The South American campaign has not been going well for the Combine. Nova Brasilia, backed by Paneuropean cybertanks, has regained much of the Amazon Combat Zone. After the Combine regional HQ was crushed beneath a Doppelsoldner, a general retreat was finally ordered. Many of the senior officers managed to escape in hovertrucks, and, along with a rag-tag escort of GEVs, are attempting to flee northward to Columbia. The swiftest route takes them through a pass in the badlands. Unfortunately for the Combine remnants, their path is blocked by waiting Paneuropean forces.
1.10 Overview. “Badlands Blockade” is a variant of the “Breakthrough” scenario from GEV 9.02. A lightly-escorted group of Combine hovertrucks must penetrate a Paneuropean blockade of a rugged mountain pass.
(This is just a little scenario cooked up to test the terrain rules for the Necromancer map. In the standard “Breakthrough”, the attacker can usually gain a marginal victory by picking away the defending forces in hit-and-run attacks. I added a time limit to discourage this and some hovertrucks to give the attacker something to protect.)
1.20 Necessary materials. In addition to materials from OGRE/GEV, hovertrucks from Shockwave are used. The map for this scenario is adapted from the out-of-print game Necromancer. Terrain rules have been filched (with modifications) from the Badlands Scenario on SJ Game’s OGRE Scenarios page.
2.10 Map. Refer to the Necromancer battle map at right. The uneven terrain is considered to be badlands, with the darkest colored areas representing the lowest elevations and the lightest ones the highest. The thick rubble hexsides represent cliffs, with differences in elevation of about 20 meters. Breaks in the cliffs between hexes of differing elevation represent more gentle inclines, and are referred to as “slope lines”. As the craters suggest, this is not the first battle fought in this pass.
2.20 Defender. The defender gets 4 armour units and 18 points of infantry. All must be placed in the northern half of the map (the craters on the east and west edges define the halfway line). After 12 turns, reinforcements arrive in the form of a Fencer-B, which can enter from any hex on the northern edge.
2.30 Attacker. The attacker gets 6 armour units. All must be ground effect vehicles (GEVs, LGEVs, or GEV-PCs). GEV-PCs come loaded with three infantry squads for free. The attacker also gets 6 hovertrucks. These carry the “essential personnel” who managed to flee Combine HQ and are very keen to escape the blockade with their lives.
3.0 Game Play
3.10 Special rules. Several new terrain rules are required for this scenario:
3.101 Infantry movement. Infantry units can move “downhill” through a cliff hexside to a lower elevation without penalty, but crossing a cliff “uphill” costs 2 MP. Moving uphill or downhill through a slope line costs 1 MP.
3.102 Armour movement. Armour units cannot move “uphill” through an cliff hexside, but they can go up slope lines at a cost of 2 MP. Moving downhill through a slope line costs 1 MP. An armour unit can move downhill across a cliff, at a cost of 1 MP, but then immediately ends its movement for the turn. In addition, any armour “jumping off a cliff” may suffer damage. Roll one die; a result of 1-3 means the unit is disabled until the start of the owning player’s next turn. On a 4-6, the unit found a scalable portion of the slope.
3.103 OGRE movement. OGREs cannot move uphill except across slope lines (costs 2 MP). If an OGRE moves downhill through a cliff hexside (costs 1 MP), roll two dice; the OGRE loses this many tread units. It may continue to move if it has movement points left. If the loss of treads reduces the OGRE to a lower movement class, it may only continue moving if it has movement points left in that lower class.
3.104 “Plunging” fire. If a unit is adjacent to a cliff or slope line and its target is at a lower elevation, the attacker may “fire down” at it enemy at +1 to the die roll. There is no bonus or penalty for “firing up”, since this is standard indirect fire. If a “plunging fire” attack is combined with other friendly units, the whole attack receives the +1 plunging bonus. Bonuses are not cumulative; no single attack ever gets more than +1.
3.105 Infantry surprise attacks. Infantry units which make overrun attacks over a cliffside (in either direction) get a certain advantage due to surprise. Against any defending units except OGREs and infantry, attacking infantry squads get the first attack (an exception to the usual rule of defenders firing first in an overrun). The defenders then get to fire in reply, and thereafter the overrun proceeds normally. If the defending units include OGREs or infantry, those units (only) get their usual defensive fire against overrunning infantry before attackers can fire.
4.10 Defender objective. The defender’s mission is simple: prevent the Combine remnants from escaping to friendly territory. The fleeing commanders, in particular, are considered valuable targets. Reinforcements are coming, so it is enough just to slow down the enemy.
4.20 Attacker objective. “Attacker” is a bit of misnomer here. Expeditious retreat is the goal of the Combine player – units must escape off the northern edge of the map. Destruction of enemy units is not a priority.
4.30 Ending the game. The game ends when only one side has units remaining on the map. After 12 turns, a Fencer-B arrives from the northern edge of the map to reinforce the defenders. Any remaining attackers will almost certainly be mopped up at this point.
4.40 Scoring. The outcome of the scenario is based on the number of units which make it through the blockade by escaping off the north end of the map. Each hovertruck is considered to be worth 6 VP. Since they can be purchased by the defender at reduced cost, a GEV-PC only scores 3 VP and each infantry squad only gives 1 VP.
- 18 VP or less escape (≤3 armour units): Total defender victory.
- 19-36 VP escape (4-6 armour units): Regular defender victory.
- 37-54 VP escape (5-9 armour units): Regular attacker victory.
- 55 or more VP escape (≥10 armour units): Total attacker victory.
5.10 Advanced scenario. The defender gets a howitzer and two more armour units. The attacker gets four additional armour units, which do not necessarily have to be ground effect vehicles. Victory conditions require 24/48/72 VPs.
5.20 OGRE scenario. The reinforcements arrived early! Add an undamaged Fencer-B to the defender’s forces. The attacker gets two more armour units (not necessarily GEVs) and a damaged OGRE Mk. IV. Each missile pod has only one die of missiles remaining (with a result of 6 treated as 5 missiles instead), and subtract two dice from treads. Victory point thresholds remain the same, and there is no time limit. The OGREs don’t count for victory points, but if either side’s cybertank is immobilized or destroyed, they automatically lose (unless both are lost, in which case score for victory normally).
5.30 Advanced OGRE scenario. Use the forces given for the advanced scenario, but the defender gets an undamaged Fencer-B plus eight more armour units. The attacker adds a damaged OGRE Mk. VI. It has one die of secondary batteries left, one die of external missiles remaining, and one die’s worth of internal missiles for each missile pod (treat a 5 or 6 as a 4 instead). Subtract four dice from treads. Victory conditions require 30/60/90 VP, and there is no time limit. OGREs don’t score, but either side which loses its OGRE loses the game.