Silence the gunsScenario set-upIn late 3062, a rogue element of the DMCS launched an unsanctioned attack against the Ghost Bear Dominion capital of Alshain. During one of the more daring assaults, the DMCS launched a combined force of arms against hastily dug-in Ghost Bear forces. Relying on their artillery to keep the Ghost Bears pinned in place, the DMCS units can safely move in for the kill.
However, one star of Clan ‘mechs got lost on their way to the front and stumble upon the staging area of the DMCS’s artillery. Seeing a chance to tip the balance in their favor, the star charges the position. Will the Inner Sphere forces see them off, or will the Clan forces silence the guns?
Players:Two players. One player controls a Clan ‘mech star, the other player controls an Inner Sphere ‘mech lance and artillery battery with armored vehicle support.
With more than two players, the Inner Sphere force can be split up into two commands, with one controlling the ‘mech lance and the other the armored vehicle support.
Clan objective:The Clan player needs to make sure the artillery pieces stop their fire mission A.S.A.P. For every turn an artillery piece cannot fire for whatever reason in the shooting phase, the Clan player receives one point.
Inner Sphere objective:The IS player needs to make sure his artillery pieces get to continue their fire mission for as long as possible. For every Clan unit destroyed, the IS player receives one point.
Turns:Eight rounds.
Battlefield setting:
Clan force selection:7000 BV. Only light and medium ‘mechs, with a maximum of three medium ‘mechs, in a max. total of 5 ‘mechs.
Inner Sphere force selection:-Artillery lance: Three artillery units. These fall outside of the allocated BV.
-IS ‘mech lance: 5500 BV. No assault ‘mechs. Max. 4 ‘mechs.
-IS vehicle lance: 2000 BV. No vehicles heavier than 75 tons. Max. 4 vehicles.
Equipment:Every known ‘mech chassis and armored vehicle for both Clan and Inner Sphere up until 3060.
No modifications or custom outfits.
Deployment:The Inner Sphere forces are set-up first, in the middle of the surrounding hills. They may only be placed in the center, not on a hill. This deployment zone measures six hexes from the center in every direction.
After the IS player has set-up, the Clan player rolls a D6 to determine his deployment zone. On a 1-3, he will get the north-east corner, and on a 4-6 will get the south-west corner. ‘Mechs may be placed in an area six hexes deep, six hexes wide, measured from the corner of the zone.
Special rules:The artillery pieces support an IS force advance on Clan troops and will fire on designated targets off-board. The IS player cannot decide to target anything else (ie, cannot use the artillery pieces to shoot at Clan units on the board). The IS player may choose to move the artillery piece during the movement phase. If the artillery piece did not move during the movement phase, it will automatically fire in the shooting phase.