24 mgp4441 Battlefield Evolution
Topics covered
24 mgp4441 Battlefield Evolution
Topics covered
C o p yr i g h t I n fo r m at i o n
Battlefield Evolution Advanced Rulebook ©2007 Mongoose Publishing. All rights reserved. Reproduction of of this
work by any means without the written permission of the publisher is expressly forbidden. All significant characters,
names, places, items, art and text herein are copyrighted by Mongoose Publishing.
This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any
similarity to actual people, organisations, places or events is purely coincidental.
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INTRODU CTION
INTRODUCTION
Welcome to the battlefield of the near future! Using the rules of a miniatures game – aided by a few
models, some dice and a tape measure – you will be able
Battlefield Evolution is a fast-paced and easy to learn to lead your armies across the battlefield, dodging a hail
miniatures game, with enough tactical depth to keep you of incoming fire, before unleashing your finest troops
hooked for years. You will command small forces based against your enemy.
on real world armies of the near future, and attempt to
Introduction
overwhelm your opponents with tactical skill and a The joy of miniatures games like this one is that they
healthy dose of luck! are flexible (no two games will play out quite the same
way), challenging (with all the different models you can
Based on supposition and projection of real world armies use there a lot of different tactics possible) and visually
in the near future, this game features new technologies appealing (nothing beats the clash of two forces over some
that are just around the corner – you will be among the nice model terrain). Miniatures gaming is a fascinating
first to experience how such weapons and equipment can hobby that appeals to all ages and walks of life. If these
affect the modern battlefield from the point of view of a are your first steps into the hobby then you are doubly
soldier. There are several different armies to collect, each welcome – you have just found something that may well
with a wide range of units and tactical abilities keep your interest for a long time.
Battlefield Evolution is usually played by two people Your local hobby store can be a great resource for
over a table, with each in command of a single army. learning about the game. Many stores run their own
The first set of armies available are the Middle Eastern clubs, tournaments and ongoing campaigns, which offer a
Alliance, European Union Coalition, People’s Liberation great chance to find opponents. Additionally, the Internet
Army and the United States Marine Corps. hosts a cornucopia of sites and forums about miniatures
gaming.
Miniatures Gaming
Miniatures gaming is a hobby in which players collect Needed For Play
armies of model soldiers and vehicles, and then take part Within each Battlefield Evolution unit box you will find
in games against like-minded opponents. Played on a a copy of the basic rules. This volume expands on those
table featuring terrain ranging from open fields to burnt rules and present advanced options for your Battlefield
out city streets, miniatures gaming allows you to act as Evolution games.
a general, directing your forces in a cunning battle plan
designed to bring you total victory! In addition to this rulebook, you will also need several
other items to begin playing this game. While additional
You can think of it as chess but; materials such as terrain pieces and counters for various
conditions are also useful, they are optional and not
o With freeform movement – you are not restricted to required for basic games.
squares.
o With random elements – troops pinned down by o Two or more players.
enemy fire are likely to be in real trouble, but they o A playing surface, such as a tabletop or unobstructed
might surprise you and start fighting back. floor space.
o With far prettier models! o A selection of miniatures.
o A tape measure or ruler of a minimum 12 inches in
length.
o Several six and ten-sided dice (at least two of each).
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a time, adding a separate D6
roll to each (the D6 is rolled
each time you roll a D10).
Introduction
12), 3D6 (3 to 18) or 2D10 (2
to 20). A numerical addition
(such as the 2 in ‘3D10+2’) is
added to the total value. Thus,
if you were intended to roll
four six-sided dice, add their
total together and then add a
fixed value of 1, it would be
written as 4D6+1.
Rolling Dice
This game uses two kinds of dice – the ordinary, humble Natural 1
six-sided dice and the chunky, exotic ten-sided dice. You These rules assume that an unmodified roll of ‘1’ on a
will find it beneficial to have perhaps a dozen D6s on D6 or D10 is automatically a failure. Even if subsequent
hand as it greatly speeds up play. D10s are used more bonuses raise the result to above 1, it is still a failed roll.
rarely and you should not need more than a couple of This is referred to as rolling a ‘natural 1’. The natural 1
these. The size or variety does not matter – they will rule applies to all rolls in this game unless specifically
suffice as long as they are six-sided (numbered 1 through mentioned otherwise.
6) and ten-sided (numbered 1 through 10).
Re-Rolls
You will sometimes be instructed to read the results of Some special situations may call for you to re-roll a
dice rolls in different ways. If you are simply told to roll dice. This simply means you ignore the first result rolled
a dice in the rules, roll it as normal and read the number and roll the dice again. All modifiers or conditions
or pips on the top. However, you will sometimes see that affected the first roll are also present and must be
references telling you to roll 4xD6, 6xD6, 2xD10+1, etc. accounted for on the re-roll. You must always accept
These are dice shorthand references. the result of the second roll, even if it was worse than
the first – re-rolls can be used to get you out of a tricky
A number before a ‘xD’ tells you how many dice you situation but they are never guaranteed! Also, you may
need to roll. The number after a ‘D’ tells you whether to only ever re-roll a specific dice result once, even if you
roll D6s or D10s. For example, 4xD6 means ‘roll four have multiple opportunities to re-roll a dice result.
six-sided dice’ (you can see why we shorten it to 4xD6).
If there is a ‘+’ after the dice add the number to each dice Pre-Measuring Distances
rolled – so 4xD6+1 would tell you to roll four six-sided You may always ‘pre-measure’ distances in Battlefield
dice and add one to the resulting score on each. Evolution, allowing you to check to see if an enemy
is within range before making the decision to fire, for
Some rules may ask you to add dice rolls together, such as example.
2xD10+D6. In this case, you would roll two D10s, one at
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USMC Shadow RST-V recce
vehicles ambush a PLA WZ-551
and its dismounted infantry
Introduction
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Introduction
EFTF British Sergeant USMC with M249 SAW MEA Infantry Leader PLA Infantryman
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BUI LDING AN ARMY
BUILDING
Before you can start fighting huge and involved with forces of no more than 250-500 points each. This
battles, you will need to build an army. An army can advanced rulebook assumes much larger forces are used
be as small as a single squad or feature over a hundred – we recommend you start aiming to use 2,000 points in
soldiers, supported by vehicles, command units and each force during a battle, giving you a game that will
Building an Army
aircraft. You can go on to field a whole company of troops last up to two hours.
with additional support, limited only by the size of your
wargaming table! Ultimately, there is no limit to the size of armies
that can be played, and you will find that even games
Every unit in the game is assigned a points value, as involving thousands of points can still be completed
shown on the unit card that it comes packaged with. As within a fairly short period of time, so long as both
you collect units, add their points values together, as this players are familiar with the rules. The only real restraint
will show you just how large and powerful your army is. is the size of your gaming table, and your ability to
actually place all your models on it. However, even
When you come to play a game, the force you use may games involving armies of 6,000 or 8,000 points can still
only be a fraction of your collected army. This is because be realistically played on a 6 ft. by 4 ft. gaming table,
the points system is used to ensure a fair match between though larger forces may require you to use a wider table
yourself and your opponent. Two forces of approximately or even the floor!
the same points value should be roughly equal in power,
meaning it will be your skill and tactical ability that will For now, construct your army using the unit cards as you
be the deciding factor for victory. always have done. Once you have mastered the additional
rules found in this book, you can start experimenting with
In the basic rules sheet that came with all your unit box the Army Lists found a few pages onwards, which will
sets, we recommended your first battles were played provide you with far more options and will allow you to
construct more realistic forces.
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UNITS
Models are grouped into units, which act together All models in the unit must end every action within 6”
on the battlefield. A unit may be several models, such as of their unit leader. If a model is ever more than 6” away
a squad of soldiers or a single larger or important model, from its unit leader, or if the unit leader is killed, then it
such as an armoured vehicle. will be out of command, losing its next two actions.
A unit is defined by its unit card, as shown below. Models that are out of command may only make reactions
(see page 22). After two actions have been missed, you
Unit Leaders may nominate another model in the unit to become
Every unit in the game has a unit leader, as listed on its unit leader, so long as the original unit leader has been
Units
unit card. If a unit consists of only one model, then that removed from the table. A unit leader of one unit may
model is assumed to be the unit leader. not act as unit leader of another, though some models
may have special rules that do allow them to command
Title: The name of the unit. other units.
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If a model becomes separated from its unit by any means
and is not within 6” of its unit leader, then it may only
make reactions as stated above. As soon as the model’s
Front
unit leader completes an action within 6”, the model may
rejoin the unit and be within command once more.
Facing
The majority of units on the modern battlefield are fast-
moving and agile. In most cases, you do not need to
worry about which way a model is pointing when you
move it, as it is assumed it can turn quickly enough to
Side Side
face any threat and target any enemy.
Units
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PLA and EFTF troops clash in a
ruined Middle Eastern city
Units
MEA Fedayeen and Technicals
demonstrate their firepower
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Units
MEA Technical
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P REPARATI ON
PREPARATION
You are almost ready to begin your first game! Your playing surface should have plenty of terrain placed
upon it. You can use piles of books or boxes to simulate
Once you have your army and an opponent, there are buildings, walls and hills, though many players soon
just a couple of things you need to do before battle can progress onto model houses, woods, factories, ruins and
commence. You will need a flat playing surface, such as so on.
a kitchen or dining room table – though many players
Preparation
invest in a dedicated gaming table, complete with Both yourself and your opponent should have armies that
modelled terrain. You will also need several six-sided total the same points value. It is a common practice to
dice and at least one ten-sided dice, along with at least specify a points limit before a game starts, such as ‘2,000
one tape measure. points’. Players then try to build armies as close to this
total as possible, without going over. So, both armies will
total 2,000 points or less.
A more adventurous
table, made from
polystyrene with a
selection of modified
terrain pieces
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Once the table and your armies are ready for play, you The player who is to place his army on the table first
and your opponent should roll one dice each, re-rolling chooses one of the table’s long edges. He then places
any ties. each of his units no more than 12” from that edge. Once
finished, his opponent does the same on the opposite long
The winner of this roll must then make one of the table edge – again with each unit no more than 12” from
following choices. that edge.
o Place his army on the table first, and take the first This assumes the ‘standard’ 6’ x 4’ gaming table is being
turn. used. If you are playing on a table of a different size,
o Force his opponent to place his army on the table you should ensure the two armies start no closer than 24”
Preparation
12”
Player 2 Deployment Zone
12”
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T HE GAME TURN
THE TU RN
A battlefield is a confusing place, with many Over the next few pages, we take a look at these different
things happening at once. In order to make sense of actions more closely. The important thing to remember is
things, games take place over several turns. The player that each unit gets two actions of your choice in a turn.
who set up his army first will take the first turn. In your Once all your units have taken two actions, your turn is
turn, you will have a chance to move and fight with each over and your opponent does the same thing.
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MOVE ACTIONS
Every unit in Battlefield Evolution has a Move score
(found on its unit card) which shows how far its models
T er r a i n
can travel across the table, in inches, with a single Move Terrain in Battlefield Evolution is anything that is placed
action. A model need not move in a straight line and can on the table that is not a model – this can be anything that
make any number of turns to face in any direction you is part of the landscape, such as buildings, woods, rivers
wish. and hills. You will quickly find that the more terrain you
Move Actions
use, the better the game, as your units will have a chance
A Move action does not have to be taken to its full to leap behind walls and dodge behind buildings in an
possible length and a unit can travel any decided distance effort to avoid incoming fire. If you just play on a flat
up to its maximum value. It may also move through any ‘desert’ you will soon discover your troops get mowed
friendly units freely but may not move through an enemy down by the first weapon that gets fired!
unit unless all models have a greater Size score than the
enemy models. Units moving through most terrain will find their progress
hindered. Whenever a model travels across terrain, count
All models in a unit must end their movement within the every 1” moved as 2” (effectively halving your movement
6” command range of their unit leader. while on terrain).
Exceptions
This game makes the assumption that, unless otherwise
specified, all terrain will halve a unit’s Move score when
they travel across it. However, you can agree with your
opponent before the game that specific terrain is either
clear or impassable.
Cover
Some terrain will provide cover for models that take
advantage of it. This is discussed more thoroughly under
Shoot actions.
Structures
While structures (the term used for buildings) are a type
of terrain, they use their own rules as it is possible to
move inside a building, travel between floors and turn
them into temporary fortresses. They are covered later on
MEA infantry advance in their own section of the rulebook.
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SH OOT ACTIONS
SHOOT ACT IONS
Simple manoeuvring will not win you a battle to trace a Line of Sight to the centre of what is called a
– you have to destroy the enemy as well, and automatic Fire Zone.
weaponry is always a good way of doing that!
A Fire Zone is simply a 6” radius. This radius originates
Fir e Zo n e s A N D from a central point and extends in all directions, including
Shoot Actions
upwards. The centre point of a Fire Zone need not be an
Lin e of S i g h t enemy model, and can in fact be open ground, if it is
Before you can shoot at an enemy, the models in your advantageous in fitting more enemy models within the
own unit must have a Line of Sight to their intended Fire Zone. When you roll Damage Dice for your unit’s
targets. shooting, you can only attack models completely or
partially within this Fire Zone that are also within Line of
In all cases, Line of Sight is traced as a straight line from Sight. All models in the unit must use the same Fire Zone
the centre of each of the firing models to any part of a – any models that cannot draw Line of Sight to the centre
potential target model. Firing models must also be able of the Fire Zone may not join in on the attack, whether or
not they can draw Line of Sight to any individual models
within the Fire Zone.
6”
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Line of sight has three possible categories:
Clear Clear: No terrain (or terrain that does not block Line of
Sight, such as a river or road) exists between attacker and
target. No effect, shooting is possible.
Shoot Actions
Obscured
Obscured: Terrain interrupts Line of Sight but both
models can still partially see one another (that is, terrain
hides any part of the target model). The target gains a +1
bonus to its Target score.
Blocked
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Sh o o t ing Also be aware that it is perfectly permissible for a Fire
Roll Damage Dice for your entire unit. Discard all Zone to overlap more than one unit.
Damage Dice that roll a natural ‘1’. These represent
missed shots or ammunition jams. All models have two scores which you need to aim for
when attacking them – a Target score and a Kill score. If
The highest scoring Damage Dice must be allocated to you roll equal to or greater than the model’s Kill score, it
the model closest to the shooting unit within the Fire is automatically removed from the battlefield. You have
Zone, the next highest scoring Damage Dice to the next dealt it a grievous injury or even killed it outright!
nearest model, and so on. If all models within the Fire
Shoot Actions
Zone have been allocated a Damage Dice, then you are If you merely roll equal to or more than a model’s Target
free to allocate any remaining Damage Dice to models score, then it will have a chance to use its Armour to
as you see fit. protect itself. Your opponent must roll one six-sided dice
and score equal to or greater than his model’s Armour
Note that friendly models within a Fire Zone are potential score in order to survive. A roll of 1 for Armour is always
targets as well! However, a model may never be caught a failure.
within a Fire Zone that it helped create itself (in other
words, models cannot shoot themselves or members of
their own unit!).
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Cov e r
Cover is defined as any piece of terrain that models may
move through and still have Line of Sight drawn to them.
This includes low walls, woods, hedges and ruins.
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Sp litt i n g F i r e then it will immediately lose its next action and may only
Zo n es Move as a reaction. If this happens more than once during
a single turn, it will lose a total of two actions. A unit may
A unit can opt to split fire by declaring extra Fire Zones if never lose more than two actions from Suppression.
you wish. In effect, this is the act of spreading an attacking
unit’s fire wider to catch more targets or shooting in Models out of command range (see page 7) may be
different directions. The downside to this tactic is that the ignored for the purposes of allocating Damage Dice to
unit’s firepower is weakened by being spread wider. work out Suppression – in effect, you need only worry
about allocating Damage Dice to models that
Shoot Actions
are still in command in order to Suppress them.
However, you may choose to Suppress out-of-
command models if you wish, though a model
may only ever lose a maximum of two actions,
even if both Suppressed and out of command.
D es t r u ct i o n o f
La r g e M o d els
If a model of Size 3 or greater is destroyed, it
should be left on the battlefield as wreckage,
counting as terrain and possibly providing
Cover or obscuring Line of Sight. You may
Chinese PF89 ATGW targets tank, find it visually appealing to either turn the
while rifles target infantry model upside down, cover it with cotton wool
to represent smoke, or even create your own
‘destroyed vehicle’ terrain.
Su p p r e s s i o n
Another important factor in warfare is
Suppression. When the bullets start flying,
even the most hardened troops have a
tendency to keep their heads down! A unit of 8 troops has been assigned 8 Damage Dice
and will therefore be Suppressed during its next action
If a unit is allocated at least as many Damage
Dice in a single Shoot action as it has models,
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C HARGE ACTIONS
CHARGE ACTI ONS
If an enemy is in cover, he can be very hard to defeat After close combat has been completed, move the model
– sometimes, you might find it useful to simply charge with the smallest Size score 2” directly away from its
and root him out with close combat! While this can be opponent. If both models have the same Size score, move
exceedingly dangerous (you will present an easy target the model that was attacked 2” directly away. Terrain
as you come rushing in), it is usually decisive, one way affects this movement as normal.
Charge Actions
or the other.
USMC infantry Charge into contact. Once all USMC models have moved
the USMC roll Close Combat dice for every model touching an MEA model
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READY ACTIONS
ACTIO NS
A unit taking a Ready action is preparing either You do not have to state what the Ready action is for
themselves or an item of equipment for special use. Some when the unit makes it. The purpose of the Ready action
heavy or complicated weapon systems, for example, need only become evident in the following action when
require a Ready action before they can be fired, while you declare it.
certain scenarios may require Ready actions to complete
Ready Actions
their objectives. In effect, the Ready action is the ‘do A unit may have the ability to perform Ready actions for
something special’ action. a variety of different tasks. However, each Ready action
may only ever be used for one task, no more.
What a Ready action actually does will be covered by
the special rule it is using, usually found in the relevant A Ready action cannot be carried from turn to turn. So,
scenario or on a unit card. However, there are some rules a unit taking a Ready action in one turn may not benefit
common to all Ready actions, no matter what they are from that Ready action in a later turn, or as part of its
used for. opponent’s turn (when making a Reaction, for example).
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REACTIO NS
REACTIONS
What makes this game different from many others Reactions allow you to take an active part in your
is that units get to react to enemies who get too close. opponent’s turn, and they may just save a few of your
After all, if you saw several enemy soldiers charging own units from certain death.
towards you, you would not wait around to get beaten up,
would you? Also, if you are playing a game, you will not Whenever an enemy unit completes an action within
want to hang around for twenty minutes or more while 10” of any model in one of your units, that unit may
your opponent moves all his models – you want to play immediately make a free Shoot or Move action. This is
Reactions
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You may also react when you get shot at! Whenever an R ea ct i o n s W i t h i n
enemy unit completes a Shoot action against one of your
units, that unit may make an immediate Move or Shoot Co v er
action. If a Shoot action is taken, it must be against the Units within Cover have a certain advantage when an
enemy unit that triggered the reaction. enemy charges them. In a defended position, they have
the opportunity to flee before the enemy gets too close or
A unit may only make one Reaction in every turn, no gun the attackers down before reaching them.
matter how many times an enemy moves close by or
shoots it. If a unit is in Cover and is reacting to a Charge action,
it may make the Reaction after the target models have
Finally, you can never react to a Reaction! moved but before any Close Combat dice are rolled.
Reactions
The Marines are now
within 10” of the MEA
infantry who may now
choose to React in one
of two ways - either by
Shooting ...
...or Moving
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STRUCTU RES
STRUCTURES
Battles are often dictated by key structures Ignored Armour Rolls: This is how many failed Armour
– castles, bridges, cities, factories, harbours and the rolls a structure can ignore before it is destroyed. Multiply
like. Military forces use defensive emplacements to the structure’s Size score by 1.5 (rounding up) to see how
help secure rear areas against threats, while many many Armour rolls it can ignore.
commanders are forced to engage enemies within an
urban environment, a great equaliser of armies where
Moving Inside a
Structures
Target, Armour and Kill: These scores work in the If a model is within a multi-level structure it may move
same way as for units. up or down one level with a single Move action (with no
horizontal movement).
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At tacki n g a A Fire Zone is created as normal but with a 3” radius.
St r u ct u r e Every model within the Fire Zone will have Damage
Dice D6 rolled against it, even if not in Line of Sight, and
Shooting and close combat attacks will not harm a will not receive the benefit of Cover or obscured Line of
structure unless it is specifically declared as the target Sight. In addition, every Damage Dice will count as two
– otherwise, models are assumed to be trying to shoot for the purposes of Suppression.
through openings at what is inside rather than blast the
structure itself. If the structure is declared as the target, The structure itself will have Damage Dice 4xD6 rolled
other models within the Fire Zone will not be affected by against it, but this is likely to affect only the weakest of
the attack (unless, of course, the structure is destroyed). structures.
Structures
Any weapons that allocate Damage Dice (bonus Damage
Dice or otherwise) within a certain range (such as most
Ex a m p le
large tank guns) must always allocate at least one of those S t r u ct u r es
dice to the structure, if it is within their range. You should agree with your opponent what scores each
structure on the table should have. However, the table
Ordnance weapons (see page 27) and Supporting Artillery below should make this an easy process, allowing you to
(see page 34) that place Fire Zones on structures will only select type of structure that closest resembles what you
attack the structure itself, not models inside. have on the table, and simply measuring it to obtain its
Size and Ignored Armour Rolls.
St r u ct u r e Structure Type Target Armour Kill
Collaps e Primitive Tribal Building 6+ 5+ 8+
If a structure is destroyed, it collapses. Anything inside or Modern Housing 8+ 4+ 10+
upon a structure when it collapses is in deep trouble. The
Commercial Block 8+ 4+ 11+
collapsing structure rolls a Damage Dice of D10 against
Fortified Military Structure 10+ 2+ 14+
every model inside or on top of it at the time.
Historic Building 7+ 4+ 9+
You can replace the structure with a ruined version or Fortified Historic Building 8+ 3+ 12+
otherwise scatter some rubble around it. This rubble will, Industrial Block 9+ 3+ 13+
of course, provide cover.
V er y La r g e
Gr en ade s S t r u ct u r es
Whether based on shrapnel or stunning effects, grenades Some structures can be very large, representing huge
are an essential part of warfare when fighting within shopping complexes or office towers. Where it is not
structures. They are capable of either dislodging an practical to split these into several separate structures,
enemy from a highly defensible position or disorientating use the following rule.
him before an assault is launched.
For every multiple of 8 a structure’s Size is, add +1 to
Any Squad, Support or Command unit comprising Size 1 both its Target and Kill scores, to a maximum Kill of
models may elect to use grenades with a Ready action. It 14+.
must be either within 6” of a structure or inside one.
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AIR UNITS
The use of air power can fundamentally change the
balance between otherwise equal armies and he who Fli g h t S p eed s
holds superiority of the air will have a superb advantage Air Units do not have a Move score rated in inches like
over his enemy. Air Units are expensive in terms of points other models. Instead, the Move score details the flight
but, while unable to take ground and thus win battles by speeds that the Air Unit is capable of.
themselves, can swing the game in your favour if used
properly. You must decide what flight speed an Air Unit will use at
Air Units
the start of the its first action in the Air Phase. It may not
Air combat forms a mini-game in its own right over the alter its flight speed during the rest of its actions in that
battlefield. If either player is using air power, the game phase. An Air Unit may not use a flight speed that is not
gains an additional ‘Air Phase’ after both players have listed in its Move characteristic – it simply cannot fly in a
taken their turns, as shown below. manner contrary to its design.
Game Turn Start Players do not have to declare flight speed at the start of
First Player’s turn the Air Phase – that decision is made when an Air Unit
Second Player’s turn takes its first action.
> Air Phase <
Game Turn End
The possible flight speeds are as follows.
Both players act in the Air Phase, taking turns to move V/STOL: V/STOL (Vertical/Short Take Off Landing)
and fight with their Air Units. Each Air Unit gets two is only available to Air Units capable of staying aloft
actions in the Air Phase, just like ground units do in without horizontal movement.
their turn. Only Air Units may perform actions in the Air
Phase, though other units may have the chance to React. Loiter: A highly manoeuvrable flight state where the Air
Unit is being kept aloft primarily by its motive power
Ent e r i n g t h e source rather than its lift surfaces (wings).
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Min. Move per Max. Move per
Flight Speed Move Action Move Action Max. Turn Angle Target Crash Distance
V/STOL 0” 10” 180 o 5+ D6”
Loiter 10” 20” 90 o 6+ D10”
Cruise 20” 40” 45 o 7+ 2D10”
Burn 30” 60” 45 o 8+ 3D10”
Air Act i o n s speed. At the end of this movement it may turn up to its
All Air Units are single model Units. During the Air Maximum Turn Angle.
Phase, players alternate taking two actions with their
Shoot (X)
Air Units
Air Units, until all Air Units have taken two actions and
the Air Phase finishes. An Air Unit must always take Having deliberately slowed its movement to stabilise
two actions, unlike other units which do not have this its attack run, the Air Unit unleashes its firepower upon
requirement. the enemy, whether this is through bombing, strafing or
dogfighting. Note that all weapons fired or deployed by
All Air Units must take a Move (Fly) action as their first an Air Unit must create Fire Zones in its forward facing,
action. What an Air Unit does for its second action is unless specifically stated otherwise on its unit card.
entirely up to you, chosen from the list below.
o Shoot (Bomb): The unit card will determine how
Unless otherwise stated, all Air Units will ignore all terrain many ordnance munitions may be deployed in a
for the purposes of movement. All weapons may only fire single Shoot (Bomb) action. All ordnance dropped
into the forward facing, unless otherwise stated. will create a Fire Zone anywhere along the flight
path the Air Unit moved along in the current turn.
Charge (Flyby) Once the Fire Zone has been created, your opponent
Only Air Units that have this listed in their special rules rolls 2D6. He may move the centre of this Fire Zone
may choose this action. The Air Unit takes a Move (Fly) as many inches directly towards or away from your
action as normal. However, if it makes contact with Air Unit as he rolls on his dice. You may then roll
another Air Unit, both roll Close Combat dice. Results 1D6 and move the Fire Zone directly towards or
are calculated simultaneously. If the charging Air Unit away from your Air Unit up to a number of inches
is still airborne, it continues its Charge (Flyby) action, equal to your own dice roll.
possibly contacting another enemy and causing further
simultaneous Close Combat rolls. Or
Move (Land) o Shoot (Dogfight): The Air Unit may fire any and all
This action may not be performed if the Air Unit is weaponry other than ordnance at another Air Unit.
using the Burn flight speed. The Air Unit moves directly The weapons’ usual Range scores are used for these
forward any distance up to its minimum Move. If, at the attacks. All weapons must create a Fire Zone centred
end of this movement, there is any impassable terrain on one enemy Air Unit.
within the Air Unit’s Size score, it remains an Air Unit.
If not, it lands and is now treated as a ground unit (see Or
page 30).
o Shoot (Strafe): The Air Unit may fire any and all
Move (Fly) weaponry other than ordnance at any ground unit.
The Air Unit moves forward any distance between its The weapons’ usual Range scores are used for these
minimum and maximum Move according to its flight attacks. All weapons must use the same Fire Zone.
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Re a c t i o n s A N D When returning to the table, Air Units can come on from
Su p p r e s s i o n any table edge with any initial heading. You can choose
to forgo this roll if you wish, in order to attempt to bring
Air Units may never make Reactions. They can never be the Air Unit back in a later turn.
Suppressed.
If several Air Units are entering or re-entering the
Re t u r n i n g t o t h e battlefield in the same Air Phase, players alternate placing
their models at the beginning of the phase, with the player
Bat t l e f i e l d who deployed his army first placing the first Air Unit.
Air Units can pass completely over the battlefield during
their Air Phases and, because of their speed, can fly off
Air/Ground
Air Units
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Air Units
2. As the PLA EQ-2050 anti-
air vehicle is within 30” of the
Super Cobra it may React, and
chooses to fire a missile
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Air Units
Air T r a n s p o rt La n d ed U n i t s
Some Air Units are capable of carrying other units for Air Units are significantly impaired when they have
deployment onto the battlefield. This will be marked on landed. Landed Air units count as ground units in all
their unit card. respects and no longer take actions in the Air Phase. The
only actions they may perform are Move (Take Off) or
In order to do so, the Air Unit must carry them onto the Shoot (Strafe), though only weapons listed on the unit
table as Reserves, and land on the battlefield during the card as being capable of shooting while on the ground
Air Phase. Units within an Air Unit that has landed must may be used.
use one Move action to disembark on their next turn but
may take no other actions in that turn. Move (Take Off)
This action requires that the Air Unit’s previous action
To enter an Air Unit capable of transport, a unit must was Ready. Choose a flight speed it is capable of and
move on to it, using a Move action. The unit’s models check to see if any impassable terrain is blocking the Air
may then be removed from the table, representing the unit Unit within its minimum Move for that flight speed. If
boarding the aircraft. Models removed in this manner do it is blocked, the Air Unit may make a free 180 degree
not count as casualties; they are assumed to be within the turn in any direction to face unblocked terrain (if this turn
Air Unit. still faces the Air Unit towards blocked terrain it may not
take off). The Air Unit then moves precisely its minimum
Any units that are within an Air Unit that is destroyed are Movement directly forwards and is now considered a
instantly counted as casualties. proper Air Unit. It does not perform any actions in the
Air Phase at the end of this game turn, however.
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MORE ADVANCED
A DVA NCED
RULES
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Emplacements
Ignored Armour
Structure Type Max. Size Target Armour Kill Rolls Value
Foxhole 2 8+ 3+ 12+ 3 25
Small Bunker 4 10+ 2+ 14+ 6 75
Large Bunker 6 10+ 2+ 14+ 9 150
More Advanced Rules
If the enemy unit has the Armoured special rule on its unit Any model with an assault rifle, carbine or machine
card and suffers a penalty to its Armour rolls for attacks gun (as listed on their unit cards) may attempt to fire at
to its side or rear facings, then the unit in the Elevated Extreme Range.
Firing Position will gain a +2 bonus to all Damage Dice
against the Armoured target. To do this, the unit must first take a Ready action. It may
then create a Fire Zone at any distance up to twice its
Emp l a c e m e n t s normal range. Roll and allocate Damage Dice as normal,
but re-roll any that indicate a successful attack. If this
Provision has been made in the army lists for you second roll is also successful, then work out the effects of
to purchase Emplacements as part of your force. the attack as normal.
Emplacements are fortified structures that may be placed
within your own deployment zone and used for defensive
purposes. They represent anything from small foxholes
M i n efi eld s
to large bunker complexes. Though their use is officially banned by most countries,
mines remain a valid tactical asset for many armies. They
Every army has access to the same Emplacements list are used primarily to keep an enemy off balance or make
(see table above) and they are always deployed before certain areas of territory extremely hazardous. When
any other units from either side. used in great numbers, mines can be used to completely
deny a safe approach to critical locations.
Ex t r e m e R a n g es An army may purchase Minefields as if they were
Modern weaponry is capable of launching projectiles Emplacements. Divide the table into 12” by 12” squares.
at very long ranges. However, what is written on a You may purchase one Minefield for each of these
manufacturer’s specification sheet is rarely applicable to squares but may not purchase a square that is within your
real world engagements. Battlefield Evolution assumes opponent’s deployment zone. These squares must be
the ranges given for the weapons carried by most units chosen and noted down in secret before any models are
are their effective range – that is, the maximum range at deployed on the table. They are only revealed when an
which a trained soldier can be reasonably guaranteed of opposing player’s troops move into the relevant square.
hitting his target with all factors being equal.
If you purchase a square and fill it with anti-personnel
You may take advantage of the longer ranges modern mines, this will cost 150 points.
weapons are capable of but you will find your units suffer
a great reduction in accuracy. You must decide whether If you purchase a square and fill it with anti-vehicle
it is better to take the time to engage in attacks at longer mines, this will cost 250 points.
ranges, or close in with the enemy and rely on more
accurate shots. You may purchase both anti-personnel and anti-vehicle
mines for the same square at a combined cost of 400
points.
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Anti-Personnel Mines Reserve units must come on the table before the last turn
Whenever a unit with Size 1 models completes a Move of the game, or they are considered lost for the purposes
action within a square filled with anti-personnel mines, of victory – you can assume they were engaged by roving
roll a D6. On a 5 or more, a mine explodes – roll Damage enemy forces or perhaps they simply got lost. In scenarios
Dice 5xD6 against the unit, allocating dice to the models with no fixed turn length (such as the basic scenario at the
closest to the enemy deployment zone first. Only one start of this book that uses the Shattering of the enemy
model in the unit has to enter the minefield to trigger this, army for victory) you must judge when to bring on
Reserves are units held back from an initial advance. Sentries will be moved by the owning player as dictated
Tactically speaking, they allow a commander to assess by the scenario being played. Some will follow strict
the power of an enemy before committing his full force to patrol routes, some will not move at all, while others can
battle and also allow greater flexibility in unit placement move freely. There will usually be rules for sentries to
to attack at the weakest point. raise the alarm, allowing the rest of the owning player’s
army to act.
Units using the Reserve rules can arrive on the table
during your second player turn. You may delay a reserved Destroying sentries does not grant the attacker any
unit’s arrival to a later turn if you wish. Victory Points.
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Su p p o r t i n g In many games, you may find it makes little difference
Ar t i l l e r y whether your army lives or dies (!) but for certain
scenarios and when playing campaigns, getting your men
There are many units in a modern army that are capable out of the line of fire can make a huge difference.
of directing their attacks at enemies many miles away.
When battle is joined, a canny commander can take If you intentionally move a unit off the table, you
advantage of these long-ranged assets, whether they are immediately cede a minimum 25% of its value to your
More Advanced Rules
shells or stand-off missiles. opponent in Victory Points. If that unit would normally
earn your opponent more Victory Points, perhaps
Supporting Artillery may be purchased by an army, as because of scenario conditions or because the unit has
described in its army list. been reduced to below half strength, then your opponent
earns the higher amount for it.
You may use a Command unit to call in any available
Supporting Artillery by having it take a Ready action. A This rule does not apply to Air Units, which will spend a
Fire Zone is then created at any point on the table within great deal of time off the table anyway.
the Command unit’s Line of Sight.
Heavy Artillery rolls Damage Dice 2xD6+1 against every When Victory Points are used to find out who wins a
target within the Fire Zone. battle, you will earn them in the following ways.
Once Supporting Artillery has been fired, it may not be o You will gain Victory Points equal to the Value of
used again. every unit you completely destroy.
o If you do not completely destroy a unit, you will gain
Tactical Withdrawals Victory Points equal to half the Value of a unit you
Occasionally, you may have to concede defeat. For all destroy at least half the models of.
your efforts, the enemy has out-fought you every step of o You may also have a chance to gain bonus Victory
the way and there is little choice left but to die or retreat. Points – these will be noted in the scenario you
play.
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THE EUROPEAN
EU ROPEAN
FEDERATION
TASK FORCE
The EFTF
With the ability to draw upon the armed services into adopting it. With a revived and growing economy
of every constituent nation, the European Federation across every European state, development into new
Task Force is one of the most diverse military forces in technologies could be co-ordinated and Europe began
the world, and it grows nearly every year as new member to recover ground lost to North America. Since the time
states join the Federation and its economy stabilises, then of the Union, the European Space Agency had already
rockets ever higher. Friction between the personnel of overtaken NASA in the number of orbital launches, and
different European nations is by no means uncommon but with the power of the Federation behind it, the number
some of the oldest and most accomplished armies to have of military satellites in orbit increased dramatically. Like
taken to the battlefield can be found here. Once reliant America, Europe would use this technology as the basis
on the United States for many technological advances, for its entire military.
a Federated Europe has proven it has all the resources
to develop and build a credible 21st Century military Though Europe presents a united front to the rest of the
machine by itself. world, it is riddled with rivalries and prejudices that have
built up throughout history, and some analysts fear that
Th e Eur o p e a n a few key events, followed by a downturn on the rising
economy, could set member states against one another
Militar y in a clash that would dwarf either of the previous World
The gathering of the European Federation has been a Wars that both started within Europe. Each nation
long and difficult process, often characterised by member watches its allies very closely but most conclude that
nations bickering over their own greedy self-interest, while the dominant states of France, Germany and
pulling at the seams of common agreements and political Britain hold sway over European interests, and while
agendas with little regard for other nations and the military attention continues to be focussed abroad, the
European people as a whole. From the Common Market, dangers are minor.
through to the Union, Europe has always had a massive
potential but never seemed able to bring its separate Infantry
governments together in a truly united cause. The major joint military projects of the 20th Century
tended to be led by European countries, such as with the
That changed when a combined effort, mostly driven by Tornado and Eurofighter aircraft, but there remained a
the French and German governments, finally washed away fierce individuality among member states to hone their
the last vestiges of Euro-scepticism, to federalise the entire own technological base. While development of new
sub-continent. Once direct control over the economies projects tends to be bound tightly within the overall
of individual states could be effectively managed, the structure of the Federation, the military forces currently
full trading power of Europe could be recognised and on deployment still exhibit nationalistic tendencies in the
the Euro quickly became the dominant currency of equipment they use and training they receive.
stability across the world, forcing even a resistant Britain
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The EFTF
For example, there is no single, common assault rifle used The individual troops of the European Federation Task
by the infantry of the European Federation Task Force, Force tend to be regarded as among the best trained in the
though there have been many proposals (usually led by world, the relatively small forces allowing training to be
countries wishing to expand their own arms industries). focused and reliant upon the encouragement of personal
The German army still uses its G36 based rifles, while initiative. However, by combining these smaller forces
Britain pushes forward with its L85A2 family of weapons into a cohesive whole, Europe has access to massive
and France continues to cling on to the FAMAS. This armed forces that are capable of deploying rapidly to any
eclectic mix can be seen at all levels, from common tools part of the world.
and utensils, up to the most sophisticated battle tanks,
making the Task Force quite a colourful and interesting Armour
spectacle. Debate continues to rage as to what the ‘best’ main battle
tank in the world is, and arguments are not confined simply
Even relatively new technologies just being introduced to schoolboys armed with compendiums full of facts and
into the field tend to be products of a nation’s own design. figures. However, Europe can lay claim to making some
For example the FIST project of the British Army is very strong cases for the title. The all-round capability
directly comparable with the French FELIN suite, yet of the German Leopard 2, the 2nd generation CHOBAM
they are incompatible with one another without a direct armour of the British Challenger 2, and the sheer speed of
link to bridging computers at forward posts or within the Italian Ariete all place European armour very highly
command vehicles. in the global stakes.
Troops from different nations serving alongside one The hardest task the Federation faced was integrating all
another often encounter difficulties relating to a clash of their advanced war machines into a cohesive command
cultures or a misunderstanding of language but this rarely network that bypassed any differences of equipment,
leads to trouble when on an active tour or short exercises. language and even opinion. No longer reliant on American
It is the deep-rooted fear of many a commanding officer space-based communications systems, the Federation
that the old rivalries between countries will resurface was able to build a system almost from scratch, though
when their troops mix with others but so far this has been its roots lay heavily in the old NATO associations.
largely unfounded.
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It is said that the Federation Task Force is now able
to deploy a fighting army comprising every member
nation in mixed companies, with no drop in its fighting
efficiency. Though mixed forces have taken part in many
small scale actions, the system has yet to be proved in a
large war.
Airpower
The air forces of Europe have enjoyed close co-operation
since before the time of the Union, making full-scale
integration a great deal easier than with the ground armies.
The EFTF
However, there have been problems. France still retains
its tendency to go its own way in terms of aeronautical
development and the eastern European states have only
recently begun to benefit from a massive influx of funds
from the Federation to modernise their forces on a par
with the west.
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Squad: Minimum two units, maximum four units
Support: Up to one unit per Squad unit chosen
Command: Up to one unit
Armour: Up to one unit per two Squad units
Transport: May take as many units as necessary
to carry all size 1 models
Air: Up to one unit per full 1,000 points
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THE
TH E UNITED
S TATES MARINE
STATES
C ORPS
CORPS
The USMC
The United States Marine Corps is a flexible As the world becomes a darker and more dangerous
organisation, capable of dealing with most threats with place, the USMC has seen action across the globe, from
or without direct support from other military services small scale strikes on rebel strongholds suspected of
and allies. Its role has grown in recent years and whereas harbouring terrorists to safeguarding civilian populations
it has traditionally lagged behind the US Army when from the predations of their own rogue governments. The
waiting for new technologies to spread through its ranks, marines, and indeed America itself, still see themselves
the USMC is now regarded as the leader in many areas as the last line of defence against forces that would
of development, though it still has to fight for the funding destroy life, liberty and the pursuit of happiness, and they
required for this research. Though still regarded as the fight hard to encourage the proliferation of democracy
weakest of the services, it has access to many support everywhere. Rival governments speak of plots to
elements that other nations can only supply through maintain a stranglehold on many of the world’s resources
different branches of their armed services, and populations as the power of American corporations
continues to spread across smaller and unaligned
Th e US M C countries.
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Infantry Unit leaders and members of elite units also have access
Whereas the army concentrated its resources on to forearm mounted tactical displays that provide them
developing the Future Warrior programme, designed to with a constant update on the surrounding battlefield, to
enhance the effectiveness of soldiers on the battlefield, a level tank and aircraft crews have enjoyed for several
the USMC instead opted for Land Warrior, a simpler, years. By simply navigating a series of screens, the
cheaper and easier to achieve system that was quickly operator can directly access intelligence feeds, request
allocated to most units operating in the field. Its purpose direct support and announce changes to operational plans
is to enhance the survivability of the marine, increase his on the fly. This not only allows the unit to take advantage
effectiveness on the battlefield and integrate him into the of information gathered by allies perhaps many miles
overall command and control structure of the force. away, but also permits the unit to be pin-pointed by those
same allies, in theory greatly reducing the frequency of
The USMC
This is achieved by a number of devices that even just friendly fire incidents.
a few years ago might have seemed far-fetched or,
at best, impractical for field use. Cameras mounted Armour
on the marine’s rifle or carbine allow him to receive The M1A2 Abrams main battle tank continues to lead
thermographic imagery and even to hold the rifle around USMC armoured units, and the TUSK update has now
the corner in order to reconnoitre the immediate area been adopted by every vehicle. The remote weapons
without exposing himself directly. In theory, it is even station added during this change has greatly improved
possible to shoot around corners in this way. crew survivability in urban environments, as has the
addition of reactive armour on the skirts. This, and several
Images are relayed to the marine via a small screen other key updates, has allowed the Abrams to keep pace
mounted in an advanced lightweight helmet, which with the developments made by other nations in their
also integrates a microphone and headset. This in itself own armoured forces.
forms part of the advanced body armour, a development
on the original Dragon Skin design. While this lacks the As common a sight as the Abrams is the marines’
sophistication of the nanocomposite armour used in the Expeditionary Force Vehicle, an APC designed
Future Warrior programme, it is highly effective and has specifically for the Corp’s amphibious role, but readily
allowed the USMC to increase the protection of almost adaptable to any environment. Even after several years
all of its serving personnel, rather than a few privileged of use, it still competes with the many variants of the
units. LAV 25, though the latter is becoming relegated to more
specialist roles, such as mobile air defence
and recovery.
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Airpower
Their air units have always
marked the USMC as a step ahead
of other marine services across
the world and the modern Corps
has built upon this to enhance
its capability and also reduce
its dependency on the air force
during hostilities. This is the final
component that has made the
USMC a truly self-reliant force.
The USMC
The Super Cobra gunship remains
popular among the marines. While
it lacks some of the sophistication
(and much of the glory) of the
Apache Longbow and cancelled
programmes such as the Comanche, it fulfils all of the U S M C A r m y Li s t s
USMC’s requirements almost perfectly. Supremely agile, Up to now, you have been able to build forces with few
its twin engines provide a measure of redundancy under restrictions, simply by obeying a total points limit and
fire, while its relatively small footprint allows it to be using your unit cards. To create a more realistic force,
stored easily on ships while also providing a reduced one that might actually take to the battlefield in the near
silhouette for enemy attacks. Though an ageing design, future, an army list must be used. These army lists should
the Super Cobra has kept pace through a succession of be used for competitive tournaments and all scenarios
weapons and avionics updates that have managed to keep found later in this book.
it current into the 21st Century.
USMC Infantry Force
The Joint Strike Fighter provided an opportunity for the The most flexible of the USMC army lists, the infantry
USMC to replace both its fleet of Harriers and its F/A-18 force highlights the basic marine as its greatest strength,
Hornets. The F-35B is a superb next generation fighter, though he has access to a wide range of supporting units.
capable of defending ground forces from air attack or There is literally no problem a well supported USMC
delivering its own strikes with equal ease. With expertise infantry force cannot handle on the battlefield, giving rise
gained from use of the V/STOL Harrier, the F-35B to their well-deserved reputation.
combines the finest traits of the F/A-18 with the unique
versatility of the Harrier, resulting in an aircraft that can A USMC infantry force comprises one or more platoons.
operate from hastily constructed forward bases, and yet Each platoon is chosen with unit cards drawn from the
can fight as well as any more conventional craft. categories below. You may have any number of platoons
in your force, so long as you fulfil the mandatory units
Unmanned aviation has also been adopted by the Corps, required by each, but you may only choose one platoon
though most of this is used to supplement infantry and per 1,500 points of your total army value.
armoured units. There are exceptions, and the air force
often works very closely with the USMC in providing Squad: Minimum two units, maximum four units
weaponised Predator UAVs that can combine the delivery Support: Up to one unit per Squad unit chosen
of intelligence feeds (delivered to marines on the ground Command: Up to one unit
via their Land Warrior systems) with the punch of two Armour: Up to one unit per two Squad units
Hellfire II missiles – all for no risk to friendly human Transport: May take as many units as necessary to carry
life. all size 1 models
Air: Up to one unit per full 1,000 points
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You may also include Emplacements in your force, Options and Upgrades
spending up to a quarter of your total points value. Unless otherwise stated, the following options may be
purchased for any USMC army.
USMC Armoured Force
When the flexibility of the infantry is not enough, it is time Active Protection System (+25% points): This option
to bring out the armour. As the saying goes: walk softly may only be placed on a Transport or Armour unit, and it
and carry an armoured tank division. Able to support its may not be used by Air Units. A variety of active defence
armour with both infantry and aircraft, the USMC is truly systems, such as point defence guns or projectiles, are
a comprehensive force, which few enemies will be able mounted on the vehicle, to intercept incoming attacks.
to withstand for long. The first shooting attack that rolls the vehicle’s Target or
Kill score in every turn is ignored.
The USMC
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THE MIDDLE
M IDD LE
EAS TER N ALLIANCE
EASTERN ALLI ANCE
The people of the Middle East have a long and proud Despite these resources and the long history of the region,
history, riddled by the predations of other countries. the economies of the sovereign nations are more adjusted
While possessing little home-grown military technology to funding the interests and diversions of their rulers than
of their own, they have never lacked for support and if creating large military machines, though there have been
The MEA
sheer strength of will counts for anything on the modern exceptions. The Middle Eastern Alliance is therefore
battlefield, they may be unbeatable. The average Middle often constrained in the use of military equipment,
Eastern fighter lacks the training, equipment and support forced to bargain with other countries for outdated or
of his Western counterpart but is fiercely dedicated to his only marginally useable hardware. While a growing arms
way of life and when cluster bombs start falling upon his industry is beginning to flourish in the region, it is many
town, he will prove to be an intractable enemy. years, possible decades, away from fully supporting the
Alliance nations.
Th e Mid d l e The main purpose of the Middle Eastern Alliance is
Eas t er n A l l i a n c e one of mutual support. In the past, foreign armies have
Unlike military alliances of the past, the Middle Eastern been able to selectively target and destroy the regimes
Alliance has no formal doctrine, code or order of running these nations, something their current rulers
priorities. It has no real centralised command structure, are not keen to see repeated. By combining their forces
nor a common pool of resources to draw upon. Instead, when under political pressure from the outside, they can
it is a blanket term applied whenever countries within often dissuade attack altogether, or mount an effective
the Middle East work together to achieve mutual goals, resistance when war comes again to the region. However,
an ephemeral joining of forces that may last only a as is often the way of things, many within the Alliance
few months. Indeed, there have been instances of a see an opportunity to not simply resist the intentions of
country allying with another to fight Chinese or Western invaders, but to exert their own power and influence far
aggression, only to see them at war with one another a beyond their borders. Forces attributable to the Middle
year later, likely with other Middle Eastern countries Eastern Alliance have been seen fighting small wars in
supporting them to create a new alliance. some of the more unstable states of the former Soviet
Union, as well as some parts of Africa. This new ambition
While this can make the Middle East seem a confusing of the Middle East, married to the willingness to use brute
mess to outside observers ignorant of the cultural and force to achieve goals, is a factor few in the West had
religious ramifications at work, it makes perfect sense to considered possible and now the whole world watches to
those within the Alliance, from the heads of state to the see what effect this has on the New Order,
lowliest foot soldier. The Middle East is not one huge
political and military block, in the way the United States Infantry
or the European Federation has become. Instead, it is a The forces of the Middle Eastern Alliance can be split
collection of sovereign states that wish to maintain their in two – the standard military forces of the sovereign
fierce independence in a world giving way to increasing nations, and the militia. The soldiers of the former are
globalisation. The Middle East has bountiful resources easily identifiable to the military of other countries.
that are important for the world economy as a whole. For Though lacking the frontline hardware enjoyed by most
those living there, it makes sense to make peace even major forces of the world, these ‘government troops’ are
with former enemies, if it means that outsiders, who have disciplined, organised and fight much like other armies, if
no home in the region, are kept out.
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The MEA
a little less effectively. There is no Land Warrior or FIST help from a nation in one year, only to turn around
equivalent in the Middle Eastern Alliance and command and employ those same weapons against it in the next.
& control systems are often riddled with fatal flaws. When deprived of this help, the militia can be extremely
While no less dedicated than Western or Chinese soldiers, resourceful, converting civilian vehicles into makeshift
these men are constantly plagued by poor equipment and battle wagons, or riding motorbikes with an RPG-armed
incompetent command, especially when rulers rather pillion passenger to create a fast but hard-hitting unit.
than military commanders take charge of the army.
Armour
The militia are a different force altogether. They comprise The militia have no ability to either use or maintain
a wide spectrum of volunteers, from the religious fanatic armoured units and, indeed, the permanent facilities
who wishes to see the world reformed into his idea of needed would make them vulnerable to attack, removing
paradise, to the farmer who has lost his entire family to their chief advantage of being able to melt into familiar
a stray bomb dropped by the aircraft of an invader. Their towns or countryside. What armour is available in the
common enemy gives them purpose, and their beliefs Middle East is firmly controlled by the ruling powers,
that all in the Middle East are brothers and sisters give though they have grown increasingly willing to lend
them unity. While they are even less well-equipped than armoured units in support of a militia uprising when it
government troops, their passion and beliefs make them suits their interest,
truly frightening enemies, while their ability to simply
melt into the general populace with little or no trace make These armoured vehicles are often the second-hand cast-
them difficult to fight effectively. offs from other countries, usually those of the former
Soviet Union or China, though several nations maintain a
The weapons of the militia are usually supplied by healthy arms trade with the West. The Zulfiqar is one of
benefactors, often foreign countries interested in the few home grown armoured vehicles but even though
embarrassing the nation the militia are currently warring this represents a leap forward for the military technology
against. To the militia, the end justifies the means, and of the region, it remains at least a generation behind the
they have grown used to accepting weaponry and military main battle tanks of the other major powers.
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The Middle Eastern Alliance has had more luck in M EA A r m y Li s t s
developing lighter vehicles, such as the Desert Iris fast Up to now, you have been able to build forces with few
attack vehicle. Hardware of this nature requires little restrictions, simply by obeying a total points limit and
more than organisation and political will and, with the using your unit cards. To create a more realistic force,
ability to mount several different weapon systems to one that might actually take to the battlefield in the near
these vehicles, the Alliance has access to a large number future, an army list must be used. These army lists should
of cheap (almost disposable) light vehicles that have be used for competitive tournaments and all scenarios
the potential to down aircraft with a close-ranged anti- found later in this book.
aircraft gun or even a tank with the purchasing of the
right missile technology. MEA Government Force
Fuelled by the rich resources of its home nation, a
Airpower government-sponsored army will have access to not only
The MEA
The one area the Middle Eastern Alliance lags far behind vast amounts of military hardware that may only be a
the rest of the world is in the acquisition of air power. generation behind that of the West, but dedicated infantry
Even those states able to make the political connections split between traditionally-trained and uniformed
necessary to purchase front line Western aircraft lack the government troops, and a well-motivated militia. Often
command and control systems to utilise them effectively. fighting on their home ground, invaders can expect a tough
Without this infrastructure, the air forces of the region are resistance from an enemy that knows the environment
almost left to rot, the Alliance conceding control of the intimately.
skies in return for lower tech solutions on avoiding being
struck by precision bombs. An MEA government force comprises one or more
platoons. Each platoon is chosen with unit cards drawn
What air forces do remain are either filled with aircraft at from the categories below. You may have any number of
least two generations behind the rest of the world, making platoons in your force, so long as you fulfil the mandatory
them almost useless for roles other than simple, even units required by each, but you may only choose one
opportunistic, ground attack, or modern frontline aircraft platoon per 1,500 points of your total army value.
that are simply too expensive for the ruling powers to
risk losing in war. This forces both the government troops Squad: Minimum one unit, maximum six units
and the militia to focus on anti-aircraft weaponry, which Support: Up to one unit per Squad unit chosen
they are often able to secure in relatively large quantities. Command: Up to one unit
While foreign aircraft may have free reign of the skies, Armour: Up to one unit per two Squad units
they soon learn to respect the battery of fire that can pour Transport: May take as many units as necessary to carry
from an Alliance target. all size 1 models
Air: Up to one unit per full 1,000 points
The one bright spot for the Middle Eastern Alliance has
been in the development of UAVs. While not reaching You may also include Emplacements in your force,
the level of sophistication of the West or Japan, they spending up to a third of your total points value.
can be constructed extremely cheaply and, when packed
with an explosive warhead, make an almost credible MEA Militia Force
suicide attack craft that can be deployed while keeping Images of militia forces vary from different perspectives,
its operators in relative safety. This is made possible with usually hovering somewhere between romantic freedom
technology no greater than that found in many radio- fighters and organised bandits. Each member of a militia
controlled aircraft used for leisure pursuits and their use force has a vested interest in fighting, as he is likely
is no more complicated. to be battling an enemy within just a few miles of his
home or otherwise defending those he truly believes to
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and never tested in battle. The squad will cost 75% of its
normal cost. However, whenever the unit is Suppressed,
roll a D6 for every model in the unit. On a 1, the model
flees from battle – remove it as a casualty immediately.
In addition your opponent may force you to re-roll any
Damage Dice that use a D10, as the civilians simply
have not received sufficient training with more exotic
weapons.
be his brothers. Militia forces typically possess little in Command Vehicles (+50 points): This option may
the way of technological sophistication, relying on the only be purchased for a government force. One unit
great equaliser of urban and guerrilla warfare to fight with the Armoured special rule may be equipped with a
The MEA
invaders. However, it is not unknown for governments to commanding officer and an advanced communications
take an interest in the aims of militia and so occasionally suite. The unit becomes a Command choice, and every
frontline military hardware can be found in their ranks. turn may grant one allied unit a bonus action. No unit can
ever take more than three actions in a turn, no matter how
An MEA militia force comprises one or more platoons. many bonuses are available.
Each platoon is chosen with unit cards drawn from the
categories below. You may have any number of platoons Smoke Launchers (+25 points): Any model with the
in your force, so long as you fulfil the mandatory units Armoured special rule may be given a Smoke Launcher
required by each, but you may only choose one platoon system. Whether using specially dispersed grenades or
per 2,000 points of your total army value. simply by feeding diesel directly into the exhausts of the
vehicle, a great amount of smoke can be generated in a
Squad: At least two units. All Squad units purchased with relatively short time, effectively screening the vehicle
a 25% discount (see Civilian Troops upgrade below). from view.
Support: One unit per two Squad units
Command: Up to one unit A model with Smoke Launchers may take two consecutive
Armour: Up to one unit per two Support units Ready actions in a turn to sheathe itself in thick smoke,
Transport: Up to one unit per Squad unit blocking any Line of Sight across an area up to 3” from
Air: Up to one unit per full 1,500 points the centre of the model. This will last until the end of
your opponent’s next turn, so long as your model does
No units with the word ‘Government’ in their title are not move.
permitted as Squad or Transport choices.
Supporting Artillery (+25/+50 points): A Command
You may include Emplacements in your force, spending unit may purchase up to three uses of Supporting
up to a third of your total points value. Artillery. Light Artillery costs +25 points per use, while
Heavy Artillery costs +50 points per use.
Options and Upgrades
Unless otherwise stated, the following options may be True Believers (+5 points per model): Through training
purchased for any MEA army. or deeply held personal beliefs, there are some soldiers
who will never give up, no matter what the odds. Every
Civilian Troops (Special): Any Squad unit may be model in a unit must be upgraded to be True Believers but
designated as comprising green civilians, barely trained they will be completely immune to Suppression.
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THE
TH E PEOPLE’
PEO PLE ’ S
LIBER ATION ARMY
LIBERATION
The Chinese People’s Liberation Army remains the invasion and, provided it can transport adequate forces,
largest armed force the world has ever seen, numbering can overwhelm any enemy it chooses.
over three and a half million in times of war, and
readily expanded further still. In the past, the PLA has Infantry
The PLA
always lacked the technological edge of the Western While the new wave of technology has spread throughout
powers, relying on the knowledge that it would take a the PLA, the basic infantryman has not advanced much
determined nuclear attack to wipe out its army, with a over the past few decades. There is no Land Warrior
promise of reprisal in kind. However, recent economic equivalent, nor are there any plans to equip the three and
developments within China have allowed it to leap ahead a half million strong force with such technology. To the
with its own designs, effectively permitting it to skip a minds behind the PLA, it is simply not worth the cost.
whole generation of equipment to produce hardware that
is very close to Western standards in capability. Though Instead, hardware has been spread to the most critical
even China is unable to provide this equipment as areas, where it can be focussed in strength. Infantry-
standard across the entire PLA, it nonetheless has access carried anti-tank weapons of the past, for example, could
to virtually unlimited manpower, combined with cutting barely score mobility kills against the new wave of main
edge technology in precisely the right areas. battle tanks. Those carried today, such as the extremely
light (though short-ranged) PF-89, are extremely potent.
Th e PLA PLA infantry squads are organised into three teams, much
Throughout the 20th Century, the Chinese PLA was like those of the USMC. However, they tend to work
respected for one thing above all else – its sheer size. With far more closely together, in part because they lack the
vast numbers of infantry and armour available, armchair benefits of Land Warrior, but mostly because of decades
strategists always believed it would take at least limited
nuclear strikes to shatter the army, and that any attempt at
actual invasion of China would see the attackers hip deep
in their own blood. The reality was possibly somewhat
different, as evidenced by Japanese actions in the Second
World War.
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many strategists around the
world pause for thought, as
it demonstrates the Chinese
ability to leapfrog levels of
technology. The Type 99
still gives away a little to
the tanks of Western forces,
in terms of both offensive
capability and protection,
but it will usually be
fielded in numbers that are
intended to overcome these
The PLA
deficiencies.
old doctrine. Their advantage, aside from concentrating The Chinese have also been
numbers into relatively small areas, is that the basic long experimenters of laser technology, and there are
squad, as standard issue, carries both machine guns and rumours of armoured vehicles armed with lasers that are
anti-tank weaponry for support. This potentially allows deployed to blind enemy infantry. This is potentially a
any squad to deal with any enemy it encounters without highly effective tactic, though as the West continues to
resorting to calling for outside assistance. The effect of build upon its future soldier programmes, the means to
this on the battlefield is made marginal by the squad defeat it are already in place. However, if the Chinese
meeting more specialised units that can better the PLA have developed working systems of this nature, it may
infantry in specific areas, but when squads work together only be a matter of time before weaponry taken for
at platoon or company strength, they can be surprisingly granted in science fiction makes its way onto modern
flexible. battlefields.
Specialised infantry units exist within the PLA and they Airpower
have more in common with their counterparts in other If the likes of the Type 99 only lag a little behind the
armies. SOF spec ops and sniper teams follow very frontline units in other armies, Chinese air power is still
similar combat methodology to the West, for example, further behind. The J-12 is a convincing attempt to make
though infantry armed with anti-aircraft weaponry tend a modern multipurpose fighter but it is more reminiscent
to be mixed within standard squads, rather than forming of previous generation aircraft such as the F-15, Tornado
their own teams. This, again, can further extend the and Su-27. Against the latest Eurofighter and F-22, in
flexibility of the basic infantry within the PLA. an arena where force multipliers such as comprehensive
command and control are at their most effective, their
Armour survivability has to be placed in some doubt. However,
The use of Infantry Fighting Vehicles has enjoyed a great in theatres where enemy air power can be suppressed, the
deal of popularity within the PLA and most infantry- J-12 will likely prove as able as anything the West has in
based task forces will include large numbers intended to its arsenal.
support soldiers and overwhelm their opposite numbers. A
wide variety of IFVs mount a stunning array of weaponry, The PLA has made greater strides with helicopter
allowing units to be tailored to specific campaigns where gunships. While the WZ-10 likely lacks a lot of the
heavy infantry, armour or air forces are expected within sophistication of its counterparts, the typical Chinese
enemy armies. secrecy for its military capabilities has been especially
strong here, with few photographs being circulated of
As with so many different areas of the PLA, it has long the aircraft until it was finally encountered on a real
been assumed that their armoured units, despite their large battlefield. Like all gunships, it is deadly to armour,
numbers, would pose little threat to a modern and well- though a lack of air defence equipment will remain its
equipped force. The introduction of the Type 99 has given Achilles heel.
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PLA Arm y L i s t s A PLA armoured force comprises one or more platoons.
Each platoon is chosen with unit cards drawn from the
Up to now, you have been able to build forces with few categories below. You may have any number of platoons
restrictions, simply by obeying a total points limit and in your force, so long as you fulfil the mandatory units
using your unit cards. To create a more realistic force, required by each, but you may only choose one platoon
one that might actually take to the battlefield in the near per 2,000 points of your total army value.
future, an army list must be used. These army lists should
be used for competitive tournaments and all scenarios Squad: Up to one unit per two Armour units
found later in this book. Support: Up to one unit per Armour unit chosen
Command: Up to one unit
PLA Infantry Force Armour: Minimum two units, maximum ten units
The structure of a PLA platoon is recognisable to a Transport: Must take as many units as necessary to carry
The PLA
Western observer but there are important differences. all size 1 models
Squads are typically split into three fire teams, rather than Air: Up to one unit per full 1,000 points
two, and each will carry a support weapon that allows
the squad to deal with massed infantry or armour as the You may also include Emplacements in your force,
situation demands. The Chinese soldier lacks advanced spending up to a quarter of your total points value.
equipment such as the Land Warrior and FIST suites but
he can count on advanced support elements, from his Options and Upgrades
special forces to attack helicopters that rival anything Unless otherwise stated, the following options may be
else in the world. purchased for any PLA army.
A PLA infantry force comprises one or more platoons. Command Vehicles (+50 points): This option may
Each platoon is chosen with unit cards drawn from the only be purchased for an armoured force. One unit
categories below. You may have any number of platoons with the Armoured special rule may be equipped with a
in your force, so long as you fulfil the mandatory units commanding officer and an advanced communications
required by each, but you may only choose one platoon suite. The unit becomes a Command choice, and every
per 2,000 points of your total army value. turn may grant one allied unit a bonus action. No unit can
ever take more than three actions in a turn, no matter how
Squad: Minimum two units, maximum six units many bonuses are available.
Support: Up to one unit per Squad unit chosen
Command: Up to one unit Smoke Launchers (+25 points): Any model with the
Armour: Up to one unit per two Squad units Armoured special rule may be given a Smoke Launcher
Transport: May take as many units as necessary to carry system. Whether using specially dispersed grenades or
all size 1 models simply by feeding diesel directly into the exhausts of the
Air: Up to one unit per full 1,000 points vehicle, a great amount of smoke can be generated in a
relatively short time, effectively screening the vehicle
You may also include Emplacements in your force, from view.
spending up to a quarter of your total points value.
A model with Smoke Launchers may take two consecutive
PLA Armoured Force Ready actions in a turn to sheathe itself in thick smoke,
If the magnitude of infantry forces that China is able to blocking any Line of Sight across an area up to 3” from
create is breathtaking, then its armoured forces are nigh the centre of the model. This will last until the end of
unbelievable. Opposing commanders expecting their your opponent’s next turn, so long as your model does
advanced tanks to smash through PLA lines will be in for not move.
a shock, as the latest Chinese tanks are vastly improved
from their predecessors, as are their attack helicopters Supporting Artillery (+25/+50 points): A Command
and fast jets. unit may purchase up to three uses of Supporting
Artillery. Light Artillery costs +25 points per use, while
Heavy Artillery costs +50 points per use.
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SCENARIOS
Up to now, you have been playing very straight
forward battles, with both sides gathering their strength, T er r a i n
marching onto the battlefield and then smashing it out What terrain to use on your table and how much is pretty
with the latest technology. This does happen in the real much up to your own personal taste and what you have
world, particularly on a wider battlefront where battalions in your collection. The key is to vary your set up as much
and regiments may clash in vicious fighting. However, as possible, switching between green fields and woods, to
many smaller actions also take place in war, and these dense urban environments, with everything in-between.
Scenarios
may not always pit two forces on an even playing field. In the battlefields of the near future, you can expect
Quite often one side may have a tactical advantage, even combat to take place all over the world, covering deserts,
if the opposing armies are of similar size. tundra, cities, jungles and pretty much anything else you
can think of. Feel free to have a go at fighting across
The scenarios presented in this chapter will provide every type of terrain you can lay your hands on.
you with a wide range of tactical challenges and can be
played as part of a larger campaign that will pit entire That said, we have found that some scenarios in particular
countries against one another. Many scenarios will call work extremely well in very dense urban areas, with
for one player to take on the role of Attacker and the other vicious fighting taking place from building to building,
Defender. When playing scenarios as part of a campaign while armoured vehicles dominate intersections as they
these roles will be clearly defined but in a one-off game try to avoid the attentions of gunships and fast jets. We
they will not. Either decide beforehand who will take fully recommend you try at least one game with this type
on which role or simply roll a D6, with the winner of set up – you may just find it is your best yet!
deciding.
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E n g a g em en t
Two evenly matched forces meet on the frontline. you must hold back this attack long enough for a stronger
Both sides have been building up to hostilities and each line of defence to be drawn up further down the road.
is eager to score the first victory in what is likely to be a
long and bloody war. o Both players roll a dice. The highest scoring player
then decides whether to deploy first and take the first
This is the basic scenario featured in the first few sections move, or deploy second and take the second move.
of this book, updated to use all the advanced rules.
Scenario Rules
Briefing The scenario will last until the Victory Conditions are
Scenarios
A misjudgement in the tactical prowess of your enemy met.
has left the door wide open, and an armoured column is
on its way to deliver the hammer blow to your forward Victory Conditions
base of operations. Rapidly ordering units to the frontline, The game ends when one army Shatters the other to
declare victory.
12”
12”
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Fi v e Ca r d B li n d
A deep patrol in contested territory results in two deck. These are the Reserves that have been sent to
enemy squads identifying each other’s position. Not aid you in the battle. You may not select any options
wishing to risk their men unnecessarily, the squad leaders for them.
hurriedly call for reinforcements, not knowing who is in o Both players roll a dice. The lowest scoring player
the area. deploys his army first and takes the first turn.
o At the beginning of their turn each player should roll
Briefing a dice for each unit of Reserves. On a 5 or more, the
Your patrol route has taken you far from the rest of your unit will appear on the table from the player’s edge,
company but it is a relief to know many other allied anything else and the unit is still considered to be
Scenarios
forces are in the area. Reconnoitring the battlefield, you racing towards the battlefield. The player may add a
spy your opposite number, an enemy squad. Hurriedly, cumulative +1 bonus to this roll for every turn after
you request reinforcements, hoping that the enemy has the first.
not spotted you…
Scenario Rules
o You may choose any one Squad unit to be deployed The scenario will last until the Victory Conditions are
as normal. You may not select any options for this met.
unit.
o Shuffle all the unit cards you have for your army. Victory Conditions
Deal out the first five cards from the bottom of the The game ends when one army destroys every unit in the
other to declare victory.
12” 6”
12”
6”
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F o r m at i o n A m b u s h
An advancing line of troops has unwittingly o The total points value of your force may be no greater
ventured too far into enemy territory without deploying than half that of the defender’s.
adequate scouts. Waiting for just such an error in tactical o You deploy your entire army second and take the
judgement, the opposing army lies in wait, ready to first turn.
unleash a vicious attack to destroy the formation before it
can adequately attack. Defender’s Briefing
A simple mission advancing into supposedly secure
Attacker’s Briefing territory has turned into a nightmare. As soon as you
You have timed the ambush to perfection, and grin as heard the first chatter of a machine gun, you knew you
Scenarios
the enemy advances, completely unaware of the massed were in trouble – but can the rest of your force react as
firepower arrayed against him. Though you are attacking quickly?
a larger force, you have claimed the element of surprise
utterly, and can rely on massed confusion within the o Your army may not include Emplacements.
enemy formation to aid you in the battle. o You may not include any Air Units.
o You deploy your entire army first and take the second
o Your army may not include Emplacements. turn.
o You may not include any Air Units capable of a
flight speed greater than Loiter. Scenario Rules
o You may rearrange any terrain in your deployment The scenario will last until the Victory Conditions are
zone as you see fit. met. None of the defender’s units may take any actions
o You may freely include a single Roadside Bomb, in their first turn.
which may be placed anywhere in the defender’s
deployment zone, before he deploys any models. He Victory Conditions
is not told where this bomb is. The game ends when one army Shatters the other to
declare victory.
Attacker’s Attacker’s
Deployment Zone 6” 6” Deployment Zone
24”
12”
Defender’s
Deployment Zone
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G a u n t let
A high priority target lies within reach of the air Defender’s Briefing
units of one force, and an attack is launched to destroy A misjudgement in the tactical prowess of your enemy
it. However, it lies within a valley that dictates only has left the door wide open, and an armoured column is
one easy approach. The opposing army is well aware on its way to deliver the hammer blow to your forward
of this weakness and has lined the approach with heavy base of operations. Rapidly ordering units to the frontline,
defences. you must hold back this attack long enough for a stronger
line of defence to be drawn up further down the road.
Attacker’s Briefing
Reconnaissance satellite feeds have indicated the o You have a large bunker for no cost. This must be
Scenarios
presence of an enemy command post that is ripe for placed as shown on the map.
attack. However, the approach will not be easy. Heavy air o You may not choose any other Emplacements and
defences across the area will require your pilots to skim may not select any Air units.
through a network of valleys until they reach the target. o You may place your units anywhere on the table.
Fortunately, the air defences appear to be lighter within
the final valley itself. Scenario Rules
The scenario will last until the Victory Conditions have
o You may only choose Air units. been met. The attacker can bring his Air units back on
o You take the first turn, moving your entire army on to the table if they leave as usual. However, they must
from your table edge at the start of the Air Phase. always move on from their table edge.
Victory Conditions
The scenario continues until either the bunker is destroyed
(victory for the attacker) or all attacking forces are shot
down (victory for the defender).
Attacker moves
on from this
table edge
Bunker
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Hammer and Anvil
A line of tightly integrated defences poses a serious Defender’s Briefing
tactical problem to both armies in this clash of arms. One You have been tasked with defending the command post
side must contend with a deeply-rooted enemy who has with your life, as it is the last anchor point for the whole
no wish to relinquish territory, while the other is forced front line. Hold your position no matter what the cost,
to adopt a static posture against a manoeuvring enemy, and make the enemy pay for every inch he tries to cover
trusting to the security of armoured walls. while advancing towards you.
Scenarios
timed, devastating attack here will decapitate his o You deploy your entire army second and take the
command structure, leaving the entire region in disarray first turn.
and unable to fight effectively. Win this battle, and the
entire war may be yours! Scenario Rules
The scenario will last for eight turns.
o Your army may not include Emplacements.
o You deploy your entire army first and take the second Victory Conditions
turn. Victory Points are used in this scenario. The attacker
gains double Victory Points for every Emplacement he
destroys. The defender gains bonus Victory Points equal
to the Value of every surviving unit he has after turn eight
that is still within an Emplacement, no matter what losses
it has sustained.
6”
6” 12”
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La s t S ta n d
The final stages of war are evident, and the o The total points value of your force may be no greater
defender has been almost completely defeated. Here and than half that of the attacker’s.
there, pockets of resistance desperately try to stem the o You may arrange the terrain in your deployment
flow of enemy forces, hoping against hope for a miracle zone however you wish, and may add more terrain
that will save them and perhaps turn the tide of war. and structures as you see fit.
o You may include Emplacements up to 10% of your
Attacker’s Briefing total points value for no cost.
The enemy is almost finished! Just clear this last position, o You deploy your entire army first and have the first
and they will be in full flight with nowhere to run. Show turn.
Scenarios
Defender’s
Deployment Zone
12”
12”
6”
Attacker’s Deployment Zone
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R o l l i ng T h u n d er
A defender sits tight, watching the dust clouds that Defender’s Briefing
betray the approach of a fast-moving and likely heavily A misjudgement in the tactical prowess of your enemy
armoured enemy. Battle is just a few brief moments away has left the door wide open, and an armoured column is
and a line has been drawn to hold the invader back from on its way to deliver the hammer blow to your forward
vital rear positions. base of operations. Rapidly ordering units to the frontline,
you must hold back this attack long enough for a stronger
Attacker’s Briefing line of defence to be drawn up further down the road.
A lightning thrust by your fastest moving forces has
caught the enemy completely off guard. Rapidly falling o You may only use units that have a Move score of
Scenarios
back to protect a strategic resource, they have only less than 6”.
managed to gather a few light units that were already in o You deploy your entire army first.
the area. Roll over their positions and crush them under
your tracks on the way to final victory! Scenario Rules
The scenario will last for eight turns.
o Your army may not include Emplacements.
o You may only use units that have a Move score of Victory Conditions
at least 6”, or units that are transported within other Victory Points are used in this scenario. The attacker
units that have a Move score of at least 6”. gains bonus Victory Points equal to the Value of each of
o You take the first turn, moving your entire army on his units that he moves off the defender’s table edge (note
from your table edge. that Air Units that leave the battlefield for any reason do
not count towards the attacker’s Victory Point total). The
defender gains bonus Victory Points equal to the Value
of every surviving unit he has after turn eight. Both sides
will receive half the Value of Victory Points for units that
have been reduced to half strength or less.
Attacker moves
on from this
table edge
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S a b o ta g e
Satellite surveillance and on-the-ground o You have 500 points to select your army, and may
reconnaissance have unveiled a fortified site of critical only select up to 5 units from the Squad, Support, or
importance – a command post, ammunition dump or Command categories.
communications relay. With heavy defences guaranteed o You receive a single small bunker for free, which is
to inflict heavy casualties should a direct assault be placed as shown on the map. You may not purchase
attempted, a small but highly skilled special forces team any other emplacements.
has been dispatched to destroy the site. o You also have 6 sentries, who follow the patrol
routes shown on the map, no more than 6” outside
Attacker’s Briefing the deployment zone.
Scenarios
Stealth and infiltration is the order of the day. You o You deploy your entire army first.
must bypass the enemy’s perimeter, avoid the defences o You may not take any actions other than to move
and destroy the target. Safe extraction thereafter is not your sentries until the alarm has been raised.
essential but will be appreciated by your superiors.
Scenario Rules
o You may select any one infantry unit from either The scenario will last until the Victory Conditions have
Squad or Support categories. This will be your entire been met. The defender may not take any actions (other
army. You may freely take any relevant options or than to move sentries, as described under More Advanced
upgrades. Rules) until the alarm has been raised. The alarm will
o It is assumed your weapons have been suppressed be automatically raised if any model of the attacker
and so making attacks will not necessarily raise the completes an action within 10” of a defender’s model.
alarm (see below). Only rifles and carbines may It will also be raised if the attacker makes an attack on a
be suppressed in this way – other weapons will defending model, and fails to destroy it.
automatically raise the alarm if fired.
o You deploy second and take the first turn. You may To destroy the small bunker, the attacker must move into
place your unit anywhere no more than 6” from any contact with it (he need not move inside) and perform
edge. two Ready actions to set the explosives.
s
s 18” s
24”
s s
s
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S e i z e a n d S ecu r e
A tactically important landmark is being fought o Place a terrain piece or structure in the middle of the
over by two armies. Whoever gains the upper hand for table (a hill or a building works well for this). This is
just a few hours will gain an advantage over the entire the tactical objective you are fighting for.
region that will be difficult to challenge. Just a little extra o Your army may not include Emplacements.
effort now on the part of the fighting men of these two o Both players roll a dice. The highest scoring player
nations will pay dividends later on. then decides whether to deploy first and take the first
move, or deploy second and take the second move.
Briefing
Study of the surrounding area yielded a variety of tactical Scenario Rules
Scenarios
options open to you, if only the region could be secured. The scenario will last for eight turns.
Dispatching a force to take the objective, it was with some
dismay that you saw the enemy approaching in force Victory Conditions
as well – clearly someone within the enemy command Victory Points are used in this scenario. Both sides gain
structure had the same thought and now you must fight bonus Victory Points equal to the full Value of each of
over this scrap of land. their units that are fully within 12” of the objective,
regardless of how many casualties they have taken.
Objective
6”
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S w eep a n d Clea r
The taking of territory is of prime importance in this o Your army may not include Emplacements.
battle, as the enemy must not only be defeated but beaten o Roll a dice – if you roll an odd number, you must
back so badly that he cannot counterattack. When two sweep the enemy out of the left half of the table. If
forces meet with the same objective, you can expect a you roll even, you must sweep the enemy out of the
grand battle of sweeping manoeuvres and vicious close- right half of the table.
in fighting that employ the full capabilities of a modern o Roll a dice each – the lowest score will deploy first
army. and take the first turn.
High command has ordered you to take the ground on The scenario will last for eight turns.
the far flank of the regiment. No enemy is to be left
standing – enemy units are to be destroyed or routed with Victory Conditions
no quarter. Win this fight, and you will have achieved a Victory Points are used in this scenario. Players lose
tactical advantage in the battles to come. Victory Points equal to the Value of each enemy unit still
in the half of the table they were expected to sweep clear,
no matter how many losses that unit has taken.
12”
6”
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T o w e r i n g I n fer n o
Both sides have been searching for an opportunity o On your first turn, choose one of the units in your
to engage the enemy on a battlefield that will be to army. This will move on to the table from your table
their advantage. When the clash finally comes, no one edge. Your opponent does likewise in his turn.
is expecting it. Advanced units encounter the enemy o The rest of your army enters as Reserves, but you
and desperately call for reinforcements. Every available have no control over when they appear and in what
unit is diverted to the area in an attempt to gain control order. On your second turn, roll a D6 for every unit
of the battlefield. Victory will lie with the side that can in your army. On a 6, the unit may be brought on to
effectively stall the enemy while waiting for its own the table from your table edge.
reserves to turn up. o Repeat this every turn, but the number you need to
Scenarios
roll for units to appear on the third turn is 5, on turn
Briefing four it will be 4, and so on, until your entire army has
At last, the chance to get to grips with the enemy and moved on to the table.
deliver a final blow. Your forces are converging on this
location already, all you need do is hold the enemy back Scenario Rules
long enough for your army to build up and overwhelm The scenario will last for 8 turns.
him.
Victory Conditions
o Your army may not include Emplacements. Victory Points are used in this scenario.
o Both players roll a dice. The highest scoring player
then decides whether to deploy first and take the first
move, or deploy second and take the second move.
Player 1 moves
on from this
table edge
Player 2 moves
on from this
table edge
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Ur b a n R u m b le
Fighting in built up areas is a common theme in o Both players roll a dice. The highest scoring player
modern warfare. Here, battles can become truly vicious, then decides whether to deploy first and take the first
with forces fighting tooth and nail for each block of move, or deploy second and take the second move.
territory, edging forward into enemy held streets, inch by
inch. Victory will belong not to the side who fields the Scenario Rules
latest technology, but to the most disciplined and fearless The scenario will last for twelve turns. The table is
troops. divided into 12” by 12” squares, each of which must have
one structure placed within it. Each of these squares (and
Briefing the streets and terrain within the square that surround
Campaigns
The enemy has deployed forces in this settlement, and it the structure) counts as a single block. The two forces
is up to you to force him out. You must steadily fight for must fight for control of these blocks in order to win the
each city block, giving no quarter and without allowing battle.
the enemy to flank your troops. Armour and air units may
prove beneficial in this environment, but they will not Victory Conditions
win the battle for you – instead, your best troops must be Victory Points are used in this scenario. Both sides gain
thrown into the meat grinder, in the hope that they will 250 bonus Victory Points for every block they control
finish the enemy before the enemy shatters them. at the end of the game. A block is controlled by having
at least one friendly unit within the block (regardless of
how many casualties it has taken), with no enemy units
being present as well.
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CAMPAIGN S
CAMPAIGNS
Once you have played through the scenarios in the You will need the following to start a campaign:
previous section, it is time for you to consider the ultimate
in Battlefield Evolution – an entire campaign! This is a o At least one opponent
series of connected scenarios, each of which can have a o Each player should have a sizeable army – this varies
powerful effect on the next as players vie for the control depending on the campaign you decide to play, but
of territory during an entire war. each player should have access to at least 2,000
points of units, and more would be helpful.
Campaigns
Unlike the games you have been playing up to now, o A Campaign Map
campaigns can involve more than two people. You can
get your whole club involved, if you wish, with each
member taking control of one army in a bid for military
T h e Ca m pa i g n M a p
domination! In its simplest form, a Campaign Map is a series of
circles called Territories, connected to one another by
Pr epar i n g f o r a lines. This can be overlaid onto a sketched map so the
Territories represent actual locations that you can imagine
Campai g n fighting over. After you have played a few campaigns,
Playing through a campaign is a little bit more involved you can begin to experiment with constructing your own
than just fighting in a single scenario, and if you just play Campaign Maps but, for now, we recommend you use
one scenario on one day of each week, it could take you one of the maps presented in this section, depending on
a few weeks to complete. However, that will just make how many players are taking part in the campaign, as
final victory taste all the sweeter! they are designed to be fair.
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3-player campaign map
Campaigns
Each player chooses a Forward Base on the map. This is Players must then take it in turns to select one Territory
his starting Territory. All other Territories will represent connected to a Territory they already own (starting with
another strategically important region that must be the Forward Base). A selected Territory then becomes
fought over. Roll 2D6 for each Territory and consult the theirs. This continues until all Territories have been
table below to find out what it is, marking this on your claimed by players. These will be the starting positions
Campaign Map. Different types of Territories will have of all the players in the campaign.
different effects on the game later on.
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4-player campaign map
Campaigns
The possible Threat Levels are, in order of size, Skirmish, Once this is complete, you are ready to begin fighting in
Raid, Battle and War. the campaign.
At t r iti o n S c o r e s T h e Ca m pa i g n T u r n
Each army will also start with an Attrition score. This is Just like in individual scenarios, campaigns are split into
a measure of how much damage an army can take before turns, where each player may attack with his forces and
it is forced to withdraw from the fighting and surrender consolidate his gains. Each campaign turn is played in the
to its enemies. All players start with the same number of following sequence, until one player is left as the victor.
Attrition points, as determined by the Threat Level of the
campaign. 1. All players roll a D10. The highest roller will act first
in the turn, followed by the next highest, and so on.
Threat Level Attrition Points Any ties should be re-rolled. If a player has a unit
Skirmish 4,000 card with the Intelligence Feeds special rule, he may
Raid 8,000 choose to re-roll this dice even if he is not tied with
another player.
Battle 15,000
2. Each player, starting with the highest roller decided
War 25,000
above, will choose one Territory to attack that is
connected to one of his own. If the Territory is not
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occupied, he simply claims it. If it is held by another number of Emplacements. In cases such as this, the
player, a battle must be fought! Each player will have campaign rules will take priority.
a chance to attack one Territory connected to one of
his own before any scenarios are played. Points Value
3. At the end of the turn, each player calculates his The points value of the scenario is determined by rolling
Attrition and Force Multiplier scores (see page 67), 2D6 and consulting the table below, taking into account
and the Campaign Map is updated to show who owns the Threat Level of the campaign. However, players
which territory. Another turn then begins. may try to alter this, perhaps hoping to deny an enemy a
powerful unit by deliberately trying to keep the battle low
Fig h t i n g B at tles key. Or they might want to do the complete opposite!
Campaigns
Once a player has decided to attack an opponent’s Each player may choose to modify the dice roll by either
Territory, battle is inevitable. Forces move to face one –2 or +2, if they wish. This amount should be written
another and prepare to fight. However, a general can down in secret and revealed only after the dice have been
never be sure exactly what he will meet, what the terrain rolled.
will be and how the enemy will respond.
2D6 Skirmish Raid Battle War
Before fighting a battle, you must decide which scenario 2 or less 250 500 1,000 2,000
will be played and to what points value. 3-4 300 700 1,300 2,500
5-6 400 800 1,600 3,000
Scenario
7 500 1,000 2,000 4,000
Which scenario is to be played is determined randomly,
depending on what kind of Territory is being fought over. 8-9 700 1,300 2,500 6,000
Roll a D6 and consult the Scenarios table to determine 10-11 800 1,600 3,000 8,000
which scenario is played. 12 or more 1,000 2,000 4,000 10,000
The Attacker in a scenario is always the player who chose Your force may be chosen from any units you have
to attack the Territory, except in Formation Ambush available for your army but it must obey the restrictions
scenarios, where he will be the Defender. given in the army lists.
Note: You may find that some territories you fight over Sabotage scenarios will always be set at 500 points
lead to a clash with the scenario you are about to play. for the defender and one squad for the attacker. Force
For example, the Seize and Secure scenario does not Multipliers are applied to the defender’s army as normal,
allow Emplacements, but if you play this scenario in but not the attacker’s.
a Defensive Post territory you are able to use a bonus
Scenarios
Territory 1-2 3 4 5-6
Air Strip Sabotage Towering Inferno Sweep and Clear Engagement
Defensive Post Engagement Seize and Secure Gauntlet Hammer and Anvil
Difficult Terrain Formation Ambush Gauntlet Sweep and Clear Engagement
Forward Base Hammer and Anvil Hammer and Anvil Sabotage Last Stand
Industrial Site Urban Rumble Seize and Secure Sabotage Engagement
Oil Fields Sweep and Clear Towering Inferno Seize and Secure Engagement
Settlement Urban Rumble Urban Rumble Seize and Secure Engagement
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The Aftermath
After all battles have been fought in the turn, it is time
for players to consider their gains and count their losses.
This is done primarily in two ways – Attrition and Force
Multiplier scores.
Attrition Points
Campaigns
You start the campaign with an amount of Attrition
Points based on the Threat Level of the campaign. Every
time you play a scenario, count up the total points value
of the units that were completely destroyed. This is then
deducted from your Attrition score.
Force Multipliers
There are many factors that you can take advantage
of during war to sway the odds in your favour. In the
campaign, this is represented by your Force Multiplier
score.
Force Multiplier point Last Stand scenario, you would usually have 1,000
Circumstance Modifier points to spend on your force. If you have a –10% Force
Every battle lost –10% Multiplier, you would instead have 900 points.
Every battle won +10%
Every time more than one of your –10% Note that some types of Territory can grant a bonus or
Territories is attacked in a turn penalty to Force Multipliers.
Captured an enemy Forward Post +20%
last turn Supplies
There is one final factor to consider while playing in a
campaign and a clever player can cause a lot of damage
Your Force Multiplier score is used to adjust the amount by carefully selecting which Territories he attacks.
of points you have to use in any given scenario. So, if
you are due to play a 1,000 point scenario and you have If, at the end of a campaign turn, you have one or
a +20% Force Multiplier, you would instead have 1,200 more Territories that cannot be linked to your Forward
points to use to build your army. Base without going through enemy held Territory, you
automatically lose them. They become unaligned, and
The Force Multiplier is applied after any factors that may be automatically claimed by the first player who
affect points that come from the scenario itself have taken chooses to ‘attack’ them in a future turn.
effect. For example, if you are the defender in a 2,000
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T er r i t o r i es
Each type of Territory has the following effect in the
campaign,
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Favou r e d U n i t s They do not cost any more points than normal, but it is
traditional to give them a suitably terrifying name that
In every war, heroes appear. Few look for the honour will scare your opponents witless!
but when the fighting gets intense, they rise to the
occasion, performing acts of unbelievable bravery on the Every time a Favoured Unit fights in a battle and at least
battlefield, often saving many of their friends and allies half of its models survive, you may roll on the appropriate
in the process. table below to represent its growing expertise and luck.
If for any reason the upgrade you roll cannot be applied
Favoured Units are your heroes. While much of your to your unit, roll again. A unit can only benefit from each
army may seem faceless, they are the units who have the upgrade once.
potential to rise above the norm, to win battles for you,
Campaigns
perhaps single handed.
Ca s u a lt i es
When you have determined the Threat Level of the Any losses the Favoured Unit sustains are automatically
campaign, you can select a number of units to become replaced after the scenario has finished. If the Favoured
Favoured Units. You can choose one unit at Threat Level Unit has the ability to ignore a number of failed Armour
Skirmish, two at Raid, three at Battle and four at War. rolls, this number will be ‘reset’ after each scenario.
You may choose to use your Favoured Units at any time, If a Favoured Unit loses more than half its number of
so long as they conform to your army list restrictions. models, it will also lose the last upgrade.
However, you may not use each Favoured Unit more than
once every campaign turn. If a Favoured Unit is destroyed, you lose it for the rest of
the campaign – no additional units may be upgraded!
Squad Units
D6 Upgrade
1 New Boy: Your squad gains a new recruit. Add one more member armed with an assault rifle or carbine
2 Fire Drills: Once per battle, this unit may re-roll any Damage Dice that miss during a Shooting attack
3 Grace Under Fire: This unit can ignore the effects of Suppression
4 Super Fit: Add +1” to the unit’s Move score
5 Sharpshooters: Enemy units only gain a +1 bonus to their Target and Kill scores when in Cover
6 Stealthy: If the unit is in Cover and did not make any Shooting attacks last turn, enemy units further than 15”
away may not draw Line of Sight to the unit
Support Units
D6 Upgrade
1 Captured Technology: Your squad gains one weapon or special rule chosen from any Support unit belonging to
the enemy army you fought last
2 Fire Drills: Once per battle, this unit may re-roll any Damage Dice that miss during a Shooting attack
3 Grace Under Fire: This unit can ignore the effects of Suppression
4 Super Fit: Add +1” to the unit’s Move score
5 Sharpshooters: Enemy units only gain a +1 bonus to their Target and Kill scores when in Cover
6 Stealthy: If the unit is in Cover and did not make any Shooting attacks last turn, enemy units further than 15”
away may not draw Line of Sight to the unit
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Command Units
D6 Upgrade
1 Superior Command: The unit may grant an additional action to one extra allied unit. Note, that each unit may
only benefit from one extra action per turn, regardless of the source
2 Hidden Command: This unit gains a +1 bonus to Armour rolls when in Cover
3 Captured Technology: Your squad gains one weapon or special rule chosen from any Support unit belonging to
the enemy army you fought last
4 Super Fit: Add +1” to the unit’s Move score
5 Grace Under Fire: This unit can ignore the effects of Suppression
6 True Hero: The leader of this unit gains a +1 bonus to its Target and Kill scores.
Campaigns
Air Units
D6 Upgrade
1 Break Turn: The unit’s Maximum Turn Angle becomes that of one flight speed slower
2 Expert Jink: The unit’s Target score (whether natural or from flight speed) gains a +1 bonus
3 Countermeasures: If present, the unit’s Countermeasures special rule gains a +1 bonus to its rolls
4 Overloaded: If the unit possesses a limited number of one type of weapon, it gains half as many again
5 Advanced Bombsight: Whenever the unit makes a Shoot (Bomb) action, you may re-roll your dice or that of
your opponent’s to move its Fire Zone
6 Situational Awareness: This unit gains a +1 bonus when rolling dice to return to the battlefield
Transport Units
D6 Upgrade
1 Supercharged Engine: This unit gains a +2” bonus to its Move score
2 Makeshift Armour: This unit gains a +1 bonus to all Armour rolls
3 Overloaded: This unit can carry half as many models again as it is normally able
4 Expert Driver: When moving over terrain, this unit only loses a quarter of its Move score
5 Careful Driver: Once per game, the unit can claim to have Blocked Line of Sight to an enemy instead of
Obscured
6 My Responsibility: If the unit is transporting another and is about to be destroyed, roll a D6. On a 6 or more, the
driver twists the controls at the last moment and avoids the attack
Armour Units
D6 Upgrade
1 Additional Armour: This unit gains a +1 bonus to all Armour rolls
2 Expert Driver: When moving over terrain, this unit only loses a quarter of its Move score
3 Battlefield Command: Once per battle, this unit can grant an additional action to another allied Armour unit
4 Advanced Ammunition: Choose one weapon carried by this unit. It gains a +1 bonus to its Damage Dice
5 Supercharged Engine: This unit gains a +1” bonus to its Move score
6 Enhanced Structure: The unit gains a +1 bonus to its Kill score
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MAKING
MAK IN G MODEL
BUILD INGS
BUILDINGS
PIC 1
PIC 2
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PIC 3
Making Model Buildings
PIC 4
approximately 470 x 300 x 5mm. Conveniently a 1 pound creating the sides of the mould, then gently ease up the
bag of mixed plaster nicely fills a mould this size. corners of the sheet little by little, one at a time, forcing
the sheet at this stage will crack or break it as it is still
Before pouring your plaster into the mould, coat the damp.
inside with Vaseline or similar. This will aid release of the
plaster sheet when it is dry; failure to do so will almost The sheet at this stage is almost certainly still damp, it is
certainly leave you having to chip the plaster out in small workable at this stage but on the fragile side as it is not
pieces. Pour the plaster into the mould, smooth it off, and fully dry. A day propped up in a sunny window or airing
then shake the mould gently to release any bubbles and to cupboard will totally dry the sheet.
totally level the sheet. (PICs 3&4).
So there you have it; an extremely versatile building
The plaster sheet is best left overnight to dry enough so material ready for you to use. (PIC 5)
it can be removed. To remove, unscrew all the batons
PIC 5
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Bu ilding This example details a simple four sided single story
con s t r u c t i o n house. As seen in the pictures (PICS 6&7) a slightly
oversized base is used for the house from a thin sheet of
The best way to cut the plaster sheets is to score, using foam board.
the back of a scalpel, several millimetres through and
break along the scored line. This is best accomplished Adjust the lengths of the wall sections so they all fit using
PIC 6 Once the walls are bonded to the base section, and to
each other, the resulting construction should be rigid and
relatively strong. (PIC 8)
PIC 8
PIC 7
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PIC 9
PIC 10
Making Model Buildings
PIC 12
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act of painting the building will seal the plaster and as
Paint ing B u i l d i n g s the paint will penetrate the surface to a degree make the
If you are thinking of constructing many buildings, a trip whole construction slightly stronger too.
to the local hardware store to buy a pot of white or off-
white matt emulsion paint is a wise investment. It would In PIC 14, several thin washes of dirty yellow (yellow
take many pots of normal ‘hobby’ sized pots to cover ochre is good for this) and a muddy brown have been
PIC 14
PIC 15
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PIC 16
PIC 17
Making Model Buildings
Ru b b l e P i l e s a n d
Ru i n e d B u i l d i n g s Make a suitably sized base for the pile, heap it on and
After constructing several buildings you are sure to have cover in glue, either thin cyanoacrylate or thinned
some offcuts of plaster sheet left over. These can be used PVA (using PVA may need two or more applications).
to great effect in making piles of rubble or ruins. The Ruined buildings are simple to make too. Concentrate on
preferred method to make rubble is to collect the pieces keeping the corners of the building intact as this gives
in a thick plastic bag and give them a few whacks with a the impression of its original dimensions. Piles of rubble,
hammer; instant rubble! inside or around the broken walls complete the effect.
PIC 19
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CONTACT AT QAFIR
Q AFIR
SET T ING suppress small units and I don’t want to have combat-
Battlefield Evolution is a hugely diverse game, allowing ineffective troops in what will be a tight game.
substantial numbers of troops to be fielded while still
Contact at Qafir
being playable, but for this report we decided to show that I do have the significant advantage of Intelligence Feeds.
a simple game with introductory forces can be equally as This is a bonus that some USMC units have that will
satisfying – and challenging! allow me to re-roll dice for set-up and deployment.
Getting off to a good start is going to be essential so if
Contact at Qafir uses the basic Engagement scenario I can I will want to move first, particularly as winning
from this rulebook, and sees Ian Barstow’s USMC pitted the deployment roll also allows me to choose which table
against Nick Robinson’s EFTF force. The scenario edge to set up on. This can be a considerable advantage
is a straightforward one, with the simple objective of – remember, terrain is your friend!
Shattering the opposing force to win.
Ian’s USMC Combat Team
TH E AR M I E S USMC Infantry Squad
USMC Infantry Squad
185 points
185 points
Ian: I have had the opportunity to play all four of M1A2 Abrams MBT 420 points
the armies in Battlefield Evolution fairly regularly
throughout playtesting, but the force I have used least is Total 790 points
the USMC, so when this opportunity came up I thought
I would remedy the matter. The USMC is strong in so Shatter Point: 4
many areas that it is hard to know where to begin, but
at the starting level both the versatile USMC Infantry
Squad and the powerful
M1A2 Abrams MBT
are available right
away meaning that I
can get a very solid
combat team out of
the very first releases.
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Contact at Qafir
EFTF Deployment
Nick:
So Ian got to choose first and picked the USMC. I would Nick’s EFTF Combat Group
moan about him pulling rank but I would have chosen the British Army Infantry Section 160 points
EFTF anyway. The British element is my preferred army British Army Infantry Section 160 points
(although the German Leopard 2 has the best gun in the Challenger II MBT 425 points
game) and I am steadfastly loyal! Ian told me we had
800 points to spend so that tells me I am up against two Total 745 points
squads of marines and an Abrams! Seriously, knowing
your enemy in Battlefield Evolution is as important as Shatter Point: 4
knowing your own army.
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With that in mind I deployed First Squad on my left
flank, with the Abrams squarely dominating the main
Turn 1
road and Second Squad on the right flank, ready to surge Ian: Hmm… Nick deployed very cleverly. I was hoping
forward into the ruins ahead of them. The advantage that he would be tempted into cover rather than behind
of deploying first is knowing that you can expose your it, giving the Abrams something to shoot at. In effect he
troops a little more as they are going to be moving first negated my decision to move first, but making critical
and they can seize advanced cover. With modern warfare battlefield decisions is what Battlefield Evolution is all
fire and movement is the name of the game – as long as about. Every situation has a counter, as long as the player
Contact at Qafir
that movement puts you in some nice cover! The down can think of it.
side is your opponent can see your dispositions and react
accordingly. Decisions, decisions! I decided to be bold and push forward as per my original
plan. One lesson I have learnt over the years is not to give
Nick: Wonderful, I get a block of flats! Great to look up on your initial plan too readily. Just because elements
at but tactically useless for this game unless I intend to may not have worked out perfectly does not mean it is
hide my men inside and wait for room service. Plus he suddenly a bad plan. Bismarck said ‘No plans survive
has deployed his Abrams right in the middle of the road. contact with the enemy’, so there is no need to panic just
That forces my Challenger to deploy out of sight, or risk yet! In Battlefield Evolution it is essential to be able to
getting smoked in turn 1 without having done anything. think fluidly and amend your plans as you go. That does
With that in mind and to avoid unwanted casualties I not mean being reckless though, so I hid the Abrams
deployed the Challenger and Section A on the right flank, behind a suitable building away from prying eyes (and
with the infantry making best use of the flats by hiding Challenger guns!) and advanced First Squad into the
behind them while Section B did a similar thing behind ruins alongside it. Meanwhile, Second Squad stormed
the ancient ruins on the left flank. By my reckoning Ian forward towards the central ruins, intent on getting there
will have no viable targets for Turn 1, meaning that he before the Brits.
will have to be clever in his manoeuvring.
Nick: Good, no firing from the marines, and I have forced
their tank into cover without doing anything. I am a bit
The field of battle surprised at the aggressive moves by Ian’s right flank
squad though. Clearly he has pre-measured to check
on whether he will be in range of my troops, but
I might just surprise him. What I wanted to
do on my left though was secure the ancient
ruins and set up a defensive position while
my hammer blow falls on the right, so
rather than fire off a few long distance
rounds from Section B’s two Minimi
Paras I chose to take two half speed
moves through the ruins to get
into position. Movement in
Battlefield Evolution is highly
influenced by terrain, so
while you get the benefits
of cover (and a +2 bonus
to Target and Kill scores
is really important) they
pay off is that you move
more slowly.
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Contact at Qafir
Turn 1
Meanwhile on my other flank I had a decision to Without an ATGW in the unit we had to take a chance,
make about my tank. With the Abrams hidden behind hoping that cover would protect us from the worst of the
a building I could either chance my arms and get into fire.
action or hide at the back and waste half my army’s
points doing nothing. It was time to be bold, so I gunned That did mean that I was confident enough to move my
the accelerator and pushed forward towards the marines Abrams back onto the main road. This would hopefully
in the ruins, hoping to intimidate them into making a have two effects. Firstly it would support Second Squad as
mistake, while my infantry rushed around the edge of the they advanced further into the central ruins and secondly,
tower block in support. it might just put some doubt in Nick’s mind about how
best to use his Challenger. I expected him to put two
Tu r n 2 rounds of fire into First Squad but if he did that would
leave his flank exposed to the Abrams if it pressed further
Ian: I had hoped that moving first would have given me forward next turn. In Battlefield Evolution, making
the opportunity to whittle down a few of Nick’s troops, maximum use of your units is crucial. You won’t always
but after that did not happen at least I suffered no losses have exactly the right equipment for the situations that
as well. On my left I moved First Squad further forward, transpire, so having a unit like the Abrams in a position
spreading out amongst all the available cover and looking to potentially affect multiple contingencies is essential.
warily at the big Challenger tank bearing down on me. That is what I meant about knowing the strengths and
weaknesses of your army.
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The Challenger First Squad disperse
engages First Squad to meet the threat...
Turn 2
Nick: Right, a second American turn without any allowed at any time in Battlefield Evolution which means
firing. That really gives me an opportunity to inflict you can plan carefully and you are given the opportunity
a few casualties and get him ticking down towards his to make the right decisions. I know that Ian, being the
Shatter point. With that in mind I moved the Challenger old traditional wargamer that he is, initially had doubts
forward into machinegun range and opened fire on the about this, but even he has come round to admitting that
First Squad marines in front of me. Pre-measuring is it feels right for the game, and pretty much removes most
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Turn 2
The Abrams stalks its prey The view from behind Second Squad
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Second Squad succeed in ...but they are being observed!
reaching their objective...
Turn 3
Tu r n 3 can ignore four hits before it blows up, making it one
tough cookie. Some lighter vehicles, like the dangerous
Ian: All things considered I did not feel that two MEA 2S6 Tunguska AA vehicle can take only two hits
casualties in First Squad was too high a price to pay, before they are taken out. A Kill shot is always instant
considering that they had set up the Challenger for a flank obliteration, though.
shot from my Abrams. A flank shot means that –1 comes
off the Armour save of an armoured vehicle, so I rumbled Having failed to take out the tank I was left thinking that
forward with my tank and opened fire. I rolled a 6, which my plans were perhaps too aggressive, but I decided to
with the +4 modifier on my Abrams tank gun scored a hit. continue forwards with Second Squad to get in range of
Not the instant kill I had been hoping for but still a hit. the British infantry ahead of them. Checking the distance
Nick failed his saving throw and he noted down that the from First squad to the Brits by the tower block, they
Challenger had taken its first hit. Armoured vehicles have were annoyingly just out of range. Nick had been pre-
the Tough rule, which means they can survive a number measuring the distance last turn and it looked like he
of ordinary hits before they are destroyed. A Challenger had cleverly left them just out of range of my M249s.
Instead, I repositioned my men slightly and then used a
Ready action to set up the M249s. Some machine guns
benefit from being set up for sustained fire. In the case of
the M249 it gains two extra Damage Dice and each hit
suppresses double, meaning that enemy units are more
easily suppressed by readied heavy weapons.
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Section A break cover
Contact at Qafir
Turn 3
possibly roll another 1. Wrong! Incredibly for the second This left the Challenger’s rear looking very exposed and
turn straight the Challenger’s Rheinmetall L55 gun had I rashly decided to rush forward Section B in a rather
completely missed. Ignoring Ian’s barely suppressed glee crude attempt to distract the Abrams from taking out my
I got out the D6s for my machineguns, ready to wipe the beloved but ineffective tank. It then crossed my mind that
smile off his face. Looking through the results, I was if I gave Ian too much to think about he might make a
horrified to see an uninterrupted selection of 1’s and 2’s. mistake, so I opted to move Section A out of the ruins,
I could not quite believe it. Never in my life have I rolled presenting the Abrams with a third possible target. Time
this badly! to see what his decision would be.
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The Abrams finally secures its ... as the survivors of First
kill... Squad look on relieved!
Tu r n 4 Turn 4
Instead I opened fire on the obscured infantry with
Ian: I was, to say the least, elated by Nick’s disastrous First Squad. Obscured troops are those that have terrain
round of shooting and his apparent loss of discipline as between themselves and the firer, although they are not
a result. It was pretty clear that he was using his infantry in contact with it, as that would mean they were in cover.
as a tempting alternative to the Challenger and although The line of palm trees meant the British infantry added +1
it was a serious consideration I had my sights firmly set to their Target scores, so despite two rounds of ferocious
on destroying the British tank, so once more the Abrams fire only two were killed, plus Nick used his reaction on
pursued it round the corner and fired a round into its poorly the second shot to advance them forward into the ruins,
armoured rear. The dice come up with a 10, totalling 14 meaning they would be in a good position to return fire.
and meaning an instant kill! The Challenger went up in
flames and I could feel the battle turning in my favour. Finally, on my right flank Second Squad took up positions
Then I made a terrible mistake. I forgot that my tank in the central ruins, leaving the British in front of them
machineguns could create a separate fire zone, so instead looking exposed. It could have gone better but without a
of mowing down the infantry I taunted Nick over the loss tank I could not see Nick being able to stop me.
of his tank. This is an important lesson – concentrate on
the unit you are using and remain focussed on the game. Nick: For a few moments I had just about given up, but if
I allowed my great shot to distract me and I missed an I have learned one thing about Battlefield Evolution it is
opportunity to pretty much clear up the battle. that you are never out of a battle as long as you keep your
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Turn 4
head. I had the seeds of a secondary plan in my mind, and
although it was an outside shot now that my tank was a
Turn 5
twisted pile of scrap, it was worth a go. Ian: Time to take advantage of my superior position, I
decided. With that, I turned my attention to the left flank,
Having got Section B into position on the right I used bringing around the Abrams at full speed and storming
a ready action to set up the surviving Minimi Para and forward with Second Squad. I would swamp the British
then hosed down the marines of First Squad. This time with weight of numbers and a tank they could not even
the dice were much more favourable and I inflicted 4 scratch. Second squad got off a firing action before they
hits, including three with the Minimi, and with those hits moved, but only one British rifleman fell.
counting double for suppression whatever happened the
marines would be suppressed for one action next turn. As for First Squad, they were busy convincing the
As it happens Ian’s saving throws were poor and three corporal what a good squad leader he would be, so no
marines were killed. Even better, one of them was the action from them this turn.
squad sergeant, meaning that instead of being suppressed
for one action the squad would spend all of next turn Nick: So far I’d had a pretty poor run with the dice
rebuilding its command structure. in this game, and if it continued I was going to lose. I
started with Section B, pouring two rounds of fire into the
Section A was too exposed for my liking and now that depleted USMC First squad and killing another two men,
the attempt to distract the Abrams had failed I redeployed although not the newly promoted corporal. It left them
them into cover and took a Ready action to prepare my with just the corporal and an M249 gunner though.
Minimi Paras for action next turn.
The moment of truth rested with Section A, who knew
that unless they fired well they would be crushed by the
approaching tank. I opened up with everything, including
eight D6 from the two readied Minimis and both grenade
launchers. The results for the marines were catastrophic.
Exposed in the open they were annihilated. Ian looked
stunned, muttering something about revenge with his
tank next turn, but then I looked more closely at his army
and realised that there were only three models left. The
marines had passed their Shatter point and I had won!
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The Abrams and Second The view from behind the Abrams
Squad attack Section B
Turn 5
CON CLU S I O N Still, that is not to take anything away from Nick who
Ian: I lost a game that I should have won comfortably. kept his head after the loss of his tank and formulated an
There is nothing else to say. I completely lost my head in alternate plan to come out the winner.
the euphoria of blowing up the Challenger and instead of
remembering the rules believed that having an invulnerable Nick: There is nothing better than pulling out a win when
tank meant I could not be beaten. This is a harsh lesson it appears certain you are going to lose. This battle gave
and ironically one I have lectured other players about. me a real feeling of accomplishment. Many games I
Having won the majority of my games during playtesting have played in the past would have been effectively over
I allowed my perceived superior position to blind me to with the destruction of the Challenger but Battlefield
the simple fact that I could still be Shattered. Evolution’s Shatter rule means you cannot simply treat
your troops like cannon fodder, as Ian learned in this
I made several critical mistakes, but the big two were battle.
forgetting to fire my tank machine guns at the infantry
after I had destroyed the Challenger and then rashly I realised that after the loss of my tank I needed to Shatter
storming forward on the right instead of sticking with my the marines to win, which meant a careful game of fire
plan to hold the central ruins. Had they been in cover, and manoeuvre, helped by Ian’s bout of rash aggression.
Second Squad would not have been so catastrophically Battlefield Evolution rewards clever play and tactical
annihilated and I would have overwhelmed Section B the awareness, as I am pleased to say this game showed!
following turn with the Abrams.
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INDEX
Actions 13 Squad Units 69 Buildings 76
Aerial Deployment 31 Support Units 69 Scenarios 12, 50
Air/Ground Interaction 28 Transport Units 70 Engagement 51
Air Actions 27 Fighting Inside a Structure 24 Five Card Blind 52
Air Phase 26 Final Victory 68 Formation Ambush 53
Air Strip 64, 68 Fire Zone 17 Gauntlet 54
Air Target Characteristic 26 Fire Zones and Line of Sight Hammer and Anvil 55
Air Transport 30 15 Last Stand 56
Air Units 26 Flight Speeds 26 Rolling Thunder 57
Index
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Index
2-player campaign map
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Index
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Index
4-player campaign map
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