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Introduction
With the capture of Ares by the Paneuropeans, the situation is looking grim for
the Combine. Yet the Combine planners have successfully mobilized a large
force with which to reverse their fortunes. While Europa celebrates, the
Combine strikes back.
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.
The Paneuropeans have deployed a garrison for Ares,
consisting of 20 squads of infantry, 2 Spitze Cybertank Destroyers,
and any 10 other armor units (no more Sptizes!). These forces setup
up anywhere on the map.
Carry Over Points: In addition,
the Paneuropean player may redeem carry over points won in the opening scenario
in order to stiffen the defense. If a marginal victory was
won, he may redeem 6 points of units. If a decisive victory
was won, he may redeem 12 points of units. These units join the
garrison on the defense. Unspent carry over points are saved for the final
battle.
The Paneuropean player sets up all forces first, uncovered.
Combine Entry
All Combine forces enter at either hex 0301 or 0901 or both hexes (player choice
at any time). The entry hex counts for movement. The forces are:
Turn 1 10 GEVs
Turn 2 4 armor units of
choice
Turn 3 5 GEVs plus
3 armor units of choice.
When units enter on a road, they are assumed to have been on
the road last turn, and may take the road movement bonus on the turn they enter.
If an enemy unit occupies their entry hex, they may either overrun that unit, or
enter at an adjacent hex.
Reinforcements
Starting on turn 5, and every other turn thereafter (turn 7, 9, 11, etc) the
Combine player may choose 6 armor units of his choice, entering as above.
Reinforcements need not be taken if the Combine player so decides. Two
turns later, the Combine player once again has the option for more
reinforcements. Partial reinforcements
are not allowed; it's 6 armor or nothing!
Note that the Paneuropean players scores victory points when
reinforcements are taken.
Objectives & Victory Points
The Combine player's objective is simple, destroy all defenders.
Reinforcements are unlimited to the Combine, eventually they will prevail.
The defenders will try to sell their lives as dearly as possible.
The game continues until all Paneuropean units are destroyed.
Only the Paneuropean player accrues victory points in this scenario. He
scores:
Full points for every Combine unit destroyed.
Half points for every Combine unit brought on
as reinforcements.
10 Points for every Combine turn started past
the fifth turn.
Victory Levels
The winner, and the number of carry over points scored, is determined thusly:
|
Points Scored |
Result |
Carry Over points awarded |
| 150 or more |
Decisive Paneuropean Victory |
24 |
| 110-149 |
Marginal Paneuropean Victory |
12 |
| 80-109 |
NO VICTOR |
0 |
| 50-79 |
Marginal Combine Victory |
12 |
| 49 or less |
Decisive Combine Victory |
24 |
Proceed now to the final
battle!!
Scenario inspiration:
Last Stand at Erfurt |