SCENARIO 3: Hit & RunEntire campaigns often hinge on the ability of a force to refit and resupply. The campaign on Poulsbo proved a perfect example. A damaged Regulan areospace fighter was forced to take a circuitous route back to friendly lines through a severe windstorm, and coincidentally overflew the 2nd Lyran Armored's primary operating base in the region. A hasty assault was conceived.
Rolling thunder conducted a low-level drop under cover of darkness and moved quickly toward the objective. The Lyrans, meanwhile, were drawn away with fighter attacks and other diversionary tactics. The Mech company gained sight of its goal by dawn.
Striking hard and fast, Rolling Thunder shot everything in sight, blazing a path of death and destruction through the base. The diverted Lyran units belatedly dashed to interdict the Rolling Thunder assault, and it was only their intervention that prevented the Marik unit from completely leveling the facility. The attack was deemed an unqualified success, and with the loss of their primary resupply station, the Lyrans withdraw to the other side of the continent and allowed the Marik assault forces to pillage in peace for a solid week.
Game Set-up
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[][]....CityTech/CityTech
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East Map | Hex Numbers | Building Types |
Parts Depots (Buildings M1, M1) | 0102, 0402 | Medium; CF 40 (20 to Damage) |
Vehicle Garages (H3, H3) | 0115, 0314 | Heavy; CF 60 (30 to Damage) |
Transmission Tower (M3) | 1302 | Medium; CF 30 (15 to Damage) |
Control Center (M4) | 0407-0408 | Medium; CF 40 per hex (40 total to Damage) |
West Map | Hex Numbers | Building Types |
Parts Depot (M1) | 0215 | Medium; CF 40 (20 to Damage) |
Vehicle Garages (H3, H3) | 0202, 0402 | Heavy; CF 60 (30 to Damage) |
Control Center (M4) | 0407-0408 | Medium; CF 40 per hex (40 total to Damage) |
All buildings are Level 2 terrain, save for the Tower, which is Level 4. The Tower does not count as Immobile (due to the skeletal structure).
The Attacker consists of the entire Rolling Thunder company.
The Defender consists of garrison units of the Lyran 2nd Armored (Element 3)
DeploymentThe Defender deploys first anywhere on the two mapboards. See GM.
The Attacker enters from the West Edge of the Western Mapboard on Turn 1.
Victory Conditions Victory is determined through a points system. Add up all applicable results from each of the Attacker and Defender Victory Point Tables, and subtract the Defenders total VPs from the Attackers total VPs. Then, consult the Outcome Table to determine the winner.
The game lasts until one of the following conditions are met:
-Turn 20 is completed
-All attacking units have withdrawn from their Home Edge
-No active attacking units remain on the game board
***Even if all defending units are destroyed or rendered inactive prior to the arrival of Reinforcements, the game continues until Turn 20 is reached or attacking units have withdrawn; this allows for destruction of target buildings***
Attacker Victory Points Table (a building can only be damaged *or* destroyed, not both)
Enemy unit crippled or destroyed: +2 VPs
Each Parts Depot Damaged: +2 VPs
Each Parts Depot Destroyed: +3 VPs
Each Control Center Damaged: +4 VPs
Each Control Center Destroyed: +15 VPs
Each Vehicle Garage Damaged: +2 VPs
Each Vehicle Garage Destroyed: +5 VPs
Transmission Tower Damaged: +3 VPs
Transmission Tower Destroyed: +10 VPs
Defender Victory Points TableEach Enemy Mech Crippled or Destroyed: +5 VPs
Each friendly unit which retreats off the Eastern edge of the Eastern Map: +3 VPs
Every Turn after Turn 15 that both sides have active units on the map: +2 VPs
Reinforcements arrive before attacker leaves map: +25 VPs
OUTCOME TABLEAttacker Points Outcome
16+ Attacker Substantial Victory
6-15 Attacker Marginal Victory
0-5 Draw
-5 - -1 Defender Marginal Victory
-6 or less Defender Substantial Victory
REINFORCEMENTSDuring the End Phase on Turn 11, and every future End Phase that the combat continues, the defender rolls 2d6 for the arrival of reinforcements the following Turn. Reinforcements arrive on a 11+ on Turn 12, an 10+ on Turn 13, a 9+ on Turn 14, an 8+ on Turn 15, and so forth - automatically arriving during the Movement Phase on Turn 20. Reinforcements move onto the board during their initiative; up to three units may move onto the board anywhere on the North Edge, up to three along the South Edge, and up to three along the East Edge, at the Defender's discretion. Reinforcements are as follows:
Archer 2R (4/5) Edge: 2
Archer 2R (4/5) Edge: 2
Cyclops 10-Z (4/5)
Battlemaster -1S (4/5) Edge: 1
Warhammer 6K (4/5)
Warhammer 6K (4/5)
Marauder MOD (3/3) Edge: 3; Sniper; Hot Dog
Orion ON1-K (3/4)