Sunset Hill

General Summary

Mission Profile

  • Mission Type: Standup Fight
  • Force Size: Unlimited
  • Location: Grid J17
  • Weather: Clear
  • Time of Day: Midafternoon
 

Situation Overview

The Harbingers' scouts located a pair of Lances belonging to an unknown unit, unable to ascertain whether they were part of the Lyrans' forces or the other mercenaries who had been involved on the planet. Fearing a potential threat to Calderon Firebase, Commander Dupree organized a force to engage them in combat.
 

Objectives

Objective: Destroy, or force to withdraw, more than 50% of the unknown forces.  

Setup

The field where the battle is happening is dominated by a large hill, which the unknown forces are using as an orientation point. Two relay stations are here, being used to receive and forward communications in the field. There are 1d6+1 Light Woods elements, 1d3+1 Rough elements, 1d3 Water elements, 1d6+4 Hill elements, 2 Mesa elements, 2 Relay Beacon. (For this particular scenario 3 Light Woods elements, 2 Rough Elements, 3 Water elements, 10 Hill elements, 2 Mesa elements, 2 Relay Beacons are used.) In the approximate middle of the board, Hill elements are stacked to reach at least Level 5 height. The Mesa elements and other Hill elements are to be scattered around it, along with the Water, Rough, and Light Woods elements.
The Harbingers choose an edge of the map to enter from, and set up within two hexes of that edge. The other forces set up along the opposite side of the map.  

Forces

The Harbingers

  • AS7-D (Adamant)
    (0/4; Combat Intuition, Lucky 1)
  • AWS-8Q (Deadeye)
    (0/3; Specialist: PPC, Lucky 1)
  • STK-3F (Pilgrim)
    (2/3; Sniper)
  • HCT-3F A (Bones)
    (2/2; Melee Specialist, Melee Master)
  • HCT-3F B (Badboi)
    (3/4; Melee Master)
  • HCT-3F C (Trailblazer)
    (3/3; Melee Master)
  • LRM Carrier (Crew 11)
    (2/5; Sandblaster)
  • PPC Carrier (Crew 33)
    (2/5; Multi-Tasker)

Unknown Forces
Lance One

  • RFL-3N (4/6)
  • VLK-QA (4/6)
  • SHD-2H (4/5)
  • ENF-4R (4/5)
  • J. Edgar (4/4)
Lance Two
  • MAD-3R (2/3)
  • JVN-10N (4/3)
  • ENF-4R (3/3)
  • OTL-4D (2/3)
  • CN9-A (3/3)
  • Partisan (4/6)

 

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.
 

Special Abilities

Combat 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.
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.
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.
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.
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).
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.
 

Battle Report

Prelude

Image Link
"We're finished dropping now, and following the signals towards a large hill with a relay station on it. I figure that's where they're headed, so let's meet them there and push them back. With any luck, we won't suffer significant damage this time - but they will! Harbingers, shoot to maim."
 

Turn One

Image Link
The opposing force advanced together, trying to keep out of sight and set to rendezvous together on the left side of the large hill. The Harbingers split their forces, most of their long-range support moving to their left side of the hill and making choices harder. No shots were possible yet, but the enemy units had some difficulty accepting the presence of so many Assault-weight units on the field.  

Turn Two

Image Link
With the Harbingers pushing forward, the J. Edgar made a foolhardy attempt to swing around the hill's steep side to tag the Hatchetmen climbing it. Lighter assets scrambled for some form of cover, as heavier 'Mechs moved slower to the front as it was to be decided.
Then the Atlas opened up, a long-shot with its Class 20 Autocannon shearing the leg of the Valkryie off and dropping it on its side. This was followed up by a volley of beams from the PPC Carrier flaring out and slamming into the Shadow Hawk, making it stumble. The Awesome which had only quietly stepped over the rise in its way then blew into the side of the J.Edgar and forced it to withdraw from the field. Return fire only did minimal damage to the Harbingers' forces, leading to a revision of tactics.  

Turn Three

Image Link
All the fronts advanced, but the opposing units moved to use what could be used for cover. The Valkryie 'MechWarrior was advised to eject, and did so while it was still safe. All other units braced for combat, and long-range firing.
The Atlas once more launched long-range shots out and tore pieces out of the Ostsol which had advanced, the PPC Carrier pressing shots which mostly went wide. In response, the PPC Carrier took damage to its motive system rending it almost immobile, while Hatchet Alpha was opened up on and took serious damage to the torso. Return fire was not kind to the Rifleman, as it took a crushing amount of damage but failed to do more than stumble on a smoking ruin of a leg.
However, the Ostsol's large lasers had raked into the Atlas, searing off some of the head armor and forcing the battle to be taken seriously on that side. The Javelin received orders to "go flank that big guy" and nervously agreed.  

Turn Four

Image Link
The opposing forces continue pushing the left flank, the Ostsol and Marauder firing across the rise into the Atlas. The Javelin also contributed, splashing missiles across it. The Atlas fired back, tearing a chunk out of the Ostsol's armor, before falling over into the water from losing its balance.
The Stalker, Awesome, and LRM Carrier all proceeded to light up the Rifleman further, shattering one of the legs to pieces. In return, though, the Rifleman tagged Hatchet Alpha with enough damage to make it retreat from active combat for now.
On the hill, the Centurion, Enforcer, and Shadow Hawk began fighting off the Hatchetmen which had climbed to the top. While they all took severe damage, none of them were willing to quit the field just yet. Even the Centurion, which had lost its leg in a burst of damage.  

Turn Five

Image Link
The battle on the hill grows more frantic as the Stalker and Awesome round it and start picking firing solutions. In this case, they focus on putting down the Shadow Hawk - which has shaken off a truly impressive amount of ordinance. The Enforcers move up and begin pelting the Hatchetmen with all they can, while the Centurion manages to stand up on one leg long enough to blast away the left torso of one Hatchetman. The hatchet strikes, however, are costly as that put the Centurion down for good with dual torso breaches. The 'MechWarrior signals surrender, powering down.
On the other side of the field, the Atlas continues to have damage poured into it, many tons of armor vaporized as the Ostsol and Marauder stay on target. The Javelin moves behind the PPC Carrier, only to find itself tagged from the turret quickly and losing one of its SRM launchers. The result on the Atlas is for its arms and leg to start crumpling, armor shearing completely off in places and causing a breach in the right arm.  

Turn Six

Image Link
The Awesome presses forward, as the Shadow Hawk attempts to get out of the way. The Stalker simply presses all the fire it can, and with the LRM Carrier responding, the Shadow Hawk surrenders before the engine is completely wrecked. The Enforcers disengage to draw the Hatchetmen down the hill, but are surprised as Hatchet Three goes off to start making for the Marauder. They begin to follow suit, though the Awesome tags the otherwise pristine Enforcer with a PPC in the process.
The Atlas moves out of the water at last, intending to push forward with the PPC Carrier now that most of the enemy force was dismantled. The Marauder continues capitalizing on its position, but the Javelin can't keep up with the battle after the Atlas' rear lasers punch in and cause damage to the engine and breach the center torso. The forward Enforcer likewise has its rear armor opened up by the Hatchetman behind it, making it signal surrender rather than explode.
The Marauder, remaining Enforcer, and Partisan withdraw, as the Harbingers begin to take in prisoners and take stock of what damage they have taken.  

Aftermath

"Everyone, this is Commander Dupree. I know some of you have been severely damaged but we are going to press this advantage. I want them gone, I want that DropShip of theirs either in our hands or burning for orbit."
 

Damage Report

Damage

  • AS7-D: Right Arm (34 Armor, 25% Internal; Medium Laser Destroyed, Upper and Lower Arm Actuators Destroyed), Left Arm (34 Armor, 50% Structure), Right Leg (17 Armor), Left Leg (2 Armor), Right Torso (13 Armor), Left Torso (7 Armor), Center Torso (27 Armor), Head (8 Armor)
  • AWS-8Q: Right Arm (2 Armor)
  • STK-3F: Right Torso (5 Armor)
  • HCT-3F A: Right Arm (3 Armor), Left Torso (8 Armor), Right Torso (14 Armor, 25% Internal), Center Torso (10 Armor)
  • HCT-3F B: Left Arm (11 Armor; Detached), Left Leg (10 Armor), Right Leg (10 Armor), Left Torso (Destroyed; 2 Heat Sinks Destroyed), Center Torso (3 Armor)
  • HCT-3F C: Left Leg (5 Armor)
  • PPC Carrier: Front (4 Armor), Left (8 Armor), Right (8 Armor), Rear (8 Armor), Motive Hit

Rearming

  • AS7-D: SRM-6, LRM-20, AC/20 (3 tons)
  • STK-3F: LRM-10 (2 tons)
  • HCT-3F A: AC/10 (1 ton)
  • HCT-3F B: AC/10 (1 ton)
  • HCT-3F C: AC/10 (1 ton)
  • LRM Carrier: LRM-20 (3 tons)
 

Medical Report

  • Adamant Dupree (1 Wound)
 

Salvage Report

  • VLK-QA: Salvaged. Held for later sale.
  • SHD-2H: Salvaged. Held for later sale.
  • RLF-3N: Salvaged. Held for later sale.
  • JVN-10N: Salvaged. Held for later sale.
  • ENF-4R: Salvaged. Held for later sale.
  • OTL-4D: Salvaged. Held for later sale.
  • CN9-A: Salvaged. Held for later sale.
(Note: The full units were held until they could be sold later.)


Comments

Please Login in order to comment!