Mission: Defend

With growing experience, all skillful commanders sought to profit by the power of the defensive, even when on the offensive.
—Liddel-Hart

GAME SET-UP

Attacker
The Attacker 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.

The Attacker selects 2/3rds of his force (rounding up) to enter from either (or both) of the selected edges at the beginning of the game. The remaining portion of the Attacker’s force may enter at the beginning of any turn between turns 4 and 12, as long as at least one operational unit remains on the battlefield.

Defender (McKinnon’s Raiders)
The Defender is a portion of the player’s force. The Defender may choose up to eight units and must choose his units before the Attacker determines his.

The Defender begins the game with all units on the battlefield. No unit may be within eight hexes of either of the Attacker’s chosen edges.

Track Cost: 400 WP
Optional Bonuses
+150 Under a Full Moon: Use the Full Moon rules.
+100 Surprised!: The Defender rolls Initiative with a –4 modifier for the first 5 turns.

OBJECTIVES
Turn the tide. Destroy/Cripple at least 75% of the Attacker’s force. (Reward: 400)
Cut off the head. Destroy/Cripple the enemy commander’s unit. (Reward: 150)

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

Forced Withdrawal
Both sides operate under Forced Withdrawal rules.

Salvage
The salvage rule is in effect if both Objectives are met.

Commander
One of the units on the Attacker’s force is a field commander.

Salvage
The Salvage rule applies only if the Turn the tide objective is achieved.

NEXT TRACKS
Supply Run, Assault, Defend, Fighting Withdrawal, Beachhead

Mission: Defend

McKinnon’s Raiders Ziekx