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Hidden set-up

[Content from Battles Book page 12 to 13.]

In some scenarios the defender has had sufficient time to conceal his forces and lay some unpleasant surprises for the enemy in the form of booby-traps and mine-fields. As with objectives we recommend replacing the Hidden Set-up counters supplied in the game with small terrain pieces. Hidden Set-up markers can be represented by clusters of fox holes or strongpoints concealed by camouflage netting for example. The extra effort these pieces require is well rewarded when the battlefield is set up.

When using Hidden Set-up the defender takes one Hidden Set-up marker for each of his infantry/vehicle detachments (including those in reserve or otherwise not starting on the tabletop). War engines cannot set up hidden. Each marker should have a number or letter on it. The player using Hidden Set-up writes down the numbers of the counters he has taken, and which detachment each number represents.

When forces are set up on the table, the player deploys the Hidden Set-up markers instead of his units. A marker may be placed on any terrain, as long as it can be moved into by at least one unit from the detachment.

Firing on hidden troops

A Hidden Set-up marker can be fired at but the detachment it represents suffers no casualties. However, any Blast markers inflicted are placed by the Hidden Set-up marker and when the detachment is revealed the Blast markers are transferred onto it. This rule allows attackers to suppress the hell out of where they think the enemy is, or alternatively waste time shooting up the countryside for no effect whatsoever. Blast markers inflicted on Hidden Set-up markers have no effect on army morale levels.

Revealing hidden troops

A hidden detachment must be revealed before it can move or fire. The owning player may choose to reveal a detachment at any time during the turn, interrupting his opponent's move if necessary. Hidden detachments are also revealed as soon as an enemy ground unit moves within 15cm of the marker; flyers cannot reveal hidden detachments at all.

If the marker is for a detachment that is in reserve or that may not deploy on the table for any other reason, then it is a special 'dummy' counter and no units are placed when it's revealed. Your opponent won't know this until the counter is revealed, of course, and what's more the dummy counter may turn out to be a mine-field or booby-trap!

When a detachment is revealed, one unit (owning player's choice) is placed at the point occupied by the counter. The remaining units are set up within 15cm of the first, provided no unit is placed closer than 15cm to an enemy unit.

When a hidden detachment is revealed the owning player may place it on special orders if he wants to (eg, Overwatch or Assault), but if there are any Blast markers on the detachment it must pass a Leadership test first.

Mine-fields and booby-traps

Dummy Hidden Set-up markers may represent mine-fields or booby-trapped areas. Roll a D6 when a dummy Hidden Set-up marker is revealed by an enemy unit moving within 15cm of it. On a roll of 1–3 it was simply a dummy and can be discarded (along with any Blast markers). On a roll of 4–6 it can be either a booby-trap or a mine-field at the controlling player's choice. Note that only dummies revealed by enemy movement can be mine-fields or booby-traps; those voluntarily revealed are always simply dummies!

Booby-traps

The attacking unit that revealed the dummy counter takes a hit on a roll of 2+. The counter is then discarded along with any Blast markers on it.

Mine-fields

If the defender has a suitable model (eg, barbed wire, Achtung Minen signs etc) he may set up a mine-field in the position occupied by the dummy counter. Mine-fields can be up to 15cm long by 5cm wide. Any enemy unit that enters a mine-field is immediately attacked with a Firepower of 1 (ie, always roll one hit dice). Mines bypass power fields or void shields, affecting the target directly. Mine-fields can attack any number of different units in a turn, but can only attack the same unit once. Units that start a turn within a mine-field are attacked only if they move. Skimmers and jump pack troops are affected by mine-fields but flyers are not.