NAIS Training Simulations

BattleTech Simulator

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

In this issue of BattleTechnology, we introduce a new type of combat simulation originally designed by tactical instructors at the renowned NewAvalon Institute of Science. House Liao readers may find these two training modules of special interest since they reflect House Davion planning for the possibility of future high-level conflict between the Federated Suns and the Capellan Confederation. All MechWarriors, regardless of their House affiliations, should find these simulations useful in sharpening their tactical skills and in improving their understanding of small-unit combat maneuvers.

NAIS TRAINING SIMULATION #0163:
Forced Reconnaissance

Introduction

This scenario is an NAIS tactical combat training simulation for MechWarriors and other ground vehicle combat personnel. 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 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. (Four players would be ideal, with each player controlling one lance or platoon.) For optimum training benefits, this scenario should be played twice, with players exchanging sides.

Background

When aircraft are scarce or otherwise occupied, reconnaissance forces of varying strength are more frequently sent across a planet's surface in search of the enemy. These forces may range in size from a lone skimmer to entire companies of combined 'Mech tank teams. In this engagement, two forces of moderate-and roughly equal-strength from House Liao and House Davion make direct contact and neither side intends to yield.

Game Set-Up

This scenario uses Expert BattleTech rules and any BattleTech map of the players' choice (the Attacker and the Defender may mutually agree, or they may select a map at random). Any terrain features shown on the map should be treated as in effect. All combat units are considered to be in perfect working order. The Defender and Attacker may set up simultaneously. At the beginning of each turn, randomly determine which player has combat initiative for that turn. All MechWarriors and weapon-equipped vehicle crews are assumed to have skill levels of Piloting 5 and Gunnery 4.

Defender

Units from House Liao

'Mech Lance:

    Crusader
    Shadow Hawk
    Phoenix Hawk
    Wasp

Recon Platoon:

    4 Swift Wind Scout Cars

Deployment:
The Defender may deploy some or all of his units in the west hexrow (01 xx) of the map with 0 MP required to enter the map (i.e., all units may expend their full movement allowance during the first turn after entering the map). It is not required that every Defender 'Mech and vehicle be deployed during the first turn, but all must enter from along this hexrow whenever they enter the game.

Attacker

Units from House Davion

'Mech Lance:

    Centurion
    Centurion
    Centurion
    Centurion

Recon Platoon:

    4 Jeeps w/SRM-2

Deployment:
The Attacker may deploy some or all of his units in the east hexrow (15xx) of the map with 0 MP required to enter the map. It is not required that every Attacker 'Mech and vehicle be deployed during the first turn, but all must enter from along this hexrow whenever they enter the game.

Special Rules

Once they have entered, units 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. Units may not withdraw in any other manner.

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 'Mech or vehicle (i.e., capable of movement) on the map wins.

NAIS TRAINING SIMULATION #0069
Breaking Through the Gap

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.

Some of these combat simulations are historical reenactments (and will be described as such), but many others are 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. (Four players would be ideal, with three players each controlling the vehicles of one lance and one Davion player controlling both Tank and Air lances.) For optimum training benefits, this scenario should be played twice, with players exchanging sides.

Background

A two-lance, close-assault force of 'Mechs from House Liao are moving south in an effort to penetrate a weak spot in the Davion line. Their objective: to go as far as they can and create as much havoc as possible. A nominally weaker force of Davion 'Mechs and tankswith limited air support-are trying to hold the position and stop the Liao advance in its tracks, at all costs.

Game Set-Up:

This scenario uses Expert BattleTech and AeroTech rules and any two BattleTech 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 xx 17 hexrow of the lower (south) map. Any terrain features shown on the maps should be treated as in effect. All combat units are considered to be in perfect working order. The Defender sets up first and moves second.

Defender:

Units from House Davion

Medium Lance:

    Enforcer (Piloting 1, Gunnery 1)
    Enforcer (Piloting 3, Gunnery 3)
    Enforcer (Piloting 5, Gunnery 4)
    Enforcer (Piloting 5, Gunnery 4)

Tank Lance:

    Scorpion (Piloting 3, Gunnery 3)
    Scorpion (Piloting 4, Gunnery 4)
    Scorpion (Piloting 4, Gunnery 4)
    Scorpion (Piloting 5, Gunnery 4)

Air Lance:

    Sparrowhawk (Piloting 1, Gunnery 1)
    Sparrowhawk (Piloting 2, Gunnery 2)

Deployment:
The Defender may deploy the Medium Lance and the Tank Lance anywhere in the bottom eight hexrows (xxl 0 through xx1 7, inclusive) of the south map. All units of the Medium and Tank Lances 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:
Units from House Liao

Heavy Lance:

    Charger (Piloting 1, Gunnery 1)
    Charger (Piloting 1, Gunnery 1)
    Charger (Piloting 2, Gunnery 2)
    Charger (Piloting 3, Gunnery 3)

Medium Lance:

    Rifleman (Piloting 3, Gunnery 3)
    Shadow Hawk (Piloting 2, Gunnery 2)
    Griffin (Piloting 4, Gunnery 4)
    Stinger (Piloting 3, Gunnery 3)

Deployment:
The Attacker may deploy some or all of his units in the top hexrow (xx01) 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 all must enter from along this hexrow whenever they may enter the game.

Special Rules:

Either or both Sparrowhawks of the Davion 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 re-armed with additional bombs, however.)

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

Victory Conditions:

The scenario lasts ten turns or until no functional units remain on the board, whichever comes first. Victory Points (VP) for both sides are totalled up at the end of the scenario.

The Defender receives 15 VP for every enemy 'Mech destroyed and 10 VP for every enemy 'Mech incapacitated (no longer capable of movement).

The Attacker receives 10 VP for every friendly 'Mech that exits the bottom hexrow (xx17) of the south map and 3 VP for every enemy unit destroyed (or MechWarrior or Pilot killed).

The side with the higher VP totals 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:

    2.0 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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