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Scenario 1

Southern Continent
Benfled
Federated Commonwealth
December 3048

Situation:
The 1st Rasalhague Dragonregimentë has sent a strikeforce to Benfled in order to recover a
VIP. Their orders are to raid the city of Monument Hill on the Southern Continent. The unit
arrived at a Pirate point and touched down several days ago. The planetary garrison consists of
the Benfled Cadet Corp and the Mercenary Narhal’s Raiders. The garrison forces are unsure of
the strength brought to Benfled by the 1st so are hesitant to commit more than a screening force
against the 1st at this time. The key to this operation will be speed. Get in, get out, don’t die.

Attacker- Strike Lance- Gungnir Bataljon- 1st Rasalhague Dragonregimentë


(p/g)
Champion CHP-3N- 4/3
Hermes II HER-5S- 5/4
Assassin ASN-23- 4/4
Sentinel STN-3M- 6/3

Defender- Civil Defense Battalion- Benfled Militia

2 Manticore Tanks (standard variant)- 5/4


2 Saracen Hover Tanks- 5/4
2 J. Edgar Hover Tanks- 5/4
2 Std. IS Foot Inf. (rifle energy)
2 Std. IS Foot Inf. (rifle ballistic)
2 IS Jump Inf. (LRM)
1 Firestarter FS9-A- 6/5

Set-Up-
Lay Mapsheets Openterrain (starter set) and City Hills Residential #1 side-by-side with the long
edges touching. The Btech logo should be in the bottom left and the City Hills map should be on
the left.

Set-up at least 5 Heavy buildings (level doesn’t matter) anywhere on the City Hills map, must
not obscure roadways.

Then place the following buildings and tiles as desired (alternating players). Must not block
existing roadways. All must be on City Hills Map:
5x Rubble Tiles
4x Medium buildings
2x Hard buildings
1x Light Building.

Next run a continuous roadway through hexes on open terrain mapsheet: (blank border hex),
0108, 0207, 0307, 0407, 0508, 0608, 0709, 0809, 0910, 1010, 1111, 1211, 1312, 1412, 1513

Place a mix of heavy/light woods tiles on open terrain mapsheet in hexes: 0402, 0502, 0501,
0601, 0615, 0815, 0816, 0716.
Here is what my board looked like:

Before play, the defender labels the heavy buildings 1-5 then rolls 1D6. The number rolled
indicates the heavy building in which the VIP is hidden (a roll of 6 means the defender may
choose) Write the hex location of the building down and place folded at the side of the playing
area.

Deployment:

The defender may deploy all of his forces except the Firestarter anywhere in the 01-07 columns
of the City Hills map. Infantry may deploy hidden in buildings (except any of the heavy
buildings!). Simply write down the hex where the unit is hidden and placed to the side for later
reference.
The attacker’s forces enter play on Turn 1 from hex 1513.

Starting Turn 6 the Firestarter will enter play from hex 0108 (City Hills Map)

Victory Conditions:
The attacker is attempting to locate the VIP which is located in a heavy building somewhere in
the city of Monument Hill. To do this the attacker must have a unit spend at least 1 full turn in
contact with a building in order to scan it and determine if the VIP is present. If so the VIP will
board the attacker’s mech following the initiative phase of the next turn. Once the VIP is secure
the attacker must withdraw by exiting the map from the western edge (where they entered the
game)

The Defender wins if he can destroy at least 2 of the attacking mechs, thereby forcing a
withdrawal.

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