The year is 3069.
Clan Smoke Jaguar has been all but destroyed by Inner Sphere forces led by Victor Steiner-Davion. A few Smoke Jaguars who survive call themselves the Fidelis, the Faithful, and vow revenge.
On a planet in Lyran space near the Clan invasion corridor lies the sleepy agricultural research and farming community of Dresden, which provided food supplies to those Inner Sphere units which annihilated Clan Smoke Jaguar. Outlying farming communities have been destroyed by Clan invaders. Men, women, and children slaughtered with no warning and no mercy. A call has been sent to the local Lyran House units to save them.
The Fidelis of Clan Smoke Jaguar (played by frozenwastes from the classicbattletech.com boards - he's using Reaper minis as Clan minis)
Warhammer IIC
10
Roc 3 ProtoMechs
Minotaur ProtoMech
2 Hydra 2 ProtoMechs
Kampfgruppe Panzerfaust (Combat Group Armored Fist) (played by me)
4 Archer 5Ss
2 Kobold Battle Armor points
2 Nighthawk Battle Armor points
The Lyran lance commander has no intention of fighting Clanners in open terrain and deploys near hills and woods west of Dresden. The Smoke Jaguar Fidelis are positioned too close to the city to intercept.
The Fidelis Warhammer IIC has two Clann ER PPCs that would tear the Archers to pieces in open terrain.
As the Fidelis advances on Dresden the Lyran commander tells his troops to advance behind cover and get into indirect fire support position. The Inner Sphere Battle Armor will spot for them. They will not make it to Dresden in time.
A residential apartment building is reduced to rubble by the advancing WHM IIC. The Lyrans continue to advance.
Another building is brought down - this time by the vengeful and murderous Fidelis ProtoMechs. The Fidelis acquired the ProtoMechs from Clan forces that hunted them but without proper medical overseers and treatment, those Smoke Jaguars who volunteer to pilot the ProtoMechs are even more insane that other Clan ProtoMech pilots.
The Lyran Archers still advance to the west of the city. They could have deployed more to the east and have engaged the Clanners in the open but that would have been suicide.
The merciless Fidelis destroy a third residential building and begin to shift to the west to meet the Lyran fire support lance. Unfortuately for the Lyrans, the Archers have gotten too far ahead of their supporting Battle Armor who can only cover distance half as fast as the Archers. One Nighthawk point stays back to keep the Clanners in sight and and act a a spotter for the Archers.
The Lyran lance commander's patience is rewarded as the Archers are now in position behind woods and hills to indirectly bombard the Fidelis. The most southerly Nighthawk point calls down the fire missions from a high hill- too far away from the Clanners because of its Stealth armor and Battle Armor dispersion. The rest of the Lyran Battle Armor advances as fast as their jump jets allow. The ProtoMechs prove incredibly tough, however.
One Roc 3 takes 15 LRMs in its torso AND KEEPS ADVANCING WITH NO PROBLEMS!
The ProtoMechs are incredibly fast and do not allow themselves to be bombarded. The Lyran Archers are soon surrounded. At least their Battle Armor support have by now caught up to them. Some ProtoMechs have difficulty crossing the river as they are slowed by all the woods and water. Many are still underwater when their first ProtoMech wave goes in, but the Fidelis are eager to surround the Lyran 'Mechs before they can withdraw.
Besides its LRM 15s, the Archer 5S has four Medium Pulse Lasers (two in rear and one in each arm) and two Streak SRM 2s for close in fighting. These Archers hold their own in close and still fire their LRMs. The Warhammer IIC is taking a beating and ProtoMechs, as tough as they are, are being destroyed.
Two Archers are taking a beating but the Warhammer and ProtoMechs are as well. The Kobolds and Nighthawks are never targeted. The second wave of ProtoMechs emerge from the Level 1 water but most of the first wave has already been destroyed.
The Archers' pulse lasers and Streak SRMs are sweeping away the ProtoMechs and still pounding the Warhammer IIC. Archer A1, however, the lance commander, suffers an ammo explosion and ejects (the 5S has an XL engine so it suffered three engine hits). Three Archers are left. One is damaged but two are untouched and all the Battle Armor is unscathed.
The Warhammer IIC loses almost all its armor and is suffering engine hits and a gyro hit, a lot of heat, and a lot of damage by the time it falls, but is still alive. Few ProtoMechs are left. One Archer does have a lot of armor damaged but nothing internal yet and two Archers and all four Battle Armor points are still untouched when the game is called because the
FLGS is closing. It's too bad. I think I still had two kicks coming to the two ProtoMechs at the Archers' feet at this point and hopefully would have punted them to Clan heaven.
In the end the damaged Archer could possibly have been taken down but the Warhammer and all remaining ProtoMechs would have been destroyed. My opponent (frozenwastes) says that they would have fought to the death. Agreed. The Lyrans were happy to kill them all (especially the Warhammer MechWarrior who would be dragged from his 'Mech by the Lyran Battle Armor, forced to look at the buring city, and then summarily executed for war crimes immediately), recover their two MechWarriors and all salvage, and repair the one or two fallen Archers. The innocents slaughtered in Dresden were avenged.
I'm not sure what to think of ProtoMechs. They can take an
incredible amount of damage for something so small but their smaller weapon choices force the Clanners to charge into closer combat than Clanners should be engaging in. They are faster than Clan Elementals and can cut off the movement of an enemy but bringing the fight so close takes away the range advantages Clan weapons have over Inner Sphere opponents.
If I had charged my Archers into the open plain, I'm sure the ProtoMechs could have better coordinated and attacked all at once and amassed more firepower to use simutaneously. I don't know what to think. The
Roc 3s with their Clan Medium Pulse Laser were doing lots of damage but were very greatly impeded by the terrain. I'm just not sure that the close quarters battle is for them. ProtoMechs don't have the swarm attack and leg attack options Battle Armor does and can't target opponents in the same hex - which I used to advantage at times.
I know that leaving one Warhammer IIC alone to face eight LRM 15 launchers wasn't good as the Archer 5Ss easily fired their LRMs at the farther Warhammer and their MPLs and Streak SRMs at the closer ProtoMechs at same time.
An interesting battle. I made a
LOT of mistakes - often forgetting to kick the ProtoMechs at my feet for 14 damage and not using my NARCs and TAGs often enough, just to name a few mistakes.
I do love pairing
TAG equipped
BA (the Kobolds) with the Archers and using
BA for spotters. I did pay a lot extra for the seven tons of
TAG missiles (17 BV extra for each ton of
TAG ammo) but they could have been worth it in other battles - just not this one.
Bren from theclassicbattletech.com boards came to watch and acted as our rules guide. Bren, I found where
TAG takes away target movement modifiers - it's under "Semi-guided missiles" on page 141 of
TW, not under the "
TAG" section which just talks about taking off the indirect fire modifier and spotter movement modifier.
TAG can be really effective. I just never got to use it. The ProtoMechs were too close for LRMs and the Warhammer wasn't really moving by the time the Kobolds reached it.
NARC was really good but I would rather have had LRM 20s or Artemis IV fire control on the Archers. I would also have rather dropped the Streak SRM 2s for more medium pulse lasers but that would bump up the BV cost of 1353 for the 5Ss and their cheap price was why I took them in the first place - I could get a whole lance of Archers with a whole lance of
BA support for 6000 points and still pay to convert almost half my LRMs from NARC to
TAG-semi-guided.
Anyhoo, an interesting battle.