BattleChrome: Fire and Steel

Missions (Scenarios)

by Jon Compton



THE MAP

The map has a title and copyright notice in the top right-hand corner. The map's top is North for every mission. The Heavy black road that runs the width of the map is called the Highway. The smaller, brown road that traverses from the top to the bottom of the map on its West side is called the Road. The thinner brown line is the Trail.

MISSION A

BACKGROUND

Japan and the Eastern Cooperative were at odds over trade and technology agreements. This dispute came to a head when the AC issued a general embargo of raw material exports to Japan. Further, AC troops seized a heavy metals mine and processing facility that was on lease to Japan but was in AC territory The attack came without warning, and the meager attempts by the facilities staff to defend themselves was dealt with brutally Japan was unprepared for the counterstrike, but had to act quickly if it was to protect its processing secrets. It decided, reluctantly, to send in two Ronin BattleFrames to escort to SuperHawk transport helicopters, to rescue any survivors and destroy the facility.

SETUP

General
The Eastern Cooperative sets up first. The Japanese are the Attackers. The game lasts 12 turns.

Japanese
Two Ronin and two Helicopters begin the game off the map, and enter the map in any hexes on the south edge of the map desired by the Japanese player.

Eastern Cooperative
The AC player places two Heavy AFVs, four Light AFVs, two SPArtillery, six Infantry, and two Vertical Launch vehicles in any hexes north of the Highway

STRATEGY

The Japanese player's mission is to rescue hostages and destroy the captured uranium processing facility. To accomplish this mission, he must fly the helicopters across the map and exit the northern map edge. As a secondary mission, theJapanese player must cause as much collateral damage as possible.

VICTORY SCHEDULE

Japanese
Score three points for each Heavy AFV and Vertical Launcher destroyed, two points for each SP Artillery or LightAFV destroyed, and one point for each Infantry destroyed.
Score ten points for each Helicopter which exits off the north edge of the map.

Eastern Cooperative
Score 27 points for each Ronin destroyed.

MISSION B

BACKGROUND

The Russian Federation had no luck persuading the Eastern Cooperative to cease the practice of boarding its transport ships in the west Pacific. When diplomatic efforts were exhausted, some small naval skirmishes heated up into a theatre war. In one operation, a number of Gorskies were dropped into AC territory to attack coastal cities.

The plan was that each Gorsky would emerge from the sea at a different coastal city, surgically destroy the governmental buildings within, and then return to the sea for submarine extraction.

Heavy submarine activity drove one Gorsky, after completing its mission, back to land, to try an overland escape. The Gorsky was caught by a Battalion trying to cross a peninsula to what the pilot hoped would be a safee rendezvous point This mission covers part of the escape attempt.

SETUP

General
The EC sets up first. The Russians are the Attackers. The game lasts 18 turns or until the Gorsky moves off the south edge of the map.

Russian Federation
One Gorsky begins in the hex adjacent to the crestline marked "Level 4."

Eastern Cooperative
The AC player places two Heavy AFVs, two Light AFVs, two SP Artillery, six Infantry with Trucks, four Mechanized, and two Vertical Launch vehicles in any hexes behind the Stream which crosses the south side of the map. The AC player also places four Heavy AFVs, four Light AFVs, two SP Artillery, and two Mechanized vehicles in any hexes desired on the north edge of the map. On turn six, the AC player receives two Interceptors at the north map edge. On turn 12, the AC player receives two Interdictors.

STRATEGY

Trapped like a movie monster, the RF player has the advantage of more firepower than this terrain will accommodate. You can charge into the AC line, run like heck, or play King of the Mountain.

The AC player has enough firepower to take this bull elephant down, but will have to sacrifice a lot of units to do it. Peck with one vehicle at a time to waste most of his firepower killing only one unit, or hit the Gorsky with everything at once, overwhelming him with too many targets.

VICTORY SCHEDULE

Russian Federation
You start with 30 points for ravaging your assigned city Score one extra point for each ground unit you destroy, and ten points for each air unit destroyed. Score ten points for getting off the south edge of the map.

Eastern Cooperative
Score 20 points for each Damage point the Gorsky takes, with a 30 point bonus for Destroying it.

MISSION C

BACKGROUND

In one of a decade?long series of exercises, BattleFrame designs and implementations competed for the hearts and pocketbooks of the world's high?tech militaries.

This exercise pits expensive BattleFrames against a force of less expensive designs and conventional aircraft. This exercise made the first historical, though simulated, melee attack against an aircraft in flight, destroying the aircraft. Damage was recorded and simulated entirely by computer. This was one of the last nails in the coffin for conventional weapons in the age of BattleFrames.

SETUP

General
United States sets up first. The game lasts 12 turns. The United States is the Attacker.

United States
The US player places three Phantom 3s in any hexes north of the Highway.

European Alliance
The EA player enters the south edge of the map with three Excaliburs and two Interceptors or Interdictors, EA player's choice.

STRATEGY

Phantoms, try to trap Aircraft if they come too close. You have great Melee power, so engineer opportunities to use it. Airfoils must move, so they will not be able to execute Opportunity Fire.

The EA player should try to maneuver until all can fire at one Phantom with all units at once.

VICTORY SCHEDULE

United States
Score 25 points for each Excalibur destroyed. Score 50 for each Aircraft destroyed.

European Alliance
Score 60 for each Phantom 3 destroyed.

BattleChrome: Fire and Steel Futuristic Warfare


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