Round 3
August 20 - September 2
Overrun
Bidding
'Overrun' is a conflict between two sides:
the Defenders and the Watchers.
The players bid to see which one of them will
play each side. After both players have read the
scenario, they flip a coin to decide who'll bid
first. Starting with that player, they take turns
bidding total numbers of tons with which they
propose to attempt the scenario
as the Defenders. The players
bid back and forth, going lower each time, until
one of them decides to drop out of the bidding. The
player who drops out plays the Watchers. His
opponent plays the Defenders. Each time a
player has the chance to bid, he must either drop
out of the bidding (and play the Watchers) or
bid at least five tons less than
his opponent's most recent bid. The final bid
one player makes before his opponent drops out
is the Winning Bid. It is the maximum tonnage
of 'Mechs that the Defenders can
deploy (see Defenders below).
Defenders
The Defenders deploy first.
They deploy a force of 'Mechs with a combined tonnage
equal to or less than the Winning Bid. Each 'Mech must be
a Standard Design or come from the
player's Tournament Reserves. As usual, the Defenders
may deploy multiple 'Mechs of the same Standard Design if
they want to (or even multiple 'Mechs of the same custom
design if they have the necessary number of copies in
their Tournament Reserves).
A MechWarrior with Piloting 5, Gunnery 3 pilots each 'Mech.
The Defenders deploy their 'Mech or 'Mechs
wherever they like on the mapboard, facing whichever way
they want.
Watchers
The Watchers deploy second.
They deploy three
'Mechs: Chazaqiel,
Ramiel, and
Armaros.
A MechWarrior with Piloting 5, Gunnery 4 pilots each 'Mech.
They cannot substitute 'Mechs
from their Tournament Reserves.
The Watchers deploy each 'Mech wherever they want
along the north or west edge of the mapboard, facing whichever
way they like.
Special rules
At the start of the game, hexes 1113, 1206, and 1517
contain shrines.
During its move in the Movement Phase, any of
the Watchers' 'Mechs can remove
a shrine
by taking a special Action that costs
five Movement Points. To take the Action,
the 'Mech must be next to and facing the hex
that contains the shrine. Once it
completes
the Action, the hex ceases, permanently, to
contain a shrine.
Shrines have no effect
on Line of Sight
or Weapon or Physical Attacks, but any hex that
contains a shrine
is Prohibited Terrain (see
Classic Battletech Introductory Rulebook
page 13).
Victory conditions
At the end of each turn, the Defenders get one
victory point for each hex on the mapboard
that contains a
shrine. They get the points even if
the Watchers (or
other circumstances) have destroyed all of their 'Mechs.
The Defenders win, if at the start of any
turn, either,
-
They have fourteen or
more victory points; or
-
At least one hex on the mapboard still contains
a shrine
and they (or other circumstances) have destroyed all of
the Watchers' 'Mechs.
The game then ends immediately.
The Watchers win, if at the start of
any turn, no hex on the mapboard contains a
shrine and
the Defenders have fewer than
fourteen victory points. Again, the game then ends
immediately.
Even if the Watchers (or other circumstances)
destroy all of the Defenders 'Mechs, the game
continues until one side wins by the conditions above.
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