Please bring an OPFOR force with you. This should include minis and record sheets. The OPFOR Build Guidelines for Mission 2 are as follows:
-Must be between 9,000-14,000 BV2. DO NOT ADJUST BV FOR PILOTING/GUNNERY
-Must be at least 4 units, and not more than 9 units, numerically.
-No more than 2 OPFOR units may be ClanTech OmniMechs
-At least 50% of the OPFOR units, numerically, must be Mech units.
-OPFOR may include up to two Royal Star League Aerospace Fighters, no more than 50 tons each, without external ordnance.
-OPFOR units may include up to 2 Star League or Royal Star League Vehicle Points (4 vehicles).
-OPFOR may not include: Battle Armor, ProtoMechs, VTOLs, ANY UNIT with less than a 4/6/0 movement profile.
-If the OPFOR is equal to or less than 11,000 BV, the OPFOR will receive a roll on the Artillery Table. This roll will happen following rolls for Mapsheets on Game Day.
-2 OPFOR units are 2/3 G/P skill. 2 units are 3/4. All other units are 4/5.
-Nominate 1 unit as the OPFOR Commander. This unit gives +3 Initiative and has either 4 Edge and 1 Gunnery SPA, or has 2 Edge and 2 Gunnery SPAs.
-Each 3/4 unit has 1 Edge and 1 Piloting SPA.
ARTILLERY TABLE (1d6-1)
0: No artillery
1: 1d2 Sniper Artillery (minimum 1)
2-3: 1d3 Sniper Artillery (minimum 1)
4: 1d6-1 Sniper Artillery (minimum 1)
5: 1d6-2 Long Tom Artillery (minimum 1)
(Artillery is off-board, Gunnery 3, with a 1 turn flight time, and is not locatable or targetable by Clan Aerospace units. It may fire only standard, HE shells, and each gun has 10 shells. 5 total hexes on the game board are considered "pre-designated hexes". Otherwise, normal spotting rules apply; note that TAG won't help, since it's using standard HE shells only.)
NOTE:
I reserve the right to mess with or DQ OPFOR units clearly intended to screw with the game objectives.