Tuesday, 27 January 2026

Game Night – Evacuation Under Fire (Game Two)

🕑 10 min read

Classic BattleTech Scenario Playtest

After the dramatic first playthrough of Evacuation Under Fire, Dave and I immediately agreed that the scenario deserved a rematch - this time with sides swapped. I would take the attacker’s role, while Dave would defend the base and dignitary convoy.

With lessons learned from Game One, both sides arrived with very different force compositions and a much clearer plan. This second game would test whether the scenario could hold up when played aggressively and with intent.



The Forces

Defenders (Dave)

  • Blackjack BJ-1DC (Gunnery 3 / Piloting 5)

  • Raven RVN-1X (Gunnery 2 / Piloting 5)

  • Panther PNT-9R (Gunnery 3 / Piloting 5)

  • Catapult CPLT-K3 (Gunnery 2 / Piloting 5)

This was a deceptively nasty defensive lineup.
The Raven’s elite gunnery made turret control extremely dangerous, while the Catapult’s ER PPCs threatened the battlefield from almost anywhere. The Panther provided mobile PPC pressure, and the Blackjack acted as a close-range brawler and harassment unit.

Attackers (Glen)

  • Awesome AWS-8T

  • Archer ARC-2Rb

  • Valkyrie VLK-QD

  • Locust LCT-1V

  • Stinger STG-3Gb

Dave clearly planned a high-speed, multi-flank assault, with the Locust and Stinger rushing early, while the Awesome and Archer crushed turrets through the centre.



Defender Deployment

The defenders deployed compactly around the base, clearly prioritising turret control and interior denial.

  • The Raven positioned itself to reach turret control immediately.

  • The Catapult took a forward interior position, ready to step out and dominate lines of fire.

  • The Panther was placed to threaten fast movers approaching the walls.

  • The Blackjack sat deeper in the base, ready to counter-punch or redeploy.



Round 1 – The Rush Begins

Glen won initiative and immediately committed to speed.

The Locust sprinted up the northern edge, hugging terrain and lining up on the base entrance. The Stinger mirrored this on the southern flank, using hills for cover. The Archer and Awesome advanced methodically from the eastern edge, already lining up long-range shots on the turrets.

On the defensive side, the Raven walked straight onto turret control, while the Panther leapt onto the wall, drawing a bead on the Locust. The Catapult moved out from the gate, facing the incoming light ’Mech threat.

Fire flew immediately. Turrets barked but missed the Locust, though the Stinger took a nasty large-laser hit. The Archer and Awesome stripped heavy armour from two turrets, while the Valkyrie nearly finished one off. Despite multiple PPCs and lasers aimed at it, the Locust somehow survived untouched.

The tone was set: this game would be fast and violent.


Round 2 – Lights Die Young

Attacker wins initiative.

The Raven stayed on turret control - and the turrets immediately proved their value.

One Stinger disappeared in a flash of light as turret fire cored its centre torso. The first attacker ’Mech was gone by Round 2.

But the attackers answered brutally. The Valkyrie destroyed a turret, and the Awesome convincingly erased another. With the Catapult and Panther distracted by the dead Stinger, the Locust suddenly found itself staring down a clear corridor straight through the base entrance.

Running flat out, the Locust burst through the gate and - against all expectations - landed a medium laser hit on the Dignitary convoy.

Gasps all around the table. The VIP was suddenly at 10 armour and very much under threat.


Round 3 – Disaster Strikes

The defenders won initiative, but it wasn’t enough.

The Valkyrie attempted an indirect LRM shot at the convoy and missed. The Blackjack and Panther tried to collapse on the Locust, while the Raven disengaged from turret control to chase it down.

Then the Awesome stepped up.

From outside the base, it lined up a long-range shot through the corridors - and hit. The Dignitary convoy was completely destroyed.

The table fell silent. The defenders had lost their primary objective by Round 3.

But the fight was far from over.


Rounds 4–5 – Punishing the Centre

The defenders won initiative, AGAIN!

With the VIP dead, the defenders shifted goals: deny points and cripple attackers.

The Panther and Catapult began a relentless cycle of knocking the Awesome to the ground. Engine hits, falls, and brutal follow-up fire turned the assault ’Mech into a battered wreck that simply refused to die.

The Blackjack flanked aggressively, slamming into the Archer from behind and knocking it over. The Raven danced between turret control and harassment fire, while the Valkyrie and Locust, both damaged and exhausted, began to disengage.

Despite repeated volleys, the Awesome stubbornly stood back up again and again - only to be knocked down once more.



Round 6 – Calling It

The defenders won initiative, for the 4th and last time...

By Round 6, the battlefield was a mess of craters, wreckage, and battered ’Mechs.

  • The Stinger was gone.

  • The Awesome was crippled but somehow still standing.

  • The Locust and Valkyrie withdrew.

  • The Raven reclaimed turret control for the end-game bonus.

With objectives resolved and no realistic path to further points, the game was called.



Victory Points

Defenders (Dave)

  • 1 destroyed ’Mech: 2 VP

  • 1 crippled ’Mech: 1 VP

  • Controlled turrets at end of game: 3 VP
    Total: 6 VP

Attackers (Glen)

  • 2 destroyed turrets: 2 VP

  • Assassinated the Dignitary: 2 VP
    Total: 4 VP

Campaign Totals (last games VPs added)

  • Glen: 10 + 4 = 14 VP

  • Dave: 3 + 6 = 10 VP


Final Thoughts (For Now)

This second game felt completely different to the first.
The early assassination proved the attackers can win quickly - but the defenders showed that even after catastrophic loss, there are still meaningful decisions and points to fight for.

Before we dive into scenario balance and lessons learned, we’re going to stop here - because this game deserves a proper post-mortem of its own.

And yes… the Awesome really did just keep standing back up.

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