Original Poster: Kojak
HAMBURGER HILL
SITUATION
Hill 937, Norret Mountain Range
Marlette, Crucis March, Federated Suns
29 November 3066
After you bloodied the Panzer Brigade, the notorious organization known as Free Capella offered you a lucrative under-the-table job to give some back-up to the Blackwind Lancers on Marlette. For the last couple of weeks, the 1st Republican Guard has been spotting for Loyalist artillery batteries from a firebase on top of Hill 937, keeping the Allied forces from progressing too far into the mountains. Allied Command wants that hill taken and the Republican forces dismantled. Make it happen and Free Capellan will make you and your fellow soldiers rich men.
GAME SET-UP
CBT: Use a combination of Hills and Mountains maps, in a four by four setup. The two central maps should be Large Mountain #1 and #2. The top of the Large Mountain has been leveled and cleared off; ignore any Woods and Water hexes on the Large Mountain maps, along with any terrain higher than Level 6. The defending player should place four Light, seven Medium, five Heavy and two Hardened buildings on top of the mountain. A two-tiered wall surrounds the base (treat each individual hex as a Hardened building with a CF of 100). The outer tier is two levels tall, the inner tier one level.
The Level 2 outer tier of the wall runs through the following hexes: 1602, 1503, 1504, 1404, 1305, 1205, 1106, 1006, 0907, 0807-0810, 0911, 1112, 1212, 1213, 1313, 1413, and 1514-1516 on the Large Mountain #1 map; hexes 0103, 0104, 0204, 0405, 0505, 0604, 0704, 0804, 0905, 1005, 1106-1111, 1011, 0912, 0812, 0713, 0612, 0512, 0411, 0312, 0212, and 0113-0115 on the Large Mountain #2 map.
The Level 1 tier runs through the following hexes: 1603, 1604, 1505, 1405, 1306, 1206, 1107, 1007, 0908-0910, 1010, 1211, 1312, 1412, 1513, and 1612-1614 on the Large Mountain #1; hexes 0105, 0205, 0406, 0506, 0605, 0705, 0805, 0906, 1006, 1007-1010, 0911, 0811, 0712, 0611, 0511, 0410, 0310, 0211, and 0112 on the Large Mountain #2 map.
Attacker
The Attacker consists of the player unit, and a combined-arms force from the Blackwind Lancers, equal to 150 percent of the player unit’s deployed force. The Blackwind Lancers forces are rolled on either the B column of the Capellan Confederation Table (FM:U) or the A column of the St. Ives Table (FM:CC). The Lancers are considered Veteran. The attacking forces deploy from the southwest.
Defender
The Defender consists of elements of the First Republican Guards, equal to 200 percent of the player unit’s deployed force. The First Republicans are rolled on the C column of either the Federated Suns Table or the Lyran Alliance Table, and are considered Veteran. They may deploy anywhere on either of the Large Mountain maps.
WARCHEST
Track Cost: 450 WP
Optional Bonuses (all bonuses cumulative):
+150 Minefield: The Defender may pre-designate 2D6 minefields before deployment.
+200 Cavalry Charge: For every two lances of Attackers, add one lance of hovertanks from the 11th Deneb Recon Regiment. They are considered Regular, and should be rolled on the Federated Suns Vehicle Table.
+150 Spotters: Give the Defenders six squads of Infiltrator Mk. II battle armor. They are considered Veteran.
Victory Bonuses (bonuses not cumulative):
+325 Partial Victory: Complete one objective.
+625 Total Victory: Complete both objectives.
OBJECTIVES
1. Capture and hold. Capture the firebase intact.
2. Wipe ‘em out. Destroy or force the withdrawal of all Republican forces.
SPECIAL RULES
Forced Withdrawal
The Forced Withdrawal rules are in effect for all sides.
Artillery Support
The defenders may call in artillery strikes from a battery of eight Long Toms. The shells have a one-turn flight time. The Long Toms are considered to have a Gunnery skill of 3.
Blackwind Lancers
The Blackwind Lancers may hold any number of units in reserve (they do not start the game on the map or move on the map during the first turn) and deploy them during the Movement Phase of subsequent turns. For every ‘Mech or vehicle that remains in reserve, the Blackwind Lancers receive a +1 Initiative bonus with a maximum of +4. A +1 Initiative bonus is lost each time a reserve unit moves onto the board.
AFTERMATH
Blake’s blood, but that was grueling. The area around Hill 937 looks like a nuclear wasteland now, but with this firebase out of the way, the Allies can finally advance on the Loyalist batteries. It’s only a matter of time before the last of the Loyalists are ferreted out of the mountains, but that’s not your problem. You’re just glad to still be in one piece.