King of the Hill

Flames Of War

King of the Hill
A Take and Hold Scenario for Flames of War


By Tony Capra

The King of the Hill Mission uses the Reserve, Prepared Positions, and Intense Battle special rules.

Your Orders

Attacker
You have been ordered to take and hold a strategic hill near the front lines. You are allowed up to, but no more than 2000 points. (It is recomended you play with 1500 to 2000 points per side)

Defender
You must hold a very important hill that is a vantage point over a large portion of the front lines. You are allowed up to, but no more than 2000 points. (It is recomended you play with 1500 to 2000 points per side)

1. Battlefield Setup
This mission is meant to be played on a standard 72 inch x 48 inch (6’x4’ or 1.8m x 1.2m) table but can easily be scaled down to a 48 inch (4’x4’ or 1.2m x 1.2m) square table. Start by creating a large hill at least 18 inches (45cm) across with equal access on all sides, the hill should allow for models to travel on it a will count as easy going and should have a large flat area that is the top, similar to a flat top mesa. (I used a 2 inch or 5cm thick piece of stiff Styrofoam purchased at the arts and craft store, sanded it smooth all the way around the edges and covered it with brown felt) This hill will be placed in the center of the table.

2. Terrain = Medium to Light
Use a few smaller hills and a couple of small forests or ruins, players should take turns placing terrain with the defender getting to place the first and last piece. No terrain can be placed on the main central hill.
   
3. Deployment
After all terrain is placed the defender will choose a corner to play from and the attacker will play from the diagonally opposite corner. The attacker will deploy all of their forces in a 20 inch (50cm) radius ¼ circle whose center is the corner of the table opposite the defenders corner, however the attacker must leave THREE platoons in reserve (not his HQ platoon). The attacker’s reserves will arrive on any board edge that is a part of this deployment area as per the normal reserve rules.

Game Map
The defender then deploys all of their units in the opposite corner, same 20 inch (50cm) radius ¼ circle. After all deployment is complete, but before Recce moves are made, the Defender may move one platoon to a location within 6 inches of the center of the main central hill. This one platoon can take the benefit of prepared positions. i.e. be dug in and gone to ground.

4. Beginning the Battle
After deployment is complete, Recce moves can be made. The attacking force takes the first turn.
US troops take a hill

Ending the Battle

The battle ends when:

- The attacker starts any turn with complete uncontested control of the large central hill.

Control of the hill will be as per standard objective rules, however, only the top of the hill counts as the objective and can only be contested with a model / platoon on that portion of the hill (the inclines do not count).

- The defender starts their turn six or any of their subsequent turns with complete uncontested control of the main hill.
- At the end of eight turns

Deciding Who Wins

The attacker gains a major victory if they hold the main hill at the start of turn six or before.

The attacker gains a minor victory if they hold the main hill at the start of turn seven or eight. 

The defender gains a major victory if they hold the main hill at the start of their sixth turn.

The defender gains a minor victory if they hold the main hill at the start of their seventh or eighth turn.

If both sides have units on the main hill at the end of turn eight the battle will be considered a draw.

Of course if either force is forced to make a company command check and fails then the other side wins a decisive victory.

This mission was submitted by Tony Capra

I hope you enjoy it!

Gurkas take a hill


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