Long time in the making(five years) it is my labor of love. I will continue produce more contributions for web-grognards. Alex. 10-11-02 __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More A scenario for Fortress America. By Alex Rodriguez. 2001. The following scenario is for Milton Bradley's Fortress America game. Players may wish to include extra game equipment: three or more twelve-sided dice and (optional) possibly some U.S. or NATO style plastic special operation model soldiers(1/72 scale). There are two sides: goverment and rebel. The Goverment players controls all the dark green units of the original American defender(conventional forces) and the blue infantry units of the Southeren invader(para-military units, FBI, ATF, CIA...etc.) The rebel player controls the light green partisan units and either choice of red or yellow units of westrn or eastern invader(rebel conventional forces). Set up: Goverment(first): blue 8 x infantry;green 8 x infantry, 3 x mobile, 3 x helo, 2 x bomber and 4 x hovertank. All governent units set up two per space. Blue infantry units may start in city territories only. Green units can be placed in any land territories or invasion zones. Rebel: 10 x partisan units All rebel partisan can be placed in any non-city territories not occupied by goverment units. Reinforcements: The rebel player shuffles the partisan decks and draws one free card at the beginning of the game. afterwards he gets no more free cards. There on out he acquires cards in the following ways: every time he takes a city, when the goverment uses "maximum firepower", for each eight, ten(0), and twelve rolled by goverment green units, each successful terrorist strike, every unsuccessful terrorist strike he loses cards. If the rebel player draws the "airlift" card, he draws another in its place. Rebel partisans and conventional units are set up as per instruction on the reinforcement cards. All referances to invaders on each card are applied to goverment controlled units and territories. Goverment green or rebel conventional units eliminated in combat are placed in one of the invader dead unit conpartment trays to from a reinforcement pile for both players to draw new units form. Units drawn are exchanged for the correct color of the owning player and then placed as per instructions on each card. Each player may save or use use each card they see fit, saving any unusable cards. All goverment units can be rebuilt using partisan cards gained by the goverment player as normal game rules. At the beginning of the reinforcement phase, the goverment player may bring up to eight units of any combination as reinforcements blue or green. Green conventional and special ops. are placed in invasion zones, while blue infantry units are placed in any goverment controlled city . As an option, the goverment player can set aside two conventional units of any type and create one special operations unit(use laser strike makers or plastic model soldiers) per two units, which are placed in loss units tray of the American defender. Partisan cards used by the goverment player, are played normally as in the original game as per instructions except he can rebuild blue or special operation units in place of partisans(of course). Terrorist strikes. After the rebel player places any reinforcements , he may conduct one terrorist strike per game turn. He must have at least one unused partisan card to do so. Each attempt is rolled on one red six-sided die, as follows: 1= rebel player gains two partisan cards 2= rebel player gains one partisan card 3-4 = no effect 5= rebel player loses one partisan card 6= rebel player loses two partisan cards Movement. All units move according to normal game rules except; Partisan units may operate in either of two modes openly or covertly. Unit moving covertly are flipped to their sides to show this at the beginning of each first movement. Each covert unit may move through any territories even if enemy controlled, without requiring combat afterwards. Units entering such a space must stop and conduct combat afterwards. All units in covert mode block supply even if that space is still enemy controlled. Covert units controll or change controll of a territory they occupy. unit in covert mode may not attack, but are immune to attack, except by special operation units. Partisan unit operating openly, move normally. Goverment special operation units can move and function same as partisan units, except they may move two per turn same as mobile and hovertank units(because of their own tranportation assets) and they can operate covertly. Goverment conveniontal and special operatation units can move into invasion zones same invaders in the orignal game. Units beginning their first move in a invasion zones, may can move stragetically form one zone of given color to another zone of a different color(i.e. a yellow western to red eastern zone and so on)so as long it is not occupied by rebel conventional units(representing the strategic movement of overseas forces NATO, Alaska, Asia etc.)rebel conventional units may invasion zones same as goverment units, so as long they can trace a supply line to rebel controlled city. Combat. In all instances, partisan function as in the original game rules except they always fire first in combat with goverment conventional units rather attcking or defending, but attack and defend normally with goverment blue and special operation units. Goverment special operation units first against rebel conventional units and normally with partisan units. Blue goverment para-military units attacking and defending in combat with rebel convention units add plus one to their die roll. They fight normally with partisan units. Any combat in which one or more blue units is involved, all combats by conventional units are treated as normal battles(i.e. they get fire normally). Once per combat, the goverment player may declare the use of "maximun firepower"in any combat involving goverment conventional units. All dice used by goverment conventional units are raised one "rank", making red dice white, white dice blue, and blue dice twelve sided dice of any color. The rebel player gains one partisan card per territory, each time the goverment player uses "maximun firepower". Supply. All partisan units are considered to be in supply at all times as per original game rules. Rebel conventioal units must trace line of non-invasion zone spaces, to rebel controlled city. Goverment conventional units may trace supply to friendly controlled city or invasion zone, blue paramilitary units to goverment controlled city territory. Special operation units are always in supply. units unable to trace supply, are eliminated at the end of their turn as per normal rules. Victory. Winning : the rebel playeris the winner if he can capture and controll eighteen or more city territory through the end of the goverment players turn. The goverment wins if the erebel controls two or fewer cities after their second game turn.