With the end of the Carver V campaign, it
was time to start up another one. The
next few battles are based upon the Battle of Tukayyid where the Clans faced
off against Comstar.
Many of the scenarios do work out to be
balanced…some however are not. Most are slanted in ComGuards favor; a few
are in favor of the Clans (Like the first mission)
Battle #1, Smoke Jags 1st battle.
A Veteran force of Smoke Jags combat drops into a force of GREEN ComGuard mechs
and tanks.
The Smoke Jag player chose to use the 12 unit ComGuard tonnage and selected two
Stars worth of Mechs.
Here are the forces…
ComGuards First…
Unit - : Mech
1#1 - Flashman FLS-8K
1#2 - Highlander HGN-732
1#3 - King Crab KGC-000
1#4 - Atlas AS7-D
1#5 - Crockett CRK-5003-1
1#6 - Thunderhawk TDK-7X
Unit - : Tank
2#1 - Ontos LRM
2#2 - Ontos LRM
2#3 - Shrek PPC Carrier
2#4 - Shrek PPC Carrier
2#5 - J. Edger Hover Tank
2#6 - J. Edgar Hover Tank
Smoke Jags…
Stone Rhino (Behemoth)
Dire Wolf (Daishi) Prime
Warhawk (Masakari) C
Shogun C
Hoplite C
Shadow Cat A
Locust IIC 3
Timberwolf (Mad Cat) A
Hankyu C
Mad Dog (Vulture) B
Each player rolled before the event for their skills using the chart in the
back of Total Warfare. ComGuard on the green column, Smoke Jags on the
Veteran column with a +1 to their roll. ComGuard already had one foot in
the grave before the rolling started…Clan players rolled a LOT of “6’s” making
their Veteran pilots effectively Elite. But it is planet fall and the
Smoke Jags were supposed to win this one so…
Map will is 4' x 4'
The board was divided into 4 quadrants.
ComGuard units set up within 12 inches of the center of the board.
Clanners were given a paper map of the board and wrote down where they wished
his mechs to land. Knowing that the Comguard force is in the center of the
table but not knowing which way they are facing.
Turn 1 Starts...
ComGuard players was told how many clan units were droping into each quadrant,
but not their specific type. Markers were placed where the Smoke Jags
were hoping to land, ComGuard players moved all their units.
Smoke Jags rolled to see if they deviate, but none did.
Shooting Phase for turn #1 only the Com Guard players can shoot, with a +1 mod
for the Smoke Jags movement. Smoke Jags don't get to shoot Turn #1...too busy
landing.
Turn Two...will happen as normal, with Clan level 1 Zell in effect. Here we go…
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VS.
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Turn #1...The Smoke Jaguar has Landed.
The Smoke Jags "Landing points" were marked with tokens. The
Comguard Atlas and Flashman closed to point blank hoping to catch the Clanner
before they could react. The Thunderhawk and Ontos stayed in the woods
taking advantage of their firing positions. The two J Edgars waited on
the edge of the woods of a later opertunity to develop. Firing phase
stripped a bunch of armor off the clanners, damage of note was the Shadow Cat
taking an AC20 to one of it's arms, and the Warhawk catching all three gauss
rounds from the Thunderhawk and falling over.

Turn #2...OK now it's my turn.
Clanners declare their challenges...
Daishi vs. Flashman
Stone Rhino vs. Crockett
Warhawk vs. King Crab
Shogun C vs. Atlas
Mad Cat vs. Thunderhawk
Shadow Cat vs. Highlander
Rest of the clanners move to take out the vehicles.
King Crab takes enough from the Warhawk to fall over. The two Ontos LRM
carriers, ravage the Shogun with too many LRM's to count, the Shogun falls
over. Not before it puts an SRM round through the rear armor of the Atlas
into the AC20 ammo, Dead Atlas. Atlas manages to put it's ac20 round
through the rear CT of the Mad Cat...but fails to do any criticals. Mad
Cat hits the Thunderhawk with everything it shot...but the ERPPC rolls Boxcars
and savs us from rolling the rest. Two dead 100 ton mechs on the ComGuard
side. You can see where this is going.


Turn #3...And you thought last turn was Bad.
Locust IIC takes out one of the J. Edgars. Mad Cat drops one of the
Shreks, Vulture drops the other. Flashman Ignores the Daishi and tries to
take out the Hoplite. King Crab can't manage to standup, Warhawk moves in
for the kill, takes out one of the side torsos, and crits the large laser.
laving only an AC20 on the K.Crab.
Crockett continues to be torn up by the Stone Rhino. Twin Ontos do their
Job and take out the Shogun critting 3 different Ammo locations, killing the
mechwarrior.

Turn #4...Where is our backup?
Kingcrab is finished by the Warhawk. Daishi crits the AMS ammo on the
Flashman which is enough to take out the XL engine. Mad Cat takes out one
Ontos, Vulture takes out the other. Stone Rhino finishes off the
Crocketts CT internals. J.Edgar limps off the board...Leaving.

Turn #5...THERE CAN BE ONLY ONE!
The Highlander faces off with the Shadow Cat...actually the highlander shoots
at the Mad Cat, doing a little damage. Shadow Cat manages to Crit the
Gauss rifle in the Highlander, taking away his best weapon and putting two hits
on the pilot. Highlander Pilot surrenders...end game.

Yeah I know this was a little, ok a lot one sided. Lucky Rolls for mech
skills for the clanners, Dropping the two 100 tonner with their first shots was
pretty key. ComGuard could have won this one with a couple of lucky rolls
(Headcaps). The battle went the way it was supposed to at least. Of
all the missions this one is the one that leans the most in the clans
favor...the rest are more balanced or lean heavily in the ComGuards
favor.