Demonstration Team

[Battletech] Corsairs on Deia

8/7/2010 12:00:00 PM @ Game Depot

Email Agent #83  Joel Agee

Complexity: Level 1
Experience: Beginner
Game: Battletech
3136 S McClintock DR
Suite 13
Tempe, AZ 85282-8001
United States

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The mercenary Zimmer's Zouaves must disengage from the Corsairs in a fighting retreat.

Mission Synopsis:  Deia, Federated Commonwealth, 19 June 3055. Zimmer’s Zouaves were a young mercenary battalion on a garrison contract on Deia. One of several small commands sponsored by the Kell Hounds, the Zouaves’ purpose on Deia was not to throw back a determined assault, but rather blunt it and tie the attackers in place long enough for reinforcements to arrive and pound the attacker from two sides. The opponent the Zouaves expected were the Jade Falcons, a hidebound Clan easily distracted with honor duels and tricks of zellbrigen.


The opponent the Zouaves got was the Corsairs, a ferocious force who believed in shock and prowess.

 

Time: We are scheduled to start at 12:00pm, and will play until 7:00pm.

 

Unit selection: Miniatures & record sheets for pre-made forces will be provided, or players may bring their own.


 

Terrain and setup description: The battle will be held on a 4’ x 6’ map (2” hexes; 24x36). The attackers pick an entry hex for every unit; the defenders then place their entire force on the board between 3 and 15 hexes from the attackers’ edge. The attackers will move onto the board on round one.

 

Victory Conditions: The defenders get victory points equal to the BV of every unit that makes it off their home edge (the far side). The attackers get victory points equal to the BV of every unit that makes it off the defenders' edge (though see Engaging the Enemy, below). If all the defenders are off the board and there is time left to play, the attackers get VP for the BV of all units that can make it off by turn 8 (or one more round, if turn 8 has already been reached); forced withdrawal is nullified at this point. Cripples count for half points for both sides. If the game ends due to time with defending units on the board, each defending unit nullifies one attacker of its BV or less (defending units may be grouped to nullify larger units); the remaining attackers score as if all the defenders had escaped.

 

Special Rules: With a few exceptions, only Total Warfare rules will be used (no Tactical Operations rules this game).


 

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