It would probably be a good plan at this point to include each player's objectives which may explain their actions. At the start of the game each player was given a sheet of Victory Points. Also as special events occurred, a written sheet was produced to explain it, as per the Auxiliary Units.
SPECIAL RULES FOR KIDNAP
To kidnap Prince Phillip two enemy must be in base to base contact. Phillip will then move with them. Phillip will resist one enemy with normal Combat rules.
To kidnap Sir Douglas one enemy must be in base to base contact. Sir Douglas will then move with them.
To gain Victory Points, either of the stated captives must be in your possession at end of game or have been escorted off the table.
Escorts going off the table with a captive cannot return.
HOME GUARD VICTORY POINTS
Retain Charter +1 VP
Prevent capture of Prince Phillip +1 VP
Prevent capture of Sir Douglas +1 VP
Kill 90% of the Luftwaffe +1 VP
Kill 90% of the Kriegsmarine +1 VP
LUFTWAFFE VICTORY POINTS
Meet the Black Shorts +1 VP
Steal Charter +2 VP
Capture Sir Douglas +1 VP
Kill Prince Phillip -2 VP
Kill Sir Douglas - 1 VP
Kill 90% of the Home Guard +1 VP
KRIEGSMARINE VICTORY POINTS
Meet the 5th Column +1 VP
Capture Prince Phillip +2 VP
Capture Sir Douglas +1 VP
Kill Prince Phillip -2 VP
Kill Sir Douglas - 1 VP
Kill 90% of the Home Guard +1 VP
1 comment:
Decimate the Home Guard was what I remember, that's only 10%;)
+1 victory point for each additional 10%, although I think that's my rule!
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