There are two sides, one reflecting the forces of Imperial Bond, and the other the forces of the Grand Coalition. Each side has 2 Commodores.
The first Commodore commands 2,500 points of core naval models. The second Commodore commands 2,500 of core armoured models, and has a further 1,000 points of core armoured Close Allies which are deployed as a Reserve Force (and which can be commanded by another player as required). Each side also receives 500 points worth of Fortifications, control of which is divided between Commodores.
Each Commodore can nominate up to 600 points of their models as Advance Forces, which are deployed in the specified zone. These forces must be nominated before the game Fortifications are not included in this total and are deployed before Advance forces.
Terrain is pre-determined. Both Commodores on the side with Strategic Advantage deploy a squadron first, then the Commodores on the other side do the same. Squadrons are deployed in the following order: Fortifications>Advance Forces>Massive>Large>Medium>Small.
Fortifications for this game must be deployed on land (minefields are deployed as per the MAR, at the same time as Bunker Complexes, up to 8" from the centre of the table). The Aerial or Surface Skimming models of each Commodore may be deployed over land or sea.
Reserve forces are deployed simultaneously, anywhere on the baseline of each side, 1D3+2 turns after the game begins, or earlier by mutual consent of both sides.
Tactical Action Cards
Each Commodore creates a 10 card TAC deck which they operate autonomously. Commodores may only play cards on their own squadrons (although the Armoured Commodore may also play cards on the Reserve Force). The Armoured Commodore can only counter TAC cards played by the opposing Armoured Commodore, the Naval Commodore can only counter TAC cards played by the opposing Naval Commodore.
There are 7 major objectives which represent vital interests and key infrastructure in the city. All Objectives not currently controlled must be successfully boarded and Prized in order to be captured (and can be Salvaged by the former controller). Objectives may be destroyed in order to deny them to the enemy, although this incurs a one-off Campaign Point penalty for the side which destroys the Objective. 4 Objectives begin the game within the deployment zones, and under the control of, the Commodores (2 on each side of the table) while 3 Objectives are not controlled by either side at the beginning of the game.
- Objective #1: The Imperial Alchemical Institute [begins the game controlled by the Empire of the Blazing Sun]
- Objective #2: The Sollers Assembly Plant [begins the game controlled by the Empire of the Blazing Sun]
- Objective #3: The Poteshny Administration Offices [begins the game controlled by the Russian Coalition]
- Objective #4: The Antonov Advanced Aeronautics Research Centre [begins the game controlled by the Russian Coalition]
- Objective #5: Oil Rig [begins game uncontrolled]
- Objective #6: Oil Rig [begins game uncontrolled]
- Objective #7: Oil Rig [begins game uncontrolled]
The side with the greatest number of Campaign Points in the end phase of the final turn of the game is the victor. In the end phase of each turn, both sides calculate the Campaign Points they have earned during that turn and add these to their total. Campaign points are earned as follows:
+1 for every Objective controlled by your side in the end phase
+1 for every 250 Victory Points of enemy models and TAC cards in the scrapyard
+1 for every enemy Commodore killed
-2 for every Objective destroyed (this penalty is incurred only once for each Objective)