AVALONPLAYER MANUAL

THE SYSTEM

Avalon is a two-player hex-and-counter wargame played on a 12×8 axial hex grid. Two commanders alternate movement and combat phases across 8 turns. The rules are the same in every scenario. What changes is the situation — and, in many battles, a mechanic that has never appeared before.

TURN STRUCTURE

Each turn has four phases: Side A moves, Side A attacks, Side B moves, Side B attacks. The side with initiative acts first — this alternates or is fixed by the scenario.

MOVEMENT

MPEach unit has a Movement Point value. Terrain costs MP to enter.
ZOCEnemy units project a Zone of Control into all 6 adjacent hexes. Entering a ZOC hex costs +2 MP and ends movement for that unit. Moving from one ZOC hex directly into another is forbidden.
StackingMost hexes allow 2 stacking slots. Heavy armor fills 2 slots alone. Leaders stack freely and do not count against the limit.

COMBAT

Select one or more of your units adjacent to an enemy hex. Their ATK values are summed. The defender's DEF value is modified by terrain. Divide ATK by DEF to find the combat odds column, then roll 1d6 on the Combat Results Table.

Odds123456
1:3AEAENENEDRDR
1:2AENENEDRDRDE
1:1NENEDRDRDEDE
2:1NEDRDRDEDEEX
3:1+DRDEDEDEEXEX

NE No Effect  · DR Defender Retreats  · DE Defender Eliminated  · AE Attacker Eliminated  · EX Exchange — both lose a step

VICTORY

Most scenarios require one side to control a specific number of objective hexes (marked ★ on the board) by the end of turn 8. Control is established by having a unit on the hex; it is lost the moment the unit leaves or is eliminated. Some scenarios have alternate win conditions — these are stated in the briefing.

LEADERS

Leader units project no ZOC and cannot attack independently. When adjacent to friendly units in combat, they add an ATK bonus. Leaders move freely regardless of terrain cost.

BRONZE AGE & THE ANCIENT WORLD

Battle of Kadesh

1274 BC
Egypt vs. Hittite Empire·Sinai / Syria·8 turns

The earliest documented pitched battle. Ramesses II marched four divisions into a Hittite ambush; his personal cavalry charge and the last-minute arrival of the Naa'urn elite force turned near-disaster into a negotiated draw. chariotCharge: chariot units that move 3 or more hexes before attacking gain +3 ATK. Speed is now a tactical choice, not just positioning.

ATTACKER EgyptianGOAL Control 3 of 4 ford and camp objectiveschariotCharge

Battle of Marathon

490 BC
Athens vs. Persia·Marathon plain, Greece·8 turns

10,000 Athenians defeated 25,000 Persians by thinning their center and strengthening the wings — then running at the Persian line before the archers could find range. The outnumbered side has substantially higher unit quality; the scenario tests whether quality holds before numbers overwhelm.

ATTACKER PersianGOAL Control the road to AthensExtreme asymmetry

Battle of Thermopylae

480 BC
Sparta vs. Persia·The Hot Gates, Greece·8 turns

Three hundred Spartans and 7,000 allies held a coastal pass for three days before betrayal opened the mountain path. reinforcementWaves: Persian units spawn from the eastern map edge on a fixed schedule regardless of losses — the tide that cannot be stopped, only slowed. The Spartan player wins by surviving, not destroying.

ATTACKER PersianGOAL Break through the passreinforcementWaves

Battle of Leuctra

371 BC
Thebes vs. Sparta·Boeotia, Greece·8 turns

Epaminondas destroyed the myth of Spartan invincibility by massing fifty ranks deep on one flank while refusing his center — an oblique that hit the Spartan right before their line could stabilize.deepFormation: eligible units attacking a hex where a friendly unit is also adjacent (not necessarily attacking) gain +2 ATK. Presence reinforces without requiring a second attack declaration.

ATTACKER ThebanGOAL Eliminate the Spartan king and break the linedeepFormation

Battle of Gaugamela

331 BC
Macedonia vs. Persia·Northern Iraq·8 turns

Alexander's Companion Cavalry shattered Darius's line, then wheeled inward before Persian infantry could respond. exploitationMove: eligible cavalry units that eliminate an enemy may immediately move up to half their MV toward enemy lines, ignoring ZOC. If the follow-up move achieves a flanking position, the next attack inherits flankingBonus.

ATTACKER MacedonianGOAL Eliminate Darius or control the Persian campexploitationMove

Battle of Cannae

216 BC
Carthage vs. Rome·Southern Italy·8 turns

Hannibal's masterstroke: deliberately weakening his center to draw the Roman mass inward, while Numidian cavalry swept both flanks and closed the trap. 70,000 Romans died in an afternoon. The scenario is built around the danger of a strong Roman center advance walking into a closing pocket.

ATTACKER CarthaginianGOAL Encircle and eliminate the Roman consular armyDouble envelopment

Battle of Zama

202 BC
Rome vs. Carthage·North Africa (modern Tunisia)·8 turns

Scipio used Hannibal's own tactics against him — Numidian defectors, opened lanes for the elephants, cavalry encirclement. elephantCorridor: three hexes in the Roman line are pre-designated corridor gaps. Elephant units entering a corridor pass through without attacking — harmlessly channeled. If the Roman player fills those hexes, the elephant attacks normally but takes 1 damage from the confusion. Roman decision: hold the gap (weaker line) or plug it (risk chaos).

ATTACKER RomanGOAL Control 3 of 4 flank and veteran-line objectiveselephantCorridor

Siege of Alesia

52 BC
Rome vs. Gaul·Central France·8 turns

Caesar built two concentric walls — one facing inward to contain Vercingetorix, one facing outward to hold a Gallic relief army — and held both simultaneously. Roman units on rampart hexes gain substantial defensive bonuses; Gallic units must breach the outer wall before reaching the inner.

ATTACKER GallicGOAL Break through Caesar's circumvallation and relieve the garrisonFortification terrain

Battle of the Granicus

334 BC
Macedonia vs. Persia·Northwestern Anatolia (Turkey)·8 turns

Alexander's first pitched battle on Persian soil — a cavalry charge across a fast-flowing river into waiting Persian horsemen on the opposite bank. Parmenion counseled delay; Alexander attacked immediately. riverCrossing: defenders on river terrain suffer −1 DEF, representing the difficulty of striking downward at attackers struggling through the current. The river is not a safe position — it is a vulnerable one for the side that holds it.

ATTACKER MacedonianGOAL Cross the river and break the Persian cavalry screenriverCrossing

Siege of Masada (73 AD)

Ancient
Rome vs. Sicarii Defenders·Middle East·8 turns

Roman legions build an enormous siege ramp up a desert plateau. Each turn a Roman unit occupies the ramp site advances construction; when complete, the impassable walls become breachable.siegeRamp: occupy ramp hexes each turn to build progress; at the threshold, impassable walls become passable — the defenders watch the ramp rise and know there is no stopping it.

ATTACKER RomanGOAL Breach the plateau walls and control the fortresssiegeRamp

MEDIEVAL & EARLY MODERN

Battle of Crécy

1346
England vs. France·Normandy, France·8 turns

Edward III's outnumbered English army stood on a ridge and unleashed the English longbow against charging French knights — the battle that ended the military supremacy of heavy cavalry. Genoese crossbowmen, hired at great expense, fled after their strings were ruined by rain.weatherSchedule: a pre-set turn-by-turn weather sequence degrades the ATK of ranged units on rain turns — but longbow units are immune, their wax-sealed strings unaffected. The Genoese crossbow advantage evaporates before the English ever fire a shot.

ATTACKER FrenchGOAL Break the English line and eliminate the Black PrinceweatherSchedule

Battle of Hastings

1066
Normandy vs. England·Sussex, England·8 turns

Harold took the ridge; William's cavalry could not break the shield wall through frontal assault. The feigned Norman retreat — drawing the fyrd off the hill — decided the battle. Units on elevation receive a defensive bonus against uphill attack; the narrow ridge means Harold's mistake of advancing down it is unrecoverable.

ATTACKER NormanGOAL Control the ridge and eliminate HaroldRidge defense

Battle of Agincourt

1415
England vs. France·Northern France·8 turns

5,000 exhausted English archers behind sharpened stakes defeated 20,000 armored French knights. The mud slowed the French advance to a crawl; the longbow volley did the rest. English archers fire from prepared positions at range 2; French men-at-arms crossing mud hexes lose movement points and arrive in disorder.

ATTACKER FrenchGOAL Overwhelm the English lineTerrain advantage + longbow range

Fall of Constantinople

1453
Ottoman Empire vs. Byzantine Empire·Constantinople (Istanbul), Turkey·8 turns

Mehmed II brought the largest bombard ever cast — the Basilica Cannon — to end the 1,000-year-old Roman Empire in 53 days of siege. Constantine XI's garrison of 7,000 held miles of ancient walls against 80,000 Ottoman troops until a single unlocked gate and a breach in the Blachernae wall decided everything. wallBreach: artillery units accumulate hits on wall terrain hexes each turn they fire at them; at the threshold, the wall hex converts to rubble, opening a breach that Ottoman infantry can advance through at normal cost. The Byzantine player must decide whether to concentrate the thin garrison at known battery targets or spread thin to guard every gate.

ATTACKER OttomanGOAL Breach the Theodosian Walls and control 3 of 4 gate objectiveswallBreach

First Battle of Panipat

1526
Mughals vs. Lodi Sultanate·Northern India·8 turns

Babur's matchlock firearms panicked the Lodi war elephants; the panicked elephants trampled their own infantry. panicChain: when a war elephant takes ranged damage, a seeded probability check (resolved at session creation for determinism) may trigger panicked status — the elephant moves uncontrolled toward the nearest friendly unit, and adjacent friendlies suffer −2 ATK for that turn. Both players see the same pre-rolled sequence.

ATTACKER MughalGOAL Eliminate Ibrahim Lodi and hold the fieldpanicChain

Conquest of Cajamarca

1532
Spain vs. Inca Empire·Cajamarca, Peru·8 turns

Francisco Pizarro's 168 conquistadors ambushed an Inca army of 80,000 in a mountain plaza — seizing Emperor Atahualpa in minutes and triggering the collapse of the largest empire in the Americas. commanderDeath: eliminating the enemy commander unit inflicts a permanent −2 ATK penalty on every unit belonging to that side for the rest of the game. The Spanish player must prioritize Atahualpa; the Inca player must protect him at all costs.

ATTACKER SpanishGOAL Capture Atahualpa and hold the plazacommanderDeath

Battle of Sekigahara

1600
Tokugawa vs. Ishida (Western Army)·Gifu Prefecture, Japan·8 turns

The battle turned on Kobayakawa Hideaki's defection from the Western Army — a betrayal negotiated in advance whose timing was never certain. defection: Kobayakawa's corps begins as a neutral unit controlled by neither player. A phaseEvent fires on a variable turn (decided at session creation by variantFormations) and transfers the corps to the Eastern Army. The Western player knows this is coming. The question is whether they can win before it does.

ATTACKER TokugawaGOAL Control 3 of 4 road junction objectives before defection + 2 turnsdefection + variantFormations

Battle of Lepanto (1571)

Renaissance
Holy League vs. Ottoman Empire·Mediterranean·8 turns

The Holy League and Ottoman fleet clash in history's last great galley battle. Galleys that charged (moved this phase) gain +2 ATK when ramming — reward aggressive, forward movement.galleyRam: galleys that moved this phase gain +2 ATK when attacking, representing the devastating momentum of a full-speed ramming charge. Speed is now a tactical choice, not just repositioning.

ATTACKER OttomanGOAL Control the fleet center and sink the flagshipgalleyRam

Battle of Breitenfeld

1631
Sweden vs. Holy Roman Empire·Saxony, Germany·8 turns

Gustavus Adolphus's Swedish brigades combined disciplined volley fire with rapid movement — making static Imperial tercio formations obsolete. fireAndMove: eligible Swedish units chooseattackThenMove (ranged attack at range 2, then move) or moveAndAttack (move first, then attack at range 1). Standard artillery fires or moves, never both.

ATTACKER SwedishGOAL Break the Imperial center and capture the Leipzig roadfireAndMove

Battle of Austerlitz

1805
France vs. Austria-Russia·Moravia (Czech Republic)·8 turns

Napoleon feigned weakness on his right to draw the Allied center south, then smashed through the weakened Pratzen Heights with his reserve. variantFormations: at session start, a weighted random roll selects from three historical Allied deployment variants. Each changes unit positions and activates different phaseEvent reinforcements. The French player faces a genuinely different board each game.

ATTACKER FrenchGOAL Control the Pratzen Heights and cut the Allied retreatvariantFormations

Battle of Waterloo

1815
France vs. Britain-Prussia·Belgium·8 turns

Napoleon's last battle: Ney's cavalry spent itself against unbroken British squares; the Prussians arrived on the right flank just as the Old Guard failed its final assault. A three-faction scenario — the Prussian relief force spawns on the eastern map edge on turn 6. The French player must resolve the British before that clock fires.

ATTACKER FrenchGOAL Break the British center before Prussian reinforcementMulti-coalition arrival clock

Siege of Tenochtitlan (1521)

Early Modern
Spain vs. Aztec Empire·South America·8 turns

Spanish conquistadors besiege the Aztec island capital. The Aztecs can win by evacuating units through causeway corridors. Control the causeways to seal the city. siegeBreakout: the besieged side wins by evacuating units through designated corridor hexes before the perimeter collapses — the Spanish player must block every exit while fighting on all fronts.

ATTACKER SpanishGOAL Control the causeways and seal the island capitalsiegeBreakout

Battle of Poltava (1709)

Early Modern
Sweden vs. Russia·Eastern Europe·8 turns

Swedish Caroleans must cross the Vorskla river to assault Russian redoubts. Bridge hexes cost less MP for the controlling side — seize them early to speed your advance. bridgeControl: bridge hexes cost less MP for the controlling side; enemy crossing costs more. A race to hold the river crossing points before the Russian lines consolidate.

ATTACKER SwedishGOAL Cross the Vorskla and capture the Russian field campbridgeControl

Battle of Hattin (1187)

Medieval
Crusaders vs. Saladin·Middle East·8 turns

Saladin cuts the Crusaders off from water in the July heat. Units that go two turns without adjacency to a water hex accumulate thirst and suffer a permanent ATK penalty until they reach water. thirstAttrition: units without adjacent water hex accumulate thirst; after the threshold turns, suffer a permanent ATK penalty until they reach water.

ATTACKER SaladinGOAL Encircle and destroy the Crusader field armythirstAttrition

Battle of Bannockburn (1314)

Medieval
Scotland vs. England·Western Europe·8 turns

Robert the Bruce uses prepared ground and schiltron formations to shatter Edward II's cavalry at Stirling. Cavalry entering pit trap hexes immediately take damage and lose all remaining movement. pitTrap: cavalry entering pit trap hexes take immediate damage and lose all remaining movement — prepared ground negates the advantage of mounted force entirely.

ATTACKER EnglishGOAL Break the Scottish schiltron lines and relieve Stirling CastlepitTrap

Battle of Pavia (1525)

Early Modern
Spain-Empire vs. France·Western Europe·8 turns

Spanish arquebusiers annihilate French knights and prove gunpowder's dominance over medieval armor. When arquebusiers attack and the result would be Exchange, it becomes Defender Eliminated instead — no counter-attack. arquebusFire: arquebusier EX results become DE — the volley prevents effective counter-attack.

ATTACKER FrenchGOAL Break the Imperial siege lines and capture PaviaarquebusFire

Battle of Mohi (1241)

Medieval
Mongol Empire vs. Kingdom of Hungary·Eastern Europe·8 turns

Batu Khan lures Hungarian knights into a deadly trap using feigned retreat. Mongol cavalry units can move through enemy ZOC hexes without stopping — the classic Mongol feint. feintRetreat: designated cavalry can move through enemy ZOC without stopping, baiting pursuit into a killing ground.

ATTACKER MongolGOAL Encircle and destroy the Hungarian field armyfeintRetreat

Battle of Legnano (1176)

Medieval
Lombard League vs. Holy Roman Empire·Western Europe·8 turns

The Lombard League rallies around the sacred Carrocio battle standard to defy Barbarossa. Keep a friendly unit adjacent to the banner hex — if the enemy captures it, the defensive bonus is gone forever. rallyBanner: adjacent friendly unit to banner hex grants army-wide DEF bonus; lost forever if captured.

ATTACKER ImperialGOAL Break the Lombard line and capture the CarrociorallyBanner

Battle of Rocroi (1643)

Thirty Years War
France vs. Spain·Western Europe·8 turns

The Duke of Enghien shatters Spain's legendary Tercios. Any unit reduced to 1 HP gains +1 ATK and +1 DEF — the desperate courage of soldiers with nothing left to lose. lastStand: any unit at 1 HP gains +ATK and +DEF — desperate courage.

ATTACKER FrenchGOAL Break the Spanish Tercios and control 3 of 4 field objectiveslastStand

Battle of Tsushima (1905)

Early Modern
Japan vs. Russia·East Asia·8 turns

Tōgō crosses the T against the exhausted Russian Baltic Fleet. When your warships are in line-of-battle formation (same row as an ally AND the target), they gain a firepower bonus — the decisive broadside. broadsideAdvantage: ships in line-of-battle formation (same row) gain ATK bonus.

ATTACKER RussianGOAL Break through to Vladivostok with 3 or more warshipsbroadsideAdvantage

19TH CENTURY & THE FIRST WORLD WAR

Battle of Bunker Hill

1775
Colonial Militia vs. British Regulars·Charlestown Peninsula, Massachusetts·8 turns

"Don't fire until you see the whites of their eyes." Colonial militia threw up overnight earthworks on Breed's Hill and repulsed two British frontal assaults before ammunition ran out on the third. The British took the hill but lost over 1,000 men — 40% of their assault force — and never again underestimated colonial resolve. hastyDefense: units that end their movement phase without having moved that turn gain +1 DEF until they next move, representing fieldworks, breastworks, and prepared firing positions. Holding ground is actively rewarded.

ATTACKER BritishGOAL Control Breed's Hill and the redoubt after 3 assault waveshastyDefense

Battle of Borodino (1812)

Napoleonic
France vs. Russia·Eastern Europe·8 turns

Napoleon assaults Kutuzov's earthwork fortifications in history's bloodiest single day. Attacking a unit on a redoubt hex first requires a dice storm check — a failed roll repulses the assault entirely. redoubtStorm: attacking a redoubt hex requires a dice storm check first; failure = automatic NE result regardless of odds.

ATTACKER FrenchGOAL Break the Russian line and control 3 of 4 redoubt objectivesredoubtStorm

Battle of Trenton

1776
Continental Army vs. Hessian Garrison·New Jersey, USA·6 turns

Washington crossed the Delaware on Christmas night in a blizzard and struck the Hessian garrison before dawn — the surprise attack that saved the Revolution. nightTurn: turns 1 and 2 are designated night turns; all units halve their MV and ranged fire is disabled entirely. The Continental player trades firepower and speed for the one thing the Hessians cannot counter: surprise. From turn 3 onward, daylight rules apply and the Hessians may attempt to rally and counterattack.

ATTACKER AmericanGOAL Eliminate or capture the Hessian garrisonnightTurn

Siege of Yorktown (1781)

American Revolution
USA-France vs. Britain·North America·8 turns

Washington and Rochambeau conduct a textbook siege of Cornwallis's position. Each combat phase, claim one unoccupied hex as a siege line — units attacking adjacent to it gain a permanent ATK bonus. siegeLines: claim hexes as siege positions; friendly attackers adjacent to siege lines gain ATK bonus for the remainder of the game.

ATTACKER AlliedGOAL Force Cornwallis to surrender before British naval relief arrivessiegeLines

Battle of Gettysburg

1863
Union vs. Confederacy·Pennsylvania, USA·12 turns

Three days of fighting across Seminary Ridge, Little Round Top, and Cemetery Hill. Pickett's Charge — 12,500 men across open ground into massed Union artillery — is one of history's most consequential tactical mistakes. The scenario spans all three days; unit fatigue accumulates across phases and reinforcements arrive on historical schedules.

ATTACKER ConfederateGOAL Control Cemetery Ridge and cut the Baltimore PikeMulti-day extended campaign

Battle of Isandlwana

1879
Zulu Kingdom vs. Britain·Natal, South Africa·6 turns

20,000 Zulu warriors encircled and annihilated a British column of 1,800 in under two hours — the worst defeat ever inflicted on the Victorian army. The most asymmetric scenario in Avalon: Zulu units have high ATK and speed but no ranged attack; British units are few but have artillery and long-range rifle fire. Zulu flanking horns arrive via reinforcementWaves on turns 2 and 3. The British player's only path is a tight defensive perimeter.

ATTACKER ZuluGOAL Eliminate 60% of British unitsExtreme asymmetry + reinforcementWaves

Battle of Adwa

1896
Ethiopia vs. Italy·Tigray, Ethiopia·8 turns

Menelik II's Ethiopian forces defeated an Italian colonial army — the only decisive African victory over a European power in the Scramble for Africa era. guerrillaTerrain: Highlander and shotel warrior units pay reduced movement cost on ridge terrain (2 MP instead of 4). The terrain does not become easy for Italian units — it is simply less of an obstacle for those who know it.

ATTACKER ItalianGOAL Control 3 of 4 highland passesguerrillaTerrain

Battle of the Somme

1916
Britain vs. Germany·Northern France·8 turns

60,000 British casualties on the first day. The walking-pace advance order — issued because high command believed the artillery had destroyed all resistance — became a massacre.barrage phaseEvents fire on designated hexes before each British movement phase on turns 1–3. Simultaneously, British units begin with MV:2 — the literal "walk, don't run" order that prohibited rushing German positions.

ATTACKER BritishGOAL Control 4 of 6 German trench-line objectivesbarrage phaseEvent + walk order

Battle of Tannenberg (1914)

WWI
Germany vs. Russia·Eastern Europe·8 turns

Hindenburg and Ludendorff encircle Samsonov's Russian army in the East Prussian forests. Surrounded units (5+ neighbors blocked) suffer -2 DEF, and Retreat results become Eliminations — there is no escape. encirclement: units with 5 or more adjacent hexes blocked by enemies or impassable terrain suffer −2 DEF and cannot retreat — Retreat CRT results are treated as Eliminations. The Russian player must keep corridors open; the German player must close them.

ATTACKER RussianGOAL Break through German lines and relieve the Second Armyencirclement

Battle of Verdun (1916)

WWI
Germany vs. France·Western Europe·8 turns

Germany tries to bleed France white at the Verdun fortress complex. No-man's land hexes deal 1 automatic HP damage to any unit that ends its movement there — the battlefield itself is the enemy. attritionZone: designated no-man's land hexes deal 1 automatic HP damage to any unit ending its movement there. Both sides bleed for every hex of ground gained or held — the defining horror of industrial attrition warfare.

ATTACKER GermanGOAL Control 3 of 4 fortress and village objectivesattritionZone

Battle of Cambrai

1917
Britain vs. Germany·Northern France·8 turns

The first mass deployment of tanks: 476 British tanks crossed the German wire and trenches in hours — terrain that had stopped infantry for three years. terrainOverride: tank-class units ignore the movement penalty for barbedWire terrain entirely; infantry still pays the full cost. One unit type experiences a fundamentally different map than the other.

ATTACKER BritishGOAL Breach the Hindenburg Line and reach the Cambrai rail junctionterrainOverride

Battle of Rorke's Drift (1879)

Colonial
Britain vs. Zulu Kingdom·Sub-Saharan Africa·8 turns

150 British soldiers defend a mission station against 4,000 Zulu warriors. Units inside the perimeter gain +1 DEF per adjacent friendly defender, up to +2. fortifiedPerimeter: defenders inside the perimeter gain +DEF per adjacent friendly unit (capped at +2). Tight defensive clustering is mechanically rewarded — scatter the line and the perimeter collapses.

ATTACKER ZuluGOAL Overrun the mission station before British reinforcement arrivesfortifiedPerimeter

Battle of the Marne (1914)

WWI
France-BEF vs. Germany·Western Europe·8 turns

France rushes reserves by taxi to stop the German advance on Paris. Units starting their movement on road hexes sprint at double speed, modelling the first use of motorized logistics.roadSprint: units starting movement on road hexes move at 2× speed — the Taxis of the Marne deliver reserves faster than the Germans can advance.

ATTACKER GermanGOAL Reach the Paris road objectives before French reserves arriveroadSprint

THE SECOND WORLD WAR

Battle of Suomussalmi

1939
Finland vs. Soviet Union·Suomussalmi, Finland·8 turns

Two Soviet divisions — 45,000 men — were destroyed by 11,000 Finnish defenders in the forests of Karelia. Colonel Siilasvuo's motti tactics cut Soviet columns into isolated pockets that starved and froze. supplyLine: units more than 4 hexes from their designated depot hex lose 1 MP per turn. Soviet columns advancing deep into Finnish territory gradually lose mobility; Finnish ski troops harassing the supply chain can win without engaging the main force.

ATTACKER SovietGOAL Break through Finnish lines and reach the coast roadsupplyLine

Dunkirk Evacuation

1940
BEF-France vs. Germany·Flanders Coast, France·8 turns

338,000 Allied troops evacuated from the beaches and harbor of Dunkirk in nine days while a thin rearguard held the perimeter — Hitler's famous halt order giving the Allies the margin they needed. withdrawalVictory: the Allied player wins by moving units off designated exit hexes on the northern map edge, representing embarkation. The German player wins by eliminating or trapping enough units to fall below the evacuation threshold. Every Allied unit lost is one fewer soldier available for the eventual return to the continent.

ATTACKER GermanGOAL Prevent 40 Allied units from exiting the evacuation beacheswithdrawalVictory

Stalingrad Factory District

1942
Germany vs. Soviet Union·Volgograd, Russia·8 turns

The baseline scenario and the best introduction to the core system. German Panzergrenadiers pushing through tractor and ordnance factories against Soviet rifle squads holding room by room. No special mechanics — just stacking, ZOC, CRT, objectives. Start here.

ATTACKER GermanGOAL Control 3 of 4 factory objectivesCore system (baseline)

Battle of El Alamein

1942
Britain vs. Germany-Italy·Egypt·8 turns

Montgomery's Operation Lightfoot required engineers to clear lanes through Axis minefields before armor could advance. Rommel was absent on medical leave for the opening attack; his replacement died of a heart attack in the first hours. mineField: hexes deal 1 HP damage to any unit crossing them. Engineer Sapper units can spend their full movement turn adjacent to a mineField hex to clear it — the hex permanently becomes plain terrain. Leader absence phaseEvents reflect the command vacuum.

ATTACKER BritishGOAL Control 3 of 4 desert road objectivesmineField + mineFieldClearing

Battle of Kursk

1943
Germany vs. Soviet Union·Central Russia·8 turns

The largest tank battle in history. The Soviet high command knew the German attack was coming and built seven defensive belts to bleed it. Tiger I and Panther units fill 2 of 2 stack slots alone, forcing the German player to coordinate separate armored columns rather than massing on a single axis.

ATTACKER GermanGOAL Break through the Soviet defensive lines and link at KurskArmor-heavy combined arms

Omaha Beach

1944
USA vs. Germany·Normandy, France·8 turns

The most lethal of the D-Day beaches. German defensive positions on the bluffs enfiladed the landing craft before the ramps dropped. All movement on sand hexes costs double; bluff hexes give defenders +3 DEF; landing units spend their first turn stationary in the surf. The American player must accept the attrition and find a gap.

ATTACKER AmericanGOAL Exit 3 units off the northern bluff edgeBeach assault terrain

Siege of Bastogne

1944
USA vs. Germany·Belgium·8 turns

The 101st Airborne, surrounded and outnumbered, held Bastogne through nine days of blizzard.supplyDrain phaseEvents degrade American HP on turns 2–5; on turn 7, a relief column spawns on the southern map edge. The scenario lives or dies on whether the perimeter holds until the relief clock fires.

ATTACKER GermanGOAL Control Bastogne before the turn 7 reliefphaseEvents (supply drain + relief)

Operation Market Garden

1944
Allies vs. Germany·Netherlands·8 turns

35,000 paratroopers dropped behind German lines to seize eight bridges; the 1st Airborne at Arnhem held their bridge for nine days without relief. paradrop: Allied airborne units spawn from inland hexes — not the map edge — in waves on turns 1, 2, and 3. Units cannot attack on the turn they land. XXX Corps armor must advance up a single road before the Arnhem perimeter collapses.

ATTACKER AlliedGOAL Hold all 8 bridges when XXX Corps arrivesparadrop

Battle of Iwo Jima (1945)

WWII
USA vs. Japan·East Asia·8 turns

US Marines assault a volcanic island while Japanese defenders appear and disappear through an underground tunnel network. Japanese tunnel units can teleport between any two tunnel hexes by expending movement points. tunnelMovement: designated units teleport between tunnel hexes by expending a fixed MP cost — the island's surface belies a hidden battlefield below.

ATTACKER AmericanGOAL Control Mount Suribachi and 3 of 4 airfield objectivestunnelMovement

Battle of the Coral Sea (1942)

WWII
USA vs. Japan·East Asia·8 turns

The first carrier battle — opposing fleets never sighted each other. Each carrier can launch one long-range air strike per combat phase, dealing direct damage to any enemy vessel within strike range. carrierStrike: carrier units launch one long-range air strike per combat phase, bypassing normal adjacency requirements — range decides the battle, not the line of battle.

ATTACKER JapaneseGOAL Sink the US carriers and secure the sea lanecarrierStrike

Operation Bagration

1944
Soviet Union vs. Germany·Byelorussia (Belarus)·8 turns

The largest Allied offensive of the war destroyed Army Group Centre in three weeks — 300,000 Germans killed or captured. Zhukov coordinated four fronts in simultaneous attack, preventing the Germans from shifting reserves. coordinatedAssault: when 2 or more friendly units attack the same target hex in the same phase, each additional attacker beyond the first adds +1 ATK on top of the normal pooled total. German fortress garrisons require 3+ coordinated attackers to achieve favorable odds.

ATTACKER SovietGOAL Control Minsk and 2 of 4 fortress citiescoordinatedAssault

Guadalcanal (1942)

WWII
USA vs. Japan·East Asia·8 turns

US Marines hold Henderson Field against relentless Japanese night attacks. On night turns, each player may designate one unit as ambushing — enemy units moving adjacent trigger automatic damage.nightAmbush: on night turns, designate one unit as ambushing; enemies moving adjacent take auto-damage.

ATTACKER JapaneseGOAL Recapture Henderson FieldnightAmbush

Battle of Gazala (1942)

WWII
Britain vs. Germany-Italy·North Africa·8 turns

Rommel's Afrika Korps outmanoeuvres the Gazala Line in a desert blitzkrieg. Capturing supply depot hexes permanently increases your entire army's movement — fuel and ammunition win the desert war.supplyDepotCapture: capturing depot hexes permanently boosts the capturing side's MP for the remainder of the game.

ATTACKER GermanGOAL Capture 3 of 4 supply depot objectives and break the Gazala LinesupplyDepotCapture

COLD WAR & MODERN

Battle of Khalkhyn Gol

1939
Soviet Union vs. Japan·Mongolia-Manchuria border·8 turns

Zhukov's first major command: a three-axis encirclement of Japanese forces on the Mongolian steppe that became the template for Soviet Deep Battle doctrine. Japan never attacked north again. flankingBonus: units attacking from flank or rear hexes relative to the defender's facing gain +2 ATK. A unit's "front" is the direction it last moved; if stationary, it faces the nearest enemy. Stacks with exploitationMove.

ATTACKER SovietGOAL Encircle and eliminate the Japanese bridgeheadflankingBonus

Battle of Inchon

1950
USA-UN vs. North Korea·South Korea·8 turns

MacArthur's amphibious end-run bypassed the Pusan perimeter entirely — landing at a port the North Koreans believed was tactically impossible. amphibiousLanding: units spawn from hexes adjacent to impassable sea terrain. Spawned units carry the landedThisTurn flag — they can move but cannot attack on their arrival turn.

ATTACKER UNGOAL Control Seoul and cut the North Korean supply lineamphibiousLanding

Battle of Chosin Reservoir

1950
USA-UN vs. China·North Korea·8 turns

30,000 UN troops surrounded by 120,000 Chinese PVA forces in −35°C. The Marines fought their way out in fourteen days — the longest fighting retreat in American history.moraleThreshold: at 50% losses, remaining units suffer −1 ATK and −1 DEF. At 70% losses, the army breaks and the scenario ends immediately. Cold-weather phaseEvents degrade all unit MV by 1 on odd turns.

ATTACKER ChineseGOAL Eliminate 70% of UN forces before breakoutmoraleThreshold

Dien Bien Phu

1954
France vs. Viet Minh·Northwestern Vietnam·10 turns

General Giap surrounded a French paratrooper fortress with 50,000 troops and 200 artillery pieces, then systematically eliminated each outpost until the airstrip became unusable. French units receive an airdrop spawnUnits phaseEvent on turns 3 and 6 — but only if the Viet Minh have not yet controlled both airfield hexes. Control the airfield, and the French starve.

ATTACKER Viet MinhGOAL Control all French outpost objectives and the airfieldSiege + air supply phaseEvents

Operation Desert Storm (1991)

Modern
Coalition vs. Iraq·Middle East·8 turns

Coalition forces blitz through the Iraqi desert with overwhelming air power. The Coalition gets 2 airstrike tokens per combat phase — spend them to deal direct HP damage to any enemy unit on the map. airSupport: the active Coalition player holds 2 airstrike tokens per combat phase; each token may be spent to deal 1 direct HP damage to any enemy unit regardless of range or adjacency. The Iraqi player has no equivalent — asymmetric technological dominance rendered the ground war a 100-hour rout.

ATTACKER CoalitionGOAL Control 4 of 5 Iraqi command objectivesairSupport

MECHANIC REFERENCE

Each mechanic listed below first appears in the scenario noted. Once introduced, it may appear in later scenarios as well — sometimes stacking with other mechanics.

reinforcementWavesThermopylaeEnemy units spawn from map edge on a fixed turn schedule
phaseEventsBastogneMid-game state changes: barrage, supply drain, spawn, announcement
variantFormationsAusterlitzWeighted-random starting config selected at session creation
deepFormationLeuctraAdjacent friendly presence adds +2 ATK to attacking unit
exploitationMoveGaugamelaKill an enemy → bonus move up to halfMV, ignoring ZOC
terrainOverrideCambraiUnit class ignores terrain movement penalty entirely
fireAndMoveBreitenfeldArtillery chooses: attack-then-move or move-then-attack
flankingBonusKhalkhyn GolFlank or rear attack adds +2 ATK
guerrillaTerrainAdwaUnit class pays reduced (not zero) cost on specific terrain type
defectionSekigaharaNeutral unit defects to a side on a fixed or variable turn
panicChainPanipatRanged damage to elephant → area debuff and uncontrolled movement
amphibiousLandingInchonCoastal spawn; unit cannot attack on the turn it lands
paradropMarket Garden (1944)Airborne units spawn at inland target hexes on designated turns rather than from the map edge
moraleThresholdChosin>50% losses: stat penalty. >70%: army breaks immediately
chariotChargeKadeshMoving 3+ hexes before attacking adds +3 ATK
mineFieldEl AlameinTerrain deals 1 HP on entry; engineers clear it with a full-turn action
coordinatedAssaultBagration+1 ATK per extra attacker converging on the same target hex
elephantCorridorZamaCorridor gaps let elephants pass through; blocked corridors cause self-damage
nightTurntrenton-1776Designated turns halve MV and disable ranged fire — simulates darkness, weather, surprise
commanderDeathcajamarca-1532Eliminating the enemy commander inflicts permanent −2 ATK penalty on that side
riverCrossinggranicus-334bcDefenders on river terrain suffer −1 DEF — vulnerable while fording under fire
supplyLinesuomussalmi-1939Units beyond 4 hexes from their depot lose 1 MP per turn — cut the supply line to starve out the enemy
hastyDefensebunker-hill-1775Units that don't move gain +1 DEF — fieldworks and prepared positions reward holding ground
weatherSchedulecrecy-1346Turn-by-turn weather degrades ranged units; immune unit types unaffected — rain ruins crossbow strings but not longbows
withdrawalVictorydunkirk-1940Evacuating side wins by moving N units off designated exit hexes — the miracle of Dunkirk
wallBreachconstantinople-1453Artillery accumulates hits on wall terrain; at threshold the terrain converts, opening a breach — Ottoman cannon end 1,000 years of Roman walls
siegeBreakoutTenochtitlan (1521)The besieged side wins by evacuating units through designated corridor hexes
bridgeControlPoltava (1709)Bridge hexes cost less MP for the controlling side; enemy crossing costs more
fortifiedPerimeterRorke's Drift (1879)Defenders inside the perimeter gain +DEF per adjacent friendly unit (capped)
galleyRamLepanto (1571)Galley units that moved this phase gain +ATK bonus when attacking (ramming speed)
airSupportDesert Storm (1991)Active side spends airstrike tokens to deal direct HP damage to any enemy unit
encirclementTannenberg (1914)Units with 5+ blocked neighbors suffer DEF penalty; Retreat results become Eliminations
attritionZoneVerdun (1916)Designated hexes deal automatic HP damage to units ending their movement there
tunnelMovementIwo Jima (1945)Designated units teleport between tunnel hexes by expending a fixed MP cost
thirstAttritionHattin (1187)Units without adjacent water hex accumulate thirst; after threshold turns, suffer ATK penalty
redoubtStormBorodino (1812)Attacking a redoubt hex requires a dice storm check first; failure = automatic NE result
carrierStrikeCoral Sea (1942)Carrier units launch one long-range air strike per combat phase, bypassing normal combat
pitTrapBannockburn (1314)Cavalry entering pit hexes take immediate damage and lose all remaining movement
siegeLinesYorktown (1781)Claim hexes as siege positions; friendly attackers adjacent to siege lines gain ATK bonus
arquebusFirePavia (1525)Arquebusier EX results become DE — the volley prevents effective counter-attack
feintRetreatMohi (1241)Designated cavalry can move through enemy ZOC without stopping
nightAmbushGuadalcanal (1942)On night turns, designate one unit as ambushing; enemies moving adjacent take auto-damage
siegeRampMasada (73 AD)Occupy ramp hexes each turn to build progress; at threshold, impassable walls become passable
lastStandRocroi (1643)Any unit at 1 HP gains +ATK and +DEF — desperate courage
roadSprintMarne (1914)Units starting movement on road hexes move at 2× speed
rallyBannerLegnano (1176)Adjacent friendly unit to banner hex grants army-wide DEF bonus; lost forever if captured
broadsideAdvantageTsushima (1905)Ships in line-of-battle formation (same row) gain ATK bonus
supplyDepotCaptureGazala (1942)Capturing depot hexes permanently boosts capturing side's MP