Rob Cook

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Bolt Action scenario: supply drop


Low on supplies, you spot a friendly aircraft in the sky making a supply drop. Trouble is, so has the enemy! Can you secure the cargo before they do?


The table may be setup with whatever terrain pieces you would like. The less cover there is across the middle of the table, the harder the scenario will be to win.

Both players roll a die. The highest scorer picks a table edge to attack from. The other player takes the opposite edge. Players may leave up to half of their units (rounding down) in reserve. Outflanking is not allowed. All other units are in the player's first wave. No units are setup on the table at the start of the game, including units that would normally forward deploy. Units that can make a pre-game move, such as US Rangers, may do so.


Each player is trying to secure the supplies dropped from the plane.

Turn one

The battle begins. Both players must bring their first wave units on to the table, giving them either an advance or run order. Note that no order test is required to bring on units that are part of the first wave.

Turn two

At the start of the turn, before any other action is taken, determine where the supply drop occurs using the steps below. (Directions of movement are relative to the table edge of the player making the dice rolls.)

  1. Place a suitable objective marker in the centre of the table.
  2. Roll a D3. On a result of 1 move the marker 18" to the left, on a 2 leave it where it is, on a 3 move the marker 18" to the right.
  3. Roll another D3. On a result of 1 move the marker 6" forward, on a 2 leave it where is it, on a 3 move the marker 6" backward.

If the marker ends up on a building, impassable terrain or obstacle, place it as close as possible beside the terrain piece instead. If the players can't agree on where this should be, both should roll a D6 (and possibly take up a different hobby), with the highest scorer deciding where the objective is placed.

Game duration

The game lasts for 6 turns. At the end of the 6th turn, roll a die. On a result of 4+ a 7th turn is played, otherwise the game ends.


If a player has at least one infantry unit within 3" of the objective at the end of the game, and there are no enemy infantry units within 3" of the objective, they have won a victory. If both players have infantry units within 3" of the objective, or no player does, the game is a draw.

(An earlier variation of this scenario was published by Warlord Games)