rules.

OBJECTIVES
Breakthrough The player exits at least 25% of their force off the opponent’s home edge (Reward: 200)
Hammer. Cripple or destroy at least 2/3rds of the Defender’s force. (Reward: 400)

SPECIAL RULES
The following rules are in effect for this track:

Salvage
The salvage rule is in effect if the Attacker achieves the Hammer objective.

Forced Withdrawal
The Defender’s force will not commit to a meatgrinder and follows the Forced Withdrawal rules during this track.

NEXT TRACKS
Probe, Recon, Assault, Defend

Mission: Beachhead

McKinnon’s Raiders Ziekx