Scenario 5: The Battle of Katsura River Valley
Historically, two companies of 2nd Genyosha and a
company of 3rd Otomo mechs were sent to strike the rear of the
advancing Smoke Jaguar invasion force. They moved along the river bed to avoid
detection before engaging the 32nd Jaguar regulars. All of the
Kuritan mechs were heavily damaged but they left eight Clan mechs face down in
the sand.
To represent this we both took 155 PV of mechs. The Clan
force was commanded by an elite mechwarrior in a Timberwolf Primary (Skill 2),
and included a veteran mechwarrior in a Warhawk Primary (Skill 3), a Mad Dog
Primary, Summoner Primary and a Stormcrow B. The Combine forces included 2
lances of Otomo mechs and a heroic Genyoshan mechwarrior in an Atlas (Skill 1).
We agreed that the mission objective of the Clan force would
be to exit the right side of the board. Each mech that achieved this would
receive its PV in VP. The VP for IS mechs destroyed was halved to balance this
(1x instead of 2x). The Clan force would enter the board from the left side and
attempt to cross the river by a randomly determined bridge (from left of pic
below: 1-3 left, 4-6 right).
The Timberwolf, Mad Dog and Stormcrow B entered towards the
left and made for the closest bridge. During the course of the game I set up 3
turns of great firing in an attempt to thin the defenders, but rolled
horrendously. Three sets of snake eyes at 6+ and 8+ to-hit bury your chances
pretty quickly in this game! With numerical superiority the Draconis mechs
dealt significant damage even at higher to-hit numbers. The Timberwolf was
destroyed whilst the Mad Dog and Stormcrow B escaped after 5 turns, having only
stripped a Dragon of its armour between them.
The Summoner and Warhawk entered to the right of the board
edge and were ambushed by a lance of mechs (Hunchback, Cicada, Jenner and
Trebuchet) supported by a Catapult. The Warhawk had a golden chance at 6+ to
bury the Jenner but missed. The Warhawk took the brunt of the firing for a few
turns and fell. The Summoner went on to destroy the Hunchback and Catapult
(trying to claw back some VP here), but succumbed to the Jenner at the bottom
of Turn 6, one jump away from escaping.
The game was over in two hours and when we counted the VPs
it was obvious that the Combine forces had achieved a major victory. It’s nice
to be historically accurate (and I had shocking luck), but we both agreed that
the Draconis mechs were under costed. Using a formula posted by iamafan on the
Classic Battletech forum, I calculated a 100 point difference between the two
forces, which would have made a significant difference. Next game we are going
to use this alternate formula for PV and see if it is a more even game.
Overall, we decided to give the Draconis force a score of +25 according to our
campaign victory conditions.
Scenario 6: The Hounds Teeth
Despite victories against the Smoke Jaguars, The Combine
units struggled to contain the Nova Cat advance. With blatant disregard for the
Jaguar attack plan, the Nova Cats pushed deep into the Waseda Hills, attempting
to reach the Imperial City before the Smoke Jaguars. They pushed towards the
Kado-Guchi Valley unsupported. ComStar intelligence had suggested that the area
was defended by militia, but the Cats ran into three regiments of Wolf’s
Dragoons and Kell Hounds who stopped the clan advance cold.
Wade took a potent but slow Wolf’s Dragoon force, which
included a mandatory Catapult armed with an Arrow IV artillery system. Backing
it up was a Hunchback armed with the customary AC20 and some pulse lasers. It
had dropped a medium laser for a TAG. He also had a Griffin (one of my
favourite mechs) armed with an ER PPC and LRM 20.
Knowing I had to get some points or risk falling irrevocably
behind in the campaign, I picked some real bruisers for my Nova Cat force. A
Mad Dog B (3 Medium Pulse Lasers, 2 Streak SRM 6s for short range and 2 ER
Large Lasers and an LRM 20 with Artemis fire control for long range), a Nova A
(2 ER PPCs and a Medium Pulse Laser) and two points of elementals. The
elementals were worth very little under the victory conditions but could do a
lot of damage.
The game started off with some serious long range sniping
from both my Mad Dog and the Catapult and Griffin. Even when using the standard
Arrow IV rounds, Wade had a knack of sticking the shots, managing to scatter on
my Elementals on 3 occasions! The Hunchback waded in and dealt some damage with
its AC20, whilst simultaneously tagging my Mad Dog for Arrow IV homing rockets.
I returned fire, tearing strips off the Hunchback with my Streak SRMs and Pulse
Lasers, until it finally took enough engine hits to go down.
The Griffin
successfully evaded fire whilst my remaining Elementals harassed the Hunchback
and Catapult. Meanwhile, my Nova was jumping from cover to cover trading ER PPC
barrages with the Griffin. Having finished off the Hunchback, my Mad Dog
trudged over and managed to box the Griffin in, putting the last nail in the
coffin. After running out of Arrow IV ammo, the Catapult withdrew from the
field essentially undamaged. Both Clan Mechs were still standing, though the
Mad Dog had sustained a massive 136 points of damage. The major victory gave
the Clans a reprieve in the campaign standings with -50 VP.
Scenario 7: River Monitor
Armed with dodgy Com Star intelligence, the Clans assigned the
capture of the Arisaka Munitions Complex to a Freebirth Cluster. The militia
defending the complex were highly motivated and determined, deploying a naval
vessel in a concealed position in the reeds of the Shaidan River. The infantry
destroyed the bridges across the river using mines, pinning the Clan Mechs in
place whilst the Minikuchi River Monitor
vessel and attending ground forces pounded them into submission.
I chose to take a Hellhound, Vapour Eagle and Horned Owl for
this battle. I figured the jump capability would increase my options if the
bridges were destroyed. The multiple large pulse lasers/medium pulse lasers
would mitigate the cost in accuracy due to jumping, whist the Hellhound and
Vapour Eagle were packing Inferno SRMs to stifle the IS damage output.
Wade had a Warhammer in command, backed up by a Phoenix Hawk
and a Wolverine (WVR-7K). He also had three platoons of rifle infantry on the bridges
and a 75 ton River Monitor ship armed with two AC 20s and three SRM 2s. Finally,
Wade set up three 15 point mines on the bridges. One bridge was set to take a
15 damage hit, with the closest bridge to the attackers rigged for a 30 point
hit. My objective for the game was to capture the bridges and the munitions
complex, whilst Wade needed to deny me access to the complex by blowing the bridges
and taking down as many Mechs as possible. In the pic below you can see the access the ship would have around the complex.
As the game began I engaged in some long range sniping with
my large pulse lasers, targeting both the Warhammer and the infantry platoons.
I wanted to eliminate them which would prevent Wade from triggering the
charges. Unfortunately, I got a little too close to the river and Wade revealed
his trump card. The Minikuchi reared its head and pounded my mech with its two
AC 20s. The configuration of the map gave the ship complete access to the hexes
around the munitions complex, making it very hard to approach.
With the mines
finally primed, Wade detonated them dealing heavy damage to the bridges. With
his eyes on the prize, the rest of the units in his force began laying down fire
to finish off the bridges. Two collapsed in rapid succession. In an attempt to
draw fire away from my objectives, I jumped straight into the heart of the
complex. The Horned Owl lit up the Wolverine from behind, but it twisted torso
and hit back hard with its arm mounted large pulse laser (I can’t believe it
out-pulsed me!). I took a few too many engine hits in that exchange.
A mech
down, I went all-out against the Warhammer, taking off one of its legs. A follow
up kick caved in the other leg and we declared the Warhammer destroyed (by that
stage it had no arms either). I also managed to destroy a few infantry platoons
whilst staying out of the LOS of the Minikuchi. Unable to capture the complex,
I withdrew into the city to draw the remaining Draconis mechs out. I was hoping
to destroy them in the cover of the city, beyond the reach of those AC 20s, but
we soon agreed to end the game due to time getting away from us. The Draconis
ended up with a score of +35 points, a minor victory tarnished by the loss of
their commander.
Scenario 8: Black Thunder Extraction
Wade rocked up with six awesome little trucks painted, so we
just had to use them for something. There is a mission in the Luthien campaign
book that revolves around a unit of DEST stealing a Union class dropship from right
under the Smoke Jags noses. This scenario would explore the fate of the
extraction vehicles as they try to escape the area after the DEST team escapes
in the Dropship. The Draconis forces would consist of a Warhammer and a
Lancelot, as well as the 6 trucks (20 armour points and a machine gun). The
defenders consisted of a Stormcrow B and a Mad Dog Primary. The Dracs would get
points for each escaping truck, surviving mechs and destroyed enemies. The
Clanners were simply out for revenge (set up below: responsible quantities of bourbon
may have also been enjoyed at this juncture. Thanks Howie!).
Early on the truck convoy split in two, whilst the clan mechs
sprinted to flank the guardian Warhammer and Lancelot. The Lancelot copped an
awful amount of punishment from the Stormcrow, which got a good Ultra AC 20
shot in through the rear armour, taking it down. The Mad Dog and the Warhammer
duked it out, when the Mad Dog wasn’t popping trucks (or just kicking them to
pieces). I made the mistake of letting Wade know he only had to hit my Mad Dog
one more time and he would probably win, considering the position of the
remaining trucks and damage on the Stormcrow. The next round of shooting I
scored three critical hits on his Warhammer’s centre torso AND a head hit. The
first CT critical hit pay dirt: 200 machine gun rounds. Good night. Warning to
all, if I say you will probably win next turn: start reaching for the ejection
lever!
Obviously, the Draconis forces suffered a major defeat this
game. Very little thought went into planning the mission, so it was nowhere
near as balanced as I would usually make it. Still, Battletech is like pizza:
even when it’s bad, it’s good. We decided this scenario would negate the
one-sided result of the Alpha Strike game, adding -25 points to the campaign
tally.
So, here we are, 8 scenarios in, with an
aggregate score of +5 (still a draw). Stay tuned for the next scenario update,
which will be shorter now that the back-catalogue is published: In the Dark.