Tuesday, 20 January 2026

Game Night – Evacuation Under Fire

🕑 10 min read

Classic BattleTech Scenario Playtest

For our latest BattleTech game night, we finally put our custom scenario Evacuation Under Fire on the table. This was its first live playtest, and it did not disappoint: collapsing turrets, missed assassination runs, falling Assault ’Mechs, and one very unlucky Commando.

Glen One N (me) took on the role of the Defender, holding a half-abandoned base while a planetary Dignitary attempted to escape. David led the Attacking force, tasked with preventing that evacuation by any means necessary.

Before we get into the blow-by-blow, let’s look at the forces involved.


The Forces

Defenders – Base Garrison (Glen)

  • Marauder
    The obvious anchor and convoy bodyguard. Twin PPCs and sheer intimidation made it the natural “bouncer at the door.”

  • Catapult
    Long-range fire support, ideally placed to command the battlefield and punish over-extension.

  • Blackjack
    Flexible and underrated. Perfect for turret control early, and able to reposition once the fight escalated.

  • Valkyrie
    Fast, evasive, and ideal for harassment, spotting, and last-ditch heroics.

On paper, this force was all about area denial and reaction. Fewer ’Mechs, but excellent synergy with the base turrets and strong firing arcs once the attackers committed.


Attackers – Assault Group (David)

  • Hunchback
    A terrifying mid-range threat, even without its famous AC/20.

  • Centurion
    Durable and versatile, ideal for turret removal and pressure on the convoy.

  • Enforcer
    Mobile fire support with an LB-10X, perfect for crit fishing.

  • Shadow Hawk
    Flexible flanker and potential capture platform.

  • Commando
    Fast, fragile, and clearly intended for a high-risk capture run.

This was a numerically superior force with strong combined-arms potential. The attacker’s plan was clear: use mobility and numbers to overwhelm turret control, then apply pressure to the convoy before the evacuation window closed.


Deployment & Opening Moves

The defenders deployed conservatively, but with intent.

The Marauder stood squarely at the base entrance like a nightclub bouncer daring anyone to start trouble. The Catapult hid just inside the walls, ready to leap into a commanding fire position. The Blackjack deployed deep in the base, eyeing up the turret control system, while the Valkyrie began on a central hill, poised to react.

The attackers entered from the Blue Border with purpose. The Commando immediately pushed up the northern flank, while the Shadow Hawk and Centurion advanced in the south. The Hunchback took a cautious approach behind hills, and the Enforcer jumped into woods on a distant hill to scout and harass.

From the very first movement phase, it was clear this would be a positional game, not a reckless charge.


Early Engagements (Rounds 1–2)

Fire in the opening exchanges was… enthusiastic, if not effective.

Autocannons barked, LRMs streaked across the battlefield, and almost nothing landed — except for one important moment. The Enforcer clipped the Valkyrie with an LB-10X cluster, drawing first blood.

The defenders answered immediately. Twin PPC fire from the Marauder slammed into the Enforcer, knocking it clean off its feet after a failed pilot skill roll. The message was clear: approach the base at your own risk.

Meanwhile, the Blackjack seized control of the turrets early, and the Catapult dramatically leapt onto a heavy building, surveying the entire map like an artillery god… and then proceeded to miss with its LRMs for several turns.

The Commando’s northern dash slowed, and that hesitation would soon prove fatal...


Mid-Game Chaos (Rounds 2–3)

The turning point came swiftly.

Seeing the Commando creeping forward without full speed, the Marauder broke formation and charged out of the base. Two PPC shots later, the Commando’s right leg was blown clean off, sending it crashing to the ground in a shower of armour and regret.

The Commando did manage a defiant SRM volley into a nearby turret before falling — but its fate was sealed. Multiple failed stand attempts later, an ammunition explosion finished it off entirely.

Elsewhere, turrets began to fall. The attackers focused fire efficiently, obliterating one turret after another. The Shadow Hawk even made sure of one kill with a somewhat unnecessary “double tap.”

Still, turret fire had its moments — hammering the Shadow Hawk and Enforcer and making every approach feel costly.

The Valkyrie danced in and out of danger, repeatedly jumping back behind the walls, while the Marauder punished anyone who strayed too close.

By the end of Round 3, the battlefield was littered with smoking turret wreckage, and the attackers were running out of time.


The Decisive Moments (Rounds 4–5)

Things escalated quickly.

The Shadow Hawk pushed forward again — and paid dearly. Automatic turret fire smashed into its head, followed by a critical gyro hit that dropped it hard to the ground. Attempts to stand only worsened the pilot’s condition until they were knocked unconscious.

The Hunchback finally found its range, hammering the Marauder and scoring a brutal gyro hit of its own, sending the iconic Assault ’Mech crashing to the dirt in front of the base gates.

Suddenly, everything was on the line.

The Enforcer and Hunchback closed in on the fallen Marauder, while the Centurion desperately tried — and failed — to hit the Dignitary convoy with indirect fire. The Catapult, having overseen the entire battle from its rooftop throne, finally landed some medium-laser hits, forcing the Centurion to the floor, but couldn’t finish the job.

The defenders held firm.

Despite being prone and under pressure, the Marauder absorbed punishment. The Valkyrie harassed where it could. The Blackjack burst from the base to support its fallen comrade. And crucially — the Dignitary convoy survived.

With the evacuation complete and losses mounting, David made the sensible call to disengage.


Aftermath & Victory Points

When the smoke cleared:

Defender

  • 5 VP – Dignitary successfully evacuated

  • 3 VP – Controlled turrets at game end

  • 2 VP – Destroyed Commando
    Total: 10 VP

Attacker

  • 3 VP – Destroyed three turrets
    Total: 3 VP

A clear defender victory.


Final Thoughts

This first playtest confirmed several things:

  • Turret control matters, but turrets alone won’t win the game.

  • The Marauder is terrifying when used aggressively — and still relevant even when prone.

  • Capture attempts are dangerous, and hesitation is punished brutally.

  • The scenario creates genuine tension right up to the evacuation moment.

Most importantly, it felt like BattleTech.

Hard choices, missed shots, sudden catastrophic failures, and a story that practically wrote itself.

We’ll absolutely be running this scenario again (in a few weeks) — and next time, the attackers might be a little less polite.



No comments: