A Melee in the Mud

Deiston, Telos IV: 12 November 3044

by S. Connors

On Novenber 12th, elements of the 22nd Avalon Hussars, supported by several mercenary units, made a combat drop into Telos IV. One of these mercenary units, Benning's Heavy Armor, was assigned to capture the trading center of Deiston. They dropped into a sparsely populated upland area north of the city and began a forced march to the Molaye River. Elements of the 5th Proserpina Hussars met Benning's Heavy Armor in an agricultural area between Deiston and the River. In a series of short engagements, the Combine forces were able to delay the Fed-Com advance by luring their heavy BattleMechs into the rice and phorail paddies, where they bogged down. The lines finally stabilized 3 km north of Deiston, when the invading forces halted their advance in favor of extricating their entrapped units from the mud.

SITUATION

Elements of Benning's Heavy Armor engaged and broke the DCMS line at Sobal's Plantation. The Combine forces became scattered by the assault and the poor weather conditions. Periodically, the pursuers would catch up with their prey, and a firefight would ensue. This is a simulator program which recreates one of these engagements, using the Battletech combat system.

FORCES USED:

Defender: Elements of the 5th: Shadow Hawk-K (Replace the AC 5 and ammo, with a PPC and 5 heat sinks) Wolverine, Rifleman, Panther

Attacker: Elements of Benning's Heavy Armor: Dervish, Griffon, Blackjack, Marauder, Commando

The defender sets up first, according to special rule 2. The attacker moves first.

VICTORY CONDITIONS:

Destroy or drive off the enemy's 'Mechs.

MAP:

Use a standard Battletech mapboard. All elevated ground is considered to be mud. On turn 12, the muddy areas increase by one hex in all directions.

SPECIAL RULES:

1. Bad weather rules are in effect. On turn 1, it is raining lightly. On turn 8, it begins to rain heavily, and continues to do so until the end of the game.

2. The defender sets up using hidden initial placement. Two of the defending 'Mechs may be concealed by the local terrain. Secretly record the starting locations and facings of these 'Mechs on scratch paper. The concealed 'Mechs remain hidden until they move, fire, or until an enemy 'Mech gets within 3 hexes of their position. At that time, a counter must be placed, and combat continues normally.


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