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Introduction
This is it! Both sides summon all available resources for the final
confrontation!
Setup
Use the Ogre on Mars map, in the same condition it was in when the last scenario
ended. Place markers to indicate destroyed base hexes or blown bridges.
If you are coming to this point after Europa Uber Alles, place the AVD marker on
the map as before.
The map is divided into 4 zones for final battle (see below).
Each player sets up his forces in two different zones. Players
will set up in either zone 1 and 4, or zone 2 and 3.
Determine this randomly. No player may set up forces in the red hexes.
Each player sets up blind. After the setups are
revealed, flip a coin to see who moves first!

Combine Order of Battle
Force 1 - any 10 armor (no
Ogres!), 20 infantry squads, and CP Beta (D1, M1). Set up
Force 1 in one zone.
Force 2 - one Ogre Mark -
II Heavy, one Ogre Mark - I Havoc, 3 armor and 10 infantry squads,
CP Alpha (D2, M0). Set up Force 2 in a different zone
diagonally opposed to the first force (see setup).
Paneuropean Order of Battle
Force 1 - any 10 armor (no
Ogres!), 20 infantry squads, and CP Beta (D1, M1).
Set up Force 1 in one zone.
Force 2 - one Katzbalger
cybertank, two Spitze Cybertank Destroyers, 7 armor and
10 infantry squads, CP Alpha (D2, M0). Set up Force 2 in a
different zone diagonally opposed to the first force (see setup). Note
that the 2 Spitzes are the only Spitzes available to the Paneuropean player.
No other Spitzes may be selected.
Carry Over Points: Both sides may
now redeem all carry over points as victory points. The only proviso is
that all carry over points must be redeemed and placed in one zone. These
units are added to either force and placed as above.
Note - all setup forces are subject to the
Fuzzy-Wuzzy rule; that is - each player may not choose more that 25% of the
point value available with a single kind of unit. This avoids the "all GEV"
or "all heavies" deployments.
Reinforcements
None.
Objectives
This is the final battle for Mars. Both sides have marshaled every
available resource to vie for the mastery of Mars. The objective for both
sides is to destroy all enemy units.
Special Rules
CPs are a vital communication and coordinating element for both sides. If
a CP is destroyed, that side suffers a crushing -1 from all rolls on the
CRT for the next 2 turns! Note that the effect of CP destruction
is cumulative - it is possible to be rolling on the CRT at -2!
Victory
Play until one side is completely destroyed.
Afterword So you've won. Congratulations!
But do you have enough wherewithal to survive? There are 20 Mars base
hexes on the map. If there are fewer than 10 left undestroyed when the
game is over, you do not have enough resources to sustain human life on Mars.
Though you valiantly struggle, slowly but surely the Martian population dies
off. Within a year, all that is left on Mars is the wreckage of a once
proud colony, a grim reminder of the evil of man.
Scenario musical accompaniment - Mars: The Bringer of War
by Gustav Holz. Download it
here. Play
it while cyberboarding to get that ominous feel.

The Battle for Mars is
over!!
Thoughts? Comments? Feedback? Email me at
tkoehler1@woh.rr.com. |