The Fall of GenevaSaturday, May 14, 1pm at Game Depot, Tempe.
Mission Synopsis: September, 3078. Having outmaneuvered the liberating forces, a large Blakist force is marching out of Geneva into the face of a hastily scraped-together blocking force.
Unit selection: Miniatures & record sheets for pre-made forces will be provided, or players may bring their own.
Attacker (WoB 4th Division & 51st Shadow Division): 5000 BV. Elite units - no skills worse than 3/4. Unit List Link:
http://tinyurl.com/huczvju Defender (the rest of the Inner Sphere): 5000 BV. Unit List link:
http://tinyurl.com/hgml8nz Both: Max four units; bringing over four units incurs a penalty: for each unit over three, the total BV available is reduced by 10% (500 BV). Infantry counts as half a unit per stand, but only half your force (rounded up) may be infantry.
Both: Advanced and Experimental units are allowed, except those using: Artillery, Artillery Cannons, HVAC, Cockpit Command Console, Field Artillery, 'Mech Mortars, Mine Dispensers, Mines, and the following Munitions: Magnetic Pulse Missiles, Smoke Missiles, Swarm Missiles, Tandem-Charge Missiles, Tear Gas SRMs.
Piloting/Driving/AntiMech and Gunnery Skills may not differ by more than two.
Experimental (but not Advanced) tech and units are allowed. They are included in the above Master Unit List links.
Make the GM's life easy by making forces for both sides; if you have a preference, show up a little early. Sides will be determined by preference first, but an attempt will be made to keep the sides even in numbers.
Bringing assembled miniatures that match units your force will give each "correct" model one point of Edge, usable to re-roll one roll directly affecting it once during the battle. This does not apply to forces provided by the GM.
Terrain and setup description: The battle will be held on a 4’ x 6’ map (2” hexes; 24x36). Expect rolling hills and forests Each side will move on to one of the narrow sides of the map on the first turn.
Victory Conditions: Victory points are scored equal to the BV of destroyed units plus one half the BV of crippled or withdrawn units.
Special Rules: With a few exceptions, only Total Warfare rules will be used.
There is no “edge of the world.” If a 'mech is up against a map edge, the three hexes that would be surrounding the 'mech off the board are now legal hexes for movement; occupying any of those hexes opens up more hexes, etc.
The following rules from Tactical Operations will be used: Floating Crits, Sprinting, Evading, Crawling, Careful Stand, Firing When Down, ECCM, Expanded Backward Movement, Expanded Stacking, Gauss Shut Off, Active Probe Targeting, Retractable Blades.
No linking of C3 between multiple players.
Notes: Experimental vs Advanced is actually a bit tricky. What I'm after can be summed up as "no arty or other area-effect weapons, no mines, no smoke." So while Cruise Missiles are Experimental, no. Just no. On the other hand, Thunderbolt missiles are fine.