It is too early as yet to properly
assess the impact of the recent Federated
Suns invasion of St. Andre. The facts, as
known, are as follow:
St. Andre is located at a strategic
place indeed within the Capellan
Confederation. Together with the worlds of
Poznan, Styk, Shensi and Pleione--all of which
are also targets of the first wave of Davion
strikesSt. Andre occupies that single,
narrowest volume of Liao-controlled space
within the Tikonov and Sarna Commonalities.
Davion control of these five worlds would
effectively isolate the important Tikonov
Commonality from the rest of the
Confederation, and sharply reduce the already
limited military resources available to House
Liao.
Of particular importance to ComStar,
however, is the discovery and capture of the
archaeological site designated SevenAlpha,
located on the frozen plains of St. Andre's
Ivaar Wastes. This ancient Star League
storehouse was being excavated by
Confederation officers under guidance from
the Maskirovka. Needless to say, local
ComStar agents were aware of the operation
and were on hand to render technical and
informational assistance, as usual.
The site was guarded by Fiona
Cochraine's battalion of Goliaths. The
MechWarriors of her command were still
training with their newly-acquired machines,
but they had had time to become quite
proficient in their use. It was felt by Precentor
Fallyevi at the Jerome Station that a battalion
of Goliaths would be more than enough to
protect the secrets of Site Seven-Alpha, albeit
unknowingly.
Unfortunately, the unorthodox military
tactics of Hanse Davion proved that hope
untenable...
Excerpt from a fragment of partly
burned message tape found on a civilian's
body just outside of Jerome, St. Andre, by
troopers of the 12th Vegan Rangers, August 25,
3028
Situation, 0815 hours, August 22, St. Andre
LOCATION: Site 7-Alpha, Ivaar Wastes, St. Andre
While planning his massive August invasion, Hanse Davion had given
special consideration to the barren and empty wastes of St. Andre's large northern
continent. Site Seven-Alpha was the location of a Liao archaeological dig, where the
halflegendary Star League had maintained a storage facility some two or three
centuries before. Guarding the dig was a battalion composed largely of GOL-1 H
Goliaths, commanded by Fiona Cochraine.
While two regiments of the 121h Vegan Rangers invested the city of
Jerome, two battalions of the Davion Light Guards RCT descended towards Site
Seven-Alpha. Unexpectedly strong Liao fighter cover forced the 2nd Battalion to
land more than 30 kilometers north of the target. The ls' battalion landed on target and
engaged Cochraine's Goliaths.
Andrew Redburn's Delta Company was a special close assault unit
composed of 27 light and medium 'Mechs, piloted by MechWarriors trained in
BattleMech close assault tactics. The inspiration of Hanse Davion, Delta was
expected to pit numbers and maneuverability against armor and firepower. The Delta
Company 'Mechs had the opportunity to prove Davion's notion when Redburn
ignored a wave-off order from his commanding officer already on the ground and
landed in the Goliaths' rear.
The scenario presented here represents one phase of the resulting clash.
GAME SET-UP
Lay out the standard BattleTech maps as shown, or use a large sheet of
blank hex paper. All terrain on the map is treated as clear, representing the flat,
rocky plains of the Ivaar Wastes.
Defender
The Defender represents elements of Cochraine's Goliaths, a
battalionstrength BattleMech unit composed almost entirely of GOL-1 H Goliaths.
His forces include the following:
Lieutenant Victor Sandoval Veteran Goliath Piloting 5, Gunnery 4
MechWarrior Kathy Andurien Veteran Goliath Piloting 4, Gunnery 4
MechWarrior Chang Wu-lin Veteran Goliath Piloting 4, Gunnery 5
MechWarrior Loren Conners Regular Goliath Piloting 5, Gunnery 5
The Defender sets up anywhere on the map. All units must be facing
east, and no unit may be within 5 hexes of any edge of the map.
Attacker
The Attacker's forces consist of elements of Delta Company-the Company
commander and his lieutenant, plus two five-'Mech lances shortly after making
combat drops onto St. Andre a short distance to the rear of Cochraine's Goliaths'
main body.
Captain Andrew Redburn Elite Firestarter Piloting 3, Gunnery 3
Archer Lance Archambaud St. Agnan Veteran Valkyrie Piloting 4, Gunnery 5
Phillip Nablus, Valkyrie Arnold Torroges, Valkyrie William Beaujeu,
Valkyrie Gil Erail, Valkyrie
Leftenant Robert Craon Elite Firestarter Piloting 4, Gunnery 4
Cat Lance Geoffrey St. Omer Veteran Jenner Piloting 4, Gunnery 4
Odo St. Armand, Jenner Bernard de Tremelai, Jenner Bertrand
Blanquefort, Javelin Roland Montballe, Javelin
The members of the two lances other than St. Agnan and St. Omer, the two
lance leaders, may all be considered Regular, with skills of Piloting 5 and Gunnery 5.
The arrival of the Attacker's 'Mechs are determined by rules covered in the
Special Rules Section of this scenario.
All 'Mechs are in perfect condition.
Special Rules
The arrival of the Attacker's forces, which have been scattered over a
wide area during their combat drop, is largely random. On Turn 1, the Attacker rolls 1
D6. The result is the number of 'Mechs (his choice) which may enter on that turn
from any hex on the west edge of the map. On Turn 2, he rolls 1 D6-1 to determine
how many of his 'Mechs may arrive. These 'Mechs may enter the board on any
north, south, or west hexside. On Turn 3, the roll is I D6-2, and so on until all of the
Attacker's 'Mechs are on the board. The Attacker must always bring at least one
'Mech onto the board, regardless of the roll.
Except for 'Mechs entering on the first turn, the Attacker's 'Mechs may
enter on any hex (the Attacker's choice) on the north, south, or west edge of the
map. On each turn, the Attacker must bring at least one 'Mech onto the board. He is
not required to bring onto the map all of the'Mechs to which he is entitled by his roll.
'Mechs which may enter but which are held back instead are not added to the total
entering on the next turn. Instead, they are included with all 'Mechs which have not
yet arrived and may enter on later turns as the die rolls permit.
Miniatures Combat
Players who wish to use Optional Rules 0204-A and 0204-B may dispense
with the map, of course. The battlefield should represent an area measuring roughly
600 meters x 1000 meters.
The Attacker will find the optional Close Assault rules (0204-B) of use in
simulating the 2- and 3-to-1 odds used by Redburn's Delta Company in this action.
Victory Conditions
The Attacker wins by destroying or crippling all of the Defender's 'Mechs. A
'Mech is "crippled" if it cannot move and its main PPC has been knocked out of
action.
The Defender wins either by destroying all enemy 'Mechs on the board at
one time or by avoiding the Attacker's victory conditions.
Tactical Notes
The Defender has the advantage in tonnage and armor, while the Attacker
has the advantage in maneuverability and firepower. Nonetheless, the Attacker will
face a serious problem if his scattered forces arrive only a few at a time and must
duel with the Goliaths while waiting for the arrival of reinforcements. He must use
his maneuverability to avoid taking heavy damage, while waiting for the arrival of
sufficient numbers to overwhelm the enemy.
The Defender is slow but can take a great deal of damage before his
'Mechs are severely disabled. He must attempt to isolate the Attackers and destroy
them as they come into range, before they can mobilize for an all-out assault. At all
costs, the Defender must attempt to avoid closing with the light and medium
Attackers. His long range weapons will suffer seriously in their accuracy at close
range.
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© Copyright 1988 by Pacific Rim Publishing.
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