Comes the Dawn Report in White Reach | World Anvil

Comes the Dawn

General Summary

Mission Profile

  • Mission Type: Standup Fight
  • Force Size: Unlimited
  • Location: Grid L16, "Anomaly L16"
  • Weather: Overcast
  • Time of Day: Early Morning
 

Situation Overview

The discovery of the Anomaly was starting to spread wider as time went on, and more people became aware of forces being active in the general area. Elizabeth Wallings' forces were merely the first ones to arrive, and now the second waves come calling before Priam Company can effect complete repairs to their damaged units. Their Black Eagle-class DropShip is able to bring over reinforcements just in time, but it will soon become questions of "how long can we hold out" and "how many casualties".  

Objectives

Objective: As is usual for a Standup Fight, two victory points are scored for the elimination of an opposing unit. A unit which escapes under Forced Withdrawal is worth one victory point.  

Setup

The area is mostly unchanged from previous engagements around Anomaly L16, except Priam Company now has finished construction of their firebase. There now are a number of buildings: a Command Center (CF 50), one Mech Bay (CF 50 each), three Storage buildings (CF 25), and Power Generator (CF 25).  

Forces

Hounds of Dawn
  • GRF-1S Griffin (2/3)
  • STG-3R Stinger (3/4)
  • STG-3R Stinger (3/4)
  • CDA-2A Cicada (3/4)
  • MON-67 Mongoose (4/5)
  • PXH-1 Phoenix Hawk (4/5)
  • PXH-1 Phoenix Hawk (4/5)
  • TDR-5S Thunderbolt (3/4)
Priam Company
  • BLR-1G BattleMaster (Duchen)
    (2/3; Sniper, Lucky 1)
  • WHM-6R B Warhammer ("Brick")
    (3/4; Lucky 2)
  • WLF-1 Wolfhound (Kelly)
    (1/2; Blood Stalker, Marksman)
  • CN9-A A Centurion (Martin) (5/6)
  • GRF-1N A Griffin (Casey)
    (3/3; Range Master (L))
  • VLK-QA Valkyrie (Simone)
    (3/3; Jumping Jack, Hopper)
  • ARC-2R Archer (Greenwell) (3/6)
  • HBK-4G A (Erik)
    (2/4; Natural Grace)
 

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.
Men of Good Fortune: The pirate forces are adept at pushing their luck, for better or worse. They possess a total of three uses of the "Lucky" Special Ability, shared among all units.

Campaign Continuity: All damage from this engagement is carried over into the next one, although units will have a chance to rearm. It is permissible to swap out units which sustain considerable damage, as the same units do not need to remain on the field before the next engagement.

Experimental Rules - Dice System

Players' Notes While preparing for this campaign round, we began looking at what others were doing with the rules and trying to hone our efforts just a bit. One of these things we discovered through Death From Above Wargaming is a method of rolling dice for weapons which cuts down on some of the repetition. This is introduced under their "House Rules" document as Group Fire. To enact this we acquired a set of dice which match their selection for dice, as closely as we could for an experiment.

The general overview is the idea of rolling one six-sided die as a "pilot die" and each weapon fired receives a distinct six-sided die to represent the weapon being fired (both for "to-hit" and "hit location"). The color and size of the dice are a means of tracking which weapon belongs to which die, without having to specify each time. Knowing a 16mm red dice is a Large Laser means we don't need to specify it every time as "these dice are for the Zeus' Large Laser" when we roll a weapon. Rather than reproduce the exact rules here, I would prefer instead you visit their website and look it up yourself (under 'Downloads') if interested in trying it. We can attest to it smoothing out the experience quite a bit, with some caveats.

Due to the dice being rolled in one grouping, it is entirely possible to see multiple locations confirmed to be the head. DFA Wargaming prefers to allow only one of these weapons to land, and the rest to transfer into the Center Torso. After a brief discussion, my brother and I disagreed and decided to allow it to stand. Our reasoning is how we play with "Automatic Ejection" house rules which make it more likely for a pilot to make it out of a doomed BattleMech's head.

Another issue is how to use the "Lucky" special ability. Do we choose to reroll one weapon, the whole roll, just the pilot die? In the end we decided to use a second "pilot die" and reroll any weapons we wanted to reroll separately; the previous dice would be set aside and registered after all uses of Luck were finished. This solution worked, although we still believe Luck can be either the biggest waste of effort or a critical aspect of how a battle turns out. In short - it's pretty much as per the original use.

Whether or not we will continue to use this system depends on how we enjoy it after this campaign round's combat scenarios.  

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.

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)

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.

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).
 

Battle Report

Prelude

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The pirate Lances deployed in a spread along the battlefield, with quicker 'Mechs on the flank. Attempting to hold units in reserve, Commander Sethan authorized only two Lances under the tactical command of Aubrey Duchen. On noticing the eight 'Mechs on the opposition, it was decided the Thunderbolt was the most dangerous among the pirate forces.
Note: Yes, we know the miniature Warhammer disappears and is replaced by a Griffin later. This was an error due to misreading the lists while getting models pulled to go to the table.  

Turn One

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On noticing the pirate Cicada and Mongoose attempt to flank on the right of Priam Company, Aubrey quickly discerned a plan to engage the pirates. He ordered the Wolfhound, Valkyrie, and Griffin to intercept while bringing the majority of the defense force close enough to support should the battle trend more towards that flank. Weapons fire was exchanged between the two sides, but aside from the defending Archer, there was little to discuss about the results.  

Turn Two

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Specialist Kelly Sedda found herself in almost the worst-case scenario as the two pirate Phoenix Hawks folded in to engage her at short distance. All the pirate 'Mechs chose to fire on her Wolfhound, and an unlucky strike caused damage to her engine and gyro. However, the pirate Mongoose paid for this effort as it was shredded apart from the various other 'Mechs on that flank. Swearing profusely over the comms, Kelly was cut off as her 'Mech entered an emergency shut-down protocol. Undaunted, she proceeded to escape through the entry hatch rapidly.

The BattleMaster, Archer, and Hunchback meanwhile engaged the other 'Mechs and began pummeling them. One Stinger was swiftly neutralized, while the Thunderbolt continued taking damage from missiles splashing across various sections of its armor. The Hunchback was not so lucky, failing to hit the agile Griffin and managing to avoid damage just barely.  

Turn Three

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The battle on the hill thickened as more 'Mechs converged there and began fighting. The Centurion arrived to offer support, while the Griffin and Valkyrie continued standing at longer ranges to bring supporting fire to bear on the targets. The Warhammer, piloted by "Brick" Hauser, was able to neutralize one of the enemy Phoenix Hawks with assistance from the Griffin. Despite this, the Heavy 'Mech became the main focus of enemy fire, and started accumulating damage which compromised the left arm.

The BattleMaster closed to melee range with the Thunderbolt, and both landed punishing blows into each other. Some minor damage was sustained by both 'Mechs to the head, yet it wasn't enough to breach the armor. Both pilots decided to keep on with the engagement, preparing to continue working at each other. Behind the BattleMaster, however, the pirates' Griffin managed to destroy the Hunchback's head with its main weapons. The momentum was changing, and it would be interesting to see how it came to settle.  

Turn Four

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As the engagement continued, matters took a serious turn for Priam Company. An exchange of weapons fire between the Thunderbolt and BattleMaster ended with a Large Laser breaching Aubrey Duchen's cockpit and killing him. While engaged with the remaining Stinger and Phoenix Hawk, the mercenary Warhammer had its leg heavily damaged - and then a kick from the Light 'Mech managed to cause the leg to come loose from its connection. The pirate Cicada employed its speed to escape the battlefield before its luck would run out.  

Turn Five

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The four remaining Priam Company 'Mechs push ahead, and turn momentum back in the other direction. While the pair of Simone and Casey tried to take down the Phoenix Hawk with support from the Centurion. They failed to do substantial damage, leaving the 'Mech standing even with gaping holes in its armor. The true turning point was the Archer landing a salvo of missiles into the Thunderbolt, with a significant portion finishing off its head.

This loss causes the pirates to lose what remains of their nerve, and the remnants scatter for safety. The Stinger and Phoenix Hawk manage to escape, while the Griffin is cut off from retreat and forced to surrender. Despite considerable losses, Priam Company manages to hold the field against their enemies... with more yet on the way.  

Aftermath

Recovery teams tasked with retrieving the BattleMaster were unable to do anything to help Aubrey Duchen, and most of the BattleMechs used by the pirates were quickly dragged into storage while Commander Sethan decided what to do about the prisoners. Repairs would be impossible, as a second DropShip was noticed as having landed in the area. While smaller, it would still present an imminent threat to the base.
 

Damage Report

Damage

  • BLR-1G: Right Arm (5 Armor), Light Arm (5 Armor), Right Leg (13 Armor), Left Leg (5 Armor), Left Torso (5 Armor), Head (9 Armor, 50% Structure; Cockpit destroyed)
  • HBK-4G A: Left Leg (5 Armor), Right Torso (8 Armor), Head (9 Armor, Destroyed)
  • WHM-6R B: Right Arm (11 Armor), Light Arm (20 Armor, 25% Structure), Right Leg (5 Armor), Left Leg (15 Armor, 50% Structure; Upper Actuator, Foot Actuator; Detached), Right Torso (8 Armor), Left Torso (8 Armor), Center Torso(15 Armor)
  • ARC-2R: Right Arm (14 Armor), Right Leg (18 Armor), Left Leg (7 Armor)
  • WLF-1: Right Arm (12 Armor, 75% Structure; Large Laser hit), Light Arm (12 Armor, 25% Structure; Lower Actuator), Left Leg (5 Armor), Left Torso (5 Armor), Center Torso(10 Armor), Engine Hit, Gyro Hit.
  • GRF-1S: Light Arm (5 Armor), Right Leg (18 Armor, 50% Structure)

Rearming

  • BLR-1G: MG, SRM 6 (2 Tons)
  • WHM-6R: MG, SRM 6 (2 Tons)
  • ARC-2R: LRM 20 (1 Ton)
  • GRF-1N A: LRM 10 (1 Ton)
  • CN9-A A: AC/10, LRM 10 (2 Tons)
  • HBK-4G A: AC/20 (1 Ton)
  • VLK-QA: LRM 10 (1 Ton)
  • GRF-1S: LRM 5 (1 Ton)

Parts Not In Stock

  • Large Laser
  • Cockpit
  • Gyro (50t)
  • Actuator 35t (Lower Arm)
  • Actuator 70t (Foot, Upper Leg)
 

Medical Report

  • Duchen: KIA.
  • Erik Porter: 2 Wounds.
  • Maeve Agnes: 2 Wounds.
 

Salvage Report

  • TDR-5S: Sent to storage. 'MechWarrior captured.
  • GRF-1S: Sent to repairs. 'MechWarrior captured.
  • PXH-1: Sent to storage. 'MechWarrior captured.
  • MON-67: Destroyed. Components salvaged, 'MechWarrior captured..
  • STG-3R: Sent to storage. 'MechWarrior captured.

Components Salvaged

  • Medium Laser (3)
  • Small Laser
  • Actuator (25t): Upper Arm (2)
  • Actuator (25t): Lower Arm (2)
  • Actuator (25t): Hand (2)
  • Actuator (25t): Upper Leg (2)
  • Actuator (25t): Lower Leg (2)
  • Actuator (25t): Foot (2)
  • Structure (25t): Right Arm
  • Structure (25t): Left Arm
  • Structure (25t): Right Leg
  • Structure (25t): Left Leg
  • Structure (25t): Right Torso
  • Structure (25t): Left Torso
  • Structure (25t): Head
  • Heat Sink (2)
  • Life Support
  • Cockpit
 

Mission Report

It was a close result, as both sides managed to eliminate the same number of 'Mechs from the opposite side. It was the retreat of the Cicada which tipped victory into the hands of Priam Company, but it remains a hollow victory with the loss of an officer and the serious damage done to the defending 'Mechs.

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

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