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PostPosted: Wed Dec 02, 2009 7:49 pm 
I like this idea and here is the first of many contributions!

Image

Attachment:
000 Caldera SE Corner.hmx

Attachment:
000 Caldera NW Corner.hmx

Attachment:
000 Caldera NE Corner.hmx

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000 Caldera SW Corner.hmx


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Last edited by Highball on Sat Dec 12, 2009 11:50 am, edited 1 time in total.

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PostPosted: Wed Dec 02, 2009 7:53 pm 
The End


Last edited by Highball on Sat Dec 12, 2009 11:51 am, edited 1 time in total.

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PostPosted: Wed Dec 02, 2009 8:03 pm 
Now this map comes with special rules.

A. - Mechs must make a piloting skill check each turn they change elevations at a -1 bonus. This is due to the loose rocky nature of the steep sides of the caldera. If they fail they fall to the next level and take the appropriate damage, but must make another roll at a -1 bonus to stop their fall. This continues until they succeed or hit the bottom!
B. - Units moving up the slope of the caldera may either fire their weapons OR move, but not both. Units firing weapons up the caldera may only fire their arm mounted weapons until they are next to the top of the caldera, at which point they may fire any weapons.
C. - The two fortifications on the south edge of the caldera have a CV of 120.
1.) Each fortification has 96 points of armor on each hexside.
2.) Each fortification has two PPC's, one AC/20 (80 rounds), and 12 Machine Guns (600 rounds). The AC/20 is in a turret with 80 points of armor.

Setup - Defender may place their units anywhere INSIDE the caldera. Attackers must setup anywhere within 1 hex of the map edge. Defender moves first the first round and initiative is rolled after that.


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PostPosted: Thu Dec 03, 2009 2:48 am 
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General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
Excellent, Many Thanks for posting.

Dave.

_________________
Battle Corps : FED-03C3

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Yrs sincerely
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