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Fictional, October 06, 1937, Colby army of 104 units opposed to Provolone army of 104 units for a battle of complexity 0.66 at Battalion(II) level on a 2.5 Km/Hex map for 11 turns of Half Day each. by RhinoBones submited on 09-06-2006 Rugged-Defense Playing Statistics
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Cheese WarsVersion 01h Requires Hex Side River Custom Execution File: HSR TOAW-COW v01e.exe (or higher revision) included in the archive 1. Introduction Cheese Wars was originally designed as an entrant to the Blitz's 10 turn "short scenario" challenge. It has been revised for hex side rivers (HSR) using a modified execution file (HSR TOAW-COW v01e.exe) and graphics originally developed by Jarek Flis. This scenario is designed specifically for solitaire play by an Earthling (playing as either Force 1 or 2) against the Artificial Opponent with Programmed Intelligence, aka AOwPI. It is, however, also fully functional for PBM matches. 2. Antagonists
3. Situation Colby has deployed a reinforced division for a quick land grab in the neighboring province of Provolone. Unknown to Colby, Provolone has deployed an equal force to defend its territory. For obvious reasons, the resulting boarder skirmishes are forever known as Cheese Wars. 4. Initial Conditions Both sides are armed with a division HQ, three infantry regiments, an armored regiment and a small tactical fighter/bomber component. Initial deployment is randomized. 5. Objectives The numerical objectives placed on the sides of the map are used for computing loss penalties and are not designed to be unit objectives. The real objectives are the immobile division HQ, the two fixed objectives (two of six possible depots, motor pools and ammo factories) and a supply point. Destruction of the division HQ is worth the highest number of victory points, destruction of each fixed objective is worth a slightly lower number of victory points and destruction of the supply point eliminates the enemy source of supply. All objectives are randomized in their place of appearance. 6. Theater Options There are four possible Theater Options, support the enemy 5th columnists (guerilla warfare), increase theater recon ability, conduct biological warfare (pestilence) and receive a one turn shock bonus. Each TO has a 75% chance of appearing. Use of a TO extracts a permanent loss of supply. Also, the 5th columnists, theater recon and biological warfare options are designed with a delay and range, therefore, it may take a few turns for the option to take affect. 7. Winning Scoring a victory depends on solid game play and a bit of luck with the randomized placement of units, objectives and Theater Options. The equality of the opposing forces and short time span usually ensures a draw unless either force is able to destroy one or more objective. Extra points earned from destroying an objective should be enough to earn a minor; a major if both objectives are destroyed. 8. Miscellaneous Weather is randomized for temperate to extremely cold conditions. Note that supply points appear on each of the sides of the map, intermixed with the objective values. These supply points have no impact on the scenario other to fulfill the requirement that a scenario have an active supply point on turn one. Not having an active supply point causes the scenario to be "incomplete" thereby, limiting game playing options. No units are allowed to reconstitute. Provolone (Force 2) receives a very small number of rifle replacements designed to balance casualties absorbed from the first turn. Otherwise, all replacements are received from the wounded and damaged equipment pools. 9. Games Against the AOwPI All three Objective Tracks have been used in an effort to make AOwPI a bit less predictable. But even with this, AOwPI is a sucker for envelopment. |