Through the play test phase I will try to set the basics for a mission system. The first is the end phase of a classic extraction mission. The attacker force starts 3/4 in on the table and need to reach and cross the defenders end of the table for safety. This is also the basis for a Breakout mission, but the Extraction includes a model who has to be protected.
The mission is played on a 120x120cm table. 3/4 of the table is ligthly wooded, (U&D will be established while playing).
The defender and attacker set up their models at the corresponding entry point. An entry zone is a 10cm radius from the entry point. Defender always has the first move.
Reinforcements:
As the game developes the defender has the option to bring in reinforcements at the defender reinforcement points. At first the attacker can only use the reinforcement point furthest from his own entry point. As soon as the last attacker model has left his own half of the table the two secondary reinforcement points come into play.
I have not set any given number to the reinforcements. As a rule I think they will pop up at the rate the original defender models are OOC or Killed. Besides there will be some extra models in the reinforcements. The number and type of reinforcement will be discussed between the players - how many or few models will in any given situation make the game more dramatic and more fun.
Background: The extraction of Paul von Furtzheim, 1936 Louisiana.
A small force of chilean sailors has been sent to Louisiana to retrieve the scientist Paul von Furtzheim. A german immigrant who has been spying on the progress in a military laboratory. After a short firefight at the laboratory the force is now aiming to reach the coast and board a submarine waiting for them.
Chilean Sailor: BE 0, UAD Riffle.
Chilean officer: BE +1, UAD Pistol/Hero/Wound(1)
Paul von Furtzheim: BE 0, UAD Pistol/Wound(1)
Alarmed by the firefight the National Guard has been called up to hinder their escape.
National Guard soldier: BE 0, UAD Riffle/Reservist.
National Guard officer: BE +1, UAD Pistol/Hero/Wound(1)
Many civilians have followed the National Guard trying to help them comb the woods.
Civilians: BE -1, UAD Civilian/Pistol, riffle or no weapons.
The civilians are not effective in combat, but by grouping them with National Guard models, you increase the number of command dice gaining more control.
And now on to the play test. See if theory holds up to reality.