My new BattleTech campaign, starring @HydroSqueegee
, and their bumbling but lovable sidekick @Capsaiscin
against the rotating forces of evil (me, @Albino Bunny
, and @DaMoonRulz
The Andurien Crisis,
Shiro III, Duchy of Andurien
Free Worlds League
For more than two-hundred years the successor states of the Inner Sphere have vied for control of the known universe. Former member-states of the Star League, an interstellar governing organization somewhere between the League of Nations and the United Nations (http://www.sarna.net/wiki/Star_League
), enforced peace among nascent interstellar nations between 2570 and 2780. After the ruling Cameron dynasty was wiped out and the forces of the Star League Defense Force departed past Draconis Combine space, never to be seen again, total war devastated the industrial base and scientific knowledge of the successor states. For the last century or so, forces have held their units together with salvage and jerry-rigging as technology regresses. The small-scale conflicts for water, technology, and other vital resources from the 2900s to 3025 were considered the "Third Succession War."
In 3028, in a conflict now termed the 4th Succession War the Federated Suns, allied with the Lyran Commonwealth, cut the Capellan Confederation in half using 3:1 odds in "Operation Rat". They then formed the Federated Commonwealth, the wealthiest and most powerful nation in the inner sphere. Peace has reigned since, though the other states - the Draconis Combine, the Free Worlds League, and the Capellan Confederation are waiting for Hanse Davion, ruler of the FedCom, to continue his wars of conquest in hopes of ruling the inner sphere.
Peace has mostly reigned since - the Free Worlds League, a large and prosperous coalition of many smaller sovereign states, with the only semi-functioning parliament and interstellar democracy of any successor state, has experienced internal divisions in the wake of the 4th Succession War. While a parlimentary system, the Free Worlds League is governed by a Captain General, which, since the succession wars, has been hereditarily a member of the ruling Marik family.
The Duchy of Andurien - formerly a Capellan Confederation Commonality during the Star League - has seceded under the leadership of notoriously independent and contrarian Duchess Catherine Humphreys. Allying with the neighboring periphery realm of the Magistracy of Canopus, Andurien believes it can conquer the Capellan rump state and form a new regional power capable of standing up to both the Federated Suns and the rest of the Free Worlds League.
For 3030-3035, the Free Worlds League was crippled by lack of internal consensus and a stroke which left Janos Marik paralyzed and his son Thomas ruling in his stead. Five years they prepared prepared for an invasion under Captain-General of the Free Worlds League Janos Marik and his sons, Duggan and Thomas. Janos, Duggan, Thomas, and Janos' nephew Duncan were in interminable planning sessions in 3035. After yet another meeting in which the other Mariks balked at launching an aggressive attack, Duncan stormed out of the planning room. Two minutes later, a bomb planted under the floorboards detonated, killing Janos, Duggan, and Thomas. Duncan denies having plotted their assassination, though the public - especially in Andurien - are skeptical. For now, Duncan's aggressive posture towards Andurien have kept a lid on his critics. If he fails in reconquering Andurien, it is unlikely that he will maintain power.
Meanwhile, the Capellan Confederation's unexpected and tenacious defense of its realm under the fanatical Romano Liao has left the Andurien invasion a shambles, with no hope of achieving its aims.
In 3035, Duncan is preparing for his invasion. After five years of waiting, he is afraid the Andurien worlds have been heavily fortified.
A battalion of your unit, the green 5th Oriente Hussars, has been tasked with assessing the strength of defenses on the key outer Andurien world of Shiro III. A supporting mercenary company, the Greyhounds, specializing in recon raids and other fast-moving operations, has been tasked to support and train the Hussar mechwarriors during the operation.
Waiting for the Hussars is a veteran lance of the 5th Defenders of Andurien. All of the Andurien regiments supported Dame Humphreys' bid for independence and conquest of the Capellan Confederation, hoping to build a better future for the Andurien worlds, which have suffered for centuries as the front line for League-Capellan conflict. The Andurien forces have been spread thin between offensive operations against the Capellans and maintaining vigilance against a potential League invasion. The defense of Miller's Junction is lead by AB Humphreys, whose charisma has rallied the disparate and inexperienced local militia into an effective fighting force. The militia muster is lead unofficially by D.M. Ru-Les, a local count and scion of a wealthy Shiro III family.
5th Oriente Hussars, 3rd Battalion, Task Force Miller's Junction
[HydroSqueege]'s Battle Lance:
BNC-3E Banshee 3/2 Special ability: leet skillz
GHR-5H Grasshopper 6/5
HBK-4G Hunchback 6/5
BJ-1 Blackjack 5/4
[Mazzyx]'s Fire Lance:
ON1-K Orion 5/4 Special ability: Melee specialist
SHD-2H Shadow Hawk 5/4
TBT-5J Trebuchet 5/3
WTH-1 Whitworth 5/4
The Greyhounds, 3rd Lance [Caps]:
ASN-21 Assassin 4/3 Special ability: Jumping jack
JR7-D Jenner 4/4
SDR-5V Spider 4/4
COM-2D Commando 5/4
Captain AB Humphreys HGN-733 Highlander 6/3. Special ability: Tactical Genius.
Count D.M. Ru-Les AWS-8Q Awesome 5/4 Special abilities: Dodge, Pain Resistance, Sniper
5th Andurien Short Company:
HBK-4P Hunchback 4/3
JMG-S Jagermech 5/3
DRG-1N Dragon 6/5
RVN-3L Raven 3/2
RVN-3L Raven 6/5
Shiro III Local Forces:
QKD-4G Quickdraw 6/5
VND-1R Vindicator 6/5
DV-6M Dervish 6/4
ENF-4R Enforcer 5/4
HER-2S Hermes II 5/4
JR7-D Jenner 6/5
Both sides have limited supplies. Defenders have stockpiled basic supplies and so have unlimited ammo, but due to war shortages will have fewer replacement weapons and parts. Attackers are better supplied but can't bring as much field equipment with them. Internal structure won't be able to be replaced in the field, though weapons, armor and engines can be. Will send supply info along separately.
Miller's Junction, a small river town in the foothills of the Bōsō hill range, is the site of hastily-constructed AA batteries and airfields that can effectively oppose a future full-scale invasion of Shiro III. The Task Force's goal is to assess the strength and ability of the defenders, then do what damage it can to the defenses before withdrawal.
Scenario 1: Showing them how it's done:
Advancing under cover of heavy ground fog and rain, the Greyhounds are the first unit to test the Andurien defenses. The BattleROMs will be reviewed by 5th Oriente forces to understand how to conduct a recon quickly and safely.
This is played on the scatteredwoods map. Attackers start on the south map edge, defenders the north. Attackers enter the map on turn 1.
Attackers: The Greyhounds lance must conduct a full recon,
1) Fully scouting the approach to the city. At least one attacker mech must exit off of the north map edge.
2) Identifying and scanning each mech by ending a movement turn within three hexes of the mech, while having a line of sight. (i.e. hillsides 2+ break line of sight). Only one mech can be identified and scanned this way per attacker unit per turn. ECM doesn't affect this process.
Defenders: Defenders can deploy 2-6 units of their choice from their company. Defenders have only one goal, which is to do as much damage as possible to the attackers. If a unit risks being destroyed, you can withdraw it from the map, but it will not count as a unit that needs to be scanned in order for attackers to win.
Task Force Miller's Junction, having pinned down the opposition, will seeks to move up the river valley that leads from their OZ to the town itself.
Maps: two rivervalley maps, laid out 2x1, so it is a long board north to south.
Attackers Deployment: HydroSqueegee's lance and Mazzy'x Lance. They start on the south edge of the maps, entering the map on turn 1.
Defenders Deployment: Any four mechs. If a mech was used in scenario 1, it cannot be used here, EXCEPT if Cap failed to scan it in scenario one, in which case it can be used here. For every two mechs Cap failed to scan, defender can field one extra mech. If Cap failed to exit the north end of the map, then defenders can deploy hidden anywhere on the map.
Attacker's Goal: Exit the north edge of the map. If a mech does not exit off the north edge of the map, it cannot be used in the next match. If a mech exits the north edge after turn 20, there will not be time to repair it before the next fight.
Defender's goal: Delay and damage the attacking force as possible
Scenario 3 and 4, to be detailed later, will be the final breakthrough to Miller Junction's defenses and the raid on Miller's Junction, or, if attackers lose, the fighting withdrawal and retreat to the OZ.