Primus Focht realized that he was unlikely to wipe out the Jade Falcon forces trying to push them into the Prezno River following the destruction of the ammunition dump at Robyn's Crossing, and so redeployed his forces, allowing the Falcons to cross the Prezno River peacefully. His plan was to establish blocking forces along the Prezno Plain which would cause the battle-weary Falcons to recoil, redirecting them away from their DropShip Landing Zones so that they could be engaged by air-deployed forces capable of enveloping the Falcons no matter which way they went. He underestimated Falcon obstinacy: faced with this obstacle, the Falcon movement column - led by Marthe Pryde's 2nd Falcon Regulars - simply put their heads down and charged forward.
Ranger Deployed UnitsMidnight Lance
Ice Lance
Dancer Lance
Freya Lance
0 reinforcement units
Allied UnitsComGuard Level II-C, 104th DivisionAdept (3/4) Spartan SPT-N2
Acolyte (4/5) Spartan SPT-N2
Acolyte (4/5) Lancelot LNC25-01
Acolyte (4/5) Phoenix Hawk PXH-1
Acolyte (4/5) Pegasus Hovertank (Standard)
Acolyte (4/5) Pegasus Hovertank (Standard)
ComGuard Level II-E, 104th DivisionAdept (3/4) King Crab KGC-001
Acolyte (4/5) Shadow Hawk SHD-2H
Acolyte (4/5) Shadow Hawk SHD-2H
Acolyte (4/5) Archer ARC-2R
Acolyte (4/5) Scimitar Medium Hover Tank (Standard)
Acolyte (4/5) Scimitar Medium Hover Tank (Standard)
Enemy Units2nd Falcon Regulars (aka "Jaegers")Trinary Alpha, Alpha Beak 2Star Commander Brian Pryde (1/2), Mad Dog B
Daniel (1/2), Hellbringer Prime
Esther (1/2), Stormcrow B
Russel (3/3), Summoner A
Janice (3/3), Hellbringer A
Trinary Alpha, Alpha EyeStar Commander Todik (1/2), Stormcrow Prime
Edna (2/3), Black Lanner A
Wendy (2/3), Kit Fox C
Marletta (3/3), Adder D
Dreffin (3/3), Executioner A
Trinary Delta, Delta NovaStar Captain Dorenda Fore (1/2), Timber Wolf A
Georgia Pryde (2/3), Summoner B
Eric (2/3), Fire Moth B
Rex (3/3), Kit Fox Prime
Tonia (2/3), Ice Ferret Prime
Antonio Icaza Elemental Point (2/3)
Coletta Elemental Point (2/3)
Earle Elemental Point (2/3)
Ionna Elemental Point (2/3)
Kimton Elemental Point (2/3)
NORTH
SOUTH
Maps:Grassland 1............Grassland 1
Open Terrain 1.......Open Terrain 1
Desert 1...............BattleTech
Desert 2...............Desert 3
Desert 1...............Desert Hills
DeploymentComstar Deployment: Comstar forces may deploy within 3 hexes of the center fold of the South central mapsheets (Desert 2 and Desert 3)
Ranger Deployment: No more than 1 Ranger lance may deploy onto any single Mapsheet. Ranger forces may deploy onto the south central mapsheets (Desert 2 and Desert 3), or the central mapsheets (Desert 1 and BattleTech),
Clan Deployment: Clan units enter the board on their initiative on Turn 1. Each Star must be separated by at least 5 hexes from any unit in any other Star (creating three movement columns); this restriction remains true until Clan Units have moved onto the South-Central mapsheets (Desert 2 and Desert 3), whereupon Clan units may close or separate at will, subject to the restrictions in "Formation Movement", below.
Environmental Conditions:Rolling mapsheets: The game will start with the southern 6 mapsheets on the table. Once a Clan unit moves onto an undeployed mapsheet, the southern mapsheet pair will be removed from the table, and the new northern mapsheet pair will be deployed. Any units remaining on the removed mapsheets are considered out of the battle and can no longer take part in the game (they will take no more damage and suffer no additional effects). There will always be 6 maps on the table during this game.
Zellbringen: at this point in the Battle of Tukayyid, the multiple and blatant breaches of zellbringen by the Com Guard have rendered Clan honor moot. Clan units may combine fire freely. Additionally, Clan units MAY make punch, kick, or charge attacks, as long as the abide by their objective movement restrictions (see below)
Formation Movement: Marthe Pryde's 2nd Falcon Regulars were the point of the spear for the advance across the Prezno Plain, and moved using the formation tactics that Aiden Pryde had shown them during the initial assault on Robyn's Crossing the previous week. Clan forces are
obligated to move north; their movement each turn MUST have an endpoint further north than that units starting point. Additionally, no Clan unit may end
further north each turn than 8 hexes from its starting point that turn (so as not to separate the formation; the slowest units being 5/8).
Battlefield SupportRangers may use any artillery or ASF battlefield support they choose, irrespective of point costs. ASFs are still limited to 2 sorties per fighter, and artillery is limited by the ammunition available to it. All air sorties are considered to originate from the north edge of the battlefield. The specific roles and tasks of Ranger ASFs must be written down before the game begins.
Jade Falcons will maintain appropriate air cover against any incoming air attacks (this Cluster has ~30 ASF available); any Heavy Attack will be met with a heavy defense, and so forth. Clan pilots are exhausted from the multiple days of air operations, and so any Air Defense or Air Attack rolls by Clan air units take a +2 TN modifier (ie, a 4+ becomes a 6+). Additionally, the turn following ANY Ranger artillery fire, a randomly-determined Light or Heavy air Strike attack (1-4 Light, 5-6 heavy) will attack the Ranger artillery units, using standard Have Mech Will Travel campaign rules. This attack may be countered by Ranger BSP air defense, as per normal rules (if any exists). Only a single attack will be dispatched per instance, regardless of the number of artillery rounds fired (the target attack will be randomized between deployed Ranger artillery platforms). Finally, Clan Air units receive 1d6-1 Heavy Attacks (their choice of type) or Strafes, and 1d6 Light Attacks (their choice) for this scenario.
ComStar Forces will receive a BSP allotment on the day of the game.
PC Victory Conditions:1) Keep as many Clan Points as possible from breaking contact and/or exiting the north map edge. (1 VP per Point)
OPFOR Victory Conditions:1) Break through the blocking force and break contact with an many Points as possible, or exit as many points as possible from the north map edge (1 VP per Point)
Victory is determined by comparison of VPs, not by who achieved more objective conditionsMisc Rules1) Units may exit the battlefield freely as long as there is no enemy unit within 8 hexes. Clan forces may only exit from the north edge. Ranger and Comstar forces may exit from the east or west edges along the central THREE map pairs.
2) Jade Falcon forces will ignore ejected IS pilots, unless they pick that pilot up in the end phase as a result of their movement. The 2nd Falcon Regulars did not routinely target IS warriors for death the way other Falcon formations did.
3) Breaking contact: A Clan unit north of the main enemy concentration, with no non-crippled enemy unit nearby reasonably capable of stopping the Clan unit's withdrawal to the north, will be counted as having "broken contact" for purposes of VP scoring. GM ruling will determine units which have reasonably broken contact by the end of the game. This makes it possible for a Clan victory in the event of the game lasting less than 11 turns, or possible to declare an early Clan victory in the event of a clear and significant breakthrough.