Clearing the Air Report in White Reach | World Anvil

Clearing the Air

General Summary

Mission Profile

  • Mission Type: Base Assault
  • Force Size: 15000 BV
  • Track Cost: 400 WP
 

Situation Overview

Now the facility has been discovered, and the exact location of the jamming equipment is determined. Priam Company dispatches Sagittarius Lance's primary three units, leaving their Valkyrie in reserve, while bringing the Wolfhound and Griffin from Pegasus Lance. Their goal is simple, to destroy the jamming station and hopefully make the planetary communications system functional again.  

Objectives

Primary Goal: Destroy the Jamming Station (500 WP)
Secondary Goal: Destroy (or force to surrender) the enemy Commander. (300 WP)
Bonus Goal: Defeat or destroy more than 50% of the enemy forces. Salvage will be authorized. (50 WP)  

Setup

The area is the same basic arrangement as the previous mission, except now the defenders can deploy up to ten elements of rubble to block off areas. The defenders now have more units, and deploy all those units around the central building with the jamming equipment. Priam Company enters from any edge they choose after the defenders set up their units.  

Forces

Priam Company
Sagittarius Lance
  • BLR-1G (Aubrey) (3/4)
  • ON1-K (Reginald) (2/3)
  • WHM-6R (Olivia) (2/3)
Pegasus Support
  • GRF-1N (Simone) (3/4)
  • WLF-1 (Kelly) (2/3)
Unknown Defenders
Command Lance
  • AWS-8Q (2/3) (Commander)
  • RFL-3N (4/5)
  • BNC-3E (4/5)
  • GRF-1N (4/5)
Striking Lance
  • QKD-4G (4/5)
  • CN9-A (4/5)
  • SHD-2H (4/5)
  • CPLT-K2 (4/5)
 

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 bonus goal is met.  

Battle Report

Prelude

(Image Link)
Aubrey nodded to himself, typing commands into the input of the BattleMaster's controls. Sagittarius Lance was ready to go, it was time to set up the comms with Jade's new encoding. "Sagittarius Lance. Comm check." He shrugged on the neurohelmet, sighing at the weight settling into place again. After listening closely, and rolling his eyes at the cross-chatter inside the 'Mech Bays he started moving forward. "Right now I want to get underway before they can dig in too much or get reinforcements. We're slower but it shouldn't be a problem to make it back before there's significant changes."
 

Turn 1

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The battle began with Sagittarius Lance splitting up, using the building and mesa as cover. As well, the Wolfhound moved to the left with the BattleMaster, and the others moved to use cover of the building. A long shot with a PPC from the Warhammer failed to connect, but would be the herald of a lot of traded beam weaponry through that gap.
 

Turn 2

The two forces moved to jam into that gap, as the Orion backed up on the approach of the units. The BattleMaster and Wolfhound moved to flank farther out only to find the Rifleman and Banshee waiting for them. The Wolfhound took a solid series of hits, as the Orion took a full PPC shot off the unusual Catapult variant.
 

Turn 3

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The Wolfhound sprinted past the gap and the two BattleMechs standing in it; with the Awesome stopped at the gap, the decision was made to swing wide instead. The BattleMaster gave it covering fire with a PPC shot, slightly damaging the Banshee. Meanwhile, the Centurion and Shadow Hawk both advanced to the Orion and Griffin to try pushing them back. However, punishment from the Orion and Griffin utterly destroyed the Shadow Hawk through an ammunition explosion.
 

Turn 4

(Image Link)
Decisions were made now, as the Awesome was being baited to come to the south and chase away the forces there. The BattleMaster attempted to hold its ground against the Rifleman and Banshee, with the long ranges making it less likely to do much more than keep them tied up. Priam Company's Griffin used its jump jets to make itself a harder target to hit and still caught a blast from the Awesome's PPCs in the process. The Orion and Centurion continued to pace each other, firing at near point-blank range and stripping whole tons of armor to the ground.

(Image Link)
The Wolfhound continued to swing around the edge of the mesa and to the target building, only to find an opposing Griffin in its way. Ignoring it, the wolfhound began to fire into the building to begin dealing damage.
 

Turn 5

(Image Link)
Everything became a mess as the BattleMaster attempted to disengage and the Banshee quickly closed the distance to get open shots into the rear of its intended target. Those shots damaged the BattleMaster's gyro and engine, causing severe issues which the MechWarrior opted to ride out. The Quickdraw moved to the edge of the large building and assisted the Awesome in hammering the Priam Company Griffin until it fell over. However, the Griffin and Warhammer in turn pushed enough damage into the Catapult to make it fall over and struggle to rise. The Orion continued to back away, and the Centurion thought it could get around the Orion. Around the target building, the Wolfhound continued to sprint and fire enough of its weapons to retain a cool temperature while the enemy Griffin keeps chasing it and trying to shoot it with the long-range arsenal it has.
 

Turn 6

(Image Link)
The Catapult became nothing but scrap as the Warhammer's twin PPCs fired off again at a closer range. The BattleMaster advanced, firing its PPC at the Awesome and trying to tag the Banshee with its rear-facing weapons and manage the heat building quicker. The Orion continued baiting the Centurion and found success as it turned around and unloaded its weapons into the Centurion and broke its leg off. The Wolfhound almost was prepared to continue circling the building but decided to swap positions with the Warhammer and hit the Awesome from behind. Meanwhile, the Priam Company Griffin lost its right side and all its weapons and thus shut down to remove itself from being a sitting target.
 

Turn 7

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With the Centurion out of the picture, the Orion came back around for another strike at the Awesome and managed to destroy a second PPC with a dead-on shot. The Warhammer managed to maneuver so a full alpha from the Rifleman failed to connect with all the shots, and the heat buildup caused the Rifleman to experience a rather notable ammunition explosion. The BattleMaster tried to keep its weapons fire to a minimum so it could unload into the Banshee which was still approaching inexorably.
 

Turn 8

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The BattleMaster took two fists to the head, and the pilot was lucky enough to eject safely, though he remained unresponsive. The Wolfhound and the Warhammer began to savage the Awesome, stripping large chunks of armor off while the Orion got the attention of the Banshee with the intent to finish it off.
 

Turn 9

(Image Link)
The Warhammer turned back towards the target building, knowing the battle needed to be won and fearing a loss if the Banshee could bail out the Awesome. The Quickdraw pelted the Wolfhound and rocked it badly, blowing off its right arm. The Orion moved with eyes on the Awesome, reasoning that it was perhaps more dangerous an opponent.
 

Turn 10

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The enemy Griffin succumbed to a hail of damage, falling over with a missing leg and putting it out except for its LRM system. The Awesome decided to go chase the Warhammer, and the Banshee turned to take on the Orion, while the Wolfhound continued to fire on whatever targets seemed more vulnerable.
 

Turn 11

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The Banshee and Wolfhound collided, the Banshee falling over with a missing leg almost directly onto the Wolfhound who had its leg shot out from the Quickdraw. The Orion and Awesome traded shots, neither doing decisive damage while the Warhammer began firing into the building intending to bring it down.
 

Turn 12

(Image Link)
Finally, the enemy Griffin fell apart from a couple medium lasers, but the Quickdraw scored another kill as the Orion was crippled and the Priam Company 'MechWarrior surrendered. The building damage threshold was breached, and began to collapse - that would destroy the equipment and anything else inside, but that made the mission complete. However, the enemy decided they could push the battle further, even with a Banshee reduced to laying on the ground and an Awesome missing most of its teeth.
 

Turns 13 & 14

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The Warhammer began to maneuver and cool down, despite the Quickdraw coming down to play and savaging its legs. With the Warhammer trying to cool down and remain out of the crosshairs of the approaching Awesome there was a sort of hope to blow up the Quickdraw which ended with the medium 'Mech finishing off a leg and forcing the Warhammer to fall and almost wreck one of its primary weapons.
 

Turn 15

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As the Warhammer prepared to do whatever it could to fight back, everyone was surprised to hear the enemy commander offering a truce since their operation was now compromised and destroyed with the building. That was less important now than dispatching the Leopard to quickly collect whatever could be collected of Priam Company's units before it was realized there wasn't much in the way of threatening backup forces.
 

Aftermath

Following the destruction of the jamming system, communications began to get back to normal on White Reach. Priam Company quickly used their doing this as partial leverage to receive permission to build a base of operations near the spaceport, and to begin purchasing supplies from local sources. They would also now have a chance to send off a full report to their employer concerning the miscalculations of what the opposition had to field here on White Reach, and hopefully receive further instructions.

Table of Contents


Report Date
17 Aug 2016

BattleTech is owned by Topps, with tabletop game development licensed to Catalyst Game Labs.

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