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.