Dawn
broke across the hills, the valley was still. Military garrisons were scattered
across the hillsides, the tips of laser towers crested the peaks and howitzers
were positioned strategically throughout the cities. The Polish general smiled,
the combine had pushed far, but no further ‘The Bastille’ as the men were
calling it, was heavily fortified, even if the combine could get troops through
the mountain passes and past the preliminary defenses, they wouldn’t get past
his pride and joy, the three ogres stood like monuments against the dewy mist
of the early morning. This was a factory for the damn things after all, of
course there would be some guarding it. Then without warning the perimeter guns
spoke.
This
scenario represents a Paneuropean ogre factory somewhere in northern Europe,
during the major combine invasion after the fall of Britain. Early warning
sensors and preliminary defenses have alerted the Paneuropeans to the Combine
presence. The defending force is outdated and in places disorganized but in
good spirits and well entrenched and fortified. The Combine force is an elite
strike force designed for quick take and hold operations. Although Combine high
command had envisioned this to be a quick and surgical strike, ground forces
encountered heavy resistance and a more cautious approach was required.
As a side note on the theme of this scenario this is in no way supposed to be political and is based on a theoretical future in an alternate universe and in no way represents my actual views on this region or any current, past or future events in the world.
Rules:
The Paneuropeans set up in the blue boxes (within 6”
of any structure) the Combine then places its forces within the red box.
-Combine forces moves first.
-The Game ends after 30 turns.
-The Combine engineers are specially trained and
equipped to use electronic overrides and tactics to take control of enemy
civilian structures, as such they are not equipped with nukes and cannot do any
normal engineering duties however, an engineer may capture a building (not
including howitzers and lasers) by moving inside it, any other infantry may
capture a building by moving in and rolling a 6. Paneuropean infantry may automatically
recapture buildings by moving inside them. Militia must role a 6 to recapture
buildings. Any infantry capturing buildings must remain inside to hold the building.
Victory
Conditions:
-Command post beta on the southern hill is worth 3VP
if destroyed, 5VP if captured.
-The Southern bridge is worth 1VP if destroyed, 2VP if
captured.
-Each city is worth 3VP if captured and are only
captured if all enemy units inside are eliminated.
-The Northern Dam is worth 3VP if destroyed, 5VP if
captured.
-Each laser tower is worth 1VP if destroyed.
-Each Howitzer is worth 1 VP if destroyed
-Command post Alpha in the north is worth 5VP if
destroyed, 7VP if captured.
-The Arms factory is worth 3VP if destroyed, 5VP if
captured.
-The missile silo is worth 3 VP if destroyed, 5VP if
captured.
-The radio dish is worth 1VP if destroyed, 3 VP if
captured.
-The Ogre factory is worth 8VP if destroyed, 12VP if
captured. However it must be captured by at least 2 engineers, no other unit.
-Each immobile MK I is worth 1 VP and each MK III
immobilized is worth 3 VP
-The Combine suffer -4 VP if the MKIII-B is immobilized
and -5 VP if the MKV is immobilized
-The Combine suffer -10 VP if the mobile command post
is destroyed.
-Combine counts victory points at the end of the game go
from 0-73 VP. 0-18 VP is a complete Paneuropean victory. 19-36 VP is a marginal
Paneuropean victory. 37-54 VP is a marginal Combine victory. 55-73 VP is a
complete Combine victory.
Map:
-Map was created with the OgreMap program and paint
Map
Key:
L – Laser – SP 30 – A2 – R60” – D5 (cannot attack at
10SP)
H – Howitzer – A6 – R16” – D1 – M0
P – Pillbox – 2AP – D4
R – Roadblock – blocks movement – 1AP gun – 3SP
B – Bunker – D5 – 2xattacks – str3 – range 8” can hold
4inf, count as being in city
CP-A – Hardened Command post Alpha– D6 – 2AP guns
CP-B – Hardened Command post Beta– D6 – 2AP guns
F – Factory (Small Arms) – 10SP
D – Dam - 30SP
BR – Bridge – 20SP
OF – Ogre Factory – 50SP
RD – Radar – 10SP
NR – Nuclear Reactor - 60SP – when destroyed destroys
any units within 1” and disables all lasers.
MS – Missile Silo – 10SP may deploy one ogre missile
per turn but with 3xrange (if controlled) (10xIM)
Combine
Elite Assault Force:
Combine
57th United States Heavy Armor Company
1x
Mark III-B Ogre “Robby”
1x
Mark V Ogre “Juggernaught”
1x
Mark III Ogre “Churchill”
4x
SHVY
12x HVY
Combine
53rd United States Light Armor Company
6x Light Tanks
6x
Missile Tanks
Combine
12th Canadian Air Cavalry Company
12x
GEV
6x
LGEV
Combine
71st Canadian Mechanized Infantry Company
30x
INF (10x3man squads)
10x
HVY INF (5x2 man squads) (only 5 heavy weapons)
15x
GEV PC
Combine
8th United States Motorized Support Battalion
10x
ENG INF (5x2man squads)
5x
Hovertrucks
1x
Mobile Command Post
2x
Mobile Howitzer
1x Heavy Mobile Bridge Unit
(A0 D6 M6 R0), may carry Ogres and Mobile command post
Paneuropean
Defense Force:
Paneuropean
53rd German Heavy Panzer Company
2x Mark
I Ogre (Pikemen)
2x
Mark III Ogres (Legionnaires)
10x
HVY
2x
SHVY
Paneuropean
24th Russian Light Armored Company
6x
Missile Tanks
10x
LT
Paneuropean
34th German Luftpanzer Battalion
6x GEV
Paneuropean
21st French Infantry Company
36x
INF (6x3man squads)
10x
HVY INF (5x2 man squads) (10 heavy weapons)
18x
Hovertrucks
10x
Augmented INF ( 4x3man squads) (S-3, M-2, D-1, R-2)
5xAPC
(carries 2 INF) (S1, M4, D1, R2)
Paneuropean
42nd Polish Archaic Armor Company
12x
MBT (M4, A2, D2, R4)
6x
LMT (M2, A3, D1, R6)
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