Albreicht Base, Part 1 Report in White Reach | World Anvil

Albreicht Base, Part 1

General Summary

Mission Profile

  • Mission Type: Standup Battle
  • Force Size: Unlimited
  • Location: Grid L16, "Defense Line"
  • Weather: Scattered Storms
  • Time of Day: Early Noon
 

Situation Overview

In June of 3032, Elizabeth Wallings issued an ultimatum to Priam Company: they were to leave the area around the Anomaly and cede control of their base of operations. Having discovered even a small portion of lay underneath the surface, Commander Sethan refused and mustered as many of his forces as he could to defend the location. However, plans were laid in case of trouble...  

Objectives

Objective: The objective for each side in the scenario is to eliminate enemy units, while avoiding losing units of their own. For each eliminated unit which cannot leave the battlefield, two Victory Points are scored. If a unit enters withdrawal and escapes the battle area, only one Victory Point will be scored instead.  

Setup

The battle area is a relatively dry climate, with some scattered forest cover and many large rock formations. To simulate this, the map was prepared with eleven Elevated Terrain elements, four Mesa elements, seven Rough Terrain elements, and one Light Forest element. To replicate this with some variation and random chance, this should be 3d6+3 Elevated Terrain elements, 1d6 Mesa elements, 2d6+2 Rough Terrain elements, and 1d6-1 Light Forest elements.

Priam Company chooses one of the shorter edges of the battle area as their home edge, and Wallings' Rebels will enter from the opposite side. All units must be placed within one or two hexes of their chosen home edge, and may be organized by Lance designations. Vehicles additionally must be deployed within two hexes of any 'Mech, assuming legal placement.  

Forces

Priam Company
Sagittarius Lance
  • BLR-1G BattleMaster (Mikell) (1/2)
    (Tactical Genius, Iron Will)
  • ON1-K Orion (Brand) (1/2)
    (Multi-Tasker, Oblique Attacker)
  • WHM-6R Warhammer A (Garrido) (0/2)
    (Specialist: PPC, Marksman, Lucky 1)
  • VLK-QA Valkyrie (Simone) (3/3)
    (Hopper, Jumping Jack)
Pegasus Lance
  • GRF-1N Griffin A (Casey) (3/3)
    (Range Master (L))
  • WLF-1 Wolfhound (Kelly) (1/2)
    (Blood Hunter, Marksman)
  • JR7-D Jenner ("Brick") (3/4)
    (Lucky 2)
  • PXH-1 Phoenix Hawk (Greenwell) (3/6; 1 Wound)
Xiphos Lance
  • VTR-9B Victor (Otto) (2/3)
    ( Range Master (M), Speed Demon)
  • BL-7-KNT Black Knight ("Vandal") (3/3)
    (Human TRO: 'Mechs, Lucky 1)
  • WHM-6R Warhammer C (Long) (3/4)
    (Lucky 1)
  • CN9-A Centurion A (Schrade) (3/6)
    (Lucky 2)
Peltast Lance
  • AWS-8Q Awesome (Porter) (2/4)
    (Natural Grace)
  • ARC-2R Archer (Raster) (3/5)
    (Lucky 1)
  • ARC-2K Archer (Renard) (3/4)
  • GLT-4P Guillotine (Sorley) (3/4)
Aegis Lance
  • TDR-5S Thunderbolt ("Granger") (3/5)
  • OTL-4D Ostsol ("Carter") (2/3; 1 Wound)
  • HCT-3F Hatchetman ("Stehl") (3/5)
  • GRF-1S Griffin C ("Donovan") (2/3)
Midas Lance
  • GRF-1N Griffin ("Dead Ringer") (3/4)
    (Jumping Jack)
  • MAD-3M Marauder ("Gunslinger") (2/4)
    (Range Master (L))
  • CN9-A Centurion C (Treasa) (4/5)
  • HBK-4G Hunchback B (Maeve) (2/3; 1 Wound)
Vehicle Support
  • Manticore A ("Crazy Eight") (2/5)
    (Cross-Country)
  • Manticore B ("Jeska's Jokers") (2/6)
    (Sandblaster)
  • Manticore C (Agi Crew) (2/4)
    (Sandblaster)
  • Condor A (Crew 17) (5/6)
  • Condor B (Crew 31) (5/6)
  • Condor C ("White Coursers") (5/6)
  • Condor (Liao) A (Crew 22) (2/4)
  • Condor (Liao) B ("Bull's Horns") (2/5)
  • Saracen A ("Comorant Riders") (3/6)
  • Saracen B ("Bully Gear") (4/6)
  • Scimitar (Havoc Crew) (4/6)
Wallings' Rebels
Coral Knights
  • HGN-733 Highlander (2/3)*
  • TDR-5S Thunderbolt (3/4)
  • HBK-4G Hunchback (3/4)
  • CP-10-Q Cyclops (3/4)
Tidebreaker Lance
  • AS7-D Atlas (3/4)*
  • PXH-1 Phoenix Hawk (4/5)
  • CN9-A Centurion (4/5)
  • ARC-2R Archer (4/5)
Undertow Lance
  • MON-67 Mongoose (3/4)*
  • GRF-1N Griffin (4/5)
  • LCT-1S Locust (4/5)
  • WVR-6R Wolverine (5/6)
Tidebreak Support
  • Demolisher (4/5)
  • Demolisher (4/5)
  • Schrek PPC (3/4)
  • Partisan (5/6)
Undertow Support
  • Scimitar (4/6)
  • Scimitar (4/6)
  • J. Edgar (5/6)
  • J. Edgar (5/6)
 

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 claimed by either side should they score a victory. Only units which have been crippled or destroyed can be claimed, with all damage remaining. These units must be repaired before being used again. Destroyed units which cannot be repaired, or which either force deems "unwanted" can either be reduced to parts or sold for 50% of their purchase price in Support Points
 

Campaign Effects

Due to being part of a campaign, a number of issues can arise which prevent combat scenarios from being started in the "normal state". The following effects apply due to being part of the White Reach campaign:   Persistent Damage: Damage and wounds sustained by Priam Company from the end of this scenario will continue into the following combat engagement "Albreicht Base, Part 2". Losses to either force will also remove the units from their active roster, as per usual.

Walking Wounded: Lisa Greenwell, Maeve Agnes, and "Carter" have not completely recovered from previous wounds, and begin the scenario with 1 Wound pre-existing on the respective record sheets. They do not need to make consciousness tests at the start of the combat.

Permanent Damage: Between failed repairs and incomplete repair tasks, three of Priam Company's BattleMechs have issues which affect their combat performance. These are listed below, please mark them off accordingly before the scenario begins.
  • BLR-1G BattleMaster: The BattleMaster has compromised internal structure on the Right Arm. It has a permanent loss of 4 Structure, which means it has 8 less Armor in that location than normal.
  • ARC-2R Archer: The Archer also has compromised internal structure on the Right Arm. It has a permanent loss of 4 Structure, which means it has 8 less Armor in that location than normal. Furthermore, the right Hand Actuator is missing, making punching with this arm harder to do.
  • HBK-4G Hunchback B: Several parts are not installed properly on the Right Leg, which drastically affects performance. All three actuators are missing, which reduces its movement profile to Walk 1, Run 2; it also receives a +3 penalty to Piloting Skill Rolls. Two Heat Sinks are missing, adjusting the heat management appropriately.

  • Special Abilities

    Blood Stalker: Once per scenario, this pilot may focus entirely on one target unit. They receive a -1 to hit bonus against that target, but have a +2 to hit penalty against any other target. These modifiers last until the end of the turn after the specified target has either retreated or been otherwise defeated.

    Cross-Country: It takes some talent to find better paths through troublesome terrain. A driver with this SPA can enter water as though it were 1 depth shallower, and can move into woods, rough terrain, or rubble even if they normally could not enter it. Moving into terrain not normally permitted uses twice the normal MP a BattleMech would use.

    Hopper: This pilot has trained hard to keep their BattleMech balanced on one leg. If the leg is destroyed, this unit may stay upright if it succeeds at a Piloting check with all applicable penalties. This unit's Movement cannot be reduced below 2MP.

    Human TRO: Not all pilots focus on the task of combat, but instead on knowing the weaknesses of one class of units ('Mechs, Vehicles, etc) so they may be exploited. For the chosen class of units, this pilot adds +1 to their roll to determine Critical Hits.

    Iron Will: This unit has a tough time being affected by anything which would spook or shake a normal person. It receives a -2 TN bonus for purposes of morale or other mental resistance tricks.

    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.

    Marksman: This pilot has trained to be able to pick out a target area on their enemies rather than merely trying to hit. If the pilot does not move, and fires only one weapon on its turn, they may make a called shot as though it has a Targeting Computer. (Consult TW, p.143)

    Multi-Tasker: Whenever you want to exploit a target-rich environment, or just need to have your attention divided, it's difficult. However, this pilot reduces all attacks against secondary targets by a -1 To-Hit bonus after working on their ability to split their focus.

    Natural Grace: 'MechWarriors often boast about how they can make their 'Mech dance but this is an entirely different affair. This unit receives a -1 TN modifier for Piloting checks, may torso twist an extra hex side of direction, and may flip an arm even if it contains lower arm and hand actuators. Other bonuses may apply if the Dodge, Maneuvering Ace, or Speed Demon SPAs are also learned.

    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.

    Sandblaster: This unit rolls on the Cluster Hit table better than average. At long range they get a +2 bonus, at medium range they get +3 instead, and at short range they get +4 instead.

    Speed Demon: This unit may move 1 extra space while using Running/Flank speed, but it may make no attack action this round.

    Tactical Genius: Officers often have a grasp of the broader situation on the battlefield, which leads to spectacular events concerning combat. This unit may choose to act one phase earlier in initiative phases.

    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

    (Image Link)
    Commander Sethan's interception leaves both forces facing each other over a mostly-barren region in Grid L16. As the mercenaries square off, the opposing commander indicated Commander Sethan should just leave and avoid a dangerous engagement. Instead, Mikell responds with a similar offer - leave before the mercenaries find out Elizabeth Wallings cannot make good on her promises. At an impasse, the two forces move to engage.
     

    Turn One

    (Image Link)
    The mercenaries working for Elizabeth Wallings approached swiftly, spreading out to keep Priam Company from completely flanking them. Each side used their fast hovertanks to move for those flanks, with the five Condor tanks of Priam Company getting a good start on the right flank of Wallings' forces. Kelly's Wolfhound and the Jenner piloted by "Brick" begin dashing straight up the middle, intending to close distance and tie down a portion of the opposing force so the engagement can be divided.

    Commander Sethan had marked a handful of units in the opposing force as being important to remove. Most obviously, two of the Assault-class 'Mechs must be engaged and kept from openly engaging the main force of Priam Company. The Condor tanks, Black Knight, and Ostsol were tasked with intercepting the Atlas. Similarly Kelly's Wolfhound, the Jenner, and "Gunslinger" were told to intercept the Highlander and keep it occupied until some of the units can be cleared out. Lastly, both the 2K and 2R models of Archer were instructed to try pinning down the opposing Archer to keep its missile launchers from wreaking havoc.  

    Turn Two

    (Image Link)
    Priam Company began suffering some problems as their units engaged, starting with their Ostsol being struck by the opposing Griffin in the chest. The impact caused the gyro to become unbalanced, and subsequentially it fell over with a hard landing. The pilot was told to be careful and hold out just a little longer, as the Condor tanks were beginning to swing around to engage those on the flank.

    Kelly's Wolfhound and the Jenner rushed forward to begin engaging the opposing Command Lance, only to have the Mongoose and Phoenix Hawk deal punishing damage. The Wolfhound had its rear armor compromised, while the Jenner's leg was snapped off at the knee by a kick. In return, a considerable amount of damage was dealt to the Mongoose as it perched atop the cliffs. At the same time, the Priam Company Scimitar hovertank took motive damage serious enough to force it to power down and remove itself from the battle.

    Olivia Garrido chose to plant her Warhammer's feet and take a shot at the Locust across the center, the shot barely missing its leg. Instead, the Large Laser from Greenwell's Phoenix Hawk tore off the right arm. The Manticore tanks advanced and used their weapons to quickly neutralize some of the enemy hovercraft. Despite the swiftness of the J. Edgar hovercraft, accurate weapons would - and did, for one of them - render their motive systems inoperative.  

    Turn Three

    (Image Link)
    Priam Company began to turn the tide and had their resolve challenged as the combat swiftly degenerated into a serious issue. Their Ostsol could not find its footing, and the enemy proceeded to surround the fallen 'Mech in the process. Therefore, rather than fight from the ground the pilot shut down and chose not to fight. This action caused some confusion in Elizabeth's mercenaries, until they swiftly pivoted their weaponry into the approaching Black Knight. As a result, the Heavy 'Mech lost most of its armor in exchange for neutralizing the enemy Griffin. On the same flank, the Condor tanks engaged and destroyed the Partisan as it tried to get a vantage of the battlefield to fire from.

    On the other flank, the Highlander chose to tag Kelly's Wolfhound with its short-range weaponry while firing on the Manticore tank with its long-range missiles. The Wolfhound suffered a strike to the head by a Medium Laser, but otherwise remained in good shape... while the missiles landed down into the turret of the Manticore and caused it to explode violently from the ammunition exploding. The loss of the "Crazy Eight" was a profound blow to Priam Company, as they were one of the longest-serving vehicles in the outfit.

    This prompted focused fire on the Atlas and disposal of the enemy vehicles, to be followed by a simple ultimatum. If the Wallings mercenaries left now, they could drag off their broken units and it would be the end of hostilities. If battle continued, no quarter would be given. After assessing the battlefield carefully and realizing a victory would be at a great cost, and possibly not assured, the commander signaled for a cease-fire and retreat.  

    Aftermath

    Commander Sethan weighed the damages to units thus far, and assigned six units to join the retreat ahead of the evacuation. The Black Knight and Centurion had taken too much damage to be viable, while the lost mobility for the Hunchback meant it was little more than a practice target for the coming storm. The Jenner and Scimitar had lost their ability to fight and would require significant time to fix. Lastly, the Wolfhound was still able to fight but had compromised armor in the head; it was decided Kelly Sedda would borrow another 'Mech for the evacuation.
     

    Damage Report

    Damage

    • BL-7-KNT: Right Arm (10 Armor), Right Leg (10 Armor), Left Arm (11 Armor), Left Leg (5 Armor), Right Torso (6 Armor), Left Torso (7 Armor), Center Torso (20 Armor), Head (6 Armor)
    • WHM-6R A: Right Torso (8 Armor)
    • OTL-4D: Right Torso (4 Armor), Left Torso (6 Armor), Center Torso (10 Armor), Gyro Hit
    • CN9-A C: Right Arm (10 Armor), Left Arm (9 Armor; Detached), Left Leg (10 Armor), Left Torso (13 Armor; Destroyed), Center Torso (9 Armor)
    • PXH-1: Right Torso (2 Armor)
    • WLF-1: Right Arm (7 Armor), Left Torso (5 Armor), Head (5 Armor)
    • JR7-D: Left Arm (4 Armor, 25% Structure), Left Leg (6 Armor; Destroyed)
    • Scimitar: Left (2 Armor), Front (2 Armor), Motive Hit
    • Manticore A: Destroyed.

    Rearming

    • BLR-1G: SRM 6 (1 Ton)
    • ON1-K: AC/10, SRM 4 (2 Tons)
    • VLK-QA: LRM 10 (1 Ton)
    • GRF-1N A: LRM 10 (1 Ton)
    • VTR-9B: AC/20, SRM 4 (2 Tons)
    • WHM-6R C: SRM 6 (1 Ton)
    • CN9-A A: AC/10, LRM 10 (2 Tons)
    • ARC-2R: LRM 20 (1 Ton)
    • ARC-2K: LRM 15 (1 Ton)
    • GLT-4P: SRM 6 (1 Ton)
    • TDR-5S: LRM 15 (1 Ton)
    • HCT-3F: AC/10 (1 Ton)
    • HBK-4G B: AC/20 (1 Ton)
    • Manticore B: LRM 10, SRM 6 (2 Tons)
    • Manticore C: LRM 10, SRM 6 (2 Tons)
    • Condor A: AC/10 (1 Ton)
    • Condor B: AC/10 (1 Ton)
    • Condor C: AC/10 (1 Ton)
    • Saracen A: SRM 2 (1 Ton)
    • Saracen B: SRM 2 (1 Ton)

    Parts Not In Stock

    • Actuator (35t): Upper Leg
    • Actuator (35t): Lower Leg
    • Actuator (35t): Foot
    • Structure (50t): Left Torso
    • LRM 10
    • LRM 10 Ammo (x2)
     

    Mercenary Report

    • Authorized payment for "Dead Ringer": -60 SP
    • Authorized payment for "Gunslinger": -60 SP
    • Authorized payment for "Donovan": -25 SP
    • Authorized payment for "Granger": -25 SP
    • Authorized payment for "Stehl": -25 SP
    • Authorized payment for "Carter": -25 SP
     

    Medical Report

    New Wounds
    • "Vandal": (1 Wound)
    • Kelly: (1 Wound)
    Existing Wounds
    • Lisa Greenwell: (1 Wound)
    • Maeve Agnes: (1 Wound)
    • "Carter": (1 Wound)
     

    Salvage Report

    Salvage rights were waived as part of the agreement to withdraw.  

    Mission Report

    The battle ended with both sides withdrawing rather than risk losing units, and Priam Company quickly retreated in order to refill ammunition for the next attack.  

    NPC Report

    Destroyed

    • Partisan (5/6): Vehicle Destroyed, Crew KIA.
    • Scimitar (4/6): Vehicle Destroyed, Crew KIA.
    • Scimitar (4/6): Vehicle Destroyed, Crew KIA.
    • J. Edgar (5/6): Vehicle Destroyed, Crew KIA.
    • J. Edgar (5/6): Vehicle Destroyed, Crew KIA.

    Escaped

    • HGN-733 Highlander (2/3): Unit withdrew from the combat area.
    • TDR-5S Thunderbolt (3/4): Unit withdrew from the combat area.
    • HBK-4G Hunchback (3/4): Unit withdrew from the combat area.
    • CP-10-Q Cyclops (3/4): Unit withdrew from the combat area.
    • AS7-D Atlas (3/4): Unit withdrew from the combat area.
    • PXH-1 Phoenix Hawk (4/5): Unit withdrew from the combat area.
    • CN9-A Centurion (4/5): Unit withdrew from the combat area.
    • ARC-2R Archer (4/5): Unit withdrew from the combat area.
    • MON-67 Mongoose (3/4): Unit withdrew from the combat area.
    • GRF-1N Griffin (4/5): Unit withdrew from the combat area.
    • LCT-1S Locust (4/5): Unit withdrew from the combat area.
    • WVR-6R Wolverine (5/6): Unit withdrew from the combat area.
    • Demolisher (4/5): Unit withdrew from the combat area.
    • Demolisher (4/5): Unit withdrew from the combat area.
    • Schrek PPC (3/4): Unit withdrew from the combat area.

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