Note: I've changed this to involve 2 Ranger reinforcement lances, given the naturally-diminishing FedCom forces in the scenario.
NORTH
SOUTH
MapsGrasslands 3...................Battleforce 2......River Valley
Open Terrain 2 (New)......City Ruins..........Lakes
Desert 2.........................Battletech.........Lake Area
DeploymentOPFOR Deployment: OPFOR Lances 1-5 must enter the board on Turn 1 from any of Red Zones 1-6. Only 1 Lance can enter through a single zone. Only a single Lance may deploy through both zones Red 3 and 4, combined. OPFOR Zone entry points are written down 3rd, after Ranger deployment is finished.
FedCom Mech Deployment: 6 Mechs must deploy into Zone Blue A, and 6 Mechs must deploy into Zone Blue B. The final Mech (of your choosing) must deploy north of the river on the Battleforce 2 map (this is your scout/picket unit). FedCom Mechs are deployed last.
FedCom DropShip Deployment: Each DropShip must deploy with its central hex on a Pavement (not road) hex on the City Ruins map. The DropShips may not deploy within 8 hexes of one another. The FedCom commander choses the DropShip facings. DropShips deploy onto the battlefield first.
Ranger Deployment: Each Ranger Lance must deploy anywhere in Zones Green X, Y, or Z. Only 1 lance may deploy into a single Zone. The liasion may deploy with any Ranger Lance. Ranger Mechs deploy 2nd, after the DropShips.
OPFOR Reinforcements: Destroyed, abandoned, or combat-eliminated OPFOR units from Lances 3, 4, and 5, may re-enter the board (with a fresh record sheet) the turn following their destruction, via
any of their choice of Red Zones, but cannot enter through a Red Zone that an enemy unit has used during that turn..
Ranger Reinforcements: Up to two Ranger Reinforcement Lances may be deployed, but the second lance cannot arrive until at least Turn 6, regardless of tactics or speed. Ranger Reinforcements may enter through any of Red Zones 1, 7, 9, 6, 8, or 10, but cannot enter through a Red Zone that an enemy unit has used during that turn.
Random Forces: Randomized forces will enter through a randomly-determined Red Zone (roll 1d10).
Environmental ConditionsDefensive Line: The FedCom forces are holding off the oncoming FWL forces until relieved so they may evacuate. The FedCom forces may not leave the northernmost maps until at least 1/2 (6 Mechs) of the Rangers are north of the northernmost FedCom DropShip, or until at least 2 enemy units have "penetrated the line" and have moved onto the middle three mapsheets (as measured north to south). This is checked at the beginning of the Movement Phase, and applies through the entire turn.
Battlefield SupportRanger Artillery may begin firing at will beginning on Turn 2 (therefore may begin landing rounds on Turn 3). The City Ruins map may not be targeted, though rounds may drift onto it. Neither FedCom DropShip may lift off while artillery rounds are in transit to or landing on the battlefield.
FWL forces, FedCom forces, and Ranger forces are all vying for air superiority and therefore cancel each other out. No air assets will be employed during this game.
Victory Conditions:Rangers1) Each DropShip which takes off in an uncrippled state generates 3 VP, or 2 VP if crippled.
2) Each FedCom Mech aboard a DropShip when it takes off generates 1 VP
3) Each Ranger Lance with at least 3 Mechs in a state capable of spending MP at the end of the game generate 2 VP.
FWL1) Preventing a DropShip from taking off generates 5 VP
2) Each FedCom Mech prevented from evacuating the planet generates 1 VP
3) Reducing a Ranger lance to half-strength or below generates 2 VP.
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) Physical attacks against the DropShip are prohibited (being adjacent to a lifting DropShip is suicide. Both DropShips are fully powered up and ready to take off, and may fire at will.
4) FedCom DropShips may take off whenever they desire, but may not take off if there are active FedCom units still capable of being evacuated, unless and until the game time expires (in which case they will take off immediately, dealing damage as normal). Boarding a DropShip requires a FedCom unit to spend 2 MP, which must be Walking MP, or the Minimum Movement rule must be invoked to enter the DropShip. Up to 2 FedCom Mechs may board each DropShip per turn.
5) FWL units may ONLY fire at the DropShip if either of the following are met:
a) No active enemy unit capable of weapons fire is in a straight-line path from the firing unit to the DropShip.
b) No active enemy unit capable of weapons fire is both anywhere inside firing unit's line of fire towards the DropShip AND is 7 hexes or less from the firing unit.
In essence, you must prioritize an active enemy unit at close range, and you cannot fire "through" an active enemy unit to shoot at the DropShip.
6) FedCom and Ranger units are flatly prevented from forming a hex-to-hex "wall" in close proximity to their DropShip to render attacking forces unable to attack the DropShip due to Misc Rule #5.
7) Beginning on Turn 5, a random force may enter the battlefield. The test is an 8+ on 2d6, and occurs on Turns 5, 6, 7, and 8. The force enters immediately. If it has not generated on these turns, it does not appear. There are 5 force mixes. Roll 1d6, rerolling "6" results.