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:

REINFORCEMENTS:

Attacker: Defender:

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.