Demonstration Team

[Battletech] TVGA Gamedays

2/6/2010 11:00:00 AM @ Dicehead Games Cleveland

Email Agent #393  James Herbert

Complexity: Level 1
Experience: Beginner
Game: Battletech
Bradley Square Mall
200 Paul Huff Pkwy #12
Cleveland, TN 37312
USA



Scenario: Extraction on Chahar

Extraction on Chahar


Situation


Clan Jade Falcon fighting a running battle on Chahar. They are advancing quickly and have out run their logistical support. Clan Jade Falcon have sent a unit out into a valley to get stores of supplies and ammo needed to continue the fight.


The Steiner forces are not going quietly into the dark night and plan to make the Jade Falcons pay for the supplies they intend to take. Steiner mechs in the valley will put up a fight as they withdraw from the valley. They intend to leave the valley before the valley is bombarded from a supporting warship making its way there. There are 12 supply caches in the valley and some have hidden gun and missile emplacements to further harass the invaders.


Setup


Arrange two Classic Battletech Open Terrain #2 maps as shown.


Scenario Pick


Place 12 Xmarx miniatures at random distances from the west edge. 4 Gauss rifle emplacements, 4 SRM emplacements and 4 rubble hexes will be randomly assigned to each of the 12 supply caches.


Defenders


The valley will be defended by 6 Inner Sphere mechs that will harass the players as they they fight their way off board. The IS mech will be composed of 4 medium mechs and 2 heavy mechs weighing no more than 65 tons. No mech will move faster than 5 walking. No mech will have more than a 10 point weapon with the possible exception of LRMs up to LRM 15. Each defending mechwarrior will have a 4 gunnery skill and a 6 pilot skill.


Attackers


Each opposing player is assigned a Mad Dog (Vulture) prime. Each acctacking mechwarrior will have a 3 gunnery skill and a 5 piloting


Deployment


The attackers start within 2 hex rows of the western most edge. The defenders will start in the 4 hex rows, 2 on either side where the boards meet. 


Victory Conditions


The attackers have 10 rounds to gather the supplies and get back to the starting hexes. The attacking player can keep the miniature they captured as a prize event if they do not make it off board.



The contents of the counters can only be discovered by spending the movement points to be adjacent to the supply cache. If the hex is a rubble hex then the pilot must make a successful piloting skill roll to remain standing or pick up the contents. A failure of a pilot skill roll means the unit falls. If the unit successfully completes a piloting skill roll in the objective hex then they cannot perform any kind of weapon or physical attack for that round.


If the hex contains an emplacement then movement the attacker is fired upon by the emplacement before the end of the movement phase. The unit must make a piloting skill roll or fall. If the unit falls then it is unable to attack.


Aftermath  


The supplies captured in the valley are just enough for the logistical support vehicles to catch up to the rapidly advancing front. The remaining Steiner forces withdraw and Clan Jade Falcon finally wins the running battle on Chahar and successfully take the planet.

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