09-19-2018, 05:13 AM | #11 |
I do stuff and things.
Join Date: Aug 2004
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Re: Iron Mountain: We’ve Been Playing This Scenario Wrong for 35 Years
Seconded! I see no reason to fiction to ever be an exact match for game rules (or, for that matter, artwork). Different artistic approaches and different requirements.
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Battlegrip.com, my blog about toys. |
09-19-2018, 04:53 PM | #12 | |
Join Date: Jun 2012
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Re: Iron Mountain: We’ve Been Playing This Scenario Wrong for 35 Years
Quote:
For example: “Simultaneously, the howitzer and the Ogre’s big guns emitted jets of flame. Instantly the howitzer and one of the Ogre’s main batteries were destroyed, each a victim of the other’s vengeance” This wouldn’t be possible under the Ogre Sequence of Play (since there is no simultaneous fire) but it doesn't bother me since I know the sequence of play is an abstraction. However, it is weird that the scenario contradicts the story about the direction the Ogre was coming from. Tricking the Ogre into taking the wrong road was THE major plot point of the story. |
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09-22-2018, 01:53 AM | #13 |
Join Date: Jun 2012
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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). |
09-24-2018, 05:52 PM | #14 | |
Join Date: Jun 2012
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Re: Iron Mountain: We’ve Been Playing This Scenario Wrong for 35 Years
Quote:
I was having second thoughts anyway about allowing the Ogre to achieve victory just by exiting the East edge of the map since that removes the incentive for the Ogre to chase the convoy instead of just taking its time destroying the escorts. Perhaps it could still get a victory bonus (equivalent to a truck or two) for reaching the end of the road or at least destroying the howitzers. |
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