So, I got agreement late to engage a Christmas present for my BT group, but I want to give them out with a fun scenario as a surprise. It's going to take a few weeks for it to arrive so I have time to finalize it.
Basically, their job will be infiltrate a somewhat well-defended bunker complex and get a tech crew in to bring their present online. The base is technically unmanned, and on automatic defensive standby.
I'm looking to have a series of defensive turrets at a series of points around the map with 2-3 centered around each bunker that is storing a powerful "unknown" mech. I'm also thinking on having several Robotic Drone Combat Vehicles be deployed. I have 3 each of J. Edgars, Pattons, and DropZone Shaltarii beginner hover tanks.
I'm planning this to either be a general scrum or broken up in to 2 maps with our normal game manager running the second table.
As such, I'm looking to have the following ideas for force organization and deployment:
This is intended to be in the latter part of the 2nd Succession War so units limited to Inner Sphere of the Early Succession Wars.
To keep things within time frame Players will choose 4 Mechs or Combat Vehicles.
This will be a rapid deployment Lance, so they will need to be a Striker/Cavalry Lance Formation: All units must have a Walk/Cruising of 5+ and 2 must have a Striker or Skirmisher Roles. To add on to it, I will be adding on a requirement that at least 1 unit with the Scout Role be added to the Lance.
Deployment: Players will only deploy one unit at a time. The first unit must either be a Scout or their fastest unit. When a Player's unit is destroyed, yeets, or retreats, they will be able to choose a unit to deploy.
I'm debating on having a Support Vehicle for the Tech Team and Mechwarrior to drive the gift be part of the game they need to protect or cover (i.e. it can't move closer to a turret than the Player's Mech), or just leave it out and all to require is one of their mechs to finish 2 End Turns on the Bunker to activate the "present". The "Present" can them be deployed in to the fight.
I have a couple questions and welcome constructive criticism.
1) Which objective should I allow:
a) cover the Support Vehicle;
b) cover the Bunker for a Turn; or
c) allow either option with the Support Vehicle activating the following Turn, but the Mech can capture it after 2 turns, but is effectively dismounted?
2) Where is the best place to find rules for turreted buildings? We don't use them regularly and I would like to make sure I have any rules regarding them well in hand. Failing sufficient access, I will just make some "Immobilized" Tanks as a stop gap. Either way, ammunition stores will be randomly depleted.
3) About what level of BV do you think should be good? I'm thinking about 6000 BV with 3/4 for free and allow for one 2/3 at a 1.32x modifier.
4) The "Present" will be an Assault Mech that is heavy on Ammo. Should I allow it to start fully stored, have their ammo partially depleted, or stored dry with only their lasers available?