Right. We have a 'Plains' map now to work with, located at...
http://fav.me/dcukbdz
This is going to be the 'standard' size for tactical combat.
Largest unit you will ever be able to field is 'six' mechs, which is why there are six deployment hexs.
The 'edges' for the deployment hexes also serve as a 'retreat' hex. You may only retreat if there is another mech providing cover (rear guard) and if there is no enemy mechs at range three or less of the hex being used to retreat.
Exception: Your opponent indicates they will allow the retreating mech to withdraw.
To keep this interesting, I'm inclined to make this a 'capture the flag mission. In each of the heavy woods is a 'flag'. You recover the flag by entering the woods and spending a turn 'searching' for it (no movement but you may make weapon fire). After one turn of non-movement you have found the flag.
If the mech is considered a 'scout' you may recover it and move immediately. If the mech is not a scout, you must spend another turn recovering the flag.
In the event of a tie, standard victory rules are in play.
Standard victory. Compare the Tonnage of mechs eliminated by both sides. The side with the greater score, wins. If the score is the same, the mission ends in a draw.
You may draw units from your unit list, and i will do the same.
Defender (Blue) deploys First.
Attacker (Red) deploys Second.
Questions?
This message was last edited by the GM at 15:26, Sun 16 Dec 2018.