Stirring the Hornet’s Nest
This game was played at Cold Wars 2011 in Lancaster, Pa. Thanks go to Scott “Wemic9” for hosting the event and doing so on short notice due a mishap of my own. Standard BattleTech rules are in effect for this fast and furious battle for the power of the bottle!
Stirring the Hornet’s Nest
Rumor has it that some backwater bumpkins have developed the best whiskey in the galaxy and it’s worth more than can be imagined on the black market. This is the raid for you and your pirate brothers. Get in, take out the local defenders, and take the reported shipment of booze that is being prepped for shipment off-world.
In and out, easy job. No problem. These hicks won’t know what hit them. Heck, the only two things that these rednecks can do is make whiskey and race on the weekends.
Pirate Raiders
- WTH-2 Whitworth
- VND-5L Vindicator
- PXH-3D Phoenix Hawk
- JR7-D Jenner
- CLNT-6S Clint
- BJ-1 Blackjack
- PNT-10K Panther
- TR1 Wraith
- WVR-7M Wolverine
- END-6J Enfield
- COM-1B Commando
- WLF-1 Wolfhound
Planetary Militia
- HNT-151 Hornet (Red)
- HNT-151 Hornet (Blue)
- HNT-151 Hornet (Green)
- HNT-151 Hornet (White)
Objectives
The Pirate forces are searching for a cache of Whiskey. The Whiskey is hidden in one of the warehouses inside the city gates. The Militia player secretly selected a building to hold the booze. The Pirate player must find the Whiskey, load it onto a ‘Mech and escape off the map. The Militia must stop the Pirates at all costs.
Turn 1 – Pirates win Initiative
The start of the game is a bit boring. The Militia Hornets are spread out and hiding behind buildings. The Pirate horde marches ominously forward, no doubt counting their lucky stars that the planet is so lightly defended.
Easy money!
Turn 2 – Militia win Initiative
The Pirates continue to move forward in two main groups. The Hornets continue to hide but manage to let loose a few volleys of LRMs all of which miss.
Turn 3 – Pirates win Initiative
The Pirates are now at the gates of the city. The lead units, a Phoenix Hawk and a Commando are shot at with LRMs but only the Commando takes any damage. Return fire from the Pirates is ineffective.
Turn 4 – Pirates win Initiative
As the Pirates push into the city the Militia back off and find better cover further away from the attackers. The first warehouse building is scanned by the Pirates. Nothing yet.
Then suddenly, a lance of Savannah Masters burst out of one of the warehouses to the North!
One of the fearless hovercraft pilots charges the Pirate Commando while the others pour in laser fire. A Pirate Wraith blasts the charging hovercraft before it can do any damage. The medium laser barrage manages to critically hit one of the Commando’s engine slots.
Turn 5 – Pirates win Initiative
The Pirates fan out at best speed to cover as many warehouses as possible.
Suddenly a buzz is heard across the battlefield as a horde of hover fans turn on. Three Gabriels and 17 Savannah Masters burst from their hiding spots to envelop the attacking Pirates!
The mass of hover tanks concentrate fire on the Wolfhound, Commando, and Clint while the Pirates lash out at targets of opportunity.
The Wolfhound is crushed from behind. After a gyro hit the Wolfhound is almost brought down when its rear armor fails. The Commando loses a few heatsinks and takes an engine critical but is alive for now. The Clint sees a whole lot of armor peeled off but stands through the punishment.
In return fire a lucky strike from the Wolverine critical hits one of the Hornet’s ammo slots sending the ‘Mech to the scrapyard.
In a stunning turn the whiskey is located by the Wolfhound!
Turn 6 – Pirates win Initiative
The Pirate force is stunned by the sudden influx of hovers and moves three ‘Mechs to surround the whiskey stores. The hovers scatter to maintain top speed while the Pirate Wraith stalks them with it’s pulse lasers. A Hornet manages to get behind the Pirate Phoenix Hawk.
The hovers concentrate fire on the Wraith, Whitworth, and Clint. The Pirates again fire at whatever hover craft are in range.
All told four hovers were cored, kicked or otherwise dispatched by the Pirates. Return fire slags some armor but the Pirates keep their backs to the buildings to maximize protection.
One of the Hornets together with a couple hovercraft attempt to blow up the Whiskey! Their concentrated fire power is enough to take the building down a notch but is not enough to punch through to ignite the booze. The Pirates successfully load up their precious cargo at the end of the turn.
Turn 7 – Pirates win Initiative
The Pirates use their initiative advantage to pick their lanes and begin moving units towards their home edge. The Pirate Enfield, who is carrying the booze, moves last and dekes his way behind a building away from most of the danger.
The Pirate Commando is ganged up on and is cored through by a Hornet and a trio of hovers. The Wolfhound is destroyed by engine criticals. Both the Whitworth and Phoenix Hawk fall due to damage.
In return, three hovers die a sudden death by a combination of lucky weapon hits and kicks.
Turn 8 – Militia win Initiative
The Pirate force consolidates their force and seeks cover from a nearby building. They strategically place their backs to the wall to avoid rear shots. The hovers envelope the Pirates while keeping their speed up.
The Green Hornet is cored while two hovers are destroyed. Another hover is immobilized and then killed by a sword attack from the Pirate Vindicator. The hovers damage armor on the Wraith, Enfield and Jenner but do no major damage. The Jenner misses a kick and falls flat on his face.
Turn 9 – Militia win Initiative
Time is running out and the Pirates can’t afford to make a run for it! Its a final stand.
(our time slot at the convention was running out)
The Pirates put their backs to the wall again as the hovers swarm around them. The Pirates scatter their fire at available targets while the hovers concentrate all fire on the Enfield!
Pirate weapons fire brings down no less than four hovercraft. The hovers brutalize the Enfield, stripping armor in several locations. The Enfield loses two engine criticals, a gyro hit and loses a number of weapon systems but manages to stay alive and upright.
End Game
Unfortunately, our time slot ran out and we were not able to completely finish this game.
So, who do you think would have been able to pull off the victory? Do the Pirates have enough gusto to put the Militia in their place or will the stalwart defenders of the greatest vice in the Inner Sphere have the last word?
Regardless, this was a fun and spirited game. My hat goes off to Scott for having the twisted mind to put it all together.
Posted under After Action Report
Yeah well my next con game is inspired by my recent adventure at Historicon 2011 (you have to have been there to know). I still have alot of details to work out but it will involve a Star Captain Morgan.