Defending Coalston

BattleTech Scenario

by Hilary Ayer

Situation: 2325 hours September 26, 3050 Coalston City

Well, every one had been evacuated out of town for a day, because of the invasion and all. I was still in town to, ash ... get my dog. Ya, that's it, my dog. The whole city was deserted, not a soul to be found anywhere.

Anyway, I was on the second floor of some kinda office building, when I see this flash out a window. The invaders had been bombing the place for hours, ya know, but this was different. So I walk up to take a look, and all of a sudden I've got a front row seat to this here battle. Them soldiers were really going at it hard, all those guns and stuff going off.

They tore up that whole neighborhood, and I watched a couple 'Mechs from both sides get blown away. So I watched until something hit the building, breaking every frigging window in the place! I bugged out as fast as I could and moved on, looking for more lo ... looking for my dog, that is.

Excerpt of an eyewitness report taken by the Michal Constabulary, Michal City Jail September 3050

Game Set up:

Lay out two BattleTech map sheets as shown, using the blank urban side. Rows of light buildings should be arranged North to South, spaced every other hex row.

Defender:

The defender is Reydun's Company, 2nd Battalion, 3rd Fremen

Command Lance
Kapten Henry Reyclun, Grand Dragon Piloting: 3, Gunnery: 2
Lojtnant Adam Johnson, Ostsol Piloting: 2, Gunnery: 2
Janet Kalvich, Hunchback Piloting: 4, Gunnery: 3
Peter Goliver, Panther Piloting: 4, Gunnery: 4

Fire Lance
Lojtnant Derick Baker, Thunderbolt Piloting: 4, Gunnery:3
Nasha Holgelson, Rifleman Piloting: 4, Gunnery: 3
Collen Mayato, Centurion Piloting: 5, Gunnery: 4
Arnold Sharps, Whitworth Piloting: 5, Gunnery: 4

Recon Lance
Lojtnant Eric Jocobs, Phoenix Hawk-K Piloting: 3, Gunnery: 3
Richard Tolliver, Phoenix Hawk-K Piloting: 4, Gunnery: 3
Sara Galiger, modified Stinger* Piloting: 5, Gunnery: 4
*Drop the MGs, add a medium laser in the left arm and one ton of armor

The defender sets up the Command and Fire lances in improved positions in the second row of houses in the western edge of the map sheets. The Recon Lance may be placed anywhere on the eastern map.

Attacker

The attackers are elements of a trinary from the 352nd Assault Cluster.

Alpha Strike Star
Star Captain Gal, Thor Piloting: 2, Gunnery: 1
Star Captain Zora Vickers, Fenris Piloting: 3, Gunnery: 1
MechWarrior Nifton, Vulture-A Piloting: 2, Gunnery: 2
MechWarrior Spinola, Blackhawk Piloting: 3, Gunnery: 3
MechWarrior Dena, Puma-B Piloting:4. Gunnery: 2
Point Commander Havon w/4 Elementals (temporarily attached)

Bravo Assault Star
Star Commander Stamm Brown, Fenris Piloting: 2, Gunnery: 2
MechWarrior Niff ur, Man O'War Piloting: 1, Gunnery: 2
MechWarrior Ocar, Mad Cat Piloting: 3, Gunnery: 2
MechWarrior Grift, Puma Piloting: 3, Gunnery: 3
MechWarrior Olsan, Puma-C Piloting: 3, Gunnery: 3

The attacker enters the board form the east on turn 1 with Alpha Strike Star. On turn 7, Bravo Assault Star arrives from the same direction.

Special Rules:

The small houses built in this area have a construction factor of 5 each. Onces destroyed they should be removed from the board, and their hexes treated as open hexes instead of rubble. They are also low enough not to effect line of sight unless the target is prone inside or directly behind a building. All other building rules apply normally.

Before turn 6, the Defender must move the Recon Lance off the western edge of the board. If the player is unable to remove at least one member of the lance by the beginning of turn 7, then on turn 7 the attacker's Chase Star from the next scenario may enter the battlefield from the western edge behind the defender.

Due to the rain and drizzle, all units may subtract an extra 2 heat points per tun. All other rules pertaining to improved positions, Expert BattleTech rules, and Clan bidding and tactics apply without change.

Victory Conditions:

The Defender must hold off the Wolves for 12 turns, during which time the other Fremen units can escape the city to prevent the Wolves from consolidating their conquest of Kandis. Victory for the FRR forces can be rated as follows: Spectacular Victory: Holding out forthe required amount of time and withdrawing with at least 3/4 of the company. Decisive Victory: Holding out for the 12 turns and escaping with half of the unit. Tactical Victory: Defender successful, regardless of loss.

The Attacker has won the bid to out-flank and encircle the enemy as the Fremen attempt a breakout. To do this, the player must defeat the flanking screen as quickly as possible and move on. Victory for the Wolves is determined by using the following: Spectacular Victory: Destroying all enemy units on the board before turn 12.Decisive Victory: Destroying the enemy before turn 12, but taking more than 50% casualties.

Partial Reprint from Sorenson's Sabres

Phoenix Hawk-1K
Movement Rates
Walking MPs: 6
Running MPs: 9
Jumping MPs: 0
Heat Sinks: 13
Armor Factor: 152
Head: 8
Center Torso: 23/5
Rt/Lt Torso:18/4
Rt/Lt Arm: 14
Rt/Lt Leg: 22

Weapons & Ammo:
Type:Location CriticalTons
Large Laser RA 2 5
Med Laser RA 1 1
Med Laser LA 1 1
Sm Laser CT 1 0.5


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