Demonstration Team

[Battletech] Second Wave Tikograd, Tikonov

3/14/2010 11:00:00 AM @ A.A.Block Libriary

Email Agent #399  Boris Khairov

Complexity: All Levels
Experience: Intermediate
Game: Battletech
Akademgorodok, 21
Krasnoyarsk,  660036
RUS



Second wave of Operation Rat take place on planet Tikonov. One of important fight has place around Tikograd city.

Background
To prevent Colonel Ridzik from destroying the military industries of Tikograd
which included some twenty weapons factories and the Earthwerks BattleMech Factory the Marshals of the Crucis Lancers developed a risky plan but one that showed promise.
The morning of October 11 the Sixth and Eighth Crucis Lancers attempted feints to draw attention away from the real thrust of the new assault by the Seventh Crucis Lancers.
Poor performance, coordination, and execution of all phases almost ruined everything.
Tipped off by the change in targets and an assault that started two hours before it
was supposed to, Colonel Ridzik was not fooled and repositioned several companies of his force based on a suspicion that the industrial sector was about to be hit. Just as Colonel Ridzik was about to order his troops to begin destroying the factories; the first 'Mechs of the Seventh Lancers hit their drop zones. The Sixth and Eighth Lancers, realizing that the timing was off and that the diversion had not worked, turned from the other sections of the city to protect the Seventh from Hamilton's Highlanders.
The drop of the Seventh Crucis Lancers was going badly. The whole 'Mech
regiment was supposed to land near the Earthwerks factory in the southeastern corner of the industrial section but Liao fighters and poor atmospheric conditions scattered the regiment . Only Bravo Company, First Battalion of the Seventh Lancers, dropped in and around the 'Mech factory, right in the middle of the First Company of the Hamilton Highlanders. Bravo company managed to fight their way through the Highlanders and into the factory where it became a desperate bid to hold on and survive until reinforcements came…

Game Setup
Use any combination of maps of the Light or Heavy Urban Terrain Maps (TW, p. 263) or use the Special Rules suggested below. Add a dozen Heavy Industrial Zone hexes on the map (TacOps, p. 31)

Attacker
It is recommended that the Attacker be a company of Hamilton Highlanders. Ten to
twenty percent of the force is Elite, no less than twenty and no more than thirty percent are Veteran, and the rest are Regular.
The Attacker cannot exceed 115% of the Defender’s fielded force.
The Attacker may enter from any and all edges but they must pick one as their home edge. If using the Advanced Building Rules, the Attacker should be positioned outside the main ‘Mech doors that have just been blown up.
The Attacker begins the scenario with 5 damage allocated to one single location on each unit, no criticals are applied on any roll and all ammo bins begin at three-quarters full.
Quick-Strike Note: Two elements of every attacking unit lose one point of external armor.
Determine these units randomly.

Defender
The Defender is recommended to consist of a company of Seven Crucis Lancers,
historically Bravo Company, First Battalion led by Captain Rebecca Sellers. All units are Veteran.
Each Defending Unit starts with 20 points of damage, allocated in five point clusters to any location except the head. No critical hits are to be applied even if internal structure is damaged during the allocation. No further damage can be applied to a location once it has taken internal damage.
The Defender has no home edge. They set up near the center of the map, defending a series of buildings or within the building if one is specially constructed using the advanced building rules.
Quick-Strike Note: Every element of a unit suffers one point of external armor damage.

OBJECTIVES
Attacker

1) Destroy/Cripple 50% of the Defender’s units before turn 13.
2) Do not lose more than 50% of your own force.
3) Destroy all of the Defender’s units.

Defender
1) 51% of the Defender’s force must survive until Turn 13.
2) Cripple 50% of the Attacking Force.
3) Destroy at least 25% of the Attacking Force.

SPECIAL RULES:
Advanced Building Rules. Agents may use these rules found starting on Pg. 114 of
Tactical Operations to construct the huge Earthwerks facility that the combat actually takes place within. There should be at least one set of huge ‘Mechbay doors blown open and massive machinery within which units can hide behind.

SCORING
The side with the most objectives achieved wins. If it is equal, the scenario is considered a draw.
 

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