Convoy (1978)
Great movie directed by Sam Peckinpah with Kris Kristofferson and Ernest Borgnine. And now back to topic...
Well, in 4th there were a lot of interesting missions to choose from including "Ambush" (your Convoy). It went like this:
Ambush
Attacker: Ambusher
Defender: Convoy
Objectives:
Ambusher: He/she tries to destroy as much of the opposing force as possible.
Double the amount of victory points from destroyed or damaged (immobilized, weapon destroyed) opposing forces.
Convoy: He/she tries to avoid the trap.
Add the point value of all units with objecive secured that leave the opposing short board edge which is at least 36´´ away (retreat route) to your victory points. In 4th only units from the Troops category had objective secured.
Mission Special rules:
Hidden Deployment, Split Force, Variable Game Length, Reserves and Victory Points.
Hidden Deployment:
Instead of deploying a unit on the table, you put a numbered token there representing said unit. Bear in mind that your hidden unit has to be placed in terrain (forest, ruins, etc.) and can´t be put in the open. Deployment in impassible terrain is not allowed. Once a unit fires or moves out of terrain and into LOS of the enemy it is no longer hidden. These units may not go again into hiding. There may be wargear that detects hidden units in the game (e.g. Auspex).
Hidden Vehicles:
Vehicles must be placed in terrain or behind terrain (no LOS to opponent).
You might get in trouble here with 7th TLOS. It is not feasible that the Convoy units are able to look straight through forests or runis to detect the enemy. Use LOS instead with area terrain rules.
The terrain in question must be sufficient to conceal the model:
Leman Russ in forest or ruin: Okay
Leman Russ behind shrub: Nope
There was a vehicle upgrade in 4th called Camouflage net that would be beneficial in this mission. You have to see how this works in 7th.
Split Force:
The owner of the force divides his army into two parts (A & B) each consisting of at least 30% of the total army.
Roll a dice:
1-3: You start the game with A (active force). All units in B enter the game via Reserves special rule (passive force).
4-6: B become the starting force and A is in reserve.
Victory Points:
Not to be confused with kill points.
A destroyed vehicle (250 pts.) is worth 250 victory points.
A damaged vehicle (250 pts.) is worth 125 victory points.
Reserves:
The ambusher can choose one of the long board edges for his passive units to enter the battlefield.
Game length:
Six turns (variable).
Deployment:
1. Defender chooses a short board edge as his/her retreat route.
2. Attacker splits his/her force according to the mission special rule Split Force.
3. Active force is deployed in attacker´s deployment zone and benefits from the special rule Hidden Deployment.
Passive force is held in reserve.
4. Defender deploys his/her entire force. First unit must be at least 36´´ away from the retreat board edge. All following units have to be placed behind the first in order to create a marching column or convoy.
5. Attacker begins the game.
Deployment Zones:
Convoy:
The deployment zone is 6´´ wide and lies in the middle of the board. The zone is adjacent to one of the short board edges and is 36´´ away from the other short board edge (retreat route). This rather confined space is just enough to deploy your marching column or convoy.
Ambusher:
All active units must be placed at least 18´´ away from the Convoy deployment zone. Your active units must be hidden (see special rule mentioned above) in terrain or behind terrain and represented by a numbered token.
Note:
The fun factor of this scenario relies heavily on the lists. The convoy in question could consist of a couple of Rhinos and little else. These would then just drive full throttle along the retreat route in order to leave the battlefield without firing off any shots and earning a lot of victory points in the process (see above: objectives). You and your opponent have to adjust the lists beforehand to ensure a worthwhile gaming experience.
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