[Battletech] Corsairs on Deia
8/7/2010 12:00:00 PM @ Game Depot
The mercenary Zimmer's Zouaves must disengage from the Corsairs in a fighting retreat.
Mission Synopsis: Deia, Federated Commonwealth, 19 June 3055. Zimmer’s Zouaves were a young mercenary battalion on a garrison contract on Deia. One of several small commands sponsored by the Kell Hounds, the Zouaves’ purpose on Deia was not to throw back a determined assault, but rather blunt it and tie the attackers in place long enough for reinforcements to arrive and pound the attacker from two sides. The opponent the Zouaves expected were the Jade Falcons, a hidebound Clan easily distracted with honor duels and tricks of zellbrigen.
The opponent the Zouaves got was the Corsairs, a ferocious force who believed in shock and prowess.
Time: We are scheduled to start at 12:00pm, and will play until 7:00pm.
Unit selection: Miniatures & record sheets for pre-made forces will be provided, or players may bring their own.
- Corsairs (attacker): 4000 BV2, one to four units, ‘mechs only. All units must be available in 3055 and be selected from the following faction lists: Inner Sphere General, SLDF 2750, Clan General or Wolf (one clan unit only). G/P abilities must be 4/5 or better, reflecting the Corsairs’ veteran status; Clan units’ abilities must be 3/4 or better.
- Zimmer’s Zouaves (defender): 3500 BV2, one to four units, no aerospace. All units must be available in 3055 and be selected from the following faction lists: Inner Sphere General, Mercenary General.
- Piloting (or Driving, or Anti-Mech) and Gunnery Skills may not differ in value by more than 2.
- All units must be Tournament-legal units selected from the faction list at http://www.cs.wisc.edu/~lacasse/factionlist/.
- Bringing assembled miniatures that match units your force will give that model one point of Edge, usable to re-roll one roll directly affecting it once during the battle. This does not apply to forces provided by the GM.
- If you would prefer to play one side or the other, email me ahead of time (joel@agee-hyland.com).
Terrain and setup description: The battle will be held on a 4’ x 6’ map (2” hexes; 24x36). The attackers pick an entry hex for every unit; the defenders then place their entire force on the board between 3 and 15 hexes from the attackers’ edge. The attackers will move onto the board on round one.
Victory Conditions: The defenders get victory points equal to the BV of every unit that makes it off their home edge (the far side). The attackers get victory points equal to the BV of every unit that makes it off the defenders' edge (though see Engaging the Enemy, below). If all the defenders are off the board and there is time left to play, the attackers get VP for the BV of all units that can make it off by turn 8 (or one more round, if turn 8 has already been reached); forced withdrawal is nullified at this point. Cripples count for half points for both sides. If the game ends due to time with defending units on the board, each defending unit nullifies one attacker of its BV or less (defending units may be grouped to nullify larger units); the remaining attackers score as if all the defenders had escaped.
Special Rules: With a few exceptions, only Total Warfare rules will be used (no Tactical Operations rules this game).
- Initiative will be done two units at a time, rather than one.
- There is no “edge of the world.” If a mech is up against a map edge, the three hexes that would be surrounding the mech off the board are now legal hexes for movement.
- Pre-existing damage: Each unit takes tonnage/10 (rounded up) D6 of damage to the front table in 5-point groups. To reflect the fact that speed can be armor, the amount of damage is reduced by twice the max defender movement modifier of the unit (including jump or MASC). For example, a Spider would take 30/10=3D6, minus (jump 8 = modifier 4, x2) 8 points; an Atlas would take 10D6-4 damage. No criticals or motive crits (for vehicles) will be rolled; additionally, any damage that would hit internal structure is lost. Each unit must also expend three shots from every weapon. A unit using the correct mini may forfeit its point of Edge to not have any pre-existing damage instead; this decision must be made before rolling for the damage.
- Forced Withdrawal is in play for both sides.
- Engaging the Enemy: Before exiting the map (unless under Forced Withdrawal), a unit must have performed one of the following actions in three separate turns:
- fired weapons with a target number of 10 or better
- taken 5 points of damage
- attempted a physical attack with a target number of 10 or better