The board of directors for Zephyr, the latest megacorp to arrive at the fringe, were concerned. More than a dozen raids on company assets clearly attributed to the mercenary unit known as "Burke's Iron Men" had taken place during the last fiscal quarter and who knows how much of the other sabotage was really their work? Sending the Armed Response Unit Alpha was supposed to keep a lid on things, but instead it had escalated to the point that both Bravo and Charile units had been cleared for insertion.
But this was all taking place in a boardroom on mars, far from the fringe.
Out on the fringe, the common notion among the corporate citizens and their protectors was that the threat posed to Zephyr assets have been exaggerated. Most of the citizens lived in the urban areas, well protected and somewhat removed from the ARU's bases and the research and manufacturing facilities that was often the targets.
ARU base 252 in the desert badlands of the planet Attis III was just such a place..
Both units rush forward, firing as they advance. The mechs concentrate their fire on the armoury building just inside the base, blowing great chunks out of the ferrocrete structure.
Closign the distance, one of the Zephyr tanks blows chunks of armour off the weapon arm of one of the Watcher-class mechs.
Just as his mech is hit, the pilot squeezes the trigger, sending a bolt of incandescent energy ripping through hull-plates as well as wreaking havoc on the electrical systems of the machine.
Focusing his fire on the same target as his fellow, the tank commander scores another grueling hit to the weapon systems of the mech.
In a manouver similar to his own, another Watcher turns to unleash his man-made lightning upon him. Even as the tank reels from the hammer-blow of the enery bolt, a tank from Pryce's squad have been detached to support the mechs and he pounds the already stricken tank with several rounds at close range, stunning the crew into inaction.
The second tank powers forward, it's heavy rounds slamming into the raptor. Tearing through powerlines feeding the plasma cannon and ripping apart armour, the mech is left damaged but still standing.
With it's guns all but useless, the pilot of the raptor makes a desperate gamble: He charges the tank at his best speed!
Slamming his heavy form into the tank he crushes and pulverize armour, bend control nozzles, damage sensors and weapon systems, but the damage he takes in turn is almost equally critical, as his armour bends and buckles, he is reduced to a limp on barely functioning actuators and the barrels of his guns are twisted and the cockpit canopy cracked. But he has stopped the tank, at least for now..
Combining their fire again, Waltz and his remaining two Watchers blow up a set of barracks.
At the same time Pryce shoots forward again, opening up on the unnocupied bunker infront of him. After a few rounds, the structure simply collapses into a heap of rubble.
It was forunate that they managed to destroy the munitions bunker, without that the ARU would be critically short of missiles and other ordnance. The plan was in motion, the next step of the plan could now proceed. Burke would be pleased.
This was the first of what I intend to turn into a short campaign following the Iron Men and their foes, Zephyr. In this first game I'd decided to use victory points to determine the winner, as this will have an impact on the next battle fought.
Burke's Iron Men got 2 VP for each structure destroyed and 1VP for each element destroyed or made combat inefficient (Firepower stat reduced to 0)
Zephyrs ARU got 2 VP for each element destroyed or made combat inefficient (Firepower stat reduced to 0)
So at final count we had
IM 9 VP (3 structures destroyed, 3 units destroyed)
Zephyr 8 VP (3 units destroyed, 1 combat inefficient)
So it was a close race, had the reinforcements arrived 1 turn eariler the result could have been rather different!
Each side will be given a total pool to buy units from that will have to last them the rest of the campaign, I haven't decided on the exact number just yet, but probably somewhere in the vicinity of 50-90 FC, forcing both sides to try and preserve as many units as possible in each battle, rather than throwing more meat into the grinder as it were. I'm hoping this will make for some interesting tactical and strategic problems when playing this campaign!
I have a pair of mech sculpts that I'm working on that will hopefully be ready for battle pretty soon, and some more terrain courtesy of Angel Barracks and Sayiner Micro toys.
I hope you've enjoyed this AAR, and that you'll follow the rest of the campaign as is progresses!
Til next time!