Red Knights – Sons of Odin Mercenaries
Dave W – Vulcan (45)
Fred L – Hatchetman (45)
Juan M – Landser (40)
Leeland W – Jenner (35)
ADF – Hyena APC (35)
ADF – Special Forces Scout team.
Blood Dragons – XXIII AA Brigade – Lance IV
Matt S – Jagermech (65)
Mike P – Blackjack (45)
Pierce – Blackjack (45)
Shawn N – Rifleman (60)
BD Infantry Squads x 6
BD Galleon (30) Tanks x2
BD AC5 Field Gun x1
To the West of the Katyan bridgehead the Blood Dragons had overrun an ADF military supply depot known as Zendag. They quickly set up shop there and were using it as a resupply point and rear area HQ. The BD protected the base with a light tank company, and reinforced with an AA Mech Lance as well as a pair of fixed anti-aerospace guns. This rear area position represented a juicy target for the ADF, but was impossible to get to due lines formed due to the stalemate at the river.
Many overrun ADF units were stuck and hidden on the BD side of the river, and were providing intel on a number of such targets West of the bridgehead. The ADF decided to act and used several lances of the Red Knights (a fast response strike force of the Sons of Odin mercenary group) to find a way to assault these positions. The goal being to relieve pressure on the bridgehead by forcing the BD high command to reroute forces to protect its rear areas.
To do this, the Red Knights found a gap in the lines of the BD forces along the river. This allowed the Red Knights to rush several lances across the river and through the thin BD lines under the cover of darkness. Due to the red color scheme of the Red Knights, they were often mistaken by BD rear area personnel as fellow BD units. This allowed them to push deep into BD held territory and then to swing around to attack the BD target areas from the rear. The unsuspecting rear area targets were hit hard, and fast. In the case of the Zendag, the AA mech lance there fared better than most.
The Red Knights Striker Lance IV punched through into the rear of the base without a shot being fired. There they discovered a series of warehouses being used as a prison. Several sections of churned up earth around the prison were found, which appeared to be mass graves. The Landser (JuanM) rolled up the West flank, while the rest of the lance moved Southeast toward the prison. Most of the prison guards fled at the sight of the onrushing battlemechs, and the prisoners rejoiced when the Vulcan battlemech (DaveW) punched a huge hole in the prison wall, allowing prisoners to filter out to the unguarded North side of the base. The Vulcan then bent down and picked up a hidden ADF special forces team, which had been providing intel on the base. The Jenner (LeelanW) and Hatchetman (FredL) charged forward, with the Hatchetman smashing a parked MASH vehicle with his hatchet.
The BD AA lance meanwhile worked quickly to consolidate their unit, as they were spread out all over the area in an air defense formation. This put them in serious danger of having one or more of their units swarmed and quickly destroyed by the enemy lance. The Blackjack (MikeP) was in the most venerable position, so he moved back quickly toward the main docking bay and friendly forces. Unfortunately this ended up being directly in the Red Knight’s planned axis of advance, and he quickly found himself engaged by both the Jenner and Hatchetman. The Jenner closed first, with a bold move charging straight ahead, bringing its formidable four medium lasers to bear with incredible speed. The Blackjack was outmatched by the speed and maneuverability of the Jenner, and the situation was compounded by the closing of the Hatchetman. Luckily for the Blackjack, the Jenner quickly ran off to engage other targets, leaving the Blackjack to tango with the Hatchetman. By this time the Landser and the other BD Blackjack, Blackjack2 (Pierce) was engaged by the Landser and Vulcan while the Rifleman and Jagermech paired up and began to sweep Northeast around the building. With their combined considerable weight and firepower, they were able to keep the lighter Red Knights mechs at bay. The Lander made a great move to get behind them, but missed with his large laser, and they made him pay for it by snapping their arms around behind them and unleashing a torrent of firepower against their much lighter foe.
The damaged Lander was forced to pull away from the two bigger mechs, who then circled the building and began adding combined firepower to aid the overmatched Blackjack1 who was hanging on against the formidable Hatchetman. The Hatchetman quickly found himself in dire straights against the three mechs, while his teammates began eliminating various other targets. Due to all the hits he was taken, he could not get his footing enough to jump to saftey. Eventually he and the Blackjack1 beat each other to the point that neither could stand. The Hatchetman’s right leg was disabled, while the Blackjack was missing a leg, both arms were disabled, the left torso was completely gone and the mech was horribly overheated. The pilot of that Blackjack popped the hatch and fled to the interior of the neighboring building for safety. At this point the Jagermech left that fray, to assist the other Blackjack who was suddenly set upon by the other three Red Knights mech. The Landser and Jenner managed to get behind the Blackjack and punching a hole in his back and disabling both gyros. This was bad timing for the Jagermech who had just closed with the faster mechs and needed his teammate there for support. The Landser quickly got behind him and punched through his rear armor and again disabled both gyros. With those two mechs down, and the Hatchetman and Blackjack effectively out of action, the Rifleman requested honors, offering to let the Red Knights leave the field with their mechs following a ceasefire. The Red Knights were battered, and with a disabled teammate, agreed, with the Landser and Vulcan helping the Hatchetman limp off on his one good leg followed by an ADF APC, and a couple of vehicles stolen by the escaped prisoners.
The Rifleman pilot grimaced as he watched them go. He was no communist and he sympathized with the enemy. He could hear the chatter of the other BD forces on the command net. Several lances of these Red Knights mercenaries had struck many rear area targets in a coordinated high speed attack, and now they were getting away. High command wanted to know how these lances managed to sneak into their rear, and they were screaming for a prisoner to interrogate. He knew these brave mechwarriors, limping off ahead of him, would not make it far.
High command had to already be aware of the battle at Zendag, due to the feed over the stratcom network. He keyed his mic to speak into the command net. “This is Zendig depot, two, three, A-A-B, lance four actual. Patch me through to area four high command. Over.”
Mike P (40 Blackjack)
Make 5 piloting rolls in a single round without falling down. – Poor Fred couldn’t catch a break.
Juan M (40 Landser)
Get 2 Offical Kills in a single game. – Jagermech, Blackjack.
Fred L (45 Hatchetman)
Hit the same hit location on an enemy with 3 consecutive hits. – Hit Mike P’s right leg with 3 consecutive shots.
Matt S (65 Jagermech)
Score a lucky hit at a crucial time. – Shot off the hatchet of a Hatchetman in mid swing.
Dave W (45 Vulcan)
Locate and destroy a large quantity of key objectives. – AA Gun, Truck, Field Gun, Ordinance Transport.
Shawn N (60 Rifleman)
Deal at least your weight (in tons) in damage while taking no damage during the course of a battle.
Mike P (45 Blackjack)
Heat your mech to 18 and suffer no serious side effects. – Heated up to 24!