by William H. Keith, jr.
COUNTING THE MINUTES We had our orders: "Hold at all costs!" What do you do in the face of orders like that? If you're a warrior, trained to fight, to obey orders, to die, if need be for cause and comrades-then you hold. Or die trying. By mid afternoon, we had MechWarriors dropping out because their 'Mechs were shutting down from heat overload, because the warriors themselves simply could not press their minds or bodies further in the numbing horror of 'Mech-to-'Mech combat. Colonel Graham had given the order at last: two red rockets in the north gave the signal. Our reserves were on the way! But how long would it take our reinforcements to get to the front? Reinforcements or not, we could still lose the battle if our center gave way, even at the last possible moment. We had to hold, somehow... --from Thin Red Line of Heroes by Donald Fife New Avalon Press 3028 GAME SET-UPLay out the BattleTech map sheets as shown, or use a sheet of blank hex grid paper. All terrain on the battlefield is considered to be open, level ground, and special terrain features on the printed maps are ignored. DefenderThe defender is what is left of Macarron's'Mechs, holding the center of the Davion line. His forces include the following: Command Lance
Fire Lance
Recon Lance
The defending player should distribute 40 points of armor damage among his'Mechs. The distribution should not be revealed to the attacking player. AttackerThe attacking forces include elements of MacFarlane's Company, plus the 31d Battalion Headquarters Lance: Battalion Headquarters
McFarlane's Company Command Lance-7(13)/8-3 5 Elite
Recon Lance--6(10)/6-2 7 Regular
In addition to the damage listed for Cochraine's 'Mech, an additional 60 points of armor damage are distributed among the other 'Mechs in the Kearny force. The distribution should not be revealed to the Scotian player. VICTORY CONDITIONSThe Kearny player wins a major victory if he can break the Scotian line and exit the east side of the map with at least four 'Mechs still able to move and fire. He wins a decisive victory if he can eliminate all of the Scotian 'Mechs and preserve four 'Mechs to exit the east side of the map. The Scotian player wins a major victory if he can prevent this. The Kearny player faces a time limit. He must achieve his goal and reach the east edge of the board with at least four 'Mechs before Game Turn 12. On Turn 12, word arrives that major Scotian forces have been sighted in the rear. If no breakthrough has been achieved, the order will be given for Kearny forces still engaged with the enemy to withdraw. Should the order for Kearny forces to withdraw be given, the Kearny commander's victory goals change. He must now exit the west edge of the map with as many 'Mechs as possible. The Scotian commander may allow him to pass or he may attempt to inflict additional damage on the retreating enemy. If the Kearny player loses three additional 'Mechs after the order to retreat is given, the Scotian player wins a decisive victory. The Kearny player can still win a major victory at this point by completely eliminating the Scotian force. Both players will have to balance the odds and chances to determine how much farther they want to press their men and machines. Situation: 1545 hours, July 6, 3027 Corella IIBattle of Kilgour Graham's battered mercenary command had reached the limits of its endurance. Though he'd hoped to draw a far larger portion of the enemy forces into his carefully-laid trap, Graham realized that he would have to commit his reserves now, or lose the battle. In one sense, at least, his opponent had won, simply by outlasting him with superior forces. Graham himself gave the signal, firing two red flare rockets from his battle-scarred Stalker. Upon seeing that signal, reinforcements hidden in the woods to north and south would fall on the Kearny Highlanders' rear, trapping them, perhaps breaking their attack. Even as he did so, he realized his center was caving in under continued pressure all along the front. B Company of his 1st battalion, Macarron's 'Mechs, held the line, but they had suffered fierce losses and were already wavering and falling back. If the line failed before his reinforcements could arrive on the field, the battle would be lost, fresh forces or not. Had Graham waited too long? Map
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Optional Rules Variant 0101-B: MechWarrior Training and Experience Battle of Kilgour: BattleForce Campaign Randall's Charge at Bloody Field Scenario Holding the Line Scenario Deep Trouble Scenario Back to BattleTechnology Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1987 by Pacific Rim Publishing. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |