by Hilary Ayer
Situation: 2332 Hours, September 26, 3050 Damn the Trees Void, those Dogs are tough as steel! Our company was out on picket, protecting the flank as our mates tried to beat a retreat out of town. We'd already fought them off once, and as they fell back to lick their wounds the Lojtnant ordered us to work our way around the north to sneak up on the Clanners from behind. We got around all right, but we had to go through some kind of park or something. But this wasn't your normal park now, it was filled with trees the size of skyscrapers. I'm used to feeling small in my Stinger, but even an Atlas would have to walk around these things! Even worse, they were so closely packed together it was like running through a wooden canyon. You could forget about seeing anything past ninety meters! So there we were, stomping our way in the dark: trees, leaves, and other stuff blurring by. All of a sudden my MAD and my motion sensor start going bananas! Even before the computer could paint a target box, this spindly hob races by so close I could see the stupid expression of its pilot's face. Over on my right, the Lojtnant had broadsided one of them and laid the sucker out flat. I almost cut in my jump jets, but remembered those bloody trees and what the canopy'd do to my old 'Mech. So I jinked behind a tree and tried to come out where I hoped they wouldn't expect me. I stepped around and dropped my sights on the closest enemy and realized how badly the deck had been stacked against us this time.
Game Setup: Lay out a single BattleTech map sheet, using the blank urban side. The entire area is considered to be covered with titanic xenosequoia trees. The trees' effect on combat is covered by the special rules section. Defender: The defenders are all the 'Mechs from the recon lance which survived the previous scenario. All damage remains unchanged, with an additional 2 points of damage to the left arm of Jacobs' Phoenix Hawk. Attacker: The attacker represents the Bravo Chase Star attempting to outflank Reydun's Company, still locked in combat with the rest of its trinary. Star Commander Olson, Puma-C Piloting: 2, Gunnery: 1
Special Rules: The massive trees in the park dramatically reduce weapon ranges and movement ability. Line of sight is limited to 3 hexes and the maximum any unit can travel in one turn is 3 hexes regardless of MPs available. Due to the low, heavy canopy, jump jets cannot be used for normal movement and attacks. All other Expert BattleTech, Clan bidding, and tactics rules apply normally. Location: Engleson Wooded Park Cess Continent, Kandis II It's a coincidence that occurs commonly on the battlefield: both company commanders order their scout units to flank the opponent in the same way, nearly simultaneously. As both units moved through a woodland park populated by giant xenosequoias (a strain imported from Tall Trees nearly a half milleniurn ago), they literally ran into one another. In the ensuing firefight the Rasalhague 'Mechs attempted to fight a desperate delaying action. The Wolves, who were configured for the support role, were unprepared to fight a battle at close quarters. Thus they found themselves fighting an engagement at a distinct disadvantage that their superior technology was unable to reverse. As the Clan star attempted to fall back to open the range, the Fremen unit charged into hand to hand combat. Though the defending lance was destroyed, three Clan 'Mechs were knocked out, holding up the rest long enough for the surviving Fremen units to make good their escape. Tactical Note: It may not be possible for the Defender to win if the player's 'Mech took too much damage in the previous battle. The Defender should try to close to point blank range or conversely, to use the giant forest as cover to avoid combat altogether. Remember, time is on the Defender's side. Victory Conditions: Both units were issued the same mission by their respective commanders. Now both players are faced with the same problem: if a unit continues on to complete the mission, it leaves itself vulnerable to attack. Both sides must attempt to destroy or disable all enemy units on the board. Defender needs to hold up the Clan 'Mechs, or to inflict enough damage to render them combat-ineffective. Determine success according to the following: Defender Spectacular Victory: Defender destroys or disables two or more enemy 'Mechs before turn 6 without any destroyed or disabled Defender 'Mechs. This does NOT include the Dasher destroyed (by collision with Jacobs) as the scenario begins. Decisive Victory: Defender destroys or disables two or more enemy 'Mechs before turn 6. Tactical Victory: Defender survives until Turn 6. Attacker must destroy the Defenders AND be able to link up with the rest of its unit to finish the battle to the south. The player determines victory according to the following conditions: Attacker Spectacular Victory: All enemy 'Mechs destroyed without loss before Turn 6. Decisive Victory: All enemy 'Mechs destroyed before Turn 6 without taking more than one-fourth casualties. Tactical Victory: Attacker destroys or disables all enemy 'Mechs before Turn 6, regardless of loss. Note that it is possible for both sides to claim a victory. Back to BattleTechnology 17 Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1992 by Pacific Rim Publishing. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |