The Tux War
Overview
The nation of Tux is wracked by civil war. The Republican
faction, a grass-roots movement of the working classes, is out to end the
power of the Monarchist faction and break its old-fashioned, outdated,
rigid class system. Both sides are receiving help from foreign nations
who are interested in the outcome, and want to test their military
machinery in live battle.
Terrain
Lay out the boards as shown. There are a few special rules regarding
the terrain in this scenario:
- Foreign land. Units may never enter foreign land
or coastal hexes during the game. Foreign hexes are:
- All land and coastal hexes of the unconnected peninsulas of
board 5 (on the N and W sides of the board), except the
island of Isla Jicaron.
- The southern part of board 11, beginning with all the hexes
immediately south of the Rabana and Brzega rivers and the
hex between these two rivers (west of Turek), and including
all land and coastal hexes contiguous with these to the South
and West (but not the island of Grabow).
- BB and CA may not pass through the canals; the canals are old and
were not designed for large, modern, deep-draught ships.
- Ungarrisoned cities and RS centers revert to control of the Republicans.
- All towns and roads are considered neutral, and may be used for
strategic movement and supply by either side.
Setup
Both sides may set up simultaneously. Note that each side has a limited
counter mix, which limits how many and what types of units each side may
posess. Also see the Special Rules for other
limitations on unit types and production.
The Monarchists.
Counter mix:
1 BB, 1 CA, 2 DD, 2 MB, 2 FA, 2 DB, 1 elite AR, 2 AR, 4 MK,
1 MA, 2 AY, 6 IN, 4 SU, 6 RS
Deployments
- Luborz: 1 BB-2, 1 CA-4, 1 FA-2, 1 DB-2, 1 MA-2, 1 AY-2
- Bransk: 1 elite AR-3, 1 MK-4, 1 IN-4, 2 MB-2
- Abukabi: 2 IN-2, 1 AY-3, 2 DD-6
- Nysa: 1 AR-3, 1 MK-3, 1 IN-4, 1 FA-2, 1 DB-2
- Santa Rosa: 1 IN-2
- San Carlos: 1 IN-4
The Republicans.
Counter mix:
4 DD, 2 FA, 2 DB, 1 AR, 1 MK, 2 MT, 4 AY, 12 IN,
4 SU, 6 RS
Deployments
- Pitagard: 2 IN-4, 1 AY-2, 1 SU-4
- San Carlos: 1 IN-4
- Dalborg: 1 IN-4, 2 DD-6, 1 AY-3
- Tuxpan: 1 IN-4, 1 SU-4
- Other cities: up to 1 IN or MT in each city which contains
no other forces. Each unit will have a CV of twice the
production value of the city in which it starts. The MT
units must start in either Tynn, Sogheim, or Stavern.
Special Rules
The following special rules apply to this scenario:
- Logistics units. Do not use any logistics counters except
destruction markers (for the many important canals and bridges).
Since there are no EN units in the game, destruction markers can
be repaired during the Production phase, but only if there is a land
unit in the same hex.
- Republican forces.
- MT units may only be built in the cities of Sogheim, Tynn,
or Stavern. An MT unit may only add steps if it can trace
supply to one of these cities.
- DD may only be built or add steps up to CV2 (representing small
gunboats and torpedo boats, not real destroyers). No other
type of naval unit may be built.
- AR, MK, AY and air units may only be built or add steps in cities
which can trace supply by sea to the East edge of the
map (maps 10 and 14). The equipment and personell for these
units is all imported from foreign countries friendly to the
cause, and must come in by ship.
- Monarchist Forces.
- Naval and MA units only be built or add steps in Bransk, Luborz
or Abukabi.
- BB and CA may only add 1 step per turn, and cost 2pp per step.
- The BB, CA, MA and elite AR may not be rebuilt if they are lost,
and may never add steps past the CV they began the game with.
- MK, AR, AY and air units may only be built in Luborz, Turek,
and Pitagard. They may only add steps in cities which can
trace supply back to one of these 3 cities. These units
represent military aid from foreign governments, coming in
over the border.
- Adding Steps. MT, IN or SU units do not have to be in a city to
add steps, but may add steps using pp from any city to which they
can trace supply.
- Merging Units. The Republicans may use the Merging Units
optional rule on IN und RS units. The Monarchists may only merge
RS units.
- First Turn. The player who wins the initiative for turn 1
must fight at least 1 round of combat in San Carlos before retreating.
Victory
The game is 8 turns long. At the end of turn 8, the player with the
most pp of cities wins a marginal victory.
The game can end with a decisive victory if one of the following
is true:
The Republicans win a decisive victory if they own the capital
(Bransk) during a Victory Check phase.
Either wins a decisive victory if it controls all the cities of
3 boards during a Victory Check phase.