On this page:

The Fog of War

[Content from Battles Book page 98 to 101.]

Two armies clash in disputed territory. Neither commander knows how large the opposing force is, or what their objective is. All he knows is the number and composition of his own command, and what he has been ordered to achieve by his high command.

The following special rules are used in this scenario: Objectives, Reserves. Note that the Reserves rules are modified, as described below. You will also need a pack of ordinary playing cards in order to play this scenario.

Forces

Each player picks an army to a pre-agreed points total.

Set-up

  1. Set up the terrain using any mutually agreeable method. If one player sets up the terrain, then his opponent is allowed to choose which table edge he wishes to deploy on. If both players helped set up the terrain, or it was set up randomly, then roll a dice to see who gets the choice of table edge.
  2. Set up objectives as described at Objectives.
  3. Each player draws a playing card to determine their mission and available forces (see Missions). Whatever mission is selected, each player starts with only one detachment deployed on the table. This must be the vehicle/infantry detachment with the lowest points value in his army (don't use a war engine, flyer or Supreme Commander's detachment, even if it has the lowest value). The player whose army has the lower Strategy Rating sets up first. His opponent sets up in the opposite deployment zone after the first force has been deployed.
  4. Each army has a deployment zone 90cm deep, set up in one corner of the table. The two deployment zones are 150cm apart so their width will depend on the width of the table you are playing on. The deployment zones represent the areas being patrolled by the opposing detachments just before they sighted each other.

Objectives

Each player must place one Capture, two Take & Hold and one Cleanse objective on the table, starting with the player whose side has the lower Strategy Rating.

Missions

Take an ordinary deck of playing cards and shuffle it, then each player draws a card. The card determines the player's mission and how much of his army he has available to achieve it with. See Fog of War Mission table.

The force you can use will consist of your vanguard (ie, the infantry/vehicle detachment with the lowest points value in the army) plus a percentage of your army, as shown on the Fog of War Mission table. If you are allowed a percentage of the army, then you may only use complete detachments as part of the force, and the total points value of the detachments used must not exceed the stated percentage. For example, if you had a 2,000 point army and were playing a mission which allowed you "Vanguard+ 25%", then you could use the vanguard plus any detachments whose total points value did not exceed 500 points.

Fog of War Mission table
Card Force size Mission
2 Vanguard only Your orders are to form a strongpoint and hold on to the last man. This will buy time and slow down the enemy. As long as the vanguard has one unit left and is unbroken at the end of the 4th turn, then you achieve your mission.
3 Vanguard only You have been ordered to deliver a sharp counter-attack to slow down the enemy, and then retreat off the table edge anywhere along your deployment zone by the end of the 4th turn. Any units left on the table at the end of the 4th turn are considered eliminated. As long as you destroy at least one enemy unit and your own losses (in terms of number of units and/or Damage Capacity lost) do not exceed twice those of the enemy, then you achieve your mission.
4 Vanguard +25% A big enemy assault is coming in this sector. To delay it you've been ordered to slip through the enemy's front line and hit his forces' rear. You must exit one detachment off the table edge that runs along the opposing side's deployment zone to achieve your mission. Detachments reduced to below half strength don't count.
5 Vanguard +25% You are ordered to move out and grab a new strongpoint, and then dig in and stop any possible enemy assault. Casualties are of no consequence! If you hold one Take & Hold objective and your Cleanse objective is clear of the enemy at the end of the 4th or any subsequent turn, then you have achieved your mission.
6 Vanguard +50% The enemy must be driven back. Casualties are not a consideration! If you hold one Take & Hold objective and your Capture objective at the end of the 4th or any subsequent turn, then you have achieved your mission.
7 Vanguard +50% You must delay the enemy but conserve your forces as they are needed for a counterattack later. You must maintain control of your Cleanse objective until the end of the 4th turn, and exit two of your detachments off the table edge of your own deployment zone to achieve your mission. Detachments exited from the table that have been reduced to below half strength don't count.
8 Vanguard +50% While friendly forces are attacking in a nearby sector the enemy reserves must be pinned down. You must either wipe out one enemy detachment or reduce any two enemy detachments below half strength. In addition, your own losses (in number of units and/or Damage Capacity lost) may not exceed twice those of the enemy. If you have achieved these objectives at the end of any turn then you have achieved your mission.
9 Vanguard +75% You have a large force and have been ordered to hold a wide front. If you hold both Take & Hold objectives and your Cleanse objective is clear of the enemy at the end of turn 4, 5 or 6, then you have achieved your mission.
10 Vanguard +75% Your force is guarding the flank of a major offensive. You are to drive the enemy back to establish and hold a defensive perimeter. If you hold both Take & Hold objectives and your Capture objective has been taken by the end of the 4th or any subsequent turn, then you have achieved your mission.
Jack Entire army The enemy forces on your front must be crushed. You must either wipe out one enemy detachment or reduce any two to below half strength. In addition, your own losses (in number of units and/or Damage Capacity lost) must not exceed those of the enemy. If you have achieved these objectives at the end of any turn then you have achieved your mission.
Queen Entire army You have been ordered to hit the enemy and drive them back. You must hold both Take & Hold objectives and have your Cleanse objective clear of the enemy by the end of the 4th turn to achieve your mission.
King Entire army Attack! Capture enemy territory! If you hold both Take & Hold objectives, and your Capture objective, and are within 15cm of the enemy's Cleanse objective by the end of the 4th or any subsequent turn, then you have achieved your mission.
Ace Entire army You have been ordered to contain the enemy and stop them achieving any mission they might undertake. As long as the enemy fail to achieve their mission before the end of the battle, then you achieve your mission.

Apart from the vanguard, none of the detachments you use may start on the table. Instead you may bring detachments into play each turn after the first. The number of detachments that can be brought on each turn will depend on the total number of detachments you have off-table (see Off-table Detachments table). If you decide to bring a detachment on then place its HQ unit on the table edge to show where it will enter, as you would for a reserve detachment. Note that you don't roll randomly to determine which detachments enter play as you would do normally with reserves (as rolling randomly would let your opponent know how many reserve detachments you have!).

Off-table Detachments table
Number of off-table detachments Number that may enter each turn
1–5 detachments One per turn
6–10 detachments Up to two per turn
11–15 detachments Up to three per turn
etc etc

Discovering the opposing force's mission

There are only two ways to discover an opponent's mission (before the end of the game that is!): tactical analysis and psychic precognition.

Tactical analysis

Observation of the enemy forces, tactics and movement can give you a general idea of their objectives. The longer the engagement goes on, the easier it becomes to work out just what the foe is up to. In the Rally phase of each turn both players roll a D6; if a player equals or beats the score shown below his opponent must reveal his mission.

Turn
  1 2 3 4 5
D6 roll 6+ 5+ 4+ 3+ 2+

If a player has a Supreme Commander on the battlefield when the dice roll is made he may re-roll the dice.

Psychic Precognition

Psykers can often pick up fragments of information, impressions of the potential future and of what enemy plans may be. Roll a D6 for every psyker unit that is within 45cm of the enemy in the Rally phase: on a roll of 6 they perceive the enemy's plans and the opposing player must reveal their mission.

Victory conditions

The first player to achieve their mission objective wins at the end of the Rally phase on the turn they achieve it. If both players achieve their mission objective on the same turn, or neither player has done so by the end of the 6th turn, then the battle is a draw and neither player wins.