ScrapYard Armory

A BattleTech weblog

Nov-23-2010

Heart of Dixie – Buying Time

This scenario is based on the short story by Blaine Lee Pardoe.  Heart of Dixie was featured in the latest BattleCorps compilation, First Strike.  You can also read this excellent fiction and many more like it on BattleCorps.  Current members may already have read the story and will be familiar with the battle for Dixie within the Lyran Commonwealth.

Heart of Dixie stuck out in my mind as one of the best battle descriptions I have ever read.  The best part is the fact that the story covers the full military event from dropship burn in to the final climactic end.  I really enjoyed the story and hope you have the chance to play this scenario.  Play testing was always fun with significant ups and downs during the battles.

SITUATION

Rasgali Game Preserve
Southern Continent
Dixie
Lyran Commonwealth
29 June 3025

The sleepy world of Dixie is suddenly plunged into conflict when a Castle Brian is discovered buried in the countryside.  Undercover agents have leaked the report to the Free Worlds League who sent a detachment from the Fusiliers of the Orient to capture the prize before the Lyrans could respond.  The only thing in their way is the Dixie Militia.

The Militia seize the advantage when they notice that the Fusiliers do not know the exact location of the Castle Brian.  A diversion is prepared in the Southern Continent to draw them away.  It is up to a short company of Militia to hold off the attackers for as long as they can while a proper welcome is prepared at the real Castle Brian site.

GAME SETUP

Arrange maps as shown below.  The three maps used are:

  • Standard BattleTech
  • Woodland
  • Open Terrain #2

The west map edge is the Dixie Militia home edge.  The east map edge is the Fusilier home edge.

DEFENDER

Dixie Militia – Rainbow Actual Company

Command Lance

  • CN9-A Centurion, Lieutenant Hollister (Gunnery 3, Piloting 3)
  • HBK-4G Hunchback, Mechwarrior Gengler (Gunnery 4, Piloting 4)
  • CPLT-C1 Catapult, Mechwarrior Brooks (Gunnery 4, Piloting 3)
  • CLNT-2-3T Clint, Mechwarrior Nero (Gunnery 4, Piloting 4)

Sweep Lance

  • Pegasus Scout Hovertank, (Gunnery 4, Piloting 3)
  • LRPV PKR-T5 Packrat, (Gunnery 4, Piloting 5)
  • Savannah Master Hovercraft, (Gunnery 4, Piloting 4)
  • Galleon Light Tank, (Gunnery 4, Piloting 4)

Deployment

The Dixie Militia may begin the scenario deployed anywhere on the battlefield.  Up to two units may begin the game hidden.  No units may be hidden within 6 hexes of the Fusilier’s home edge.

ATTACKER

Fusiliers of the Oriente, Fourth Brigade

Command Lance

  • AS7-D Atlas, Colonel Hansi (Gunnery 2, Piloting 3)
  • AWS-8Q Awesome, Mechwarrior Reive (Gunnery 3, Piloting 3)
  • BJ-1 Blackjack, Mechwarrior Thompson (Gunnery 4, Piloting 3)
  • TDR-5S Thunderbolt, Mechwarrior Dundas (Gunnery 3, Piloting 3)

Fire Lance

  • ARC-2R Archer, Sergeant Bloch (Gunnery 3, Piloting 3)
  • QKD-4G Quickdraw, Mechwarrior Olsen (Gunnery 3, Piloting 4)
  • ON1-V Orion, Mechwarrior Qadir (Gunnery 3, Piloting 3)
  • WTH-1 Whitworth, Mechwarrior Dales (Gunnery 4, Piloting 2)

Sweep Lance

  • VND-1R Vindicator, Sergeant Sharp (Gunnery 3, Piloting 2)
  • STG-3G Stinger, Mechwarrior Harval (Gunnery 3, Piloting 3)
  • LCT-1E Locust, Mechwarrior Nita (Gunnery 3, Piloting 3)
  • WSP-1A Wasp, Mechwarrior Clark (Gunnery 3, Piloting 3)

Deployment

The Fusiliers are in the process of disembarking from their dropship and have a staggered deployment.  One lance enters the game  on turn 1.  A second lance may enter on turn 3.  The last lance enters on turn 5.  The Fusilier player may select what lance deploys each turn.

SPECIAL RULES

The following special rules are in effect for this scenario.

Fire for Effect

The Dixie Militia have a Long Tom Artillery vehicle waiting for the Fusiliers to land.  However, since the Militia do not have air superiority, it cannot fire for long without being detected by Aerospace fighters.

The Militia may fire 1 Long Tom Artillery round in turns 1 through 5.  The flight time is one turn.  The artillery crew has a skill of 4.   See Tactical Operations page 179.

Watch Your Step

The Militia have laid a trap and may deploy up to three 15-point conventional mine fields in each map.  No mines may be placed within 6 hexes of the Fusilier’s home edge.  Keep in mind that conventional mine fields affect friendly and foe alike!  See Tactical Operations page 207.

Forced Withdrawal

The Dixie Militia can not afford to lose personnel on a diversionary attack.  Militia units will operate under Forced Withdrawal once they suffer crippling damage.

Bad Weather on the Horizon

The southern continent of Dixie is known for it’s Spring storms.  After turn 12, Heavy Rain will move into the area which will turn the majority of the fake dig site into mud.  For the purposes of this scenario, the game will end after turn 12 is complete.

VICTORY CONDITIONS

Secure the Perimeter

Control of the area is paramount to the Fusiliers’ plans.  The Militia aim to delay them for as long as possible.

During the end phase of each turn, each player will receive 1 Victory Point for every map they control.  Control of each map is determined by counting the number of active units per map (not shutdown and MechWarrior is conscious).  The side with the most units wins control of the map for that turn.  If there is a tie, no side gets the Victory Point.  If a unit is on the hex row between maps, it will count for control of the last map it was in.  Hidden units do not count for control of maps.

Seek and Destroy

The Fusiliers receive 1 Victory Point for every Militia unit destroyed.

The Militia receive 1 Victory Point for every Fusilier unit crippled and 2 Victory Points for every Fusilier unit destroyed.

Fight Another Day

The Dixie Militia player receives 1 Victory point for every unit retreated off their home map edge on or before turn 12.

Posted under Scenario
  1. Paint-it-Pink Said,

    Nice scenario, and is that a first glimpse of the next Battlecorps compilation I see?

  2. Jason Said,

    Looks like a rough fight! If it was not for the turn 12 rules then obviously a complete losing battle for the Militia. Getting VP for controlling a map would seem hard for them because they cant get to spread out or they may get crushed early. And in the other hand you may just have some uber dice rolls and win al together, but highly unlikely.

  3. Brian Said,

    @Paint-it-Pink, Yes, I got my advance copy at GenCon. It was a great read!

    @Jason, It’s not as bad as you may think. When the objective is control, there are plenty of ways to stay out of LOS while still claiming maps. Also, the Militia get points for surviving. That’s 8 VP if they can retreat on time.

    The games we played were always close and a lot of fun. You don’t have to win a pitched battle to win this scenario!

  4. Paint-it-Pink Said,

    Well they’ve kept that low profile over on the CBT forums.

  5. Brian Said,

    I think they are waiting on a solid street date before they start promoting it big time. I think I saw a tweet about that recently.

  6. Immelmann Said,

    saw this and trying to play it on MegaMek. having a problem with the off board long tom. AI will not move in 1st phase if it is off board, but i put it on board and game ran. must be some weird bug. anyways, on turn 7 now, i am playing the militia. wiped out the entire sweep lance thanx to a long tom hit and mine fields. have controlled the west and middle board all game, so VPs there. lost a tank and a mech so far. o0thers are getting off map now for more VP. good fight though.