Please reroll to get this map config and generate.
Apologies for making you scroll, but the map is at full scale so you can read the building information. Again, people bringing building counters will be helpful.
NORTH
SOUTH
MapsDesert Washout 1........Hill Fortress (Jon)........Mines 1
Oasis.........................Barren Lands 1...........City Ruins
Large Mountain 2........Desert Mountain 1.......Desert Mountain 2
DeploymentBase Turrets Deploys first. Each standard weapon turret must deploy onto a purple star hex, and is considered to be on top of any structure in that hex. Note that not all star hexes are on top of structures.
Tank Garrison Deploys alongside Base Turrets. Tank units may deploy anywhere desired inside the Purple Zone, but not inside of or on top of buildings. At least 4, but no more than 6, Conventional infantry units must deploy on the City Ruins map, and may not deploy into or on top of buildings. Battle Armor must deploy onto the City Ruins Map, and may not deploy into buildings.
Primary OPFOR: Deploys after Ranger Forces have chosen deployment zones. Prior to game, divides their force into lances (lances are in order; 1st 4 units constitute 1 lance, etc). Units of the 2nd Lance must deploy onto a Red Star Hex. Other Lances may deploy anywhere desired in the Red Zone, but may not deploy into adjacent map quarters (including diagonally) alongside any other lance; the 2nd Lance on Red Star Hexes doesn't count toward this restriction.
OPFOR Reinforcements: On Turn 5, each Lance enters the board through one of Zones Red 1, Red 2, or Red 3. Only 1 lance may enter through any Red Zone.
Ranger Forces: Deployment choices occur after OPFOR Turret and Tank Garrison choices are made. Each lance deploys into a single far western map quarter, no more than 4 hexes from the board edge. Each lance must choose a deployment zone, which is private information, but specific hex choices are not made until after all OPFOR deployment is made.
Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed as reinforcements. Enters on its initiative on its designated turn anywhere desired along the Western board edge.
Environmental ConditionsNone
Battlefield SupportThe Numenorean Rangers Receive 40 BSP to spend as they wish.
OPFOR gain 12 BSP to spend on defensive air support only. They also receive 2 Sniper Artillery HE shells for free each turn. This artillery fire will begin on Turn 2 (landing on Turn 3), and may not target the City Ruins map whatsoever. Each artillery piece may be targeted by counterbattery fire by Ranger artillery; a TN 10 hit automatically knocks out 1 Sniper piece, and the TN drops by 1 for each consecutive turn the same piece is fired at by the same Ranger gun. Ranger ASFs may target this artillery, a successful attack automatically destroys 1 Sniper piece. However, the artillery is protected by AA batteries, and ASFs must survive x8 AC/5 attacks (Gunnery 3, stationary attacker, Nose angle, AA targeting quirk) in order to prosecute an air-to-ground attack.
Victory ConditionsRangers1)* Identify and destroy both of the target structures.
2) Destroy, force the withdrawal of, or render incapable of spending MP, 9 units from Primary OPFOR.
3) Ensure the Liaison unit and 2 Jazz Lance units survive and are capable of spending MP at the end of the scenario
*Condition 1 must be achieved in order to claim victory in this mission
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 6 Ranger BattleMechs, including at least 2 Jazz Lance Mechs.
2) Prevent the identification and destruction of the 2 target structures
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Steiner Liaison
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).
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) IDing target buildings.
a) A Mech unit which has spent Walking MP may attempt to ID a target building during the End Phase of the turn, assuming the pilot is conscious. Make TN 7 check, modified by -1 for each applicable quirk or SPA (ie, Eagle Eyes) which apply. All buildings adjacent to the Mech are checked on a single roll. If successful, the target building is revealed.
b) The Improved Sensors quirk will automatically ID the target building, which must be adjacent to the Mech at the end of movement, and the Mech may have spent Running MP.
c) A Mech with a Beagle Probe will automatically ID the target building, which must be within 5 hexes of the Mech at the end of movement
and in a valid line of sight, and the Mech may have spent Running MP. A Mech with a Beagle Probe can also automatically ID the target building and spend Jumping MP, but may only check buildings adjacent to itself. Any sensor hit critical effect will disallow a Mech from attempting to ID the building. Vehicle, infantry, and aerospace units may not attempt to ID the building.
d) A Mech with a Bloodhound Probe can spend MP freely, and will automatically ID the target building in a 5-hex radius, as long as there it a valid line of sight between the Mech and the building.