Choosing not to take any rerolls. I like the terrain, the OPFOR has good enough pilots that fog doesn't really slow them down (they can PSR to get full movement), and I can't really mount searchlights myself outside the No-dachi, and they have at least a couple of Mechs with integral searchlights - Dusk/Dawn at least puts some of their pilots to a 5 gunnery which can't be bypassed. A larger map means they're better able to get by me to objectives. So here we go.
NORTH
SOUTH
MAPS
Mines 2..........Mines 1
Washout 2......Badlands 2
DeploymentRanger Forces: All Rangers and Ally units deploy where ever desired in any full hexes inside the blue zone.
Wolf OPFOR: Prior to deployment, each incoming star must choose to enter through Zone A or B; only 1 Star may enter through either zone. Enter onto the battlefield on their initiative on Turn 1.
OPFOR Reinforcements: Enter through your choice of Zone A or Zone B on Turn 9.
Environmental ConditionsDawn: Apply a +1 modifier to all weapon attacks for the first 8 turns of the game. Searchlights do not affect this modifier.
Battlefield SupportNo BSP is available for this scenario.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 4 total units from the OPFOR Force.
2) End the game with the Phoenix Hawk LAM still functional and without having departed the playing area, including via use of aerospace MP.
OPFOR1) Destroy, or render incapable of spending MP, at least 4 defending units in any mixture, but which must include the Phoenix Hawk LAM. LAMs are Dezgra.
2) Move at least 4 units into Zones Z1 or Z2, and remain fully in the zone for 1 full turn.
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) 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.