Sunday, 1 February 2015

Infinity - Escalation League Round 2

The first round of the Vanguard Escalation League has been well received with 8 people having completed the first round missions. It's been great to have people down playing (multiple times) each week and everyone seems to be getting to grips with the game.


A lot was learnt by new and experienced players alike. In particular Stealth and Suppressive Fire have had huge impacts on all of our games and finding ways to to deal with these abilities has been key.

So with the new round kicking off on Monday, I present to you the Round 2 missions.

Two new Alguaciles join the fray and a Spektr lurks in the background...

Escalation League Round 2

Points: 150
SWC: 3

There are two special rules in place for round 2. These rules are aimed at lowering the knowledge threshold when playing initial games but players, by mutual agreement, may chose to waive these limitations if they wish:
  • Models with Hacking Devices, of all kinds, are not allowed.
  • Remotes may be taken without the prerequisite of having a Hacking Device in the army.
The use of Command Tokens are permitted in Round 2.


Mission 03 - Press Forward


Mission Brief: Now that the enemy chain of command has been disrupted it's time push your advantage. Break through no-man's-land in order to attack and cut off vital supply lines.

Game Length: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his active turn in the Retreat! state, the game will end at the end of that player's turn instead.

Mission Special Rules:  A Zone is considered Occupied by a player if he has one or more troopers that are miniatures or Markers (Camouflage, TO, Impersonation…) in that zone.

Troopers in a Null state will not be counted. Markers representing weapons or pieces of equipment (Like Mines or Deployable Repeaters) and any Marker that does not represent a trooper will not be counted either.

Shasvastii - Troopers possessing the Shasvastii Special Skill placed inside a Zone will always be counted while they are in Normal or Spawn-Embryo states.

Victory Condition: Break through enemy Zones.

  • At the end of the game Occupy your opponent's Deployment Zone (3 Objective Points).
  • At the end of the game Occupy your opponent's half of the table (outside their Deployment Zone) (2 Objective Points).

Victory Condition: Keep friendly Zones under control

  • At the end of the game your opponent does not Occupy your Deployment Zone (3 Objective Points).
  • At the end of the game your opponent does not Occupy your half of the table (outside your Deployment Zone) (2 Objective Points).


Mission 04 - Supply Drop


Mission Brief: An air-drop of supplies has landed off target and must be recovered as these materials must not fall into enemy hands. Full authorisation has been granted to make immediate use of any recovered equipment.

Game Length: This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. If one of the players starts his active turn in the Retreat! state, the game will end at the end of that player's turn instead.

Table Set Up: Three Supply Crates are set up on the battlefield, one in the centre and two 24" in from opposite corners - see the map below where the coloured sections represent deployment zones and the green circles are Objectives.



Mission Special Rules: Troops may interact with a Supply Crate as a Short Skill or ARO by passing a Normal WIP roll while in base contact. This may be repeated as many times as necessary until a roll is passed.
Once the Supply Crate has been successfully interacted with, remove it from the table as the interacting trooper is assumed to be carrying the contents.

If a model carrying a Supply Crate enters a Null state (dead/unconscious) or turns into a Marker then the Crate is considered to be dropped. Crates may be picked up by being in base contact with a Null model or moved between models as a Short Movement skill or ARO.

When you successfully interact with a Supply Crate roll on either one of the Booty tables (yes, you might end up with a Werewolf on a Motorbike and it will be awesome). Any model with that Supply Crate will be considered to have the piece of equipment that was rolled up while it is carrying the Crate.

A model can only carry one Supply Crate at a time. Only models and not Markers (Camo, Impersonation, Holoechoes etc.) can interact with or carry the contents of Supply Crates.


Victory Condition: Supplies!

  • For each Supply Crate carried at the end of the game (3 Objective Points).
  • If your opponent controls no Supply Crates at the end of the game (1 Objective Point)


Good luck!

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