Post by Republic's Fury on Feb 19, 2007 17:21:47 GMT -5
Finger of Davion Campaign:
<<<Coded transmission Begins>>>
Admiral Move your forces to planet David in prefecture III and reclaim Davion’s historic planet.
<<<ASQ101>>>
Planet detail:
David’s surface is claimed by two enormous landmasses, known as Andropo and Geronomis, and a host of large islands that ring them. Andropo, with its more fertile soils and lodes of precious metals, is home to most of David’s limited farming, which is sufficient to support most of the planet’s population, as well as some light industry. Geronomis, more equatorial and barren in its central regions, supports a slightly heavier industry, and is also home to Polis, David’s capital city and major spaceport.
<<<HE2212 X4 MIFg3>>>
Admiral it is vital that you accomplish your mission for the Might of House Davion.
Game 1 Mission: Storm the Castle
Player 1 Davion Build total: 1050
Player 2 is or is to represent Highlander/Republic of the Sphere Build total 1050
Planetary Condition: “Caustic Water” Due to the contaminants in the water that forms a thick protean sludge Mechs treat water as hindering terrain for movement purposes. At the end of active player’s turn roll 1d6 on a 5 or 6 any infantry without battle armor in its name takes one click of electric damage. Mechs with SE: Jump Jet ignores water movement effects.
Map set up: Place 2 B1 terrain 8” from the deployment zone of player 2 in the center of the board. Have the 2 B1 terrain pieces touching so that they form a Castle or a box. Place 2 B3 terrain touching the “Box”. These are the walls of the keep. In front of the “Castle” place on each side of the box one piece of W1 or W2 terrain. Place the water terrain so that its length follows the walls of the “Castle”.
Place 2 H2 terrain pieces 3” from the water terrain.
Special Rules:
1) Highlander player if basing the blocking terrain ignores the blocking terrain for shooting purposes. This represents target holes in the walls of the Castle.
2) Highlander Player ignores blocking for movement purposes. This represents their ability to move in and out of the Castle through doors and openings.
3) Davion player may blow a hole blocking terrain by basing without moving for 2 turns. This will be a 3” hole.
Davion player: To win he must breach the walls of the Castle and destroy the Mech with the highest point cost. This mech represents the General of the Castle.
Highlander player: To win he must repel Davion forces by normal victory conditions. And he must be the sole occupant of the inside of the box formed by the 2 B1 terrain pieces. If the Highlander’s highest point cost mech is destroyed, Highlander player must roll 1d6. On a roll of 6 the next highest point cost mech becomes the new leader of your forces present for the game. On a roll of 2-4 nothing happens. On a roll of 1 forces become demoralized to the point that for the rest of the game Davion player gains +2 to hit and +1 to all damage applied before any modifiers (this is first in order of play).
Win: Davion player has superior numbers in side of the Castle and on the battle field. 30pts.
Partial win Davion player has superior numbers in the Castle. 10pts.
Loss: Davion player has no superior numbers either in sided of the Castle or on the battle field. -10pts.
Special win points:
1) Davion player destroys Highlander general: +10pts
2) Highlander/ROT forces are demoralized by loss of general +5pts.
--------------------------------------------------------------------------------------------------------------------------------
Game 2 Mission: Turn the Tables.
After Davion’s victory in capturing Castle McClean from General William McTaggart, his forces press forward to the capital.
Davion build total 1050
Highlander/ROT build total 750 + 300 side bar (Deployed by hot drop during short time “3-7min remaining).
Planetary Conditions: Use Game 1 Planetary Conditions.
Map set up: Use Game 1 Map set up.
Special Rules:
1) Davion player if basing the blocking terrain ignores the blocking terrain for shooting purposes. This represents target holes in the walls of the Castle.
2) Davion Player ignores blocking for movement purposes. This represents their ability to move in and out of the Castle through doors and openings.
3) Highlander player may blow a hole blocking terrain by basing without moving for 2 turns. This will be a 3” hole.
This time place Davion forces Deployed inside the Castle. This represents their victory in capturing the Castle.
Davion player: To win must destroy remaining Highlander/ROT forces before moving onto the capital. While maintaining its hold of the Castle.
Highlander player: To win take and hold center of Castle by end of game by having superior forces (Based on point cost) in side the castle.
Win: Davion player has superior numbers in side of the Castle and on the battle field. 30pts.
Partial win Davion player has superior numbers in the Castle. 20pts.
Loss: Davion player has no superior numbers either in sided of the Castle or on the battle field. -30pts
---------------------------------------------------------------------------------------------------------------------
Game 3 Mission: Crush the Capital.
After having won both missions Davion forces are now ready destroy the capital and thus take possession of the planet. To do this he must pit his skill against the alerted combined forces marshalling against him.
Map Set-up:
Planetary condition: Sniper’s Step, Dust Storm, and Urban in play.
Map set up: Place B6 terrain 12” from Highlander/ROT deployment zone. This represents the capital. Place 2 B3 terrain pieces 3” from Highlander deployment zone. Place 2 B5 terrain pieces 12” from Davion deployment zone. place 1 B3 terrain 3” from Davion deployment zone and place it in the center of the board.
Special rules: Sniper’s Step only available to Highlander/ROT player. This represents hidden forces arrayed against Davion Forces.
Davion player Build total: Davion player makes a main force and side board force out of his 1050 point battle force. Side board must be comprised of at least 300pts. Side board comes into play any time after turn 5 and is deployed anywhere. This represents Davion tactics.
Highlander/ROT player build total: 800 with 250pt hot-drop after turn 3
Mission: Destroy capital. Force of 300pts must base by turn 4 B6 terrain. This represents the Capital. If B6 is based by superior forces (based on point cost) for the rest of the game then the capital falls and Davion forces win.
Highlander/ROT Forces repel the invaders by maintaining control of the capital as represented by the B6 terrain piece.
win: Davion forces are superior at end of game and have controlled the capital B6 terrain piece. 40pts.
partial win: Davion forces are superior at end of game. 20pts.
partial loss: Davion forces are NOT superior. -10pts
Total loss: Davion forces are NOT superior and never based B6 terrain piece.
------------------------------------------------------------------------------------------------------------------------------
Victory Calculations:
Win
Game 1 Captured Castle and superior forces 30pts
Game 2 Maintained control of the Castle and had greater VC 1 and 2 than Highlander/ROT player 30pts
Game 3 Superior forces by having greater VC1 and 2 than Highlander/Rot player and destroyed capital 40pts.
Partial Win:
Game 1 Davion player has superior numbers in the Castle. 10pts.
Game 2 Davion player has superior numbers in the Castle. 20pts
Game 3 Davion forces are superior at end of game. 20pts
Loss:
Game 1 Davion player has no superior numbers either in sided of the Castle or on the battle field. -10pts.
Game 2 Davion player has no superior numbers either in sided of the Castle or on the battle field. -30pts
Game 3 Davion forces are NOT superior. -10pts
Game 3 Davion forces are NOT superior and never based B6 terrain piece -30pts.
Special point conditions: To capture the planet out right Davion player must have at least 75pts.
To capture half of the planet Davion player must have at least 50pts.
Total loss and repulsion from planet equals point total less than 30pts.
Bonus: If Davion player has at least 100pts. Karl to determine extra stuff for a tournament sweep.
---------------------------------------------------------------------
Note:
Next month games will be if planet is captured.
Game 1 Seize Fellanin II
Game 2 Seize Sadalbari
Game 3 Seize Proserpina
If all three games are successful then planet Scheat automatically falls to Davion control.
<<<Coded transmission Begins>>>
Admiral Move your forces to planet David in prefecture III and reclaim Davion’s historic planet.
<<<ASQ101>>>
Planet detail:
David’s surface is claimed by two enormous landmasses, known as Andropo and Geronomis, and a host of large islands that ring them. Andropo, with its more fertile soils and lodes of precious metals, is home to most of David’s limited farming, which is sufficient to support most of the planet’s population, as well as some light industry. Geronomis, more equatorial and barren in its central regions, supports a slightly heavier industry, and is also home to Polis, David’s capital city and major spaceport.
<<<HE2212 X4 MIFg3>>>
Admiral it is vital that you accomplish your mission for the Might of House Davion.
Game 1 Mission: Storm the Castle
Player 1 Davion Build total: 1050
Player 2 is or is to represent Highlander/Republic of the Sphere Build total 1050
Planetary Condition: “Caustic Water” Due to the contaminants in the water that forms a thick protean sludge Mechs treat water as hindering terrain for movement purposes. At the end of active player’s turn roll 1d6 on a 5 or 6 any infantry without battle armor in its name takes one click of electric damage. Mechs with SE: Jump Jet ignores water movement effects.
Map set up: Place 2 B1 terrain 8” from the deployment zone of player 2 in the center of the board. Have the 2 B1 terrain pieces touching so that they form a Castle or a box. Place 2 B3 terrain touching the “Box”. These are the walls of the keep. In front of the “Castle” place on each side of the box one piece of W1 or W2 terrain. Place the water terrain so that its length follows the walls of the “Castle”.
Place 2 H2 terrain pieces 3” from the water terrain.
Special Rules:
1) Highlander player if basing the blocking terrain ignores the blocking terrain for shooting purposes. This represents target holes in the walls of the Castle.
2) Highlander Player ignores blocking for movement purposes. This represents their ability to move in and out of the Castle through doors and openings.
3) Davion player may blow a hole blocking terrain by basing without moving for 2 turns. This will be a 3” hole.
Davion player: To win he must breach the walls of the Castle and destroy the Mech with the highest point cost. This mech represents the General of the Castle.
Highlander player: To win he must repel Davion forces by normal victory conditions. And he must be the sole occupant of the inside of the box formed by the 2 B1 terrain pieces. If the Highlander’s highest point cost mech is destroyed, Highlander player must roll 1d6. On a roll of 6 the next highest point cost mech becomes the new leader of your forces present for the game. On a roll of 2-4 nothing happens. On a roll of 1 forces become demoralized to the point that for the rest of the game Davion player gains +2 to hit and +1 to all damage applied before any modifiers (this is first in order of play).
Win: Davion player has superior numbers in side of the Castle and on the battle field. 30pts.
Partial win Davion player has superior numbers in the Castle. 10pts.
Loss: Davion player has no superior numbers either in sided of the Castle or on the battle field. -10pts.
Special win points:
1) Davion player destroys Highlander general: +10pts
2) Highlander/ROT forces are demoralized by loss of general +5pts.
--------------------------------------------------------------------------------------------------------------------------------
Game 2 Mission: Turn the Tables.
After Davion’s victory in capturing Castle McClean from General William McTaggart, his forces press forward to the capital.
Davion build total 1050
Highlander/ROT build total 750 + 300 side bar (Deployed by hot drop during short time “3-7min remaining).
Planetary Conditions: Use Game 1 Planetary Conditions.
Map set up: Use Game 1 Map set up.
Special Rules:
1) Davion player if basing the blocking terrain ignores the blocking terrain for shooting purposes. This represents target holes in the walls of the Castle.
2) Davion Player ignores blocking for movement purposes. This represents their ability to move in and out of the Castle through doors and openings.
3) Highlander player may blow a hole blocking terrain by basing without moving for 2 turns. This will be a 3” hole.
This time place Davion forces Deployed inside the Castle. This represents their victory in capturing the Castle.
Davion player: To win must destroy remaining Highlander/ROT forces before moving onto the capital. While maintaining its hold of the Castle.
Highlander player: To win take and hold center of Castle by end of game by having superior forces (Based on point cost) in side the castle.
Win: Davion player has superior numbers in side of the Castle and on the battle field. 30pts.
Partial win Davion player has superior numbers in the Castle. 20pts.
Loss: Davion player has no superior numbers either in sided of the Castle or on the battle field. -30pts
---------------------------------------------------------------------------------------------------------------------
Game 3 Mission: Crush the Capital.
After having won both missions Davion forces are now ready destroy the capital and thus take possession of the planet. To do this he must pit his skill against the alerted combined forces marshalling against him.
Map Set-up:
Planetary condition: Sniper’s Step, Dust Storm, and Urban in play.
Map set up: Place B6 terrain 12” from Highlander/ROT deployment zone. This represents the capital. Place 2 B3 terrain pieces 3” from Highlander deployment zone. Place 2 B5 terrain pieces 12” from Davion deployment zone. place 1 B3 terrain 3” from Davion deployment zone and place it in the center of the board.
Special rules: Sniper’s Step only available to Highlander/ROT player. This represents hidden forces arrayed against Davion Forces.
Davion player Build total: Davion player makes a main force and side board force out of his 1050 point battle force. Side board must be comprised of at least 300pts. Side board comes into play any time after turn 5 and is deployed anywhere. This represents Davion tactics.
Highlander/ROT player build total: 800 with 250pt hot-drop after turn 3
Mission: Destroy capital. Force of 300pts must base by turn 4 B6 terrain. This represents the Capital. If B6 is based by superior forces (based on point cost) for the rest of the game then the capital falls and Davion forces win.
Highlander/ROT Forces repel the invaders by maintaining control of the capital as represented by the B6 terrain piece.
win: Davion forces are superior at end of game and have controlled the capital B6 terrain piece. 40pts.
partial win: Davion forces are superior at end of game. 20pts.
partial loss: Davion forces are NOT superior. -10pts
Total loss: Davion forces are NOT superior and never based B6 terrain piece.
------------------------------------------------------------------------------------------------------------------------------
Victory Calculations:
Win
Game 1 Captured Castle and superior forces 30pts
Game 2 Maintained control of the Castle and had greater VC 1 and 2 than Highlander/ROT player 30pts
Game 3 Superior forces by having greater VC1 and 2 than Highlander/Rot player and destroyed capital 40pts.
Partial Win:
Game 1 Davion player has superior numbers in the Castle. 10pts.
Game 2 Davion player has superior numbers in the Castle. 20pts
Game 3 Davion forces are superior at end of game. 20pts
Loss:
Game 1 Davion player has no superior numbers either in sided of the Castle or on the battle field. -10pts.
Game 2 Davion player has no superior numbers either in sided of the Castle or on the battle field. -30pts
Game 3 Davion forces are NOT superior. -10pts
Game 3 Davion forces are NOT superior and never based B6 terrain piece -30pts.
Special point conditions: To capture the planet out right Davion player must have at least 75pts.
To capture half of the planet Davion player must have at least 50pts.
Total loss and repulsion from planet equals point total less than 30pts.
Bonus: If Davion player has at least 100pts. Karl to determine extra stuff for a tournament sweep.
---------------------------------------------------------------------
Note:
Next month games will be if planet is captured.
Game 1 Seize Fellanin II
Game 2 Seize Sadalbari
Game 3 Seize Proserpina
If all three games are successful then planet Scheat automatically falls to Davion control.