Whitfield Raid

Mission Profile

  • Mission Type: Capture the Flag
  • Force Size: 20,000 BV
  • Location: Grid H21, Whitfield Facility
  • Weather: Overcast
  • Time of Day: Morning
 

Situation Overview

Elizabeth Wallings has run low on supplies to keep her rebellion running, and one of the shortages in question is a lack of electronic components. Whitfield Electronics builds rather basic components on White Reach, and the shipments being prepared for transport are tempting targets for the rebels. The overseer of the facility thus hired the Harbingers for protection, although she was unaware of when the attack would come. It turned out Wallings' field commander had opted to wait until the transfer of goods was due to happen, so all the targeted supplies would be packaged and ready to be seized. However, this plan would collide headlong with the steel wall the Harbingers have sent to act as defenders.  

Objectives

Harbingers Objectives: The Harbingers are tasked with keeping the assets at the three facilities safe from the raiders. For each objective which was not captured, the mercenaries score two Victory Points; an objective which was taken but did not leave the battlefield is worth one Victory Point instead. Eliminating a rebel unit will score one Victory Point as a secondary objective.

Rebel Objectives: The electronics which have been packed for transport are critical targets, and securing one of the objectives by taking it to either of the rebels' home edges will score four Victory Points. Eliminating defenders will score one Victory Point under secondary objectives, as that will make the task easier.  

Setup

At roughly the center line of the battlefield, three facilities are placed which belong to Whitfield Electronics. These locations are marked with a single hex agreed upon by the players as the Mission Targets. The defenders are allowed to deploy nearby these facilities, while the two waves of raiders will arrive on opposite edges of the battlefield. The local terrain is represented by a variety of elements. A selection of 2d6+1 Light Forest, 2d6+2 Elevated, and 1d6+4 Rough Terrain elements will be used. (This layout uses seven Light Forest, eight Elevated, and five Rough Terrain elements.)  

Forces

The Harbingers
BattleMechs
  • AS7-D Atlas A ("Adamant")
    (0/2; Sp: AC/20, Range Master: M, Stand Aside)
  • BLR-1D BattleMaster (Greene)
    (1/5; Sp: M. Laser, Jumping Jack)
  • LGB-7Q Longbow A ("Patty-Cake")
    (0/4; Sp: LRM 20, Lucky 1)
  • OTL-4D Ostsol ("Boomstick")
    (2/4; Range Master: M, Sp: M. Laser)
  • ZEU-6S Zeus ("Cinders")
    (1/3; Range Master: M, Lucky 1)
Vehicle Support
  • Sturmfeur ("Sweet Ones")
    (0/3; Sp: LRM 20, Lucky 1)
  • Schrek PPC Carrier A (Crew 33)
    (0/4; Sp: PPC, Lucky 1)
  • Total BV: 20,322 BV

  • Wallings' Rebels
    Wave One
    • RFL-3N Rifleman (2/4; Sniper)
    • MON-67 Mongoose (3/4; Maneuvering Ace)
    • GRF-1N Griffin (3/4)
    • LCT-1S Locust (3/4)
    • WVR-6R Wolverine (3/4)
    • PXH-1 Phoenix Hawk (3/4)
    • STG-3R Stinger (4/5)
    Wave Two
    • PXH-1 Phoenix Hawk (3/4)
    • CN9-A Centurion (3/4)
    • ARC-2R Archer (3/4)
    • AS7-D Atlas (2/3; Lucky 2)
    • WHM-6R Warhammer (2/4; Sniper)
    • ZEU-6S Zeus (3/6)
    • Schrek PPC Carrier (2/3; Sniper)
  • Total BV: 21,536 BV

  • Special Rules

    Forced Withdrawal: When certain conditions are met, the defending units will surrender in position. These conditions are as follows:
    • If a BattleMech expends all their ammunition and has no more available weapons.
    • If a BattleMech loses one side torso location due to damage.
    • If a BattleMech sustains internal damage in two torso locations or three limb locations.
    • If a BattleMech suffers two Engine hits or one Engine hit and one Gyro hit.
    • If a BattleMech is rendered immobile or otherwise unable to escape the battlefield.
      Salvage: Salvage may be achieved for units left behind on the battlefield if the objectives are met. The victor may claim up to one unit for each two Victory Points they score.
      Asset Capture: Capturing an asset for objectives requires a friendly unit be unopposed within two hexes of the asset. This means there can be no opposing units inside the same radius on the turn a capture is attempted. Once the asset is secured, that unit must survive the scenario for the capture to be completed. A unit carrying an asset may voluntarily withdraw from the field at their home edge, and score points for the successful capture of an objective.  

    Special Abilities

    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.
    Maneuvering Ace: This pilot has practiced a lot concerning movement, and can make their units do some truly amazing stunts. This pilot can employ the "lateral shift" maneuver at +1 MP if they are a MechWarrior. They also receive a -1 bonus to rolls to prevent skidding/sideslipping.
    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.
    Weapon 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

    (Image Link)
     
    While the rebels approach, Commander Adamant noticed they had split into two groups to approach from opposite sides. The mercenaries were luckily equipped for long-range engagements, and thus deployed to take full advantage of it. The rebels' field commander deployed their lighter assets first, believing to stall the Harbingers long enough for the second wave to act as cover for escaping rebels.
     

    Turn One

    (Image Link)
      As the rebels began maneuvering with hopes of outmaneuvering the slower mercenary units, the Harbingers' Schrek PPC Carrier obliterated the Locust attempting to run along the flank. This casual display of accuracy let it be known this would not be as simple as hoped. On the other flank, the Harbingers' Zeus had put itself into position to fire at the Mongoose approaching. The damage was for the moment not threatening, but the accuracy demonstrated by "Cinders" was not a good indicator of how things would proceed from there.  

    Turn Two

    (Image Link)
      As the rebel forces advance, the Harbingers continue to punish them for it. The Ostsol piloted by "Boomstick" maneuvers to fire its weapons on the Griffin, while delivering a punishing kick to the rebel Stinger. The kick causes the lower actuator and hip joint to break, which results in the Light 'Mech slamming to the ground hard enough to keep it down.

    On the other flank, the Mongoose took another salvo from the Zeus and had its torso severely compromised. Rather than get up and continue pushing for the objective, the rebel signaled surrender. This left the Wolverine alone to make for that objective.

    Things in the center of the battle line similarly was a matter of dire consequences. The Phoenix Hawk which had hoped to hop over the Harbingers shortly was introduced to a rain of missiles from the Longbow and Sturmfeur tank. This was followed by "Adamant" employing the heavy Autocannon/20 of the Atlas to shatter the rebel 'Mech's leg off.  

    Turn Three

    (Image Link)
      The Harbingers turned to pursue the swifter 'Mechs of the rebel raiders, with the Zeus engaged the Wolverine and the Ostsol continued chasing the Griffin. An exchange of weapons fire left the Zeus falling down from a bad step, but the Wolverine sporting a seared stripe along its left leg. The Griffin was weathering the incoming fire, hoping to make it to cover around the large Whitfield building. A few shots from the Schrek atop the hill missed the Rifleman, as Greene was attempting to corner it around the small knot of forest. The Sturmfeur and Longbow fired a few more salvos of missiles over the hill and trees, shredding away small amounts of armor at the same time as many missiles missed the mark.

    Adamant turned his Atlas to begin marching in the other direction, aware of new contacts arriving on the field. These contacts included a rebel Atlas and Archer, necessitating someone with heavy armor to engage them.  

    Turn Four

    (Image Link)
      Cinders brought the Zeus back to its feet, and with the assistance of the Longbow the Wolverine was put down before it could raid the Whitfield storage buildings. The Harbingers' BattleMaster continued toying with the Rifleman, which was still firing at the back of the Zeus at long-range. Neither of these two 'Mechs were managing to land significant damage, however. The rebels on approach noticed the Harbingers' positions being capable of intercepting them no matter which flank they chose to take, and so committed their entire force to using the woods as cover to approach.  

    Turn Five

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      As Adamant's Atlas continued approaching, the rebel forces were able to get firing solutions on his 'Mech and began opening fire. When the BattleMaster turned around to head in that direction, the Rifleman took the opportunity to move for an escape. Similarly, the Griffin chose to surrender rather than fight the Ostsol further. Harbinger long-range missiles were fired on the rebel Zeus, but only marred the armor rather than do significant damage.  

    Turn Six

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      The rebels began to advance, though their Atlas and Warhammer remained in cover while others moved up to start pouring weapons fire into the Harbingers' Atlas. In return, the choice was made to focus fire into the enemy Schrek to try removing it. Adamant's targeting data was fed to the Longbow and Sturmfeur so missiles could be sent down-range. The motive system took a hit, but otherwise the armor absorbed much of the punishment from missiles.  

    Turn Seven

    (Image Link)
      The battle intensified, with both Atlases getting into close-range with their weaponry. The rebels' Schrek and Warhammer moved into closer range to lend supporting fire, while their Archer was just far enough to reliably fire off missiles. Adamant's focus was on the fight in front of him, while most of his mercenaries shifted their attacks to the rebels trying to sneak around into the Whitfield's supply base. The Ostsol's Large Lasers stabbed into the rebel Schrek and destroyed its motive system, while Adamant's Atlas twisted to fire off the heavy Autocannon into it just to be sure. All other close-range weapons were fired into the other 'Mech directly ahead, but both of them had plenty of armor to spare.

    At the supply base, the enemy Zeus and Phoenix Hawk drew fire from the Harbingers. Despite a significant amount of damage, neither raiding 'Mech was hampered in their mission. The Phoenix Hawk scooped up material the Wolverine had not been able to grab, while Cinders took fire from the other Zeus and Centurion.  

    Turn Eight

    (Image Link)
      The rebel raiders began to pull back, knowing there was little chance of grabbing any of their other objectives. Adamant's Atlas pulled backwards to get a little more distance, while the Harbingers' Ostsol and BattleMaster approached to cover the gap between the hill and the forest. In order to keep Adamant from engaging, the rebel Atlas charged at the mercenary as its allies opened fire to soften the target. Concentrated fire into the charging Assault 'Mech managed to put it on the ground hard, knocking out the pilot. However, critical damage had gotten through into Adamant's right torso and forced the commander to turn control of the field over to Boomstick.  

    Turn Nine

    (Image Link)
      Boomstick and Greene pushed through the opened gap, the BattleMaster's arsenal destroying the rebel Warhammer while the Ostsol's Large Lasers struck the Phoenix Hawk hard. This was followed up by missiles from the Longbow and Sturmfeur which threw the pilot off-balance and dropped them to the ground. Cinders aimed at the retreating enemy Zeus and fired, getting through the armor and damaging the gyro. Only the nearly-untouched Archer and Centurion escaped as Boomstick ordered the Harbingers to stand down from combat.  

    Aftermath

    The rebels' gamble failed to pay off, and caused them to lose a significant amount of hardware to the Harbingers. Whitfield Electronics allowed the Harbingers to take a large amount of salvage, though they were willing to purchase four of the Medium 'Mechs to serve as an upgrade for corporate security. Commander Dupree meanwhile was finding the performance of the Zeus effective under Cinders' hands, prompting him to make notes for the salvaged Zeus to be put to repairs.
     

    Damage Report

    Damage

    • AS7-D Atlas A: Right Arm (17 Armor), Left Arm (17 Armor), Right Leg (38 Armor), Left Leg (35 Armor), Right Torso (32 Armor, 50% Structure), Left Torso (21 Armor), Center Torso (23 Armor).
    • BLR-1D BattleMaster: Left Leg (5 Armor), Right Torso (5 Armor), Left Torso (5 Armor).
    • ZEU-6S Zeus A: Right Arm (8 Armor), Left Arm (8 Armor), Right Leg (15 Armor), Left Leg (6 Armor), Right Torso (18 Armor), Left Torso (17 Armor), Center Torso (7 Armor), Head (5 Armor).
    • LGB-7Q Longbow A: Left Arm (10 Armor).
    • AS7-D Atlas D: Right Arm (20 Armor), Left Arm (34 Armor; Destroyed), Right Leg (24 Armor), Left Leg (6 Armor), Right Torso (32 Armor, 25% Structure), Left Torso (30 Armor).
    • MON-67 Mongoose C: Right Arm (Detached), Left Arm (8 Armor; Destroyed), Left Leg (5 Armor), Right Torso (10 Armor; Destroyed), Left Torso (10 Armor; Destroyed), Center Torso (11 Armor).
    • ZEU-6S Zeus B: Right Arm (8 Armor), Left Arm (22 Armor, 75+% Structure; Detached), Right Leg (23 Armor), Left Leg (22 Armor), Right Torso (18 Armor; LRM 15 Ammunition Hit), Center Torso (28 Armor, 25% Structure), Gyro Hit (1).
    • Schrek PPC Carrier D: Front (6 Armor), Left Side (13 Armor), Rear (13 Armor), Turret (12 Armor), Motive Hits (2).

    Rearming

    • AS7-D A: AC/20, SRM 6, LRM 20 (3 tons)
    • ZEU-6S A: AC/5, LRM 15 (2 tons)
    • LGB-7Q A: LRM 20 (2 tons)
    • Sturmfeur: LRM 20 (2 tons)
    • AS7-D D: AC/20, SRM 6, LRM 20 (3 tons)
    • ZEU-6S B: AC/5, LRM 15 (2 tons)

    Parts Not In Stock

    • Structure (25t): Left Arm
    • Structure (25t): Left Torso
    • Structure (25t): Right Torso
    • Structure (100t): Left Arm
    • Actuator (100t): Upper Arm
    • Actuator (100t): Lower Arm
    • Actuator (100t): Hand
    • Actuator (25t): Upper Arm
    • Actuator (25t): Lower Arm
    • Actuator (25t): Hand
     

    Medical Report

    • "Cinders": 1 Wound.
     

    Salvage Report

    • AS7-D Atlas (2/3; Lucky 2): Acquired, sent to repairs.
    • ZEU-6S Zeus (3/6): Acquired, sent to repairs.
    • MON-67 Mongoose (3/4; Maneuvering Ace): Acquired, sent to repairs.
    • Schrek PPC Carrier (2/3; Sniper): Acquired, sent to repairs.
    • GRF-1N Griffin (3/4): Acquired, prepared for sale.
    • WVR-6R Wolverine (3/4): Acquired, prepared for sale.
    • PXH-1 Phoenix Hawk (3/4): Acquired, prepared for sale.
    • PXH-1 Phoenix Hawk (3/4): Acquired, prepared for sale.
     

    Mission Report

    The Harbingers managed to keep two of the raid objectives untouched, while one was secured after being taken (5 points). A total of eleven units belonging to Elizabeth Wallings' rebels were eliminated (11 points), giving the Harbingers an overwhelming victory. As a result they were permitted to select eight units as salvage, aside from the two 'Mechs which exploded.  

    NPC Report

    Detained

    • MON-67 Mongoose (3/4; Maneuvering Ace): Acquired, 'MechWarrior captured.
    • GRF-1N Griffin (3/4): Acquired, 'MechWarrior captured.
    • WVR-6R Wolverine (3/4): Acquired, 'MechWarrior captured.
    • PXH-1 Phoenix Hawk (3/4): Acquired, 'MechWarrior captured.
    • STG-3R Stinger (4/5): Acquired, 'MechWarrior captured.
    • PXH-1 Phoenix Hawk (3/4): Acquired, 'MechWarrior captured.
    • AS7-D Atlas (2/3; Lucky 2): Acquired, 'MechWarrior captured.
    • ZEU-6S Zeus (3/6): Acquired, 'MechWarrior captured.
    • Schrek PPC Carrier (2/3; Sniper): Acquired, 'MechWarrior captured.

    Destroyed

    • LCT-1S Locust (3/4): 'Mech Destroyed, 'MechWarrior captured.
    • WHM-6R Warhammer (2/4; Sniper): Unit Destroyed, 'MechWarrior killed.

    Escaped

    • CN9-A Centurion (3/4): Unit withdrew from the combat area.
    • ARC-2R Archer (3/4): Unit withdrew from the combat area.
    • RFL-3N Rifleman (2/4; Sniper): Unit withdrew from the combat area.

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