Please generate
Sorry, evidently I'm being dragged to inlaws for Labor Day weekend instead of getting to have a fun or relaxing time. This is bare bones b/c I'm in a hurry.
Maps (all turned so that short edge is north/south)
NORTH
Grassland 2 (north).........Rolling Hills 1 (logo north)
City Suburbs (logo south)........City Suburbs (logo south)
SOUTH
DeploymentRanger Forces: Deploys first. All Ranger and Lyran units deploy within 5 hexes of the south map edge. The Wasp, Wolfhound, Javelin, and all Ranger units deploy with Training ammo loaded in the first ton of each ammo-using weapon, and with energy weapons powered down.
Wolf OPFOR: Wolf units enter the map on their initiative on Turn 1 along the north map edge.
Environmental ConditionsModerate Gale - see TacOps
All Units: Apply a +1 to-hit modifier to all missile weapon
attacks.
Battlefield SupportNo BSP is available for this scenario.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 3 total units from the OPFOR Force.
2) End the game with at least 2 of "Wasp, Wolfhound, Javelin" still capable of spending MP and on-map
OPFOR1) Destroy, or render incapable of spending MP, at least 5 defending units in any mixture
2) Destroy, or render incapable of spending MP, any two of Wasp, Wolfhound, Javelin.
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 ignore any ejected Ranger or Allied MechWarriors in this scenario. This applies unless a Ranger or Allied BattleMech pilot has scored at least 2 kills during this scenario and has THEN ejected; in which case the Wolf forces will attempt to capture the pilot, unless another hostile 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) Each time an Allied Mech is destroyed or its pilot killed, the other Allied units WHICH DO NOT HAVE ACTIVE WEAPONS (ie, haven't turned on their energy weapons or which only have training ammo available) may flee. The Local CO must make a Leadership check TN 8 (+1 for every Allied unit destroyed) during the End Phase of the turn in which the Allied unit was destroyed. The Local CO's Leadership bonus applies to this roll, and the CO may spend Edge. If the Local CO is disabled or killed, his replacement must make checks, beginning at TN 9 (+1 increasing as normal). If this check fails, during the following turn, Allied units MUST move towards the closest board edge, unless that movement would put them within 5 hexes of a Clan unit (in which case they move along the edge of that zone to the best of their ability). The Local CO may make additional checks in future End Phases to "rally" the Allied units, but failing 3 checks in a row, or the Local CO's Mech being disabled/killed while the Allies are in the "fleeing" state, indicates they will not stop under any conditions. Fleeing Allied units will exit the board once they reach the board edge.
4) Wolf Clan Mechwarriors will not ordinarily use zellbringen, though they will not make physical attacks (they may use the Dodge SPA). As a GUIDELINE, Wolf Warriors will not combine fire from more than 2 Mechs on a single target, including if only a single target is viable during a turn. Only Wolf Clan MechWarriors with a Bloodname have the option to ask for duels, and will only make a duel challenge against an enemy MechWarrior who has scored at least 1 kill during the game, and who is within their LOF at the beginning of weapons fire. The primary exception to the prohibition on combining fire is if a duel is broken via use of combined attacks by Ranger players (example below). In that case, Wolf Clan Mechwarriors will combine fire to the best of their ability on the interfering unit. Finally, a Ranger player who wins a duel with a Bloodnamed Clan MechWarrior gains +1 bonus XP for the victory.
Example: Star Commander Olivia Kerensky is dueling a Ranger Marauder. While she is dueling that Mech, other Wolf forces may not fire on the Marauder. During the duel, a Ranger Panther fires at Olivia's Mech. The turn after the breach of the duel, ALL Wolf Mechs, to the best of the abilities of the players controlling them, should attempt to combine fire on the Panther with poor decision-making capabilities.