Slaughterhouse 3005
NAIS Training Simulation # 0093

BattleTech Scenario

by John A. Theissen

Introduction:

This scenario is an NAIS tactical combat training simulation for DropShip gunners and jump infantry. Its general purpose is to improve a warrior's skill in tactical combat situations, such as those that may be encountered after graduation and upon entering service with an active combat unit.

Some of these combat simulations will be historical reenactments (and will be described as such), but many others describe purely hypothetical confrontations. Some may even involve lances or companies from famous House or mercenary units. Most, however, will be strict simulations containing typical formations that might be found anywhere in the Successor States or even in the Periphery.

This particular scenario is intended for two players: one controlling the DropShip's weapons, and the other, the infantry battalions. For optimum training benefits, this scenario should be played twice, with players exchanging sides.

Background:

A DropShip, it surrounded by sufficient forces, may be destroyed on the ground before it is prepared for liftoff; at least, this can be done according to the tactical manuals. In practice, such opportunities are extremely rare. Vessels of this type are almost never found on the ground where they might be at risk. In addition, the craft is frequently well-guarded by supporting BattleMechs and tanks, and its own weapons are capable of a tenacious defense, threatening heavy casualties on any attacker.

Except in this situation -where a Leopard Class DropShip bearing enemy markings has been spotted on the ground in a relatively remote area of friendly territory. Presumably, the DropShip has landed for unknown reasons, unloaded its passengers, and is now trying to remain inconspicuous while awaiting their return. The only friendly forces available to dispatch are two reinforced battalions of missile-equipped infantry, which are immediately alerted and transported for a drop. Their mission is to land, engage the DropShip, and inflict as much damage as possible before the DropShip's passengers and escort return.

Game Set-Up:

This scenario uses CityTech and AeroTech rules and any BattIeTech map of the Defending Player's choice. Any terrain features shown on the map should be treated as in effect. All combat units are considered to be in perfect working order or at full strength. The Defender sets up first and fires first.

Defender:

One Leopard Class DropShip (Gunnery 4)

The Defender may set up in any clear hex within four hexes of hex 1517.

Attacker:

Two reinforced jump infantry battalions, each consisting of twelve (112) SRM-equipped jump infantry platoons.

The infantry battalions are being air-dropped, with the landing zone immediately northwestof the DropShip. Tosimulatethe scattering of such a landing, roll 1D10 twice for each platoon to determine exactly where it landed. The first roll is for the first two digits, and the second roll for the second two digits of the hex number.

Special Rules:

The DropShip contains no small craft or other defending units. Its sole defense is its weapons. Once positioned, the DropShip may not move or change facing during the scenario.

Hits affecting the DropShip's control surfaces, bomb load, engines, and other systems may or may not affect the DropShip's performance while stationary on the ground. Common sense should be used when evaluating damage results. (For example, an engine explosion is still an engine explosion, even if the craft is grounded.)

Victory Conditions:

The scenario lasts ten turns, or until one side has been eliminated, whichever comes first. Victory Points for both sides are totalled up at the end of the scenario.

The Attacker receives 1 VP for every 5 point of armor damage (rounding down), 5 VP for every weapon disabled, and 10 VP for every engine or bridge critical hit inflicted.

The Defender receives 1 VP for every infantryman eliminated.

The side with the higher VP total wins (a tie means a draw). Divide the winning side's VP total by the losing side's VP total to determine the level of victory:

2.00 or greater: Strategic Victory
1.50 to 1.99: Operational Victory
1.25 to 1.49: Tactical Victory
1.01 to 1.24: Marginal Victory


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