Re: Iron Mountain: We’ve Been Playing This Scenario Wrong for 35 Years
An alternate set-up, based more closely on the story, might look something like this (the scenario begins with the ambush):
Ogre III-B placed at the cliffside intersection of road Y and X so that there are three hexes between it and the west edge of the map.
1 HVY, 1 GEV and 1 INF squad placed on the road to the left of the Ogre within two hexes of the map edge.
1 HVY, 1 GEV and 1 INF squad placed on the road to the right of the Ogre no more than four hexes down the road from the Ogre’s starting position.
Place 10 trucks in a line (1 per hex) 13-22 hexes down the road from the Ogre’s starting position:
The remaining 1 GEV, 2 MSL Tanks and 3 INF squads can be placed in any road hex containing a truck or adjacent to one that does.
2 HWZ and 1 LHWZ placed as shown on map.
In all cases, stacking limits (no more than 3 defense strength per hex) must be observed.
Before play begins roll a single attack against the Ogre’s treads with an attack strength of 2 (this represents the damage from the prior skirmish with Lt. Jacob’s GEV).
Play begins with the Convoy Player’s movement phase.
Note that I am assuming the Ogre is using 6th edition stats (III-B starts with 48 tread units) but the Trucks and Lt Howitzer use the values provided in the article.
Victory Conditions:
All trucks exit from the East map edge – Complete Paneuropean Victory
5 or more trucks exit from the East map edge – Paneuropean Victory
4 trucks exit from the East map edge – a Tie
3 or fewer trucks exit from the East map edge – Ogre Victory
All Paneuropean Units destroyed and/or Ogre exits East edge of the map – Complete Ogre Victory
Lower the Paneuropean level of victory by one level if the Ogre is not destroyed or immobilized. (This would actually make the result in the story a draw).
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