Grendich Rendezvous in White Reach | World Anvil

Grendich Rendezvous

Mission Profile

  • Mission Type: Seize Ground
  • Force Size: 26,000 BV
  • Location: Grid G05, West Grendich Downs
  • Weather: Clear
  • Time of Day: Midday
 

Situation Overview

The Harbingers were made aware of a meeting in the Grendich Downs between a portion of Kreiss' forces and arms smugglers who were setting up a sale. Orders from the League liasion are to seize control of the area, and soften up the enemy so they can be detained and taken care of. Commander Dupree has assigned the "Trailblazer" and "Bones" to lead a pair of 'Mech Lances into the fray, with orders to keep an eye out for any good salvage to negotiate for.  

Objectives

Objective: The battlefield is divided into quadrants, with a portion in the middle designated a "no-man's land". Each force has the primary objective of securing the most number of quadrants during a turn (1 VP). The elimination of opposing units will make the job easier, as well as leaving what could be prime salvage on the field (1 VP).  

Setup

The terrain in the region is rough and difficult to manage, and this is simulated in this scenario with an assortment of Mesa, Elevated Terrain, and Rough Terrain elements. There were six Mesa, ten Elevated, and ten Rough terrain elements used for this, and they were arranged to suggest four quadrants with equal amounts of blocked lines to keep it difficult to fire across from safety. The trio of broken buildings were placed in the center to designate the "No Man's Land", while colored markers were set up to mark off the quadrants. The Harbingers chose to start along the edge of one quadrant, while the enemy forces began on the opposing corner.  

Forces

Harbingers
  • AS7-D Atlas B ("Trailblazer")
    (0/1; Sp: AC/20, Melee Specialist)
  • BL-7-KNT Black Knight ("Sureshot")
    (1/2; Sp: M. Laser)
  • BNC-3M Banshee ("Pilgrim")
    (0/2; Sp: PPC, Marksman, Human TRO: Mechs)
  • AWS-8Q Awesome C ("Sassy")
    (0/2; Sp: PPC, Lucky 1)
  • HCT-3F Hatchetman A ("Bones")
    (1/2; Melee Master, Jumping Jack)
  • HCT-3F Hatchetman B ("Badboi")
    (1/2; Melee Master, Jumping Jack)
  • JVN-10F Javelin (Carver) (3/7)
  • SDR-5V Spider (Falkner) (3/6)
  • LRM Carrier A (Crew 6)
    (0/4; Sp: LRM 20, Oblique Attacker)
  • LRM Carrier C ("Prodigal Sons")
    (0/5; Sp: LRM 20, Oblique Attacker)
Andurien Loyalists
  • CRD-3R Crusader
    (2/3; Sandblaster: LRM, Lucky 2)
  • ON1-K Orion (2/3)
  • ON1-K Orion (3/4)
  • SDR-5V Spider (2/5)
  • WHM-6R Warhammer (2/3; Sniper)
  • HBK-4G Hunchback (3/4)
  • Total BV: 12730 BV
  • Arms Smugglers
    • ARC-2R (2/5; Sandblaster)
    • CPLT-A1 (3/3; Specialist: LRM 15)
    • WVR-6M (3/4)
    • TBT-5N (3/6)
    • TBT-5N (3/6)
    • Bulldog (2/5)
    • Vedette (AC/2) (3/4)
    • Vedette (AC/2) (3/4)
    -Total BV: 10684 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: The contract terms specify the Harbingers are allowed to select salvage depending on their success in securing the area. One unit considered viable salvage may be selected for every two Victory Points accumulated by the end of the scenario.
      Zone Control: The overall goal of the mission is to control specific zones, in this case quadrants. A quadrant is controlled when only one force has units contesting control of it at the end of the turn. A unit must be fully within one of the defined quadrants to contest it. Any unit within six hexes of the center point of the battlefield is considered in "No Man's Land" and cannot contest control of any quadrant. Units which are in forced withdrawal are also unable to contest control of a quadrant.  

    Special Abilities

    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.

    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)

    Melee Master: It's a savage dance, melee combat, and those who have honed their talents can make it rather deadly. This unit may perform an additional punch, kick, or weapon attack on its turn.

    Melee Specialist: Few people can focus well on melee combat with 'Mechs, since it requires a shift to thinking about how you approach the enemy. Those who do hone this sense receive a -1 To-Hit bonus for melee attacks, and will do 1 extra damage on a hit.

    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.

    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.

    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)
    The Harbingers' force navigates the rocky spurs of the Grendich Downs to an old abandoned site, finding the smugglers and Kreiss' forces gathering to face them. As both forces spread out to take advantage of the terrain, Trailblazer ordered quicker units to move to the flanks in order to prepare for a quick strike.
     

    Turn One

    (Image Link)
    Trailblazer commanded the Harbingers to spread out, the swifter units pushing to the left of their line while an LRM Carrier moved on top of a hill to observe. "Sureshot" moved his Black Knight up the center of the line towards the ruined buildings. "Pilgrim" took the Harbingers' Banshee and climbed the mesa nearby using its hands, while "Sassy" in her Awesome and one LRM Carrier moved into a place to offer supporting fire. The smugglers noticed the heavy units, and chose to veer in a direction to engage the Banshee.

    This turned out to be a mistake, as Pilgrim managed to land both shots with his PPCs into the lead Vedette. This caused an explosion in the ammunition bin, destroying the tank. Similarly, the Prodigal Sons sent a barrage of missiles into the Orion within range and caused severe damage to its engine and gyro. When it fell, the pilot shut off the 'Mech due to the damage. Just as quickly as it began, the Harbingers were ahead.  

    Turn Two

    (Image Link)
    On the left flank, Trailblazer moved ahead only for the Andurien Spider to move behind him. In turn, the enemy Spider was engaged by the Harbingers' Javelin and Spider. As the other LRM Carrier had a clear line of fire, and was the three of them were able to put it down to prevent it from being more of a problem. Similarly, Sureshot and Sassy both advanced forward; the Black Knight moved to the edge of the destroyed buildings as the Awesome skirted that edge to keep a clear shot to the enemies.

    The Hatchetman 'Mechs and Pilgrim continued into the rough terrain on the other side of the mesa ridge, neutralizing the other Vedette with concentrated firepower. The enemy Trebuchets and Archer fired a number of missiles into one Hatchetman, shredding a considerable amount of armor off the Medium 'Mech. The Crusader meanwhile exchanged missile fire with the LRM Carrier hiding against the mesa, supported by bursts of fire from the Awesome. A breached torso led to the Crusader's missile ammunition being exploded, tearing the 'Mech apart.  

    Turn Three

    (Image Link)
    The Harbingers continued pushing their advantage, the pair of Hatchetman 'Mechs swinging around to ambush the Catapult. However, the enemy Wolverine cut it off in front while one of the Trebuchets lined up to fire into them. The Autocannons from the Hatchetmans were put to use on that Trebuchet, while Pilgrim fired on the one still in front of him. When the LRM Carrier lobbed missiles over the mesa ridge, they succeeded in taking out the Trebuchet but not before the damage had been done. Both of the Hatchetmans were forced to stop fighting due to the damage sustained.

    The left flank of the Harbingers continued to fold in, firing on the enemy Warhammer and Orion, but they failed to do significant damage to either 'Mech. Despite this, the outcome was made clear, and the smugglers and Andurien loyalists tried to make an escape. Once they realized the Harbingers would continue the pursuit, they instead surrendered and powered down.    

    Aftermath

    With the crushing defeat, Trailblazer's forces make an arrangement to select a number of enemy 'Mechs both for adding to the Harbingers' forces and to help cover the repair costs. With this, Captain Kreiss' forces have had their purchasing disrupted and the arms smugglers have been almost entirely detained. White Reach will slowly begin to stabilize without the black market operating through Antan Exports. And Kreiss' remaining forces will be forced to leave the planet.
     

    Damage Report

    Damage

    • BNC-3M Banshee: Right Arm (6 Armor), Left Leg (5 Armor), Right Torso (6 Armor), Left Torso (5 Armor).
    • AWS-8Q Awesome C: Right Arm (21 Armor), Left Torso (10 Armor), Center Torso (4 Armor).
    • HCT-3F Hatchetman A: Right Torso (4 Armor, 50% Structure).
    • HCT-3F Hatchetman B: Right Arm (2 Armor), Left Arm (11 Armor, 50% Structure), Left Leg (2 Armor), Left Torso (4 Armor, 25% Structure), Center Torso (2 Armor).
    • LRM Carrier A: Front (12 Armor, Stabilizer), Motive Hit (1).
    • CPLT-A1 Catapult: Left Arm (10 Armor), Right Torso (10 Armor).
    • HBK-4G Hunchback: Right Arm (10 Armor, 25% Structure), Left Arm (10 Armor; Destroyed), Right Leg (19 Armor), Right Torso (20 Armor, 50% Structure), Left Torso (10 Armor), Center Torso (16 Armor).
    • SDR-5V Spider B: Right Arm (5 Armor; Destroyed), Right Leg (2 Armor), Right Torso (2 Armor, 75% Structure), Left Torso (6 Armor, 25% Structure), Center Torso (8 Armor, 50% Structure).

    Rearming

    • AS7-D A: LRM 20 (1 ton)
    • HCT-3F A: AC/10 (1 ton)
    • HCT-3F B: AC/10 (1 ton)
    • HBK-4G: AC/20 (1 ton)
    • CPLT-A1: LRM 15 (1 ton)
    • WVR-6M: SRM 6 (1 ton)
    • LRM Carrier A: LRM 20 (2 tons)
    • LRM Carrier C: LRM 20 (1 ton)

    Parts Not In Stock

    • Structure (30t): Left Arm
    • Structure (50t): Left Arm
    • Actuator (30t): Upper Arm
    • Actuator (30t): Lower Arm
    • Actuator (30t): Hand
    • Actuator (50t): Upper Arm
    • Actuator (50t): Lower Arm
    • Actuator (50t): Hand
     

    Salvage Report

    • HBK-4G Hunchback (3/4): Acquired. Sent to repairs.
    • CPLT-A1 (3/3; Specialist: LRM 15): Acquired. Sent to repairs.
    • WVR-6M (3/4): Acquired. Sent to repairs.
    • SDR-5V Spider (2/5): Acquired. Sent to repairs.
    • ON1-K Orion (2/3): Acquired. Prepared for sale.
    • ON1-K Orion (3/4): Acquired. Prepared for sale.
     

    Mission Report

    The Harbingers were responsible for securing the most quadrants for the three turns of the scenario (3 VP), and eliminated a total of eight enemy units (8 VP). They were permitted to select six units to salvage from the field.  

    NPC Report

    Detained

    Loyalists
    • ON1-K Orion (2/3): Acquired, 'MechWarrior captured.
    • ON1-K Orion (3/4): Acquired, 'MechWarrior captured.
    • SDR-5V Spider (2/5): Acquired, 'MechWarrior captured.
    • WHM-6R Warhammer (2/3; Sniper): Impounded, 'MechWarrior captured.
    • HBK-4G Hunchback (3/4): Acquired, 'MechWarrior captured.
    Arms Dealers
    • ARC-2R (2/5; Sandblaster): Impounded, 'MechWarrior captured.
    • CPLT-A1 (3/3; Specialist: LRM 15): Acquired, 'MechWarrior captured.
    • WVR-6M (3/4): Acquired, 'MechWarrior captured.
    • TBT-5N (3/6): Impounded, 'MechWarrior captured.
    • TBT-5N (3/6): Impounded, 'MechWarrior captured.
    • Bulldog (2/5): Impounded, Crew captured.
    • Vedette (AC/2) (3/4): Impounded, Crew captured.

    Destroyed

    Loyalists
    • CRD-3R Crusader (2/3; Sandblaster: LRM, Lucky 2): 'Mech Destroyed, 'MechWarrior killed.
    Arms Dealers
    • Vedette (AC/2) (3/4): Vehicle Destroyed, Crew killed.

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