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Hello,
This is the Assault On Hoth scenario that I promised. I've run it at
several conventions using the Lewis Galoob Action fleet figures which are
all about double size compared to standard DirtSide forces but are very
visually apealing. I use the little men (which could be used for Star
Grunt) to represent a squad.
Background: The Rebel forces having been chased from their original bases
strive to hold the flame of rebellion alive on a cold planet in the
backwaters of the Empire. Desperate to keep the dream alive, they know
that if they are captured the rebellion will be crushed and the hopes of
freedoms for millions of beings will be lost...
Lord Vader's Imperial Fleet has been souring the galaxy for the leaders of
these seditious terrorists who dare to defy the empire and threaten chaos
against the new order. His goal is to destroy whatever forces these
renegades have scoured together and capture the commanders thus cutting off
the head of the Rebellion and ending it once and for all.
Discussion: The Imperial Fleet has entered the system, but alerted the
Rebel base of its aproach. After a reorganization of his command staff,
Lord Vader has deployed his fleet to prevent the Alliance forces from
departing the Hoth system. However, the combination of a heavy ground
shield generator and Ion cannon is thwarting his efforts. General Veer is
dispatched to conduct a ground assault starting just outside the area
effect of the sheild. His forces are tasked with destroying the generator
and the Ion cannon, thus enabling Orbital bombardment and shuttle landings.
Set Up: The Scenario takes place in a roughly rectangular area 60 inches
long by 30 inches wide. The "North", East and West sides are bounded by
tall snow cliffs of over 4 levels in height that are not scalable by any
forces. Their are a random distribution of 4 level 1 hills 2 to 4 inches
in radius, 2 level 4 glacier cliffs 2 to 4 inches in radius and a number of
rough areas scattered through out the region.
Rebel installations: The Rebels have a command bunker Entrance at the
center of the North side of the canyon that is obscured from direct view by
a small hill south of it The bunker entrance is a Strength 7 structure.
Above this bunker, built into the canyon wall is the Ion cannon which is a
Stength 5 structure but is considered strength 7 while the power generator
is operating. 20 inches from the North side of the canyon against the East
side of the canyon is the power generator. There is a Glacier cliff
blocking the line of site from the south, just South of the generator.
Measure a straight line 40 inches north from the center of the southern
border. There should be a clear line of site from this point to the power
generator. The power generator is a strength 4 structure. The Space
Craft Launch area is on the other side of the northern canyon wall and is
not accessible from the ground except through the command bunker or by
VTOL/Areospace vehicle.
If we assume the South West corner is the origin then the listed
installations would be centered at these points:
Command Bunker Entrance: 15, 60
Ion Cannon: 15, 65
Space Craft launch area: 15, 70
Power Generator: 30, 40
Glacier 1: 25, 35
Hill 1: 15, 50
Rebel Forces:
5 Speeders
5 Laser Towers
5 ATPTs
5 Taun - Taun squads, calvary armed with line weapons and IAVRs.
20 Line infantry rifle teams
5 GMSL: basic teams
5 APSW teams
10 Transport craft. Count as very large vehicles with structural strenght
of 4.
All Rebel Forces are considered Vetrans. Luke Skywalker is one of the
Speeder pilots and is an Elite Pilot with a 1 leadership. Princess Leah is
in the command center with Han Solo. There are ten transport vessels in
the Space Craft Launch area. The Milenium Falcon and Luke's X-wing are
inside the bunker and can only be attacked when the bunker is captured.
These characters can only depart Hoth by being in the hangar bay or Space
Craft launch area. Characters can be moved by attaching them to any unit
(Taun-Taun, Speeder or ATPT) and moving that unit. If they are in bunker
they can move from the Command center to the Hanger in one turn, or to the
entrance in one turn or from the entrance to the hangar in two turns.
The Rebel player can set up his Laser Towers anywhere within the
boundaries of the northern canyon wall and 20 inches south of there. They
must be on the ground but may be hidden behind glaciers or hills. They may
not be placed in hardened positions, the permafrost is too hard.
The Rebel player may build entrenched postions in this same region for all
infantry. The Rebel player may place all infantry/calvary forces in the
top 40 inches of the board. All Speeders start in the Space Craft Launch
area and the ATPTs start adjacent to the command bunker entrance.
Rebel Objectives:
The Rebels want to get everyone out of the Hoth system by launching their
transport vessels. At the end of every turn roll 1D12, if the number
rolled is less than the turn number, a transport departs. If Princess Leah
is in the Command center, subtract one from the die roll. While Princess
Leah is in the command center the rebels receive a single positive die
shift in all their command rolls. Only Han Solo can take the Falcon out of
the command bunker hangar (Chewy won't leave without him). The Falcon and
Luke's X-wing cannot leave until at least 5 transports have departed (blame
the deck officer). Once the Ion Cannon is disarmed, no more vessels can
leave the Hoth system.
Imperial Forces:
1 Command ATAT with 3 line Rifle Teams (Vetran)
4 standard ATAT with 3 line Rifle Teams each (Vetran)
5 ATST
1 Tyderium Assault Shuttle
3 line Rifle Teams (Elite)
1 RAM Mortar Team with 1 anti-armour chit, 1 anti-infantry chit and 3 smoke
chits.
1 forward observer rifle team.
Imperial Set-up:
All Walkers start at the southern end of the canyon. The Shuttle lands
and drops off the Mortar Team as well as the forward observer, then leaves
to pick up Lord Vader. If the Generator is down Lord Vader will be able to
arrive with his team at the end of turn 5, otherwise he will have to wait...
General Veer is a type 1 commander and is embarked in the command ATAT.
Lord Vader is a type 1 commander and is onboard his flagship. All forces
adjacent to Vader gain a favorable die shift for morale and close assault
pourposes. All enemy forces attacked by forces under his direct command
suffer a die shift, especially in close assault.
Imperial Objectives:
The Imperials want to eliminate the power generator, thus removing the
ground shield and destroy the ION cannon. These can be accomplished either
by direct fire with heavy weapons on their vehicles, IAVR shots by Storm
Troopers, or by capturing the facility. Once a facility is secured it is
automatically disabled. For the pourposes of close assault: the Command
Bunker entrance is considered adjacent to the Command center, which is
adjacent to the Starship hangar (where the Falcon is), which is adjacent to
the Space Craft launch area...
Once the Generator is down, the Imperials can use one heavy orbital
bombardment per turn using any conventional round desired. These can be
directed by General Veer or the forward observer with the RAM Motar team.
Or it can conduct a pre-locked fire on the Space craft launch area...
Once the Generator is down Lord Vader can ride down in the Shuttle with
his personal guard forces. A primary goal of Lord Vader and other forces
is to capture Luke, Leah and Han.
The Shuttle can bring down an unlimited number of Imperial Rifle teams,
taking 5 turns to transit up and back.
Characters are captured when the units they are attached to are captured
or destroyed.
Scenario Ends when there are no more space craft that can leave the Hoth
system, or there are no more Imperial Forces left.
Victory Conditions:
The Rebels gain +1 victory point per transport that gets away.
The Rebels gain +2 victory points if they kill or capture General Veer.
The Rebels gain +3 victory points if they kill or capture Lor Vader.
The Rebels lose 3 points if Luke is killed or captured.
The Rebels lose 2 poins if Leah is killed or captured.
The Rebels lose 1 point if Han Solo is killed or captured.
If the Rebels have 5 points at the end of the scenario, they gain a
marginal victory.
If the Rebels have 10 points at the end of the scenario, they gain a major
victory and the Alliance gains more allies, spreading the flame of
Rebellion through out the galaxy.
If the Rebels have 15 points at the end of the scenario, they gain a
decisive victory, Corsicant breaks out in riots and the Alliance time table
is advanced by 5 years.
If the Rebels have less than 5 point at the end of the scenario, the
Imperials gain a marginal victory and the Rebellion is crippled.
If the Rebels have less than zero points at the end of the scenario, the
Imperials gain a major victory and the Rebellion is disorganized, unable to
operate for another decade.
If the Rebels have less than negative 5 points at the end of the scenario,
the Imperials gain a decisive victory, the Rebellion is crushed and Luke is
handed over to the Emporer before he is able to resist his power... The
flame of freedom in the galaxy is snuffed out...
Notes: This may look like an easy scenario for the Imperial Forces. It's
not. In fact, make sure the most experienced player takes the Imperial
forces the first time you play this. He must be very aggressive and choose
the use of smoke rounds and generators very carefully. All three scenarios
run in the past were won by the terrorists, I mean Rebel Alliance.
Direct fire of Lasers against VTOL or Areospace craft is possible as long
as there is a line of sight, regardless of altitude. However, the Imperial
Shuttle can only attacked after it has picked up Lord Vader.
Imperial Forces
Vehicle: All Terrain Assault Transport
Size Class: 7 Basic Sig.: 8 Stealth: 0 Final Sig: D4 (close)
Mobility Type: Transport Walker Basic Move: 8
Fire Control: Dual Superior ECM: Superior
Armour: Front: 7 Back: 6
# Weapons Type Mount
2 HEL/2 Forward with 180 degree arc
2 LAD 360 Degree
2 APSW 360 (door Gunners)
Other Notes: Usual Load out 3 line teams and 1 APSW team and 1 GMS/L Basic
team.
Cost: 468.6 (Empty)
Vehicle: Command All Terrain Assault Transport
Size Class: 7 Basic Sig.: 8 Stealth: 0 Final Sig: D4 (close)
Mobility Type: Transport Walker Basic Move: 8
Fire Control: Dual Superior ECM: Superior
Armour: Front: 7 Back: 6
# Weapons Type Mount
2 HEL/2 Forward with 180 degree arc
2 LAD 360 Degree
2 APSW 360 (door Gunners)
Other Notes: Carries 1 Company Command Center and up to three Line Teams.
Cost: 628.6 with troops
Vehicle: All Terrain Scout Transport
Size Class: 2 Basic Sig.: 3 Stealth: 0 Final Sig: D8
Mobility Type: Combat Walker Basic Move: 10 inches
Fire Control: Enhanced ECM: None D4
Armour: Front: 2 Back: 1
# Weapons Type Mount
2 DFFG/2 Forward 180 degrees
1 GMSL/Basic *
1 APSW
Other Notes: The GMSL/B violates the weapons limit but is in keeping with
the universe and is balanced by the extra weapon on the Rebel Alliance
Speeder.
Cost: 125
Vehicle: Tydirium Class Assault Shuttle
Size Class: 4 Basic Sig.: 4 Stealth: 0 Final Sig: D6
Mobility Type: Areospace Basic Move: Across the board...
Fire Control: Superior ECM: Basic D6
Armour: Front: 2 Back: 1
# Weapons Type Mount
2 HEL/2 Forward fixed
Other Notes: Can carry up to fifteen men.
Cost: 168
Vehicle: Imperial Speeder Bikes
Size Class: 1 Basic Sig.: 1 Stealth: 0 Final Sig: D12
Mobility Type: Grav Basic Move: 15
Fire Control: Superior ECM: Basic D6
Armour: Front: 0 Back: 0
# Weapons Type Mount
1 DFFG/1 turret
Other notes: The DFFG is effectively a turret due to the mobility of the
bike.
Cost: 49
Vehicle: Imperial Repulsor Lift Tanks
Size Class: 3 Basic Sig.: 3 Stealth: 0 Final Sig: D8
Mobility Type: Grav Basic Move: 15
Fire Control: Superior ECM: Superior D10
Armour: Front: 3 Back: 2
# Weapons Type Mount
1 HKP/4 Turret
1 RFAC/1 Turret
1 APSW Pintel mounted gun
Other notes: APFC belt and backup systems
Cost: 212
Vehicle: Imperial Floating Fortress
Size Class: 3 Basic Sig.: 3 Stealth: 0 Final Sig: D8
Mobility Type: Grav Basic Move: 15
Fire Control: Superior ECM: Basic D6
Armour: Front: 3 Back: 2
# Weapons Type Mount
2 RFAC/1 Turret
Other notes: Can Carry up to 10 men.
Cost: 93
Vehicle: Imperial Tie Bomber
Size Class: 2 Basic Sig.: 2 Stealth: 1 Final Sig: D12
Mobility Type: Aerospace Vechicle Basic Move: Across the board...
Fire Control: Enhanced ECM: Enhanced D8
Armour: Front: 2 Back: 1
# Weapons Type Mount
1 HEL/1 Forward mount
2 DFO Bombs
Other notes:
Cost: 308
Vehicle: Imperial Tie Fighter
Size Class: 2 Basic Sig.: 2 Stealth: 0 Final Sig: D10
Mobility Type: Aerospace Vechicle Basic Move: Across the board...
Fire Control: Basic D6 ECM: None D4
Armour: Front: 2 Back: 1
# Weapons Type Mount
2 HEL/2 Forward mount
Other notes:
Cost: 214
Rebel Alliance Forces
Vehicle: Alliance Speeder
Size Class: 2 Basic Sig.: 2 Stealth: 0 Final Sig: D10
Mobility Type: VTOL Basic Move: 30
Fire Control: Superior D10 ECM: Enhanced D8
Armour: Front: 2 Back: 1
# Weapons Type Mount
2 DFFG/2 Forward mount
1 RFAC Rear 180 degree turret
Other notes: Violates weapons limit in rules but is in the spirit of the
universe and balanced by ATST.
Cost: 199.
Vehicle: Alliance Laser Tower
Size Class: 2 Basic Sig.: 2 Stealth: 0 Final Sig: D10
Mobility Type: Low Mobility wheeled Basic Move: 10
Fire Control: Superior D10 ECM: enhanced D8
Armour: Front: 2 Back: 1
# Weapons Type Mount
2 HEL/2 Turret
Other notes: Usually placed in fixed postions with earthworks.
Cost: 113
Vehicle: Alliance All Terrain Personal Tranport
Size Class: 1 Basic Sig.: 2 Stealth: 0 Final Sig: D10
Mobility Type: Infantry Walker Basic Move: 10
Fire Control: Superior D10 ECM: Basic D6
Armour: Front: 1 Back: 0
# Weapons Type Mount
1 RFAC Forward 180 degree arc.
Other notes: Older walkers abandoned by the Imperials.
Cost: 42
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