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The Hesperus Pass — Defense & Chokepoint

M-03 // Defense & Chokepoint

The Hesperus Pass

Chokepoint – Hold the Line

Alpha Strike
300 PV
Classic BT
11,500 BV
Era
All eras
Game length
8 rounds
AdvancedSystemAlpha StrikeClassic BattleTech

[ Hangar & Force Builder ]

Build a force for this mission (300 PV · 11,500 BV)

Plan in The Tactical Screen ↗

Battlefield

4' x 6' · Mountains / Canyon

High mountains on both sides create a narrow corridor roughly 12–18 inches wide in the middle. Setup: The pass runs south to north through the center of the table and is 15 inches wide. The mountain flanks to the left and right are impassable. The attacker starts at the south edge, the defender in the northern half. Breaking through means the unit leaves the table over the north edge.

Forces & objectives

Attacker

Invasion Force

Deployment
Starts at the opposite board edge.
Primary objective (3 VP)
By the end of Round 8, get at least 3 units through the pass and across the enemy board edge.

Defender

Blocking Force

Deployment
Deploys in the rear third of the pass.
Primary objective (3 VP)
At the end of Round 8, at most 2 enemy units have broken through the pass.

Victory conditions

  • Game length: 8 rounds. Objectives are checked at the end of the final round unless stated otherwise.
  • Primary objective completed: 3 victory points (VP). Secondary objective completed: 1 VP.
  • Immediate victory: If one side is completely destroyed or has withdrawn, the other side wins immediately.
  • Result: Lead of 2+ VP = Decisive Victory · 1 VP = Narrow Victory · Tie = Draw.

Special rules

01

Off-Board Artillery

The defender has access to off-map Thumper artillery strikes for 2 rounds.

02

Chokepoint Maneuvering

No flanking maneuvers are possible outside the pass.

03

Artillery Values

The defender has 2 artillery strikes in total (at most 1 per round): 2-inch radius, 2 damage (AS) or 10 damage (CBT) to every unit in the target area.

Next mission

Sensor Blackout

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