NAIS Training Simulation # 0224

The Spider Meets the Ax:
Black Widows vs Eridani Light Horse

by Major Z Hans Schmidt
Staff Simulations Officer
New Avalon Institute of Science

BattleTechnology's apologies to Major Schmidt for the error in transmission last issue that caused two of his training scenarios to be scrambled together. Here is the correct text of "The Spider Meets the Ax".

Introduction:

This scenario is an NAIS tactical combat training simulation for MechWarriors and/or AeroSpace Fighter pilots. 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.

Original Student Simulator Printout, Scale is BattleTech

Some of these combat simulations are 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 or more players. (Seven players would be the ideal number, each controlling one Lance.) For optimum training benefits, this scenario should be played twice, with players exchanging sides.

Background:

In 3023, elements of the Eridani Light Horse (a renowned mercenary force under contract to House Davion) were ordered to defend the world Hoff against a Kurita attack. Wolf s Dragoons (an equally famous mercenary force under contract to House Kurita) landed and inflicted heavy losses against the Light Horse, but were eventually driven off by Davion reinforcements.

It is not known whether the two opposing companies described in this scenario ever met face to face on Hoff, but it is entirely possible that such a confrontation might have taken place if it, in fact, did not. In this hypothetical, but entirely feasible, simulation, Kerensky's Independent Company (the "Black Widows") of Wolf's Dragoons are engaged in combat against the 4th Company ("Pinter's Axmen"), 5th Striker Battalion, 21st Striker Regiment, of the Eridani Light Horse. Note the relatively heavier Mechs of the Dragoons are offset by the presence of an Air Lance with the Light Horse.

Game Set-Up:

This scenario uses Expert BattleTech and AeroTech rules and any two BattleTech or CityTech maps of the players choice (attacking players select the upper map, defending players select the lower). Maps should be placed end to end, so that the xx01 hexrow of the upper (north) map is at the opposite end of the xx17 hexrow of the lower (south) map. Any terrain features shown on the maps should be treated as in effect, except for Pavement hexes which should be treated as Elevation 0 Clear terrain. All combat units are considered to be in perfect working order. The Defender sets up first and moves second.

Defender:

4th Company ("Pinter 's Axmen"), 5th Striker Battalion, 21 st Striker Regiment, Eridani Light Horse

Command Lance:
Cpt Gregory Pinter's Dervish (Piloting 3, Gunnery 3)
mW Heo Fronst's Phoenix Hawk (Piloting 2, Gunnery 4)
mW Troy Epting's Enforcer (Piloting 4, Gunnery 5)
mW C. J. Blackling's Valkyrie (Piloting 4, Gunnery 5)

Strike Lance:
Lt Kennet Hendershott's Hunchback (Piloting 3, Gunnery 3)
mW Max Luzzi's Dervish (Piloting 5, Gunnery 6)
mW Gene Moran's Wasp (Piloting 4, Gunnery 4)
mW Roger Abundis Shadow Hawk (Piloting 2, Gunnery 4)

Recon Lance:
Lt Annie Colter's Phoenix Hawk (Piloting 0, Gunnery 0)
mW Robert Firkus'Stinger (Piloting 2, Gunnery 5)
mW Victory Embler's Stinger (Piloting 5, Gunnery 5)
mW Franklin Brechler's Locust (Piloting 5, Gunnery 5)

Air Lance
Lt Donna Councilor's Sparrowhawk (Piloting 5, Gunnery 5)
Gary Chreyson's Sparrowhawk (Piloting 3, Gunnery 4)

Deployment

The Defender may deploy his BattleMechs anywhere in the bottom twelve hexrows (xx06 through xx17, inclusive) of the south map. All Mechs of a particular Lance must be within six hexes of each other, and all Mechs must be deployed at the start. Units of the Air Lance will enter the game on a later turn, as described in Special Rules.

Attacker

Kerensky's Independent Company (the "Black Widows"), Wolf's Dragoons

Command Lance:
Cpt Natasha Kerensky's Warhammer (Piloting 4, Gunnery 3)
mW Colin Maclaren's Marauder (Piloting 4, Gunnery 3)
mW Lynn Sheridan's Crusader (Piloting 5, Gunnery 4)
mW John Hayes'Griffin (Piloting 4, Gunnery 3)

Fire Lance: Lt Takiro Ikeda's Archer (Piloting 4, Gunnery 3)
mW Miklos Delius'Archer (Piloting 4, Gunnery 4)
mW Nikolai Koniev's Wasp (Piloting 4, Gunnery 3)
mW Alex Ward's Stinger (Piloting 5, Gunnery 4)

Recon Lance: Lt John Clavell's Rifleman (Piloting 4, Gunnery 3)
mW Piet Nichols' Phoenix Hawk (Piloting 5, Gunnery 4)
mW Simon Fraser's Stinqer (Piloting 4, Gunnery 3)
mW Mohammar Jahan's Stinger (Piloting 5, Gunnery 3)

Deployment:

The Attacker may deploy some or all of his units in the top hexrow (xx0l) of the north map with 0 MP required to enter the map (i.e., all Mechs may expend their full movement allowance during the first turn after entering the map). It is not required that every Attacker Mech be deployed during the first turn, but every Mech of a particular Lance must enter during the same turn, and all Mechs must enter from along this hexrow whenever they enter the game.

Special Rules:

Either or both Sparrowhawks of the Light Horse Air Lance may enter the game equipped with bombs, if the Defender wishes. However, doing so will delay their entry into the scenario, depending upon each fighter's loaded thrust rating after taking its bombload into account. During the movement phase of the appropriate turn, one or both aircraft may enter either map and conduct combat normally, as per AeroTech rules. The fighters are not required to enter together, nor during the first turn they are eligible to do so. Likewise, once entering, they are free to exit and even re-enter the map, as often as desired. (They may not be rearmed with additional bombs).

    Thrust Rating : Fighter May Enter:
    10.0 (no bombs) : Turn 2
    6.8 through 9.8 : Turn 4
    5.0 through 6.6 : Turn 5
    4.0 through 4.8 : Turn 6
    3.4 through 3.8 : Turn 7
    3.0 through 3.2 : Turn 8
    2.6 through 2.8 : Turn 9
    1.0 through 2.4 : Turn 10

Withdrawal:

Once they have entered, BattleMechs of either side may withdraw off their respective edge of the map at any time. If they do so, however, they may not re-enter during the scenario. BattleMechs may not withdraw in any other manner. (This rule does not apply to the AeroSpace Fighters.)

Victory Conditions:

This scenario has no time limitations and is to the death (or until one side is routed). The last side to have a functional BattleMech (i.e., capable of movement) on the map wins. Note that AeroSpace Fighters do not count toward this victory condition.


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