Mission #9: Liberation of Banniksburg
Two years ago with the breakup of the Federated Commonwealth, House Steiner and
Davion agreed to peacefully divide their properties on Carver V. Davion forces
created a new government body in the city of Banniksburg. Banniksburg is
located near both the star port at El Toro and the major mining community of
Binsburg. This location quickly made it the industrial and business center of
the Davion part of the planet.
The Davion star port of El Toro was garrisoned with a token force of tanks and
power armor infantry. Last week I had that force withdraw from El Toro as
Steiner forces approached, leaving it uncontested for Rennier’s forces to take.
Holding the bloody place while the HPG is still out of commission would have
been a waste. We will have use of those tanks and infantry soon enough. If we
really need the star port…we bloody well will take it back. Problem is that
bastard Colonel Rennier is now using El Toro to launch attacks into our territory.
Last night a combined force of House Liao and House Steiner mechs moved into
Banniksburg. Boomerang recon planes were able to capture some images of the
mechs in the city. Our boys believe they have identified the entire roster of
the assaulting mechs. Appears Colonel Rennier has tapped some of his Triple
Digits. A couple of the buggers have finally come out to play. Commanding the
House Steiner force is Lieutenant Gorman. Our files show that he pilots a
Kraken Clan mech. Watch this beast; she can rip a mech to shreds in seconds.
This variant carries Four Ultra class 10 autocannons. Private Vasquez is the
second member of Rennier’s Elite 100 ton company. She pilots Steiner’s latest
modification to the Marauder II chassis, Two ER PPC’s, and a Heavy Gauss Rifle.
It can put a whole in your mech big enough to drive a tank through. The rest of
the Steiner mechs seem standard fare.

Bane (Kraken) 2
Marauder II MAD-4S
Axman AXM-3S
Bushwacker BSW-L1
Starslayer STY-3C
Nightsky NGS-4S
Commando COM-7S
Commando COM-7S
Leading the House Liao force is Lt. Zao, whom you boys have faced twice before.
Zao normally pilots a Thug class battlemech, Mechwarrior Ralph2 in his final action,
destroyed Zao’s Thug. Looking at Recon Photo #2 you can see his new ride…a Clan
Phoenix Hawk IIC. We are still trying to bloody well figure out how he landed a
2nd line Clan assault mech with out us knowing about it. Maybe House Liao had
the P-Hawk IIC in storage fearing they would not be able to repair it if it was
damaged. Maybe he got the mech as part of the new alliance with House Steiner.
Either way it is an 80 ton monster that moves like a Medium mech, mounting twin
Ultra class 10 autocannons. Be wary of both the Raven and Wasp mechs in the
Liao group. They both mount Electronic Counter Measure systems (ECM). The ECM
systems will interfere with any Artemis Missiles or C3 systems if you get close
to them (12”). So take them out 1st if you want to take advantage of your
Artemis missiles or your C3 computers.

Phoenix Hawk IIC
Marshal MHL-2L
Wraith TR1
Chameleon CLN-7V
Raven RVN-4L
Urbanmech UM-R70
Urbanmech UM-R70
Wasp WSP-3L
Your mission is as follows…Push the buggers out of Banniksburg. That simple
boys. Try to keeping collateral damage to a minimum. There are two buildings
you should pay special attention too. Banniksburg city hall has been acting as
the unofficial capitol building, securing that would go a long way toward
improving the moral of every Davion citizen on the planet. Banniksburg’s power
station is still intact. Try to keep it that way. Securing both of these
buildings should be considered primary objectives.
The City Hall is located in the middle of the picture below, The Power station
is located in the upper right side.

Primary Objectives:
1) Eliminate / Drive off Steiner and Liao forces.
2) Secure City Hall
3) Secure Power plant.
Teach them a bloody lesson that Banniksburg is off limits. I’ll have a lance of
the 95th ready should you boys need some help.
Major Richard Sharpe,
CO 95th Rifles
CO South Essex militia
Carver V Campaign,
Mission #9: The Liberation of Banniksburg
Battle Rom
11 players in all...Black Knight, and Wolverine players couldn't make it, But
one player came from Mass. all the way up to Maine to play! He took the
Wolverine.
Turn #1
Board is kind of small compared to what the players are used to…4’
x 4’ as opposed to 5’ x 10’. Players move on to the board via the north
edge in three groups. “Team Orange” on the East flank, consisting of
Kyle’s Cataphract, Seamus’ Victor and Fab’s King Crab…all painted orange.
Up the center come the bulk of the players Tom’s Mad Cat, Mitch’s Banshee,
Rick’s Guillotine, Derek’s Grasshopper, Josh’s TiTs’ang and Cliff’s
Wolverine. The West flank is being covered by Jeff’s Komodo and Chris’
Naginata. The Liao and Steiner mechs maneuver behind buildings and pretty
much stay out of sight…except two commandos which close with the center player
force. A StarSlayer moves into firing position behind a low building,
drawing a bunch of fire away from the commandos. One of the commandos falls
to the combined fire of the center group…the other lives…somehow…for the rest
of the game! The StarSlayer takes minimal damage as do the player’s
mechs.

Turn #2 (The battle joined)
Team Orange pushes up the east side, the Victor jumping over the
Hospital sees three large barrels protruding from the building right in front
of it. They happen to be attached to a Marauder II belonging to Private
Vasquez of the “Triple Digits”. Both ERPPC’s and the Heavy Gauss Rifle
hit the Victor…but he only loses one medium laser, minimal damage is returned
to Marauder. A Chameleon jumps in and takes some pot shots at the King
crab…no significant damage.

In the center group splits, the Guillotine moves up to a firing position
behind a low building. A Steiner Bushwacker advances to the other side of
the same building, hoping for an LB20 shot to the head of the Guillotine.
The TiTs’ang jumps to base the Bushwacker, and a Steiner Nightsky closes with
the TiTs’ang for some Mech on Mech hatchet action. A Liao Rac5 armed
Urbanmech also appears from hiding in a building further up the street.
Shooting phase sees armor damage all around but nothing significant…the LB20
missed.

The second center group sees the Commando fall back. The
Grasshopper falls back as well hoping to lure some Steiner mechs into a
trap. The Mad Cat advances hoping for a better shot…but forgets the
StarSlayer has jump jets. The StarSlayer jumps behind the Mad Cat but
before he can swing his arms to the rear arc…Lt. Zao of House Liao lands his
Phoenix Hawk IIC right in front of the Mad Cat. The Banshee moving up
hoping to help the Mad Cat with the P. Hawk sees another member of the “Triple
digits” come out to play. Lt. Gorman in his Kraken2 takes aim at the
Banshee with his 4 UltraAC 10’s. The Wolverine moves to base the
StarSlayer hoping to take some fire way from the rear of the Mad Cat.
Armor damage all around and one of the Ultra’s Jammed on the Kraken.
On the west flank, the Naginata is having problems finding his “Walk
forward” controls. While the Komodo jumps behind a Liao Wasp, hoping to
eliminate one of the ECM’s that is hindering the C3 system the players have. A
Liao Wraith and Raven both move into firing positions against the Komodo.
Armor flies off the Komodo and the Wasp but nothing major.

The Physical phase was quite interesting. The TiTs’ang missed but
the Nightsky hit the TiTs’ang’s center torso…leaving minimal armor there.
Then the Mad Cat, Wolverine and Komodo all miss their kicks…and all FALL OVER!
The players having the Banking Initiative ability and having banked the first
two rounds…decide it might be a good idea to take the initiative this turn.

Turn Three (One Shot, One kill)
On the East flank…The Chameleon jumps behind the Cataphract. The
TiTs’ang jumps to help with the Nightsky and Bushwacker following. The
Guillotine moves to get out of the line of fire of the Marauder II, as does the
Victor…jumping back over the hospital. The Marauder II sees a chance to
go one on one with the King Crab (Twin gauss variant) at close range and comes
out of the building to play…The King Crabs fire’s both Gauss Rifles…putting one
round through the head of the Marauder II…removing the major threat on the east
side for the players.

In the center, the Banshee and Kraken close with each other, The
Commando moves to the rear of the Banshee and the Grasshopper moves up to
hopefully eliminate the small mech. The Kraken hits with 2 of the 3
ultras…but can’t seem to roll the 8 needed for the double tap. Minor
armor damage all around. The Kraken loses a lower left leg actuator to
the combined fire of the Banshee and the Mad Cat, slowing down the already slow
monster.
The West has gotten very interesting. The Naginata has moved
up…only to see the Phoenix Hawk IIC, StarSlayer, Wraith and Wasp close with
it. The Wolverine comes over to help. The Komodo free from it’s attacks
moves to get some shots on the Kraken only to have a Steiner Axman appear in a
near by building. Again armor damage all around.

Turn #4: To Slay a Kraken or everybody
Conga
The Kraken moves up...with the player Guillotine getting behind
it. The Axeman is just to the right of the Kraken. The Player Mad
Cat and Banshee along with the Guillotine cause crits to the Krakens Hip, Gyro
on two actuators in the non-hip leg...Mission Kill and the pilot punches
out. The Conga line to the right started with the Marshall moving first,
the Player Victor moved in, the Bushwacker moved to get a nice shot with its LB
on the Victor. The Player Ti'Tsang moved up and just after the LB20 shot,
lopped off the arm of the Bushwacker with its hatchet. The Nightsky and
Chameleon were not accurate with their shots.

Turn #5: Bad guys break...
The Bushwacker decides to call it a day and attempts to flee the
city. The Wraith jumps behind the Player Cataphract, and the player
Ti'tsang comes over to help. Further up, the Axman goes after the player
Komodo, trying to even the odds a little. The player Komodo puts 8 Medium
lasers into the Raven (Just behind building) and drops it. The player Mad
Cat and Guillotine move to help with the Axman, bringing the Nightsky behind
the Mad Cat. Again the Nightsky is not accurate...and before he can bury
his hatchet into the back of the Mad Cat...the Victor hits with a double-tap
Ultra ac20...no more Nightsky. The player Naginata has found the
"move forward" controls of his mech and steps up...only to have the
Starslayer and Phoenix Hawk IIC jump behind him. The Player Grasshopper
and Banshee come over to help. Again poor dice save the Naginata, and
fire from the Banshee (behind the building), and Grasshopper take out a side
torso of the PHawkIIC.

Turn #6: Secure the city.
The Wraith, PHawk IIC, Starslayer all flee off the board. The
Axman also moves away...leaving only clear shots at the Marshall and an
Urbanmech. The Urbanmech unloads into the player King Crab with his RAC
5....causing a piloting check...and the King Crab falls over. A long
range ERPPC shot from the player Mad Cat...blows through the rear CT and
internals of the Urbanmech.

Overall a fun game...the turning point being the headcap of the undamaged
Marauder II by the player King Crab. The two ERPPC's and Heavy Gauss in
the hands of an elite pilot surely would have done in at least one player’s
mech...Maybe more...ok with my dice that is probably exaggerating.