Ride of the Harbingers
- Mission Type: Base Assault
- Force Size: Unlimited
- Location: Yew Firebase, Grid L15
- Weather: Overcast
Situation OverviewThe Harbingers launch an assault on Yew Firebase, hoping to be able to use superior skills and heavier equipment to take out the superior numbers. However, Kommandant Valdane has a number of skilled 'MechWarriors with her who still can pose a threat, on top of the batallion training in Lance-based combat.
ObjectivesPrimary Objective A: The Harbingers' objective is to seize control of the firebase, which can be done either by forcing over 50% of the Sanglamore forces to retreat.
Primary Objective B: Alternatively, the Harbingers can destroy the primary command center and render the Lyran forces unable to organize their forces or properly control their defensive turrets.
SetupYew Firebase is a sprawling base set up to cater to a battalion of units and their support crew, and efforts are made to close off the easy approaches. Turrets have been placed with a line of fire through the gaps, and the artillery was wheeled around to properly aim towards the Harbingers' approach. Outside the firebase grounds, the Harbingers are approaching with a moderate amount of ground cover in the form of four Light Woods elements, one Hill element, one Shallow Water element, and one Rough terrain element.
Harbingers Assault Team
- AS7-D (Adamant)
(0/3; Combat Intuition, Lucky 1)
- AWS-8Q A ("Deadeye")
(0/2; Specialist: PPC, Lucky 1)
- AWS-8Q B ("Sassy")
(0/2; Specialist: PPC, Lucky 1)
- HCT-3F A ("Trailblazer")
(1/1; Melee Master, Fist Fire)
- HCT-3F B ("Bones")
(2/3; Melee Master)
- HCT-3F C ("Badboi")
(2/2; Melee Master)
- CTF-1X ("Sureshot")
(1/3; Specialist: M. Laser)
- LGB-0W ("Spike")
(2/3; Specialist: M. Laser)
- STK-3F ("Pilgrim")
(1/2; Human TRO: Mechs, Multi-Tasker)
- ENF-4R A ("Cinders")
(3/3; Range Master (M), Lucky 1)
- ENF-4R B ("Boomstick")
(3/6; Range Master (M))
- CN9-A ("Jungle Jackie")
(2/4; Multi-Tasker, Lucky 1)
- OTL-4D ("Patty-Cake")
- SRM Carrier ("Hartford Crew")
- LRM Carrier (Crew 11)
- Schrek PPC Carrier (Crew 33)
- Von Luckner K70 (Crew 9)
- Behemoth (Armor) (Crew 6)
(0/5; Speed Demon)
- GLT-4L ("Chevalier")
(3/4; Human TRO: Mechs)
- TDR-5S ("Pine")
Sanglamore Training Batallion
- AS7-D (Kommandant Valdane)
(2/3; Iron Will, Lucky 1; Tactical Genius)
(2/4; Sniper, Lucky 1)
(2/5; Jumping Jack; Multi-Tasker)
- ON1-K (Gates)
(0/2; Demoralizer, Lucky 2)
- ARC-2R (3/6)
- GRF-1N (3/5)
- MAD-3R (2/4)
- TDR-5SS (Chambers)
- OSR-2C (4/6)
- GRF-1S (3/6)
- TBT-5S (4/5)
- BL-7-KNT (Calhoun)
- ON1-K (3/4)
- FS9-H (4/6)
- WVR-6R (4/5)
- WVR-6R (3/5)
- PHX-1 (3/5)
- DV-6M (4/6)
- ENF-4R (3/5)
- JVN-10F (4/6)
- STG-3R (4/6)
- LCT-1S (4/6)
- STG-3G (4/6)
Missile Fire Lance
- ARC-2R (4/4)
- ZEU-6S (3/4)
- GRF-1N (4/4)
- DV-6M (4/6)
- TDR-5SS (4/4)
- WSP-1A (4/7)
- WSP-1A (4/6)
- PHX-1 (5/5)
- Behemoth (3/6)
- Behemoth (3/6)
- Hunter 'LRM 15' (3/5)
- Hunter (4/6)
- Packrat (6/6)
- Plainsman (4/7)
- Savannah Master (5/4)
- UM-R60 (5/6)
- WSP-1A (4/5)
- Heavy LRM Turrets (x4)
(Gunnery 2, 2x LRM 15, 40 CF)
- Long Tom Artillery
- Minefields (x2)
(Attack 4, 5 damage to both legs or all vehicle sections)
- Decoy Minefields (x4)
Special RulesForced 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 from units neutralized during the battle.
Morale: When a unit would normally enter forced withdrawal, it will instead roll a Piloting check modified by a +3 TN penalty if it cannot see a unit commander. It must repeat this check at the end of any turn it takes damage after this.
Defender SpecialsMinefields: When a unit enters the minefield, an attack is made against them with a base attack of 4. If the attack is successful, a 'Mech will have both legs will suffer 5 damage while a vehicle will have all four sides take 5 damage. Infantry caught in a minefield will be reduced to half their remaining strength. A minefield remains active for the entire engagement, but if triggered will need to be replaced after the battle.
Reinforcements: Three buildings have been designated as locations from which reinforcements may enter for the Lyrans during this mission. At the end of each turn, 1d6 units may enter the battlefield from any of these buildings. If a building is destroyed, no more reinforcements may enter from there.
Heavy LRM Turrets: A heavy emplacement holds two LRM 15 launchers, with one ton of ammunition for each. It fires with a base Gunnery of 2, and can sustain 40 damage. On any attack roll hitting it which reads 12, roll an additional critical chance roll. On a roll of 7 or more, the turret becomes non-functional.
Long Tom Artillery: The Lyran Long Tom may fire at any spot a defender can see, the attack called out at the beginning of the turn and landing at the end of the turn after all units have moved. The target number to roll is a base TN of 6, modified by the range to the target of the closest spotting unit (+2 for each 6 hexes from the spotter). A miss will allow the target to drift 1d6 spaces in a direction randomly determined by agreement of the players. Wherever it lands, the attack will do 25 damage to the hex, 15 damage to adjacent hexes, then 5 damage to each hex two spaces from the landing area. Any 'Mechs which are currently down in the area of impact are completely destroyed and provide no salvage.
Formation NotesNot seen before this point, it is worth expanding on "Formations". Forces which have a high amount of training and discipline have the chance to form "Formations" in the case of Lances. Each Lance is a combination of four BattleMechs or vehicles, and the formations have their own unique benefits. Listed below are the formations active in this engagement.
Command Lance: The Command Lance is where the head of the unit sits, and usually with three handpicked lancemates; there is no other true requirement other than this. A Command Lance benefits from the coordination of the leader by giving them the "Tactical Genius" ability, and two other units may receive a list of other abilities for free before any engagement. Consult "Campaign Operations" p63 for a full listing; in this engagement the chosen abilities are two instances of "Multi-Tasker".
Battle Lance: A Battle Lance is a front-line formation meant to take punishment and dish it out in equal measures. For this reason, at least two units must be of Heavy or greater weight class. This unit shares a pool of six uses of the "Lucky" special ability, allowing them to reroll up to six total Gunnery or Piloting rolls.
Fire Lance: Fire Lances are formed primarily to have high capacity to deal damage at range, and are meant to stay out of danger to strike from afar. To this end, it is comprised of units which fit that particular archetype. At the beginning of each turn, two units in this Lance may receive the "Sniper" ability for the duration of this turn. The bonus is effective immediately.
Direct Fire Lance: A variation of the Fire Lance, a Direct Fire lance uses weapons which are based on direct line-of-sight firing; the same general requirements are needed as well. At the beginning of each turn, two units in this Lance may receive the "Weapon Specialist" ability for the duration of this turn.
Fire Support Lance: A support formation, there is no specific rules for forming these other than their focus to act as backup to another formation. As such, they receive no benefit on their own and inherit partial benefits from whatever formation type they are supporting. At the beginning of each turn, one unit this Lance may receive the "Sniper" for the duration of this turn.
Light Recon Lance: Recon Lances are fast and meant to handle scouting tasks with minimal issues; Light Recon Lances are designed almost entirely of Light-class units and benefit greatly from matching the right archetypes and weight class to the task. All units in this formation receive the "Forward Observer" and "Eagle Eyes" abilities in addition to their original abilities.
Cavalry Lance: Fast, and hard-hitting units are the heart of the Cavalry Lance formation; for that purpose the whole formation needs to be fast and cannot contain anything of Assault weight class. At the beginning of the engagement, three members of this Lance receives the "Speed Demon" ability for free.
Special AbilitiesCombat Intuition: By means of concentration and awareness, a soldier can manage to get the jump on a target ready to move. This pilot can take one wound (no Consciousness Check is required) to choose a target to focus on. They may immediately act before that target, entirely out of turn. All damage takes effect immediately. Alternatively, they may choose to act last in movement initiative.
Demoralizer: This unit may attempt to demoralize a target it has clear line of sight to, within 10 hexes. They make a Piloting check at a +4 TN; on a successful use, the target may not use any movement other than walking, may not move any closer to the attacking unit, and incurs a +1 TN penalty if attacking the Demoralizer this turn.
Eagle Eyes: This unit can spot hidden units or defenses much easier than normal, granting them a better passive search as they move. They receive a +2 bonus to TNs when being attacked by minefields, and will find hidden units within a 1 hex radius.
Fist Fire: This unit may use its weapon mounted on an arm after a successful punch or weapon attack which deals damage. This follow-up attack is made at a -1 bonus to hit, and will impact in the same location the physical attack lands.
Forward Observer: This unit is effective in helping artillery gunners hit their mark. When spotting, they grant a -1 TN modifier to the artillery gunner's roll; when adjusting their aim, this unit grants a -2 TN modifier until the gunner strikes the target area.
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.
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 additional punch kick, or weapon attack on its turn.
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.
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.
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.
Turn 1(Image Link)
As the Harbingers' advance begins, two hovercraft dart out and begin spotting for the artillery. As the first target was called, it was the anticipation of drifting. As the signal is sent, the Harbingers realize the implications and quickly task the Awesomes with destroying the spotters. Arcs from the PPCs quickly dismantle the Savannah Master and Plainsman, and Kommandant Valdane begins to arrange for her forces to meet the Harbingers at the choke points. Reinforcements quickly emerge from the buildings, as the Cadet Battle Lance has the Black Knight and Orion emerge prepared to join the fight.
Turn 2(Image Link)
The two Awesomes move to the ridge outside the defenses, and use their superior accuracy to rain bolts from their PPCs into one of the buildings. As it began to crumple and collapse, the defenders made a push to focus on one of the Awesomes; it stumbled, but remained upright. The forces caught sight of the Longbow which had been recovered from the Calderon attack, and paused in pushing their attack.
At the other choke point, however, the Kommandant's forces continued to seek an advance. The Sapphire Command Ostsol moved up to start firing at the Harbingers, but return fire was almost too much for it. The turrets took shots down-range but were not doing well enough at the far ranges. From another of the buildings emerged part of the Main Battle Lance, heading towards the smoking ruin to reinforce that part of the defenses.
Turn 3(Image Link)
The Packrat proceeds to move out to lay out another firing solution for the Long Tom battery, but the Harbingers quickly focus on it and prepare to hit it hard as soon as it lets them have a chance. The Zeus ZEU-6S and Archer accompanying it moved up to open fire on the Awesomes again, but focused fire from six PPCs burst onto the Zeus and made it wither slightly under the barrage. The Longbow and Atlas both close towards the middle, focusing their long-range missiles on the Ostsol and forcing it back with severe internal damage. Two Griffins moved to the choke points, and fired at the damaged Awesome while the missile turrets finally managed to land a serious blow to the Von Luckner. The motive system was heavily damaged, but they elected to keep pushing the attack.
From the buildings emerged the other half of the Cadet Battle Lance: a Firestarter and Wolverine which moved into taking cover. As they emerged, the Kommandant quickly signaled to pull back and try baiting the Harbingers closer to the base where they could be managed better.
Turn 4(Image Link)
(Image Link - Aerial)
The Sanglamore 'MechWarriors show their tenacity as they stand up hard in the face of the advance to the southern side of the area. The Zeus there absorbs a full strike from the Stalker, continuing to fire on the Awesome until gyro damage put the Lyran 'Mech on its back. The Stalker pays the heavy price of shutting down under the spike of waste heat, which is perhaps the most fortunate result it could have hoped for.
The Packrat darts out, trying to spot a firing location closer to the Harbingers' command Assaults; almost immediately it winds up taking fire and the crew is killed as it explodes under the ordinance which is sent through it. In retaliation, the Archer defending the choke point fires into the Von Luckner and finishes off its motive control. The Harbingers' Atlas is witnessed pointing at the tank, as if demanding it to stay put and keep fighting.
Two Phoenix Hawks emerge from the buildings, ready to enter the fight when called for, though the balance of battle continues to shift back and forth.
Turn 5(Image Link)
(Image Link - Aerial)
Without close spotters, the Long Tom battery proves ineffective, though it keeps the Harbingers guessing and trying to predict what will happen. The turrets defending the southern approach land a salvo of missiles into the damage Awesome's body, a splash of them tearing through the head and cockpit; the pilot managed to eject safely, though they would be out of the fight. In retaliation the remaining Awesome and Behemoth focus down one of the turrets, and the Hatchetmen swarm in to take down the Dervish which had come out to fight. The Thunderbolt mercenary almost finishes off the Zeus, but not before it can fire back on the Stalker. Additional fire lands into the Cataphract, not threatening but still a warning of the scale of battle going on here.
The Harbingers' Ostsol and stationary Von Luckner both punish the defending Behemoth they can get a firing solution on together, though the Ostsol takes a substantial amount of return fire. similarly, the Schrek and LRM Carrier throw fire into the Kommandant's Atlas as it advances to the front. The Harbingers' commander answers the challenge, knocking down the Orion there with its heavy autocannon before firing its long-range missiles into the Sapphire Atlas. In exchange, the attacking Ostsol barely is missed by a stream of fire while the attacking Atlas has missiles crash hard and threaten to breach armor across Commander Dupree's 'Mech.
With a brief silence following the clash of the two titan Assault-class 'Mechs, the Kommandant's Atlas falls backwards and lands hard; the Harbingers try to rally forward now, even as the missile turrets blow large chunks of armor off the Schrek and attacking Behemoth. The Sanglamore defenders mobilize their Trebuchet TBT-5S, prepared to jump into battle.
Turn 6(Image Link)
(Image Link - Aerial)
The southern side of the defenders has the Dervish and Zeus still fighting despite being nearly destroyed, but they wind up buried under the advancing BattleMechs, with the Hatchetmen and Enforcer focusing on the Dervish while the Zeus falls under the Thunderbolt and Behemoth. The Stalker restarts, and begins firing through the choke point into the defending Thunderbolt. The Cataphract steps up, finishing off the other turret before anything more can be destroyed there.
At the northern side, the LRM Carrier and Schrek manage to dial in proper firing solutions on the Sapphire Atlas as it stands up. Its return exchange tears into the Harbingers' Commander, rendering both the heavy autocannon and long-range missiles unable to fire properly. Falling back down, the Harbingers still find themselves paying for every handful of meters they advance. The Orion from the Cadet Lance is hit hard, falling over with serious damage while the Harbingers' Ostsol stands unsteadily as well. The defending Behemoth now becomes a focal point of fire, and it absorbs the punishment gladly before lashing out its weapons at any target it can properly get a solution on. A second Dervish joins the northern defense, prepared to jump atop the cliffs and join the firing squad up above.
Turn 7(Image Link)
(Image Link - Aerial)
The battle continues to grind forwards, and now attrition begins to claim combatants on both side. The Harbingers' Medium-class 'Mechs leaps atop the cliff only to meet with withering fire from below and atop the cliffs. The Enforcer in particular is forced to eject, and shortly after a valiant last shot the Harbingers' Ostsol ejects as well. That last shot, however, strikes the Sapphire Atlas in the eye socket and it remains motionless. The last barrage from the Kommandant continues blasting through the opposite commander's Atlas, making it stumble and almost fall. The Zeus ZEU-6T and Ostsol of the Sapphire command proceed to drop the Guillotine mercenary, armor ablating at an amazing rate.
Similarly, the defending Orion on the ground manages to send a final message into the Centurion's head and force the pilot to make an emergency ejection before being turned into a fine red mist. Damage on the defending Behemoth tank is reaching critical points, but the defenders remain standing until the comms crackle and a voice starts shouting over the open channels.
The Harbingers have had enough, and oscillate between threatening to push the attack with 'no quarter' as the orders and asking for a temporary cease-fire to remove their presence. The next ranking officer among the Sanglamore officers weighed options, and finally - reluctantly - agreed to the Harbingers dragging their equipment off the field but being warned there would be no peace between the two sides now.
- AS7-D: Left Arm (10 Armor), Right Arm (Destroyed), Left Leg (41 Armor, 25% Structure), Right Leg (21 Armor), Left Torso (32 Armor, 75+% Structure, LRM 20 destroyed, 1x LRM 20 Ammo destroyed), Right Torso (32 Armor, 75% Structure, Autocannon/20 (1 Hit)), Center Torso (23 Armor)
- STK-3F: Left Arm (23 Armor, 25% Structure), Right Arm (23 Armor, 75+% Structure, Heat Sink hit, Upper Actuator hit), Left Leg (19 Armor), Right Leg (10 Armor), Left Torso (25 Armor, 75% Structure, Heat Sink destroyed), Right Torso (7 Armor), Center Torso (26 Armor)
- AWS-8Q A: Left Arm: (11 Armor), Right Arm: (3 Armor), Left Leg: (6 Armor), Right Leg: (28 Armor), Left Torso: (6 Armor), Right Torso: (14 Armor), Center Torso (14 Armor), Head (9 Armor, 50% Structure, Cockpit destroyed)
- CTF-1X: Left Arm (5 Armor), Right Arm (8 Armor), Left Leg (5 Armor), Right Leg (2 Armor), Left Torso (14 Armor), Right Torso (2 Armor)
- OTL-4D: Left Arm (Destroyed), Right Arm (Destroyed), Left Leg (16 Armor), Left Torso (16 Armor), Right Torso (22 Armor, Large Laser destroyed, Medium Laser hit), Right Leg (20 Armor), Center Torso (22 Armor, 50% Structure), Head (2 Armor), Engine (1 Hit)
- CN9-A: Left Leg (10 Armor), Head (9 Armor, 50% Structure, Sensors (1 hit), Cockpit destroyed)
- ENF-4R A: Left Arm (14 Armor), Left Leg (4 Armor), Right Leg (15 Armor), Left Torso (2 Armor), Right Torso (12 Armor), Center Torso (19 Armor), Gyro destroyed
- ENF-4R B: Left Arm (2 Armor), Right Arm (4 Armor), Right Torso (5 Armor)
- LGB-0W: Left Arm (9 Armor; 75% Structure, LRM 20 (2 hits), Upper Actuator destroyed), Right Arm (6 Armor) Left Leg (6 Armor), Right Leg (6 Armor), Right Torso (6 Armor), Center Torso (6 Armor)
- HCT-3F A: Left Arm (4 Armor), Right Arm (5 Armor), Left Leg (11 Armor), Right Torso (10 Armor), Center Torso (14 Armor, 50% Structure)
- HCT-3F B: Right Arm (5 Armor), Right Leg (5 Armor), Right Torso (10 Armor)
- Behemoth (Armor): Front (9 Armor), Left Side (4 Armor), Right Side (15 Armor), Turret (9 Armor), Motive Hit
- VNL-K70 Von Luckner: Front (19 Armor), Left Side (18 Armor), Right Side (13 Armor), Turret (5 Armor), Motive Hit
- Schrek PPC Carrier: Front (7 Armor), Rear (5 Armor), Turret (6 Armor), Motive Hit
- AS7-D: AC/20, SRM 6, LRM 10 (3 tons)
- STK-3F: LRM 10, SRM 6 (2 tons)
- LGB-0W: LRM 20 (2 tons)
- CTF-1X: AC/10 (1 ton)
- CN9-A: AC/10, LRM 10 (2 tons)
- ENF-4R A: AC/10 (1 ton)
- ENF-4R B: AC/10 (1 ton)
- HCT-3F A: AC/10 (1 ton)
- HCT-3F B: AC/10 (1 ton)
- HCT-3F C: AC/10 (1 ton)
- VNL-K70: LRM 10, AC/10 (2 tons)
- Behemoth (Armor): LRM 5, AC/10, SRM 6 (3 tons)
- SRM Carrier: SRM 6 (1 ton)
- LRM Carrier: LRM 20 (2 tons)
- "Chevalier": GLT-4L in repairs for 2 turns. Fee: 60 SP
- "Pine": TDR-5S in repairs for 1 turn. Fee: 30 SP
- Tristan "Deadeye" Johnson: 2 Wounds
- Jackie "Jungle Jackie" Padilla: 1 Wound
- Patty "Patty-Cake" Drillben: 1 Wound
- Jonathan "Pine" Martin: 1 Wound
- ZEU-6S (3/4). Destroyed. 'MechWarrior survived.
- Savannah Master (5/4). Destroyed. Crew killed.
- Plainsman (4/7). Destroyed. Crew killed.
- Packrat (6/6). Destroyed. Crew killed.
- Kommandant Valdane (2/3; Iron Will, Lucky 1). 'MechWarrior killed.