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Old 01-04-2019, 08:26 AM   #4
ColBosch
 
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Join Date: May 2007
Default Re: Additional Iron Mountain scenarios?

Or right now. :D

Tightrope

Two forces find themselves on either side of a narrow mountain pass. Perhaps it's a Combine attack in the Pyrenees, perhaps it's a Nihon strike across the Rockies. No matter the factions involved, the goal remains the same: cross the pass, break through the opposition's lines, and strike deep to their rear.

Overview and Necessary Materials: This scenario requires the use of the Iron Mountain playmat (M2) and any other two M-series playmats. It may be played using Ogre Designer's Edition, Ogre Sixth Edition, and any combination of their supplements.

This scenario is meant for two players. If there are more than two players, they should divided into equal sides, and each side will share in victory or defeat.

One side's forces start within three hexes of the very left-most edge of the playing area. The other side starts within three hexes of the very right-most edge.

Map Setup: Place the three playmats in a row, with M2 in the middle, overlapping the playmats to the left and right (so hex 1901 on the left-most map overlaps with 0101 of the middle, and the same for hexes 1901/0101 of the middle and right-hand maps). Players may use terrain overlays along the maps' meeting edges at their discretion, typically to clarify exactly what terrain is in each hex.

Two three-hex roads will need to be added. The first runs from hex 1805 of the left map to 0206 of the middle. The second runs from hex 1702 of the middle map to the split 1903/0103 between the middle and right maps. These represent the entrances to the mountain pass. Hex 1803 of playmat M2 should be treated as Clear terrain instead of Mountain.

The orange hexes of playmat M2, plus the roads added to either end, are the "pass." The remaining non-mountain hexes of M2, plus all the hexes of both side maps, are the "lowlands." Note that there is a little patch of lowland hexes along the southern edge of M2 that cannot be legally entered; this is not a problem.

Forces: Players should choose their forces up to any agreed points value. Any factions may be used. Players may choose to field cybertanks along with conventional forces. If both players agree, cruise missile crawlers may be fielded.

Special Rules

The Pass: As in the standard Iron Mountain scenario, units may not move to or from the pass (orange hexes) on playmat M2 itself. The only access to the pass is from the road overlays at its either end. The northern exit is, for this scenario, blocked and units may not exit the map to the north. To enter or exit the pass, units must begin along one end of a road overlay and travel along its length.

Units may enter the lowlands on playmat M2 from the adjacent maps freely, and may fire on - and be fired upon by - enemy units in pass hexes. Remember that mountain hexes block fire.

End Game

Victory Conditions: The goal of the scenario is move from the starting map, across the pass, and exit from the opposite map edge. Players should feel free to choose their own victory conditions. Some suggestions:
  • Exit a certain point value of units
  • Play for a set number of turns, then total up the VP of exited units
  • Play until all units have been destroyed or exited

Variant: Each player places a command post within three hexes of their starting edge. The goal of the game is now simple: smash the enemy CP first! Cruise missiles should not be taken.
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