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Old 08-12-2014, 06:59 PM   #1
Tiogshi
 
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Default SCENARIO: Target-Rich Environment

Target Rich Environment
an OGRE Scenario by Tiogshi Laj

Scenario
A surprise naval counter-offensive by the Paneuropans has caught a sleepy Combine coastal area unaware. Aerial recon has seen signs of an approaching submerged OGRE, and it has a submarine escort that has already begun to pepper the coast with missile attacks. Civilian evacuation is already under way, but the OGRE will make landfall within the hour. The plan is to cover the evacuation, and arrange a defense further inland. Stopping the OGRE is not a priority, but if you can manage it, do it.

Setup on map G2
Add two 3-hex town tiles to the map, such that tiles 1104,1203,1204 and tiles 1017,1018,1118 become town tiles with no roads. Place a crater at 2115. Place rubble at 2114 and 2214. Place damaged town at 1710 and 1603. Place burned-out forest at 1814, 1915.

The defender's army
Sets up first with Combine units. He has 110VP with which to buy units. The defender must stack all his mobile units in the contiguous cities that include hexes 1205, 0709, and 1119, but may distribute them among and within those cities as he pleases. Any mobile units may escape the board by the west edge (any 01--). The defender may not buy missile crawlers or off-map reinforcements. If the defender buys immobile Howitzers, he may deploy them freely among the hexes which are adjacent to his five buildings, but not inside cities.

The attacker
Has one Fencer-B, and takes first turn. His unit starts on-map on hex 2312. He also has two cruise missiles launchable from a submarine off-map; he can fire at most one per turn, and cannot launch them until turn 3. He cannot opt to retreat, and claims no VP for not firing either of his cruise missiles.

The defender's evacuation
Place 3x “Heavy Truck Convoys” (D2 M4, otherwise use Truck rules and tokens) stacked in 1119. If destroyed by the attacker, they are worth 10VP each. Place a train in hexes 1105,1205 (see section 9 rules). If destroyed or trapped by the attacker, each half is worth 15VP. The defender may not add guns to the train as per section 9.03.1. The trucks and train are still loading, and may not move until defender turn 3.

The defender's buildings
The defender has five buildings on the map. Place hidden-building markers in hexes 0704, 0709, 0714, 0617, 0721. Use 1x Reactor 60SP, 1x Admin 30SP (use a CP mini), 1x Laser Tower 20SP, and 2x Admin 10SP. Each building is worth 10VP to the attacker if destroyed. See section 12 for Laser Tower rules. Reveal a building's true nature when it fires (if it is the Laser Tower), when the OGRE comes within 3 hexes of it, or when it is destroyed (even if the OGRE never came within sight of it).

Special rules and Notable Disambiguations
* Stacking is not limited (section 5.02).
* Superheavies must use section 13.07 rules, and are thus worth 18VP.
* Use section 13.01 for terrain destruction.
* The attacking Fencer-B is modified for submersible assault, and treats Water tiles as Clear tiles.
* Howitzers and Mobile Howitzers are high-arc artillery pieces; they cannot shoot at cruise missiles.

End Conditions
If all defenders are destroyed or evacuated and the Laser Tower is destroyed, stop at end of turn; the attacker automatically scores remaining buildings. If the attacker is immobilized, with no more cruise missiles and no targets in range, stop at the end of turn; the defender automatically scores as though the OGRE is fully destroyed. If both conditions are met at the end of a player's turn (e.g. via Overrun combat), grant neither side the automatic points.

Victory Conditions
By VP destroyed. The attacker uses the values given above for trains, trucks, and buildings, and claims all destroyed defending units. The defender claims half value for all evacuated units, including the trains and trucks, and claims normal value for all destroyed attackers/OGRE components. Neither side claims VP for the attacker's cruise missiles (whether they go used or unused).

Alternative setups
(a) Forked Assault; Replace the Fencer-B with two Legionnaires (Mark III) starting at 2304 and 2315, and give the defender an additional 30VP of armour. The Legionnaires are not modified for submersible assault.
(b) Precision Strike; Replace both forces with 16 GEVs each; do not give the attacker any cruise missiles, and replace the Laser Tower with a 20SP Admin building. The attacker's GEVs enter at hex 2313, eight on turn 1, and eight on turn 2 (entering the map counts as their first hex of movement). The defender's GEVs start off-map; he brings in four of them per turn, entering at any of the north- and south-edge road hexes; 1801, 1822, 0104, or 0422. Evacuating units may begin moving on defender turn 2.

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The base scenario and alternative (a) have been playtested only a couple times each so far by myself and a pair of friends, but we think it's pretty fun. Let me know what you think!
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Old 08-18-2014, 11:05 AM   #2
paulfish1963
 
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Default Re: SCENARIO: Target-Rich Environment

When you say "cruise missile", you really mean "Ogre missile".

I had never thought about inhibiting some firing modes for some weapons.
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Old 08-18-2014, 06:30 PM   #3
sir_pudding
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Default Re: SCENARIO: Target-Rich Environment

Quote:
Originally Posted by paulfish1963 View Post
When you say "cruise missile", you really mean "Ogre missile".

I had never thought about inhibiting some firing modes for some weapons.
I'm pretty sure he means cruise missiles. Having two off-map (6/5) Ogre Missiles doesn't do anything.
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Old 08-18-2014, 11:08 PM   #4
Tiogshi
 
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Default Re: SCENARIO: Target-Rich Environment

Yes, I mean cruise missile when I say cruise missile. :)

Else, why would I give the attacker an Ogre specifically famous for its 4-cell 20-missile VLS, and then restrict him to only two shots with it?
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