River Raid
River Raid
(bugfixed version 1.1 from 08-Apr-2009)
The vanguards of the opponents meet in a river valley. Soon, they call
in the bulk of their forces which include two helicopters and a gun
boat each. The helicopters can fastrope infantry into enemy's
territory as long as friendly heliports are held. One of the choppers
is large enough to transport small vehicles if it stays unused for a
loading turn. The gun boats can shell the river banks including the
only connecting bridge if they are armed with artillery at the start.
Both forces miss an armoured patrol on the other river side. It can
be guided back if the enemy's transmitter is captured.
GAME LENGTH: 10 turns (14 turns for long game)
INITIAL FORCES:
- Attacker - receives 30 points on the western side of the valley. The setup area contains 7 victory point regions.
- Defender - receives 30 points on the eastern side of the valley. The setup area contains 7 victory point regions.
REINFORCEMENTS:
Attacker:
- receives 100 points (120 points in a long game) on turn 2 at incoming roads at the western edge of the map.
- On every second turn starting from turn 3, you will receive 3 points by helo transfer if attacker's northern heloport is held.
- On every second turn starting from turn 4, you will receive 3 points by helo transfer if attacker's southern heloport is held. (These second helo transfer points can be accumulated and used conjointly on every second turn.)
- On turn 4, 8 (and 12 in long game), you will receive 12 points at northern or southern incoming roads on hill level in defender's territory if enemy's transmitter is held.
Defender:
- receives 100 points (120 points in a long game) on turn 2 at incoming roads at the eastern edge of the map.
- On every second turn starting from turn 3, you will receive 3 points by helo transfer if defender's southern heloport is held. (These first helo transfer points can be accumulated and used conjointly on every second turn.)
- On every second turn starting from turn 4, you will receive 3 points by helo transfer if defender's northern heloport is held.
- On turn 4, 8 (and 12 in long game), you will receive 12 points at northern or southern incoming roads on hill level in attacker's territory if enemy's transmitter is held.
WEATHER:
There is dense fog on turn 2,3,7 and 10.
There is rain on turn 5.
There is a storm on turn 12 (only long game).
TERRAIN COMMENTS:
The gun boats cannot be entered, left or directly aimed at. Rivers can be crossed by infantry. Fords can be crossed by all units at double movement cost. Climbing up or down a level consumes double movement cost. Transmitters, gun boats and the bridge cannot be destroyed by artillery.