SITUATION
Assault and control the fortress.

GAME SETUP
The game takes place on 2 map sheets arranged in configuration B. The Northern Map Sheet should be the Forward Base map. The other map sheet should be rolled on the following table.
Roll | Map Sheet |
1 | Open Terrain 1 |
2 | Open Terrain 3 |
3 | Rolling Hills 1 |
4 | Rolling Hills 2 |
5 | Streams |
6 | Lakes |
The walls on the Forward Base Map are Hardened with a CF of 120. The turrets are Hardened Gun Emplacements with a CF of 120. The Generator building is Medium CF 40.
The Defender places 6 CF120 Level 1 Infantry Bunkers within 6 hexes from the fortress walls.

Attacker
The Attacker should deploy 33% of their Campaign Force. The Attacker enters from the southern map edge after the defender has deployed their units.
Defender
The Defender should deploy 33% of their Campaign. The defending forces may deploy anywhere on the mapsheets of the fortress. Infantry may deploy in any Infantry bunker.
WARCHEST
Track Cost: 300
Optional Bonuses:
Target the Generator (+100) (Defender). If the generator building is destroyed all turrets are disabled. The generator building explodes with an area of effect attack for 50 [0]/ 40 [1], 30 [2], 20 [3] and 10 [4] this damage is groups in clusters of 5.
Activate the defence perimeter (+100) (Attacker Only). The defender places two turret on towers (x Engagement Multiplier) . Turrets may be chosen from the following:
- AC/5 Turret (Single) [8] Ammo (60) [3]
- AC/10 Turret (Single) [12] Ammo (20) [2]
- AC/2 Turret (Dual) [12] Ammo (135) [3]
- LRM/10 Turret (Dual) [10] Ammo (48) [4]
- SRM/6 Turret (Dual) [6] Ammo (60) [4]
OBJECTIVES
Wound them! (+100) . Cripple or destroy 25% of the opponents forces.
Destroy them! (+100) . Cripple or destroy 50% of the opponents forces.
Take the Fortress (+100). Have move BV than opponent within the Salamaca FireBase (anywhere inside the walls)
Cutting off the head (+100). Cripple or destroy the enemy commander’s unit.
SPECIAL RULES
Command Unit: Each force must elect one unit as their Command Unit.
Surrender is always an option: Once the defender reaches 25% or below of BV they surrender the field. If the attacker reaches 25% of BV they retreat.
Time Limit: The Track ends at the end of turn 12.