(I'm sorry, it's late and I don't want to screenshot and upload the revised scenario since all that changed was the map size.)
NORTH
SOUTH
Rolling Hills 1.......Streams.........Woodland
Woodland............Large Lake1 ....Lakes
DeploymentRangers: Deploy Last. Must deploy within the boundaries of zone R, up to four full hexes away from the centerline of the board, on either the north or south far eastern maps. Rangers must deploy in a column formation, with all members of one lance to the east, then all members of the next lance west of them, and then all members of the last lance west of the second lance. March order is up to the players to decide.
Ranger Reinforcements: May enter on their initiative along the western map edge, or may delay their entry by 2 turns and enter from either Zone R-2 or R-3. Their chosen zone (representing the route taken to rendezvous with the marching column) must be determined and written down
prior to any enemy deployment.
Completely Deniable MIIO Force 1: The force listed as deploying CTR must deploy entirely within Zone W (half the width and height of the eastern mapsheets), only within hexes fully enclosed within the described zone. The force must be divided into two distinct lances, and no members of 1 lance may deploy within 8 hexes of the other lance.
Completely Deniable MIIO Forces 2 & 3: The force listed as deploying S must deploy into zones S1 or S2. The force listed as deploying N must deploy into zones N1 or N2. One of each zone 1 AND zone 2 must be deployed into (ie, you can deploy in N1 and S2, or N2 and S1, but may not deploy into N1 and S1). Units must deploy only into hexes fully contained within the zone; no half hexes.
Environmental ConditionsDepth 0 water: Any water hexes without a Depth listed on them are considered Depth 0. As a reminder, Depth 0 water blocks infantry movement, and counts as ejecting into water, but vehicles can move through it and Mechs can run through it BUT it still requires a PSR for "entering water" to avoid falling in the hex.
Battlefield SupportRangers: The Rangers are not expecting an attack and therefore have no access to BSP actions in this scenario.
Completely Deniable MIIO Force: This force IS expecting an attack, but seeing as how it's a discrete attack by units brought on-planet ostensibly to "help", pointing artillery pieces as "friendlies" or filing a flight plan with fully loaded attack birds which happens to overfly the Ranger travel path might raise suspicion. The OPFOR has no access to BSP actions in this scenario.
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 12 enemy units.
2) Ensure that at least 2 of Crusher's Mechs are still capable of spending MP
Completely Deniable MIIO Force1) Destroy or render incapable of spending MP at least 8 enemy units
2) Destroy or render incapable of spending MP at least 3 Mechs from Crusher 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) MIIO MechWarriors will fire upon ejected MechWarriors unless a Ranger target is equally as close or closer to the firing unit. PCs who capture MIIO MechWarriors must make a 2d6 roll vs a TN 10 (+1 for each qualifying condition possessed by the Lance Leader: if your INT is 5+, if your Career/Soldier is 3+, if your Leadership is 3+, if you attended any Special Forces or Military Science MOS in Stage 3, if your EDG after the battle is 3+ [EDG spent during the scenario doesn't help]). If the roll fails, the MIIO MechWarrior succeeds in suicide while in captivity. If the roll passes the prisoner is secure, and the Davions will ransom back the MechWarrior for triple their standard rate as long as you agree to never mention the MechWarrior again. The TN to successfully recruit a MIIO MechWarrior is at a +2 penalty, and if you succeed in recruiting a Davion special operative, please inform the GM.