Author Topic: Chronological BattleTech Fiction Review - The Succession Wars - Part II  (Read 205666 times)

Mendrugo

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Date: September 5, 3025
 
Location: New Avalon

Title: New Avalon Institute of Science - MechWarrior Training Manual

Author: Blaine Lee Pardoe
 
Type: Sourcebook (Stardrive Vol. 1 #1)

Synopsis: This final section of the MechWarrior Training Manual introduces field maneuvers in three categories - historical maneuvers, modern tactics, and specialized situations.  In this review, we'll look at the historical tactics.

Concentration is one of the most common small-unit tactics - applying all available firepower against the most threatening enemy target.  Taking out the heaviest enemy threat is also likely to eliminate enemy command staff, disrupting their coordination.  It can be thwarted by feinting or attacking from in other quarters, forcing the enemy to switch targets and break up its unity.  Bounding overwatch can obscure which 'Mech is the greatest threat.  Concentration is an effective opening tactic, as the loss of a major asset to combined fire can be a devastating blow to unit morale.  House Liao troops, Ngyuen's Freebooters, effectively used concentration to repel the 14th Davion Guards' attack on the city of Shallow Heights in 2899, on St. Andrews.

Volley Fire focuses on 'Mechs in line, column, or echelon formation firing one type of weapon in unison, then moving together, hitting high-priority targets while advancing.  In practice, one lance fires while another advances, forcing defenders to switch fire from one to the other, while keeping up steady fire without overheating the attacking force.  NAIS feels volley fire is obsolete, however, due to the reduced rate of fire it imposes.  House Liao's 17th Chesterton Reserves forced Marik forces to withdraw from Sappho using volley fire in the defense of Trevor Hill.

The Rush is defined as having heavy 'Mechs lay down covering fire at medium-to-short range, while Light jump-capable 'Mechs storm the enemy position for point-blank fire or physical attacks.  Once the enemy is thus engaged, the heavies provides close fire support or executes a rear-area attack.  It can be countered by having flankers disrupt attacker troop concentrations, or falling back to more defensible positions, but it has the advantage of nullifying long-range weapons.  House Kurita tried it on Cylene in 2977, attempting a "super rush" against the 4th Crucis Lancers near the city of Lox, but was stymied when the Lancers took up positions in the river and used their superior cooling to crush the attack with high rates of fire.  Successful Rushes have been recorded on Calantha and Gan Singh (on the Marik/Liao border) and on Baxter (on the Lyran/Kurita border).

The Piledriver is a term for a columnar advance into and through the enemy line of battle, usually in company strength.  It is best used when the enemy has limited mobility and short sight-lines.  A successful Piledriver advance can open a hole in the enemy line and reach sensitive rear areas.  On the downside, the lead 'Mechs in the column can be shattered by defensive fire, and assembling a full company for such an attack can leave other sections of the battlefront vulnerable to a counterattack.  Fluid defensive lines and flank attacks on the column can also stop a Piledriver manevuer in its tracks.  Piledrivers into cities are only effective when supported by conventional forces.  The Capellan March Militia punched through St. Ives Armored Cavalry lines around the city of Novii on the world of Chaste in 3002, but the pursuit through the surrounding farmland, also using Piledriver formations, led to CMM forces being surrounded and chopped to pieces by the mobile defenders. 

A Flank Sweep positions troops with long range weapons to cover the movement of close assault troops as they charge a heavily defended position, ideally forcing the defenders to split their attacks, or to retreat.  A failed assault can withdraw under the cover of the long range supporting fire.  A successful one will result in the assault troops consolidating the ground taken, while the support forces move up.  This works well in urban terrain or against slower defenders, but is risky in the face of a mobile defense, as a counterattack could cut off and destroy the close assault force.  Cartford's Crushers, Kurita mercenaries, used the tactic on Wheel in 2850, defeating the 14th Lyran Guards in fighting across the eastern continent. 

The Fade is a tactical retreat in the face of superior numbers - walking backwards while continuing to face the enemy, firing as you go.  Lances must stay together during this maneuver, lest they risk becoming isolated and destroyed in detail.  'Mechs with long range weapons are particularly valuable in covering such a retreat.  The tactic requires the unit to have somewhere to which they can withdraw, must have sufficient ammunition to maintain fire while they withdraw, and must have sufficient accuracy to make their shots count.  The 20th Davion Cavalry (now disbanded) successfully Faded in the face of a flank attack by the 10th Kurita Guards in the Battle of Randal's Canyon on Holt in 2975.  They wore down the Kurita UrbanMechs, then counterattacked and destroyed the Kurita unit.

The Square is a defensive maneuver where a company forms a three sided formation that covers the approaches while guarding their comrades' backs and maintains command control.  The formation sacrifices mobility and makes it an easy target for artillery or airstrikes, and does not prevent a jumping 'Mech from overtopping the "wall" and having a plethora of rear armor shots.  It is often a "last ditch" defensive measure used to prevent a complete rout.  Cartha's Panthers formed a square in the Sli river valley on Ermista to defend against House Kurita troops.  Though they were destroyed, they inflicted four-to-one losses against superior forces, possibly weakening the Kurita assault force enough to enable House Steiner to maintain control of the northern continent.

A Free For All is a chaotic melee wherein the entire force is directed to engage the enemy by any means possible.  This can work if the attackers outnumber the enemy and when they can move to close range, and when the goal is to dislodge defenders from advantageous terrain, break up enemy formations, or pin them to allow other troops to move past.  Defending forces should avoid this tactic, since the chaos facilitates efforts by the attacker to penetrate to the rear.  It is difficult to end the chaotic fighting unless troops involved are aware of an observable objective, and have been trained to fall back into formation once that objective is achieved.  A Square may be useful when restoring order to the unit.  House Kurita is known for this tactic, such as when the 13th Pesht Regulars attacked the 3rd Deneb Light Cavalry in the city of Marshalton on Er Rai in 2944.  Three days of chaotic city fighting caused significant casualties on both sides, but did force the DLC to retreat from the city after trying, but failing, to find and target the coordination center for the Kurita battle (there wasn't one).

Notes:

Concentration: I've always found concentration to be the most effective tactic in BattleTech - anyone reading my Scenario reviews knows I generally advocate for its heavy use, if applicable to the scenario objectives.  In the Crescent Hawks' Revenge game, concentration is the optimal deployment for pretty much every battle - forming a 3x4 block and positioning it where it can wallop enemies at short range as they come around a corner. 

The "early days" writing and lack of official status shows in the historical example, using both a non-existent planet and non-existent units.

There's a New St. Andrews out beyond the Free Worlds League, but not on the Davion/Liao border (it's likely a typo for St. Andre), and the Davion Brigade of Guards only goes up to the 5th, not the 14th.)

Volley Fire: I can see volley fire being effective when you've got a bunch of Stalkers, for example.  The 3025-era designs have atrocious heat management, so you'd want to advance them while firing LRMs, then switch to their laser arsenals once the range closed.  Alpha-striking is likely to end up with an involuntary shut down, if not an ammunition explosion.  That being said, there's no reason for 'Mechs to have to volley fire in that fashion unless they're really, really awful on heat management (like the Rifleman, for example, or the Supernova).  In the above example, both lances of Stalkers could advance firing Long Range weapons, then switching to short range as they closed.  The only time volley fire would make sense would be for one Stalker Lance to Alpha Strike and develop dangerous heat spikes while the other Stalker lance advances without firing (cooling down), then switching. 

No date is given for the Liao victory over Marik on Sappho, but canon accounts have Liao briefly recapturing Sappho from House Marik in 2805, only to lose it again to a Marik counteroffensive in 2806.

The Rush: To my mind, sending Lights in to disrupt enemy formations isn't a sustainable tactic.  The volume of fire coming from the defensive line is likely to kill or cripple most of the attackers as they approach, and any that manage to close to physical attack range will be torn apart by the heavier defenders (My Wasp executes a 4 point kick!  Banzai! <k'tink>) 

Covering fire isn't really a thing in BattleTech, unless you have sufficient firepower concentrated that makes doing anything but chewing turf behind a ridge suicidal, in which case you have enough firepower to advance en masse, without having to send in suicide scouts. 

A better option might be to send in fast Heavies and mobile Mediums (plus a few odd ducks like the Charger), which will really get the defenders' attention, while your jumping Lights go over the defensive line and either hit them from behind, or go deeper to tear up their rear area support units.

Gan Singh and Baxter check out, but there's no close match for Calantha.  (Well, except for Marantha, but that's a Canopian world, not one on the Marik/Liao border).  Interesting that the article doesn't reference the attempts to prove the utility of "Horde" tactics - sending massed waves of Light 'Mechs forward to overwhelm defenders - by DCMS strategist Mercer Ravannion from 2019 to 2023, all iterations of which ended in abject failure (as noted - the Lights were shattered by defending fire, and had too little firepower or mass to occupy the defensive line for a sufficient amount of time.)

The Piledriver is a decent method of advance, but you have to slow down if you want to be successful, since your troops at the head of the line should be heavily armored (and therefore pretty slow).  The speed isn't that much of an issue, since it allows you time to fire back at the enemy while, presumably, they're pouring fire into your oncoming Atlas, and your company can inflict significant damage on the enemy line in that interval.  It does, however, allow mobile enemy reserves to be brought up to contain your thrust. 

There's no world with a name even close to Chaste (Shasta, maybe - though it's in the middle of the FWL, not in the St. Ives Commonality).  I wonder what maps Blaine Pardoe was working from that showed worlds like Gan Singh, Baxter, and Sappho, but had few enough other worlds that he felt the need to add new worlds.

Likewise, Holt is on the map, but in the middle of Marik space, and not likely to be fought over by two non-canon Kurita and Davion commands.  (Though the Davion unit might be an ancestor of the Federated Suns Armored Cavalry, which debuted in 3013.)

The Fade can be a very useful tactic if you can both outrange and outrun your foe.  Best used against slowpokes like the Annihilator and UrbanMech, it can also serve against the 3/5 class of Assault, as long as you can walk backwards at least 4, ideally 5.  At that range, a Griffin has similar firepower to an Atlas, and can keep the PPC bolts coming longer than the Atlas' LRM racks will hold out. 

The Fade is roughly equivalent to the tactics mandated when a Scenario involves Forced Withdrawal conditions - troops being withdrawn can still shoot while walking backwards until they rout a second time, at which time they have to turn and flee for the home edge.  One early-days oddity is Blaine's mention that 'Mechs can either walk backwards or walk forwards, but with their torsos completely reversed.  I guess the plastic models could do that, but... 

The Square: One problem with the Square is that it doesn't protect anyone's back armor at all, unless you're using the optional rule that lets adjacent troops shield their ally's 'Mech with their own.  All you have to do is rush one facing of the Square and then shoot the opposite facing's units in the back.  Keep some troops facing that side, so they can't simply turn.  Yes, you'll take return fire, but all your units will be pointing front armor at the enemy. 

No world named Ermista appears on any map.  Er Rai is presumably an "early days" mistyping of Errai.  There probably was a 13th Pesht Regulars, but the 11th Pesht wasn't commissioned until 3040, so having a 13th in 2944 seems anachronistic.  The 3rd Deneb Light Cavalry is a canon unit, but appears to have been disbanded prior to 3025 - possibly following their defeat on Errai.

Free For All: The "Kurita Rush" seems unusual for the Combine's regimented style of warfare, where the buso-sensei strive to distinguish themselves with ritualized one-on-one duels, if the enemy consents (as seen in Wolves on the Border).  Wild, chaotic attacks seem more like a Rasalhagian berserker charge (like the Tyr regiment's preferred mode of operation, all brandishing melee weapons).
« Last Edit: 01 May 2018, 11:03:01 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Hm. Does the article opine on whether or not cockpit windows exist, and are transparent in both directions?

It doesn't go into details.  Various models have been described in the fiction - either having a dummy "viewport" on the outside that's actually armor plate, while the pilot uses viewscreens; using a cockpit viewport constructed of transparent bulletproof plastic; or using a cockpit viewport constructed of bulletproof ferroglass. 

Pilot motions could be done in complete privacy in the first case, not in the second two.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: September 5, 3025
 
Location: New Avalon

Title: New Avalon Institute of Science - MechWarrior Training Manual

Author: Blaine Lee Pardoe
 
Type: Sourcebook (Stardrive Vol. 1 #1)

Synopsis:  In this section, we'll look at NAIS' Modern Tactics.

The Sweat Box is a defensive maneuver where 'Mechs take cover and maintains irregular fire at the enemy, making sure to stay cool and conserve ammunition, while forcing the enemy to move and fire constantly, reducing their effectiveness.  This only works if the defenders can find adequate cover to make up for the loss of mobility.  It can also be used offensively if the enemy can be pinned into a restricted area.  House Liao's 200th Mobile Defense Group's defense of the Pendrake Mines on Luytun was overwhelmed by "The Hussars" use of the Sweat Box to disrupt the defensive lines and then launch an frontal assault.

Selective Retreat has a unit give way before an enemy advance, with the heaviest 'Mechs at the center, while the lighter forces move to the flanks.  The OpFor is allowed to enter the killzone, at which point the heavies stop retreating and the lights sweep in on the flanks.  This can be dangerous if the enemy is advancing in a line, as the "horns" of the envelopment can themselves end up being flanked.  It is best employed during night combat or when conditions are right for ambush.  Enemy recon elements will also need to be neutralized.  In 2966, the 12th Avalon Hussars used this tactic against the 1st Capellan Commandos in Jonathan's Sund Highlands, drawing the CCAF forces away from their landing zone and crushing them in an ambush, forcing the CCAF to disband the Commandos.

Close and Engage, or 'thrash and bash,' calls for a force to engage in no-quarter physical combat.  Historian Thelos Auburn notes that commanders who order it win respect for determination and guts...often posthumously.  While sometimes ordered in desperation after ammo runs out, success requires having highly skilled MechWarriors, equal or greater mass compared to the enemy forces, low probability of enemy reinforcement, and light enough pre-existing damage that one good hit won't put down a friendly unit.  NAIS studies indicate that this tactic generally inflicts 75% casualties before the losing side can withdraw.  If ordered in desperation, the attacking side can be the one on the losing side of that equation.  While this tactic was once commonplace, the shortage of 'Mechs has limited its use.  Of note, during the 2950-2999 battles for Rochelle, rain and rugged terrain limited ranged combat between the LCAF and FWLM, forcing both to resort to close-range combat with frequent physical attacks.  Attrition was terrible.

Selective Withdrawal: The Lyran Long Wall would be an effective counter to a selective withdrawal.  It's unlikely that the 12th Avalon Hussars were terribly active on Jonathan in 2966, since current canon has them being disbanded during the Second Succession War. 

Bounding Overwatch: Thelos Auburn notes that this tactic is one of the most universally effective, both on offense and defense.  While half of a unit holds position and fires, the other half moves - advancing when on the attack, retreating when on defense.  Once the movers reach pre-designated positions, they stop and open fire, while the other group begins to move.  Davion mercenaries called Zabadendi's Rangers used it on Weisau, when the unit flushed a lone Kurita 'Mech from the city of Wajona.  Using Bounding Overwatch to pursue, the lead elements ran into an ambush by the 4th An Ting Legion, but were able to withdraw intact thanks to covering fire from the other half of the unit.

Pairing is a variant of Bounding Overwatch developed by First Prince Hanse Davion.  Two 'Mechs, one heavy, one light, are permanently assigned together and intensively train to work together.  The 'Mechs are chosen for their overlapping combat abilities - one with long range ammo-based guns, the other with energy weapons, or one with heavy armor while the other has speed and jump jets.  In theory, the team will be able to react to battlefield conditions with a wide variety of capabilities.  In practice, however, critics note that the any situation where the configuration of one unit is well suited may seriously degrade the efficacy of the partner, cutting their effective firepower in half.  Nonetheless, Hanse has ordered more research into his tactic in the interest of advancing "scientific" warfare.  He first implemented it during the 3020 battle for Royal, when the Avalon Hussars drove back the Dieron Regulars from the Hunchback Mountains.  While it achieved its strategic goals, the tactic was noted for having driven up the loss-rate for lighter 'Mechs.  It also restricted reconnaissance, as the heavier partner couldn't keep up with the lighter one.

Notes:

Sweat Box: Given that Liao was the OpFor, the Hussars could have been either the Ceti Hussars on the Davion side, or the Oriente Hussars on the Marik side.  It's not clear what world Luytun is meant to be.  I find it unlikely there was a Liao-centric fight on Luyten (the closest match), since that's a secret ComStar outpost world.

An unspoken corollary to the "Sweat Box" is that the stationary force should be at medium to long range, so that the foe has a much harder time hitting them behind their cover, enabling them to maintain a steady stream of harassing fire without getting picked out and picked off by massed defensive fire (which, in this example, seems like they expect the OpFor to have no sensor locks and to be firing blindly into the underbrush).  Sweat Box tactics get much deadlier once Stealth Armor comes into play.

Close and Engage: The FWL took Rochelle from the Lyrans in 2418 and never lost control until 3075, when it was absorbed into the Blake Protectorate.  You'd think the Lyrans would have thrived in such an environment, since their scout lances are stereotypically led by Zeuses.  The sheer weight of metal should have allowed them to regularly overwhelm Marik Orions and Awesomes with Atlases and Banshees.

This would have been an excellent section to talk up the Hatchetman, a cutting edge design with heavy NAIS involvement in its creation that greatly improves its Close and Engage efficacy through the addition of a reusable armored hatchet (compared to a tree trunk, which breaks after one use).

Bounding Overwatch: From commentary in the Historical Tactics section, it's clear that Thelos Auburn endorses Bounding Overwatch as one of the best tactics ever.  This is especially true when you have low-skill pilots with short-range, inaccurate equipment in the 3025 era (when some scenarios show cadets hitting the field with Gunnery scores of 6-8).  LosTech recovery and the introduction of ClanTech removes a lot of Bounding Overwatch's advantages, with Targeting Computers, Pulse Lasers, and Artemis guidance systems making it more likely that MechWarriors will be able to hit their targets at long range while on the move, removing the necessity of having half your forces surrender mobility to gain accuracy.

Pairing: Putting two dissimilar units together has significant challenges.  Yes, they may cover each other's deficiencies, but they also restrict use of each other's strengths, as noted in the article.  A better use of pairing would be units with different, but complimentary pairing of weaponry.  The Trebuchet and Centurion are noted for working well together.  The Trebuchet can lay down heavy long range firepower, which the Centurion can support with its own smaller LRM rack.  At closer ranges, the Centurion takes the lead with its AC/10 and lasers, while the Trebuchet backs it up with its own laser battery. 

While advancing technology limits the utility of Bounding Overwatch, it enhances the power of Pairing - with TAG-Arrow IV combos and C3 network links facilitating a good one-two punch. 
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: September 5, 3025
 
Location: New Avalon

Title: New Avalon Institute of Science - MechWarrior Training Manual

Author: Blaine Lee Pardoe
 
Type: Sourcebook (Stardrive Vol. 1 #1)

Synopsis: This entry covers the NAIS Manual's section on specialized tactics.

The Supernova is a Marik tactic developed to defend against a 2825 Liao Guards invasion of Les Halles, a world where cities are widely scattered and the terrain is difficult and generally worthless.  The unit exchanges fire once with an enemy, then scatters in all directions.  Those pursued skirmish with the enemy, while the rest circle around and hit the foe from behind.  If there was no pursuit, the unit reassembles at a pre-selected rally point.  It works well for guerrillas, allowing them to isolate, surround, and incapacitate enemies, but only if the MechWarriors involved are well trained (Veteran or Elite), and have a thorough knowledge of local terrain.

Overload is a tactic aimed at blinding the enemy's sensors.  Launching large numbers of LRMs, SRMs, autocannon shells, artillery shells, pre-set charges, metallic smoke, and fire simulators, a force can produce a "sensory hash" that overloads the enemy's BattleComputers.  Once this is achieved, faster jump-capable 'Mechs can advance and flush the enemy from cover, flank strongpoints, and penetrate into the rear area.  The "sensory hash" also affects the attacker, so they will need to fully work out their plans in advance.  The process also consumes a large amount of expendables.  House Marik favors this tactic, and the Regulan Hussars used it on Phecda in 2988 to drive the 123rd Skye Rangers out of their strongholds in the Causin Mountains, burning out their BattleComputers at the battle for Mount Tear.  On the downside, the resources required to fill the skies with shells required a supply train thousands of kilometers long, which proved vulnerable to Lyran airstrikes, rolling back the Marik advance.

The Trojan Horse requires captured transponders, enemy recognition codes, the cover of darkness, and/or disrupted enemy lines to allow raiders to launch a deep penetration raid to gather intelligence and/or launch a surprise attack against the rear area.  Though potentially effective, getting a raiding party through enemy lines is chancy - best attempted when the enemy has a large operational area with some fronts only lightly held.  Auburn notes that the tactic is technically illegal, a violation of the Ares Conventions, which forbids posing as an enemy's units for any purpose.  A successful Trojan Horse gambit often will result in defeat for the defending side, as when the 8th Syrtis Fusiliers slipped through Liao lines on Wei in 2990 and destroyed the Liao artillery, opening the CCAF strongpoint up to a successful frontal assault.

Luring and Trapping is an intelligence-centered maneuver that leaks false information to an enemy that lures a significant portion of its forces to a pre-prepared location, where it can be ambushed by a superior force.  The opportunity for victory is promised, then snatched away.  Even if the enemy survives the encounter, they will hesitate to take advantage of real weaknesses they see in future engagements, fearing it is bait for another trap.  Preparation is key, so that the "too good to pass up" opportunity isn't recognized as an obvious trap.  In 2876 on New Kyoto, the 19th Lyran Guard's 10th Brigade (?) used reports of ammunition shortages to lure the 3rd Defenders of Andurien into an assault on the Lyran landing zone, where they were enveloped and lost a company before surrendering.  On Kearny's Plains of Grif in 2985, the Draconis March Militia attacked a lightly guarded mass-train, but were surprised by two lances of Rasalhague Regulars' Rainbow Brigade hiding inside the freight cars.

Notes:

Supernova: While the Liao Guards did battle House Marik forces in this region during the First Succession War, they were the defenders, not the aggressors, and the FWL did not take control of Les Halles until the Second Succession War.  The Liao Guards wouldn't have been active on Les Halles in 2825 (right in the middle of the interbellum pause between 1st and 2nd Succession Wars), since the FWLM nuked them into oblivion during the First.

Not mentioned is that Les Halles (per the decades later WizKids entry) is a frozen world with underground cities and few resources, mainly dedicated to servicing traders due to their strategic location.

Also not mentioned is that any unit attempting to pull off a Supernova should be fairly mobile, or they risk having elements successfully pursued and destroyed in detail before the rest can circle back for a flank attack. 

Overload: According to this entry, putting too many targets in the air can burn out a post-Star League BattleComputer, effectively immobilizing a 'Mech unless the pilot manually reduces the sensitivity level.  Seems like that would be an easy fix, making the tactic totally useless. 

The most notable canon implementation of an "Overload" style attack was on Wolcott, where the defenders used strips of metal hung in trees to produce so many sensor ghosts that the Smoke Jaguars had to resort to fighting blind.

Supply trains thousands of kilometers long seem somewhat implausible, given that the FWL was assaulting a Lyran world.  If the invasion force came from offworld, why not land closer than a few thousand kilometers away.  Was the FWL using captured local munitions plants to make new projectiles? 

At its largest, the Skye Rangers had 25 regiments - nowhere near the 123 implied by the Overload history section.  Picking any two of the numbers gets you the 12th or 13th Skye Rangers, or even the 23rd. 

Trojan Horse:  Thelos Auburn's interpretation of the Ares Conventions differs from canon source material.  The text we have mentions no such prohibition against false flagged attacks.  In fact, in terms of espionage operations, it only banned outright assassination.  Even more to the point, the Ares Conventions were revoked at the outset of the Reunification War and never formally re-imposed.  Grayson Carlyle certainly didn't have any legal concerns about infiltrating Verthandi disguised as a DCMS freight hauler.  Nor did ComStar have any qualms about impersonating the Death Commandos during their raid on the NAIS complex.  (Of course, that was a False Flag raid intended to shift blame, not an attempt to convince the NAIS guards that the DC force was friendly.)

Luring and Trapping: This is basically Selective Retreat writ large, in one sense.  However, in a larger sense, it's exactly what Hanse Davion is about to do to House Liao.  Stardrive was published in February 1988, while Warrior: Riposte came out in October 1988, revealing the intelligence operation that lured Max Liao with the promise of both the son of his hated foe's spymaster and the chance to tip the scales of battle with cutting edge new technology trapped him with not one but two moles in his intelligence directorate and booby-trapped myomer that crippled his elite forces rather than empowering them.  Given Blaine's note that it's "more of an intelligence operation" than a military tactic, I can't help but think he knew FASA's outline for the events of Operation RAT at the time he wrote the NAIS Manual and planted this Easter Egg here eight months ahead of its payoff. 

Blaine frequently referred to units as "Unit X" Yth Brigade.  Generally, I re-wrote that as the "Yth Unit X" - so Avalon Hussars 2nd Brigade becomes 2nd Avalon Hussars.  However, the account of New Kyoto refers to the 19th Lyran Guards 10th Brigade, breaking my system.  Since a BattleTech Brigade (following the SLDF model) is at least three regiments, that terminology doesn't hold up in the Succession Wars era. 

There is a world named Kearny, but it's in the middle of the Free Worlds League, and thus an unlikely venue for a Draconis March Militia vs. Rasalhague Regulars battle in any event.  (Plus, what were RR forces doing outside of the Rasalhague Military District, which doesn't border the Federated Suns?)  There's a remote possibility the two forces could have met up during the all-state free-for-all that took place during the ComStar interdiction of the Free Worlds League during the Second Succession War (there was a Davion-Liao battle on New Dallas, after all), but that doesn't apply to 2985.

The Rasalhague Regulars' Rainbow Brigade makes a fair amount of sense, given their Nordic heritage and the importance of the Bifrost in that mythology.  (With Heimdall members signalling each other with rainbow motifs - as seen in "Vanish," it's clearly a 'thing' in the BattleTech universe.)  Notably, Blaine Pardoe was one of the primary writers on the Cranston Snord's Irregulars scenario pack, which features the 27th Marik Militia's "Rainbow Company," so this seems to be a recurring motif in his work. 

It appears that the series was cut short by the failure of Stardrive to get past its first issue, and unlike Lt. Sandusky Sorrell, the NAIS MechWarrior Training Manual did not reappear in BattleTechnology.  Based on the introductory letter, Blaine covered BattleTechnology, BattleMechs, and tactics, but had to stop before getting to unit compositions and historical battles.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Frabby

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It appears that the series was cut short by the failure of Stardrive to get past its first issue
Keep in mind that Stardrive was formerly the StarDate magazine. It apparently fell out of favor with FASA (possibly over BattleTechnology) after having previously featured increasing amounts of BattleTech content. The magazine editors apparently had a falling-out with FASA, the magazine was renamed Stardate for one (final) issue, and closed up shop after that. Given that they're the same magazine, I suppose Blaine Pardoe's contributions had been submitted to the editors' slush pile long before, during the StarDrive days, and then the slush pile dried up.
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Mendrugo

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Right - but my point was that John Theisen continued his Sandusky Sorrell series in the pages of BattleTechnology, while Blaine did not continue the NAIS Manual entries there, despite there being at least two more installments planned (based on the letter from the Dean of Curriculum).
« Last Edit: 02 May 2018, 07:42:08 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: 3025
 
Location: N/A

Title: Before the Succession Wars

Author: Patrick Larkin & Jordan Weisman
 
Type: Sourcebook (Stardate Vol. 1 #5/6)

Synopsis: Subtitled "A Background for FASA's Battledroids Game," the account is presented as part of the work "A Time of Troubles" by in-universe author Tamar Chadrasekar.

Introduction

A Dark Age has engulfed the Human Sphere following more than two centuries of warfare following the splintering of the Star League into five Successor States.  Thousands of planets have regressed to barbarism along the periphery.  Science is forgotten and learning mocked.  Universities are empty or smoking rubble, and what was child's play for our ancestors is now impossible.  No new starships have been built for more than two centuries.  BattleDroids can no longer be built, and wrecked machines must be stripped for needed parts.

I. Prequel (2010 - 2025) 

Marshal Oleg Tikonov's death in November 2011 touches off a civil war in the Soviet Union, with rebel groups receiving weapons from Western Alliance intelligence agencies.  The Red Army splinters, and several ICBMs fired by local commanders are shot down by orbital defenses.  Joint NATO and Japanese military strikes seize control of Soviet missile sites. 

By June 2013, with 15 million Russians dead, the Western Alliance launches a humanitarian ground invasion, ending hostilities by March 2014.  Reconstruction begins in April 2014, with the former Republics recognized as sovereign states, and most occupation forces are withdrawn by 2020, though Moscow is occupied until 2024. 

During this period, Alliance Space Command establishes a permanent lunar settlement, sends manned missions to Mars, and sends robot probes to the asteroid belt and Jovian moons.  Practical fusion power plants are invented, and orbital solar power stations provide clean power.  Kearny and Fuchida publish groundbreaking physics papers, but are ridiculed.  The defunct United Nations is not replaced, but the Western Alliance strengthens ties among its members.

II. Unification (2025-2100)

The Western Alliance develops a fusion drive in 2026 and launches the WAS Columbia from Crippen Station in October 2027, capable of making the trip to Mars in 14 days.  Goddard Shipyard begins construction in Earth orbit.  Outposts are constructed on Mars, Jupiter's moons, and around Saturn.  The Magellan Program sends automated interstellar probes to ten nearby stars, discovering habitable worlds around Tau Ceti, Epsilon Eridani, and Epsilon Indi by 2050.

Exxon Interplanetary and Alcoa Metals begin relocating metal-rich asteroids from the belt to Earth-Moon orbit for mining in 2051, and private spacecraft outnumber government ships by 2055.  Researchers on the moon and at the L5 colony develop dense, lightweight materials to improve spacecraft and space stations.  PanAm, Bechtel, and Westinghouse develop small, portable fusion reactors.  Myomers (bundles of polyacetene fibers) are developed, but are deemed impractical for human muscle replacement/enhancement, and research is abandoned.

Chinese General Secretary T'eng Liao's reforms allow small private enterprises and some political freedom, and he negotiates a trade partnership with the Alliance Parliament.  He crushes a coup attempt by communist hardliners and opens reunification talks with Taiwan.  China joins the Western Alliance in 2041 and installs Liao's son as his successor.

The Western Alliance becomes the Terran Alliance in 2086, and dispatches Terran Military Command units to forestall a coup against the pro-Alliance government of Brazil in 2098.

III. Exodus (2100 - 2300)

Scientists use Kearny/Fuchida research papers to make faster-than-light travel breakthroughs.  The Alliance Parliament puts billions of Alliance Credits into the Deimos Project, straining the finances of poorer member states.  South American and African nations try to revise the rules governing Parliamentary representation in 2015, but the legislation is blocked by the Europeans, Russians, and the U.S.  Riots break out in Buenos Aires, Santiago, Luanda, and Johannesburg. 

TAS Pathfinder makes its historic voyage in 2108 (an event nicely animated in the opening of the HBS BattleTech game), traveling to Tau Ceti and surveying New Earth.  Shipyards begin producing FTL colony ships.  An outpost is established on New Earth in 2111, and it becomes the first interstellar colony in 2116.  Corporations receive permits to build K/F drives in 2123.  The Bolivar Foundation's privately funded Liberator disappears in 2128, prompting the Alliance Parliament to require naval escorts of all colony ships and make independent colonization projects illegal.

More than 100 colonies are registered by 2172 in a sphere 120 light years across.  Parliament cedes more power to appointed governors, due to the three-month delay in communications.  Governors find they have to grant extensive home rule to the colonists.

Water shortages hamper development, and purification technology is expensive.  In 2177, Rudolph P. Ryan introduces Iceships.  He uses tankers to form an artificial iceberg in orbit around Telos IV and attaches several K-F drives, then jumps the berg to New Samarkand and sells it to the colony there.  This technique opens up additional worlds for colonization and makes the Ryan Cartel the most profitable firm in the Alliance.

By 2234, there are more than 1,000 registered colonies, and messages from the frontier take eight months to arrive on Terra.  A coalition of colonies along the periphery declare independence, and repulses the Alliance's efforts to put down the rebellion.  The Expansionist Party loses a no-confidence vote, and the new government withdraws all Terran troops and administrators from worlds on the frontier.  The abandoned colonies revolt against Earth's authority.  By 2242, the Alliance controls only a handful of worlds adjacent to the Terran solar system.  Neither major political party can form a stable government.

Hard times and political chaos spur emigration from Terra, leading to more than 4,000 new planets being colonized - the most distant, Rio Bravo, more than 480 light years from Sol.  Scientific research lags as resources are devoted to colonization, with the Alliance's best and brightest being the most likely to emigrate.

IV. Consolidation (2300-2400)

The Terran Alliance collapses in 2314 after a short war between rival political factions.  In 2314, Fleet Admiral James McKenna intervenes and declares himself Director-General of the Terran Hegemony in 2315 and launches a campaign of expansion.  By his death in 2339, the Hegemony rules more than 100 worlds.  Michael Cameron becomes the new Director-General in 2340.

Other alliances form, starting with the Crucis Pact in 3117.  By 2389, ten states with strong central governments have emerged beyond the Hegemony.  Most are dominated by single families, and hereditary succession becomes the norm.  By 2394, the eleven states have expanded to the point of contacting each other's borders, leading to disputes.  Naval and ground forces of the Capellan Confederation and Free Worlds League clash over Andurien in 2398.

The Terran Hegemony launches new research programs in 2340, while the other ten states' efforts are hampered by low population densities.  Ceres Metals Corporation begins developing workdroid prototypes in the Sol System's asteroid belt.

Notes: This history appears to be the first draft of the main BattleTech timeline, albeit for the far more grimdark setting of BattleDroids.  A modified version of this appears in both the House Kurita book and the history section of the MechWarrior RPG book (1st Edition) - with a specific note that the MW1E version is a reprint of the StarDate article.  This expands greatly on the truncated history presented in the BattleDroids rulebook itself.

Introduction: As we can see, the BattleDroids setting was far more regressed than what became BattleTech canon.  No new 'Mechs, JumpShips, or DropShips being constructed.  A strong anti-technology sentiment in society and no serious efforts to rebuild.

Prequel: The MW1E version skims over the details of the Soviet Civil War, not mentioning Tikonov (who is described as the Soviet Premier, rather than a Marshal, in the BattleTech timeline) or the ICBMs (though those would be featured in more detail in DropShips & JumpShips, given the role of Crippen Station and WODeN), and not mentioning Japan's role in the Western intervention.  MW1E says the UN was replaced by the Alliance Parliament, while the BattleDroids history says the UN was abandoned and not replaced.

Unification: MW1E drops the specific call-outs to real-world companies, describing them generically as "private multinational corporations."  The Brazilian coup was dropped from the MW1E history, but prominently featured in the Periphery sourcebook.  The largest change regards China, since the official FASA accounts (largely in the Star League and Kurita sourcebooks) write that China attempted to set up its own "Asian Co-Prosperity Sphere" in 2023 and nearly ended up in a shooting war with the Western Alliance over Japan.  House Liao has never been mentioned in canon histories as having prominent ancestry prior to Elias Liao becoming the president of the Hong Kong Free Republic.

Exodus: The expansion of the Human Sphere in the BattleDroids history was substantially faster than for the BattleTech canon.  By 2172, there were 100 settled colonies in an 80 light year radius (MW1E), compared to a 120 LY radius in StarDate.  The MWIE 2235 survey recorded 600+ worlds as settled, compared to 1,000+ in BattleDroids.  The post-Outer Reaches Rebellion colonization wave added only 1,500 worlds in a 150 LY radius from Sol in MW1E, compared to 4,000 worlds in a 480 LY radius.

The StarDate version goes into more technical detail about the Ryan Iceship, implying that he mounted K-F drives on the icebergs themselves, after forming them with modified tankers.  The MW1E version says the tankers were given K-F drives and used to deliver the water.

Consolidation: MW1E adds more information about James McKenna's character and goals, which was absent from the StarDate version. 

In the MW1E version, Ceres Metals isn't mentioned in the development of the prototype WorkMech, nor that the prototype was space-based. 

The MW1E account moves the Crucis Pact's origin date back from 3117 to 2317 in an obvious typo correction.  (Or else Interconnectedness Unlimited has some serious explaining to do regarding its Republic of the Sphere-era time travel experiments.)

The writers probably intended the 11 states to be:
1) Terran Hegemony
2) Capellan Confederation
3) Federated Suns
4) Draconis Combine
5) Free Worlds League
6) Draconis Combine
7) Rift Republic (This state, ruled by House Amaris, seems to have been considered an Inner Sphere state bordering the Hegemony in BattleDroids)
8) Taurian Concordat
9) Magistracy of Antares
10) Outworlds Alliance
11) Rim Worlds Mercantile League

Looking at the canon histories, we have the following states extant circa 2389:
1) Terran Hegemony
2) Free Worlds League
3) Draconis Combine
4) Federated Suns
5) Lyran Commonwealth
6) Capellan Confederation
7) Taurian Concordat
8) Rim Worlds Republic
9) United Hindu Collective
10) Principality of Rasalhague
11) Illyrian Palatinate? (2350 founding...but so small)

All of the other organized proto-states had been absorbed by their neighbors by 2389, or had not yet been founded.
« Last Edit: 03 May 2018, 08:27:47 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: 3025
 
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Title: Before the Succession Wars

Author: Patrick Larkin & Jordan Weisman
 
Type: Sourcebook (Stardate Vol. 1 #5/6)

Synopsis: "A Time of Troubles" continues...

V. The Age of War (2400-2550)

The Andurien War (2398-2404) is the first of many.  More than a dozen border wars break out between 2400 and 2410.  In 2412, heavy civilian casualties on Tintavel prompt all eleven states to sign the Ares Conventions to govern the conduct of interstellar war.  It banned fighting near heavily populated areas and prohibited attacks against civilian economic targets.

War becomes formal as major conquest campaigns are too costly, and efforts to form alliances, such as the 2423-2425 Thousand Worlds Coalition (CC + TC), are short lived.  The eleven major states are fairly stable during this period, except for the Rift Republic, which sees House Durant ousted and executed by Lady Terens Amaris in 2482, after a series of defeats by the Taurian Concordat (???!!).  Terens is succeeded by her daughter, Melicanthe, as First Citizen in 2517.

The Terran Hegemony wins a quick victory in the Kentares War of 2431 and crushes a FWL invasion force on Oriente in 2477, and is left in peace thereafter, declaring neutrality in the other nations' conflicts.  By 2500, it assumes the mantle of mediator.  Ian Cameron became Director-General in 2549.

The Hegemony's military superiority is based on the development of the first BattleDroid on New Earth in 2439.  Based on older mining WorkDroids, they are more mobile and more adaptable than conventional armored units.  The Hegemony has exclusive control of BattleDroids until 2455, when several are captured during a raid on Hesperus II by a criminal cartel interested in selling the technology to all bidders.  Despite the proliferation, Hegemony BattleDroids benefit from ongoing research, and are faster, better armored, and more heavily armed.

VI. Imperium (2550-2575)

Ian Cameron successfully mediates the end of the 4th Andurien War in 2551.  In 2556, the Terran Hegemony, Free Worlds League, and Capellan Confederation sign a non-aggression/trade pact.  Ian Cameron's diplomacy between 2556 and 2569 leads to a cessation of all hostilities in the Inner Sphere by 2570.  The four Periphery powers refuse Terran friendship.

In June 2571, Ian invites six heads-of-state to a conference on Phobos.  A month of negotiations garners agreement to his plan to form a Star League and reunify all human-settled worlds.  Officials from all seven governments meet from 2571 - 2572 to work out the details. 

Per the terms, House Cameron becomes First Lord, and the other six leaders form the High Council.  Each of the seven member states retains domestic policy authority, but will adopt a common currency and calendar.  Each member state contributes existing troops to the Star League Regular Armed Forces, while retaining household troops as an internal security force.  Each Council Lord is allowed to pick their chosen successor. 

From 2573 to 2575, the League ground forces are equipped with the best BattleDroids the Hegemony has to offer, and these troops are deployed to the borders of the Periphery states, which have joined together in an anti-League alliance.

VII. The Reunification War (2575-2600)

The High Council issues an ultimatum in August 2575 against the periphery states - the Outworlds Alliance, the Taurian Concordat, the Magistracy of Antares (?) and the Rim Worlds Mercantile League (?).  All four reject the ultimatum by October 2576.  SLDF war preparations begin in November 2576. 

The SLDF strikes deep into enemy territory, capturing key military and industrial bases, and making dramatic advances at little cost.  Resistance stiffens as the fighting moves closer to the Periphery capitals.  A League task force is badly mauled in a deep thrust against Imbros III, forcing the SLDF to become more cautious.  They hammer their way closer to the four capitals from 2579 to 2583.  New Vandenberg, capital of the Magistracy (?), falls in 2584 after a five week battle that inflicts heavy casualties.  The SLDF's 2586-2588 offensives consolidate control of the Magistracy, and bring SLDF forces in striking distance of Aurelius II, the Mercantile League capital - forcing the ruling faction there to surrender in 2589.

The League launches its final offensives against the Taurian Concordat and Outworlds Alliance from 2590 - 2592, replacing losses with new BattleDroid regiments and new WarShips, while the periphery armies make do with equipment of lesser quality and quantity.  The Concordat Fleet is destroyed in the battle of Flannigan's Nebula in 2593, and the League occupies the Concordat homeworld - Port Fallon (?) - with heavy losses on both sides. 

By 2595, the Outworlds Alliance stands alone, and sues for peace after a crippling series of defeats.  They sign the articles of surrender in May 2596, after which fully half of the SLDF is assigned to occupation duty in the defeated Periphery states, which are divided up into six Territorial States administered by First Lord-appointed governors.  A propaganda campaign builds popular support for the Star League, allowing occupation forces to withdraw from most worlds by 2606.

Ian Cameron dies in 2602, succeeded as First Lord by his son, Nicholas.

VIII. The Good Years (2600 - 2750)

Territorial Reconstruction runs from 2601 to 2632, integrating the conquered worlds, but administration is hampered by communications delays.  Nicholas Cameron appoints Joshua Hoshiko as Minister of Communications, who spends 15 years creating the League Communications Network, cutting communications lag to less than six months to most worlds (longer to backwater planets).

Low cost water purification technology facilitates settlement on marginal worlds, and 1,000+ new worlds are settled by 2700, expanding the Human Sphere to 540 light years in diameter. 

By 2640, most WarShips have been mothballed or scrapped due to the lack of an enemy, but BattleDroid regiments remain at full strength.  In 2649, new First Lord Michael Cameron learns Tadeo Amaris' Rift Member State is rapidly expanding his personal army.  The High Council imposes an Edict restricting household force sizes in 2650.  Regular Army BattleDroid regiments maneuver on worlds bordering the Rift Member-State, and intelligence reports indicate Amaris begins disbanding his regiments shortly afterward.

Trade and commerce surge from 2600 to 2750 due to the adoption of a universal currency and removal of trade barriers.  Water purification tech, however, results in the Ryan Cartel's bankruptcy.  Trade efficiencies are such that worlds become dependent on others for food and water purifier maintenance.

Research on myomers facilitates development of human-usable bionic artificial limbs.  By 2700, the average lifespan is 115. The best-selling book of 2746 is J. Paulo Terraine's "A Golden Age: The Coming Century."

IX. Twilight (2750 - 2765)

First Lord Simon Cameron dies by explosive decompression in February 2751 while inspecting a mining colony on New Silesia, leaving his eight-year-old son Richard as his heir.  The High Council appoints the commander of the League Army, General Aleksander Andreyovitch Kerensky, as Regent and Protector. 

The Council rules by decree from 2751 to 2761, amending the Edict of 2650 to allow an expansion of household forces.  They grant themselves a greater share of tax revenues, while increasing levies on the six Territorial States.  Unrest increases in the Territorial States, and two governors are assassinated by secessionist movements in 2758. 

Richard Cameron ends the regency when he turns 18 in 2761, plotting to abolish the High Council and reforming the central government to make himself Emperor.  Kerensky advises him to refrain, but is ignored.  Richard issues Executive Order 156 in 2762, ordering the disbanding of all household armies.  Stefan Amaris of the Rim Member-State supports it, but the other Council Lords refuse, forcing him to rescind the order.

The situation in the Territorial States continues to decline, and more League troops are relocated there to suppress unrest.  In 2764, Stefan Amaris signs a secret agreement with Richard to protect Terra against the other Council Lords. 

In 2765, New Vandenberg and several other worlds secede from the Star League, and Amaris advises Richard to send Kerensky there to stamp out the rebellion.

Notes:  I will note where the StarDate article differs from later accounts (especially the adaptation in the opening pages of MechWarrior 1st Edition) and other canon sources.

The Age of War: MW1E adds some details to the Ares Conventions, but has the signing take place on New Olympia, and only involves ten states.  (Sorry, Illyrian Palatinate.)  Later accounts retcon the signing as being on the world of Ares, on the continent of New Olympia. 

The Thousand Worlds Coalition is dropped from the MW1E account, but survives as a brief, albeit cryptic, reference in the Periphery sourcebook.

The MW1E keeps the story of Terens Amaris' coup against House Durant, but drops Melicanthe's name, and introduces the official name change from Rift Republic to Rim Worlds Republic as one of Lady Terens' reforms.  Later histories have the shift from House Durant to House Amaris be a peaceful transfer, due to a lack of Durant heirs.  Also gone is the mention of heavy combat losses to the Taurian Concordat, meaning that FASA had finalized their interstellar cartography and realized that such a conflict no longer made any sense.  (Though the Mercenary's Handbook did feature the Oberon Confederation dispatching the hapless Wilson's Hussars on a deep, deep, deep, deep raid against the Taurian Concordat.)

MW1E also changes the theft from Hesperus II to being a Lyran Commonwealth commando raid rather than a criminal syndicate's operation.

Later accounts call the Terran Hegemony's "Kentares War" the "Tybalt Campaign," noting that it lasted from 2431-2440.  Other known Hegemony battles of the Age of War include: The Draconis Combine attacked Styk in 2443; the Federated Suns attacked Basalt in 2445; and the Capellan Confederation attacked Ningpo in 2457.  Aside from the Hesperus II raid, we don't have any record of Lyran aggression against the Hegemony in this period.

Imperium: The MW1E section follows the StarDate chronology, but adds in the names of the Liao, Marik, and Cameron heads of state involved. 

The math is corrected, as the StarDate article came up with seven founding Star League members, rather than six, pitted against four Periphery realms.

Perhaps House Amaris could be considered the seventh, since they were pro-Cameron and battling anti-League rebels alongside the SLDF expeditionary forces - essentially counting the Rim Worlds Republic as one pro-League faction, and the Rift Republican Army rebels as an anti-League Periphery faction...or perhaps Jordan Weisman's early drafts included a sixth Successor State, now lost to history.

Reunification War: The BattleDroids history accounts are a fascinating look at BattleTech's first draft.  MW1E updates many, many references, changing the Magistracy of Antares to the Magistracy of Canopus and the Rim Worlds Mercantile League to the Rim Worlds Republic.  Interestingly, the StarDate article calls the Rim Worlds Mercantile League the "Rift Republic" during the Age of War, suggesting that either its name/political structure changed prior to the Reunification War, or that Jordan Weisman and Patrick Larkin wrote separate sections and didn't sufficiently proofread for internal consistency.  Having New Vandenberg be the Magistracy capital is interesting, given how central to Taurian history that world becomes in canon accounts.  Aurelius II and Port Fallon vanish from existence, replaced by Apollo and Taurus.  Given its reluctance to do any fighting at all in the main history, it's kind of ironic that the first draft had the Outworlds Alliance fighting on to the bitter end.

Another key difference is that the League administratively divided the four periphery realms into six Territorial States.  In the main chronology, there are just four Territorial States - one for each Periphery realm - maintaining the territorial integrity of each.

The MW1E account avoids getting tangled up in the messy details of the Reunification War by skimming over it in two sentences, noting that it lasted 20 years, ending in 2597 after the fall of the Taurian capital in the Hyades cluster.

The Good Years: One major difference is the introduction of hyper-pulse generators by 2630, rather than Hoshiko's League Communications Network.  (So, apparently the BattleDroids universe never had HPGs.)

Colonization was more limited in MW1E, with new purification tech facilitating 750+ new colonies, rather than 1,000+ (which, added to earlier estimates, would put peak colonization in BattleDroids at 5,000+ worlds, compared to the 3,200-ish upper limit reached in the BattleTech chronology - though you could argue equivalence if you count unmapped independent colony worlds in the Periphery).  It also omits mention of the size of the Human Sphere, which by this point is about 1,000 LY in diameter, rather than the 540 in StarDate.

MW1E corrects the name from Rift Member-State to Rim Worlds Member-State.

MW1E makes no mention of the near elimination of the Star League WarShip assets.

Twilight: The MW1E section adds more details, noting that New Vandenberg was joined in secession by 17 other Periphery worlds.  The name of the "Rim Member-State" is updated to the "Rim Worlds State."
« Last Edit: 03 May 2018, 08:23:13 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: 3025
 
Location: N/A

Title: Before the Succession Wars

Author: Patrick Larkin & Jordan Weisman
 
Type: Sourcebook (Stardate Vol. 1 #5/6)

Synopsis: "A Time of Troubles" continues...

X. Civil War (2765-2780)

75% of the Regular Army was deployed in the Periphery by November 2766 - more than 12 months' journey from Terra.  Stefan's Household Guard replaced League BattleDroid regiments sent to the Periphery front, outnumbering the League Regulars guarding Terra.

In late December, 2766, Amaris launches a coup, assaulting Terra and capturing the First Lord and most of his immediate family.  The League troops on Terra surrender after a week of fighting, and Cameron and his family are executed afterwards.  Anyone related to House Cameron is hunted down and killed.

Amaris declares himself First Lord in January 2767 and seeks support from the five Council Lords, but all take a neutral stance.  By the end of 2767, the remaining Regular Army forces in the Hegemony are defeated  by the end of 2767.  Kerensky only learns of the coup by late 2767, but receives replies of neutrality by August 2768.

Kerensky gathers his army from the Territorial States from 2768 - 2770, stripping every garrison of ships and BattleDroids.  Amaris troops fortify key systems around Terra.  In March 2772, Kerensky captures Cylene IV and six nearby worlds, driving a wedge between the Terran Member-State and the Rift Member-State (?).  By 2773, the Rift is completely isolated, cutting off supplies of new troops.  Amaris counterattacks at Mallory's World, but his offensive is defeated, and the other Member-States forbid him from crossing into their territory.

Kerensky takes his task force through other Member-States, capturing Oriente as a staging point, then capturing key communications and manufacturing centers.  The Amaris forces are routed by 2775, as occupied systems revolt and many of his troops surrender after only token resistance.  Stefan controls only the heavily fortified worlds around the Sol System.

Kerensky launches his final offensives in 2776, capturing Sarna VI in October 2778.  A special assault force seizes New Earth in December 2778 in a seven-week battle.  In June 2779, Kerensky lands BattleDroid regiments on Earth and battle the Amaris Household Guard until Stefan's army collapses in September.  Amaris is hauled, unconscious, from his command bunker wreckage in mid-October 2779.  A military tribunal condemns Stefan the Usurper and the adult members of his family to death in January 2780.  Younger Amaris members are given memory-wipes and exiled to isolated worlds in the Periphery.  Senior Amaris officials and officers are also executed, and Kerensky assumes power as Protector.  He summons the High Council to convene an emergency meeting in February 2780.

XI. Succession Crisis (2780-2785)

As of October 2780, the Star League was in crisis - 100 million dead, communications to the Territorial States cut, and League administrative machinery damaged.  When the High Council convenes, it removes Kerensky as Protector, ordering him to disperse his troops, and appoints Jerome Blake as Minister of Communications, charging him with restoring the League Communications Network to full operation.  The Regular Army scatters across the Hegemony. 

Meeting from October 2780 to July 2781, the High Council fails to elect a new First Lord.  Kerensky urges them to select an outsider, but is ignored.  The Council dissolves in August 2781, return home, and begin expanding their armies with former Amaris troops now working as mercenaries.  They begin bidding for the services of Regular Army troops in 2783.  Kerensky objects, and the Lords demand his resignation. 

In February 2784, Kerensky summons his officers to a secret meeting, at which he directs League purchasing officers to buy hundreds of transports and other starships.  The Lords are distracted by fighting that breaks out between Davion and Kurita in May, and spreads to include all five factions. 

In November 2784, almost all the remaining Regular Army regiments rendezvous at New Samarkand, then depart into the Periphery, shaking pursuit after leaving the Free Worlds (?) Member-State.

XII. The Succession Wars

In December 2786, Minoru Kurita declares himself First Lord of the Star League, as do the other Lords.  Border skirmishes escalate to open warfare by March 2787.  In April 2797, Kurita forces begin occupying industrial worlds and abandoned SLDF bases around Terra. 

The First Succession War lasts from 2787 - 2821 wrecking industries, cities, shipyards, manufacturing plants, and research centers with orbital bombardment and ground combat.  Hundreds of millions of civilians are killed. 

In 2796, Minoru Kurita's troops advance to within 40 light years of New Avalon while Davion's household troops are fully engaged with House Marik (?) and House Liao.  On the eve of a decisive victory, Minoru is assassinated while visiting the industrial world of Kentares IV in April 2796.  Jinjiro Kurita orders his troops to slaughter its 50 million inhabitants, but Davion reinforces his troops while the Kentares Massacre plays out, and forces Jinjiro's troops to retreat with an ambush at Harrow's Sun.

By 2815, most of the Successor States have lost the ability to build FTL-capable WarShips, and all have curtailed civilian good production.  Interstellar trade collapses, causing worlds relying on purification plants to resort to water imports from ice ships.  The war ends through exhaustion in 2821.  The Houses rebuild from 2821-2827, and fighting resumes in 2828, with the official start of the Second Succession War recorded as 2830. 

From 2830-2863, the Second War kills hundreds of millions more, but only a few dozen worlds change hands.  Human knowledge declines, causing the Successor States to revert to a level slightly above that of 20th century Terra.  No state can manufacture advanced computers, fusion power plants, or starships, forcing the rival warlords to cannibalize damaged equipment. 

Medical technology also regresses, and average lifespans decrease from 115 to 80 years, though bionic limb replacement technology improves in service of putting wounded DroidWarriors back in action.  Psychologists note that DroidWarriors with bionic limbs grow more machinelike and less human over time.

The Third Succession War starts in 2866, and the Inner Sphere evolves into a feudal society controlled by Successor Warlords and the ComStar organization, which was formed during Jerome Blake's efforts to restore the League Communications Network.  Blake had seized Terra in 2788 with hastily recruited mercenaries and declared it neutral, and pledged the neutrality of the Communications Network in exchange for being left in peace.  Blake reorganized the Network into ComStar - a commercial organization selling communications services to the Houses for profit by 2807.  Jerome Blake dies in 2819 without successfully reopening communications with the Territorial States.  The ten members of the First Circuit select Conrad Toyama as his successor.  ComStar interdicts House Marik from 2837 - 2839 in retaliation for an attack on ComStar personnel.  Over time, it becomes a semi-religious organization.  Julan Tiepolo becomes Director by the ten-member First Circuit in 3021.

Hundreds of worlds lose contact during the Succession Wars, and the House Lords delegate authority to regional rulers once it is clear that strong central governments are no longer feasible.  Paul Davion appoints Damien Hasek the Duke of New Syrtis in 2829 in exchange for the services of his BattleDroid regiment.  Other Warlords follow suit, establishing a feudal society.

The Bandit Kings of the Periphery appear in 2841, when several Steiner regiments are forced to retreat into the Periphery.  By the time House Steiner locates them in 2853, the troops had occupied several planets and their commander, Colonel Hendrik Grimm, had declared himself king of Oberon VI.  His BattleDroids began raiding the Successor States for water and spare parts in 2855.  Other mutineers and bands of Periphery DroidWarriors became Bandit Kings by 2863. 

By the end of the 30th century, the Inner Sphere is ringed by more than 100 small kingdoms and principalities, where piracy and brigandage are rife.

As of 3025, the borders of the Successor States are almost exactly where they were more than 230 years ago.

Notes: I will note where the StarDate BattleDroids history was changed when reprinted (in part) in the opening pages of the MechWarrior RPG book (1st Edition), and where other canon sources diverge. 

Civil War: The MW1E account is updated to reflect the immediate execution of Richard and the existence of HPGs to inform Kerensky of the coup.  It drops the details of the preliminary campaign, giving only the date of Earth's liberation, as well as cutting the mind-wipe and exile of Amaris' children (and you thought the chain of events in Star Lord was weird...). 

The cuts get rid of many elements that didn't hold up once FASA drew the official starmap, such as Oriente being 50 LY from Terra, and Sarna being 30 LY from Terra, as well as the Rim Worlds Republic sharing a border with the Terran Hegemony around Cylene (a world on the FedSuns/Combine border). 

I'd kill to see what general reference materials Jordan Weisman and Patrick Larkin were using when they came up with the BattleDroids version of the core history.

Succession Crisis: The MW1E version notes that the appointment of Jerome Blake resulted in the formation of ComStar. 

Kerensky's fleet is clarified from "hundreds" to 200+.

The original Kerensky Exodus seems substantially different, with active tracking of his ships until he shook the pursuers in the Periphery, and a route indicator that he cut across the Inner Sphere from New Samarkand and exited through the Free Worlds League.  So, if you count the BattleDroids universe as a parallel reality, would their Clans have invaded along the FWL/Lyran axis or the FWL/CC route?  And would their Minnesota Tribe be hiding out near the Elysian Fields?

The Succession Wars: The MW1E entry notes that "the warring Lords cast aside the Ares Conventions" - though those had actually been torn up at the start of the Reunification War.

The MW1E account backs away from the BattleDroids total loss of tech, noting that "it was no longer easy to build advanced computers, large fusion power plants, and starships" and setting the technology level at early 21st century Earth, rather than late 20th century. 

The details of the campaigns were cut, saving MW1E from having to explain why House Davion's troops were too busy fighting House Marik to defend New Avalon.  (Gotta see the map those guys were using...)

MW1E adds a section on informal rules, similar to the Ares Conventions, that evolved in the Third Succession War, prohibiting JumpShip attacks, allowing surrender and ransom, fighting battles in stages, and avoiding damage to factories.

The number of Periphery kingdoms is cut down from 100+ to 60+, and the details of the rise of Grimm and Hasek were trimmed.

ComStar's details were relegated to an appendix in MW1E, which greatly expands on the organization's history and operations, and served as the basis for the later ComStar sourcebook.  Later sources correct Julian Tiepolo's start-date to 3006, rather than 3021, as well as changing the title from Director to Primus.

MW1E drops any mention of the dehumanizing effect of bionic limb replacement.  It was reintroduced in Jihad-era supplements, but primarily for extreme cases like the Manei Domini, rather than the average Joe Pegleg.  It seems like it may have been intended to be a major theme in BattleDroids - zombified cyber-DroidWarriors stomping their FrankenDroids through ruined cities, heedless of the destruction wrought on the cowering frails.

All in all, "Before the Succession Wars" is a fascinating glimpse of the first draft of BattleTech's history and lore.  A lot of its details were left on the cutting room floor (sorry, Magistracy of Antares), but Larkin and Weisman clearly had a huge historical sweep worked out that, largely, became the core of the current game's backstory when this was published in 1985.  Kudos to them both!
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

BrokenMnemonic

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The Terran Hegemony wins a quick victory in the Kentares War of 2431 and crushes a FWL invasion force on Oriente in 2477, and is left in peace thereafter, declaring neutrality in the other nations' conflicts.  By 2500, it assumes the mantle of mediator.  Ian Cameron became Director-General in 2549.
The Federated Suns launched an offensive to recapture Kentares in 2440s, according to the Manatee TRO entry. The Hegemony also hit the Federated Suns again in 2515 - a raid killed the Prince of the Terran March, Charles Leighton, and all his family, which led to Nikolai Rostov becoming the Prince of the Terran March in the buildup to the Davion Civil War.
The League launches its final offensives against the Taurian Concordat and Outworlds Alliance from 2590 - 2592, replacing losses with new BattleDroid regiments and new WarShips, while the periphery armies make do with equipment of lesser quality and quantity.  The Concordat Fleet is destroyed in the battle of Flannigan's Nebula in 2593, and the League occupies the Concordat homeworld - Port Fallon (?) - with heavy losses on both sides. 
Port Fallon crops up again in Historical: Reunification War - it's noted on page 53 that Marion Marik's sister Shannon was killed in action on Port Fallon in 2593.
By 2700, the average lifespan is 2700.
Well, that's terrifying.
« Last Edit: 02 May 2018, 16:16:30 by BrokenMnemonic »

It's more interesting than optimal, and therefore better. O0 - Weirdo

Mendrugo

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Typo fixed to 115.

The Kentares attack was the opening move in the broader Tybalt Campaign, per the Star League sourcebook, taking worlds from both the Feddies and the Cappies.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: July, 3026
 
Location: Istmar III (Imbros III?)

Title: Bitter End: The Defense of Connor's Pass

Author: William H. Keith Jr., J. Andrew Keith, and/or Richard Meyer (Uncredited)
 
Type: Scenario (Game News #8, October 1985)

Synopsis: During fighting between the DCMS and a joint Lyran/Federated Suns mercenary battle group on the contested world of Istmar III, a lack of coordination between the mercenary forces allowed the DCMS to break through at the city of Hannisport. 

Two days later, Lyran mercenaries Hansen's Roughriders withdrew from their position on the plains around Hannisport and called in their transports to escape, with Kurita forces (led by the Black Widow Company) in hot pursuit.

Hansen left an omega company to hold Connor's Pass to the last man, delaying the Dragoons long enough for the rest of the Roughriders to escape.

At 0930 (Terran Standard Time), Lt. Chang positions his Marauder alongside Major Qaffad's Crusader at the pass.  Chang feels bitter about being assigned to the omega company - the price for being second best, even though he knows that none of the 'Mechs in the omega force could have outpaced the ferocious Widow pursuit.  He resolves to hold the pass or die trying.

The Roughrider omega company, under Major John Qaffad, has nine 'Mechs, all damaged. 

Crusader - hip actuator out, right arm LRM out, only 7 heat sinks active
Marauder - +2 modifier on all PSRs, left arm PPC out
Rifleman - only three heat sinks operative
Archer - hip actuator out
Warhammer - 12 heat sinks operative, SRM launcher out
Shadow Hawk - 7 heat sinks operative, needs PSR to move at all, no jumping
Griffin - Can only jump.  Engine heat doubled (?)
Phoenix Hawk - 3MP to change facing costs, only 3 armor on CT(r), Large Laser at +3 penalty to hit.

The Roughriders position themselves anywhere they want on either of two standard BattleTech maps connected at the narrow edge, with the top being North.  Lake hexes are treated as Light Woods.

The Black Widow Company fields the following roster:
Recon Lance
- Rifleman
- Phoenix Hawk (left arm ML fails to fire on 10+, generates 4 heat)
- Stinger
- Stinger (4 armor missing from RT)
Fire Lance
- Archer
- Archer (missing 1 heat sink, only 10 armor on left leg)
- Wasp
- Stinger - Foot Actuator out
Command Lance
- Warhammer (Kerensky's)
- Marauder
- Crusader (+2 heat per turn)
- Griffin (can only jump 3 hexes instead of 5, generates 2 heat per hex, PPC fails to fire on 10+)

The Widows enter on the south edge of the southern map.

The Roughriders get 1 point each turn they survive, and 5 points for each Widow destroyed.  The Widows get 10 for each Widow 'Mech that exits the north edge of the northern map.  The game ends when all Widows are either off the map or destroyed. 

Notes: Advertised in the magazine as an excerpt/preview of FASA's upcoming scenario pack, Tales of the Black Widow Company, the scenario presented followed the format of the product, but did not actually appear in the final version.

Like a lot of planets named in the early scenarios, Istmar III didn't make it onto the official maps.  Having the battle be a joint FedCom operation against the DCMS, it's likely that Istmar III = Imbros III, which is in the right stellar neighborhood....and has an 'I' at the start and a 'III' at the end.

This represents a rematch between the Roughriders and the Widows, following a 3019 battle on Hesperus II, where Hansen's troops were instrumental in turning back a Dragoon thrust towards the Defiance Industries factories.  No wonder the Widows are out for blood.

In terms of alignment with canon, this is semi-problematic (not just because Istmar III is a non-canon locale), because the Dragoons generally secured a line-item in their contracts that let them avoid fighting against their prior employer.  In the service of House Liao, they attacked the Free Worlds League.  Under contract to the League, they did some "cattle raiding" into Lyran space.  Under contract to House Steiner, they exclusively hit Combine targets.  And under Kurita, they fought throughout the FedSuns' Draconis March (that one odd battle against pirates in the coreward section of the Rasalhague district notwithstanding).  So, it wouldn't be consistent for them to be on a world on the Lyran border.   

That being said, it's possible Imbros III (a long-held Combine world) was the target of a joint Fed-Com mercenary strike, and the Widows couldn't resist a chance for payback against the Roughriders.  (Meaning the Combine force was liberating Hannisport, not conquering it.)

For the Roughriders, I'd recommend establishing the main defensive line in the central light woods (the converted lakes) on the southern map.  Your damage means you aren't going to be able to outmaneuver the Widows.  The Widows will certainly use the ridge on the southwestern corner of the map to screen their advance, but you can park your Archers on the northwestern ridge to provide covering fire on that flank.

Hold back your Griffin and Phoenix Hawk as your chasers.  If a wounded but functional Dragoon gets past your position in the central woods, they can jump over and engage it, hopefully taking it out before it gets off the northern edge. 

Have the heavies in the woods prioritize shots at the Dragoon bugs (3 Stingers, 1 Wasp) as well as the Phoenix Hawk and the Griffin.  If you can smoke them, or even just slow them, your chasers will have an easier time of blocking their rush for the northern edge.

For the Widows, you may feel that you have some time pressure to deal with due to the 1-point-per-turn Roughrider victory counter, but keep in mind that getting just one of your guys off the northern edge is worth 10 turns.

Keep your light 'Mechs in reserve, and lead with your heavies.  If the Roughrider Griffin or Phoenix Hawk are exposed, prioritize them.  Concentrate your fire and whittle the enemy numbers down.  Once their mobile reserves are smoking hulks, then, and only then, send the speedy units ahead to make a run for the border.  At that point, the Roughrider wrecks shouldn't be able to mount an effective pursuit.

If the Roughriders deploy closer to the northern edge, your job gets easier.  Use the terrain to mask your approach, get within firing positions, and then hammer the Roughriders until they're dead.  Rotate damaged units on your side off the firing line to avoid giving the Roughriders kills.  If they advance (unlikely, given their pre-existing motive damage), pull back to cover, continuing to fire.  Once they are effectively neutered, send your bugs north to score points.  Whatever you do, don't risk your bugs by exposing them to enemy fire, since they're far more valuable as point-scoring vehicles than as another medium laser on legs.

Given the scenario title, it would be safe to guess that the historical outcome was the slaughter of the omega company, but the continued existence of the Roughriders suggests they held the Widows off long enough for the bulk of the regiment to make it to their DropShips and evacuate offworld.

I dated this scenario to October 3025, since the roster matches that given for the company circa 3025, and the magazine came out in October. 
« Last Edit: 03 May 2018, 15:03:40 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Frabby

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If this preview was provided by FASA, does that mark the scenario as canon even when it wasn't reproduced in the actual sourcebook?

The setup - a combined Davion/Steiner operation - has Galahad '26 written all over it, and would presumably depict a recon raid against a Kurita world on the Davion/Kurita border, somewhere in the Dragoon garrison area. (A later date seems unlikely given the company store ploy by House Kurita and the souring relationship starting 3027 at the latest.)
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Author of the BattleCorps stories Feather vs. Mountain, Rise and Shine, Proprietary, Trial of Faith & scenario Twins

Mendrugo

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The front cover blurb says "BATTLETECH War Game Scenario from FASA Corp." 

I'd guess it's extra content written for the book but left on the cutting room floor when they ran out of room, then farmed out to Game News as an advertisement.  It describes BattleTech as "the second edition rules set for BattleDroids, completely rewritten with new statistics and rules."

It also advertises other upcoming products - 1604 - BattleTech - $15.00; 1605 - Tales of the Black Widow - $7.00; 1606 - The Fox's Teeth - $7.00; and 160 - BattleTech Poster - $3.00, with FASA's P.O. Box address in Chicago and a note to add $2 for postage and handling if ordering directly from FASA.  It announces that "Each BattleTech scenario pack contains history, background, statistics, and 15 scenarios for two of the toughest 'Mech companies out there."  This would, then, be a 16th Black Widow scenario, probably cut for space.

On dates, I concur that this sounds very much like a Galahad '26 operation.  However, that takes place in August 3026, while Wolves on the Border has Natasha definitively located on An Ting by August 15, 3026.  Perhaps it's a preliminary operation, since it involves mercenaries only.  It could fit into July 3026, which has nothing canon listed for Natasha's operations.
« Last Edit: 03 May 2018, 15:20:09 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: March 11, 3025
 
Location: Galtor III

Title: Scavenger Hunt

Author: Richard Meyer
 
Type: Scenario (Tales of the Black Widow Company)

Synopsis: House Kurita has dispatched two battalions of Wolf's Dragoons to the barren world of Galtor III on a punitive raid against an AFFS staging point there.  The Dragoons found the Davion garrison, the 21st Illician Lancers, dug in and prepared to fight. 

On the morning of this engagement, Graham Gilliam's Recon Lance intercepted the Recon Lance of the Black Widow Company, and the pitched battle left six disabled 'Mechs on the field. 

Graham returned to friendly lines and reported the situation to Captain Levon Grant, who takes his lance to claim the salvage, meeting the Black Widow's Fire Lance, which arrives with the same intent.

The Lancers have two Stingers, 1 Griffin, Levon Grant's Archer, and Graham Gilliam's damaged Archer (8 shots of LRM ammo left, only left LRM works, has only 10 heat sinks, and has substantial armor damage).

The Widows have two Archers, a Wasp, and a Stinger.

To win a Decisive Victory, a side must destroy three enemy 'Mechs without losing more than one of its own.  A side can offset its losses by carrying disabled 'Mechs off the field.  Gilliam's wounded Archer does not count against the Lancers if it is disabled.  Any side must withdraw as soon as it loses two units, under Forced Withdrawal conditions. 

Two jump-capable 'Mechs can pick up a 'Mech carcass and jump away with it at normal jump speed.  A single 'Mech can drag a wreck off at 3 MP/turn.  They may return after spending four turns off the friendly map edge.

Notes: The description of Galtor III as a barren world doesn't match the extraordinarily detailed writeup that accompanied the BattleForce scenario pack - "The Galtor Campaign" a few years later. 

Various explanations have been put forth for this discrepancy - the one that works the best for me is that the AFFS staging point hit by the Dragoons was on one of Galtor's moons, which is barren, and could have been used as a staging point (saving fuel for the ships not having to climb out of Galtor's gravity well). 

The interest paid to the moon's staging point by the ISF may have given Hanse the idea of using the whole world of Galtor III as a trap a few months later.

This is a fairly straight up lance-on-lance battle in  a broom closet (one standard BattleTech map).  Both sides should do their best to concentrate fire and take down one foe at a time. 

The salvage mechanism is interesting, but somewhat short-circuited by the fact that Forced Withdrawal is triggered as soon as a side loses two 'Mechs.  It's also not clear if destroyed 'Mechs can also be salvaged.  The rules make it fairly easy for the bug 'Mechs to make off with lots of salvage, but their absence for four turns while they leave and return puts their side at a significant disadvantage. 

Also, why wouldn't the side remaining in control of the battlefield be credited with offset-point for all the remaining carcasses?  If that holds up, then the only way to win, really, is to control the battlefield, making the salvage mechanism a somewhat irrelevant sideshow.
« Last Edit: 04 May 2018, 07:35:31 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: October 15, 3025
 
Location: New Aberdeen

Title: Queen's Gambit

Author: J. Andrew Keith
 
Type: Scenario (Tales of the Black Widow Company)

Synopsis: A three month campaign on New Aberdeen (roughly September - November, 3025...estimated) pitted the invading Wolf's Dragoons and other Kurita forces against the Davion garrison, which included the elite Eridani Light Horse.  The ELH holds a perimeter around the strategic fresh-water lake known as The Firth.

In this skirmish, the Black Widows draws an ELH company under Captain Anton Stedman into an ambush 50 km from Firthaven.  Following the battle, ELH survivor Jake Redmond (who lost an arm when he went up against Natasha) maintains that the ELH could have defeated the Widows if the AFFS had given them just five more minutes.  He blames the ambush on Captain Stedman's obsession with taking out Natasha.

Stedman's Company of the ELH fields a Griffin, Shadow Hawk, Stinger (damaged), Wasp, Phoenix Hawk, Phoenix Hawk (damaged), Stinger (damaged), Wasp, Stinger (damaged), Wasp (damaged), and Wasp (damaged).  The three lances begin scattered around the two maps.

The Black Widows field a Warhammer (Kerensky), Griffin (Hayes), Crusader (Sheridan), Archer (Ikeda), Stinger (Ward), Mararuder (Maclaren), Archer (Miklos), Wasp (Koniev), Rifleman (Clavell), Phoenix Hawk (Nichols), Stinger (Fraser), and Stinger (Jahan).  They deploy in four groups on the western map. 

On the first turn (the ambush), no ELH 'Mechs can move, and can can only fire at two Widow 'Mechs.

The ELH gets 10 points for every friendly that exits the maps, 5 for every Widow, and 50 for destroying Natasha's Warhammer.

The Widows get 10 points for every ELH 'Mech taken out, and 10 for each surviving Widow.  The game ends when all the ELH 'Mechs are destroyed or escaped.

Notes: Schmidt's Lance (Stinger and two Wasps) start the closest to the Dragoon ambush positions, and make easy pickings. 

The Dragoons have a Crusader, 2 Archers, a Marauder, a Stinger, and a Wasp parked on the eastern edge of the western map, while their targets are spread between the west, center, and east of the field.  Natasha's Warhammer and Hayes' Griffin are in the middle of the western map, and the Recon lance is at the far west. 

For the Dragoons, I would run the easternmost troops forward, fire on the mid-East cluster troops, and kick the snot out of the poor scouts on the western-East cluster.  Finish off the scouts with long range support fire from Recon and have Natasha and Hayes either support the attack on the mid-East cluster or contribute to the doom of the western-East cluster.   Don't bother with long range shots at the eastern-East cluster on round one.  The return fire will be concentrated on only two units, so keep Ward's Stinger and Koniev's Wasp out of LOS from the mid-East and eastern-East clusters.  The Dragoon heavies can take the hits from the return fire.

If all goes well, the scouts should be exterminated (30 points) and the mid-Eastern cluster should be heavily damaged (0-40 points, depending on how badly they get smacked).  Going forward under normal rules, the Widows will have the advantage in both numbers and firepower, forcing the ELH (unless their player is suicidal) to play at a significant points disadvantage.

Hold Natasha back, to avoid shifting momentum the other way if she gets Golden-BB'd by a lucky shot.

For the ELH, this is a tough scenario.  If, as expected, you end up with significant losses in the first turn, it'll be hard to win on points just by  running.  One option would be to go for broke and try to smoke Natasha by throwing everything you have at her, but Warhammers are durable, and she'll have plenty of support.  Odds are that you'll lose more than 5 more 'Mechs trying to get her one.  If the Dragoon player sends Natasha barreling in, then by all means have at her, but she'll want you exposing your troops by madly chasing her through a gauntlet of Dragoon fire, and that's a sucker's bet.

I would begin Round 2 by pulling back what's left of your force to a sheltered area near a map edge (perhaps the southwestern ridge on the East map) and digging in.  From there, you can try to pick off exposed Dragoons with concentrated long range fire, and be in a good position to immediately withdraw any ELH troops that get too banged up, allowing them to inflict maximum damage without giving any points to the Dragoons unless they get fully taken out before they get a chance to retreat.  If the dice break your way, you can pull out a win, but this scenario is clearly the Dragoons' to lose.

The dates for the New Aberdeen campaign were based on the Mercenary's Handbook mention that the ELH was out of action and rebuilding on their baseworld of Derby for the first half of 3025.  Fall of 3025 doesn't have any canon Widow or ELH actions that would interfere with the New Aberdeen fight taking place then.
« Last Edit: 04 May 2018, 10:41:56 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: November 20, 3025
 
Location: New Aberdeen

Title: Flesh and Steel

Author: Claire W. Hess
 
Type: Short Story (StarDate Vol. 3 #4 )

Synopsis: MechWarrior Edward Yamada accompanies a convoy of House Kurita's 35th Infantry Battalion through the Sorin river valley towards Carmin Canyon, en route to a rendezvous with their DropShips.  Captain Hagen, of the 35th, reassures Yamada that he'll be back in his 'Mech in a few more hours, Yamada having been shot out of his Wasp earlier.  He worries that he'll have to join the infantry if Captain Engelhart won't issue him another 'Mech.

The convoy halts as forward scouts return with a report.  Yamada approaches the area where the scouts are reporting to Hagen, and hears them telling him that other units have received orders from Regimental to pull back to the DropShips and pull out, but the 35th has been ordered to deploy by Major McKenzie.

Confused, Hagen nonetheless orders his convoy to set up a perimeter and prepare to hold the canyon entrance.  Yamada asks if he can help, and Hagen tells him to stay out of the way.

Sergeant Peter Krauss introduces himself, noting that the MechWarrior seems troubled.  Krauss hands him a spare RT-211B automatic rifle and suggests he'll fit in better once he gets familiar with it.  Yamada does feel better, and thanks the Sergeant.

When Hagen returns, he tells Yamada that one of their DropShips was delayed, creating a logistical bottleneck.  Since infantry is lowest priority in any event, they're assigned to guard the canyon until the queue clears up.  Davion forces are estimated to be two days from their position.

A supply truck arrives from Regimental and troops begin unloading crates.  Yamada is curious, since Hagen acknowledges the 35th has plenty of food and ammunition already.  One of the support troops unloading the crates tells Yamada the delivery is at the orders of Major Gutreaux.  Yamada sees the crates contain man-portable SRMs, mines, and grenades. 

Yamada returns to Hagen, and confirms his suspicion that the 35th is being left behind as an omega unit, meant to hold back attacking 'Mechs.  While Hagen goes to a staff meeting, Yamada scouts the surrounding terrain, trying to identify the optimal approaches he would have taken in his Wasp, hoping to optimize the placement of the mines and other defenses.  He hits on the idea of setting fires to overheat 'Mechs on the edges of the river valley, and force them to come directly through the center.  He pitches the plan to Hagen, and is told, dismissively, that the staff meeting hit on the same idea.

Yamada asks Hagen why he hates him, and complains that the infantry Captain can't understand what it is to have the power of a 'Mech and then lose it.  Hagen walks away in silence.

Notes: Credited here as "C.W. Hess," author Claire W. Hess was also the author of DropShips & JumpShips and one of the co-authors of TRO: 2750.

Given the Kurita general retreat, this seems set at the end of the three-month campaign on New Aberdeen.  (The exact dates aren't given in either "Queen's Gambit" or "Flesh and Steel" - just the three month duration in the Black Widow scenario.)  Since I put the ELH/Widow scenario at the middle of the campaign, when House Kurita was still on the offensive, this story must fall at the end of the campaign, which I'm placing in June 3025.

Canonicity-wise, this story is by an established BattleTech author in a magazine that was the primary vehicle for licensed content at the time, so it's apocryphal, but fits in pretty well.

A lot of the early fiction built on the tensions between infantry and the MechWarrior elite, probably due to the game line slogan of the time - "Life is cheap, BattleMechs are expensive."  The Sandusky Sorrell stories, also in StarDate, feature heavy casualties among infantry auxiliaries and resentment of the well-protected Mechjocks. 

Looking at what we know of DCMS military doctrine of this era, the 'Mech forces take the lead on offensives, and are assigned multiple regiments of ad hoc support forces that are deployed in support of the 'Mech force's needs and goals.  If the 35th needs to die to delay the enemy long enough for the main troop body to load up and leave, then that will fulfill the dictates of giri.  It's not like the Combine is the only faction that assigns suicide missions to rear guards - we just looked at Hansen's Roughriders issuing identical orders in an effort to prevent Natasha's Widows from penetrating Connor's Pass and overrunning their LZ.

Interestingly, there's no sign of any Urizen II-imposed samurai culture among the troops of the 35th.  The men joke freely with each other (lacking the ultra-serious/fatalistic mood that has traditionally been used to characterize DCMS troops), and one is noted for having a Texan drawl. 

The Kurita RT-211B automatic rifle is only mentioned here.  The House Kurita sourcebook notes that the Gorton, Kingsley and Thorpe factory makes rifles for the Combine, but no sourcebook gives it any identifiers.  It could be that the GK&T factory makes the RT-211B line for the DCMS (though, again, the details from this story are considered apocryphal).
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: November 21, 3025
 
Location: New Aberdeen

Title: Flesh and Steel

Author: Claire W. Hess
 
Type: Short Story (StarDate Vol. 3 #4 )

Synopsis:  MechWarrior Edward Yamada wakes the next morning to find Captain Hagen pouring coffee in the pre-dawn twilight.  Hagen gives him some infantry fatigues to replace his skimpy MechWarrior coolant vest and cockpit shorts.  As Yamada eats breakfast, Hagen tells him Sergeant Krauss' Bravo Recon Team is overdue.  Yamada expresses concern for Krauss' welfare, noting that he is a good person. 

Yamada starts to apologize for his outburst the previous evening, but Hagen cuts him off.  He explains that he was a rifle platoon leader four years earlier when they ran into an enemy Locust that pinned them down with laser and machine gun fire.  Hagen had passed out during the assault and woke up in a MASH unit, having been rescued (along with two other survivors) by a recon team led by Sgt. Krauss, while all the rest of his men had been hunted down and killed by that single 'Mech. 

Hagen tells Yamada he's made arrangements for Yamada to return to the LZ on the supply truck.  Yamada thanks him, but says he prefers to stay.  Hagen says they'll try to down an enemy 'Mech for him, so he won't go home empty handed.

Later, the 35th digs trenches and prepares emplacements for their support weapons, including an Arlite-Trojan Mk VII autocannon.  Explosives down knock down trees, creating free-fire zones.  Sgt. Harrison reports to Captain Hagen that enemy 'Mechs are inbound - two mediums and two lights about 15 kilometers away.

Harrison relays a new report that Sgt. Krauss is alive, but wounded.  Krauss asks if Yamada still has his rifle, and wishes him good luck. 

Yamada rushes to a fox hole as fires ignite on the two flanks of the river valley.  The enemy recon lance - a Griffin, Shadow Hawk, and two Stingers, appear on the horizon.  Hagen orders his men to prepare to fight.

Notes: The Arlite-Trojan Mk VII's presence shows that the authors were ready to introduce field guns for infantry support, even if the ruleset wouldn't get around to that for many years to come.  The accompanying scenario defines it as a towed AC/5.

We know for sure that, whatever unit the 35th is attached to, it's not the Legion of Vega.  They'd never send out scouts to recover survivors, or have a functioning MASH unit to heal them.  (The apocryphal "The Way We Die" even indicated that Legion commanders would order suicide charges and execute any survivors to avoid having to correct the paperwork.)

I was somewhat surprised that Yamada only had his coolant vest and short-shorts, since the NAIS MechWarrior Manual in the same magazine indicated that spare clothing was packed into the survival kit, in case of ejection.  Perhaps Combine cockpits lack the creature comforts of those in the AFFS. 

The discussion sheds light on what Yamada yelled the previous evening - Hagen has indeed had the experience of having something that he cared for taken away from him - his first command.  His antipathy towards Yamada is explained by the trauma of knowing his men were all killed by a MechWarrior who hunted them down one by one as they tried to flee.  The reason Hagen is being much nicer in the morning (offering coffee, clothing, and breakfast) is that Yamada's outburst showed him they actually had something in common - shared senses of loss.

All four of the Davion scouts have jump jets, so I'm not sure what bottling up the valley and canyon entrance accomplishes.  The four 'Mechs could just jet up the valley wall and proceed on the ridgetop.  To boot (and this applies to the "Defense of Connor's Pass" scenario, too), a single lance wouldn't have the firepower to take on the DropShips and pickets at the LZ.  The recon lance probably has an assignment to destroy the DCMS defenders at the canyon mouth so that non-jumping forces can be brought up through the canyon with firepower capable of shattering the forces still at the LZ, or at least proving an existential threat to the DropShips, throwing the withdrawal into chaos, with partially loaded ships buttoning up and taking off without adequate air cover, and leaving thousands of tons of materiel and hundreds (or thousands) of troops and support personnel to be captured and/or destroyed in detail.

If the recon lance just bounds in on its own - "Enemy contact!  Two Stingers inbound, jetting over the canyon wall!  LRM-20s online...tracking...target acquired...firing!  Bandit one splashed!  Bandit two splashed.  Sound all clear."

Knowing this, and having evident access to a fair amount of munitions, one wonders why the DCMS didn't get the 35th busy rigging Carmin Canyon with explosives, and then give the AFFS pursuers a Falcon Guard burial upon entry.  The 35th could then set up defensive positions at the other end of the canyon, to deal with follow-on forces picking their way through the shattered terrain. 

Also, if all the 35th has is primarily short-range weaponry...why aren't they establishing a defensive position in the canyon itself, where range won't be an issue?  The fires are a way of restricting the path of the enemy 'Mechs so they will be funneled into the minefield, but wouldn't the canyon walls do that more efficiently?  Put men with SRMs on the canyon ridges, and a minefield below.  Rain SRMs down on them while they pick their way through the field, and then detonate explosives to collapse and seal the canyon (pulling back the SRM Infantry above, first). 
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

skiltao

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Exodus: The expansion of the Human Sphere in the BattleDroids history was substantially faster than for the BattleTech canon.  By 2172, there were 100 settled colonies in an 80 light year radius (MW1E), compared to a 120 LY radius in StarDate.  The MWIE 2235 survey recorded 600+ worlds as settled, compared to 1,000+ in BattleDroids.  The post-Outer Reaches Rebellion colonization wave added only 1,500 worlds in a 150 LY radius from Sol in MW1E, compared to 4,000 worlds in a 480 LY radius.

Interesting; I know House Davion: The Federated Suns (second paragraph of the second page of its history chapter) also mentions four thousand worlds as a stage of expansion. (Although there it's four thousand total, not whatever came before plus another four thousand.)

gone is the mention of heavy combat losses to the Taurian Concordat, meaning that FASA had finalized their interstellar cartography and realized that such a conflict no longer made any sense.  (Though the Mercenary's Handbook did feature the Oberon Confederation dispatching the hapless Wilson's Hussars on a deep, deep, deep, deep raid against the Taurian Concordat.)
<snip>
The math is corrected, as the StarDate article came up with seven founding Star League members, rather than six, pitted against four Periphery realms. <snip> perhaps Jordan Weisman's early drafts included a sixth Successor State, now lost to history.
<snip>
Aurelius II and Port Fallon vanish from existence, replaced by Apollo and Taurus.  Given its reluctance to do any fighting at all in the main history, it's kind of ironic that the first draft had the Outworlds Alliance fighting on to the bitter end.

Another key difference is that the League administratively divided the four periphery realms into six Territorial States.  In the main chronology, there are just four Territorial States - one for each Periphery realm - maintaining the territorial integrity of each.

I see Fallon near the Suns/Draconis/Outworlds border; maybe the Outworlds and Concordat merely traded names.

MW1e's account confirms six Territorial states (second paragraph on page 7), and the old periphery sourcebook does indeed show six major territories on its map (plus a seventh which I believe demarcates the Vandenberg revolt). With there also being an extra Member State (perhaps a predecessor to Rasalhague, given its adjacency to the Draconis Rift?), I have to wonder if FASA originally envisioned its starmap as a D6. That would've made each House adjacent to four others instead of just two, and would make those "deep" raids much less deep.

That mention of a "Rim Worlds Mercantile League" is fascinating. I wonder if it has anything to do with the territory surrounding the remains of the Alphard Trading Corporation.

Quote
The Good Years: One major difference is the introduction of hyper-pulse generators by 2630, rather than Hoshiko's League Communications Network.  (So, apparently the BattleDroids universe never had HPGs.)

Does the StarDate article describe Hoshiko's network operating in some other way (couriers?), or are the HPGs just a case of later material getting more specific?

It also advertises other upcoming products - 1604 - BattleTech - $15.00; 1605 - Tales of the Black Widow - $7.00; 1606 - The Fox's Teeth - $7.00; and 160 - BattleTech Poster - $3.00

Neat. It isn't easy to find publishing dates for many earlier products - does this ad happen to say which month those products were expected to be released?
Blog: currently working on BattleMech manufacturing rates. (Faction Intros project will resume eventually.)
History of BattleTech: Handy chart for returning players. (last updated end of 2012)

Mendrugo

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Date: November 21, 3025
 
Location: New Aberdeen

Title: Flesh and Steel

Author: Claire W. Hess
 
Type: Scenario (StarDate Vol. 3 #4 )

Synopsis:  The battle takes place on the two maps drawn in the scenario, in an north-south river valley that narrows as it approaches level 20 cliffs at the southern edge.

Elements of Cornell's Company of the 4th Crucis Lancers - a Griffin, Shadow Hawk (armor damage on Left arm and leg), Stinger (pilot hits and right arm armor damage), and Stinger.  They enter on the north edge of the northern map, but are not allowed to know the layout of the 35th before designating their entry hexes. 

The 35th Infantry Battalion designates 20 hexes on the northern map as being on fire, six hexes (anywhere)  as being mined, four woods hexes as being "cleared," and eight as having entrenchments (improved infantry positions).  They field 13 SRM platoons, 1 wheeled scout vehicle, one towed LRM/5 launcher, 1 towed SRM-6 launcher, and 2 towed AC/5 launchers.  The infantry automatically wins initiative on Turn 1.

The Lancers score 20 points for each 'Mech that exits off the southern edge of the board by turn 10.  'Mechs that exit after Turn 10 are worth only 10 points.  Each defending unit destroyed is 2 points, except the wheeled scout, which is worth 5.  Every immobilized 'Mech costs 20 points, and each 'Mech that suffers movement reductions costs 5 points.  Every 10 points of damage taken, and every critical hit taken, costs 1 point.  A final score of 50+ is a Lancer victory, 30-49 is a draw, and 29 or less is a Kurita win.

The mines are command detonated and deal 10 damage each, resolved as two 5-point Inferno rounds that need a "to-hit" roll - giving the target 10 extra heat for three turns per hit.

The trenches give platoons located there a +2 defensive bonus. 

Infantry in the same hex as a 'Mech may launch a a close assault.  Defending 'Mechs can make a physical attack on each assaulting infantry unit.  Any surviving infantry can perform the assault, doing 1 damage per 4 troopers to a location chosen by the attacker, with odds of success dropping from 4+ to hit leg armor or joints, to 10+ to hit the head.

Notes: The scenario includes a Planetary-Invasion scale map of New Aberdeen (attached).  It's not clear, to me, based on this map where you'd find the strategic freshwater lake the ELH was guarding.

This scenario also introduces rules for anti-'Mech infantry attacks before they appeared in regular BattleTech rules. 

Defenders are specifically prohibited from putting units atop the cliffs.  Given those restrictions, I would put the AC/5s in the woods on the western hilltop on the southern map, the LRM-5 in the woods on the eastern hilltop on the southern map, and the SRM-6 on the hill in one of the woods hexes, covering the norther opening. 

There are a lot of options, given all the fire hexes, entrenchments, etc.  You can't really expect to win a long range sniping contest against a Griffin and a Shadow Hawk.  They'll silence your AC/5s and LRM-5 pretty quickly, and then hang back plinking at your SRM crews from beyond effective SRM range. 

To avoid the siege, I'd go for broke and forward deploy your troops, with your support guns in the rear as specified.  Since the Lancers will have to walk/run on, rather than jumping on, on turn 1, that's your best chance to catch 'em.  Make double row of flaming hexes between the two woods clusters on the northern edge of the northern map.  Fill each woods with entrenched infantry.  Put command detonated inferno mines to the east of the eastern woods cluster.  Clear the three woods on the eastern side and one of the woods on the central western hill, to deny the attackers cover once they get through the fire.

If the Lancers walk through the conflagration, they'll get hot and slow down, and your troops can advance and rip into them with the full force of all your infantry, with the LRMs and AC/5s helping from afar.  If they try to come in from the far east, they'll get infernoed and still get slowed down by the heat.  If they come in through the woods, your guys will be ready to execute devastating anti-'Mech attacks against their leg joints (remember - you get points for inflicting motive system damage). 

The flames have to be on the northern map, and if you try to establish a defensive line further back, the Lancers will just whittle it down with long range fire and use their superior mobility to just jump right over it.  At least by forward engaging, you catch them at their least mobile and have a chance of catching them while they're slowed by heat effects (which are nothing to sneeze at in 3025).

For the Lancers, I'd try to enter over on the far right of the northern map.  The terrain screens you from long range support fire, and you'll probably only encounter half the enemy force that way.  Do what you can to break contact with any forward deployed troops, use the Griffin's and Shadow Hawk's long range guns to silence the towed field pieces, and then follow up with long range barrages against the infantry until you open a hole in their lines large enough to slip through - all the while using your superior maneuverability to keep out of close contact with the SRM troops.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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I see Fallon near the Suns/Draconis/Outworlds border; maybe the Outworlds and Concordat merely traded names.
That would be consistent with the Concordat having beaten up on the Rift Republic, although I'm suspecting that the Rift Republic was actually seen as being an Inner Sphere state, not a Periphery realm, by at least one of the co-authors.

MW1e's account confirms six Territorial states (second paragraph on page 7), and the old periphery sourcebook does indeed show six major territories on its map (plus a seventh which I believe demarcates the Vandenberg revolt). With there also being an extra Member State (perhaps a predecessor to Rasalhague, given its adjacency to the Draconis Rift?), I have to wonder if FASA originally envisioned its starmap as a D6. That would've made each House adjacent to four others instead of just two, and would make those "deep" raids much less deep.

The count of seven founding states and mention of the Rift Republic having a shared border with the Terran Hegemony strongly suggests that the 1st Draft Star League was: Terran Hegemony, Rift Republic, Draconis Combine, Free Worlds League, Capellan Confederation, Federated Suns and Lyran Commonwealth vs. the Taurian Concordat, Rim Worlds Mercantile League, Magistracy of Antares, and Outworlds Alliance.  That totally reframes the coup - rather than being a Periphery lord seizing power, it would be Terra's neighbor and Inner Sphere Great House taking control, and throwing the Periphery states to the winds once they'd served their purpose of distracting Kerensky, without abandoning their own, nearby, holdings.

That mention of a "Rim Worlds Mercantile League" is fascinating. I wonder if it has anything to do with the territory surrounding the remains of the Alphard Trading Corporation.


Unfortunately, the StarDate article lacked any cartography.  About the only directional indicator it gave was that Kerensky's Exodus left the Inner Sphere through the Free Worlds League, so either the BattleDroids Exodus Road was out towards the Cygnus Loop, or the FWL was originally in a coreward position, relative to Terra.

Does the StarDate article describe Hoshiko's network operating in some other way (couriers?), or are the HPGs just a case of later material getting more specific?
 

It didn't describe how the communications system worked, only that it was slow.  There's mention of Hoshiko spending mightily on infrastructure, but not what kind, and it still took six months to get a message from the Periphery to Terra after he finished.

Neat. It isn't easy to find publishing dates for many earlier products - does this ad happen to say which month those products were expected to be released?

The magazine has a publication date of October 1985, and all products are advertised as "Now available from FASA."
« Last Edit: 04 May 2018, 14:49:21 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: August 13, 3025
 
Location: Clinton

Title: The Further Adventures of Cranston Snord's Irregulars - The Bribery Gambit

Author: Blaine Lee Pardoe
 
Type: Scenario (StarDate Vol. 3 #6)

Synopsis: House Marik hatches a plan to kidnap Misha Auburn during her annual visit, with her father Thelos, to Clinton, and use her to pressure Thelos to assassinate Archon Katrina Steiner and Archon Designate Melissa Steiner.  However, the LIC captured a SAFE agent on Skye in June 3025 and learned of the plan.  In response, Katrina secretly returned Cranston Snord's Irregulars to Clinton to prepare an ambush.  A week after the Auburns' arrival on Clinton, a bandit DropShip is spotted inbound, and the Irregulars move to engage the eite Marik commandos, letting Thelos accompany them in a Crusader the Irregulars captured on Phecda.  Battle is joined on the Ferrald Slopes, in the narrow straits of Ferrald.

The Marik commandos are Strike Company Zeta, under Lt. Ralph Wilson (P2, G3).  They have a BattleMaster, Warhammer (right PPC out), Marauder, Shadow Hawk, two Thunderbolts, two Von Luckners, two Galleons, a Patton, and a Locust.  They start on the northern side of the northern map.  (It's not clear what the map arrangement is - it just says "Lay out the maps as indicated," but doesn't provide any illustration.  It seems to be two blank-side BattleTech maps laid end to end north to south, with the east/west edge hexes being 2 elevation, and 1 elevation within two hexes of the edges to recreate the long valley of the Ferrald Slopes.

Against them are Cranston Snord's Archer (P7, G6), Walmer's Warhammer (P5, G5), H'chu's Thunderbolt (P6, G7), Storm's Wolverine (P4, G5), Thomlinson's Rifleman (P6, G6), Sneede's FrankenMech (P5, G4), Rhonda Snord's Shadow Hawk (P4, G4), Windall's Crusader (P5, G4), Malvinson's Phoenix Hawk (P5, G4), McDonald's Wasp (P5, G4), Malvison's Wasp (P4, G4), Neuron's Locust (P4, G6), and Thelos Auburn's Crusader (P4, G2).

Deb H'Chu will only attack the Marik BattleMaster, due to her ardent hatred of the design.  Marik stun gas still pervades on the battlefield.  Any cockpit or turret hit forces a D6 check, with a 1 reducing Gunnery and Piloting skills by 2 points each.

Zeta wins by exiting five units off the southern edge of the battlefield.  Any other result is an Irregular victory.

While the battle raged, Irregulars aerospace fighters hit the Marik LZ and crippled their DropShip, stranding the raiders.

Notes: If you look at the Irregular skills, it would seem that somehow Cranston has succumbed to senility and glaucoma (or that most of the Irregulars had taken big whiffs of the stun gas), while Thelos Auburn is well on his way to winning the Solaris Championship.  What appears to have happened is that Blaine listed the MechWarrior skill levels, rather than the BattleTech base target numbers.  The Irregulars book lists Cranston as having a 7 for 'Mech piloting and a 6 for 'Mech gunnery, but corresponding target numbers of 1 and 2, respectively. 

The corrected skill levels should be: Cranston Snord's Archer (P1, G2), Walmer's Warhammer (P3, G3), H'chu's Thunderbolt (P2, G1), Storm's Wolverine (P4, G3), Thomlinson's Rifleman (P2, G2), Sneede's FrankenMech (P3, G4), Rhonda Snord's Shadow Hawk (P4, G4), Windall's Crusader (P3, G4), Malvinson's Phoenix Hawk (P3, G4), McDonald's Wasp (P3, G4), Malvison's Wasp (P4, G4), Neuron's Locust (P5, G3), and Thelos Auburn's Crusader (P5, G7).

Thelos has undergone quite a character arc with the Irregulars.  In 3017's "Permanent Losses," he lived through a Marik attack and focused on saving a relic at the museum, but had to rely on Irregulars infantry to keep him alive.  He ended that story planning to accompany Snord on his deep raid into the League to recover his stolen treasures.  Now, eight years later, he's charging a 'Mech into battle alongside Snord. 

This is the third time (at least) that Janos Marik has sent troops against Clinton.  The 3017 raid was the worst, stealing a significant amount of treasure and destroying many irreplaceable antiquities.  The 3019 raid ("A Present from Janos") dropped two lances of drug-crazed burnouts in falling-apart 'Mechs onto Clinton, accomplishing next to nothing for Janos.  This 3025 raid is far more ambitious - trying to set up the assassination of a rival head of state and her heir, the fiance of the leader of another major state.  I wonder if Janos was pressured into this move by his new "allies" in the Concord of Kapteyn.  This sounds like a Subhash Indrahar scheme, designed (if successful) to bring the wrath of the FedCom down on the Free Worlds League, relieving pressure on the Combine's borders.  Astoundingly, after the assassination plot was revealed, Janos still got an invitation to the wedding on Terra.

The setup seems inconsistent in parts.  Thelos recounts how he and the Irregulars met the Marik commandos in front of the great museum.  However, the scenario description says the Irregulars descended from the Ferrald Highlands and engaged the Marik force in the narrow straits of Ferrald.  Sounds like an odd place to stick a museum...(which, per "Permanent Losses," was in the middle of the Irregulars' compound).

The Marik force has to get five units off the southern edge of the map to win.  The Galleon Tanks and the Locust are the best bet, given their speed, but even if they survive running the Irregular gauntlet (possible with the borked gunnery skills, pretty much no way with the corrected ones), that's only three out of the five needed.  Instead of making a blind run for it, I'd recommend holding the lights back and advancing in a Lyran-style Long Wall with the heavier stuff.  The Marik forces have a weight advantage, and can throw a lot of fire downrange.  Keep a steady advance in a line and hope the dice break your way.  If you get into close combat with the Irregular 'Mechs, throw punches, hoping for lucky cockpit hits that will gas the pilots, rendering them significantly less of a threat.

For the Irregulars (not really knowing what the intended map layout was), I'd let H'Chu go after the BattleMaster (no choice, under the rules), and form two groups - the 'Mechs with long range firepower should engage at maximum range and steadily withdraw, pounding the Mariks as they advance.  Once you reach about halfway back on the southern map, dig in and hold the line.  Hopefully, the sustained missile barrage will have significantly weakened the Mariks and blown holes in their lines, so that you can have a strength advantage when they close to short range.  Have your lighter, faster troops advance and try to get around or go over the Marik troops, then strike at them from behind.  They'll have to turn their backs on one threat or the other - the Mariks have substantial short-range firepower, however, so keep moving.  Try to target the Galleons and the Locust, since they have the greatest chance of slipping past the defensive line.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: February 1, 3026
 
Location: Rasalhague

Title: Water, Water, Everywhere

Author: Stephan Wieck
 
Type: Encounter (White Wolf Magazine #8)

Synopsis: The players, members of a green mercenary lance, meet with Duke of Rasalhague Kerchak Mosiloff, who offers them a contract to guard the small outpost world of Minos IV on the Kurita/Steiner/Periphery border.  He offers 50,000 ryu per month, but will go up to 80,000 if the players negotiate well.  Players can opt to have a lower base-pay rate in exchange for combat bonuses, and have the option of being paid in parts instead of cash.  Kerchak assigns Private Alaira Christianson as their liaison officer, and immediately dispatches them to Minos IV.

Notes: This scenario is completely non-canon, since White Wolf was not an official FASA licensee (whereas StarDate, BattleTechnology, Blackthorne and Malibu were).  Nonetheless, it's one of the few published RPG adventures for BattleTech, so let's take a look.

The lack of any FASA input or oversight shows in numerous details.  In FASA canon, there is no "Duke of the Rasalhague District."  Each Military District's military affairs are controlled by its Warlord - in Rasalhague's case, Ivan Sorenson.  Its political administration is left to the District Governor, in this case Mies Kurita, who holds the title of Duke of Rasalhague. 

In Wieck's defense, this RPG adventure was published before the House Kurita sourcebook came out, so correcting the contracting authority from Mosiloff to Mies would fix the canonicity issues.  (If you want to set it earlier, swap in Mies' father, Malcom Kurita.)  Names aside, however, I would assume the Duke of Rasalhague has far more important things to do than handle contract negotiations with a green mercenary lance.  That would fall to a representative of the Professional Soldiery Liaison (such as Christianson or her direct superior).

No official date is given for this adventure.  I've started it in February 3026, because it is set during Redjack Ryan's bachelor bandit period.  It's about five jumps from Rasalhague to the region around New Caledonia where Minos IV is supposedly located, so the story picks up on Minos IV about five weeks later.

The Combine will provide transportation for the mercenaries, if they lack transport of their own, for one month's pay (50-80,000 ryu).  That's actually pretty fair, since the Mercenary's Handbook lists the fee for hiring a DropShip for planet->JumpShip->planet as 60,000 C-Bills, and the JumpShip transport rates as 50,000 C-Bills per DropShip per jump.  So, the total cost to relocate the lance from Rasalhague to Minos IV would normally be 310,000 C-Bills, but the Combine's only charging them as little as 40,000 C-Bills (once you adjust for the ryu-C-Bill exchange rate) for the trip.  Unusually generous, for the Combine.  Of course, as we'll see, the contract offer is a ludicrous lowball, so a cheap ride is the least they could do.

This encounter is a great opportunity to try out the various negotiation frameworks presented in the Mercenary's Handbook, Mercenary's Handbook 3055, or Field Manual: Mercenaries.  The most relevant rule-set for the era would be the Mercenary's Handbook.  Looking at their costs, the four Green MechWarriors would have a monthly salary cost of 400 x 4 = 1,600 C-Bills.  Monthly maintenance costs for four 'Mechs can range from 300,000 C-Bills to 4,500,000 C-Bills, though these costs are only if maintenance is completely outsourced. 

Assuming that the average # of support points required per 'Mech is 75, they'll need 60 support squads, with a salary expense of a mere 12,000 C-Bills/month.  Consumables for 64 squads works out to 32,000 C-Bills, bringing monthly expenses to 45,600.  15% overhead adds 6,840, for a total of 52,440 C-Bills per month.  (It'd be cheaper to have fewer, but more skilled techs, but this is explicitly a Green lance).  At that rate, the players really have to go for the 80,000 payout, which will (once converted to C-Bills) cover all expenses and give them a slim profit margin...though it won't do anything to cover the expenses associated with combat operations. 

Having four new Light 'Mechs with Elite techs, by contrast, would require just two support squads, with a salary expense of 3,000 and consumable costs of 3,000, making monthly costs 8,740 C-Bills and making field operations far more sustainable - so the economics of the situation may dictate the lance composition.

The players should definitely ask for generous salvage rights, so that they can (if successful) make up for expended ammo and shattered armor by claiming downed bandits/Lyrans as salvage.  I wouldn't go for a low base pay in exchange for combat bonuses, unless the players can get the GM to offer six-figure payouts at the very least.

The offer of being paid in parts sounds like a trap.  There's no guarantee the parts will actually work, given the Combine's reputation for company store tactics, and mechanical failures could place the PC unit in breach of contract (unable to field what they promised), making them vulnerable to Combine repossession of their assets, or making them indentured servants in debt-bondage to the DCMS.  On the other hand, there's no guarantee that Minos IV has any parts for sale, so having a fistful of ryu doesn't help when you have a busted knee actuator and no suitable replacement within 30 light years.
« Last Edit: 05 May 2018, 09:11:57 by Mendrugo »
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Frabby

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Title: The Further Adventures of Cranston Snord's Irregulars - The Bribery Gambit
Fascinating scenario. Is the timestamp given in the scenario, or is it conjecture? I need to work this (and the above scenarios) into the respective merc units' Sarna articles - epecially if this is apocryphal bordering on straight canon.

I agree that the skills and target numbers must be switched.

Thelos has undergone quite a character arc with the Irregulars.  In 3017's "Permanent Losses," he lived through a Marik attack and focused on saving a relic at the museum, but had to rely on Irregulars infantry to keep him alive.  He ended that story planning to accompany Snord on his deep raid into the League to recover his stolen treasures.  Now, eight years later, he's charging a 'Mech into battle alongside Snord.
It feels very wrong to have Thelos Auburn in a 'Mech to begin with, and I don't recall him participating in the harbrained Operation Junk Yard Dog - is this really mentioned anywhere?
In typical Snord's Irregulars style, they had only a wispy plan for Junk Yard Dog and no escape strategy, and once more survived (and succeeded) due to sheer luck more than skill or planning. The Irregulars should have died from their antics many times over, and Thelos Auburn would have been an additional liability on this mission.

The setup seems inconsistent in parts.  Thelos recounts how he and the Irregulars met the Marik commandos in front of the great museum.  However, the scenario description says the Irregulars descended from the Ferrald Highlands and engaged the Marik force in the narrow straits of Ferrald.  Sounds like an odd place to stick a museum...(which, per "Permanent Losses," was in the middle of the Irregulars' compound).
The museum may be on the Irregulars' compound, but that compound in turn was erected in the middle of nowhere, its position determined by a secret Star League facility (possibly even a Castle Brian) underneath that Cranston Snord had found on Clinton. He requested and was granted the otherwise worthless area as landhold, and wisely kept the Star League facility hidden. Thelos Auburn would die in the Star League operations room below the museum following his stroke, and I think the Irregulars also stored all the Star League-era equipment here that they stole from House Steiner over the years, primarily from the Colossus DropShip wreck, before rolling it out falsely declared as salvage from a fight against Com Guards somewhere. (Yep. Both Wolf's Dragoons and Snord's Irregulars got away with lying to, betraying, actively working against, and embezzling from their employers. Clanners...)
« Last Edit: 05 May 2018, 09:19:18 by Frabby »
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Mendrugo

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Fascinating scenario. Is the timestamp given in the scenario, or is it conjecture? I need to work this (and the above scenarios) into the respective merc units' Sarna articles - especially if this is apocryphal bordering on straight canon.

The intro has an August 13, 3025 timestamp.

It feels very wrong to have Thelos Auburn in a 'Mech to begin with, and I don't recall him participating in the harebrained Operation Junk Yard Dog - is this really mentioned anywhere?

Cranston extends the invitation to Thelos to come along on Junk Yard Dog at the end of "Permanent Losses."  BattleCorps died before we could see if he took them up on the offer.  (Not that BattleCorps was ever that good at picking up on dangling plot hooks...)
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Frabby

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Title: Water, Water, Everywhere

The lack of any FASA input or oversight shows in numerous details.  In FASA canon, there is no "Duke of the Rasalhague District."  Each Military District's military affairs are controlled by its Warlord - in Rasalhague's case, Ivan Sorenson.  Its political administration is left to the District Governor, in this case Mies Kurita, who holds the title of Duke of Rasalhague.
It's a bit more complicated than that. A lot more complicated, in fact.

There's Dukes (civilian administrators for single planets), Archdukes (Duke over several planets), and the Warlord position (DCMS/military leader).

The overall Rasalhague District Governor was Ottar Sjovold until 3019. While Duke Hassid Ricol was a Duke in the district, he wasn't the District Governor. The incumbent Warlord was Marcus Kurita.

Then, in September of 3019, came the botched assassination attempt by Marcus Kurita and Ottar Sjovold upon Takashi Kurita's arrival for Theodore Kurita's wedding to Anastasi Sjovold. Marcus betrayed Ottar and couldn't be linked to the attempt; Ricol extricated himself from the situation by killing Sjovold and claiming he had thereby saved Theodore Kurita's life. Takashi Kurita was saved by Ivan Sorenson and what followed was a major shakeup:

- Marcus Kurita was removed from the Warlord position and recalled to Luthien, to be kept on a very short leash; Ivan Sorenson was installed in his stead as a reward for saving the Coordinator.
- Ottar Sjovold had been killed; his entire family (including Anastasi) and everyone suspected to be somehow involved were put before a firing squad to leave no loose ends. In his stead, Malcolm Kurita was installed as District Governor and was soon followed by his son Mies Kurita.
- (Arch)Duke Ricol remained an influential person but wouldn't be either District Governor nor Warlord while the district lasted - the 4th Succession War and Ronin Wars totally redrew the map soon afterwards.
(Like Yorinaga Kurita, Duke Ricol was written into the fiction via novels but wasn't mentioned in the Housebook. They both stick out like sore thumbs in the supposed political and military structure of the Combine and had to be shoehorned in through later sources.)

No official date is given for this adventure.  I've started it in February 3026, because it is set during Redjack Ryan's bachelor bandit period.
Born in 2988, Ryan "purchased himself" a battalion command in the Oberon forces, but Hendrik III was fed up with him by 3017 and sent him "on the farthest assignment he could find" which would be Fianna. There, Ryan's attitude led to the Fianna massacre and he had to flee and set up his own independent pirate realm on Butte Hold, which happened by 3019 at the latest. By this time he was already a seasoned pirate - planetside as well as in space.
In any case, as of 3026 his "bachelor bandit period" is long past. If you're aiming for this, 3019 would be a better fit - presumably the first half of the year, when Sjovold was District Governor and Marcus Kurita was Warlord.

Edit: Typos
« Last Edit: 05 May 2018, 10:13:56 by Frabby »
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Mendrugo

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The mission takes the PCs from Rasalhague to Minos IV to Butte Hold, so it could be any date between Ryan setting up shop there and the formation of the Greater Valkyriate.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: March 15, 3026
 
Location: Minos IV

Title: Water, Water, Everywhere

Author: Stephan Wieck
 
Type: Encounter (White Wolf Magazine #8)

Synopsis: The players arrive on Minos IV, which has two primary settlements on opposite sides of the planet.  The capital, Borlan, is a major mining center dominated by the powerful Synguard Corporation.  The other settlement, Duetora, is located in a lush valley, and depends on agriculture and water purification plants, also owned by Synguard.  Both cities have infantry-based militias bolstered by mercenary 'Mech lances hired by House Kurita.  The PCs will be based at Dorlan, at an abandoned military landing pad south of the city. 

Shortly after their arrival, Colonel Mariam of the Duetora Militia greets the players in person and invites them to attend a musical recital and dinner in the city that evening, where they will beet Duetora governor Count Agitus and several city councilmen.

Notes: Wieck is doing what he can based on the limited universe-building material presented in MechWarrior 1st Edition, where both Redjack Ryan and the Synguard Corporation were profiled.  Synguard is noted as a medium-sized trading corporation operating along worlds in the outer reaches of Kurita and Steiner space from Alphecca and Duran to Moseby, Ozawa, and Luthien.  Their operations are frequently attacked by bandit kings, and it has increased its corporate-security force to include more 'Mechs.  It has nine jump-capable ships, including three Monoliths.  While other profiled firms - the New Earth Trading Company and Ceres Metals - were profiled in later sourcebooks, MW1E and White Wolf are the only places Synguard is ever mentioned.  The attached logo is canon (from a watermark underneath the text), but the colors are my guess.

A poorly defended world with water, food, and refined metals, right on the border of bandit territory.  Yeah, the players are in for some action.

Players would be advised to contact the mercenary lance guarding Borlan and find out the lay of the land, since the Borlan lance just finished a rotation in Duetora, and would be knowledgeable about Duetoran politics.  It would also be recommended to make contact with Synguard, since it's their assets the PCs will be primarily tasked with guarding.  It would also be good to find out more about the onworld shipping, since there must be frequent deliveries of food and water from Duetora to supply the mines on the other side of the planet.  Those linkages could represent significant vulnerabilities in the event of a pirate raid.
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

Mendrugo

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Date: March 17, 3026
 
Location: Minos IV

Title: Water, Water, Everywhere

Author: Stephan Wieck
 
Type: Encounter (White Wolf Magazine #8)

Synopsis: At dawn, Colonel Mariam radios the PCs with a report of a bandit Wasp in the fields north of town.  Fifteen minutes later, Mariam reports two DropShips - a Leopard and a Union - landing at the Synguard water purification plant south of the city, along with a Griffin, Shadow Hawk, and Stinger.  The bandits bear the shuriken/star emblem of Redjack Ryan.

The Union's water pumps are malfunctioning, so even if the PCs attempted to engage the northern Wasp (the decoy), they can get to the water plant before Ryan's forces complete their water raid.  The Union will take off eight turns after the players arrive (if they've come from chasing the Wasp through the fields), or 18 turns after the players arrive if they came directly from their bivouac.  Once the Union is off, the surviving bandits will retreat to the Leopard further south.  PC Aerospace Fighters will not have had time to get acclimated to planetary conditions to take part in the battle. 

Notes: Ryan's troops are in terrible shape, and aren't very skilled, either.  The Wasp has a P/G of 6/6, only has 50% of its armor, and has just two shots for its SRM.  Ryan regarded the decoy as a suicide mission, and assigned a Dispossessed trooper to a scrapheap 'Mech.  The water raiders aren't much better - the Griffin is P4/G5, the Shadow Hawk is P5/G5 and can't jump, and the Stinger's laser has to roll 7+ on 2D6 to successfully fire, or else it just generates heat without doing any damage. 

There's no set strategy, since it depends on the PC's lance composition.  The remuneration offered by the Combine is only going to cover the expenses of a Medium Lance at best, if you go by the Mercenary's Handbook charts for operating costs, so the players will probably be on an even footing against Ryan's bandit lance, though (hopefully) with better quality equipment. 

There's no indication that the city militia is sending any troops to either engagement.  The problematic element is that a Medium PC mercenary lance is probably quite capable of driving off the Ryan 'Mechs, dealing with two DropShips is an entirely different matter.  The Leopard and the Union together can massively outgun anything a Lance can throw at them, unless you've brought Blackjacks and JaegerMechs to the party for AC/2 plinking from beyond the DropShips' effective range.  To boot, light extreme range fire isn't going to cause crippling damage to either DropShip in 8-18 turns, unless you get a Golden-BB result, and trying to charge a Union with a Medium/Light lance is suicide - even if the PCs survive, they'll be financially wrecked.

I'd probably focus on inflicting crippling damage on the bandit 'Mechs, and then exchanging long-range fire with the DropShips while running and using cover (with their immobility to-hit bonus offsetting your movement penalties), and hoping for lucky critical hits against its systems. 
"We have made of New Avalon a towering funeral pyre and wiped the Davion scourge from the universe.  Tikonov, Chesterton and Andurien are ours once more, and the cheers of the Capellan people nearly drown out the gnashing of our foes' teeth as they throw down their weapons in despair.  Now I am made First Lord of the Star League, and all shall bow down to me and pay homa...oooooo! Shiny thing!" - Maximillian Liao, "My Triumph", audio dictation, 3030.  Unpublished.

skiltao

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It didn't describe how the communications system worked, only that it was slow.  There's mention of Hoshiko spending mightily on infrastructure, but not what kind, and it still took six months to get a message from the Periphery to Terra after he finished.

The magazine has a publication date of October 1985, and all products are advertised as "Now available from FASA."

Thanks!

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I'm suspecting that the Rift Republic was actually seen as being an Inner Sphere state, not a Periphery realm, by at least one of the co-authors.

The count of seven founding states and mention of the Rift Republic having a shared border with the Terran Hegemony strongly suggests that the 1st Draft Star League was: Terran Hegemony, Rift Republic, Draconis Combine, Free Worlds League, Capellan Confederation, Federated Suns and Lyran Commonwealth vs. the Taurian Concordat, Rim Worlds Mercantile League, Magistracy of Antares, and Outworlds Alliance.  That totally reframes the coup - rather than being a Periphery lord seizing power, it would be Terra's neighbor and Inner Sphere Great House taking control, and throwing the Periphery states to the winds once they'd served their purpose of distracting Kerensky, without abandoning their own, nearby, holdings.
 
Unfortunately, the StarDate article lacked any cartography.  About the only directional indicator it gave was that Kerensky's Exodus left the Inner Sphere through the Free Worlds League, so either the BattleDroids Exodus Road was out towards the Cygnus Loop, or the FWL was originally in a coreward position, relative to Terra.

Agreed. Though perhaps the Free Worlds League or Rim Worlds (and the Taurian Concordat) would be "above" or "below" the Hegemony, rather than coreward.

MW1E and White Wolf are the only places Synguard is ever mentioned.

Well, the Steiner book (in the profile for the Lyran Free Traders Association) does name it as an example of a "major corporate trader," but all that tells us is that it's a cartel and cartels exist; and MW2e merely repeats the corporate profile from MW1e. (It adds an extra note to Ceres Metals' profile, but not SynGuard's.)

So yeah - if other mentions exist, I'm not familiar with them either.
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