Wallings' Claim Report in White Reach | World Anvil

Wallings' Claim

General Summary

Mission Profile

  • Mission Type: Objective Defense
  • Force Size: Unlimited
  • Location: Grid L16
  • Weather: Overcast
  • Time of Day: Late Morning
 

Situation Overview

As Commander Sethan began trying to reinforce the area around the "Anomaly", Elizabeth Wallings dispatched a large slice of her forces in an attempt to push Priam Company away from the area. In her eyes, the Anomaly must belong to White Reach - which is to say, her. With the reinforcements gathered from elsewhere, there might just be enough power present to push the rebel attack away.  

Objectives

Objective: The objectives are the same for each force on the field, and that is to control the Anomaly while inflcting damage on the opposition. Due to the proximity of Priam Company, they cannot score points until the third turn. To control the objective, a unit must be within two hexes of it with no other opposing units in the area to contest it. Each turn of uncontested control yields two victory points, while an eliminated enemy unit will yield one victory point.

Victory: The force which fails to seize victory must retreat from the field with any active units which may reasonably escape the battlefield within one turn. Both players may discuss and agree to which units are likely to escape if it is not immediately clear. Winning this scenario by a margin of five or more victory points will mean a surrender to the victor.  

Setup

Substitution: Due to being unable to find a miniature for the Maxim transport, it is being represented by a Scimitar hovertank.

The area around "Anomaly L16" is presented very similar to the previous combat action in the area. Fifteen Elevated Terrain elements, four Rough Terrain elements, and three Light Forest elements have been selected to recreate this as closely as possible. One objective marker is placed near a small Elevated Terrain element in the middle of the board, while the base elements Priam Company have set up are placed no closer than three hexes from it. The defenders must set up their units within four hexes of any base element, but cannot position any unit directly on the objective marker. Wallings' rebel forces can enter from any edge they choose, and in this case they choose to enter from the northern edge of the map.  

Forces

Wallings' Rebellion
Wave Hammers
  • MAD-3R Marauder (2/3)
  • WVR-6R Wolverine (3/5)
  • CN9-A Centurion (3/5)
  • STK-3F Stalker (2/3)
Vehicle Support
  • Saracen (4/6)
  • Saracen (4/6)
  • Scorpion (4/6)
  • Scorpion (4/6)
Troop Transport
  • Packrat (4/5) (A)
  • Packrat (4/5) (B)
  • Maxim (5/6) (C)
Infantry Support
  • Standard Foot (5/-) (A)
  • Standard Foot (5/-) (B)
  • Shock Troopers (4/5) (C)
Priam Company
Epirus Defenders
  • AWS-8Q Awesome (Otto) (2/3; Range Master (M), Speed Demon)
  • PXH-1 Phoenix Hawk (Schrade) (3/6; Lucky 2)
  • SHD-2H Shadow Hawk (Erik) (2/4; Natural Grace)
  • GRF-1N Griffin A (Simone) (3/3; Jumping Jack, Hopper)
  • WLF-1 Wolfhound (Kelly) (1/2; Blood Stalker, Marksman)
  • JR7-D Jenner ("Vandal") (3/3; Human TRO: Mechs, Lucky 1)
  • VLK-QA Valkyrie (Casey) (3/3; Range Master (L))
  • SDR-5V Spider (Long) (4/4)
  • JVN-10N Javelin (4/5)
Vehicle Support
  • LRM Carrier A (Crew 12) (2/3; Specialist: LRM 20, Oblique Attacker)
  • LRM Carrier B (Crew 86) (2/3; Specialist: LRM 20, Oblique Attacker)
  • Condor B ("Bully Gear") (5/6)
  • Condor C ("Jeska's Jokers") (3/6; Sandblaster)
Infantry Support
  • Alopex Platoon (5/-)
  • Lorelei Team (3/-)
 

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.
Objective Marker: Place one objective marker between ten and twelve hexes of the “Anomaly Base” command center. This is the “Anomaly Point”, which must be held.

Delayed Points: Control is not counted until after Turn Three for either side. The mission ends when either side can control the objective for five consecutive turns, with the controller claiming a total victory.

Time Limit: After ten turns, the Wallings Rebels will retreat to regroup if they have not succeeded in scoring enough points to win.

Poorly Maintained: Priam Company’s SHD-2H Shadow Hawk has not been properly maintained before being fielded. While the armor is sound, the internal components are more sensitive to damage; Critical Hits are confirmed on a 6+ instead of the usual 7+.

Existing Damage: A number of units have pre-existing damage due to poor repairs.
  • Priam Company: SDR-5V has 3 internal damage on the Left Leg.
  • Priam Company: JVN-10N has 2 internal damage on the Left Torso.
 

House Rules - Infantry

Author's Note: These rules are experimental, being replacements for a great deal of existing infantry rules in Classic BattleTech. Our efforts are to come up with a means of having infantry be useful, yet not overpowering. This is the first mission where we are using the rules in a 'real test' instead of a simple one-on-one testing. I'm not entirely sure what to make of the resulting "mash" of rules here, removing a good deal of math in favor of something which can just be handled with existing tables.
Transports: Infantry cannot disembark a transport if it moved at flank speed on its turn. When disembarking, they can enter any adjacent hex, but cannot take any actions once doing so. Infantry can only enter a transport if it takes no move actions on its turn. Any transport which is destroyed through damage to internal structure also eliminates the infantry within; elimination through motive damage does not affect the carried infantry.

Standard Foot Infantry: The following basic house rules are in effect for Standard Foot infantry units.
  • They may move a maximum of one hex per turn, climbing a maximum of one level up or down as possible. They do not have a "front" or "rear" facing. They cannot enter any water terrain, and if they end any turn within water they are eliminated.
  • A unit consists of up to 28 troopers, organized into four seven-person squads. If at any point an infantry unit is reduced to less than 14 remaining troopers, they must begin withdrawing from combat as per Forced Withdrawal rules. An infantry unit with less than 7 remaining troopers cannot effectively fight and are considered eliminated at the end of combat.
  • Attacks by infantry use their Gunnery score as a base, and generally do 1 damage per two troopers. Some platoons are heavily armed, and can do more damage at shorter ranges. Roll each grouping of 5 damage as you would when resolving an attack with LRMs.
  • Attacks against infantry from 'Mech scale weapons are less effective, due to a dispersed target. There is always a +2 defensive bonus for any 'Mech unit firing on infantry not adjacent to it. For every 5 points of damage a weapon does, it inflicts one casualty. Two exceptions to this rule exist, related to dedicated anti=infantry weapons; Flamers instead deal 4d6 casualties, while Machine Guns deal 2d6 casualties.
  • Baroness' Infantry: These troopers are armed with ballistic rifles and portable SRM launchers. Their range values for Short/Medium/Long are 2/4/6, and they inflict 1 damage for every 2 troopers which fire. They attack with a Gunnery score of 5, and are not trained in Anti-Mech maneuvers.

    Baroness' Shock Troops: These troopers are armed with laser rifles and heavy grenade launchers, and have been trained to use them effectively. Their range values for Short/Medium/Long are 2/4/6; they do increased damage within Short range, inflicting 1 damage per trooper. They attack with a Gunnery score of 4, and are trained in Anti-Mech methods (they attack with a skill of 5).

    Alopex Platoon: Primarily a mechanized infantry platoon, they are operating on foot at this time. These militia troopers are armed with ballistic rifles and portable SRM launchers. Their range values for Short/Medium/Long are 2/4/6, and they inflict 1 damage for every 2 troopers which fire. They attack with a Gunnery score of 5, and are not trained in Anti-Mech maneuvers.

    Lorelei Team: This platoon is specifically trained in small-unit tactics, and are usually deployed for objective-based raids. They are armed with ballistic rifles and portable laser cannons. Their range values for Short/Medium/Long are 2/4/6, and they inflict 1 damage for every 2 troopers which fire. They attack with a Gunnery score of 3, and are trained to disable enemy vehicles. If they move into the same space as a combat vehicle, they may disable that vehicle by making an attack roll with a +4 penalty.

     

    Special Abilities

    Blood 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.

    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 2MP.

    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)

    Natural Grace: 'MechWarriors often boast about how they can make their 'Mech dance but this is an entirely different affair. This unit receives a -1 TN modifier for Piloting checks, may torso twist an extra hex side of direction, and may flip an arm even if it contains lower arm and hand actuators. Other bonuses may apply if the Dodge, Maneuvering Ace, or Speed Demon SPAs are also learned.

    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.

    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.

    Speed Demon: This unit may move 1 extra space while using Running/Flank speed, but it may make no attack action this round.
     

    Battle Report

    Prelude

    (Image Link)
    One Lance each of BattleMechs and combat vehicles serving Elizabeth Wallings are quickly on approach, and Priam Company must scramble to mount a viable defense. The recent introduction of reinforcements included an AWS-8Q Awesome, which is now going to be instrumental to the defense plan. A trio of infantry transports are also prepared to bring loyal militia to dig in at the Anomaly's location, which prompts Commander Sethan to dispatch his own infantry to handle the defense.
     

    Turn One

    (Image Link)
    At first, the rebels moved to cover the infantry transports on their approach. Priam Company's forces intercepted the hovercraft, well aware of how troublesome they can be if left alone. One Saracen took critical damage to its motive system from Simone's Griffin, while the Maxim managed to avoid the same fate. Specialist Sedda's Wolfhound interposed itself into the path of the other Saracen, trying to land shots on it and failing. Most of the rebels were focused on the Awesome being handled by 'MechWarrior Greene, and this was less of a problem at this point.

    On the other side of the field, 'MechWarrior Long's Spider took a direct pair of shots from the Marauder's PPCs. One of them shattered the left arm into several pieces from the impact, while the other blasted into the right side of the torso and left a gaping hole. Most of the 'Mechs chose to focus fire on the Heavy 'Mech, assisted by the LRM Carriers stationed within the woods nearby. The weapons found their mark, but tended to land across the whole body of the Marauder rather than focusing on a particular place.
     

    Turn Two

    (Image Link)
    Priam Company turned their attention to breaking down the Stalker and Marauder, with most of the BattleMechs focusing their fire on these two targets. The Wolfhound and Javelin both made efforts to intercept the vehicles while avoiding direct confrontation. The attackers moved to keep the pressure on the Awesome, continuing to strip armor at a quicker rate. The Packrats both managed to get around the defenders and disgorged their infantry onto the Anomaly point. The Phoenix Hawk opened fire on the Stalker, a shot with its Large Laser landed but it was little more than an irritant at the moment.

    One of the LRM Carriers chose to chance a peek out of the forest in order to get a better shot. While the missiles landed into the Marauder, its return volley shredded the lightly-armored vehicle to pieces. The Maxim chose to unload the shock troopers to hunt down the other LRM Carrier, and its weapons managed to heavily damage the Condor's motive system. Priam Company's Light 'Mechs began to swarm in behind the Marauder to capitalize on the opportunity being granted, allowing their heat to stabilize.  

    Turn Three

    (Image Link)
    The Marauder paid dearly for granting the lighter 'Mechs any potential to inflict damage, but the large amount of heat buildup rendered its weapon targeting inaccurate. The Shadow Hawk, Griffin, and Jenner all combined their efforts and put the enemy 'Mech down with a shattered leg. Similarly the Stalker finally fell over under the barrage of damage, though it would not remain down for long. With a shift of position, the LRM Carrier rained damage into the Wolverine but failed to breach the armor. At the same time, other 'Mechs began to move about to encircle Wallings' mercenaries to remove them from being a threat.

    The Stalker and Awesome continued to close, pouring damage into each other with violent abandon. Each of the Assault 'Mechs fell down, the Awesome having sustained gyro damage. The Saracen which had strayed into the base under construction was lacking a safe way out, and surrendered rather than risk any further efforts. The Phoenix Hawk was able to fire its machine guns into the infantry trying to find cover around the objective point, inflicting casualties on the infantry.  

    Turn Four

    (Image Link)
    Events took a serious turn as the shock troopers' grenade launchers found the ammunition in the LRM Carrier, making an explosion rock the forest. The Stalker and Awesome continued circling each other, firing at each other as Specialist Sedda left a more serious impression on the Stalker with her Wolfhound's arsenal. Between her efforts and the Javelin's missiles, they brought the Assault 'Mech down hard. However, 'MechWarrior Greene could not keep his Awesome standing and the fall proceeded to do critical damage to the gyro housing - further damage which left it non-functional. The Griffin and Jenner proceeded to fire upon the Wolverine and brought it down. Shortly after it hit the ground, the 'MechWarrior inside signaled his intention to surrender.

    Just like that, it was over... but it was an expensive win for Priam Company.  

    Aftermath

    With the Awesome being removed from combat, the rebels quickly managed to scoop up the infantry platoons with the Packrats and scramble out of the battle area. However, the Scorpion tanks and Wave Hammer mercenaries were not so fortunate. Abandoned to Priam Company, the Lance Commander struck a deal to work for Priam Company in exchange for the damage sustained by the 'Mechs to be repaired. Wallings' infantry units managed to evade capture long enough to scramble onto the Packrats and elude Priam Company's efforts. She would not be giving up so easily, despite the resounding loss.
     

    Damage Report

    Damage

    • AWS-8Q: Right Arm (24 Armor, 75+ Structure), Left Arm (24 Armor, 25% Structure; Limb Detached), Right Leg (31 Armor), Left Leg (26 Armor), Right Torso (7 Armor), Left Torso (19 Armor; PPC Hit (1)), Center Torso (30 Armor, 25% Structure), Gyro Hit (2), Engine Hit (2).
    • SHD-2H: Right Torso (5 Armor).
    • WLF-1: Right Arm (5 Armor), Left Leg (7 Armor), Right Torso (8 Armor), Left Torso (6 Armor).
    • SDR-5V: Right Arm (5 Armor; Destroyed), Left Torso (6 Armor, 75% Structure; Jump Jet (1) Hit).
    • Condor B: Right (2 Armor), Turret (2 Armor), Motive Hit (1).
    • MAD-3R: Right Arm (16 Armor), Left Arm (7 Armor), Right Leg (18 Armor; Destroyed), Left Leg (5 Armor), Right Torso
    • (17 Armor, 50% Structure; AC/5 Hit (1)), Left Torso (17 Armor, 75% Structure), Center Torso (21 Armor), Head (5 Armor).
    • WVR-6R: Right Arm (8 Armor), Left Arm (18 Armor, 25% Structure), Right Leg (16 Armor, 50% Structure), Left Leg (5 Armor), Right Torso (19 Armor), Center Torso (10 Armor).
    • CN9-A: Right Arm (7 Armor), Left Arm (4 Armor), Right Leg (2 Armor), Left Leg (5 Armor), Left Torso (2 Armor), Center Torso (5 Armor).
    • STK-3F: Right Arm (23 Armor, 50% Structure), Left Arm (23 Armor, 25% Structure; Upper Actuator Hit, Ammo Hit), Right Leg (16 Armor), Left Leg (16 Armor), Right Torso (25 Armor, 50% Structure; LL Hit (1), SRM 6 Hit (1)), Left Torso (18 Armor, 50% Structure), Center Torso (16 Armor), Head (5 Armor).
    • Maxim: Rear (5 Armor), Turret (10 Armor; MG Destroyed).
    • Saracen: Front (5 Armor), Left (10 Armor), Turret (9 Armor), Motive Hit (2).
    • LRM Carrier A: Destroyed. Scrap Valued at 150 SP.
    • LRM Carrier B: Destroyed. Scrap Valued at 150 SP.

    Rearming

    • SHD-2H: AC/5, SRM 2, LRM 5 (3 Tons)
    • MAD-3R: AC/5 (1 Ton)
    • WVR-6R: AC/5,. SRM 6 (2 Tons)
    • CN9-A: AC/10, LRM 10 (2 Tons)
    • STK-3F: SRM 6, LRM 10 (2 Tons)
    • Maxim: SRM 2, SRM 6 (1 Ton)
    • Saracen: LRM 10, SRM 2 (2 Tons)

    Parts Not In Stock

    • SRM 6: (TN: 3) (Success)
    • AC/5: (TN: 3) (Success)
    • Large Laser: (TN:4) (Success)
    • LRM 10 Ammo Bin: (TN: 3) (Success)
    • Gyro (80t): (TN: 3) (Success)
    • Actuator (75t Upper Leg): (TN: 3) (Success)
    • Actuator (75t Lower Leg): (TN: 3) (Success)
    • Actuator (75t Foot): (TN: 3) (Success)
    • Actuator (85t Upper Arm): (TN: 3) (Success)
     

    Medical Report

    • "Carter": 1 Wound.
    • "Donovan": 1 Wound.
    • Crew 12: KIA.
    • Crew 86: KIA.
     

    Salvage Report

    • MAD-3R: Seized. Sent to repairs. 'MechWarrior recruited.
    • WVR-6R: Seized. Sent to repairs. 'MechWarrior recruited.
    • CN9-A: Seized. Sent to repairs. 'MechWarrior recruited.
    • STK-3F: Seized. Sent to repairs. 'MechWarrior recruited.
    • Maxim: Seized. Sent to repairs. Vehicle Crew recruited.
    • Saracen: Seized. Sent to repairs. Vehicle Crew imprisoned.
    • Saracen: Seized. Sent to repairs. Vehicle Crew imprisoned.
    • Scorpion: Seized. Valued at 125 SP. Vehicle Crew imprisoned.
    • Scorpion: Seized. Valued at 125 SP. Vehicle Crew imprisoned.
     

    Components Salvaged

    • LRM 20 (6)
     

    Mission Report

    With control of the objective being unclear, it was more telling how many casualties could be inflicted before the rebels chose to withdraw. Priam Company's forces eliminated four units, three of which were the opposing 'Mechs (scoring four victory points). The Wave Hammers and assault team managed to eliminate three of Priam Company's defending units, including the Awesome (scoring three victory points). With the big guns down, this made it possible for a swift escape - and would leave the Wave Hammers prisoner.  

    NPC Report

    Detained

    • MAD-3R: Seized. Sent to repairs. 'MechWarrior recruited.
    • WVR-6R: Seized. Sent to repairs. 'MechWarrior recruited.
    • CN9-A: Seized. Sent to repairs. 'MechWarrior recruited.
    • STK-3F: Seized. Sent to repairs. 'MechWarrior recruited.
    • Maxim: Seized. Sent to repairs. Vehicle Crew recruited.
    • Saracen: Seized. Sent to repairs. Vehicle Crew imprisoned.
    • Saracen: Seized. Sent to repairs. Vehicle Crew imprisoned.
    • Scorpion: Seized. Valued at 125 SP. Vehicle Crew imprisoned.
    • Scorpion: Seized. Valued at 125 SP. Vehicle Crew imprisoned.

    Escaped

    • Packrat (4/5): Escaped the combat area.
    • Packrat (4/5): Escaped the combat area.
    • Standard Foot (5/0): Escaped the combat area.
    • Standard Foot (5/0): Escaped the combat area.
    • Shock Troopers (4/5): Escaped the combat area.

    BattleTech is owned by Topps, with tabletop game development licensed to Catalyst Game Labs.

    Comments

    Please Login in order to comment!