Hold the Line ~ Multi-player

Flames Of War

Hold the Line ~ Multi Player

By Steve Tinsley

This scenario is designed to be played with more than one player per side. Each side should have an equal number of players with each playing a separate force of equal points. For example, a 3 on 3 match with each player fielding 1500 points.

The playing area should have a frontage of 6 feet for each player. The depth of the playing area will always be 4 feet. Players will be randomly paired opposite each other with one and only one player per side assigned to each 6’ x 4’ sector of the board.

Preparing for Battle

1. Determine who is attacking and who is defending. Each side rolls one die and the highest modified score chooses whether to be the attacker or defender.

The roll is modified by +1 for each infantry force on its side to a maximum of +3. For example, in a 3 on 3 game, side A has one tank, one mech, and one infantry force, it receives a +1. Side B has one tank, and two infantry forces, it receives a +2.

2. The Attacking side chooses which side of the table to attack from.

3. Starting with the defender, both players in each sector place an objective within the defenders side of the table (table is divided equally lengthwise) for each sector. Objectives must be placed between 8"/20cm and 16”/40cm from the center on the defenders side.

Sample shows a 6 player game

They may not be placed within 8”/20cm of a sector boundary or table edge. Thus there will be 2 objectives in each sector of the battlefield.

4. Each defending player must hold at least half of their platoons in reserve (normal reserve rules). Of the remaining platoons, exactly one platoon may be in ambush.  The remaining platoons are deployed on the table anywhere on the defenders half of their sector. The defender’s company command teams are also placed on board.

5. All on board defenders and ambush units may be in prepared positions and considered concealed and gone to ground if otherwise eligible.

6. The defender may roll for reserves starting on turn 1 using the normal rules. Reserve units may not enter within 12”/30cm of a sector boundary.

7. Attacking recon platoons are allowed a pre-game move from the board edge using the normal recon rules. They may not move on from within 12”/30cm of a sector boundary. The attacker takes the first turn and the rest of the attacking forces will enter from off board and not within 12”/30cm of a sector boundary on the first turn.

8. Once the game begins, platoons may cross sector boundaries freely, but are still part of the original force and count for victory points in their original sector.

9. The battle will end 2 turns after any company on table fails a company morale check, or 2 turns after any attacking force holds any objective at the start of the attackers turn. This will determine the winner in that sector, even if the defender later recaptures the objective in one of the remaining turns.

10. Only one player per side may purchase air support. That player makes all decisions and rolls for the aircraft and they are free to operate anywhere on the board.

11. Warrior characters may not be duplicated on the same side. Warriors may only influence/affect the purchasing players force (including Rommel).

12. At the battles conclusion, 7 victory points are allocated for each sector of the battle as usual. If the attacking player in a sector hasn’t already won, he loses if there are no attacking units on the defenders side of the table in that sector. If neither side has won, the sector is a draw and both players score from the losing column counting the number of enemy platoons eliminated for determining the points. For example if it is a draw and both sides eliminated 2 or more platoons, then they both score 3 points.

13. Victory points are totaled for all sectors in the battle to determine the winner of the battle. For example in a 3 on 3 game, there will be a total of 21 possible victory points. If the attacker captured an objective but lost 2 or more platoons, the score for that sector would be 4-3 in favor of the attacker. If the defender wins in a sector, and only has lost one platoon, then the score would be 2-5 in favor of the defender. If the other sector is a 3-3 tie, then the total score would be 9-11 in favor of the defender.


Last Updated On Friday, May 9, 2008 by Wayne at Battlefront