Return to Zverograd Missions
We provide missions that we think will be fun and thematic for RTZ. You are not limited to these missions and in fact we believe our players can come up with better scenarios on their own! Contact us with your scenarios, we would love to feature them! When in doubt, always consult your opponent and arrive at a mutually agreeable scenario, giving the advantage to your opponent if there is any uncertainty like a gentleman!
Secondary Objectives are now available! Give them a spin, they add more ways to score VPs in your games!
List of missions for RTZ campaign:
- Mission 1 - Another Day in the Doomed City
- Mission 2 - This Deadly Concrete Jungle
- Mission 3 - Symbol of the People!
- Mission 4 - Deep Strike
- Mission 5 - Heart of the City
- Mission 6 - No Guts No Glory
Mission 1 - Another Day in the Doomed City.
Description
This is a typical mission and map for Zverograd, the central area is surrounded by buildings (almost all floors are gone by now, and only empty husks of concrete remain), They provide Cover and are overlooking the two objectives (green square with O) of the scenario. The Objectives represent control over the area over the course of the game.
Size of Game
This scenario is suitable for Skirmish to Battle size games (40 to 100) with 60-80 being common. It can be used for Patrol as well. Patrol size games tend to be Meeting Engagements and slight modifications may be necessary, such as reducing the Objectives to just 1.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Terrain
The board has 4 buildings as their main features. The 2 Objectives can be either open space or terrain pieces that provide Cover but should not block Line of Sight nor prevent Vehicles from entering or passing through.
The 2 Objectives are placed in the centre column, each 5 squares away from the deployment edge as in the diagram above.
Alternative: To make it easier for the Defender, move both Objectives one square straight down nearer to the Defender deployment edge.
As part of Deployment step, after Initiative, starting with the Player going first, place the following terrain within your half of the board, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece.
Each Player:
- Ammo-Crates x 2
- Tank-Trap x 2
Alternative: you may allow the Defender to place 2 more pieces of terrain.
Alternative: you may substitute up to 2 pieces of terrain for Barbed Wires or Rubble.
Objective
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 - Each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP
- Turn 3 - Each Controlled Objective is worth 3 VP. Each Contested is worth 1 VP
- Turn 4 - Each Controlled Objective is worth 4 VP. Each Contested is worth 1 VP
- (Optional Turn 5) - Each Controlled is worth 5 VP. Each Contested is worth 1 VP
*Roll a die at the end of Turn 4, if a [BLOC] is rolled, continue to Turn 5, otherwise game ends.
Victory Conditions
The winner is the player with the most VPs. If there is a tie, Defender wins.
Mission 2 - This Deadly Concrete Jungle
Description
This is a typical mission and map for Zverograd, the central area is surrounded by buildings (almost all floors are gone by now, and only empty husks of concrete remain), They provide Cover and are overlooking 4 Objectives (green square with O) of the scenario. The Objectives represent control over the area over the course of the game.
Size of Game
This scenario is suitable for Battle to Big Battle size games (80 AP or larger) with 100-120 AP being common. This scenario caters for units with weapon range 12 or higher as they can control fire lanes.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Terrain
The board has 4 buildings as their main features. The 4 Objectives are open spaces, do not provide Cover and do not block Line of Sight nor prevent Vehicles from entering or passing through. Follow the placement of Objectives as per the map.
Alternative: To make it easier for the Defender, move between 1-4 Objectives one square nearer to the Defender deployment edge.
Before Deployment, starting with the Defender, place the following terrain pieces within Range 2 of any Objective but not on the Objective itself, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece. Each tank-trap must be placed such that it is within Range 2 to two Objectives, if it is not possible to do so, replace the tank-trap with an ammo-crate or barbed wire.
Each Player:
- Ammo Crates x 2
- Tank-Traps x 2
- Rubbles x 2
Alternative: Defender may substitute up to 2 pieces of terrain for Barbed Wires.
Alternative: Ammo Crates can allow you to Replenish limited ammo weapons. The unit must be in or adjacent to the Ammo Crate and spend an Action to do a Replenish Action. The Ammo Crate is destroyed immediately after and removed. Note this is slightly different from Replenish in the rulebook
Objective
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 onwards, at the end of each Turn, each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP.
Victory Conditions
Turn 4 onwards, at the end of each Turn, if one side controls 3 or more Objectives and has more VPs than the other, that side is the winner and game ends. Otherwise game ends at Turn 6 and highest VP wins the game, Defender breaks ties.
Mission 3 - Symbol of the People!
Description
This mission and map is suitable for any location that has a symbolic monument at the centre of a plaza or avenue such as the Victory Plaza or October Revolution Avenue.
However, it can used for almost any location, simply substitute the statue for any impassable terrain that blocks LoS as well.
Size of Game
This scenario is suitable for Battle to Big Battle size games (80 AP or larger) with 100-120 AP being common. Commanders will need to study the layout carefully to decide what units to bring and anticipate what opposition you will face.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. The orange zone is where Reserves can enter, if they satisfy the conditions. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Terrain
The board has 5 buildings as their main features, the building closest to the Defender edge has a level 2 which provides Height Advantage up to Range 3.
Alternative: If the Players agree, you can replace the building closest to the Defender Edge with a single Strongpoint placed within the same area where the building was.
Alternative: Remove any of the 3 buildings closer to the Defender from the game. This might be necessary to allow the Defender to move his Huge Vehicle to the Objectives.
There are 3 Objectives. The Objective closest to the Defender edge is a monument which is impassable terrain and blocks Line of Sight.
The other 2 Objectives are open spaces, do not provide Cover and do not block Line of Sight nor prevent Vehicles from entering or passing through. In order to contest/control these Objectives, units must have Line of Sight to them.
There is a terrain piece directly opposite the monument. By default it provides cover like an Ammo Crate.
Alternative: Replace it with a Small Ammo Dump as per the rules. It can be destroyed; treat it as Vehicle class 6 with 6 Health, and it receives Cover Save.
Follow the placement of Objectives as per the map.
Before Deployment, starting with the Defender, place the following terrain pieces within Range 2 (Range 3 for tank-traps) of any Objective but not on the Objective itself, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece.
Tank-Traps must be placed such that it is within Range 3 to two Objectives, if it is not possible to do so, replace the tank-trap with an ammo-crate or barbed wire.
Each Player:
- Ammo-Crates x 2
- Tank-Traps x 2
- Rubbles x 2
Reserves
Place the Attacker’s destroyed units from Turn 1 to Turn 3 in Reserves and treat as fresh units. In Turn 4, up to 25% of the total game size in AP from Reserves can be chosen to be part of the Attacker force again and must enter the board as per Deployment rules (enter from Attackers Deployment Edge). Discard any remaining forces in Reserves.
If the Attacker is contesting (or controlling) any of the Objectives, they may enter from the closest Reserves zone to a contested Objective. Heroes can never be part of Reserves and cannot be brought back into the game in this manner.
Objectives
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 onwards, at the end of each Turn, each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP.
For this mission, it is highly recommended you play with Secondary Objectives.
Victory Conditions
Turn 4 onwards, at the end of each Turn, if one side controls all 3 Objectives and has more VP than the opponent, that side is the winner and game ends. Otherwise game ends at Turn 6 and highest VP wins the game, Defender breaks ties.
Mission 4 - Deep Strike
Description
This is a typical mission and map for Zverograd, where many buildings having been reduced to rubble. Two buildings overlook two objectives (green square with O) of the scenario. The 4 Objectives represent control over the area over the course of the game.
Size of Game
This scenario is suitable for Battle size games (80 to 100AP) with 100 AP being common. Commanders will need to study the layout carefully to decide what units to bring and anticipate what opposition you will face.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Terrain
The board has 2 buildings as their main features. The 4 Objectives are open spaces, do not provide Cover and do not block Line of Sight nor prevent Vehicles from entering or passing through. Follow the placement of Objectives as per the map.
Before Deployment, starting with the Defender, place the following terrain pieces within Range 2 (Range 3 for tank-traps) of any Objective but not on the Objective itself, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece.
Tank-Traps must be placed such that it is within Range 3 to two Green Objectives, if it is not possible to do so, replace the tank-trap with an ammo-crate or barbed wire.
Each Player:
- Ammo-Crates x 2
- Tank-Traps x 2
- Rubbles x 3
Objective
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 onwards, at the end of each Turn, each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP.
Furthermore, if you do not contest at least 1 yellow Objective that Turn, you do not score any VP from the Objectives (you can still score Secondary Objectives).
If you control both yellow Objectives, you get a bonus 8 VP for a total of (4 + 8) 12 VP.
For this mission, it is highly recommended you play with Secondary Objectives.
Victory Conditions
Turn 3 onwards, at the end of each Turn, if one side controls both yellow Objectives and has more VPs than the other, that side is the winner and the game ends. Otherwise game ends at Turn 5 and highest VP wins the game, Defender breaks ties.
Mission 5 - Heart of the City
Description
This is a typical mission and map for Zverograd, where many buildings having been reduced to rubble. Two buildings flank two objectives (green square with O) of the scenario. The 4 Objectives represent control over the area over the course of the game.
Size of Game
This scenario is suitable for Battle to Big Battle size games (80 and up) with 100 AP being common. Commanders will need to study the layout carefully to decide what units to bring and anticipate what opposition you will face.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Terrain
The board has 2 buildings as their main features. The 4 Objectives are open spaces, do not provide Cover and do not block Line of Sight nor prevent units from entering or passing through. The 2 purple squares are impassable terrain and block line of sight. Follow the placement of Objectives as per the map.
Before Deployment, starting with the Defender, place the following terrain pieces within Range 2 of any Objective but not on the Objective itself, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece. You cannot place Rubbles on or adjacent to any deployment zone or yellow Objective.
Each Player:
- Ammo-Crates x 2
- Rubbles x 4
Objective
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 onwards, at the end of each Turn, each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP.
Furthermore, if you do not contest at least 1 yellow Objective that Turn, you do not score any VP from the Objectives (you can still score Secondary Objectives).
If you control both yellow Objectives, you get a bonus 8 VP for a total of (4 + 8) 12 VP.
For this mission, it is highly recommended you play with Secondary Objectives.
Victory Conditions
Turn 3 onwards, at the end of each Turn, if one side controls both yellow Objectives and has more VPs than the other, that side is the winner and the game ends. Otherwise game ends at Turn 5 and highest VP wins the game, Defender breaks ties.
Mission 6 - No Guts No Glory
Description
This is a typical mission and map for Zverograd, where many buildings having been reduced to rubble. The 4 Objectives represent control over the area over the course of the game.
Size of Game
This scenario is suitable for Battle to Big Battle size games (80 and up) with 100-120 AP being common.
If you play a Big Battle Size game, we recommend the optional Reserves rule below.
Commanders will need to study the layout carefully to decide what units to bring and anticipate what opposition you will face.
Deployment
Attacker units enter board from the blue edge. Defender enter the board from the red edge. Standard deployment rules apply (but can be modified as required by the story).
Due to the environmental challenges of Zverograd, Airborne Units cannot deploy within Range 2 of the enemy deployment zone.
Reserves (Optional)
Both Attacker and Defender reserve between 30-40% of your Army Points as Reserves. Units in Reserves may enter their deployment edge on Turn 3 provided their owning player controls at least 1 Objective at the end of Turn 2. Otherwise all Reserves enter on Turn 4.
Terrain
The board has 2 buildings as their main features. The 4 Objectives are open spaces, do not provide Cover and do not block Line of Sight nor prevent units from entering or passing through.
Before Deployment, starting with the Defender, place the following terrain pieces within Range 2 (Range 3 for tank-traps) of any Objective but not on the Objective itself, one terrain piece at a time, alternating between players. You cannot place a terrain piece within a building or with another terrain piece. Tank Traps must be placed within Range 3 to 2 objectives.
Each Player:
- Ammo-Crates x 2
- Rubbles x 3
- Tank Trap x 1
Objective
Players score VP for controlling or contesting the Objectives as follows:
- Turn 1 - no scoring of VPs.
- Turn 2 onwards, at the end of each Turn, each Controlled Objective is worth 2 VP. Each Contested is worth 1 VP.
If you control 3 Objectives, you get a bonus 6 VP for a total of (6 + 6) 12 VP.
For this mission, it is recommended you play with Secondary Objectives.
Victory Conditions
Turn 3 onwards, at the end of each Turn, if one side controls 3 Objectives and has more VPs than the other, that side is the winner and the game ends. Otherwise game ends at Turn 5 and highest VP wins the game, Defender breaks ties.