Stronghold
Summary
The inspiration for this scenario was taken from GDW's Twilight:2000. The setting is after a nuclear war on earth.
Units
- Mercenary Team 1 (280pts)
- 1 Regular Leader w/ Kevlar Vest, SMG, 1 Grenade (m 2)
- 2 Regulars w/ Kevlar Vest, Assault Rifles (m 2)
- Mercenary Team 2 (363pts)
- 1 Green Leader w/ Kevlar Vest, Assault Rifle, 1 Grenade (m 1)
- 1 Green w/ Kevlar Vest, Assault Rifle (m 2)
- 1 Regular w/ Kevlar Vest, Sniper Rifle (m 2)
- Marauder Leaders (202pts)
- 1 Regular Leader w/ Heavy Pistol and Machete (m 2)
- 1 Regular Leader w/ Shotgun (m 2)
- Marauder Band (225pts)
- 2 Regular w/ Assault Rifles (m 2)
- 4 Green w/ SMGs (m 2)
- 2 Green w/ Sporting Rifles (m 3)
Setup
The Marauders are based in an abandoned Police Station. The leaders will start in the station, but the rest of the figures may start out anywhere around it (ex: in nearby buildings). The Mercenaries may approach from any edge of the table but must start within 3" of that edge.
Goals
The Mercenaries want to drive the Marauders out of the Police Station and hold it until reinforcements arrive from their employers. The Mercenaries get a victory if they can occupy and hold the police station before the game ends. The game should last between 7 to 10 turns (decided beforehand). If the Marauders still hold the Police Station by the end of the game they get a victory.
Page Created by Jakim Friant, 2000