Hammer's Slammers - Scenarios

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    CENARIOS

    Badger Hunt SCENARIO ONE(2 PLAYERS)

    The vital offensive to the North is about tobegin. The critical observation points on board3 (the five hilltop hexes) must be taken withoutdelay before Green's Long Range Artillery canmove into range and have a field day.

    ATTACKER: TAN

    SET UP:Tan sets up second and moves first.All units must set up on full edge hexes.On Board 6 between road and north edge:

    MORALE: 8

    When 7 units are eliminated: 9When 15 units are eliminated: 10

    x2 x1 x2 x2

    On Board 6 between south road and river on west:

    On small border board E between the road andeast edge of Board 6:

    On small border board E betwroad and east edge of board D:

    DEFENDER: GREEN MORALE: 7SET UP: Green sets up first, and moves When 6 units are eliminated: 8second. The defender may set up anywhere on When 10 units are eliminated: 9

    board 3, but only on full hexes.Anywhere on Board 3: On Board 6 north of the lake within 4 full hexes of

    Board 3:

    x3 x6 x2

    GAME LENGTH:6 Turnsx4 x2

    V ICTORYC O N D I T I O N S :Tanmust have1 undisrupted unit on one hilltop hex of each ofthe three hilltops by the end of Turn 6 or lose.

    s

    x2 x1 x1 x1

    x3 x1 x2 x2 x1 x1

    x2 x1

    1

    6

    B

    3E D

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    A City Too Far SCENARIO TWO(2 PLAYERS)

    This is how it started, long before the Slam-mers were called in. It had been a sleepy littlewar; the kind that was better at keeping thegovernment in power than winning battles.Then some hotshot general wanted to use allof his shiny new paratroopers. A week later thecity was in ruins and everyone started aimingfor real.

    ATTACKER: TAN

    SET UP: Tan moves and fires first. The attackermust paradrop all troops on Turn One. The para-dropped units may move and fire on the same turn.

    Must land as paratroops on Turn One:

    MORALE: 7

    x16

    DEFENDER:GREEN MORALE:

    SET UP:Green sets up first and moves second. The defendermust place 1 unit in each of the 14 hexes of the large city. Greenmay not move or fire on Turn One unless Close Assaulted or firedupon.

    Must have 1 unit in each hex of the large city on Board 4:

    GAME LENGTH:7Turns VICTORY CONDITIONS:Winner is play-er who exclusively occupies the most hexes of thelarge city on Board 4. The occupiying units maybe disrupted.

    x2 x2 x6 x4

    2

    7

    F

    A

    4

    E

    C

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    Hangman SCENARIO THREE(2 PLAYERS)

    We in the Phenix Moirots Mercenariesare sympathetic towards rebels by nature. Ifwe liked governments we'd still be with some

    planetary force. Occasionally, though, therebels don't deserve any sympathy. Our twoplatoons have been assigned to a rathergrimly satisfying job. Just ahead are severalcadres of religious militia. Behind us is a ser-ies of towns they "purified" for their faith. Itwas pretty ugly, especially the children; I likechildren. Their propaganda broadcasts sweartheir soldiers never surrender... good.

    ATTACKER: REDS E T U P : Set up anywhere on Board 1. Move

    first.

    Anywhere on Board 1:

    x12

    MORALE: 7

    x1 w/gas

    DEFENDER:GREENS E TU P : Green sets up first on board 4 in townhexes and moves second.

    On Board 4 in town hexes:The Infantry units are actu-ally Militia. Their Defense,Attack, Movement, and RangeFactors are the same as regu-lar Infantry, but Militia is elim-inated if a disrupt result isrolled.

    GAME LENGTH:5 Turns

    MORALE: 9

    x16 x10

    The Armored Personnel Carriers areactually buses. Reduce the APC's de-fense strength to 1. Buses may bedisrupted.

    V I C T O R Y C O N D I T I O N S :Red must elim-inate all Green units by end of turn 5 and sufferless than 5 losses.

    3

    x6

    1

    A

    5

    F

    B

    4

    E

    c

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    Last Grasp SCENARIO FOUR(2 PLAYERS)

    Sometimes, if you eliminate a part of aproblem the rest goes away by itself. When theother side's mercenaries set up they left onevulnerable point, but it wasn't a very important

    one. Colonel Hammer is now staging a shamassault on the too obvious trap. As he guessed,all the mercenary armor would rush in to be atthe ki ll. Now, all we have to do is hurry in andclean up the infantry they left behind and justsit here between them and their supplies. Justone very painful thrust and things will get a lotquieter. It's hard to hurt a tank with your barehands.

    ATTACKER: B L U ES E T U P : Blue sets up first on any whole hexesof board 4. Blue moves first.

    On any whole hexes of Board 6:

    x10 OR

    MORALE: 6

    x6 w/ECM x10

    DEFENDER: REDS E T U P : Set up anywhere on Board 3. Redmoves second.Anywhere on Board 3:

    x16

    MORALE: 7

    G A M E L E N G T H :5 Turns V ICT O RY CO NDIT IO NS:Blue must elim-

    inate all Red defenders by end of Turn Five.

    x8

    4

    A

    4

    F

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    SlammersThere is tremendous amount of destruc-

    tive capability in one tank. One platoon couldliterally level a mountain, if it's a small moun-tain. That's why it's so unusual for ColonelHammer to assign more than a few platoons

    to one assault. When our platoon was sent tosupport another company, I suspected thingswere going to be rough. My suspicions wereconfirmed when I realized there wasn't aplanetary unit in sight, just Slammers. TheColonel always said when he wants some-thing important done, we do it ourselves.

    SCENARIO FIVE(2 or 3 PLAYERS)

    ATTACKER:BLUES E T U P : Blue sets up first on Board 5. Bluemoves first.

    Anywhere on Board 5:

    MORALE: 8

    x16 x24 OR x14w/ECM x22DEFENDER:GREENSET UP:On Board 3, Green sets and movessecond.Anywhere on Board 3:

    MORALE: 8

    x5 x16 x10

    DEFENDER: TANS E T U P : On Board 6, Tan sets up and movesthird.Anywhere on Board 6:

    MORALE:

    x12 x8 x8 x4

    8GAME LENGTH: 6 Turns

    VICTORY CONDITIONS:Player who accumulates the mostvictory points by the end of turn 6 is

    the winner. Victory points are equalto the cost of units found on thedesign your own scenario sectionof the rules.

    S P E C I A L R U L E S :In the 3 player game, one player controls the Blue units, the second player controlsthe Green forces, and the third player controls the Tan forces. Only in the 3 player game, Blue may not adddestroyed Green and Tan units together for victory point determination. Blue may only move a maximum of20 units onto either board 6 or 3.

    In the 2 player version, one player controls Blue, and the other player controls, moves, and fires bothGreen and Tan forces. The Blue player may add together eliminated Green and Tan forces in determininghis victory point total.

    x6

    5

    6

    A

    5

    E

    B

    3

    F

    C

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    Snipers

    The Major was swearing under his breathin an obscure dialect of his native French.Even before he started we all knew this wasgoing to be a bad one. When he finally startedthe briefing his voice rang with sarcasm.

    'It seems,' he spat out, 'our employers can'tkeep the road to their capital clear. We'vebeen ordered to take whatever forces avail-able and clear out an unknown number ofrebels from an unknown number of positionsand armed with unknown weapons.

    'It appears, gentlemen,' he finished, 'aboutall we do know is that we only have a fewhours to get them all.'

    I always hate it when the Major calls usgentlemen. It invariably means that somegood men are going to die.

    SCENARIO SIX(SOLITAIRE)

    ATTACKER:BLUES E T U P : Blue enters on the south edge ofBoard 6. Only Blue moves.

    South edge of Board 6:

    MORALE: 7

    DEFENDER:GREENS E T U P :In each forest hex on Board 4 enteredby a Blue unit roll 1 die:

    If a 1-4 is rolled no partisans found.If a 5 is rolled 1 Infantry unit is found.If a 6 is rolled 2 Infantry units are found.

    M O R A L E :There is no Morale Factor. AllGreen units are regular infantry and neverdisrupt.

    S P E C I A L R U L E S :Each forest hex on Board 6 must be entered by Blue and any infantry units encounteredeliminated. Use the blank side of the rubble counters only to show which forest hexes have been entered. TheMercenaries must actually enter a forest hex to discover if any partisan infantry is hiding there. Ignore rubble results onthe Combat Results Table. All combat is Close Assaults. Green units may not move.

    GAME LENGTH:6 Turns VICTORY CONDITIONS: The Mercen-aries must enter all forest hexes and eliminate allpartisan infantry units by the end of turn 6.

    x3 x6 x6

    6

    6 D

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    Mass Assault SCENARIO SEVEN(2 PLAYERS)

    The final battle of a war always seems tobe the bloodiest. Maybe the generals figurethey won't be needing the men anymore. Itwas true on the world we now approached;

    perhaps the most vicious fighting betweenthe religious factions on Serenity (somename, huh) occurred the day before theSlammers landed with a contract to end thewar. The problem was both sides knew who-ever controlled the capital would probably berecognized as the real government. The onlyway for the rebels to succeed was to hold partof the capital when the ships landed tomor-row. Otherwise, the Slammers won't meddlein purely internal matters, like mass execu-tions.

    ATTACKER: TAN

    SETU P: Tan sets up on any complete hexes ofBoard 2. The attacker sets up and moves second.

    Any complete hexes of Board 2:

    MORALE: 6When 6 units are lost 7When 12 units are lost 8When 18 units are lost 9

    x4 x12 x8

    DEFENDER:GREEN

    SET UP: Green sets up in city hexes of Board 1.The defender sets up and moves first.

    City hexes of Board 1:

    GAME LENGTH: 4 Turns

    MORALE: 7

    VICTORY CONDITIONS: Tan wins byhaving at least one undisrupted unit in any cityhex at the end of turn 4. In any other case, Greenwins.

    x4 x4 x4 x2

    7

    1

    A

    2

    E

    C

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    Break Out SCENARIO EIGHT(2 PLAYERS)

    Sometimes Col. Barthe made the mistakeof believing our employers. There wasn'tsupposed to be two whole divisions on thepeninsula, so there was no reason to sendmore than a couple of platoons from theCompagnie de Barthe. Then, the satelliteobservers began screaming about a force 50times our number rolling towards us from thesouth. The order came through to find a weakspot and break out to the north. We had beenactively obeying the order for about twentyminutes when it was received.

    1

    6

    A

    3

    2

    E

    C

    D

    ATTACKER: GREEN&REDS E T U P : Green and Red set up second and

    move first; Green on Board 2 south of all riverhexes, Red on Board 6,7 hexes south of Board 1.

    Board 2 south of all river hexes:

    GREEN

    x10

    On Board 6, 7 hexes south of Board 1:

    RED

    MORALE: 7

    DEFENDER:TAN MORALE: 7S E T U P :Tan sets up first on Board 1 and Board 3. The defender moves second.

    Anywhere on Boards 1 and 3:

    x6 x4 x12 x10 x2

    GAME LENGTH:8 TurnsV I C T O R Y C O N D I T I O N S :Red and Green must get as many units as possible off the north edge ofBoards 1 and 3 by the end of turn 8:

    25-29 units draw

    30-34 Marginal victory for Red & Green.

    35 or more . . . decisive victory for Red & Green.

    8

    If 19 or less units get off decisive defeatfor Red & Green.

    If 20-24 units get off board marginal defeatfor Red & Green.

    x8 x6 x8

    x4 x6 x8

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    The Better Part Of ValorThe Major once gave us a speech on how

    much it cost to replace one combat tank. Iwas glad to hear it wasn't cost effective for meto get killed. It was one lesson I've alwaystaken to heart. If the battle needs fighting my

    company will slug it out with the best. If themen and tanks are being wasted... well, let'sjust call it a strategic withdrawal.

    5 4

    ATTACKER:GREEN&REDSET UP: Green sets up first anywhere onBoard 5 and moves first. Red sets up on west edgeof Board 5. Units are placed on board at start ofTurn One.Anywhere on Board 5:

    GREEN

    Set up on west edge of Board 5:

    RED

    THERE ARE NO EDGE PIECES NEEDEDFOR THIS SCENARIO.MORALE: 7When 6 units are lost 8When 12 units are lost 9NOTE:Mercenary Morale is different: See SpecialRules below.

    DEFENDER: TAN

    SET UP:Sets up on city hexes of Board 4.City Hexes of Board 4:

    MORALE: 7

    GAMELENGTH:6 Turnsx6 x2 x2

    VICTORY CONDITIONS: Player withmost undisrupted units in city hexes on Board 5 atthe end of Turn Six will be declared the winner.

    SPECIAL RULESRegardless of losses to mercenary units, Morale stays 7 for undisrupted units.

    However,all mercenariesmay desert if any single rally roll for any single disrupted mercenary unit exceedsa certain number. The more Mercenary units that are destroyed, the lower this number is according to thechart below:

    After 1 mercenary unit is eliminated all Mercenaries will desert if any one disrupted mercenary unit rollsa 9 or more during his roll to rally.After 2 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unitrolls a rally roll of 8 or more.After 3 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unitrolls a rally roll of 7 or more.

    If desertion occurs, immediately remove from the board all mercenaries including ones participating inClose Assault.

    9

    x2 x2 x8 x2 x2

    x3 x3 x3

    x2 x1

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    Holding Out to PaydayIt's harder to get paid if the men who

    hired you are the prisoners of the enemy.That's why Colonel Hammer was so upsetwhen he heard the enemy was mounting adrive on the capital. The Colonel was neverone to like losing by default. It looks bad andit feels lousy. It would be nice, he added cas-ually, if we could hold on until payday.

    SCENARIO TEN(2 PLAYERS)

    6

    3 2 5 4

    THERE ARE NO EDGE PIECES NEEDEDFOR THIS SCENARIO.

    ATTACKER: T A N & R E D MORALE: 7SE T UP:Tan Paradrops onto Board 4 on Turn One. Red sets up second anywhere on Board 6. Tan andRed move first.

    Paradrops onto Board 4

    TAN

    Anywhere on Board 6:

    RED

    x2 x10 x2

    x12 x10 x12 x2 x3

    Enter Board 2 on south road during Turn One:

    BLUE

    DEFENDER:BLUE&GREEN MORALE:

    S E T U P :See various troop displays. Blue and Green move second.

    Anywhere on Board 4 before Tan Paradrops:

    GREEN

    x4

    Anywhere on Board 3 before Tan Paradrops:

    GREEN

    10

    Continued onnext pagex2 x4 x6 x3 w/gas

    x10 x6 x2 x2

    7

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    Enter Board 5 on south road during Turn One:

    GREEN

    GAME LENGTH:16 Turns VICTORY CONDITIONS: A Red unitSPECIAL RULES:Defenders Blue & Green must occupy the easternmost city hex on board 4may not leave the board they start on or entered on or before turn 16 to win.on until one unit of the Red attacker has exitedthat board to the west.

    Traditional ObjectivesTo the Slammers a bridge is more of an

    obstruction on the nice clear rivers than any-thing else. Unfortunately, the locals still usedwheeled transport and unless we wanted to

    fight the rest of the war with just two mercen-ary regiments, we needed that bridge. A realtraditional objective, but it's hard to be nos-talgic during a Close Assault.

    2 4 3

    THERE ARE NO EDGE PIECES NEEDEDFOR THIS SCENARIO.MORALE: 7ATTACKER:BLUE&RED

    SET UP:Set up BLUE on first full hexes on the west edge of Board 2. Set up RED on the first full hexes othe east edge of Board 3.West edge of Board 2:

    BLUEx5

    East edge Board 3:

    RED

    x10 x1

    DEFENDER:TAN&GREEN MORALE: 7SETU P: TAN: Set up On Board 3 at least 5 hexes from east edge of board. GREEN: Anywhere on Board 4

    On Board3:

    T A N :

    Anywhere on Board 4:

    GREEN:

    x2 x1 x8 x3 x1w/gas x2w/ga

    11

    x1w/gas x2w/ga

    Continued on next pag

    SCENARIO ELEVE(2 PLAYERS

    x4 x10

    x3 x4

    x2 x3 x6 x3

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    GAME LENGTH: Until Victory Conditions VICTORY CONDI TI ONS: Player withare met. first mercenary counter on the bridge is winner.

    S P E C I A L R U L E S :Red sets up both Red and Green units. Blue sets up Blue and Tan units. Tan andGreen belong to the same army; they are trying to prevent Blue and Red from capturing the bridge on Board4. Blue Player contro ls, moves, and fires the Tan forces. The Red player controls, moves, and fires the Greenforces.

    Green and Tan cannot fight each other, but can stack together (no more than three units per hex). Redand Blue can fight each other. Roll a die to see which side moves first (highest roller decides). Tan andGreen must be set up before Blue and Red enter board.Green units are moved on the same turn that Red moves and Tan units are moved on the same turn that Blue moves.

    Religious WarA consortium of churches has hired the

    Slammers to be the peackeepers in a reli-gious war. There is no question we can keepthe two sides apart once we get there. Unfor-tunately, right now there is only a smalladvance party of mixed mercenary forceswatching the bigger faction try to simplify

    our job . . . by wiping out all the 'heretics'before we arrive.

    SCENARIO TWELVE(2 PLAYERS)

    1

    6

    A

    4

    3E

    C

    D

    ATTACKER:GREEN MORALE: 7S E T U P :Green sets up on south edge of Board 6. The attacker sets up second and moves first.South edge of Board 6:

    x12 x10 x14 x14 x4 x4 x4 x2 x2

    S E T U P : Tan, Blue, and Red set up first andmove second. The Defender sets up anywhere onBoards 1 and 4, 5 hexes north of Boards 3 and 6.

    DEFENDER:TAN,BLUE&REDM O R A L E :TAN: 6 RED & BLUE: 8Any TAN unit that fails its Rally roll is eliminated.If RED loses 3 units all Red units will leave. Immediately remove remaining Red units from play.

    If BLUE loses 3 units, all Blue units will leave. Immediately remove remaining Blue units from play.

    Anywhere on Boards 1 and 4:

    RED

    x6 x1Anywhere on Boards 1 and 4:

    TAN

    x4 x10

    GA ME LE N GT H: 14 Turns

    BLUE

    VICTOR Y C ON DI T ION S: Green wins ifit can eliminate all Tan units (the heretics). Tanwins if it has 1 unit left after 14 turns.

    12

    x1 x2 x6

    x4 x4 x4 x6

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    Everybody Wants A Piece of the ActionSCENARIO THIRTEEN

    (3 PLAYERS)

    Normally the Slammers get called in tosupress a rebellion, or sometimes to be one.Here the revolution was over. Rumor has it

    that there is an accountant named Peabodywho wrote our contract. It seems the formergovernment owed corporations and govern-ments on every world in the cluster. Severalof them were concerned about getting theirmoney back. Hammer's Slammers is proba-bly the galaxy's most impressive bill collec-tor, but even we may not be enough toreposses an entire cont inent. .. particularlywhen we aren't the only mercenaries trying tocollect.

    1

    6

    A

    2

    5

    F

    ATTACKER:TanSET UP:Tan sets up first on various boards M O R A L E :(see troop displays) before the game starts andmoves third.Anywhere onBoard 1: Board 2: Board 3: Board 4:

    8

    Board 5: Any Board:

    x1This force cbe split betwen the otforces or plaon the boardgether.

    Continuednext page

    13

    x1 x2 x2 x2 x2 x4

    x4 x1 x1 x1 x1 x2

    x2 x6

    x1 x2

    x1

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    Everybody Wants A Piece of the ActionSCENARIO THIRTEEN

    (3 PLAYERS)

    SIDE 2:R E D

    S E T U P : Roll a dice to see which board Red

    enters (on any outer edge). Red moves first andenters on Turn One.Roll die for Board:

    MORALE: 8

    x4 x6 x10

    SIDE3: BLUE MORALE: 8S E T U P :Roll a dice to see which board Blueenters (on any outer edge). Blue moves secondand enters on Turn One.

    NOTE:If RED and BLUE roll the same board for their set up, re-roll die.

    Roll die for Board:

    x3 x5 x10 x1

    GAME LENGTH:10Turns

    VICTORY CONDI TI ONS:Winner is playerwith largest number ofvictory points which can only berecieved by occupying and garrisoning city hexes.Each city hex of a totally garrisoned city is worth 1 victory point. Each city hex must be garrisoned with at

    least one unit. A player must garrison every city hex in a city to count that given city as owned.

    14

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    Spice Madness SCENARIO FOURTEEN(4 PLAYERS)

    First come, first servedif you can keepit. Four ounces of Geri-spice was worth asmuch as the entire regiment was paid for aweek of nasty duty. Ten ounces would buy a

    shiny new tank. The funny little critters whoproduce the spice make about fifty ounces ayeartops. Yesterday the ship carrying anentire continent's production simply blew upover the middle of nowhere. The spice waspacked in titanium steel containers and prob-ably survived. One is careful to securely packsomething three thousand times more valu-able than gold. Intelligence figures the con-tainers are spread all over hell and gone a fewmiles ahead. In the morning we'll beginsearching, but the intelligence boys must beright. Why else would there be at least one

    other mercenary force and the cream of twoplanet's armies camped within a few Klics ofhere. It's going to be a long day.

    6

    i

    4

    2

    3

    5

    THERE ARE NO EDGE PIECES NEEDEDFOR THIS SCENARIO.

    G A M E L E N G T H :until all spices have beenrecovered from Board 2.

    VICTORY CONDITIONS: Player withthe most spices is considered the winner.

    SET UP: Set up one inverted rubble counter on each of the swamp hexes on Board 2. These wrepresent the scattered containers of Geri-spice.

    Player Order of Play:Each side may purchase 300 pointsworth of units (see Design your own Scenario section of the RulesPlayers are each given a board to start on according to chart below:

    1. TAN: Board 62. GREEN: Board 53. BLUE: Board 3*4. RED: Board 4*

    * BLUE and RED may only have a maximum of 4 combat cars each.

    SPECIAL RULES:1. It costs one movement factor to pick up the Spice Containers.

    2. Spice Counters do not count towards stacking.

    3. All Morale rolls are desperation. Morale level of all troops is 6. Morale doesnothave to be purchased4. Combat can only occur on Board 2. You can't shoot units on the other boards. Units on other boards c

    shoot into Board 2. Half hexes on the cut are considered to be Board 2.5. A spice counter moved onto your board is considered safe. If a unit carrying a spice counter is eliminate

    the spice counter isnotdestroyed.

    6. Opponents may not move onto your board.

    7.Conventional APC's and Conventional Armored Cars can go into swamps and lakes (amphibious for thscenario only).

    8. You may use gas, ECM, and paratroopers.

    15

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    UNIT IDENTIFICATION CHARTHAMMER'S SLAMMERS (BLUE)All Units are on hover vehicles except for Dismounted Infantry.

    Front Back

    HoverTanks

    CombatCars

    DismountedInfantry

    MountedInfantry

    Self-PropelledArtillery

    MERCENARY UNITS (RED)All units are hover vehicles except for Dismounted Infantry, Large Guns, Small Guns, and Howitzers.

    Front Back

    HoverTanks

    CombatCars

    DismountedInfantry

    MountedInfantry

    LargeGun

    SmallGun

    Howitzer Self-Propelled Self PropelledArtillery Calliope

    CONVENTIONAL UNITS (TAN & GREEN)All units are tracked or wheeled vehicles except for Infantry, Large Guns, Small Guns, Howitzers, a

    Calliopes.

    TrackedTanks

    ArmoredCars

    Infantry ArmoredPersonnel

    Carrier

    LargeGun

    SmallGun

    Howitzer Self-PropelledArtillery

    Calliope Self PropelledCalliope

    GAME MARKERS

    TurnMarker

    Fortress Rubble Rubble