Queen's Gambit acceptedMajor Pierre Bouchard sat in the cramped van that sewed as the Eridani 27th Company's mobile command center, his chair propped against one wall, scanning the computer readout from the report of his Recon Team. Things in the Arlum Valley were quiet – almost too quiet.
Bouchard had worked with Jaime Wolf before, back on Callisto V, when the Dragoons were still pledged to House Steiner. Now they were fighting for opposing houses, but from their previous work together Bouchard had a good idea of what his opponent was likely to do. The Colonel would not wait long before starting his offensive and was likely to hit on several fronts simultaneously.
“Well, we're waiting”, Bouchard thought, and stared out the window at the line of battle-ready ‘Mechs, while his metal-encased bionic right foot beat out an anxious rhythm on the steel floor of the van.
As it in response the computer started spiting out lines of print. Observers to the east, reporting enemy ‘Mech movement: one full lance or more marked with the satiny web pattern of Kerensky, the Black Widow, headed along the banks of the Kethrin River. There could be no doubt what their target was.
Bouchard yelled through the open door,
“Daley. Come in here!” and clambered to his feet. He handed his burly aide-de-camp the last page of the printout, and Daley whistled softly as he read it.
Tossing the paper back onto the monitor console, Bouchard asked,
“What do you think?”“Well. sir. it seems pretty clear they're after the old General Circuits complex up near Belfast Heights. I’d say let 'em have it. We've already moved most of the usable equipment and stockpiles out of there.”“Of course, Lieutenant. You and I know the GC plant has little strategic importance. I'm betting Wolf does. too; he's always fielded a good intelligence team. No, Daley, the plant is just a pretext for Wolf to let the Widows off the leash. To let them sniff around and see how prepared we are. It wouldn’t be in the spirit of the game to ignore such an opportunity to show them what they're up against this time.”“Yes. sir, of course.” Daley nodded, acting as if he understood, although he didn‘t. Few did, who still had all their own limbs and senses.
“I'll dispatch the Fire Lance at once to intercept.”"Thank you Daley, but that won’t be necessary. Just round them up and bring them to me. I’ll be leading this mission to check out the Widows tricks first hand.” As Daley staked out, more than a bit befuddled. Pierre felt the blood begin to race within him. He flexed his right foot, Felt the pliable metal accommodate his motion. A date with the Widow – a death duel both rare and delicious. These days, combat was the only time he really felt alive…
Setupside - playerDefender - Major Pierre Bouchard -
SentinemodoAttacker - Capt. Natasha Kerensky "The Black Widow" -
hive_angelMapsTwo vertically placed standard BT maps with addition of building complex to the northwest, fenced area with gate and a depth 1 stream linking the lakes (view attached)
DefenderMajor Bouchard's PatrolCrusader CRD-3R - Major Pierre Bouchard Piloting 4, Gunnery 3
Archer ARC-2R - MW Lotye Parrot Piloting 5, Gunnery 4
Griffin #1 GRF-1N - MW Percy Plante Piloting 5, Gunnery 4
Griffin #2 GRF-1N - MW Denis Bélanger Piloting 5, Gunnery 4
Wasp WSP-1A - MW Isaac Labossière Piloting 5, Gunnery 4
the above deploy any hex north of xx13 map 1
General Circuit garrison (outside defender control)
Hunter
Jeep #1
Jeep #2
the above deploy anywhere within fenced area on map 1, they are destroyed by any attack and cannot fire.
Attacker Black Widow's expeditionary forceWarhammer WHM-6R - Capt. Natasha Kerensky "Black Widow" Piloting 4, Gunnery 3
Griffin GRF-1N - MW John Hayes Piloting 4, Gunnery 3, note: damaged jump jets, max 3 hex jump and 2 point of heat per hex jumped; damaged fire control of PPC - on 10+ (before rolling to hit) weapon misfires
Riflemen RFL-3N - Lieutenant John Clavell "Gentleman John" Piloting 4, Gunnery 3
Stinger #1 STG-3R - MW Simon Fraser Piloting 4, Gunnery 3, note: max 4 armor points on RT
Stinger #2 STG-3R - Mohammar Jahan Piloting 5, Gunnery 3
the above deploy anywhere south of xx06 on map 2
Victory conditionsMajor victory: destroy three enemy mechs without loosing more than one of its own.
Minor vitory: destroy three enemy mechs without loosing more than two of its own.
Draw: neither side fullfil the vitory requirement
Either side has orders to begin to withdraw from the field as soon as two of its mechs have been disabled.
Withdrawing means retreating full MP allowance toward respective mapedge, but can still fire at will.
Special conditions:- Defender deploy first
- All destroyed, disabled mechs become targets for scavenging before next battle.
- breaking through fenced area takes 2 MP