Silence the Guns

General Summary

Mission Profile

  • Mission Type: Base Assault
  • Force Size: Unlimited
  • Location: Grid I12
  • Weather: Scattered Showers
  • Time of Day: Pre-Dawn
 

Situation Overview

The artillery barrages on Calderon Firebase have become more dangerous since the Twenty-Second Skye Rangers have had the opportunity to fish for proper firing settings. In order to prevent them from managing to shell the command center, Commander Dupree leads an assault group into the prepared defenses of the enemy firebase. Their goal is to level the support structures, and destroy the artillery so it can't continue to be used.  

Objectives

Objective: The Harbingers must destroy the base command center and Thumper Artillery without losing more than 75% of their own forces.  

Setup

The terrain for this region is full of elevated levels, rough patches, and scattered forests. For this engagement there are two light forest elements, seven rough terrain elements, and eleven elevated terrain elements. While rough terrain can be placed adjacent or on elevated terrain, there must be a minimum of two hexes of space between rough or light forests.

The firebase itself has only three structures: a small command center, a power distribution node, and a small power generator. It is encompassed by five walls, which are positioned to describe the internal area of the firebase. A pair of Thumper artillery are positioned within the firebase area. The Twenty-Second Skye must set up near or inside their base, while the Harbingers set up on their home edge.  

Forces

The Harbingers
BattleMechs
  • AS7-D A ("Juggernaut")
    (0/2; Specialist: AC/20, Stand Aside, Range Master (M))
  • AWS-8Q A ("Deadeye")
    (0/2; Specialist: PPC, Lucky 1)
  • BNC-3M ("Cinders")
    (2/3; Range Master (M), Lucky 1)
  • LGB-7Q ("Patty-Cake")
    (2/4; Sniper)
  • HCT-3F A ("Bones")
    (1/3; Melee Master, Jumping Jack)
  • HCT-3F B ("Badboi")
    (1/2; Melee Master, Jumping Jack)
  • MON-67 A ("Sureshot")
    (1/3; Specialist: M. Laser.)
  • MON-67 B ("Spike")
    (2/3; Specialist: M. Laser.)
Vehicles
  • LRM Carrier A ("Crew 6")
    (0/4; Oblique Attacker, Specialist: LRM-20)
  • LRM Carrier D ("Gunpowder Saints")
    (3/4)
  • Schrek PPC Carrier A ("Crew 33")
    (0/4; Specialist: PPC, Lucky 1)
  • VNL-K70 ("Prodigal Sons")
    (3/6)
Hired Guns
  • VLK-QA "Valerie" ("Jaunt")
    (3/4; TRO: Mechs)
  • GLT-4L "The Madame" ("Chevalier")
    (3/4; Hot Dog)
  • WVR-6R "Constance" ("Badger")
    (2/4; Sniper)
22nd Skye Rangers
Juniper Command
  • ENF-4R (Eric Porter)
    (1/2; Sp: AC/10, Lucky 1)
  • TDR-5S (4/5)
  • DV-6M (4/5)
  • DV-6M (4/5)
Hawk Lance
  • BL-7-KNT (Calhoun)
    (1/5; Sniper; Multi-Tasker)
  • GRF-1N (Sapphire Guard)
    (2/3)
  • MAD-3R (2/2)
  • WHM-6R (3/4; Multi-Tasker)
Crow Lance
  • GRF-1N (3/4)
  • GRF-1N (4/6)
  • WVR-6R (3/4)
  • WVR-6R (3/4)
Vehicle Support
  • Hunter (3/6)
  • SRM Carrier (2/6)
  • Striker (3/5)
  • Striker (2/4)
  • Defenses
    • 2x Light Autocannon Turret (3)
    • 2x Thumper Atillery (5)
 

Special Rules

Salvage: Salvage may be achieved for units left behind on the battlefield if the objectives are met.
Walls: The firebase is protected by walls which are constructed of scrap metal and support pylons sunk into the ground. They block sight up to level 3 height, but may be targeted for an attack with a -4 bonus due to being an immobile object. It takes a total of 100 damage to cause a wall to be destroyed.
Buildings: The buildings inside the firebase walls are partly the objective for the Harbingers, requiring them to destroy them. The following Construction Factors (CF) are relevant: Small Command Center (CF 80), Power Distribution Node (CF 20), and Small Power Generator (CF 60). When enough damage is done to a building to equal or exceed its CF, it is destroyed and replaced with rubble and smoke clouds. The smoke clouds block line of sight at level 1 height.
Thumper Artillery: Every round, a Thumper Artillery piece may fire at a target hex; this designation is made prior to movement. A target hex must be outside 9 hexes from the artillery piece, in a line of sight from a friendly unit, and at most 30 hexes away from said spotter. For every 10 hexes from the spotter, add a +2 penalty to the hit roll. (The base Gunnery for the artillery crews is 4.) On a miss, the artillery will drift a number of hexes equal to the margin of failure in a random direction as determined before play. On a successful hit, the artillery may opt to fire on that location again without requiring a roll to hit it again.  

Special Abilities

Hot Dog: Experience has taught this pilot to handle the heat load of their BattleMech carefully. This pilot can add a -1 bonus to the Target Number needed to avoid all heat effects due to high heat levels.
Jumping Jack: This unit is more accurate when jumping than normal, having only a +1 to-hit penalty.
Lucky: Sometimes you just find luck when you least expect it. For each point of Lucky, this pilot may reroll one Gunnery or Piloting roll per scenario.
Melee Master: It's a savage dance, melee combat, and those who have honed their talents can make it rather deadly. This unit may perform an additional punch, kick, or weapon attack on its turn.
Oblique Attacker: It takes some skill to read where your enemy is, when you can't have visual confirmation. This pilot can make Indirect LRM attacks against a target without the benefit of a spotter and have an additional -1 To-Hit modifier when doing so.
Range Master: This pilot has trained to fire more accurately at a different range than normal. They swap their short range penalty for the designated range penalty (either medium or long range this means their short range is now less accurate but their chosen range is more accurate.
Sniper: Experience teaches pilots how to lead distant targets better, making it less difficult to hit their targets. This pilot halves all standard range penalties (+1 for medium range, +2 for long range).
Stand Aside: This pilot can force their way through a hex occupied by an opposing unit at a cost of +1 MP. To do so, they must succeed at a Piloting Skill Roll with a bonus of -2 for each weight class they outweigh the enemy by, or a penalty of +1 for each weight class they are outmassed by. A failed PSR will result in losing half their remaining movement speed.
Weapons Specialist: Training and time have brought a sense of a particular weapon and how to get the most out of it. This unit has a -2 To-Hit bonus with their chosen weapon.

 

Battle Report

Prelude

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The Twenty-Second Skye's forward base goes active almost immediately as the Harbingers approach the perimeter. The artillery pieces are moved out so they can be fired should the Harbingers attempt to sit back at range. Should they advance, the plan is to push at the command 'Mech on the field and attempt to break their morale. The Harbingers, of course, are more interested in removing the threat of constant artillery harassments.
 

Turn 1

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The Harbingers advance, mindful of the broad open field and potential for being caught there. Taking cover behind the hills, they take whatever shots they can. The defending Twenty-Second moves ahead and likewise fires towards the Harbingers. For all the weapons fire being traded, only one thing of note happens. One of the defensive turrets takes a shot at the Von Luckner and strikes it along the right side, which damages the motive system.  

Turn 2

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The Harbingers send their Mongoose 'Mechs to flank one side of the field, as the defenders take more caution with the presence of the Schrek and LRM Carrier present. A Striker and a Vedette are destroyed by the other flank's advance, and many of the units hold back inside the defensive barricades to wait for a strike. The Twenty-Second focus weapons towards the Atlas, having a sense it is the command 'Mech and hoping to bring it down and break the attackers' morale.  

Turn 3

(Image Link)
To the one flank, the defending 'Mechs engaged the Harbingers' two Mongoose 'Mechs and managed to severely damage one of them. Fire support from the Schrek and LRM Carrier helped drive the Thunderbolt to the ground, and the damage was severe enough the 'MechWarrior chose to shut down rather than attempt to make it to their feet and weather further attacks.

A number of 'Mechs began to break for the edge of the engagement area from the Twenty-Second's base, supported by the Black Knight giving long-range fire support. Return fire was made by the Harbingers, yet not quite enough to put the Black Knight in any danger. Even so, that group would shortly manage to depart the battlefield.  

Turn 4

(Image Link)
The retreating Black Knight continued to take an absurd amount of punishment from the advancing Harbingers, returning fire into the Atlas. The flanking force proceeded to move into position to capture the artillery and SRM Carrier, with the Enforcer leading survivors away from the engagement area. Commander Dupree weighed the options on the field, whether to pursue the few 'Mechs escaping or solidify control of the artillery base. With the goal of silencing the Thumper artillery completed, he opted to focus attention on taking the guns for his own forces.  

Aftermath

The Harbingers took a small amount of time to break down the Thumper cannons, and drag them off while haulers were brought in to take away the 'Mechs and prisoners also taken. The retreating forces thus had enough time to fully escape pursuit, and the Harbingers opted to focus instead on stripping everything useful out of the forward base. There weren't many supplies other than to fire artillery and rearm 'Mech weapons.
 

Damage Report

Damage

  • AS7-D: Left Arm (15 Armor), Right Arm (10 Armor), Left Leg (29 Armor), Right Leg (16 Armor), Left Torso (9 Armor), Right Torso (26 Armor), Center Torso (42 Armor), Head (2 Armor)
  • LGB-7Q: Left Arm (20 Armor), Left Torso (8 Armor), Center Torso (5 Armor)
  • MON-67 B: Left Arm (2 Armor), Right Arm (2 Armor), Left Leg (Destroyed), Right Leg (10 Armor), Left Torso (12 Armor), Right Torso (10 Armor, 50% Internal), Center Torso (6 Armor)
  • Von Luckner: Right Side (2 Armor), Motive Damage

Rearming

  • AS7-D: SRM 6, AC/20, LRM 20 (3 Tons)
  • LGB-7Q: LRM 5, 2x LRM 20) (3 Tons)
  • HCT-3F A: AC/10 (1 Ton)
  • HCT-3F B: AC/10 (1 Ton)
  • LRM Carrier A: LRM 20 (2 Tons)
  • LRM Carrier D: LRM 20 (2 Tons)
 

Mercenary Report

  • Authorized payment for "Jaunt": -60 SP
  • Authorized payment for "Chevalier": -60 SP
  • Authorized payment for "Badger": -50 SP
 

Medical Report

  • Adamant Dupree: 1 Wound
 

Salvage Report

  • Thumper Artillery (x2): Taken to Calderon Firebase.
  • WHM-6R: Taken to Calderon Firebase.
  • TDR-5S: Taken to Calderon Firebase.
  • DV-6M: Taken to Calderon Firebase.
  • WVR-6R: Taken to Calderon Firebase.
  • SRM Carrier: Taken to Calderon Firebase.
  • Striker: Taken to Calderon Firebase.
  • Hunter: Scrap value of 9 SP.

Components Salvaged

  • LRM 10 (1)
  • SRM 6 (1)
 

NPC Report

Detained

  • TDR-5S (4/5): Seized, Pilot Captured
  • WHM-6R (3/4; Multi-Tasker): Salvaged, 'MechWarrior KIA
  • WVR-6R (3/4): Seized, Pilot Captured
  • SRM Carrier (2/6): Seized, Crew Captured
  • Striker (3/5): Seized, Crew Captured
  • DV-6M (4/5): Seized, Pilot Captured
  • Thumper Artillery: Seized, Crew Captured
  • Thumper Artillery: Seized, Crew Captured

Destroyed

  • Hunter (3/6): Destroyed, Crew KIA
  • Striker (2/4): Destroyed, Crew KIA

Escaped

  • ENF-4R (Eric Porter) (1/2; Sp: AC/10, Lucky 1)
  • DV-6M (4/5)
  • BL-7-KNT (Calhoun) (1/5; Sniper; Multi-Tasker)
  • GRF-1N (Sapphire Guard) (2/3)
  • MAD-3R (2/2)
  • GRF-1N (3/4)
  • GRF-1N (4/6)
  • WVR-6R (3/4)

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