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:
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:
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 Rating | Fighter May Enter
On |
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 |
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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© Copyright 1988 by Pacific Rim Publishing.
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