Skirmish of Twelfth Ward

General Summary

Mission Profile

  • Mission Type: Hold the Line
  • Force Size: 10000 BV
  • Mission Cost: 400 WP
  • Location: White Reach, Twelfth Ward
  • Weather: Clear
  • Time of Day: Predawn
 

Situation Overview

Pirates think the Twelfth Ward has plunder enough to make them rich, and have started into the area. The militia is not close enough to intercept it in time, and if they reach the city it will be difficult to root them out. For this reason Senator Green has issued a contract to Priam Company and to keep the pirates at bay for now.  

Objectives

Primary Objective: Priam Company must destroy or force to withdraw at least 50% of the pirate force. (300 WP)
Secondary Objective: At the end of ten turns, Priam Company must hold the field with more than 50% of their forces. (200 WP)
Tertiary Objective: It's not enough to stop the pirates, one must break their will to fight. Destroy, cripple, or force to surrender more than 75% of the opposing force. (100 WP)
 

Setup

The battle area was chosen by Priam Company to be on the edges of the Twelfth Ward, with many small buildings, some hills and cliffs, along with some light woods. The two mesa ridges meant the enemy would have to approach through the center, so Priam Company focused their attention on the gap and the closer woods.  

Forces

Pirate Raiders

  • AWS-8Q (2/5)
  • WVR-6R (3/4)
  • MON-67 (3/4)
  • PHX-1 (3/4)
  • WSP-1A (3/4)
  • STG-3R (3/4)
  • Goblin (3/4)
  • Goblin (3/4)
  • Bulldog (3/4)

Priam Company

  • BLR-1G (Aubrey) (3/4; Hot Dog)
  • STK-3F (Reginald) (1/3; Multi-Tasker, Oblique Attacker)
  • WHM-6R A(Mikell) (2/2; Tactical Genius, Iron Will)
  • Manticore ("Crazy Eight") (3/5; Cross Country)

 

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: At the end of six turns, what has been abandoned on the field will be left behind for salvage.  

Special Abilities

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.
Hot Dog: Experience has taught this pilot to handle the heat load of their BattleMech carefully. This pilot can add a -1 bonus to the Target Number needed to avoid all heat effects due to high heat levels.
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.
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.
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.
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.  

Battle Report

Prelude

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"Folks, looks like the plan has changed. One of the Senators told me about some pirates inbound to the city, and I want to get him some help. What we have to do is hold out and try to take a chunk out of the pirates so the militia could mop them out. I need Sagittarius Lance ready, but I'll take that Warhammer we fixed up and Olivia can stand ready in case Pegasus needs assistance. Reginald, Aubrey, and the Manticore are going to join me out there. We don't know what's there but this should be enough to handle it. Just be careful, we don't know what's coming."
 

Turn One

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A slow advance from Priam Company was inevitable, their hardware sticking together and focusing downrange to see what was coming. The pirate forces moved their Light 'Mechs towards the forest close to them, looking for any resistance and finding little.  

Turn Two

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Priam Company joined up off the roads and noticed three Light 'Mechs approaching but keeping out of sight. The Stalker recognized the cliffs just to the right of the woods as a potential cover for the enemy and marked it to move to next turn.  

Turn Three

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As contact was made, the BattleMaster turned and fired a single PPC shot downrange, blowing the pirate Stinger's leg clean off. Much the same, the Stalker lobbed LRMs downrange over that cliff and had them connect with the Mongoose on the other side. The Warhammer likewise fired a single PPC down at the Wasp, but missed. By now, Priam Company fully identified the oncoming Medium and Light 'Mechs: the Wasp, the Stinger, the Mongoose, a Phoenix Hawk and a Wolverine.  

Turn Four

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The pirate Stinger struggled to rise as one of the Goblin tanks moved to cover it just in case. Priam Company opted to leave it alone, since it was out of the fight, and regrouped to draw the pirates in closer where the weapons could do more harm.
The Mongoose continued flanking, trying to get in behind the Warhammer while meeting the Stalker face to face and taking a minor pounding. The Wasp took a couple shots from the Warhammer but remained fine, while the BattleMaster turned and moved to take on that Mongoose in an attempt to put it down. Despite the massive amount of damage put into the Mongoose it remained upright.  

Turn Five

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The tanks continued their inexorable advance, now getting close to the combat area. Priam Company attempted to move out of the way to wait in ambush, but the jump-capable Phoenix Hawk proceeded to go over the top and sight in on the Warhammer who had thought itself safe. The pirate Stinger, after struggling for a while longer, remained on the ground.
The Mongoose slid in behind the Stalker and proceeded to fire into it, failing to do too much damage but still threatening the rear armor over the torso. The Phoenix Hawk landed itself on the mesa and proceeded to fire everything down into the Warhammer, causing it to rock with a few impacts. The Wolverine tagged the BattleMaster lightly, managing to peel some armor but not much else.
The Stalker, menaced by the Wasp and the Mongoose, proceeded to flip its arms backwards to blast into the Mongoose and severely damage it, while its SRM launchers blew into the Wasp hard enough to sever an arm and make the pilot stumble. The Manticore lanced off shots at the Phoenix Hawk, but failed to connect, while the Battlemaster fired two of its forward-facing lasers into the Phoenix Hawk for minor damage and its two rear lasers into the Mongoose to continue peeling away armor and structure.  

Turn Six

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Priam Company continued to hold, wheeling around to avoid presenting the backs to the enemy as much as they could, though by now the Awesome and the tanks have entered the fray. The Stinger meanwhile turned itself off, and the pilot began to make their way for cover.
The Stalker stood still, as the Wasp and Mongoose closed in intending to take it out. The Wasp attempted a Death From Above, only to have the Stalker not even flinch. It flipped arms to blast backwards into the Mongoose while its SRM-6 launchers blew the Wasp out of the air. It landed in four pieces, smoke rising from the pile of parts.
Meanwhile, the Warhammer and BattleMaster ignored the lighter 'Mechs as the Awesome rounded the corner and poured PPC fire into the BattleMaster. They returned fire in a coordinated attack which caused the Awesome to stumble and the open comm channel to fill with curses. The Wolverine and Phoenix Hawk shot into the Warhammer, the Wolverine trying to kick the Warhammer into submission.  

Turn Seven

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The Warhammer backed up, pulling the Wolverine along with it as the tanks moved into the fray with an open comm call of "Tank fight!" coming from the pirates. The Manticore crew answered by ignoring it and blasting its turret weaponry into the Awesome.
The BattleMaster and Warhammer, along with the Stalker proceeded to pour fire into the Awesome, demolishing its weaponry after it fired into the BattleMaster and savaged its extremities. This time the Awesome crumpled and fell on its side, smoking from several battle scars.
The Phoenix Hawk twisted to fire on the BattleMaster, a stray laser shot glancing off the head and causing it to pause and now turn towards the Phoenix Hawk with the Awesome on the ground.  

Turn Eight

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The BattleMaster made good on its silent promise, sending a savage array of Medium Laser shots into the Phoenix Hawk. The Warhammer fired a light amount of its weapons into the Awesome, forcing it to withdraw at last. The Wolverine in turn continued firing into the back of the Warhammer even as it was soon to become the next target.
The Stalker proceeded to fire everything it had, even with its heat load spiking past half, dealing crippling damage to the Phoenix Hawk before failing to override the shutdown safeties.
The tank battle continued, the Manticore backing up and taking shots from the Goblins while nailing the Phoenix Hawk with one last salvo of shots.  

Turn Nine

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The BattleMaster turned around and began to work on the Wolverine, trying to cool down quite a bit to resume firing. The Wolverine still was working at the Warhammer, trying to force it down. The Warhammer's leg finally crumpled entirely at a kick which landed and smashed the lower leg actuator.
With the Stalker shutdown, the tanks turned their attention to it and began to drill into the leg with an attempt to bring the Assault 'Mech down. This did not succeed, the Stalker starting back up shortly. However, this time allowed the Awesome and Phoenix Hawk to both escape savaging.  

Turn Ten

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The Warhammer opted to stay down, lifting itself up to release a barrage of everything it could fire into the Wolverine and tearing it apart. The BattleMaster joined in, making the Wolverine signal for surrender and request withdrawal.
The tanks, seeing this happening also turned their weapons off and began to move away. Priam Company was in no state to press the attack further now, and would have a significant amount of repairs to attend to later.  

Aftermath

With the militia arriving, pirates opted to cut their losses and retreat with the tanks. The extensive damage to Priam Company's 'Mechs will leave them out of commission for a while, but Senator Green has expressed much gratitude for the gesture of protecting the city.
 

Damage Report

  • WHM-6R A: Left Arm (20 Armor, 25% Structure), Right Arm (17 Armor), Left Leg (Destroyed), Right Leg (Destroyed), Left Torso (21 Armor, 25% Structure, Machine Gun Destroyed), Right Torso (11 Armor), Head (5 Armor), PPC (1 Critical)
  • BLR-1G: Left Arm (10 Armor), Right Arm (24 Armor, 75+% Structure, Upper Actuator, Lower Actuator), Left Leg (7 Armor), Right Leg (11 Armor), Right Torso (14 Armor), Center Torso (34 Armor), Head (5 Armor), PPC (2 Criticals)
  • STK-3F: Left Arm (9 Armor), Right Arm (5 Armor), Right Leg (Destroyed), Left Torso (8 Armor), Right Torso (19 Armor), Center Torso (13 Armor, Heat Sink Destroyed)
  • Manticore: Front (26 Armor), Left (10 Armor), Right (15 Armor), Rear (11 Armor), Turret (19 Armor), LRM 10 (Destroyed)
 

Rearming

  • BLR-1G: SRM 6, Machine Gun (2 tons)
  • STK-3F: LRM 10, SRM 6 (2 tons)
  • WHM-6R A: SRM 6, Machine Gun (2 tons)
  • Manticore: LRM 10, SRM 6 (2 tons)
 

Parts Not In Stock

  • STK-3F: Structure (85t; Right Leg)
  • WHM-6R A: Machine Gun, Structure (70t; Left Leg, Right Leg)
 

Medical Report

  • Aubrey Duchen (1 Wound)
  • Mikell Sethan (1 Wound)
 

Salvage Report

  • STG-3R: Salvaged, missing left leg.
  • MON-67: Destroyed. Value is at 63 SP
  • WSP-1A: Destroyed. Value is at 50 SP
 

Components Salvaged

  • Small Laser (1)
  • SRM-2 (1)
  • Heat Sink (6)
  • Jump Jet (4)
  • Actuators (20t; Upper Arm (1), Lower Arm (1), Hand (1), Upper Leg (2), Lower Leg (2), Foot (2)
  • Actuators (25t; Upper Leg (2), Lower Leg (2), Foot (2)
  • Structure (20t; LL, RL, LT, H)
  • Structure (25t; LL, RL, H)
 

Mission Report

Primary Objective: Succeeded. (+300 WP)
Secondary Objective: Succeeded. (+200 WP)
Tertiary Objective: Succeeded. (+100 WP)

Salvage: Scrap material valued at 113 SP.


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