Howdy,
Saturday morning at Historicon was the date and place for the playtest of "Mecha Decision," a futuristic variant of Command Decision Test of Battle. The game was played using 10mm Dropzone Commander figures from Hawk Wargames.
Situation: Fusion metals have been discovered in abundance on the remote world of Minerva. The Colonial Development Union (CDU) has dispatched a task force to obtain control of the planet. The forward thinking Minervian government, understanding the situation, has purchased modern military equipment to resist just such an attempt.
Upon arrival in the Minervian System, the CDU plans their offensive. An attack is planned to seize undefended key factories and terrain. The Minerva Defense Force (MDF) moves to garrison and defend one of the CDU objectives; a hasty attack must be launched. The factory complex is on a ridge above a lush river valley. Victory conditions for the scenario are threefold: (1) Control the factory and the river bridges, (2) Inflict greater loss on ground units, and (3) Inflict greater loss on air units.
The CDU advance guard consists of a headquarters, 1 squadron of Medium Mechas, and 2 Light Mecha squadrons. A single recce squadron is already on the ground. The advance guard Mecha regiment is fully air mobile with medium and light dropships.
The MDF advance guard is tracked, with significant air defense units and consists of a headquarters, 2 armored companies, a gunship squadron, and a light scout company .
Reinforcement for both sides will arrive throughout the game.
Turn 1 With the Turn 1 initiative, the CDU commander lifts forces to the factory complex, this while the MDF marches.
Turn 2 Long range fires traded to little effect. CDU tactical bombardment has little effect, suppression only.
Turn 3 Reinforcements to enter, a fog of war (random event) card diverts the lead element of the MDF reinforcements. The CDU receives a second Medium Mecha regiment. They move by air to surround the lead MDF armor. A MDF interceptor destroys a light dropship just as it unloads. The MDF headquarters company and the light scouts get hammered by Gauss cannon fire.
As this was a playtest, a number of lessons were learned, most notably with regard to air units:
Air units will move during the normal movement phase. Only interceptors will use the air/artillery phase.
AA fire factors within 12 inch range will be increased.
Morale modifer of -2 for air units within 12 inches.
Select photos below:
Photo 1 CDU advance guard on the table edge prior to start.
Photo 2 CDU advance guard at ground level
Photo 3 MDF advance guard, prior to start.
Photo 4 Scouts out light mecha advance along a stream
Photo 5 CDU Mecha seize the factory Turn 1
Photo 6 Intercepted, dropship shot down!
Photo 7 Surrounded, Custer must have felt this way.
More to come …
Ponder on,
JAS