1st-2nd September 3025, Real Star League Depot
"We're taking the fight to the Kuritans, Lemmings. We'll be all in on this one but it will be tough. The 7th Sword of Light has holed up in a Star League Depot. It's fortified and we'll have to attack on a narrow front, so it will be a slogging match. Bravo and Gamma lances will go in the front door. Your job will be to pin the enemy so they cannot blow the base. Keep them distracted. The locals have informed us of a back entrance to the place. I shall take Alpha lance through that. We've been allocated a dropship to put us behind them but it will still take time. If we can take the Kuritans in a pincer movement, there is a good chance we can recover lostech and get out of this intact. The plan has been transmitted to your datapads. We ride at dawn!"
The Scenario
This is the "In the Bear's Den" scenario from Historical Turning Points: Galtor. The Lemmings deploy as a full company. The defenders are a single lance from Kismet Battalion, 7th Sword of Light. Their goal is to hold out long enough for them to blow the Star League depot up and deny it to the FedRats.
The Kuritans deploy within the depot. Two hexes at the centre of the depot are defined as the critical location. If the Kuritans control those hexes on or after turn 8, they blow the depot, themselves, and anyone in there with them sky high. If the Lemmings have undisputed control of those hexes by occupying one or both of them for two turns with a mech, they can disarm the explosives.
Two lances of Lemmings enter on turn 1 at one end of the battlefield. The other lance enters on turn 4 from the center of the Kuritans home edge.
If the Kuritans blow the depot up and/or destroy the Lemmings, they win. The Lemmings win if they defeat the Kuritans and capture the depot intact.
Forced Withdrawal is not in effect for this scenario.
The Battlefield
The approach to the depot is a light urban area with surrounding parks and greenbelt land. At the centre of it is the local museum and council offices. This is the first game All the structures and ground tiles in this scenario are 3d printed in colour from the Concordia City set by Eclipse Protocol. The vegetation is from Thunderhead Studio, and I had to paint that. Some of the ground tiles are flocked with a mix of Javis and Woodland Scenics scatter. I felt that the basic terrain was too "clean" and there should be areas of greenery in cities too.
| Two lances of Lemmings enter from the right. The Kuritan defenders occupy the fort on the left. |
The depot is defined by the walls at one end of the battlefield, although it is actually a three-level, hardened fort. However, the interior needs to be playable, so I am not attempting to model it in full detail. It is only accessible through the gate opening and the secret tunnel.
The Opposing Forces
Full Throttle Lemmings ( points):
Alpha (Command) Lance:
- Commander Jennie Raytor - Battlemaster BLR-1G (Named Pilot)
- Barbara Dwyer - Awesome AWS-8Q
- Ivor Biggun - Archer ARC-2R
- Ophelia Paine - Catapult CPLT-C1
Bravo (Striker) Lance:
- Paige Turner - Thunderbolt TDR-5SE (Named Pilot)
- Mike Hunt - Wolverine WVR-6R (Named Pilot)
- Theresa Green - Griffin GRF-1S
- Theresa Crowd - Shadow Hawk SHD-2D
Gamma (Recon) Lance:
- Dirk Savage - Phoenix Hawk PXH-1 (Named Pilot)
- Paul Bearer - Locust LCT-1V
- Joseph King - Commando COM-2D
- Kerry Oki - Wasp WSP-1A
Elements of Kismet Battalion, 7th Sword of Light:
- Banshee BNC-3E
- Stalker STK-3F
- Grand Dragon DRG-1G
- Panther PNT-9R
The Battle
The Lemmings advanced through the urban area, using buildings as cover as much as possible. Gamma lance had orders to close as fast as they could with the enemy and distract them, giving Bravo lance time to catch up and Alpha lance chance to sneak in the back entrance.
No time to tarry! |
Bravo and Gamma lances obliged as they all sprinted towards the town centre, using the buildings as cover for their approach. Meanwhile, the Kuritans manoeuvred within the fort, looking for a line of sight to the approaching mechs. They were going to be hard to winkle out.
| Enemy sighted! |
"Bravo leader, hostiles in the entrance to the depot," Paul called from the cockpit of his locus, "Painting them for you now."
As he said this, he fired his lasers at the hostile Stalker. Enemy fire splashed around him and around Dirk in the Phoenix Hawk behind him, but all it did was blast glass out of the surrounding buildings. His own fire turned armour on the Stalker to slag and Paige's missiles blasted some more armour off the Kuritan mech.
| Hold them off! |
As the Lemmings swarmed the entrance to the depot, the enemy commander in the Banshee chose discretion over valour, while the pilot of the Grand Dragon could not resist moving out to engage the oncoming Lemmings and the Stalker withdrew to guard the engineers setting up the explosives.
Dirk cursed as his Phoenix Hawk took a hit and blasted armour from the offending Panther. The other Lemmings focused on the Grand Dragon. It did not take long for its armour to be melted from its frame and one of its arms to be blown off.
| Shit! They're behind us! |
"FOR THE DRAGON!" the Grand Dragon's pilot roared their defiance, as they withdrew to guard the engineers. Someone else could take a turn in the breach. Unfortunately for the plucky mechwarrior, Jennie and the rest of Alpha lance emerged from the hidden entrance to the depot at this point.
The Kuritan leader manoeuvred to put their back to the wall, while the Stalker pilot held the main entrance. Bravo and Gamma lances moved up on the entrance and blasted the Stalker until its structure showed and most of its weapons had been.
Barb moved her Awesome up behind the Grand Dragon. A withering burst of fire reduced the Kuritan mech to a pile of twisted parts. Jennie grinned as her own Battlemaster trashed the Panther.
| The end of things |
The Kuritans were on the back foot now. They would need luck to survive. Unfortunately, that was in short supply for them. As Lemming mechs charged towards the entrance of the depot, shots from outside laid waste to the Stalker. Only the enemy commander remained, and they did not last long. Fire from every Lemming with line of sight to the Banshee reduced it to a wreck in the space of a mad minute.
The Kuritan engineers surrendered as soon as they saw they were surrounded by hostile mechs, and the Lemmings were able to disarm the explosives the engineers had been rigging.
"Congratulations, Lemmings," Jennie broadcast to them, "You all did well. I have a case of Timbiqui Dark that we can crack tonight."
Afterthoughts
With little cover for the Lemmings, and allowing partial cover for all targets within the depot that were shot at from outside it, I really thought that Bravo and Gamma lances would lose a mech or two. However, for the first time in this campaign, the Kuritans missed almost all of their shots. In fact, they hit a grand total of four times, scoring 4 damage and no through-armour critical hits either, which made a nice change. At the same time, the Lemmings hit a lot more than they normally do, although they still got way more "No critical hit" results than probability suggests should be the case. All in all, this has been a satisfying conclusion to the campaign and I look forward to the next one, once I decide where and when it will be.
I've been winging it in in terms of awards in this campaign, based on the idea that the Lemmings should make a small profit if they win a scenario. Perhaps the rewards should have been more generous, because the Lemmings did not earn enough to buy any new mechs, despite winning all the time. It would have been nice to add something extra to the stable after a successful campaign.
Where I have used scenarios from HTP: Galtor, those are designed for Classic Battletech, so I have had to adjust them for Alpha Strike. I am happy with how that went. The key thing has been keeping the campaign narrative right. That said, it would be nice to codify things for future games, so I shall have to see what Hotspots: Draconis Reach has to say on the matter, if anything.
Planning and printing the terrain for this has been fun and I like the look of what I have printed. I like even more that the Concordia City terrain is pre-coloured so there is no need to do anything more with it unless you really want to. I have enough to do a basic two-mapsheet board now so I am not restricted to the mapsheets for the hex-based games. I shall be printing more as I go along to use with Battletech and other sci-fi or stompy robot games.
On the hex front, I found this game easier to administer than some of the earlier games in the campaign. Using hexes has its advantages, not least the reduced space required and the convenience of using the mapsheets. However, I think I shall return to the standard non-hex Alpha Strike for the next campaign, because measuring ranges is quicker than counting hexes for me.