Hey, we wrapped earlier than I expected (too cold to shoot some stuff)! I'm giving a bit more detail about this fight than normal, because so much of it is a "fixed" scenario given the historical data.
From the get-go, remember, as per the canon fluff for the Somerset campaign this is effectively and intentionally not a "winnable" scenario; the point is how long you can hold on before ceding the field.
General InfoA 35x60 board looks like this (both side's forces will be spread across it fairly evenly - it's a line fight, after all):
North
[][][][]
[][][][]
South
The purpose of this battle is to hold on and keep the Falcons pinned here(ish) while the dependents and secondary forces (Rangers, for example) pack up and load onto DropShips for planetary evacuation. The longer you can give them, the better off they'll be. Both sides will receive significant ASF support for free, and Rangers will only be able to use ASF BSP support (assuming you don't want to leave the artillery behind). FWIW, Clan forces are advancing to contact and will be compelled to push intelligently towards the south board edge rather than stay back at 19-23 hexes and play "moonwalking: the game".
Clan Mechs which break through the line will have a chance to cause randomly-determined casualties among Ranger units and personnel. This chance is higher the earlier in the game they break through. Edge can be burnt for the *person* to survive, but not equipment. Or people without Edge. (
Thank you for the abstracted mechanic here!)
Abstract Emergency Evacuation RulesPer exiting Mech or Elemental Point, TN8+ to cause casualties. (Mech of 30 tons or less gets a -1)
Turn 1-4 = +3 (die roll modifier)
Turn 5-6 = +2
Turn 7-8 = +1
Turn 9-10 = +0
Turn 11-12 = -1
Turn 13+ = -2
Roll 1d6 per Breakthrough Mech (Elemental Point can only roll a 3, 5-6; other numbers are lost)
1-2: Randomly determined Mech is destroyed and cannot be salvaged (not deployed in the scenario) (crew killed 1-2/6)
3: Randomly determined Combat Vee is destroyed and cannot be salvaged (not deployed in the scenario) (crew killed 1-3/6)
4: Randomly determined Support Vee is destroyed and cannot be salvaged (not deployed in the scenario) (crew killed 1-4/6)
5-6: Personnel casualties (1d6 random non-space personnel killed; 2d6 personnel if Elemental Squad with at least 3 suits remaining)
Oh, and zellbringen
is not in play during this game, unless an Officer (one of yours, Andrew, Sirius, or Daphne) directly challenges a Clan unit to a 1-on-1 duel and the Clan unit accepts, in which case, the Clan forces will respect that unless zell in that duel is breached.
CommandThe local CO is Reaper Lance (Tactics, +3); both other lance commanders have a lower Tactics score, and all local lance COs are LTSGs, so there's no chain of command issue. In AtB, when the CO has been killed during a campaign, you can replace him with a new CO. However, the new CO's skills seem to have a virtual -1 penalty for the remainder of the contract (only as those skills apply to running the unit; your Initiative Bonus wouldn't be hurt by a -1 in Tactics, for example). Additionally, there seems to be a Morale penalty of some sort which I'm still not sure what it actually does. Finally, Command Rights drop "down" to Integrated, if they weren't already there.
ReinforcementsFinally, any Ranger reinforcements MUST come from a Scout Lance. The current Scout Lances which matter are:
Bright
Dancer
Freya
Midnight
It would behoove Scout Lance commanders to post into a thread somewhere what their current status is and what they can bring to a fight so soon after getting shot up in the last 2 battles. IMO, a max of 2 lances is probably reasonable (this would make a 6v6 game viable). Also remember that
pilot damage can carry across to this fight - nobody has the opportunity to make more than a single Doctor roll per wounded pilot, since you only get the roll for "the day after".
A few Mechs were replaced with stuff that's technically "later" in the invasion (note that the Turkina and Night Gyr
do appear in the CJF Sourcebook) solely for miniature availability reasons. I also tried to make sure that nobody is getting stuff with useless variants for this sort of fight (which should explain the Atlas, along with a few others). Alexei's Centurion is a jury-rig to replace the one he lost during the Academy Grounds fight; he will be receiving an SPA or two appropriate to his customed Mech as a reward for his sterling service there.