The Battle for Mars is a mini-campaign with three stages.
The outcome of the first two battles affects events in the third. "A Lack
of Goodwill" is the opening scenario.
Introduction Both sides have begun to take aggressive action, each blaming the other along
the way. This first scenario represents the beginning of the hostilities
as armed forces are mobilized and begin to forcibly capture the limited number
of key resources on Mars.
The forces available will be restricted as most of the
existing units are
either not mobilized or are too far away from the battlefield to be of any use.
Reinforcements are being rushed in as fast as possible. As the commander,
you will have to make do with whatever forces come online first.
the Ogre on Mars map. Flip a coin to see who starts first.
The Destruction of Cities rule should be used in this
scenario (GEV 8.03) and through out the Battle for Mars.
Entry & Reinforcements Combine forces enter on the road at 0901. The Paneuropeans enter on the
road at hex 0923. The entry hex counts for movement.
Both sides start turn 1 with a cavalry troop (see below).
At the start of turn 2, and each turn for the next 6 turns
both players will roll a die and consult the table below to see what kind of
forces are available (Exception - you are not allowed another
cavalry troop on turn 2. If you roll a 3, roll again. Two
cavalry troops that close together in the beginning would give you too much of
an advantage. You are free to take the other cavalry troop on turn 3 or
any turn thereafter).
Each type of force may be used one time only. If you roll a force that you've redeemed already,
roll again. After turn 7 there are no more reinforcements. Note this
means both players will end up with 2 cavalry troops - your initial one and one
that is rolled.
||3 armor units of HVY and/or LT
||1 SHVY and 1 armor unit of HVY or LT
||3 armor units of GEV and/or LGEV
||1 MHWZ and 2 MSL tanks
||2 GEV-PCs loaded with 3 squads of infantry each
||1 LGEV, 1 LT, 1 HVY with 1 squad riding, 1 MSL
Objectives & Victory Conditions
The primary objective for both sides is to occupy the largest base on Mars,
Ares. Ares is the large 8-hex city on the eastern side of the board.
In order to win, one side must end it's turn with all 8
hexes of Ares filled with at least one of it's units. When
this happens, that player has scored an decisive victory. The game
If the opposing forces lose too many units to completely
fill the Ares base, then it becomes a fight to the death. The player who
can completely destroy all enemy units wins a marginal victory.
Carry Over Points
Carry over points are just like victory points, except they can be carried over
to the next scenario, or saved for the final battle. They are "spent"
exactly the same as victory points to buy units. The carry over points
awarded in this scenario are:
A Decisive Victory earns that player
24 Carry Over Points.
A Marginal Victory earns that player
12 Carry Over Points.
Both players will seek to move as many units as possible to Ares as fast as
possible. Yet getting there first often means subjecting yourself to the
first attack. The infantry Co. will fill all of Ares, you will want to
roll it early.
On to the next battle!
Combine Victory - proceed to
Europa Über Alles
Panuropean Victory -
proceed to The Combine Strikes Back