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 3025The 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.
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