Will do tonight/tomorrow. Won't have the map up until tomorrow best.
NORTH
SOUTH
MapsRolling Hills 3...........Open Terrain 2 New.........Open Terrain 3
Lakes......................Forward Base ................Grassland 1
Rolling Hills New.......Forward base.................Hill Fortress (one of Jon's customs)
DeploymentPrimary OPFOR: Deploys after Local Forces. Divide the Primary OPFOR into 4 lances of 4 Mechs each (in order). 1 Lance MUST deploy each into Zones Red E and F. The other lances may deploy into Zones Red A-D, with no more than 1 lance per zone.
OPFOR Reinforcements: Enters the board on their initiative anywhere desired through Zone R1 on Turn 8.
OPFOR Local Forces: Deploys first. Turrets must deploy onto any desired hex market with a Red Star. No more than 4 turrets may deploy onto a single mapsheet. Vehicle units must deploy within 4 hexes of hex 0909 on one Forward Base Map. Mech units must deploy within 4 hexes of hex 0909 on the other Forward Base Map.
Ranger Forces: Prior to any deployment, up to 2 lances consisting of ONLY Mech units (including Allied units) may choose to advance-deploy into zones Blue 1-4. After OPFOR deployment, each Ranger Lance must choose one zone, Blue A-D, and deploy within 3 hexes of that zone's board edge.
Ranger Reinforcements: The Rangers receive 1 reinforcement lance. Prior to the game, choose any of Blue Zone A-D. Reinforcements must enter the board on their initiative on their designated turn through this Zone.
Environmental Conditions:Border Outpost: This is a semi-fortified outpost, functionally a border guard station. As such, wall and turret tower CF is only 100 per hex, not the standard 200 points. As a hardened military structure, AE attacks deal simply double their damage value against wall and turret tower CF, not "double x # of levels". All building hexes roll as normal for basements; wall and tower hexes do not. Additionally, only hexes which contain obvious "roads" count as pavement for skidding purposes.
Battlefield Support:Rangers: May deploy up to 26 points of BSP, in any desired combination.
OPFOR forces: May deploy up to 24 points of BSP, of which at least 2 selections must be some type of air defense, but not allowing minefields.
Victory ConditionsRangers1) Destroy, cripple, or render incapable of spending MP, all of the following: 8 Primary OPFOR unit.
2) Destroy, cripple, or render incapable of spending MP, all of the following: 6 Local Force Turrets, 2 Local Force Mechs.
3) Suffer no more than 6 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Lancer Lance (all units), liaison, Allied Units.
OPFOR1) Suffer fewer than 16 total casualties - including turrets - by the end of the game.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, some combination of 7+ units between the following forces: Lancer Lance (all units), liaison, Allied Units.
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). Convoy units may only exit from the southern 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.