Game Turn: TwoOperation: End Game
War: Unification War, Late
Location: South-east Yakima County.
Combatants: Yakima Republic vs Badlands Commonwealth
Back Story: The Unification War officially ended two years ago, after Republican forces comprehensively defeated the Badlands Commonwealth at the Battle of New Toppenish. However, whilst the Republic has been licking its wounds and rebuilding its battered military, the Commonwealth has sought to consolidate its surviving territories - all located in the South-east region of Old World Yakima County.
Though militarily defeated, and lacking in both men and material, the Commonwealth's Merchant Parliament is stubbornly refusing to give up the struggle. Four promises of amnesty and peaceful annexation from the YR have been rejected, often with violent outcomes, and with the NCR possibly on the horizon, President Gordon Clearwater has called lights out on any peace agreement. He believes they need to be dealt with now or never, and with all means necessary.
With this in mind, the Republic has mustered four of its standing armies, and dispatched them to the YR/Commonwealth borders to finally end a war was supposed to have ended two years ago.
Starting with the Commonwealth stronghold of Sunnyside, the Republican army will finally begin its push to fully unify all original members of the Yakima Grand Alliance (the Republic's political forerunner) under a single flag.
Operations Map
Missions:
Refer to Operations Map for corresponding mission numbers.
Mission #1
Republican Armies Involved: 1st Republic Hunters Battalion "Black Death"
Mission Objective: The 1st Republic Hunters Battalion is to, under the cover of darkness, infiltrate the thinly held Commonwealth lines, and circle around the north-eastern flank, to arrive at the ruins of Sunnyside Municipal Airport. The airport, though it is in a state of total disrepair, is a vital Commonwealth logistical hub and communications centre.
President Clearwater wants that installation captured and held at all costs. If the Hunters are forced into retreat, then they are to destroy as much of the Commonwealth's supplies as they can before doing so.
Enemy Strength:
The Commonwealth units operating in the area are a mixed bag of militia, lawmen and some professionals. However, they are spread thinly across their lines, and no one place seems to house a large group of them. Passing through the occupied areas should not pose much of a problem, and if any Commonwealth units can be destroyed along the way, with minimal losses to the Hunters, then Command has given the green light.
The air port itself however, is a different story. A platoon of the Commonwealth's so called Freedom Guard are located there, armed with a variety of high-end assault rifles. They're not badly trained either, and will be unlikely to run - but numbers are on your side, and so is stealth, if you want it.
Mission #2
Republican Armies Involved: 1st Republic Energy Force
Mission Objective: To smash through Commonwealth positions on the borders, and to storm into the northern suburbs of Sunnyside. All hostile formations encountered are to be destroyed or routed.
Enemy Strength:
The Commonwealth units operating in the area are of decent quality, though mostly equipped with cheap rifles and sidearms. They are aware of the Republic's recent mobilisation on the borderlands, and so fifty Commonwealth troopers have been brought into the area. They are dug in along a field, occupying a shallow trench network, and block the approach to northern Sunnyside. Destroy them first, before proceeding.
The northern Sunnyside suburbs are held by small groups of rag-tag militia - the dying gasps of the Commonwealth's military might - and should not pose a problem. However, be warned, for the pre-war ruins of Sunnyside offer plentiful places for snipers to hide.
Mission #3
Republican Armies Involved: First Battalion, Rifle Infantry
Mission Objective: To evict or destroy a company-strength force of Commonwealth Freedom Guard stationed in the small pre-war town of Outlook.
Enemy Strength:
The Freedom Guard are aware of your coming, and have fortified the ruins of Outlook with sniper emplacements and machinegun nests. Their strength is placed between one hundred, and one hundred and fifty.
As far as we are aware, they have no access to artillery. But be warned, this would not be the first time the Freedom Guard have proved urban warfare as their Ace card. Proceed with caution.
Mission # 4
Republican Armies Involved: The Martin Rangers
Mission Objective: To navigate the hills west of Sunnyside, and to establish an observation post just south of the city.
Enemy Strength:
The only people who occupy hilly terrain in the wasteland are either fools, or are there because they're forced to be. You'll likely come up against rag-tag units of penal companies, formed from the Commonwealth's undesirables and condemned. They are usually poorly armed, relying on anything they can get their hands on, but this does not make them ineffective.
Bypass them, or take them out quietly. This is a "stealth" scenario, and we cannot allow the Commonwealth to know we're setting up shop so close to home.
With the Commonwealth facing action all across its borders, it is unlikely any regulars will turn up to scour the hills for any lost penal squads, or to chase ghosts in the shadows. Stay quiet, and you'll stay safe.
War: Unification War, Late
Location: South-east Yakima County.
Combatants: Yakima Republic vs Badlands Commonwealth
Back Story: The Unification War officially ended two years ago, after Republican forces comprehensively defeated the Badlands Commonwealth at the Battle of New Toppenish. However, whilst the Republic has been licking its wounds and rebuilding its battered military, the Commonwealth has sought to consolidate its surviving territories - all located in the South-east region of Old World Yakima County.
Though militarily defeated, and lacking in both men and material, the Commonwealth's Merchant Parliament is stubbornly refusing to give up the struggle. Four promises of amnesty and peaceful annexation from the YR have been rejected, often with violent outcomes, and with the NCR possibly on the horizon, President Gordon Clearwater has called lights out on any peace agreement. He believes they need to be dealt with now or never, and with all means necessary.
With this in mind, the Republic has mustered four of its standing armies, and dispatched them to the YR/Commonwealth borders to finally end a war was supposed to have ended two years ago.
Starting with the Commonwealth stronghold of Sunnyside, the Republican army will finally begin its push to fully unify all original members of the Yakima Grand Alliance (the Republic's political forerunner) under a single flag.
Operations Map
Missions:
Refer to Operations Map for corresponding mission numbers.
Mission #1
Republican Armies Involved: 1st Republic Hunters Battalion "Black Death"
Mission Objective: The 1st Republic Hunters Battalion is to, under the cover of darkness, infiltrate the thinly held Commonwealth lines, and circle around the north-eastern flank, to arrive at the ruins of Sunnyside Municipal Airport. The airport, though it is in a state of total disrepair, is a vital Commonwealth logistical hub and communications centre.
President Clearwater wants that installation captured and held at all costs. If the Hunters are forced into retreat, then they are to destroy as much of the Commonwealth's supplies as they can before doing so.
Enemy Strength:
The Commonwealth units operating in the area are a mixed bag of militia, lawmen and some professionals. However, they are spread thinly across their lines, and no one place seems to house a large group of them. Passing through the occupied areas should not pose much of a problem, and if any Commonwealth units can be destroyed along the way, with minimal losses to the Hunters, then Command has given the green light.
The air port itself however, is a different story. A platoon of the Commonwealth's so called Freedom Guard are located there, armed with a variety of high-end assault rifles. They're not badly trained either, and will be unlikely to run - but numbers are on your side, and so is stealth, if you want it.
Mission #2
Republican Armies Involved: 1st Republic Energy Force
Mission Objective: To smash through Commonwealth positions on the borders, and to storm into the northern suburbs of Sunnyside. All hostile formations encountered are to be destroyed or routed.
Enemy Strength:
The Commonwealth units operating in the area are of decent quality, though mostly equipped with cheap rifles and sidearms. They are aware of the Republic's recent mobilisation on the borderlands, and so fifty Commonwealth troopers have been brought into the area. They are dug in along a field, occupying a shallow trench network, and block the approach to northern Sunnyside. Destroy them first, before proceeding.
The northern Sunnyside suburbs are held by small groups of rag-tag militia - the dying gasps of the Commonwealth's military might - and should not pose a problem. However, be warned, for the pre-war ruins of Sunnyside offer plentiful places for snipers to hide.
Mission #3
Republican Armies Involved: First Battalion, Rifle Infantry
Mission Objective: To evict or destroy a company-strength force of Commonwealth Freedom Guard stationed in the small pre-war town of Outlook.
Enemy Strength:
The Freedom Guard are aware of your coming, and have fortified the ruins of Outlook with sniper emplacements and machinegun nests. Their strength is placed between one hundred, and one hundred and fifty.
As far as we are aware, they have no access to artillery. But be warned, this would not be the first time the Freedom Guard have proved urban warfare as their Ace card. Proceed with caution.
Mission # 4
Republican Armies Involved: The Martin Rangers
Mission Objective: To navigate the hills west of Sunnyside, and to establish an observation post just south of the city.
Enemy Strength:
The only people who occupy hilly terrain in the wasteland are either fools, or are there because they're forced to be. You'll likely come up against rag-tag units of penal companies, formed from the Commonwealth's undesirables and condemned. They are usually poorly armed, relying on anything they can get their hands on, but this does not make them ineffective.
Bypass them, or take them out quietly. This is a "stealth" scenario, and we cannot allow the Commonwealth to know we're setting up shop so close to home.
With the Commonwealth facing action all across its borders, it is unlikely any regulars will turn up to scour the hills for any lost penal squads, or to chase ghosts in the shadows. Stay quiet, and you'll stay safe.