We can generate. This will be fine. Once you are back and able of course.
I'll edit the maps in later since I'm doing this at work. DONE
NORTH
SOUTH
MAPS
NORTH
[1]....[2]....[3]....[4]
[5]....[6]....[7]....[8]
[9]...[10]...[11]...[12]
SOUTH
NORTH
Foothills 2...........Woodland.....Rolling Hills 2.....Woodland
Woodland............Oasis...........Grassland 1........BattleTech
Heavy Woods 2....Mtn Lake.....Rolling Hills 1......Scattered Woods
SOUTH
DeploymentOPFOR Deployment: Deploys after the Rangers. Each group of 6 units must deploy - 1 group each - into zone Red 1 though Red 6. The Land-air-Mech may deploy individually into any Red Zone.
Ranger Deployment: Deploys first. 1 lance deploys within 4 hexes of Hex 0909 on the Rangers choice of mapsheets 2, 3, 6, 7, 10, 11. No more than 1 lance deploys per mapsheet.
OPFOR Reinforcements: Enters the board from the eastern board edge on Turn 6. Prior to the game, the OPFOR reinforcements must select whether they will enter through the eastern edge of Map 4 or 12.
Ranger Reinforcements: Prior to game, write down whether reinforcements are arriving from the north or the south. Ranger reinforcements enter the battlefield on their initiative though the northern or southern (as appropriate) map edges of maps 2 or 10.
Environmental Conditions:None.
Battlefield Support:Rangers have 22 points of BSP to spend on any non-minefield items they choose. Each ASF is still limited to 2 sorties during the mission. Artillery fire recieves up to 4 pre-designated hexes.
The WOB receives 30 points of BSP support, no more than 12 of which may be artillery support, and at least 8 of which MUST be air defense.
Victory ConditionsRangers1) Prevent the board corners from being successfully scouted.
2) Destroy, cripple, or render incapable of spending MP, at least 12 WOB units, prior to Turn 12.
3) Suffer no more than 8 total Ranger units destroyed or incapable of spending MP.
OPFOR1) With at least 1 unit, scout the two western map corners by moving a unit within the blue objective zone and spending 1 full turn stationary, and return that unit to any designated Eastern Blue Zone, with no Ranger units within 6 hexes of that scouting unit, by the end of the game. Both corners must have been scouted and have the scouting unit(s) return to the Blue zones for mission success. LAMs must be grounded during their stationary turn.
2) Destroy or render incapable of spending MP at least 8 Ranger units.
3) Suffer no more than 12 units destroyed, crippled, or rendered incapable of spending MP by the end of the game.
MISCELLANEOUS
1) 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 environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). Civilian units may only exit from the Eastern board edge.
2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.
3) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders). Upon taking a prisoner, roll 2d6. On a
9+, the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive). All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).
4) Following the battle, GM makes a check.