AT-43 Starter Campaign Scenario
System: Imets: planet Maamiga
3 points to win
Frozen Planet
Battle One: Stuart's
Title: The Frozen Maze
Brian 3, Aaron 3, Stuart 1, David 2, Rob 0
We have a tie, there will be a final showdown!
Forces: 1800 A.P. Total. Up to 900 A.P. of assault
units (starting) and remaining A.P. in
reinforcement units.
(This is how Easy AT-43 handles it, I think - basically don't have Easy AT-43
show red in you AP).
Setting down the fresh battle reports, Captain Vrachov
sat back to reflect on recent events. He'd always resisted the genetically
enhanced teenagers, Odin and Manon, getting the best strider in the Red Blok and
the complementary rank of Colonel, now this last piece… putting them in charge
of the recent Therian Harvest Base operation. And what had happened… Vrachov's
beloved Krasnye Soldaty were wiped out to a man, while the spoiled twins seemed
to be everywhere, picking off the last of the enemy units, now Frontline
propaganda is trying to paint them as some of the greatest heros of the
Revolution!
Still, the news was good. Coupled with the success of Vrachov's previous mission
to the ruined city, the Red Blok now had firm control over the Sorvad system.
But now what were the twins babbling about now… some mysterious "gates" located
on the frozen planet of Maamiga? That worthless rock might just be their final
destination...
The Frozen Maze
Scenario specifics: Each faction has 900 AP in their main force and 900 AP in
reserve.
Each side will have a objective gate to capture and bring their reinforcement
through.
Each infantry counts as 1 for control of the objective, each armor 2.
Frozen terrain - for this scenario only, due to the bulkiness of the infantry's
cold weather gear and the icy terrain of Maarniga, all infantry not in battle
suits have there movement reduced by 2 cm. Flamer weapons also do 2 less
penetration than listed. All other units are unaffected.





Battle Two: Stu and David's
UPDATED: 2/1/2008
Title: The Iceberg Toilet
Brian 1, Aaron 2
Stu 2, David 1
Forces: 2000 A.P. total of assault
units
Tactical Positions: See picture below. White icebergs
rotating around the central iceberg are deployment zones. The white
icebergs start 12 cm from the closet central iceberg edge. All units must
deploy the first turn. Until all 8 white icebergs are filled, you must
deploy on an empty white iceberg. After icebergs are filled you can begin
to double up on icebergs with friendly units. For each player one infantry
unit is allowed to deploy with 2 low walls for cover.
Primary Objectives: The white icebergs are swirling inward
towards the central clear hexed iceberg, i.e. the toilet bowl effect. The swirl
is cause by some power generated from a Therian artifact under the hex in the
middle of the central iceberg with clear hexes - see below. Each player
would like to control the this artifact. At the end of the game units on the
central iceberg with clear hexes are scored - infantry unit 1 VP, an
armor unit 2 VP, and a officer 1 VP. NOTE: the score is per UNIT, not per
figure.
Secondary Objectives: none
Special Rules:
The white icebergs are swirling inward towards the central
clear hexed iceberg, i.e. the toilet bowl effect.
- At the end of each turn icebergs are move counter
clockwise around the center, following the black arrows, 3d6 cm. This
is the swirl. After all movement any white bergs in contact are then
connected to form a single iceberg for the remainder of the game.
- After the ice rotation there is a chance each
white iceberg swirled into contact with the central iceberg. On turn 1 there
is a 1 in 6 chance, turn 2 there is a 2 in 6 chance, turn 3 there is a 3 in
6 chance, etc... the white iceberg is moved directly toward the center and
connected at contact.
New targets - rules for targeting Ice Walls (sticking up
on the central iceberg) and icebergs (the flat hexes both clear and white) are
described below. This is in addition to targeting units per game rules.
You need to declare which you are targeting. Deviation, etc... will only
apply to the specified target, i.e. a deviated mortar aimed at a unit of Red
block will not destroy surrounding ice walls.
Ice Walls: Ice walls are monstrously huge walls
blocking line of sight for even the largest units. Figures can not land on
top of the walls. They can fly over them.
The central iceberg is partially surrounded by walls of ice. Players may have to
blast through to enter. A figures base must fit through the pass to enter the
central iceberg. The ice walls have defense 10 and each impact removes 2 hexes
of ice wall. An ice wall is removed when the final impact destroys the
entire wall. For example an ice wall with 3 hexes would take 2 impacts to
destroy, as seen in picture below. Ice walls are shown on the map below - final
game time map will vary just a bit.
If you target an ice wall with an area effect, remove a single hex of wall per
radius of the attack. This means a successful medium mortar will remove up
to 7 concurrent hexes of ice walls. If you attack an ice wall and miss
there is no deviation - the shot lands in the air and makes a cool explosion
with mini-avalanche, but no game effect.
Icebergs: Both white and clear icebergs can be
blown up. The icebergs have defense 10 and each impact removes 2 hexes. All
white icebergs will start with 18 hexes as shown below.
The example in the picture below on the lowest white iceberg is 2 impacts from a
missile launcher removing 4 hexes.
If you target an iceberg with an area effect, remove a single hex per radius of
the attack. This means a successful medium mortar will remove 7 concurrent
hexes. If you attack the iceberg and miss there is no deviation - the shot
lands in the waters and makes a cool splash, but no game effect.
The concurrent hexes removed are determined by the attacker. Area effect
hexes are removed in a glob (generally 7 hexes in a circle). Any figures are
allowed to move to other parts of the iceberg - in effect "dive for cover", if
there is room. If there is no room for a unit, it sinks into the deep icy
waters. If the removal of hexes creates new separate iceberg(s), then it
begins to move in the ice swirl. This could "disconnect" a connected
portion from the central iceberg. Any figure not able to maintain <10cm
separation from it's leader due to an iceberg split is removed from the game
(fell into the water leaderless and lost).
Infantry and small based figures occupy a single hex each
Medium bases occupies 3 hexes
Large bases occupies 5 hexes
The firecrawler occupies tbd hexes
Finally, destroying the hex with the artifact, does not change the objective.
The winning team will send divers down later to recover the artifact.
Cease Fire: 6 rounds or mutual time limit. Most VP is the
winner. Ties broken by least units lost, then least total number of
figures lost.

Brian and Aaron's game:













Stu's great day and David's slaughter:


















