Albreicht Base, Part 2 Report in White Reach | World Anvil

Albreicht Base, Part 2

General Summary

Mission Profile

  • Mission Type: Standup Fight
  • Force Size: Unlimited
  • Location: Grid L16
  • Weather: Clear
  • Time of Day: Late Afternoon
 

Situation Overview

Shortly after Priam Company had finished their previous engagement against Elizabeth Wallings' forces, another force was detected approaching the Anomaly. Commander Sethan weighed his options, knowing now this site to be an abandoned industrial site named "Albreicht Base". Furthermore, he was recognizing the inability to defend it against continued attacks, and thus prepared an escape plan.

First, the Commander sent any 'Mechs and vehicles which were incapable of combat ahead towards Epirus Base, along with any non-combat personnel. Secondly, a quick reorganization was done to allow for makeshift Lances to offer the best possible performance against an unknown enemy. Finally, the technicians executed a plan to collapse the internal structure of the base using carefully-located explosive charges.

This unknown wave would now be in the way between Priam Company and their escape, and would undoubtedly be out for blood with the removal of their prize.  

Objectives

Objective: This is a simple battle to force the opponent to withdraw through attrition. The first side to have half their units eliminated either through destruction or forced withdrawal will need to retreat. This means losing twelve or more units for the Ouroboros Sun, while Priam Company needs to avoid losing fifteen units during this engagement.  

Setup

Priam Company and the Ouroboros Sun set up on opposite sides of the battle area, and the terrain includes 1d6+2 Light Forest elements, 2d6+2 Elevated terrain elements, and 1d6+2 Rough terrain elements. (For this particular setup, 7 Light Forest elements, 9 Elevated terrain elements, 6 Rough terrain elements were used.) Each player takes turns on placing terrain, with the maximum height of Elevated terrain being Level 3. Each Light Forest element must be at least three hexes away from another one.  

Forces

Ouroboros Sun
Typhon Lance
  • BNC-3E Banshee (3/3; Sniper)
  • WSP-1A Wasp (3/2; Lucky 1)
  • PXH-1 Phoenix Hawk (4/5)
  • SHD-2H Shadow Hawk (5/6)
Echidna Lance
  • STK-3F Stalker (2/3; Sniper)
  • LGB-0W Longbow (2/4; Sniper)
  • TDR-5S Thunderbolt (3/6)
Ordo Lance
  • QKD-4G Quickdraw (1/2; Sniper, Lucky 2)
  • CRD-3R Crusader (2/3; Specialist: LRM 15)
  • GRF-1N Griffin (3/5)
  • GRF-1N Griffin (4/5)
Iron Ronin
  • CN9-A Centurion (2/3; Specialist: AC/10)
  • HBK-4G Hunchback (1/5; Specialist: AC/20)
  • CPLT-C1 Catapult (3/4; Jumping Jack)
  • WSP-1A Wasp (4/5)
Vehicle Support
  • Vedette (3/4)
  • Vedette (3/4)
  • Vedette (3/4)
  • Vedette (3/4)
  • Scorpion (4/5)
  • Scorpion (4/5)
  • Scorpion (4/5)
  • Scorpion (4/5)
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))
  • HCT-3F Hatchetman (Kelly; 1 Wound) (1/2)
    (Blood Hunter, Marksman)
  • GRF-1S Griffin ("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)
  • TDR-5S Thunderbolt ("Vandal"; 1 Wound)(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)
Midas Lance
  • GRF-1N Griffin ("Dead Ringer") (3/4)
    (Jumping Jack)
  • MAD-3M Marauder ("Gunslinger") (2/4)
    (Range Master (L))
  • SHD-2H Shadow Hawk (Treasa) (4/5)
  • OSR-2C Ostroc (Maeve) (2/3; 1 Wound)
Vehicle Support
  • 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 (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)
  • Behemoth ("Lucent Irregulars") (4/6)
 

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: Any units which have been eliminated but not completely destroyed may be salvaged by the victor. The Ouroboros Sun do not take prisoners, nor will they permit themselves to be captured if they remain conscious when eliminated.
 

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 previous scenario carry over. This includes the following:
  • WHM-6R Warhammer A: Right Torso (8 Armor)
  • PXH-1 Phoenix Hawk: Right Torso (2 Armor)
  • Walking Wounded: Lisa Greenwell, Kelly Sedda, "Vandal", 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.

  • 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.

    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.

    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).

    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 Not Found)
    The aggressors identified themselves as the "Ouroboros Sun", indicating Priam Company should stand down or be destroyed. Commander Sethan refused, and instead declared his people were prepared to fight with whatever they had left. With neither side willing to avoid combat, the Ouroboros Sun lined up for a fight as Priam Company prepared themselves for a brutal battle.
     

    Turn One

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    Priam Company sent their Condor and Saracen hovercraft to the flanks, with the Liao varant Condors taking the left flank. The Manticore being crewed by the 'Agi Crew' followed on the left flank with Xiphos and Pegasus Lances. The right flank had Midas Lance set up to begin long-range firing with the Marauder and Griffin, the Behemoth slowly moving into a position to offer close-range support.

    The Ouroboros Sun commander, meanwhile, pushed their units forward as a single line and intended to focus the bulk of their firepower towards the center of Priam Company's line. While outnumbered, Commander Owain expected to be capable of collapsing the flank with a good push while Vedettes were capable of threatening the other flank into responding.

    Neither side was certain of how this would shape up, though Commander Sethan was confident in Priam Company's ability to fight back. His concern was whether his opponent was willing to throw more away than he was.  

    Turn Two

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    The battle lines closed the distance further now, and each side began focusing on targets of opportunity. At this distance, long-range weaponry were the primary choices - with Priam Company having considerably more to throw at targets being presented. Down the center of the battlefield, Lisa Greenwell's Archer became the focus of what the Ouroboros Sun had and lost its balance. However, the return fire was focused on the weaker link on that side - an opposing Griffin. It also fell to the ground hard on its left side, and the 'MechWarrior suffered a minor concussion in the process.

    On the left flank of Priam Company, most of Xiphos Lance began focusing on Commander Owain's Centurion. The hovercraft support similarly moved at speed to start maneuvers, also landing a few long-ranged shots into the medium 'Mech. The Warhammer's Particle Projection Cannon stripped most of the armor off the right arm, while other hits started shearing armor from other locations. Return fire was focused on one of the Condors, intending to damage the fragile motive systems and yet not managing to do so just yet.

    On the right flank, "Bully Gear" broke formation and drove their Saracen forward in an attempt to spook the Longbow into moving out of position. Instead they found themselves taking a punishing shot from the Hunchback's heavy AC/20 which removed most of the armor from the hovercraft's front. Maeve Agnes maneuvered her Ostroc to engage with its Large Lasers at long range, eliminating one of the Scorpion tanks. Meanwhile, the Vedette tanks had the pair of Condors all to themselves, and failed to hit the hovercraft with any significant hits.  

    Turn Three

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    The chaos of the battle only grew as more of the 'Mechs were able to bring medium-ranged weapons to bear, and Commander Owain pulled in the right flank of his forces to try folding in on Priam Company's Sagittarius Lance. By ceding that flank, the Condors were easily able to cut through and begin harassing 'Mechs in the rear. Two light Wasp 'Mechs chose to try engaging by jumping to the top of the hill there, but were promptly engaged by the Victor and other elements of Xiphos Lance.

    At the other side of that pocket of fighting, the Ouroboros Sun had their Thunderbolt focused on with all firepower and knocked down hard. As the Griffin shook off their fall, Kelly Sedda called a challenge over open comm channels and used jump jets on her Hatchetman to engage at close range. This left a significant amount of damage in the right side, where the weapons of a Griffin are mounted, and further put pressure on that flank.

    Maeve pushed her Ostroc straight ahead on her side, intending to tie up the Hunchback and soak up punishment meant for others. This only partially worked, as the Ouroboros Sun banked on the firepower of the AC/20 to be capable of handling this threat and instead began focusing fire down-range at "Gunslinger's" Marauder. The Vedette tanks rounded the hill to discover the Behemoth tank in position and firing on them; this would be a bit of an issue for the tanks.

    At the center part of the line, most of Priam Company's units had drifted to one side or another to lend their fire support to the flanks. The Ouroboros Sun lacked any means to truly exploit this, but their Banshee Assault 'Mech continued advancing towards the largest concentration of units to try to catch Greenwell's retreating Archer.  

    Turn Four

    (Image Link)
    Priam Company's forces are able to swing around on their left flank, the hovercraft engaging at close range with multiple BattleMechs able to add their firepower to the effort. Commander Owain's Centurion had already lost its right arm, and primary weapon, but now it was threatened with destruction. The ejection went unnoticed as others on that flank were focusing on putting down the Crusader and Thunderbolt. The Banshee was closing to range, but now Sagittarius Lance had swung around to bring their weapons to bear as well. Most of those weapons were used to neutralize the Catapult, which fell heavily into the dirt.

    On the other flank, Greenwell came to the support of "Gunslinger", neutralizing a pair of Vedette tanks with the assistance of the Behemoth. Maeve's Ostroc took another pounding from all the units on that flank, and was cored out by all the ordinance going through it. Despite that, the arrival of Priam Company assets meant the left flank had been compromised and would need to retreat.

    The loss of the center of the battlefield to Sagittarius Lance meant there was nowhere to safely retreat to, and while the flank might be able to hold off the attack, this battle was proving lost for the Ouroboros Sun. Their 'Mechs began to back out and signaled their withdrawal, as Priam Company was disinclined to pursue any further combat at this time. They had escaped Albreicht base, and denied the prize to all who had been coming to claim it.  

    Aftermath

    The remnants of the Ouroboros Sun forces retreated, leaving their broken units behind, firing wide to deter pursuit. Commander Sethan had no intentions of pursuing, instead requesting for a recovery team to drag every piece of viable salvage to Epirus Base. Most of the cockpits of 'Mechs were either empty, or had dead bodies within - dead by some unknown measure. These "pirates" were not going to let themselves be taken captive, that was for certain...
     

    Damage Report

    Damage

    • AWS-8Q: Right Arm (24 Armor; 25% Structure, Upper Actuator Destroyed, Heat Sink Destroyed), Left Arm (9 Armor), Right Leg (12 Armor), Left Leg (5 Armor), Right Torso (5 Armor), Center Torso (6 Armor).
    • VTR-9B: Center Torso (5 Armor).
    • WHM-6R A: Right Torso (8 Armor).
    • GLT-4P: Left Arm (7 Armor), Right Torso (5 Armor), Left Torso (5 Armor), Center Torso (7 Armor).
    • ARC-2R: Right Arm (14 Armor), Right Leg (10 Armor), Left Leg (7 Armor), Right Torso (9 Armor).
    • SHD-2H: Left Arm (7 Armor), Right Leg (5 Armor), Left Leg (7 Armor).
    • PXH-1: Right Arm (8 Armor), Right Torso (2 Armor), Left Torso (2 Armor).
    • Condor (Liao) B: Front (30 Armor), Turret (10 Armor), Motive Hit.
    • Saracen B: Front (24 Armor), Left (5 Armor), Right (5 Armor), Motive Hit x2.
    • TDR-5S: Right Arm (20 Armor; Destroyed), Right Leg (25 Armor), Left Leg (29 Armor; 50% Structure, Lower Actuator Destroyed), Right Torso (24 Armor; 50% Structure, LRM 15 Destroyed), Left Torso (24 Armor; 50% Structure), Center Torso (17 Armor).
    • CPLT-C1: Right Leg (10 Armor), Left Leg (10 Armor), Left Torso (14 Armor), Center Torso (24 Armor; 25% Structure), Gyro Hit (2), Engine Hit (1).
    • CRD-3R: Right Arm (10 Armor), Right Leg (7 Armor), Left Leg (5 Armor), Center Torso (8 Armor; 50% Structure), Head (9 Armor; 50% Structure).
    • CN9-A: Right Arm (16 Armor; Destroyed), Left Arm (5 Armor), Left Leg (5 Armor), Right Torso (7 Armor), Center Torso (16 Armor).
    • OSR-2C: Destroyed. Components salvaged.

    Rearming

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

    Parts Not In Stock

    • Actuator (80t): Upper Arm.
    • Actuator (65t): Upper Arm, Lower Arm, Lower Leg.
    • Actuator (50t): Upper Arm, Lower Arm.
     

    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

    Repairs

    • GRF-1N "Peregrine": Out 2 Rounds
    • MAD-3M "Peacemeaker": Out 1 Round
     

    Medical Report

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

    Salvage Report

    • TDR-5S Thunderbolt (3/6): Acquired. Sent to repairs..
    • CRD-3R Crusader (2/3; Specialist: LRM 15): Acquired. Sent to repairs.
    • CN9-A Centurion (2/3; Specialist: AC/10): Acquired. Sent to repairs.
    • CPLT-C1 Catapult (3/4; Jumping Jack): Acquired. Sent to repairs.
    • WSP-1A Wasp (3/2; Lucky 1): Acquired. Prepared for sale.
    • GRF-1N Griffin (4/5): Acquired. Prepared for sale.
    • WSP-1A Wasp (4/5): Acquired. Prepared for sale.
    • Vedette (3/4): Acquired. Prepared for sale.
    • Scorpion (4/5): Acquired. Prepared for sale.
    • Scorpion (4/5): Acquired. Prepared for sale.
    • Scorpion (4/5): Acquired. Prepared for sale.

    Components Salvaged

    • Large Laser (2)
    • Medium Laser (2)
    • AC/5
    • Machine Gun
    • Actuator (60t): Upper Arm
    • Actuator (60t): Lower Arm
    • Actuator (60t): Foot
    • Actuator (60t): Upper Leg (2)
    • Actuator (60t): Lower Leg (2)
    • Actuator (60t): Foot (2)
    • Heat Sink (3)
     

    NPC Report

    Detained

    • WSP-1A Wasp (3/2; Lucky 1): Acquired. 'MechWarrior KIA.
    • TDR-5S Thunderbolt (3/6): Acquired. 'MechWarrior KIA.
    • CRD-3R Crusader (2/3; Specialist: LRM 15): Acquired. 'MechWarrior KIA.
    • GRF-1N Griffin (4/5): Acquired. 'MechWarrior KIA.
    • CN9-A Centurion (2/3; Specialist: AC/10): Acquired. 'MechWarrior KIA.
    • CPLT-C1 Catapult (3/4; Jumping Jack): Acquired. 'MechWarrior KIA.
    • WSP-1A Wasp (4/5): Acquired. 'MechWarrior KIA.
    • Vedette (3/4): Acquired. Crew KIA.
    • Scorpion (4/5): Acquired. Crew KIA.
    • Scorpion (4/5): Acquired. Crew KIA.
    • Scorpion (4/5): Acquired. Crew KIA.

    Destroyed

    • Scorpion (4/5): Vehicle Destroyed, Crew KIA.
    • Vedette (3/4): Vehicle Destroyed, Crew KIA.

    Escaped

    • BNC-3E Banshee (3/3; Sniper): Unit withdrew from the combat area.
    • PXH-1 Phoenix Hawk (4/5): Unit withdrew from the combat area.
    • SHD-2H Shadow Hawk (5/6): Unit withdrew from the combat area.
    • STK-3F Stalker (2/3; Sniper): Unit withdrew from the combat area.
    • LGB-0W Longbow (2/4; Sniper): Unit withdrew from the combat area.
    • QKD-4G Quickdraw (1/2; Sniper, Lucky 2): Unit withdrew from the combat area.
    • GRF-1N Griffin (3/5): Unit withdrew from the combat area.
    • HBK-4G Hunchback (1/5; Specialist: AC/20): Unit withdrew from the combat area.
    • Vedette (3/4): Unit withdrew from the combat area.
    • Vedette (3/4): Unit withdrew from the combat area.

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