Woof. OK, here we go.
NORTH
SOUTH
Maps:Military Base 1.....Military Base 2....Dropport 1
Dropport 2..........EMPTY MAP.........Dropport 2
Military Base 1.....Military Base 2....Dropport 1
DeploymentRanger Support Forces: Deploy first. Must deploy on the center map, including half hexes.
Buildings on this map are not enterable (they are turret supports; technically AtB put several sets of circular walls on the whole map and walls cannot be entered) and have no basement. This entry limitation does not apply to any other buildings on the game board. The Ranger AC/10 turret must deploy on the center hex of one of the buildings on this map.
Ranger Mobile Forces: May deploy anywhere on the center map, the centermost halves of the north/south/east/west maps, or the innermost quarter of the NE/NW/SE/SW maps, as denoted by the map fold lines.
FWL forces: Enter from the eastern board edge on their initiative on Turn 1. May not deploy into or onto a building, even if using Jump MP. No more than 8 FWL units may occupy a single mapsheet at the END of their movement on Turn 1; FWL forces may end movement freely on Turn 2.
FWL Reinforcements: Enter from the eastern board edge on their initiative.
Ranger Reinforcements: May either enter from the western board edge on their initiative, or delay entry for 2 turns and airdrop (LO-LO insertion; +3 PSR penalty to hot drop; OPFOR air cover may not fire on the DropShip). Airdrop locations use standard StratOps rules, and may drop onto any desired mapsheet.
Environmental ConditionsParade ground: The craters for DropShip landing pads on all Dropport maps are considered flat, level 0, terrain.
Light Urban Terrain: Any hardened buildings on the military base maps count as heavy (CF 90) buildings instead. This includes walls.
Battlefield SupportRangers: The Rangers may employ any desired Battlefield Support to which they have unit access (ie, x2 air sorties per ASF), and may employ offboard artillery (up to 6 rounds per gun), with 12 total presighted hexes. Additionally, the Rangers may deploy up to 10 hexes of medium-density (TN 8, 20 damage) minefields anywhere on the eastern half of the board.
FWL: As this is a hasty, surprise, attack well behind enemy lines, the FWL forces have no access to artillery BSP. They will have access to air power; they have a set number of light and heavy air attacks, as well as light and heavy air cover.
Victory ConditionsRangers1) End the scenario with at least 8 support units at 50%+ strength (infantry), or uncrippled (vehicles)
2) End the scenario with the Allied Victor intact and still capable of spending MP
3) Ensure that at least 2 of Skaraborg's Mechs are still capable of spending MP
As long as they have at least 6 support units uncrippled/destroyed, and at least 6 Mechs uncrippled/destroyed, and have destroyed or crippled at least 15 enemy units, the Rangers may declare victory in the scenarioFWL1) Destroy or cripple at least 8 support units
2) Destroy the Allied Victor
3) Destroy at least 3 Mechs from Skaraborg Lance
Miscellaneous1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2) FWL MechWarriors will move to and capture ejected MechWarriors if possible and non-suicidal, and will fire upon ejected MechWarriors if/when at least 2 of their own number are KIA.
3) FWL MechWarriors are attacking to destroy Rangers support infrastructure, but they are not suicidal, and will not simply ignore defending forces. FWL units must attack a non-infantry unit (not counting Battle Armor) if a Ranger or Allied Mech is CLOSER to them and there is a valid line of sight/fire to the Ranger or Allied Mech. If the distance is the same, the FWL unit may attack at will.
4) Stacking limits: An infantry squad and a platoon count as identical for unit stacking limits