Andurien, 12 April 3051 : Dame Dalma Humphreys, new Duchess of Andurien, urges Captain-General to take advantage of Saint Ives conflict to "end Capellan threat for good" • • Callison, 26 April 3051 : FWLM regiments drop on Callison, Marcus, Talitha, Van Diemen IV, and Wasat; Captain-General Thomas Marik declares intent to reclaim worlds lost to Lyrans in Fourth Succession War • Callison, 1 May 3051 : FWLM force spearheaded by Silver Hawks Falcons has secured foothold on Callison, 11th Lyran Guard continues to resist • • New Caledonia, 6 May 3051 : Crippled DCMS Invader jumps into New Caledonia system; on interrogation by KungsArmé captors, reports being attacked in uninhabited system between New Caledonia and Star's End by unknown fighter squadron that destroyed other jumpships of its squadron • • Callison, 8 May 3051 : 11th Lyran Guard in retreat from Callison, fighting continues on Marcus, Talitha, Van Diemen IV, and Wasat

Background

While most of Callison has been liberated, there are still strongholds occupied by Lyran collaborators, some of which have proven difficult to crack. One of these is Clay Point, a port city on the west coast, which appears to be occupied by a mixed force, probably remnants of a Steiner March Militia. They are believed to have a lance of BattleMechs, including a Zeus, at least two lances of mixed armor, and some unknown quantity of light infantry. They have been cut off from support for some time now, and may no longer be operating at peak efficiency.

Mission Orders

★Shiloh ✦Gacrux ✦Alhena ✦Savannah ✦Wing ✦Dieudonne ✦Chertan ✦Phecda ✦Remulac ✦Dubhe ✦Alchiba ✦Nathan ✦Wyatt ✦Milton ✦Bordon ⚔Callison ✦Cor Caroli ✦Alioth ⚔Marcus ✦Connaught ✦Zosma ✦Castor ✦Denebola ✦Devil's Rock ⚔Talitha ✦Lipton ⚔Van Diemen IV ✦Zavijava ✦Oliver ✦Pollux ✦Chara ✦Zollikofen

You are to dispatch a company of BattleMechs to take Clay Point. The dropship Minotaur will provide transport to the vicinity of the city.

Due to the geography of the area — marshy lowlands to the north and east of the city and ocean to the west — the only viable attack vector is from the south, across the river. There is a bridge, but it is presumed heavily guarded.

The attack is timed to coincide with a weather system moving in from the west, which is projected to produce high winds that may hinder the operations of their infantry, but should not significantly affect armored units.

Command expects that collateral damage to the city is unavoidable in urban operations, but does not want to take possession of a ruin. In particular, the bridge is to remain intact, as without it, Clay Point is accessible only by water, or by rail from the east. The meteorlogical division warns that the expected high wind conditions may result in surprisingly rapid fire spreading.

In the event of failure to take control of the city, destroying or stealing fuel or other materiel, believed to be stored at the port, is a secondary objective, as it will reduce their ability to continue to be combat-effective against future assaults.

Game Rules:

Estimated enemy BV: 13500

Battle loss compensation: 80%

Salvage: 20%

Mission Terrain: Heavy Urban

Resistance forces start deployed on the six city maps; some may be hidden, and static defenses may be in place. Marik forces enter from the south edge of the map.

Foot infantry moving outside a building have their MP reduced by 1, to a minimum of 0, due to the Light Gale conditions. Infantry reduced to 0 MP by weather conditions operate the same way as infantry with 0 MP due to heavy support weapons.

Several of the maps have Rail on them, which is a terrain type not previously seen. For any non-Rail unit, they act as Rough hexes for purposes of MP costs and terrain restrictions. They also act like roads; a unit moving along the Rail uses only the terrain costs and restrictions of the Rail, ignoring any underlying terrain type (though elevation changes still apply).

For example, a Hover vehicle, which can enter Rough but not Light Woods, could move along the Rail through the Light Woods in 1308–1509 on the center map, paying only the 2 MP for the Rail. However, it would have to enter (or leave) those hexes through 1207, and leave (or enter) through 1608. If it were to attempt to enter or leave the Woods hexes in any other way — say, failing a Driving check when trying to make the turn in 1509 and sideslipping towards 1609 — it would face the normal consequences for entering a Light Woods hex.

If it were fired upon while in those hexes, it would receive the Light Woods target modifier, as per normal.

Similarly, you ignore the cost and terrain restrictions of Rail if you enter the hex moving along a road. For example, if you were to enter 1207 from 1206 or 1208, it would cost no extra MP, and count as road movement for purposes of vehicle road bonus. However, entering 1207 from any other hex would cost 2 MP and be subject to Rough terrain restrictions.

The below-grade section of the east map has Fences (Tactical Operations, p.116) along all the hexsides bordering it that are not crossed by a bridge or railway, except for those bordering the train station in 0609. Fences add 1 MP to the cost of entering the hex for conventional infantry using Ground MP, but have no effect on heavier units.

The multi-hex buildings on the west and northwest maps are warehouses, treated as Hangars (Tactical Operations, p.116) for mechanical purposes. Units can move inside them without paying extra MP, making Piloting/Driving checks, or damaging the building or themselves.