This is the third game of a continuing campaign with the same “green” Capellan Confederation Lance. With a salvaged Archer replacing the old Javelin, they actually has some significant firepower now. They can actually handle a raid scenario– putting some “teeth” into their recon.
The situation I had in mind is that command needs to get to turn this unit into veterans quickly, they need them to accomplish an objective that is within their reach– but they can’t afford to risk losing their mechs. Strategically, this is part of an overload action– many feints and probes happening concurrently in order to push the defense to their limits.
Davion’s city defenders fields 4 foot/rifle infantry, 4 MG/mechanized, 4 Vedette tanks, and one Battlemaster. House Liao has a Vindicator, a Blackjack, a Clint, and an Archer. (I’ve got no Battletech counters, so I’m raiding Ogre again in order to make do.) Command wouldn’t know the exact strength of these forces when they send the lance out. The objective is to take out a couple of hardened reactors if possible. If they get both without losing any mechs, that is a phenominal victory. If they take out just one, that is a decisive victory. If they get none, draw out the enemy, and retain their mecha… even that is a marginal victory under the circumstances.
Now… this scenario was just made up out of thin air based on what the continuing characters had and what would fit in what what we’d done so far. I wanted to continue experimenting with what I consider to be the criminally underplayed conventional units of the BattleTech franchise. I have to say… when you combine these units with some reasonable morale/withdrawal rules based on the need for Mecha to not get arbitrarily expended, everything clicks. Infantry can be easily shot up, but they have to be dealt with before they can get close. Tanks can carry comparable firepower as a mech, but given the ease with which they can be disabled, people are going to tend to neutralize them before they target opposing mechs. Finally… if you irreplacable units are controlled by continuing characters… well, there’s all kinds of interesting situations you can throw at them and you won’t have to have half of them die in each game. The conventional forces produce decisive and dramatic action that is resolved quickly while the mecha jet around the board behaving like de facto chess queens. It’s orders of magnitudes more fun than the sort of straight up “company on company” battle royales that are the norm in the scenario booklets for the line.
In our game, the mecha crept to the forest edge and started unloading on a reactor at medium range. At the rate they were damaging it, the could expect to drop it within a few turns. The attackers didn’t bother targeting the defenders due to the extra protection they had from being able to take cover in buildings. On turn two the defenders opted to rush. The Capellan Clint got hit by two AC/5’s from the Vedettes and the PPC from the Battlemaster. It was enough to take out the Clint’s leg. He managed to stand up on turn two despite the need to roll 11+ to do it. (FASA BattleTech Master Rules has it as a +5 piloting roll that requires two MP’s; the guy got it on the third try.)
The Vedettes are not terribly fierce units. The lance commander panicked when they bore down on his newly acquired Archer. He pulled back with it instead of risking it, but regretted it when he realized just how well armored the thing was. The Clint started backing away one hex at a time. (He was limited to 1 MP a turn with the disabled leg, but I ruled he could still hobble along through the terrain.)
The Blackjack ended up doing quite a bit of damage to the encroaching motorized MG infantry. (Double damage in clear terrain is a nice, reasonable, and bloody rule.) A total of 35 points of damage was done to the one reactor. If the Archer had actually hit with his LRMs, it may well have been worth sticking around to burn it to the ground, but being only about 1/3rd of the way there, it was time to get out of Dodge.
The Clint had to jump in order to evade the Battlemaster and the infantry that were closing in on him. He fell a couple times making his way off the board, but was not in any real danger. The Vindicator and the Blackjack could easily jump through the woods, demonstrating the true utility of the light mechs. I believe the Davion defenders will be forced to reinforce this position if they want to keep these assets. If this light lance returns, it could easily finish the job they started here.
In Mechwarrior first edition, the characters get xp for each point of damage they do with more for criticals. The enemy forces also have an XP value equal to the tonnage of the mechs, half the tonnage of the vehicles, and ten tons for each infantry group. I split 25% of this between the continuing characters due to the marginal victory. (I would have given 100% if they had taken out the reactor and not lost any mechs… and 200% if they had managed to take out both reactors.)
The player characters all went up a level in gunnery. Finally! We can now play some more sensible scenarios where the they will have a much better chance of actually hitting stuff. (Although they could have spent XP to convert one the Archer’s attacks into a hit if they had spent some of his XP to do it now that I think of it… not that it would have made a difference)
Here’s the XP tallies:
Vindicator (6/4): 75 + 63 + 111 – 175 = 74
Clint (6/4): 92 + 93 – 175 = 10
Archer (6/4): 106 + 88 – 175 = 19
Blackjack (7/5): 61 + 112 – 125 = 48