Monday, January 7, 2013

Mission Concept: Broken Arrow (Ver. 0.2)


Kroxigor raised some good points in the comments to my first version of this mission. So here's a new version with the deployment zones further away from the objectives. I also cleaned up the language/sequence a bit to make it easier to follow.

Description

Somewhere near the battle lines, a light cargo lifter from your side has mysteriously crashed. Unfortunately, it happened to be carrying a highly dangerous strategic weapon prototype, and the crash site is accessible to both sides. This weapon of mass destruction cannot be allowed to fall into enemy hands! Your mission is to find the crash site, and secure it before an enemy force can do the same.

Like 'Meeting Engagement', this is another fairly straightforward mission that will be light on the terrain requirements. It's also a mission that should encourage a lot of Close-Combat action as both sides close in on the objectives. The name "Broken Arrow" refers to the US Army's code name for an accidental loss of a nuclear weapon. In this case one "lost in transit with or without it's carrying vehicle". Thematically, it's the perfect mission for a small group of cobbled-together special forces like those in our game. :)

Setup

Each player rolls a die, and the winner becomes the Attacker.

The Attacker then chooses a long table edge for their deployment. The Defender takes the other long table edge and chooses which of the short table edges will be next to the deployment zones. The debris field will be placed near the opposite short table edge.

Each player, starting with the Defender, now places one objective within the Debris Field (see diagram above).

Each player starting with the Attacker, then alternates placing up to 3 point obstacles anywhere on the table that is not within the opponent's deployment zone, within 4" of an objective, or within 4" of an already-placed terrain feature (Bare hills excluded).

Starting with the Defender, both players now choose up to half of their units (rounded down) as their initial deployed force. The rest of their units will go into normal delayed reserve (one die on turn 3, two dice on turn 4, etc.). When these units come on, they may do so from anywhere on the owning player's long table edge.

Starting with the Attacker, both players now alternate placing their on-table units. Officers are always placed last.

First Turn & Objectives

The Attacker gets the first turn.

The objective for both players is to seize one of the two objectives within the Debris Field. Controlling either objective during a player's Starting Phase will win that player the mission.

Either player can also win the mission by destroying enough of the enemy's units to force a Task Force Morale Check. If they fail this check, their Task Force will retreat and they will lose the game. If the enemy has no Officers left in their Task Force to take the check, then they will automatically fail the check.

There is no turn limit to the mission. You play until one side or the other meets it's objectives.

Thoughts?

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