Admiral Longbeach has detached the Marine Landing ships to take the lightly occupied world of G3045G6 aka. Dustball. It is a desert planet with a large icecap and low temperatures over the long nights. Duststorms frequent the world as the temperature differences between the sunny side of the world and the night side vary drastically and create huge winds and choking clouds of dust. The Ghost AIs have established numerous mining bases on this world and all of them need to be cleansed so that they cannot eventually rebuild their industrial base in this system. The system has to be completely scoured of all Ghost forces lest they threaten our rear areas.
General John Amos III, Commanding General of the 13th Marine Landing Group, will lead the campaign on Dustball. Resistance is expected to be light but we all know how badly the secret squirrels can screw the pooch when it comes to enemy forces estimates. General Amos would also like to capture an enemy AI if at all possible but that company commanders should not unduly risk their forces in order to capture one. If the opportunity presents itself commanders should attempt to seize one and get it back to the spacehead for transport back to Earth.
Terran Alliance Special Forces, 3rd Kommandos, have captured an AI but their transport was critically damaged and they are holed up in an abandoned desert clan hold. The 13th have dispatched Echo company to retrieve the Kommandos and return the package to the Terran spacehead.
Marine Nighthawk scout powered armor drop onto the compound to reinforce the Kommandos while the ground rescue force pushes forward.
Two Franks MBTs escort two Terrapin APCs carrying two squads of Blackhawk power armored Marines.
Two Franks class MBTs find a firing position to destroy a few Ghost mecha that are pushing the ground forces' flank.
A Franks is destroyed by plasma weaponry from Ghost Heavy Walkers while a Scarab gunship lays down suppressive fire and a Terrapin loaded with power armor pushes forward to retrieve the captured AI.
The Hammerhead variant of the Franks provides fire support and destroys a Heavy Walker with anti-tank missiles.
Ghost forces boil out of a hidden base near by and threaten to overwhelm the rescue force.
A scout sled pushes forward to spot for the Hammerheads firing indirectly.
Heavy walkers are destroyed but the swarm of light mecha push forward.
Two scout sleds harass an Assault Walker and try to pierce its rear armor with their light rail-guns.
Marines unload on the swarm and destroy much of the leading edge of the light mecha swarm. The Kommando team loads onto a Terrapin and prepare to exfil the area.
The Marines of Echo company sell their lives dearly as the Kommandos secure the package.
Medium Mecha are destroyed and an Assault mecha had its weapons blown off but a survivor manages to down the brave command Scarab who managed to blunt the flanking attack along with a platoon of armor.
Marines take the brunt of a desperate Ghost push to recapture their AI node. While a metric butt ton of Ghost machines have been destroyed more seem to advance to fill the gaps in the never ending wave of murderous machines.
A Scarab Gunship loaded with hurt guards the Kommando's transport and their precious cargo.
The Scarab class gunship carries a lot a pain. Artillery grade aerial missile racks and twenty anti-tank guided missiles. The Scarab can also carry two Terrapins or Franks vehicles into orbit or land them onto a planet's surface.
Despite heavy losses to Echo company the package is safely escorted to the Marine Spacehead. A follow-up orbital kinetic strike from the Marine Landing Ship TAS Falluja destroys the hidden Ghost base and nearby ground forces.
The scenario and the background info are from my ongoing and very extensive campaign set in the Art of War gaming universe where a Synod of Worlds seeks to destroy what they consider dangerous life-forms, aka Human and others like us. The Earth unifies partially under the auspices of the Terran Alliance (NATO an other new allies) and uses new tech and discoveries provided by sympathetic aliens within the Synod. The Terran Alliance reaches out to nearby alien cultures who are also on the Synod's kill list. As the Alliance grows it gets stronger and manages to fight on a more and more even balance with the smaller but more advanced forces of the Synod. I will occasionally showcase more battle reports set within the universe on a number of scales from 10, 15 and 28mm ground force actions to spacefleet battles using Full Thrust and BOHICA space battles.
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