Rob Cook

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Bolt Action scenario: town and country


Your forces have taken a small town but the enemy is already counter attacking from nearby high ground. Can you see them off without losing the town?


Divide the table into quarters. In the middle of one place a collection of buildings and suitable hard cover obstacles to form a small town or farmstead. In the quarter diagonally opposite place a large hill and suitable soft cover such as trees and hedgerows. Place an objective marker in the middle of the town and on the hill. The remaining table areas can be setup in a mutually agreeable manner.

Both players roll a die, with the highest roll deciding whether to defend the town or attack from the hill. The defender takes the side of the table with the town, and sets up two infantry or artillery units in the town. The attacker takes the other side of the table and sets up two infantry or artillery units on the hill.

Up to half of each player's remaining forces (rounding down) may be kept in reserve, with outflanking allowed. The rest of the units form the players first wave. Units that can forward deploy (such as snipers) and units that can perform a pre game move (such as US Rangers) may do so.


Both players are trying to control the town and hill.

Turn One

Players bring on their first wave units giving them either a run or advance order. Note no orders test is necessary for units in the first wave. Units already on the table may be given any order.


The game lasts for six turns. At the end of the sixth turn roll a die. On a result of 4+ a seventh turn is played, otherwise the game ends.


The player in control of both the town and hill at the end of the game is the winner.

To control an objective a player must have at least one unit of infantry or artillery within 3" of the objective marker, and no enemy infantry or artillery within 3" of the objective marker. If each player controls one objective the game is considered a draw.