← All missions
The Fortress in the Ice — Defense & Chokepoint

M-27 // Defense & Chokepoint

The Fortress in the Ice

Fortress Breach & Power Grid

Alpha Strike
400 PV
Era
All eras
Game length
8 rounds
AdvancedSystemAlpha Strike

[ Hangar & Force Builder ]

Build a force for this mission (400 PV)

Plan in The Tactical Screen ↗

Battlefield

6' x 4' · Arctic / Ice & Bunkers

A fortified bunker with thick walls (hardened buildings) secures the north side. 3 external power generators are distributed on the card. Tundra and ice fields make movement difficult. Setup: The bunker wall runs 12 inches in front of the north edge across the full width and consists of 4 sections with 2 towers. The 3 generators stand on the center line: middle and 12 inches to the left and right. Each wall section has 12 structure (AS) or 90 CF (CBT); each generator 6 structure or 30 CF.

Forces & objectives

Attacker

Siege Force

Deployment
Deploys in the south.
Primary objective (3 VP)
By the end of Round 8, destroy a section of the bunker wall and get at least 1 unit through it.
Secondary objective (1 VP)
Blow up at least 2 of the external generators with weapons fire.

Defender

Bunker Garrison

Deployment
Spreads its forces across the bunker area and the generators.
Primary objective (3 VP)
At the end of Round 8, all 3 generators are intact and not overloaded (units with ENE or MHQ needed nearby).
Secondary objective (1 VP)
Keep at least 2 bunker towers operational.

Victory conditions

  • Game length: 8 rounds. Objectives are checked at the end of the final round unless stated otherwise.
  • Primary objective completed: 3 victory points (VP). Secondary objective completed: 1 VP.
  • Immediate victory: If one side is completely destroyed or has withdrawn, the other side wins immediately.
  • Result: Lead of 2+ VP = Decisive Victory · 1 VP = Narrow Victory · Tie = Draw.

Special rules

01

Bunker Structure

Bunker walls have extremely high structure points. Units with the DEM (Demolition) or IF (Indirect Fire) special ability deal extra damage to walls.

02

Black Ice

Units that stop or run (Dash/Overdrive) on ice fields must make control rolls to avoid skidding.

03

Overload

A generator is overloaded if no unit with ENE or MHQ is within 6 inches at the end of the round.

Next mission

Hunt in the Ash Storm

→