Suitors for Sakura
- Mission Type: Base Raid
- Force Size: Unlimited
- Location: Pelea Continent, Sakura Firebase
- Weather: Light Mist
Situation OverviewPriam Company has located what appears to be the primary base of operations for the Legion of Vega, and a decision was made to strike a quick raid. The goal of this raid is not to seriously make an attempt at the base, but to investigate what forces the Legion has remaining there and probe the other defenses. To this end, they have set a time limit for the engagement to avoid being bogged down and having a counterattack eliminate them.
ObjectivesPrimary Objective: Priam Company's primary objectives are to push the advantage and attempt to do as much damage to the DCMS forces as they can. If possible they need to destroy the command center building, or force 50% of the enemy units to withdraw (as per BV totals). The DCMS force must survive until they can call for help to the units in the field.
SetupUsing the eastern approach, the area has quite a bit of troublesome terrain where the firebase is nestled near. Place two water elements, ten rough terrain elements, six light woods elements, and fourteen hill elements. The rough terrain and hill elements should make a band around the midpoint of the map, on one side the woods and water elements and on the other the firebase elements.
The firebase consists of a Command Center building, four Living Quarters buildings, four 'Mech Bay buildings, four Storage buildings, two Vehicle Pool buildings, two Power Generator buildings, three Power Relay buildings, and two Large Storage structures. The following list will show the appropriate Construction Factors for these buildings: Living Quarters (CF 45), 'Mech Bay (CF 60), Vehicle Pool (CF 35), Storage (CF 25), Command Center (CF 100), Power Generator (CF 20), Power Relay (CF 5), Large Storage (CF 25).
The DCMS forces set up in three battle groups, represented above. One group must deploy on the left side of the battlefield on the firebase side of the ridge, one group in the middle, and one on the right side. Priam Company must set up in their groups on the opposite side within three hexes of the map edge.
- BL-7-KNT (Aubrey)
(2/4; Hot Dog)
- VTR-9B (Otto)
(2/4; Lucky 2)
- WHM-6R (Olivia)
(0/2; Specialist: PPC, Marksman, Lucky 1)
- STK-3F (Reginald)
(1/3; Multi-Tasker, Oblique Attacker)
- GRF-1N A (Casey)
(3/3; Jumping Jack, Hopper)
- WLF-1 (Kelly)
(1/3; Blood Stalker, Marksman)
- GLT-4P ("Brick")
- GRF-1N "Peregrine"
(3/4; Jumping Jack)
- Scimitar (Crew 32)
- Manticore (Crazy Eight)
- LRM Carrier (Agi Crew)
Fourth Legion of Vega
- GLD-3R (3/4; Iron Will)
- CN9-A (3/5; Lucky 1)
- HBK-4G (2/4; Lucky 1)
- GRF-1N (4/4)
- Manticore (4/6)
- Hetzer SRM (4/5)
- DRG-1N (3/5; Specialist: AC/5)
- PNT-9R (3/6), HBK-4G (4/5)
- HBK-4G (2/5; Lucky 1)
- SRM Carrier (3/6)
- Manticore (4/4)
- LCT-1V (4/5)
- WSP-1A (3/5)
- Galleon (4/6)
- Vedette (3/5)
- Demolisher (2/3; Cross Country)
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.
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.
Raid Timer: The Legion of Vega has units deployed in the field, but the base has called for help. Priam Company has until after 12 turns have passed to complete their objective or they must begin withdrawing to their home edge. The battle will end when all withdrawing Priam Company units are within three hexes of that home edge.
Special AbilitiesBlood 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.
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.
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 2 MP.
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.
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.
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.
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.
Setup: Priam Company
Turn OneImage Link
Priam Company Closeup
The engagement begins with the Legion forces spreading out and sending lighter elements towards the southern side of the area. Heavier-armed units concentrate towards the center of the advance, using cover to avoid offering any good targets. Priam Company's force commander changes their initial plan, sending the Scimitar to scout what was going south and starting to move to take refuge in the forests.
Turn TwoImage Link
Priam Company Closeup
Both forces are aware there is a significant force on the field, but the Legion begins stalling a bit more to seek good positioning. The Priam Company has one of their Griffins take aim and start firing on the approaching Legion Griffin, missiles impacting with minor damage. The Scimitar catches the Locust and manages to land a full volley from its weapons, dealing severe damage to its rear armor. The Legion forces are unable to find a good counterstrike, and bide their time as the heavy weapons continue moving up the middle.
Turn ThreeImage Link
A flurry of activity marks the engagement beginning in earnest, the Legion's forces finding decent positions to begin their attack. The Vedette and Galleon attempt to strike the Victor, but only do minor damage; in comparison the Dragon fires a barrage into the Warhammer and strips a portion of armor off the righ leg. Priam Company's volleys are just as effective, with the Griffin and Guillotine focusing damage into the northern Hunchback. The Dragon is seriously damaged, and yet the 'MechWarrior inside decides to keep fighting instead of turning back.
The southern side of the engagement is more telling, as the Hunchback shreds the Scimitar open with its heavy autocannon and uses a medium laser to detonate exposed ammunition stores. The Wasp's leap into position lands in the wreckage, as it scans for another target. Priam Company's Black Knight decides to take it up on that offer, two shots from large lasers searing through the armor and threatening to put it down hard. The attacking LRM Carrier makes the decision to take aim on the Dragon, hoping to put it out of the battle; despite connecting with two of its three massive launchers, it only inconvienences the Heavy 'Mech.
Turn FourImage Link
The Legion continues pushing forward, the Locust charging out of the forest and leaving the Victor open for shots coming its way. As the Assault 'Mech absorbs a considerable amount of damage, it blows apart a portion of the Hunchback to its right before trying to deter the Locust with its energy weapons. When this fails to work, an inaudible sigh is felt as the Stalker finishes it off by destroying one of the legs before continuing to release ordinance into the Dragon. Despite many temperature level warnings, it manages to avoid serious repercussions.
The Warhammer plants its feet in the lake, and is pounded by many enemy shots which tear portions of armor from it rapidly. The Hunchback takes aim with its heavy weapon and lands a shot directly into the right leg of the Warhammer, making it stumble slightly. The Warhammer's return shots from the PPCs pierce the left torso of the Hunchback and cook off its autocannon ammunition violently.
At the southern side, the Wasp and Galleon make the foolish decision to engage the Black Knight and LRM Carrier; this ends with the Black Knight simply taking a step back and bringing its impressive array of energy weapons to focus on the two. The Wasp falls over, unable to continue the fight, while the Galleon is utterly destroyed. The LRM Carrier, however, suffers a critical failure for one of its launchers and needs to cease firing with it, landing two more salvos into the enemy Dragon as it takes focused fire. The Dragon seems undeterred, as heavy support through the advance of the Demolisher has it protected.
Priam Company's force commander notes the arrival of the heavy tank, and wisely decides to retreat while most everyone is still in good order to retreat.
"Communications. Get me the Third and Fifth Lances as soon as you can." If they wanted to court war, she'd bring it to them. White Reach would fall soon, and once that was done time would not be on their side.
- GRF-1N A: Right Torso (6 Armor)
- WHM-6R A: Left Arm (10 Armor), Right Leg (5 Armor), Left Leg (15 Armor, 50% Structure), Right Torso (13 Armor), Left Torso (14 Armor), Center Torso (6 Armor)
- VTR-9B: Right Arm (15 Armor), Right Leg (20 Armor, 50% Structure), Right Torso (20 Armor), Center Torso:(5 Armor)
- LRM Carrier: Front (2 Armor, 1x LRM 20 Destroyed), Right Side (5 Armor)
- VTR-9B: AC/20, SRM 4 (2 tons)
- STK-3F: LRM 10, SRM 6 (2 tons)
- GRF-1N A: LRM 10 (1 ton)
- LRM Carrier A: LRM 20 (1 ton)
- "Dead Ringer": Rearming. Fee: 60 SP
Medical ReportCrew 32 killed in action as a result of their vehicle being destroyed.
- HBK-4G (4/5). Destroyed. MechWarrior killed.
- Galleon (4/6). Destroyed. Crew killed.