The
Hague Landings
In 2077 the Combine mounted their second major
amphibious assault on mainland Europe, landing not in France but in the Paneuropean
province of the Netherlands, initial landings were met with heavy resistance as
the Paneuropeans had been fortifying for years and the fighting was fierce, the
Northern landings were repulsed but the landings near The Hague were successful
after a long and drawn out battle and the Combine forces successfully
established a permanent beach-head pushing north and east and taking Amsterdam,
once this was done they had a foothold on the continent and the real war began.
This scenario represents the initial Combine
invasion of The Hague and thrust towards Amsterdam harried by the Paneuropean
reinforcements from Utrect. At this time the Paneuropeans lacked both Ogres and
Superheavy tanks and were hopelessly outgunned by the Combines Ogres. The
failure of the Paneuropean forces against Ogres at The Hague would lead
Paneuropean generals to push for what soon became the Superheavy tanks.
This battle will hopefully eventually be the start
of a campaign game but due to time constraints I am posting this scenario now
and will hopefully fill in the rest of the campaign rules and scenarios when
the rules are finished, for now, enjoy.
Map (Base map from Google Maps):
Deployment:
Each military force deploys in its designated
deployment zone, all Combine units deploy in the Combine deployment zone in the
‘Shallow’ water or on the beach. Heavy tanks, fast mobile howitzers must be
deployed on the beach at the edge of the deployment zone.
Pan European forces must be deployed within their
respective city deployment zones except for the Coastal Garrison which must be
deployed along the sea wall.
Terrain:
The sea wall is assumed to be a heavily fortified
position and is treated as city. Additionally the areas within blue are treated
as city and the dark green area is treated as forest. Additionally any other
grey areas may be treated as city.
Time limit and Victory Conditions:
The game ends after 15 turns. The Paneuropeans set up first. The Combine forces move first. Victory is determined
by which city territories are controlled by a majority of units (infantry count
as 3 men stands)
The sea wall counts as 5VPs
The Hague counts as 3VPs
Amsterdam counts as 4VPs
Rotterdam counts as 4VPs
Utrecht counts as 6VPs
Additional victory points are awarded for large
Ogres.
For each Ogre Mark III destroyed (all weapons or all
treads) by the Paneuropeans they gain 1VPs for each not destroyed the Combine
gain 1VP
For the Mark V Ogre or Ogre Vulcan if they are destroyed
(all weapons or all treads) the Paneuropeans gain 2VPs each if they are not
destroyed the Combine gain 2VPs each
Special Rules:
Combine engineers count as double for capturing
objectives and may perform normal engineering duties as described in the Ogre
Miniatures game rulebook.Additionally each engineer team of 3 has 1 nuclear device which may be deployed in 1 full turn of no moving or shotting to destroy one structure with structure points.
The Combine Vulcan may repair Ogres in the field as
described in the Ogre Miniatures Game rulebook.
Fast Mobile Howitzers:
Attack: 6
Range: 10"
Defense: 2
Move: 4"
Cost: 12
Repair vehicles:
Attack: 0
Defense: 1
Range: 1"
Movement: 4"
cost: N/A
May repair vehicles: Disabled vehicles within
1" may be un-disabled automatically and Ogre Aps may be repaired after 1
turn.
Light Artillery:
Attack Strength: 3
Range: 8 (16")
Defense: 1
Move: 0
Cost: 12
Assembles in 1 turn.(turn after deployed may fire)
Anti-tank gun:
Attack: 4
Range: 6"
Defense: 2
Move: 0
Cost: 3
May pack or unpack from truck in 1 turn
Coastal Turret:
Attack: 6
Range: 16"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)
Coastal Bunker:
Attack: 2AP
Range: 2"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)
May hold 1 3man squad of infantry which may not be shot until the bunker is destroyed
Attack Strength: 3
Range: 8 (16")
Defense: 1
Move: 0
Cost: 12
Assembles in 1 turn.(turn after deployed may fire)
Anti-tank gun:
Attack: 4
Range: 6"
Defense: 2
Move: 0
Cost: 3
May pack or unpack from truck in 1 turn
Coastal Turret:
Attack: 6
Range: 16"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)
Coastal Bunker:
Attack: 2AP
Range: 2"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)
May hold 1 3man squad of infantry which may not be shot until the bunker is destroyed
Forces:
Combine
Amphibious Landing Force
United
States 34th Armored Air Cavalry Company
12x GEV
British
22nd Heavy Armor Company
12x HVY
Mexican
9th Mobile Artillery Brigade
6xFast Mobile Howitzers
United
States 2nd Amphibious Commandoes
30xMarines (10x3 man squads)
Canadian 4th Mobile Heavy Engineer
Brigade
6xGEV-PCs
18xEngineers (6x3 man squads)
6x Repair Vehicles (may use Ogre Vulcan drones see
stats above)
United
States 1st Superheavy Armor Company
6xOgre Mark I “Snappers”
2xOgre Mark II “Saints”
2xOgre Mark III “Buddies
1xOgre Mark V “King Henry”
United States 112th Mobile Infantry
Company
10xGEV-PC
30xInfantry (10x3 man squads)
Paneuropean
Coastal Garrison
6xCoastal Turrets
6xHowitzers
6xLight Artillery
6xAntitank guns
10x Coastal Bunkers
30xInfantry (10x3 man squads)
Paneuropean
The Hague Garrison
15xInfantry (5x3 man squads)
6xMissile Tanks
6xHeavy Tanks
3xHowitzers
Paneuropean
Utrecht Reserve Force
6xGEV
6xGEV-PC
18xInfantry (6x3 man squads)
6xHeavy Tanks
Paneuropean
Roterdam Garrison
20xInfantry (10x2 man squads)
10xHovertrucks
6xMissile Tanks
Paneuropean
Amsterdam Garrison
12xHeavy Tanks
20xInfantry (10x2 man squads)
10xHovertrucks
6xHowitzers
12x Missile tanks
I have not updated my blog as of late but I think I will soon.
ReplyDeleteAnyways, did you know SJG has GLOW IN THE DARK units available now?
$30 for a panel of units. I think I will wait until it's $15 as $30 might be too much for me. But glow in the dark!
I might get the glow in the dark OGRE.
http://www.warehouse23.com/products/ogre-miniatures-set-1-glow-in-the-dark-paneuro-units