At last we have a scenario involving the Free Worlds League, clashing against former Capellan units, now fighting for the newly formed Tikonov Republic as allies of House Davion. In fact this has first led Lorenzo to assume that he would play the FWLM and I would keep the Capellans, but then we decided that it made more sense for him to keep on with the pro Davion-Steiner alliance and I to take the opposing forces.
Scenario 7 revolves around one of the few battles where the Marik troops opposed a strong resistance to the invading Tikonov Free Republic attackers. Janos Marik later decided that his troops were outstretched after receiving news about the war between the Duchy of Andurien and the Capellan Confederation, opening a second front that the FWLM was not able to cover. Fearing a strong Lyran offensive, the Captain-General ordered his forces back Terra-ward and lost 14 worlds without a single shot fired. In fact, the LCAF had no such plan, but the deception worked perfectly.
Nevertheless, before the retreat, the Marik militia was successfully holding its own on the world of Wasat against the Third Republican forces – thanks to the determination of the League’s troops, and the battlefield acumen of their commander, Colonel Hawkins. To put a stop to this, Republican forces sent a strike team to find and destroy Hawkins’ HQ. The HQ is a medium target, not moving but neither considered immobile, whose location is hidden to the attacker. To find it, enemy units must bump into its hex or end their movement adjacent to it.
The original scenario put a reinforced heavy lance attacking against a Marik assault lance, with an almost perfect 1:1 BV ratio. Lorenzo had originally opted for a heavy lance when he thought he’d be taking the FWLM side, but then settled for a fortified medium lance (the original scenario calls it “reinforced” even if it’s 6 ‘Mechs and not 5). He just replaced a Trebuchet for a Grasshopper and a Jenner for one of the two Spider. His force amounts to 181PV, which with our usual 5:3 balancing leaves me less than 110PV to oppose him. Sticking to the assault ‘Mechs originally provided, I decided to pick a short lance with an Atlas and an Awesome, both with good pilots. It won’t be easy, since my troops will be heavily outnumbered.
The original victory conditions granted the attacker a decisive victory if the HQ was destroyed, and nothing otherwise; the objective of the defender was to defend the HQ, with a marginal victory still possible otherwise if 4 enemy units were destroyed. As usual I modified them, assuming that the attacker only scores half of the usual points but gains a number of points equal to the opposing force PV if they manage to destroy the HQ; the defender instead scores points normally.
Third Republican Regiment, Third Battalion, Second Company (TFRA)
Command Lance (Fortified) Role PV Tons Skill PVmod
Cataphract CTF-2X Brawler 35 70 3 42
Trebuchet TBT-5S Skirmisher 33 50 4 33
Catapult CPLT-C1 Missile Boat 32 65 4 32
Vindicator VND-1R Brawler 27 45 4 27
Jenner JR7-D Striker 26 35 4 26
Spider SDR-5V Scout 21 30 4 21
Fifteenth Marik Militia, Second Battalion, First Company (FWLM)
Assault Lance (Short) Role PV Tons Skill PVmod
Atlas AS7-D Juggernaut 52 100 3 62
Awesome AWS-8Q Sniper 39 80 3 47