Front Office Football Central

Front Office Football Central (https://forums.operationsports.com/fofc//index.php)
-   Dynasty Reports (https://forums.operationsports.com/fofc//forumdisplay.php?f=8)
-   -   The BattleTech Dynasty, Chapt 7,Consolidation and Preparations – 3059-3062 - Complete (https://forums.operationsports.com/fofc//showthread.php?t=87047)

Abe Sargent 05-10-2013 11:15 PM

May 1 – After meeting with Sun-Tzu, Duke Essex takes his next important meeting to establish his fledgling state. He arrives at a planet he has always wanted to visit.

Welcome to Terra


Precentor William Blane rises to shake Duke Essex’s hands, and then sits. Both have their various aides with them.


“You wanted this meeting, Duke. How can the Word serve you?”


“I thought it was time to get together. We each have something the other wants.”


“Indeed.”


“I know ComStar, and now Word of Blake has had a lot of old technology from the Star League era, usually not giving it out the Inner Sphere at all. The number of secrets you have could stagger a mule. Let’s begin by seeing if you have the specs for these.”

Duke Essex hands the Precentor a hand device with a drawing and notes.

“Let’s suppose that we do have this. What are your offering?

“I’m offering the beginning of a discussion between our two organizations to work more…closely…together.”

“I’m listening…”

….



“We don’t have specs, we have just three in storage. I can give you one, and your scientist and techs can try to figure it out and make more.”

“You’ll help us with our issue, and we’ll help you with yours. You get some of our spare mechs, and we get the technology plus the other services. “

“You know what we really want. “

“I do, and I am willing to give it to you. In exchange, I want this planet. It will be our target in a few years. If you deliver it to us, you will get what you really want. “

“You dream big.”

“That’s why I’m letting you know now, so you can start working on it.”

“We’ll also want the first run of mechs. “

“We can do that.”

“Then, we are agreed, Duke.”

“Yes we are.”







We have transferred 25 mechs to the Word of Blake from our garrison, mostly level 1 mechs. They have the technology and facilities to outfit them with level 2 tech en masse, so they will update them and equip them – they have a ton of MechWarrriors but not as many mechs for them.

We hand them:

Clint
Blackjackx2
Wasp
UrbanMechx2
Pantherx3
Shadow Hawk
Ostroc
Cyclopsx2
UM-63 Urbie
Cicada
Locust
Stingerx2
Banshee
Rifleman
Dervish
JagerMech
Centurion
Merlin
Charger




They have given us two things. First of all, they have transferred a number of ROM agents to us. That means they will know what we know, but as Chief Foster says, they probably already knew what we knew. We get a lot of highly trained and highly capable intelligence assets. We also get access to some ROM files - not everything of course, but some low level stuff. Now we should be a lot better at stopping sabotage and doing research. Chief Ingrid Foster remains in charge of the Apollo Office.

Secondly, they have given us something very special from the Star League era. One of three remaining Storm Inhibitors. These Star league technology surrounded a planet like satellites and contain massive storms. Bryant used to have these, and the entire planet was able to be populated. They were destroyed in the Amaris Wars and the climate of Bryant turned hostile again. If we can take this apart and learn how to construct it, we can restore Bryant.


We announce to the Celestial Coalition council that we discovered it on an exploration mission. We give it to the scientists and techs at Kressly Warworks to begin to dissect it. They have clan techs, scientists and are our best shot at it. They are given a grant of money from the government to work on it.

Abe Sargent 05-10-2013 11:25 PM

May 25 – Word of Blake officially recognizes us as a state.


EVENT, May 19 – The three planets of the Sarna Surpemacy have been absorbed by the Capella Confederation, and three more worlds in the Chaos March are gone.


June 2 – The first buildings at Asmodeus III have been finished building.

Abe Sargent 05-11-2013 12:12 AM

July 14 - A raid by an unknown merc force hits Terra Firma, Brawler Company responds instead of the local mercs.


They are raiding Bander BattleMechs. They make about two Bandersnatches a year, and Kressly Warworks makes several themselves after licensing it. They are a small refit firm, not a company with a factory and production lines. Each Bandersnatch they make is custom made for the client.

Their mech force consists of a company, and Brawler hits them about ten licks from the company.


Brawler Company


BLR-1G BattleMaster
WVR-6R Wolverine
TDR-5S Thunderbolt
STK-3F Stalker

ARC-2R Archer
AWS-8Q Awesome
MLN-1A Merlin
MAD-3R Marauder

JR7-F Jenner
CMT-1 Comet
LCT-1E Locust
STG-3G Stinger


All of these mechs are level 1, and our experience is a mix of 2 green, 6 elite, 2 regular and 2 veteran pilots.


Our Unknown Merc Foes


Hunchback
Rifleman
UrbanMech
Dervish
Cicada
STY-3D Starslayer *
Dragon Fire *
LGB-7V Longbow *
Tarantula *
WVR-7M Wolverine *
Mauler *
ON2-M Orion *


They are mostly regular. The Longbow and Orion are vets. This is their Dragon Fire, a mech made in 3058 but an old Star League era design. It was never made after being designed, and a firm began to produce it since they had the design in hand with the new technology. It’s a 75 ton mech with 4/6 movement (XL), max armor, gauss rifle, LB 10X AC, large laser, 2 medium pulses. I don’t like XL engines, but this design is not bad with the max armor, both a weapon for punching holes and a weapon for exploiting them, and solid range. The 10/20 heat sinks are enough to cover most of its fire.



Abe Sargent 05-11-2013 09:37 AM

We are on a map with some houses to the east, roads, and a few trees and grass. We are on the north and they on the south.


Turn 1 – We win init. I charge my larger units down the west lane, past some hills and a small pond. I rush my Jenner next to their Cicada. We concentrate fire on their Starslayer a bit and their cicada a bit. They concentrate fire on our Archer. Their SS falls. Nothing else major happens – the first round was longer range with a lot of shots missing.


Turn 2 – We win init. Our Archer moves into some light woods. Their SS gets up and moves off the hill it was on as I move my mechs forward. Our Locust runs behind their Dervish out from behind some buildings Our Jenner bases their Cicada and Longbow, above the Longbow. Our Awesome runs and gets up and close with their Wolverine. Our Jenner smashes the engine twice on their Cicada. Their Orion smashes our Locusts RA to pieces. Our Hunch smashes the CT open of our Wolverine with its AC20 and hits the engine three times with a crit roll and it shuts down. Our Stalker smashes a hip actuator on their Wolverine. Their Wolvie falls. Our Awesome kicks and destroys its RT and it shuts down – XL engine. We both lost a Wolverine this turn.


Turn 3 – We roll and 11 and lose init to their mighty 12. I back our damaged Locust back behind some buildings. Our T Bolt, Marauder, BattleMaster and Awesome round the hill on their west flank. Stinger behind their Dervish. Our Locust hits its rear armor twice, and its thin already. If we can penetrate it, that would be nice. Our Comet leaps behind their Starslayer. We concentrate some fire on their Dragon Fire. Our Comet needed 8s to hit their Starslayer and fired all 7 of its weapons – every single one missed. PPC to the H of their Dragon Fire and we go internal and smash the sensors. Good job Merlin! Despite taking 100 damage, their Dragon fire stands, and our BattleMaster from 60 damage keeps up to. I need to fire SRM and LRms on their Dragon Fire ot finish it off in the head. We need spread weapons.


Turn 4 – We win init. Their Tarantula leaps behind and next to my Archer and Merlin. I leave both where they are. I back our Locust back even more behind buildings., the same with my damaged Jenner. Their Dervish jumps to a place where it is back against a building to keep it safe from further back attacks. Our Comet leaps behind their Longbow, but won’t be able to do much – overheat already. I back our BM and bring out the Awesome to hopefully switch their targets of fire. Our Marauder rushes to the rear of their woods. Our Stinger bases their Dragon Fire and Cicada. Their Urbie bases our Awesome. Our T Bolt backs around the Urbie and plants itself right in t hrear arc. Their Hunchback falls when walking backward down terrain. Their Mauler hits the ammo on our Archer and ignites it and it explodes. Dead Archer. Our Marauder hits the gauss in the Dragon Fire, destroys the LA, the damage carries to the LT and destroys it, dead mech – XL. Now we’ve both lost a heavy mech. Our T Bolt kicks the Hip on their Urbie. Our Merlin kicks and destroys the RLL of their Tarantula. Both fall to the ground. After missing a kick, our stinger joins them.


Turn 5 – We win init. Our Merlin stays still beside their tarantula, in case it cannot stand. Their Dervish jumps beside our savaged jenner. Our Stinger stands and runs next to the Dervish. Their Urbie can’t stand. Our Awesome bases their Orion. Their Hunch manages to make it to its feet, and their Tarantula follows suit and scampers away. Our Marauder bases their Orion too. Our Comet bases their Starslayer. Their Cicada skids, hits our Jenner and pushes it from the field. Our BM gets a through armor critical on their Maule and smashes its gyro twice. Well, we can both get lucky kills off that I suppose. Our Merlin destroys their Tarantula;s RT and it shuts down – XL engine. Their time our Comet needed a 6 for all seven weapons targeting their Starslayer and hit with all 7. It falls under the furious onslaught of a mech less than half its weight. Our Awesome took 80 damage and fell. Minor physical attacks ensue


Our merc foes are just raiding, and they don’t want to suffer too much in the attack. But they have our Jenner away, our Locust is basically dead, they have blasted our Archer and Wolverine, and they have badly injured our Awesome, which is ground-ward. They have lost a Mauler, Wolverine, Tarantula and Dragon Fire, and have badly damaged Starslayer, and Cicada. They decide to call it before it gets too pricey and they begin to retreat. We allow them to leave, fearing a trap and needing to secure the factory.

Abe Sargent 05-11-2013 10:39 AM

Mauler gyrox2
Tarantula missing RLL, RT
WVR-7M Wolverine missing RT
Dragon Fire missing LA, LT

Locust missing RA
Wolverine enginex3
Archer LA, RL


We have lost the Archer. We modify the Mauler to an existing variant of it – MAL-3R save we do not have the C3 slave so we retain the CASE in both torsos. This version has 2 LRM15, and 2 LB10x AC, with 3/5/3 movement, XL engine, and max armor. We love the heavy increase of armor this variant gets.

This gives Brawler four assault mechs, which is nasty.

We send the Dragon Fire, Tarantula and Wolverine to the garrison on EE.

Abe Sargent 05-11-2013 11:15 AM

Aug 1, 3060 – We extend contracts for several merc forces on our worlds by two years.


Aug 21 - We begin planning for our next assault. Our target is Genoa, since the CC pulled their support for Pro-Liao forces on planet.




We ready the following forces to assault Genoa:



Shadow Battalion:

Bruiser Company –
Shadow Company –
Sealion Company –


Metal Battalion:

Gold Company –
Bronze Company -
Titanium Company -


Oasis Company –


Tank First Battalion –



So we are sending 7 companies of mechs and 3 companies of armor.




We are escorting them into the system with the WarShip and our full naval furor that it can cause (Vengeance, Claymore, Avenger, Tug).


We will launch the Assault and jump into their system on October 1.




September 12 – We have rotated some of our units. The six companies in Alpha Regiment have moved to Capolla to relieve the local force there. Beta Regiment’s Rheims and Amazon Battalion have returned to EE for a while.

Abe Sargent 05-11-2013 11:35 AM

Beginning of the First Genoa Campaign


Oct 1 – Our forces arrive in Genoa. The most up to date intel from Word of Blake’s ROM is that there are pockets of resistance throughout the planet, but nothing major. We are bringing in overwhelmingly large forces because both ROM and the Apollo Office feel that this is the sort of situation that typically entails extra unknown forces on a world. Plus, if we do well, we can secure the world quickly. Frankly, we might be able to capture this world with Shadow Battalion alone.


The local Davion militia were devastated by Liao attacks, and the governor slain by a Liao assassination. But the Liao forces were also heavily hit by local thugs, lords, companies and nobles, each wanting a piece of Genoa for themselves. Genoa has no recharge station, it takes 21 days to recharge your K-F engine, but the planet is less than 2 days from the JumpPoint, so no need for a pirate JumpPoint.


Oct 3 – We have arrived at the planet. Our WarShip will keep everything on planet. Nothing military was in system or left the planet after we arrived. Our landings are not contested. But, we still have no sure idea as to the defensive forces on planet . We choose several key targets to land our tank battalion, mechs and fighters.

Our armor battalion arrives at a small but crucial location controlled by ComStar. There has been calm right by the world’s HPG Station, and various factions can arrive there with a relative peace treaty. We want to secure this area and city against any possible incursions.

Meanwhile, Metal battalion lands in the center of the rebel hotzone and unloads. Shadow Battalion heads for the Liao forces that are unsupported but on planet behind a line of peaks that represent their border of their territory. Finally, Oasis Company lands at a small industrial mine which we believe is holding some degree of military forces to control the area. All landings are escorted by fighters from our Vengeance and Warship above. The number of fighters we have over planet is staggering – almost 60.

We believe the more than 250 million citizens of Genoa will welcome a stable government again, from any source, after being without it for three years.

Abe Sargent 05-11-2013 01:28 PM

Oasis’s land is contested, but the others are in. Oasis has four fighters escorting in the Union DropShip. It lands, but as it does, attacks begin to hit the Ship itself. Our consoles show that there is a local force protesting our presence. This is a hot drop. We will unload the mechs as quickly as possible. We order more fighters from the WarShip and it will take a few moments for them to arrive. Meanwhile, we have to unload and fight now.


They begin in the center of the map, while we are entering from the North. We only bring out 2 mechs at a time until everyone is out.




Our foes include one lance of mechs and a full company of tanks plus an extra:


Goliath
BJ-2 Blackjack *
Sentry *
PXH-3M Phoenix Hawk *

Ontos Heavy Tank
Partisan Heavy Tank
2x Drillson Heavy Hover Tanks
LRM Carrier
SRM Carrier
Vedette Medium Tank
2x J Edgar Light Hover Tank
Goblin , Upgraded *
Striker Light Tank, Upgraded *
Galleon Light tank, Upgraded *
Demolisher Heavy Tank (Gauss) *


Their upgraded Demolisher contains two nasty gauss rifles. It’s a powerful assault level tank with 80 tons of heft and better armor than the previous version with two AC20s.


Abe Sargent 05-11-2013 02:15 PM

We are using the official Drop Port map:



Abe Sargent 05-11-2013 06:01 PM

T1 - We lose init. We begin with just the Cauldron-Born and Kingfisher, two clans mechs. With massive numerical superiority, they charge forward at our two mechs. I want to take out two major threats this turn – the Partisan and the SRM Carrier. Leading with a Gauss Rifle, and then following git with with missiles, lasers and an LB-5X, the Cauldron-Born ignites the fuel tank ofn their Partisan and it explodes. Boom! Our Kingfisher destroys the SRM Carriers front side, and it is dead too. Before it dies, the SRM Carrier nails a foot actuator on the Kingfisher. Their Striker also nails its gyro onc. It fall sunder the onslaught.


T2 – We lose init. This turn we get two more mechs, but they aren’t major ones. We get a Locust IIc and a Spider. After one failure, we manage to stand the Kingfisher and turn to protect the open right flank. Our Cauldron Born runs a bit and spins, back to a building, with some buildings in the way. Our LCT IIc bases their Blackjack. They push 5 tanks next to our Kingfisher. Their PXH chases our Cauldron Born and I blast it. Our Locust immobilizes their Ontos. Their Drillson destroys the RT of our Kingfisher and their LRM Carrier its RL. Their Demolisher gets a lib blown off crit on our Locust’s RA and it falls. It destroys its RT in the fall. After kicking it, our Spider reducdes the speed of their LRM Carrier.


T3 – We win init. The next two mechs to deploy to the fight are our Shootist and Quickdraw. I eject the Kingfisher pilot and Locust IIc pilot. Our Shootist runs near their injured Ontos. Our Cauldron immobilizes their Striker. Our Shootist hits the fuel tank on their Ontos and it lights up. IT took more than 80 damage but remained standing. It kicks and hits the motors on the Galleon and slows it down.


T4 – We lose inti and get two more entries. Our newest reinforcements are a Stalker and Whitworth. Our Quickdraw gets behind their Blackjack. After hit eh BJ with close range weapons, it targets the LRM Carrier with its LRM 10 and destroys its stabilizer and it is immobile. Our Stalker unloads on it and destroys the front side. Our Cauldron-Born immobilizes the Demolisher. Ammo from our Shootist lances into heir striker hitting its ammo bins and it lights up. Their Demolishes destroys both arms of our Quickdraw. Their Strike rnails the gyro and engine on our Shootist. Both of our mechs fall.




They begin to flee, having slowed us down and not wanting more losses. We have one turn left to hit them hard.


T5 – We win init. Our new recruits are the Griffin and Victor. The Shootist rises. Our Grif bases their Sentry. I eject the QD. Spider jumps behind their BJ. Cauldron-Born bases it too. Their Goliath nails the engine twice on our Cauldron-Born. Our Shootist immobilizes a Drillson, our Whitworth islows down their Vedette. A Drillson nails the gyro on the Shootist and it is down. 2 gyro hits. Their Galleon hits the H of our Cauldron Born, goes internal and hits the sensors twice. It is now blind. Their Sentry misses a kick and falls.


They have finished fleeing. They had a good run here. Yeah, they lost some tanks, but they shotdown our Cauldron-Born, Shootist, and damaged our Quickdraw, Locust and Kingfisher badly enough they will need more than a week of repair. They lost some tanks. But tanks are tanks. Wounding that many mechs without losing any of your own is key.

Abe Sargent 05-11-2013 06:10 PM

LRM Carrier, missing front side
SRM Carrier, missing front side
Demolisher immobilized
Drillson immobilized


Locust IIc missing RT
Kingfisher missing RT, RL
Quickdraw missing RA, LA
Cauldron Born – 2xsensors
Shootist 2xgyro


We salvage the Demolisher (Gauss), Drillson, and the SRM Carrier, but not the LRM one.


They left with their whole lance of mechs, plus the Goblin, one Drillson, both J Edgars, Galleon, Vedette – they kept half of their company, and they blasted five of our mechs – good math. Especially when you consider the weight classes fo our downed mechs – one assault, three heavies, and a light.


They can fix their stuff in a day, 36 hours tops.


Our Vixen and Spider can’t track them in the small city and industrial area, so they have faded. But we have officially landed Oasis Company.

Abe Sargent 05-11-2013 06:19 PM

October 5 –

Our forces in the Liao sector have uncovered their local base. They Liao forces here are fairly small. They stopped getting supplies and reinforcements from their Caps about a half a year ago. We have scouted their encampment and feel they have 18 mechs.

Shadow Battalion decides to push an assault on their fort now, just in case things change. We are launching a three pronged attack, with each of the companies of Shadow hitting their location from three different sides.

We suspect that they will one side, and thus we have dispatched eight fighters to help keep them in line. No one is going to charge into strafing fighters in order to get numerical superiority, that would be suicide for your mechs.

Our three companies are out and our fighters are in the air. Let’s go!


The defenders set up defensive posts along the walls and inside. Their metal fort has a nice ceiling that protects from aerial assault, with 14 pillars along the various walls holding it up, plus huge support in the center. We thought about shooting it down, but we aren’t sure what would happen with the center support column there. It’s probably a redundant system – the center holds it all up, and if blown, the sides hold it up.

So we cannot bombardment them inside of their position with fighters, and we have established containment of their forces. We struck before they sent out their scouts to take a look around the area, so all of their forces are there.


As our mech forces near, mech fire slams out from the top of the fortified position from the Capellan mechs in there. A few minor mines are in the area and do modest damage but nothing serious. They have two entrances. One is the large entrance mechs move into and out of. The other is a large reentrance for large vehicles and such. We push to both, with a third company off the side and coming in, keeping them honest in their defense.


The Caps have nowhere to retreat too, and nothing to gain by continuing this fight, since no reinforcements are on the way. So they lower the large gate and their entire force begins to move out. With 1:2 odds, they are abandoning their defensive position and changing the battlefield. They wait after exiting and more forces gather there. We regroup into one large battalion and move in.

Abe Sargent 05-11-2013 06:32 PM

This is a giant grand melee, 36 mechs on 18.

I’ll skip posting 36 mechs from Shadow battalion. There are a ton of Star League era mechs, clan mechs, and elite pilots. This is our Black Widow Battalion.


Our Foes:


Huron Warrior
Catapult
Thunder
VND-3L Vindicator
RVN-3L Raven
UMR-63 UrbanMech
Centurion
CRD-3L Crusader
HBK-5M Hunchback
CGR-3K Charger
Anvil
SHD-5M Shadow Hawk
Victor
CDA-3F Cicada
Duan Gung
Jinggau
Lynx
MAD-5M Marauder


All of the mechs are level 2 save for these: Catapult, Centurion, CRD-3L Crusader, Victor. Two of the mechs we are facing, the Jinggau and Duan Gung are mechs recently rolled off the CC mech factories. This is their Jinggau, a 65 ton mech, 5/8/5 (XL) 13/26 heat, gauss, 4x er medium lasers, and medium pulse laser with 12 tons of armor to protect it.




Their unit has all sorts of expertise, from elite in the Jinggau to green in the Centurion. They are mostly regular and vet though.



We are fighting on two maps, side by side. They are on the west just outside of their building, with some of it on the map, and we are on the east. There are a few trees, roads, hills and a small retaining lake. This will take longer because we begin a lot further apart.

Abe Sargent 05-11-2013 09:50 PM

And now the melee begins!


Turn 1 – We win init. We rush up with almost everything and then exchange our first salvo of fire. We concentrate on their Catapult, cicada and Duan Gung. We need really big number so hit 9s – 11s. We don’t expect them to hit us very often with worse pilots. Their Cat took 40+ and Cicada 20+. Nothing else.


Turn 2 – We win init again. We continue to charge forward. RAR! We are now in the longer ranges of my medium weapons, and I expect to take out at least two mechs this turn. Our main targets are the Jinggau, Catapult, and Lynx with their Duan Gung, Huron Warrior and Cicada as secondary targets. Our Phoenix Hawk hit she ammo on their Cat and it explodes. Boom! Our Gladiator destroys their Duan Guns LA and LT and it shuts down – XL. The Masakari destroys its RL too. Our Dasher nails the engine once on their Cicada. Their Jinggau is still standing after 60 damage.


Turn 3 – We lose init. I don’t want to close too much, so I order most of my mechs to back up this turn after two turns of running at the enemy. This is a great range to expose their weakness. If I close, I need 4 and 6s and they need 6s and 8s.s if I stay out, we need 6s and 8s and they need 8s and 10s. That’s a big difference mathematically. They retreated from us a lot, to prevent this from being at our best range. Next turn I’ll need to run in again. We do not concentrate as much fire, it’s all about attacks of opportunity. Mainly, their Raven, Jinggau and Urbie are our major targets. Our Galadiator lights up their Urbie’s ammo and it goes BOOm! Our Apollo launches missiles on their Centurion and blows off its LA. Our Masakari follows that up by destroy its RT and it falls.


Turn 4 – We win init. We resume our rush. Their Centy cannot rise. Our Atlas destroys the LA of their Huron Warrior with a gauss shell. Our Gladiator destroys the LL of their Anvil. Our Mad Cat destroys the RA and RT of their Jinggau – shut down. Our Grizzily nails the Ct o their Hunchback and hits the gyro twice and engine once. Our Griffin IIc does the same feat on their Charger. One of our Marauders IIcs nails the gyro once of their Anvil. Their Anvil falls and their pilot blacks out


Turn 5 – We lose init. I expect this to be the last turn of the battle. I expect us to charge, and blow through them with closer range on our weapons. Again their Centy can’t stand. Our Dasher skids when using MASC to get close to their Shadow Hawk. I alpha strike hard, going overheat with a lot of mechs, anticipating the destruction of at least three, and perhaps as many as five enemy mechs. Let’s see if my prediction holds. Our Highlander IIc destroys te LT of their Victor. One of our MAD IIc nails the engine and gyro each once on their Thunder. O Peregrine destroys the Shadow hawk’s CT. Our Pixie destroys the RL on their Cicada. Missiles from our Apollo nail the gyro on their Victor. An Archer destroy’s the Victor’s CT. Our Masakari destroys their Raven;s RT and RA. Dead mech. Our Griffin IIc hit she Thunders RT and destroys it, dead mech. Their H Warrior falls and destroys its RT, Dead mech. So, we killed five mechs – Raven, HW, SH, Victor, Thunder. Not bad.


Their unit surrenders. For their valor, we return the warriors to the Capellan Confederation.

Abe Sargent 05-11-2013 09:56 PM

Victor RT, H, LL, LA, RA
Cicada missing RL
SHD-5M Shadow Hawk H, LT, RT, LA, RA, LL, RL
Thunder missing RT
CGR-3K Charger gyrox2, enginex1
Hunchback gyrox2, enginex1
Jinggau missing RT, RA
Anvil missing LL, blacked out pilot.
Huron Warrior missing LA, RT
Centurion reattach LA, missing RT
Catapult RA, LA, H
UrbanMech LL, LA
Duan Gung missing LA, LT, RL
RVN-3L Raven missing RA, RT




We turn their Lynx, Marauder, Cicada, Vindicator, Centurion and Marauder to a unit we are making.

We salvage their Thunder, Charger, Hunchback, Jinggau, Anvil, Huron Warrior, Duan Gung and Raven.

Abe Sargent 05-11-2013 10:16 PM

Oct 6 – Oasis Company is rebuilding when our foes in the area strike at us. They need to strike now while they have numbers, and after they have fixed their things. We expected this and kept our men in our mechs at night, ready to load up.



Oasis moves out within ten minutes and Oasis runs into their unit. They are raiding us, and this time, they can flee after any turn without forcing to give us a turn to fight them


I won’t bother to post Oasis or our foes again.


We are fighting on the City Ruins map. We begin in the northeast and they in the southwest.


Abe Sargent 05-12-2013 09:58 AM

Turn 1 – We lose init. We spread our forces out in a pincer movement. If they can trade three tanks for one good mech – like our Victor or Stalker, then this was a good raid and weakens us a lot further. I concentrate fire on their Drillson. Our Victor destroys their Drillson;s right side. Our Spider kicks their Blackjackt to the ground.

Turn 2 – We lose init. Their Goliath bases our Victor. Our Ostroc reduces the movement on their Vedette, and our Whity does the same to a J Edgar. Our Victor falls under 40+ damage. Their Goliath kicks and hits the gauss, which destroys the RA, and the pilot blacks out from the feedback. Meanwhile, our Ostroc missed a kick on the Vedette and was kicked by their BlackJack and falls.


Turn 3 – We win init. We stand the Ostroc and run away. I rush our Vixen behind their Sentry. Our Stalker unloads on their Goblin and immobilizes it. Our Vixen tears through the rear armor of their Sentry, hits the machine gun ammo and CASE vents it out the side. It falls and now their pilot blacks out. We are both pushing now. If we lose, they get our Victor and get to keep their Sentry, damaged and Goblin, dame.d If we win, we get all three. Our pilot does not wake up.

Turn 4 – We win init. Our Spider runs by a J Edgar. Our Stalker bases their Goblin, I want to finish it. Our Ostroc has taken serious damage. Our Spider immobilizes their adjacent J Edgar. Their BlackJack destroys the RA on our Ostroc. Our Stalker smashes the Goblin dead. Their Vedette destroys our Ostroc’sRT just before our Griffin destroys the Vedettes front side. Our Osty falls. Their Sentry wakens, our Victor pilot does not.


Turn 5 – We lose init. Our Ost fails to stand, and then succeeds. Our Spider races to their Sentry. It stands. I concentrate fire on their Goliath. Our Ostroc hits the ammo on a motionless J Edgar and it explodes

They fade, leaving us savaged Ostroc and Victor. We blasted their Sentry, and kills 4 tanks. They have left just a Goliath, Phoenix Hawk, Blackjack. J Edgar and Galleon. We have left a Stalker, Griffin, Vixen, Whitworth and Spider. They traded one mech and 4 tanks for two mechs – not a good swap. Had they pulled after blasting the Victor really well they would have traded one tank for one assault mech, but they pressed. That was a bad call.

Abe Sargent 05-12-2013 10:03 AM

Sentry missing RT
Drillson destroyed RS
Goblin, upgrade, missing FS
Vedette missing FS


Victor missing RA
Ostroc missing RA, RT


We salvage the Goblin and Drillson, but not the Vedette.

I don’t know If they will push or not. Maybe they take one more crack at us. They have one assault, we have one assault. They have two mediums, we have two mediums. We have two lights, and they have two light tanks.

Abe Sargent 05-12-2013 10:36 AM

Oct 7 – After scouting around, we have secured the Liao section of this world for sure.


Oct 8 – They do decide to hit us again. I am not surprised. They have come right at us, not even hiding. Here we go.


Again, they can retreat at any time.


We are fighting on a pavement industrial section of the area.

Abe Sargent 05-12-2013 02:39 PM

Turn 1 – We lose init. We have set up on the eat and they on the west. We put our Stalker in the center and use it as a fulcrum to pivot around the rest of our units, We move forward, and they come down the flanks, leaving their Goliath back as ranged support. We focus on their other J Edgar. Our Vixen hit she movement twice and lowers it. Our Stalker instead attacks their Goliath and hits it few times. They do a little damage to us.


Turn 2 – We win init. They base our Spider with a PXH and the Galleon. We hit the slower J Edgar and ignite the fuel tank. Kill by our Griffin. They deal some damage to our Spider but nothing that will stop it. Again we soften their Goliath some.


Turn 3 – We lose init. Our Whitworth misses a low roll and skids and falls. I wanted to get away from the Galleon that was behind me. Their BJ moves in to base it. Their Goliath moves in from the outskirts as well. They concentrate fire on the downed Whitworth and destroy its RA. We send out fire to their Goliath and it takes more than 40 damage but does not fall. They kick the Whitworth and hit an LRM 10 taking out a weapon.


Turn 4 – We lose init. Our Whit barely stands and spins its back to a building. They move away from it, save for the Galleon. We back away from their mechs to put some space. Our Vixen;s ER Medum laser slices the right side of their Galleon and destroys its. They destroy our Whitworth’s RL., it falls again. Our Stalker goes internal on the Goliath and hits a machine gun.


Turn 5 – We win init. They run and base our downed Whitworth with their Blackjack nd PXH and they turn the Goliath to protect its flank. They attack the Whit and destroy its LL. They kick it and destroy its LA - it is immobile. Our mechs blast their Blackjack a lot, and it falls under 40 damage.


Turn 6 – We lose init. Their BJ stands. We move our Griffin next to it. We fire and hit the machine gun ammo on their Goliath from our Spider and it goes boom! We kick the BJ and our Grif destroys its LL and it falls. They surrender.

Abe Sargent 05-12-2013 02:50 PM

Blackjack missing LL
Goliath, RFL, RRL, LFL
Galleon missing RS

Whitworth missing RA, RL, LL, LA


We capture their Phoenix Hawk and turn it over to the locals. We salvaged a Blackjack, but not the Galleon – too destroyed.



We have secured this area

Abe Sargent 05-12-2013 03:03 PM

Oct 10 – Our tank battalion is fine but Metal Battalion has finally picked up signs of the local forces. In this area, there are gangs and rebels.

We are on the tail of one of the major raiders in this area. They have a company of mechs, and we have their trail. We have dispatched Titanium Company to get its first battle as a unit.

We track down our prey into an extensive box canyon, and then push forward. The only way out of this area is into an old mine, and they would have to go one by one down a powered lift and it may not be safe. We push in and battle begins.



Titanium


HGN-732 Highlander
KGC-000 King Crab
Hatchetman
CGR-1A5 Charger

Vulture Prime
CRD-3R Crusader
ARC-5S Archer
WTH-2 Whitworth

Goshawk
JVN-10F Javelin
WLF-2 Wolfhound
ASN-23 Assassin



The Raydaz


Awesome
Dragon
Javelin
Panther
Warhammer
Thunderbolt
Ostsol
Locust
Clint
BLR-3M BattleMaster *
QKD-5K Quickdraw *
GHR-5J Grasshopper *


They are all veteran

Abe Sargent 05-12-2013 07:50 PM

They begin in the center, and us in the south. We are playing on the box canyon map. I can’t find it online though. It has level 8 walls you can stand on, trees in the middle.


Turn 1 – We lose init. Our Highlander bases their BattleMaster and the Hatchetman follows. Our Jav hops next to their Ostsol. I get my Archer 7 hexes away from their BM to give me a nice lane of fire. Our Charger bases their Ostsol. Double AC20s from the King Crab destroy the Ostsol;s RA and smash its RT. Our Chargers AC20 this it and destroys its LA, They go internal on our Hatchetman in a few place a hit a foot actuator . After taking 120 damage, their Bm falls, their Dragon falls from just 20 damage from some missiles, our Hatchetman and their Ostsol tumble as well. Our Charger kicks the downed Ostosl and nails the engine twice and the gyro once. Our Vulture kicks it and destroys its RT.


Turn 2 – We win init. Their BM rises and runs into some woods. Our Assassin runs in and bases it. Their Dragon stands. Their Ostsol cannot stand. Our Whitworth bases it. Our Hatchetman fails to stand, falls, destroys his RL and I eject him. Our Jav hops next to their Clint. Our Crusader also steps next to the downed Ostsol. I want to focus weapons fire elsewhere and then kick it. Their Locust bases my Javelin. Our Jav’s lasers blast the Locust engine and gyro once each. Our Archer finishes off the Ostsol by destroying the CT. Our Charger hits the hip on their Dragon, but only their Locust falls.


Turn 3 – We win init. One of the wood hexes has caught on fire. I flank two mechs behind the boxes – Wolfhound and Goshawk. I jump our Assassin by their downed Locust to scare it. Our King Crab bases their Panther. Our Crusader, peppered bit, bases their Jav in the light woods. Their Clint jumps next to my Crusader/ Our Charger bases their T Bolt. Their Locust stands and runs from my assassin. I concentrate fire on their T Bolt. Our Goshawk hits their Awesome’s head once. Dink! After the King Crab hits the RT with a nAC20, our Charger hits the same place with his and the T Botl is reeling. Our Vulture hits its gyro onc.e Our Archer destroys its CT. Our King Crab kicks and destroys the LL on their Dragon. Our Jav punches their damage BattleMaster and destroys its LT. Their Clint kickc s our Crusader and this an actuator. Our mech falls.


Turn 4 – We lose init. The smoke and fire have spread and thickened. After running, their Locust falls – gyro damage. Their Grasshopper leaps next to my Jav. Our Charger chases down their Jav. This turn I concentrate some fire on their Awesome. Our Highlander destroys the panther’s CT. Duel AC20s from the KC smash their Awesome nastily. Our Vutlures missiles follow and destroys its LT and hit the gyro once. Their Warhammer gts a limb bowl off LL on our Vulture. Our Assassin nails the gyro on their Awesome with its LRM5 and give sit a double gyro tap. Their Awesome took more than 120 this turn. Our Charger kicks and destroys the Jav’s LL. Their Jav punches, smashes t heH of my Charger, blacks out the pilot and it falls. Their BM destroys the wounded leg on my Crusader with a kick.

Turn 5 – We win init. Our Wolfhound bases their Locust after it stays down. Assassin bases their Clint. Their ‘Hopper lands next to our KC. Their Locust ended up falling and breaking its gyro and LT. Dead mech. They blast the Charger that is stunned and hits its AC20. A gauss slug from our Highlander destroys heir Jav’s CT. Our Jav smashes their BM’s LL, F and UL actuators on its RL. Our Crusader blows off the LL of the BM. Our Archer destroys the RA of their Clint. Their Clint falls. Our KC kicks and destroys their Grasshopper’s ammo. BOOOM! Our Assassin legs their Clint with a kick.


Their last two mechs call it and concede.

Abe Sargent 05-12-2013 08:23 PM

Clint missing RA, LL
Javelin RT, RA, LT, LA, RL, H
Awesome missing LT, gyrox2
Panther RT, LT, RA, LA, H, LL, RL
BattleMaster missing LT, LL
Dragon missing LL
Thunderbolt LT, LA, H< LL, RL< RA
Ostsol LT, H, LL, RL
Locust missing LT, gyrox2
Grasshopper RA


Hatchetman missing RL
Vulture, reattach LL
Charger, pilot blacked out
Crusader missing RL


We salvage the Clint, Awesome, BLR-3M BattleMaster, Locust, Javelin, Dragon

We turn over the Warhammer and Quickdraw to our local militia.

Abe Sargent 05-12-2013 09:25 PM

Oct 12 – We get an odd communiqué. One of the local bandits wants to get off the planet, but our WarShip is keeping them from doing so. They would like us to escort them, no funny business. We agree to escort them to Solaris VII, a few jumps away. They turn themselves in, and we load the up a their Union, and they blast off to one of our JumpShips and will link up with us and we will jump them to S VII. It won’t take that long – many of the systems here have recharge stations. We can have the ship back in less than two weeks if we pay for recharges.



Oct 13 – We have found and crushed a group of power armored infantry that were in this area of the planet.

Also today Shadow Battalion has lifted away from the Cap held area to the areas controlled by nobles.


Oct 16 – We discover two major nobles holding major armies that are blasting and controlling the area. Both seem susceptible to death at the hands of one company. We will strike tomorrow, and keep our third company in its DropShip ready to move and support if needed, with fighter support for both attacks.

Abe Sargent 05-12-2013 09:45 PM

Oct 17 – We launch both attacks.


The first is against a petty noble. Nobody here likes him, but he married into the Steiners, so he has money and clout.


We are keeping Bruiser Company back.



Shadow


HGN-732 Highlander
ST-8A Shootist
FLS-8K Flashman
Zeu-9S Zeus
GAL-1GLS Gallowglas
APL-1M Apollo
GRN-D-01 Grand Crusader
LNX-9Q Lynx
PXH-1b Phoenix Hawk
STY-2C Starslayer
TLN-5W Talon
Elementals
Elementals


So they have 11 mechs and 2 squads of elementals.


Our foe, whom we call Petty Steiner, has these for defense:


2x Rommel Tanks (Gauss)
2x Manticore Heavy Tank, Upgraded
2x Warrior Attack Helicopter, Upgraded
2x Motorized laser Platoons
2x Jump SRM Platoons
DVS-2 Devastator
Enfield
PXH-3S Phoenix Hawk
Scarabus
RFL-5D Rifleman
Salamander
HER-3S Hermes
GLT-3M Guillotine


They have vets in the Salamander and Guillotine and elite in the Devastator, and regular everywhere else. All of these are level 2 toys, save the infantry.

This is their Enfield. A 50 ton mech with 5/8 movement (XL), max armor, 11/22 heat, LB10X, large pulse laser, 2 medium lasers, 1 small laser.


Abe Sargent 05-13-2013 08:55 AM

We are rumbling into their estate, and scout units warn everyone else and they assemble quickly and move out to meet us away from the expensive and breakable stuff. It’s time for this guy to learn that you can’t buy the stuff and hope it works – it’s about the pilots and teamwork, not about the splash for cash.

We are fighting on one of the many German unofficial maps in MegaMek, - this one has a large double road, a train track, small hills, a bit of water and tress. It’s called Ueberlandstra_e 1 – just in case you care. Some of these German maps are quite good, and it is one of them. (I found it online, hold on)




Turn 1 – We begin on the west, they on the east. We lose init. I push some forces to take the middle copse of woods now, before they do. Our Lynx, Gallowglas and Starslayer took it. I move up to the north. Their Pixie has already claimed some of the land in the northern woods. I move in my Talon and base their Pixie. I move my elementals in to help support the middle woods. I move my heavier assets in the middle of the middle and northern woods to split them an d come in around 2/3s of the way up the map. Our PXH rushes and bases theirs in the woods too. Their Scarabus skidded and fell while turning while running on pavement – the road. We concentrate fire on their Devastator. Our Flashman hits the gyro on their Devastator. They kill a trooper in one of my elemental squads. Our Grand Crusader nails the engine once on the Devastator too. One of our Elementals smashes a Warrior attack VTOL. It’s engine is destroyed, but it safely made the forced landing. Needed a 9 and got a 10. After taking more than 160 damage, their Devastator falls hard. We set the hex their PXH is in on fire.


Turn 2 – We win init. I walk Elementals into the woods. Their Devastator does not make it up. I back up my heavier mechs. Our Pixie bases their Scarabus as it tries to flank us. Our lynx jumps next to a Manticore. Our SS follows. Our Flashman destroys the Scarabus’s H. The Lynx immobilizes the Manticore. Our Grand Crusader destroys the Manticore’s LS. We started working on their Salamander.


Turn 3 – We win init. The fire and smoke have thickened up north. Our Lynx and SS leap back into the woods. I move the Elementals up to the front row of them. Their Devastator makes it up. Our Gallowglas runs out of the woods in front of their Devastator. Let’s party. In concentrate on their Devastator and Salamander. One of our Elementals immobilizes their other Manticore. Our Lynx’s ER PPC hits the gauss on the Devastators’ RA, smashes t harm, the RT I destroyed from the blast and the mech shuts down. Before it goes we destroys its LA and LL too. Before it dies their Devastator opens up the Highlander’s LT, hits the ammo and CASE booms it out. Our Flashman destroys their Mantocore;s damaged RS. Our Grand Crusader nails one of the LRM20s on their Salamander. Our Highlander falls.


Turn 4 – We lose init. Our Shootist bases a Rommel. I eject the Highlander pilot. Our SS Follows and bases the Rommel too. Their Hermes suffers MASC failure and falls due ot two actuators being hit in the damage. Their Salamander retreats to the back corner. Our Shootist teras into the Rommel with its AC20 and destroys the Rear Side armor. Our Lynx destroys the Salamander’s RT and it shuts down. Our Grand Crusader hits the Enfields engine once. It falls.


Turn 5 – We lose init. Our Flashman bases their Guillotine. Their Enfield manages to make it up. Our Shootist walks up to it. Our Lynx runs up to it as well. Our PXH joins the little scrum. Our Starslayer bases them both. Their Hermes can’t stand. It destroys all of the actuators in one leg. It blacks out from all of the stands and falls. Our Flashman destroys the LL on their Guillotine. Our Lynx smashes the Enfield engine twice more – dead mech. We also destroy its LA and LT. Their PXH destroys the LA on our Talon. Our Starslayer destroys the RT on their Guillotine. Our Zeus destroys its CT and it is dead. Our Shootist took 100+ damage but stayed on its feet. Our Talon kicks their Pixie to the ground, but no damage internal or anything.


And they call it. We accept their surrender. Three’s nowhere for them to run too, we have the mechs to chase them down

Abe Sargent 05-13-2013 08:58 AM

Enfield missing LA, LT
Guillotine LT, Rl, RA, LA, H
Salamander missing RT
Rommel missing rear side
Manticore missing LS; Manticore missing RS
Scarabus missing H
Warrior – engine destroyed
Devastator missing RA, RT, LA, LL




Highlander missing LT
Talon missing LA



We give their Phoenix Hawk, Warrior Attack Helicopterx2, infantry, Rommel, Rifleman and Hermes to the local squad. We granted them some salvage such as the Hermes and Warrior which are ours technically.

We salvaged their Enfield, Salamander, Devastator, both Manticores and Rommel (we rolled well, yay), Scarabus. We leave with three good heavy upgraded tanks and four mechs.



Meanwhile…..

Abe Sargent 05-13-2013 09:29 AM

Sealion’s assault on the other noble has begun. This one is not in an estate like many. Instead he lives in a house just off the mining complex his family owns and runs. He prefers to live closer to the people and the business. He’s not a bad guy, but like the others, he is more interested in himself and his fiefdom rather than in the planet.


We arrive and his normal garrison s here, a full company of mechs that always have one lance on patrol around the area. They are a merc unit he hired to garrison his place. They will not fight as long as the other unit did unless they are successful early or we are not successful early. They won’t take that sort of loses from the battle.


Sealion


Mad Cat Prime
Masakari Prime
Grizzly
GHR-5J Grasshopper

Marauder Iic
ARC-2R Archer
CRD-4K Crusader
Galahad

Shadow Hawk Iic
Griffin Iic
Dragonfly A
LCT-1E Locust



Our Merc Foes:


Atlas
Hunchback
Thunderbolt
Penetrator

Awesome
Archer
Apollo
RFL-5M Rifleman

WLF-2 Wolfhound
Jenner
Grasshopper
Spider


All vet. This is a good company, despite the lack of a lot of level 2 mechs. All of their mechs here are good, and play various roles. Despite the high quality of the mechs in the previous fight, just 8 of our mechs being clan mechs will keep this from being a contest, because they would have been a strong foe for Shadow. I’ve even organized them by lance. Take their fir support mechs, as one example. They have two mechs that are missile boats, one that fires PPCs, and one that fires laser lasers and Ultra AC/5s. They have many ways of making and exploiting holes on a target. Their Penetrator and Thunderbolt are good at long range, with 2 ER Large lasers, an LRM15 and a large laser between them. Once they close, they get nasty. The Hunch and Atlas are devastating at close range, but even the Atlas features an LRM20. Their scouts include a long range jumper, a decent jump/runner with a lot of weapons, a large jumper that can hold its own and a fast ground mech. Even here you have an ER Large laser and large laser from the battlefield. Just last battle, a scout mech with an ER PPC nowhere near the battlefield destroyed their 100 ton Devastator. This is very well conceived company, with not a lot of weaknesses, but many strengths. Now, I typically want at last one fire support mech to jump, to help others in case of back attacks or such – I like Whitworths , Trebuchets, Catapults and others that will often do that. But you can hang back a bit with the Penetrator to help cover if needed. The Atlas, Wolfhound, Grasshopper, T Bolt and Penetrator can slide into fire support roles if needed,, the Anvil and Grasshopper can charge and slide into an aggressive role if needed, and even the Penetrator can became a scout mech, hopping next to mechs and unloading its medium pulse lasers. And, save for the Rilfleman, it has no XL engines to prematurely lose a mech.


Now, watch me blast them with my clan mechs and make all of this moot!

Abe Sargent 05-13-2013 09:38 AM

In case you care, we are on the unofficial map Lunar Sample. It’s a map with a lot of roads, each ending in a structure of some sort. It also has a few fuel tanks scattered about. It’s grey, no elevation, no trees, but some roughs. (I could not find this one though, sorry).

Abe Sargent 05-13-2013 11:59 AM

Turn 1 – We begin on the south and they on the north. We lose init. Our Marauder IIc destroys the RA of their Rifleman and ou Grasshopper destroys its RT. Dead mech. I know how to exploit the weakness on their team. After our Mad Cat softened it, our Grizzly’s gauss slug blasts their Wolfhounds CT. Dead mech. Our Shadow Hawk IIc destroys the RT on their Spider. But it remains standing at last.


Turn 2 – We lose init. We run everyone forward to break their line and force a retreat. We have already taken out two mechs and savaged a third. Our Masakari took 20+ damage last turn and that was it for their reprisal. Our Locust bases their Penetrator . Our D Fly jumps behind their T Bolt. Their Hunch falls as it moves from the rubble of a destroyed building. Their Spider rises. Our Griffin IIc hits the engine once on their Penetrator. Our Archer nails the gyro once on their Jenner. Our Masakari destroys the RT of their Apollo. Its gyro is nailed by our Griz. Our Marauder IIC follows by destroying both arms and RT on the Jenner Our Shadow hawk Iic hits the engine once on their Penetrator. The Apollo falls and destroys its CT. Their Jenner amazingly stays standing. Their Penetrator falls. Our Dragonfly misses a kick and falls, but our Locust kicks off the LL of their Penetrator.


They pull back to flee. We let them leave and chase them with fighters. We box them in with fighters and land our DropShip and Bruiser Company unloads. They radio their surrender and we accept.

Abe Sargent 05-13-2013 12:02 PM

Penetrator missing LL
Jenner missing RT, RA, LA
Apollo RA, LT, LA, H, LL,RL,
Spider missing RT
Wolfhound RT, LT, RA, LL, RL, LA, H
Rifleman missing RA, RT


We salvage their Penetrator, RFL-5m Rifleman, Spider, and Jenner. We technically did not salvage the Spider but I’m taking it anyway, because I like it a lot as a scout mech, and we regularly give others to the local garrison. We give the Hunchback., Thunderbolt, Atlas, Awesome, Grasshopper and Archer to the local garrison and many of the mercs choose to stay with their machines and are transferring over. I’d love to keep all of those mechs for my own, but that’s not how we operate – K&C and CC rules are very clear – K&C keeps battle salvage, and the CC gets mechs surrendered to assign to new units and such.

Abe Sargent 05-13-2013 12:14 PM

We have now quelled both nobles that have been operating their own fiefs for years.




Oct 24 – While consolidating territory, our agents find and take out a major drug lord who was one of the power brokers on planet. With him dead, we have now eliminated all major powers on the planet.



Oct 25 – We declare elections for Genoa.


Nov 2 – We clean up some minor infantry and tanks that press too hard on civilians


Nov 12 – We create the 1st Genoan Chargers, with the 18 mechs we handed over, a few tanks, infantry and two Warriors.


Nov 25 – Elections are held on Genoa.


Nov 29 - Genoa is officially incorporated into the Celestial Coalition





End of the First Genoa Campaign

Abe Sargent 05-13-2013 12:58 PM

A few changes to my units are needed


Jane in the Lynx for Shadow Company gains Edge: 1

In Sealion Company, our Girzzly pilot has 5 kills, no one else has more than 2. Tarja Tarunun gains Edge: 1

Mabel, in Bruise Company, pilots the Gladiator A. She notched her 4th kill and gains 1 gunnery and is now 1/3.


We salvaged:

Demolisher (Gauss), Drillsonx2, Goblin upgraded and the SRM Carrier Thunder, Charger, Hunchback, Jinggau, Anvil, Huron Warrior, Duan Gung and Raven. BJ-2 Blackjack Clint, Awesome, BLR-3M BattleMaster, Locust, Javelin, Dragon, Enfield, Salamander, Devastator, both Manticores and Rommel, Scarabus. Penetrator, RFL-5m Rifleman, Spider, and Jenner


That’s 24 mechs and 8 vehicles

Good stuff.

Abe Sargent 05-13-2013 01:14 PM

Alright, let’s continue our dynasty, already in progress




EVENT – November 12, 3060 The St. Ives Compact unit, Blackwind Lancers, of which Braham Essex used to be a member decades ago, launched a preemptive attack on the Capellan Confederation planet of Hustaing while Sun-Tzu Liao and his fiancée Isis Marik were publicly touring it. (In reality, Sun-Tzu set up an agent at the commander of the battalion that attacked).

The unit will be defeated shortly

Abe Sargent 05-13-2013 03:11 PM

EVENT November 16, 3060 – Chancellor Sun-Tzu Liao uses his powers as First Lord of the Star League to dispatch Star league peacekeeping forces to the St. Ives border planets that border the Capellan Confederation.

Abe Sargent 05-13-2013 03:13 PM

EVENT December 22, 3060 – After fomenting some anti-Victor and anti-Yvonne feelings secretly in the Federated Commonwealth, Regent Yvonne Steiner-Davion requests that Archon Katherine “Katrina” Steiner-Davion take over.

Abe Sargent 05-13-2013 03:22 PM

December 31, 3060 – – Essex Training Academy:


Essex Training Academy


We have 16 MW graduates from the Essex Training Academy, and 18 enrollees for next year. Of these 16, 4 choose not to stay with us, and the remaining 12 have 4 vet, 5 regular, 1 green and 2 elite. We also have 8 graduates of vehicle crews, all regular. We hand them vehicles and move them to our garrison. 7 enroll for next year, and 6 infantry squads are now being trained as well. 5 infantry squads are completed, the Aerotech wing has its first grads – 5 total. 6 more enroll for the 1st year.


Year 4 - 12
Year 3 – 18
Year 2 - 19
Year 1 – 18

Armor – 7

Aerospace, Year 2 - 4
Aerospace, Year 1 - 6

Infantry, Year 2 - 5
Infantry, Year 1 - 6

We pay 15 million to the upkeep of the Academy and HQ.

Abe Sargent 05-13-2013 03:41 PM

During the year, we recruited and moved grads too:



River Company:


Lt. BLR-3M BattleMaster, Anna Zhou, elite
Anvil, Justice Olferiev ,elite
Hunchback, Gregg Burns veteran
Thunder, Mary Cornea , veteran

Sgt. Harris Madan , AWS-9Q Awesome, elite
Mad Cat D, Ghalyela Camona, elite
RFL-5M Rifleman, Érik Deschamps, veteran
BMB-12D Bombardier, Pedro Torres, veteran

Sgt. Maggie MacDougall, Greyhound, elite
Clint IIc, Karina Richardson, elite
Tarantula, Bartholomew Wright, veteran
Spider, Anna Zimmermann, veteran


The Spider and Hunchback are level 1 mechs. The Clint IIc and Mad Cat are clan mechs.

As a reminder, our greyhound is a mech made by Kressly Warworks Inc with input from us. It is a 60 ton quad mech that moves 4/6 with MASC, an XL engine, 2 SRM6 streaks and 3 er medium lasers.

You should recognize many of those mechs as those recently captured – all were in our garrison.

Abe Sargent 05-13-2013 03:56 PM

Lake Company:


Lt, Gerard Lawson, VKG-2G Viking, elite
Gina Giaopolis , Ryoken Prime, elite
Neal Serrano , CGR-1A5 Charger, eltie
Zachary Park, Penetrator, veteran

Sgt. Shankari Yi, DVS-2 Devastator, elite
Amente Abdul-Muta'al, Salamander, elite
Joline Abrams, SHD-2hb Shadow Hawk , veteran
BJ-2 Blackjack, Coira Stevenson , veteran

Sgt. Candice Cardenas, Greyhound, elite
Jason Felike , SDR-9K Venom, elite
Miles Stewart, JVN-10F Javelin, veteran
Leonore Chrétien, JR7-F Jenner, veteran



The Jenner, Charger and Javelin are variants of good level 1 mechs. I like the CGR-1A5 a lot and I often change my captured level 1s into it. The Ryoken is a clan mech.

The problem with the Devastator is that, due to its size, it is often seen as a mech to wade in and trade punches. But with two gausses and two PPCs but an XL engine, its really a fire support mech primarily. Hang back with it and keep it safe and it will open up precious holes at range. The combination of it and a Salamander alone, 60 LRM missiles from the latter and the hole opening of the former is just nasty.


The Free Rasalhague Republic allows us to buy four Vikings for our Garrison, 2 of each type. Two of these are great long range assault mechs, with 2 LRMs 20s and 2 LRM 15,s. The other two are great assault mechs with a gauss, LB 10x, large pulse, and some medium pulses


These two companies join with Oasis Company to make the Water Battalion.

Abe Sargent 05-13-2013 04:11 PM

Jan 1, 3061 – We get word that the Grasshopper factory line in Bryant should be up and running in another 4 months or so. It took both Kressly Warworks money and CC grants to make that happen, and a lot of it.


EVENT January 27, 3061 – After the SLDF peacekeepers are withdrawn from the Compact due to attacks on them by local Compact forces, the Capellan Confederation and St. Ives Compact are now at war. If we had not built the Celestial Coalition, I’d go help the Compact right now. Sun-Tzu strikes while Victor is away, two of the best St. Ives units are away in Operation Bulldog and Task Force Serpent, their heir Kai Allard-Liao is away, and the nation hat supported the Compact for decades, the FedCom, has a ruler that has agreed to let Sun-Tzu take the worlds if he votes for her as the Star League First Lord in a few months.

Abe Sargent 05-13-2013 04:14 PM

Jan 30 – Duke Essex is re-elected the ruler of the Celestial Coalition for another three year term.


EVENT – Feb 1 – In a fairly shocking event, the son of the Prince of the Free Rasalhague Republic, Ragnar Magnusson, currently a soldier with Clan Ghost Bear after being taken as a bondsman, is elected Prince of the FRR. The ruling council, Riksdag, holds an election for Regent, and in two months, they will elect Christian Mansdottir to be the elected Regent for Ragnar’s rule.


February 2 - Our intel discovers a plot to kill a Baron on Acamar and we end it.

Abe Sargent 05-13-2013 04:54 PM

Feb 10 – We get news that one of the factions on Hsien has just won a major victory and has broken the stalemate there. We need to move in now if we want to capture it. We had planned a major offensive six months from now, but we move up the timetable.



Beginning of the Hsien Campaign


February 21 – Our attack force launches. We have our typical WarShip plus Vengeance, Claymore, Avenger and Tug. We also have:



Amazon Battalion: Capt. Gabriel Williams, of Mustang Company

Mustang Company –
Hex Company –
Raven Company –


Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company

Aleph Company
Laser Company –
Sabre Company –



Nineveh Company –


That gives us 7 mech companies plus around 60 fighters to stab into local forces.

Abe Sargent 05-13-2013 05:17 PM

March 3 – Our Taskforce arrives in the system. Hsien has a recharge facility at the Zenith point, 10 days to the planet, and 5 days to charge up.

Hsien was settled in the early days of colonization by mostly people from India. The planet is very beautiful, with a deep ecology that was the envy of many other colonies. Water purification plants were needed to filter out nasty microbes in the water, and they still run to this day, slowly replaced and repaired over centuries.

Hsien has some modest mining, such like Indi or Capolla – it’s not very much, most of the mines have exhausted long ago, but a few mines dot the landscape that get less valuable minerals that were skipped before, such as lead, zinc and nickel. It’s not valuable titanium or germanium, or even next level metals like iron, copper or bauxite or even gold or silver. But it’s something.

Baron Montong slew the Capella Leader in the back after he was appointed by the Capellan unit that arrived and took the planet years ago. The rest of the planet refused to follow his lead. The population elected a Capellan governor a few months later, and then several provinces seceded from them. This resulted in an increased schism, as the pro-Davion forces supported Baron Montong, the pro-Capella forces supported the governor, and others wanted their own province, Dendeez, to rule. The balance of power remained between these three realms.

Montong had two companies of mechs, the governor had two companies as well – a merc unit, and Dendeez Province rocked a regiment of armor. This situation was balanced for some time. The Apollo Office believes that several years of this has brought about a desire for a united government fro the populace, and now is the ripe time to conquer Hsien, a planet that would have been more difficult to hold had we snapped it up right away.

What has changed the balance of power is that Baron Montong has hired a company of mechs plus a lance of fighters. They arrived a few months ago hidden, and smashed the green mercs of the government. After several years of reduced imports and weakness by their government, and now the threat of the Baron taking over the government, gaining a position against Dendeez and winning it all, the people are looking for a savior, a deus ex machina. That will be us.

Abe Sargent 05-13-2013 05:56 PM

March 13 – Our Warship sets up around the planet . We spent these ten days reviewing ROM reports on the planet and finding updated locations of their forces. With a very detailed ROM report on the planet, we expect this campaign may be easier than others. We know exactly where the Baron’s troops are, and where the mercs are. The government has been reduced from 24 mechs to 14, and the Baron is pushing in. Meanwhile, his merc force, which lost 4 mechs, is circling and readying an ambush on the government while he 24 pristine mechs advance.

This is something we need to handle right now. We contact the government and receive permission to handle the situation.

An hour later, we land Rheims Battalion right on top of the Barons forces while our fighters eviscerate the mercs, and we land Ninevah Company right on top of their mercs.


Ninevah arrives first (it’s half elite and half veteran)



Masakari C
ST-8A Shootist
HTM-27T Hatamato-Chi
GAL-1GLS Gallowglas

DVS-2 Devastator
Vulture B
CPLT-C1 Catapult
WHD-6D Warhammer

WTC-4M Watchman
JVN-10F Javelin
PXH-1D Phoenix Hawk
CMT-1 Comet



Our foes, with their 8 mechs


Mercs, vet

CTS-6Z Cestus
RVN-3L Raven
STK-5M Stalker
Wraith
OSR-2D Ostroc
Pillager
HCT-5K Hatchetman
Dart

This is a special Hatchetman made in the Combine. It replaces the hatchet with a sword, and rocks an MRM 30 and an ER medium laser among other things. Normaly it would have a C3 slave, but it has a medium laser instead.

These are likely to be the only recent mechs on planet.

This is their Pillager, a 100 ton mech from the Star League era made again in the later 3050s. It has 3/5/3 movement with XL, 2 gauss, 1 large laser, 4 mediums, 14/28 heat.


Abe Sargent 05-13-2013 07:10 PM

We are fight on a random map. Here we go! We are on the Sinkhole Map, and the game added some random woods.



Abe Sargent 05-13-2013 09:39 PM

Turn 1 – We begin in one corner and they the opposite one. We win init. We move our Devastator to camp in our Heavy woods. Again, protect it and it will break people. Their Raven tries to move into a sinkhole and falls and hits a foot actuator. We concentrate a lot of fire on their Cestus. A gauss from our Devastator smashes its RT and its down. They managed to do a little damage to our H-C.


Turn 2 – We win init again. I leap our Gallowglas down into the sinkhole into heavy woods. I camp our Devastator where it is. Our Comet bases their Hatchetman. Our Pixie leaps to the rear of their Raven. I move our heavy mechs around the sinkhole to close ot our foes. They ,move a lot of their forces to some woods. Their Pillager destroys the RA, LL and RT on our Jav. Our Jav smashes the Ravens’ LT and its down. Our Jav falls and destroys its other leg. Our Comet pushes their Hatchetman into the sinkhole and it took 30 damage.


Turn 3 – They win init. I eject the Jav. Our watchman hops next to their Pillager after it jumped into a sinkhole. Their Pillager destroys the RA of our Pixie. Our Vulture blasts the RL of their Dart. When it falls it breaks its RA and the pilot blacks out. Their Pillager tumbles .


Turn 4 – We win init. Their Pillager stands. Our Comet walks behind their Hatchetman. The Hatamato-Chi bases their Stalker, who has retreated to the edge of the map. Our Shootist nails the gauss in their Pillagers RT and it goes down with a destroyed RT> Their Wraith destroys the RL and RA of our Comet. Our H-C blasts their Stalker into pieces – destroying its CT, LA, LT and RT in part due to ammo explosions. A gauss from the Pillager smashes the H of our Vulture, and our pilot dies and the mech is down. Our Vulture destroys the RL of their Hatchetman before it goes. Our Masakari falls under damage. Their Dart wakes up.


They call it. They radio us their surrender. We take the mechs for now. Perhaps we’ll give them back later.

Abe Sargent 05-13-2013 09:41 PM

Hatchetman missing RL
Stalker RA, H< LL, RL
Dart missing RL, RA
Raven missing LT
Cestus missing RT
Pillager missing RT



Javelin missing RA, RT, LL, RL
Phoenix Hawk missing RA
Comet missing RL, RA
Vulture missing H



We salvaged the Raven, Cestus, Pillager and Hatchetman. We hand the Dart, Wraith, Ostroc to our forces on world.

Abe Sargent 05-13-2013 09:55 PM

On the other flank, Rheims Battalion lands right by the Baron’s forces. Our cavalcade of fighters keeps them pinned in their location by strafing on all directions. With 40 fighters in the air from the Vengeance, they don’t waste time firing at them knowing we would just blow them up in a few fusillades. Instead, we want our Battalion of mechs to move in and smash their 24 normally, maximizing salvage.

However, with 24 mechs, they decide to shift gears. That’s a bad decision. We shift geras and move our strafing to them. You strafe one line of hexes ona map, and any mechs take damage in the line if you hit them, so each fighter gets to attack multiple mechs. They have no idea how to fight against fighters, because they are not broken apart to avoid strafing lines

These green troops just bought it. Within five minutes, we have destroyed 10 mechs, savaged three more, wounded most, and only lost two. The destroyed mechs take so much damage very little are salvageable - just one. The rest of their mechs flee through the savaging strafing and right into our battalion.

I’m not even simming this. 36 clean mechs vs 11 wounded mechs 3 of which are missing arms. It two turns we have blown through five mechs and the rest surrender.


We salvaged 5 random mechs, determined later. We turn over 7 to the locals.



We have, in one day, eliminated the Baron as a threat.


But, that is not the biggest threat.

Abe Sargent 05-13-2013 10:03 PM

In order to restore order, we also need to handle Dendeez. They have a regiment of armor.


March 15 – Our great Word of Blake intel from ROM tells us the locations of one of their battalions of armor. We offer their district to return to the government without any restrictions. But they do not. Then we threaten them with damage.


We land Amazon Battalion right by them.


Our foes are fanatical and green.



Amazon Battalion – Mustang, Raven, and Hex are ready to smash face and take names, and Hex is in front. They split off one company each to face us.


Hex Company


BLR-1G BattleMaster
DRG-1G Grand Dragon
VND-1R Vindicator
KTO-18 Kintaro

STK-5M Stalker
EXC-B2 Excalibur
RFL-5M Rifleman
TBT-5N Trebuchet

SDR-5V Spider
WLF-2 Wolfhound
CMT-1 Comet
ALX-1kc Alexander


None of the tanks we face will be using upgrade technology. Let’s skip the tank lists, they have the usual - Maxim, Drillson, Hunter, Goblin, Vedette, Carriers, etc.

Abe Sargent 05-13-2013 10:38 PM

Turn 1 – We lose init. We are on a map with some trees, but no hills yet a bit of rubble. Their Saladin bases our Rifleman. Our Spider and Excalibur eventually base it. Our Rifleman immobilizes their Saladin. An LRM 10 form our Dragon destroys the front side of their AC2 Carrier. Our Kintaro kills the crew on their Maxim. Our Spider kicks and destroys their Saladin’s side.


Turn 2 – We win init. We move in and base several of their tanks with our guys. Our Kintaro destroys a goblin’s right side. Our Vindicator does the same to their LRM Carrier. Our Wolfhound destroys a Striker Light tank with a kick. They flee and we will box them in with fighters later.

Abe Sargent 05-13-2013 10:40 PM

Striker.
LRM Carrier.
Goblin.
Saladin.
Maxim.
AC2 Carrier.

Abe Sargent 05-13-2013 10:40 PM

Mustang Company

CTF-3L Cataphract
STC-2S Striker
AWS-8Q Awesome
CP-11-A Cyclops

WHM-6K Warhammer
STK-3F Stalker
MAD-Marauder
RFL-5M Rifleman

FS9-M Firestarter
JR7-F Jenner
CMT Comet
COM-2D Commando




This company of theirs has heavier assets, and it might take us longer to break through them .

Abe Sargent 05-13-2013 11:33 PM

Turn 1 – We lose init. A PPC from our Awesome destroys their Laser Carrier. Our Commando stuns their Hunter’s crew for a few turns. Our Cataphract destroys their Harasser’s front. Our Cyclops falls from 40 damage.


Turn 2 – We lose init. Our Cyclops rises. Our Jenner rushes their Zhukov while most of my mechs stay in a lone of trees in the middle of the map. Our Comet runs by their Shreck PPC Carrier. Our Commando runs after their Hunter and our Cataphract runs next to their Shreck. Our Commando blows up their Hunter’s front. Our Comet immobilizes their Shreck. Their Von Luckner destroys our Comet’s RA. Our Stalker is upset and destroys the Schreck’s right side. Our Cat kicks in the right side of their Von Lockner. Our FS and Jenner both kick the wounded Zhukov and destroys its left side.


Zhukov.
Hunter.
Harasser.
Laser Carrier.
Schreck.
Von Luckner


They surrender as well.


Comet missing RA

Abe Sargent 05-14-2013 07:35 AM

Our final engagement


Raven Company

ATA-2 Attila
HBK-4G Hunchback
BLR-1D BattleMaster
DRG-5N Dragon

ARC-2R Archer
MAD-3L Marauder
CRD-3E Crusader
WHM-6L Warhammer

JVN-10F Javelin
CMT Comet
PXH-1K Phoenix Hawk
WLF-2 Wolfhound


We are 5 vets, 4 elites, 3 regular


Let’s fight the final battle of this very quickly ending front of the invasion.

Abe Sargent 05-14-2013 11:12 AM

Turn 1 - We win init – some woods, pond, slight hills. Our Comet runs behind their Myrmidon. Our Dragon runs up to their Saracen. I park the Archer and Crusader in woods. Our Pixie runs up to the Saracen too. Our Comet halves the movement of their Myrmidon. Our Archer destroiys the front of their Plainsman. Our Warhammer kicks in the front of their Maxim.


Turn 2 – We lose init. Again, I keep our Crusader and Archer in the woods. Our Warhammer runs up to their Brutus. We targeted it with some damage last turn. Our Dragon joins the Warhammer. Comet by their Drillson. Our PXH bases their Patton. I alpha strike with some mechs. Our Attila destroys their Condor. Our Jav destroys their Brutus. Missiles from our Crusader destroy their Saracen. Their Patton is immobilized over having a hole opened up by our Hunchback. Our Comet immobilizes their Drillson.

Condor.
Maxim.
Plainsman.
Brutus.
Saracen.



They concede and we bring them in too.

Abe Sargent 05-14-2013 11:31 AM

And just like that we have cut the strength of the forces here by a third and had just one mech damaged at all from the engagement.


We order our fighters to start shooting down the estates of the nobles who run the province.

Two hours later we get a page from the leader of the Dendeez province. They have graciously agreed to our terms from before, and would like to return to the government. As part of their agreement, they must turn their military over as well, and since it was part of the military forces five years ago before the Chaos March began, they agree.


Mar 22 – The government agrees to rescind their offices and hold new elections, this time with everyone voting, including those in the Dendeez province and Baron Montong’s lands.


April 1 – We organize the 1st Hsien Regulars. They are a regiment of tanks supplemented by two companies of mechs supplemented from the government’s forces and those that t surrendered . Several mercs and Baron’s troops decide to stay with their mechs. We do interviews ot make sure that all vehicles crews, pilots,, and MechWarriors that are part of the unit will mesh well together. They have two fighters we salvaged and handed over.



Apr 23 – The have elected a new government with several consensus candidates. They elected some Montong’s people, some Dendeez and many returns of old government officials. They apparently want to really try to embrace coalition building.



Apr 28 – Hsien has officially entered the Celestial Coalition

We leave behind Rheims Battalion on the planet, and return the rest to EE>


The WOB helped us secure that more quickly than we would otherwise have done.



End of Hsien Campaign

Abe Sargent 05-14-2013 11:44 AM

We captured these mechs:

Raven, Cestus, Pillager and Hatchetman – plus 5 random mechs – all level one tech. Hold on they are….Locust, Dervish, Scorpion, Orion, and Clint.


Rewind



EVENT – March 15, 3061 - Victorious, Victor Ian Steiner-Davion has officially returned from clan space and announces that Smoke Jaguar is no more and the invasion has been repudiated.

Abe Sargent 05-14-2013 11:46 AM

Mar 23 – The Word of Blake has sent us information about our targeted world that we want their assistance to bring it into our fold. We are not ready for it yet, and won’t be for a while. We have agreed on a plan of attack though, and begin laying the foundation.



EVENT – April 1, 3061 – Seeing an opportunity to expand, Clan Steel Viper launches a major offensive against Jade Falcon to take some of their worlds.

Abe Sargent 05-14-2013 11:54 AM

May 1 – The first Grasshoppers are rolling off the Bryant line. Grasshoppers are made elsewhere, so Bryant is competing with a product are on the market. In order to help them compete, they are making and selling this unit:


GHR-6B Grasshopper

70 tons

4/6(8)/4
15/30 heat
2x ER Large Lasers
4x ER Medium Lasers
Endo Steel
Hatchet in right arm
12.5 tons of regular armor – 200 points.

Battle Value 1887, the highest of any level 2 Grasshopper variant

Sticker Price – 8.89 mill each


Two lines of Grasshoppers are made in the Draconis Combine and Lyran Alliance. This is better than both according to battle reports. It features MASC to speed it up and close with the faster mechs of this era it was originally designed to hunt. That will also help it close to smash someone’s face with the hatchet. It has enough heat dissipation to fire both ER Large Lasers and jump – that puts it at 28 heat. Or, it can jump beside a foe, blast it with lasers from its chests and H, and chew at a foe with the lasers form its head and chests. It can fire all four mediums, and one larger and just go two overheat, plus whatever movement the mech made that turn, plus a smash with a hatchet for no heat at all if adjacent. The lack of an XL engine and ammo weapons give it long range durability on the field that better enable it to complete its light mech hunting function.


The Celestial Coalition has an exclusive contract with Lantren Corporation for the first year of Grasshoppers, 3 a month, so 36 after the first year, with an option for more. Then anyone can buy them. Kilts and Commandoes gets 3 from the first year of the CC contract. We also gift the next three to the Free Rasalhague Republic, and then we get 30 for our various units across the territory, for an outlay of roughly 260 million CBills by the CC.

They can afford it. They don’t have a lot of the lower value planets a lot of realms have, just Bryant is a drain on the resources, but we have a long term plan to help them with the tech research on the WOB tech we received. We also put some money into the mining efforts on Asmodeus III, some into the military, and so forth. But many of the things are paid for by the K&C coffers, such as the military garrisoning the planets, the ships protecting their skies, and so on. We have cash flush worlds like Acamar, Genoa, and EE joined with wealthy worlds such as Ingress, Capolla, and Terra Firma joining solid worlds like Elgin and Hsien. Fletcher doesn’t drain much or give much. Bryant is a bit of a drain, but its small population helps us to restore the place.


As of now, the Celestial Coalition sits at Epsilon Eridani, Epsilon Indi, Terra Firma, Capolla, Fletcher, Ingress, Acamar, Genoa, Hsien, Elgin, Bryant and Asmodeus III. We are now at 12 systems.

Abe Sargent 05-14-2013 12:05 PM

May 18 – Chief Ingrid Foster enters Duke Essex’s office. We have a problem. Via our relationship with Word of Blake for intel, she has personally uncovered a plot to assassinate Trent Arian with a bomb in a few days. Do we intervene? Do we tell the WOB we know, and ask for something for our silence? Do we ignore it?


Blake has several factions that comprise it. Trent Arian is the Precentor Martial of the Word, and he has tried to keep himself out of politics. He planned and executed Operation Odysseus that wrested Terra from ComStar. He is one of the good guys in the Inner Sphere. He always tries to minimize civilian losses, keeps battles away from any population or infrastructure when possible and more. He was a major player in the victory for ComStar on Tukkayid before the schism. He led the assault on Diamond Shark, and won it despite major losses to his unit, his own mech, and to himself personally – old wounds he still has, and he willed his unit to victory and won the Precentor’s Sword for those actions. He personally brought more than 30 warriors and mechs with him to Word of Blake when he left ComStar ,because they were disloyal in assassinating Primus Myndo Waterly. However he is much less extreme than many of the other factions, and the more extreme ones want their own Precentor Martial. He was then given Terra as the governor, and updated a lot of factories, pulling some out of mothballs and overseeing huge changes made there.

He is one of the good guys and brilliant minds of our day. The Celestial Coalition could do a lot with such a mind and man on their side. Only Chief Ingrid Foster and Duke Essex know about this. Do we take action? Are we willing to upset an ally to help ourselves?

They intend to bomb and destroy his passenger ship while going to the funeral service of Myndo Waterly. She was killed on the 6th of June. We do not have a lot of time if we want to act. But how?

They discuss several options. We could fake his death and bring him out. That would be rough by themselves. They could disarm the bomb and save him and let him go on his way. They could negotiate with Word of Blake for him to leave them and join him, faking his own death and taking on a new persona, like Anastasious Focht did. The real issue they have with him in that he won’t ally with their cause, not his capabilities. He’s not likely to be a threat elsewhere.

In the end, we feel that the implications for our nascent realm are too great to intervene.




EVENT – June 1 – Precentor Martial Trent Arian is killed when his ship blows up.

Abe Sargent 05-14-2013 12:10 PM

EVENT – July 4, 3061 - Not only has the counter-offensive by the Jade Falcon clan recaptured worlds taken by Steel Viper, but it continued until today the Steel Vipers have been driven from the Inner Sphere and lost all 12 of their worlds to Jade Falcon.

Abe Sargent 05-14-2013 12:18 PM

We go ahead and run the Expedition Fleets for 3061 and 3062. Despite widening our scope a bit, we find nothing else of significance. The 75 light years from Terra is the most well known, best travelled space in the galaxy. After having visited roughly 100 stars off the charts within one or two jumps from EE, we have really pushed the envelope, and the remainder just isn’t there worth continued funding. Therefore, at the end of 3062, we close down our Expeditions.


Aug 1 – Our troops from Operation Bulldog have returned and refitted and are ready to head out. Welcome back Delta Regiment!


We do some rotations. After years on Ingress, Ganges Battalion is back while after fighting, Bandit Battalion of Delta Regiment moves out for some longer shore duty. It was a long trips in Drop and Jump Ships. Time to get some furlough garrison duty. Breaker Battalion moves off Acamar, and Armor Battalion from Delta replaces them. We also pull off Rheims Battalion from Hsien for Flame Battalion from Delta. This frees up Beta Regiment to be used to assault and such.



Weston and Utopia Companies are split off from Delta Regiment. There were just extra companies we had and stuck them there. We are going to do some reorganizing soon with the influx of Jaguars techs, pilots, and mechs. This is our early preparation for that. We need ot get our bondsmen trained in the way of our unit and our techs into the technology part. We add some clan techs to the research at Kressly on the storm inhibitors.

Abe Sargent 05-14-2013 12:25 PM

Aug 13 – We get news that a small rebellion broke out on Sheratan, owned by the Duchy of Small, but was severely put down.



Sept 1 – We are invited to the 2nd Whitting Conference of the Star League.


Sept 9 – A raid lands on Epsilon Indi, and destroyed by the Blackhearts, our local mech garrison force there.


EVENT - Oct 1 – By now, several worlds in the ST. Ives Compact have been captured by the Capellan Confederation.

Abe Sargent 05-14-2013 01:06 PM

Oct 15 – Many of the players begin to arrive at Tharkad for the next Conference of the Star League.


Oct 24 – The first meetings are held, and are early level stuff – reports at the SLDF campaigns against the Jaguars, on Huntress, subsequent news about the Star League embassy with the clans on Strana Mechty, and more.


Oct 28 – The major meetings commence. They are run by ComStar and the First Lord, currently Sun-Tzu Liao.

The order of business today is the accusation by the St. Ives Compact of unfair use of the authority of the office by Sun-Tzu and his forces. A recess is called, and then later, votes are cast. This war has been referred to by both sides as a civil war. Therefore, it is an internal Capellan matter, and the Star League will not get involved. Any remaining SLDF forces in the area are recalled. No house will support the Compact. Victor is no longer in charge of the Federated Commonwealth after Katrina took over both halves of the state and she is not interested in propping up the small state.


Oct 29 – New business is the order of the day. Several minor votes occur. Then Christian Mansdottir takes the floor, and moves that the Celestial Coalition be joined in as a member of the Star League. After all, we are twice as big as Rasalhague, and bigger than the Compact now that they have lost systems. We need a second. After a pause, Thomas Marik seconds (we were expected Sun-Tzu to second it). They have not ironed out a procedure to vote on these issues. They discuss how to do so, and they decide to postpone the vote until the next Whitting Conference, during which time we will create a presentation.


Oct 30 – Today and tomorrow are taken up with a huge event. Today we witness the marriage of Sun-Tzu Liao and Isis Marik. Long fiancées for political reasons, this further cements the alliance between Marik and Liao.


November 1 – The final matter of business is ready. It is time to choose a new First Lord. There are two sets of nominations. One has nominated Katherine “Katrina” Steiner-Davion. The other has nominated Theodore Kurita. The votes are cast – 3 for Katrina –(Marik,Liao, Katrina) and 3 for Theodore (FRR, St Ives, Kurita). In a tie, ComStar casts the deciding vote. All eyes look to Precentor Martial Anastasius Focht. He sighs and sits down. He has never wanted to play politics again, and swore against it. He is tired. It is time for him to leave the politics game. He is 89 years old, and past retirement.

He resigns from the position of Precentor Martial. His appointed successor is none other than Victor Ian Steiner-Davion. After taking over officially, he votes for Theodore Kurita, and the die is cast. Theodore will be the Star Lord for the next three years.

Abe Sargent 05-14-2013 01:26 PM

Nov 10 – After the successful launch of the Grasshopper line and the new money coming in, another investment of capital and grants have resulted in the Lantren Corporation in making another line of mechs. Like before, they have chosen to take an existing chassis and mech and make a new version of it, rather than design their own That design can take longer, so they want to use a reliable design. They have licensed the Quickdraw from Technicron manufacturing, which makes Quickdraws and Awesomes.




QKD-5B Quickdraw
60 tons
11 tons of ferro-fib armor
Endo Steel
5/8/5 movement
10/20 double heat sinks
1 Large Pulse Laser, 3 Medium Lasers, 1 SRM6 Streak with 1 ton of ammo and CASE>
Cost 6.18 mill C-Bills, Battle Value 1606


This fixes a lot of the problems with a Quickdraw. It has real armor – in fact ferro fib brings it to virtually max protection. It does not suffer a weak XL engine on a mech that wants to close. The Large pulse laser works well when jumping due to the targeting bonus. The SRM6 streak is a nice upgrade to existing SRMs out there. So if you fire all of the weapons, without jumping, the heat is 23. The SRM6 only fires if it locks on, so if you miss, it makes no heat. I would have liked to have slid an extra heat sink or two in here, but I didn’t want to take it away from the armor or the weapons.


Lantren expects these to take roughly a year to set up and get the first ones off the line. They are initially making only two a month, because this is a new line for them, and they did not want to over-saturate the market. It has a much better BV than other Quickdraws.

Abe Sargent 05-14-2013 02:22 PM

November 25, 3061 – Under the guise of corporate maneuvers, Operation Stiletto is launched and targets two worlds. These campaigns will broil across Acamar and Genoa.



Beginning of the Operation Stiletto Campaign



We will be using the following scenario book for this campaign. This is the final military campaign of Chapter 7, and we will conclude with our new units and such at the end of 3061.



Abe Sargent 05-14-2013 02:44 PM

After capturing Acamar and Genoa, the trades from these places tended to favor the Celestial Coalition. For example, Kressly Warworks and now Lantren Corporation benefit from having close, high-quality mining goods without tariffs for crossing into other nations. These worlds fed the Federated Commonwealth recently, and the Federated Suns in particular for decades. Several companies relied on ores from these two worlds.

The capture of Acamar was a huge blow, but some trade from Genoa continued for the years it was struggling. However, ever since its capture by the CC, its exports have altered, and that has negatively impacted several companies that made things, especially military-grade things.


In particular, two companies have lost out. One is Johnston Industries, which has an axe to grind after we stopped their ham-fisted attempt to mine a huge titanium deposit discovered on Acamar. Now that they have lost Genoa as well, they are fighting mad. The other major company is General Motors. Both are huge companies in the military-industrial complex of the Federated Commonwealth/Suns.


Johnston Industries (JI) devised a plan to regain their stake in Genoa and Acamar. Kept from attacking other nations by contract, the fact that the Celestial Coalition is not formally recognized by the Federated Commonwealth gives them the belief that they can safely attack the worlds without legal reprisal from their state. They have contacted GM and begun to hire mercenaries and security forces.

They are launching two simultaneous strikes against Acamar and Genoa. The goal is to force the Celestial Coalition off the worlds, install, pro-Davion governments that will return the supply of ore to their companies, and then set up shop with some garrisons to keep them away from us.

Abe Sargent 05-14-2013 02:59 PM

(Operation Stiletto will be run differently than in real life. In the mainstream story Operation Backstab came years later, and I moved it ahead and gave it the impetus of this attack. Also, these were assaults on planets captured by pirate bands and rebels, and they wanted to restore central authority to get the goods moving again. I have altered their intent so that it can fit in my campaign. I have only changed a few things outside of the K&C in the mainstream timeline. For example, I had Isis and Sun-Tzu get married, and that did not happen in the mainstream. Anyway, many details are charged in O:S form how it operated in the mainstream)


Now, this sourcebook has a few issues. First of all, it only details the campaign against Acamar, the one against Genoa is not related at all. Secondly ,it is told from the perspective of the attacker, and we are the defender. Finally, it has to have a some alterations made to it to fit our storyline For example, the mini-campaign in the middle against a pirate band in the asteroids of the Acamar system is not needed.




These rules are designed to favor the attacker, which would normally be the players. In this case, they will be used against us. For example, the Acamar campaign has the taskforce launch with 24 extra mechs made by General Motors to be used as needed. That’s 24 free mechs. I will assume that Johnston Industries similarly amps up their assault wave too. They are ready to party.

Abe Sargent 05-14-2013 03:06 PM

The assaults:


Genoan Attack Wave:

1 Regiment of BattleMechs
1 Battalion of BattleMechs
2 companies of fighters
2 Battalion of Tanks

Plus 24 extra mechs from this list: HCT-5S Hatchetman, AXM-1N Axman, CES-3R Caesar, Garm



The Acamarian Attack Wave:



1 Regiment of BattleMechs
1 Battalion of BattleMechs
2 companies of fighters
1 Battalion of Tanks

Plus 24 extra mechs from this list: Cestus, Maelstrom, Nightstar, MAD-5D Marauder


They are coming in heavy with the mechs, fighters, tanks, and extra mechs to back up their assault. So they have an extra battalion of tanks to counter ours on Genoa.



We will begin with the Genoan Campaign, since it takes place outside of the sourcebook. I’ll still use it for force tables (what forces our foes are using)

Abe Sargent 05-14-2013 03:18 PM

On Genoa, we have the following forces:




1st Genoan Chargers – 20 mechs, a few tanks, infantry and two Warrior VTOLs. (Includes 2 Grasshopper 6Bs)


Shadow Battalion:

Bruiser Company – On Genoa
Shadow Company – On Genoa
Sealion Company – On Genoa


Metal Battalion:

Gold Company – On Genoa
Bronze Company - On Genoa
Titanium Company - On Genoa


Oasis Company – On Genoa

Tank First Battalion – On Genoa



That is 7 companies of mechs and 3 of tanks, versus their 12 companies of mechs, 6 of tanks, and 2 spare companies of mechs to use as replacements. But we have 20 mechs and a few other things from the group we are building here.


This will not be easy.

Abe Sargent 05-14-2013 03:23 PM

December 1 – Early warning sensors detect a large number of JumpShips arriving in system. Since the jump point here is only one day away, we do not have a lot of time to prepare. This is clearly an assault. We get a message off the Epsilon Eridani, asking for aid.


We order the 1st to stay in the major cities and we will move out. Any invasion will be more concerned with us than with others.

We form two major groups. One is Shadow Battalion and the other is Metal Battalion. They are about 150 klicks apart and move to the hills. Meanwhile, we squirrel away Oasis Company inside of a mine that has large amounts of metals to distract sensors and keep them for a rainy day.


The hardest part of this assault on Genoa might appear like it is coming from the large number of mechs and tanks, but in reality, it’s the loss of air superiority. That’s a huge blow.


We keep both of our battalions in the open, with retreat lanes that will converge on each other later. We expect them to come in hot.

Abe Sargent 05-14-2013 03:40 PM

Dec 2 – Their force arrives at the planet. However, instead of coming after us, their mechs and fighters land at a mining complex and they unload a lot of stuff.


Dec 4 – They have spent three days unloading their supplies, support staff, and more, and establishing camp. Attacking them would be suicide. The only good news is that Oasis Company is undetected about 15 klicks away.


Our plan is to wait for attack, and then if we need to, flee into each others arms and reinforce each of our forces.

Our foes for this campaign will be veteran or regular. Our advantages are small

1 - We have fought together for a while, they are a variety of merc units all fighting together for the first time
2 - We know the land better
3 – We have more capable and skilled MechWarriors.
4 – We have some clan mechs

That’s it. They have significantly more units, support staff, and fighters. That’s a lot more. Can we pull it off and defend Genoa?

Abe Sargent 05-14-2013 03:54 PM

Dec 5 – While later than expected, they move out and assault us. Since we have a battalion of mechs in each of two locations, they launch two battalions each against us, leaving the battalion of tanks behind to act as a guard for their camp. Half of their fighters are escorting each unit down, but then leaving to scout around and make sure we aren’t surprising them with units elsewhere. Smart.


We have 3 companies arrayed against their 6. We split our forces into three companies, and they array two companies each to assault our position.

Each of our companies in Shadow Battalion will be facing a force of 24 mechs.


We begin with Sealion Company



Mad Cat Prime
Masakari Prime
Grizzly
GHR-5J Grasshopper

Marauder Iic
ARC-2R Archer
CRD-4K Crusader
Galahad

Shadow Hawk Iic
Griffin Iic
Dragonfly A
LCT-1E Locust


I expect these companies with a large number of clan mechs, such as this one, to account well for themselves. We have 8 clan mechs here. I will not eject a pilot unless it looks like we will keep the field, and I doubt that will win this whole engagement.


Special rules for this scenario, due ot the large number of forces they have, plus their fighters, if they win just ONE battle, they push us from the field, and we lose salvage.

Abe Sargent 05-14-2013 04:05 PM

Our foes:


Hollander
Hornet
Valkyrie
Commando
Locustx2
Javelin
Enforcer III
Stealth
Centurion
Wolverine
Lynx
Phoenix Hawk
Rakshasa
Cataphract
Marauder
Rifleman
Penetrator
Cestus
Banshee
Berserker
Zeus
Nightstar
Salamander


We are on a randomized map of 25x25 nature, with low hills and low trees requested.

We’ll skip the usual and just head to the elongated battle waiting for us. Our hope is that we can stun them with a major victory here with our elite pilots in clan tech.

Abe Sargent 05-14-2013 08:51 PM

Turn 1 – We lose init. A couple of their fast light mechs are up first, and their Berserker is behind some trees. So we focus some fire on their Javelin and Hollander. Our Marauder destroys their Javs LA but our Masakari its CT. Dead Jav.


Turn 2 – We lose init again. They annoyingly set the forest our Griffin IIc was standing in on fire – it was the only heavy woods hex here and my Archer was going to move there this turn. Sigh. They pull their Hollander back. I hop our Dragonfly 7 spaces into heavy woods to entice their Berserker to expose itself to base it. IT does not take the bait and pulls back. Their Stealth bases our Grasshopper. We focus some fire on their ENF III, but a lot more on their Berserker. Our Mad IIc blasts their Enforcer’s RT and it shuts down. Our Griffin Iic nails the engine once on their Berserker. Our Masakari gets a 2nd hit. Our Grizzly destroys the Berserker’s LA and gets that third hit and it is down.


Turn 3 – We win init. Our Archer’s hex is now full of heavy smoke, perfect. Our Locust runs next to theirs and bases it, from above. W e have moved along their southern flank and we have destroyed much of it, and we push further near the southern edge, away from the guns of their northern flank. Our Griffin IIc runs behind the back of their Zeus. Our D Fly hops by their Zeus too. The ‘Hopper/Stealth battle continues. Our S Hawk IIc runs down after their Hollander . I want to finish it off this turn. It misses a lot, but stall manages to damages it more. Our Grizzly’s gauss hits their Zeus’s H and it dies. They go internal in the Grasshopper. Our Archer hits a leg actuator in their Commando. 7 mechs on both sides too at least 20 damage, but none fell. Our Grasshopper kicks and destroys the LL of their Stealth. Their pilot blacks out. Meanwhile, it punched our ‘Hopper’s H.


Turn 4 – We win init. For running on its injured leg, their Commando pilot forces the mech to fall. Our Shadow Hawk IIc leaps ot base their Hollander. Lynx hops by our Grasshopper. I back op the Hopper ot keep it adjacent ot the Lynx and downed Stealth, but out of kick range. Our D Fly leaps ot base their Hornet and Phoenix Hawk. I concentrate some fire on their Salamander. Our Grasshoppre takes careful aim and slices the H off their Stealth. Missile fire arcs in and destroys their Commando’s CT and RT and RA from the Archer. After taking 100+ damage, their Salamander tumbles. Our S Hawk IIc kicks and legs their Hollander. They kick our Dragonfly, it falls and our pilot blacks out.


Turn 5 – We win init. I leap our Grif by their downed Hollander. It still has a gauss, even downed. Their Valkyrie bases our D Fly. Their Salamander rises and bases our D Fly. Uh Oh. I focus some fire on their Banshee this time. Our Galahad smashes two actuators on the Banshee’s RL. Our Mad Cat blows the RA off their Banshee. Our Shadow hawk IIc destroys the RA of their Salamander. They destroy the Dragonfly’s RT, CT, LL, LT. Their Banshee tumbles – 80+ damage plus the damaged limbs and actuators. Our Griffinc IIc kicks and hits the gauss on their Hollander, it explodes destroys the torso and CT. Dead mech.


Turn 6 – We lose init. Our opponents have lost this battle, but they have not realized it yet. They have focused so much attention on our Grasshopper and Locust and Dragonfly that our big mechs have had relatively little damage done to them, while we have carved their side. I suicide run my Locust up and give them a +4 to hit it. Grif leaps behind their Pixie. Their Banshee fails to rise. Our Mad Cat bases their PXH from the front. Our Shadow Hawk IIc destroys the banshee’s RT and its down. Our G Hopper destroys the RA on one of their Locusts. Their Rifleman takes 60+ damage and keeps standing.


Turn 7 – We win init. They did not destroy my Locust like I thought they would. I bring my assault force on the west side up against them, trying to blast into their concentrated mass on mechs in the north west corner. Our Locust runs into the rear of their Nightstar. Their Centurion runs on up on my Grasshopper. We concentrate a lot of fire on their Cestus. Their Penetrator destroys our Locusts’ RT and RA. Our Locust lances energy into their Salamander’s RT and it is destroyed and shuts down. Their Lynx destroys both arms in our Grasshopper. Their Cestus took 100 and fell and our Hopper is still standing.


Turn 8 – We lose init. I am so confident that we will win, I eject both the Locust and the Grasshopper. They have taken out 3 of our mechs, and we have savaged theirs. I am shocked they are still fighting us, but its’ probably surprise at our ownership of this battle despite the odds. They manage to rise and run with the Cestus. Our Grizzly leads the charge up the western flank. Their Wolverine’s MASC failed. Our Archer destroys their Rifleman’s RT and its down. Our S Hawk Iic destroys the RA of their Cestus. The Griff destroys its RL. Our Mad Cat destroys the Nightstar’s RT. They smash the gyro and engine of our Grizzly and it falls and hits its engine. Their Cestus falls.


And with that, they choose to flee.

Abe Sargent 05-14-2013 09:12 PM

Nightstar missing RT
Cestus missing RA, RL
Rifleman missing RT
Salamander missing RT
Locust missing RA
Hollander H,LL, LT, LA, RA
Banshee reattached RA, missing RT
Commando, LT, LA, LL, RL, H
Stealth missing LL, H
Javelin RT, LT< LA< RL, LL, H
Enforcer III missing RT
Berserker missing LA, enginex3
Zeus missing H
Hollander missing RL



Dragonfly H, LA, RA, RL
Locust missing RT, RA
Grasshopper missing RA, LA



We managed to keep them back on the first front, but this one had clan mechs.

Abe Sargent 05-14-2013 09:30 PM

Flank #2

Bruiser Company

AS7-K Atlas
Highlander Iic
Gladiator A
Warhammer Iic

Rifleman Iic
Vulture C
Marauder Iic
ARC-4M Archer

Dragonfly B
Peregrine
Dasher D
PXH-3K Phoenix Hawk


All elite. Like Sealion, Bruiser is very clan – 9 clan mechs in fact.


Here are our many foes.


Garm
Battle Hawk
Scarabus
Wasp
Wolfhound
Stinger
Blackjack
Hatchetman
Enfield
Griffin
Nightsky
Dervish
JagerMech
Falconer
Caesar
War Dog
Tempest
Thunderbolt
Victor
Gunslinger
Emperor
Longbow
BattleMaster
Devastator


We begin on the north and they on the south

Abe Sargent 05-15-2013 10:03 AM

Turn 1 – We lose init. I go prone with the Dasher and will bring it back up when I see an opportunity. It’s hiding behind a hill. Our Atlas destroys their Wolfhounds LA. Our Archer destroys their Stinger’s LL. Then our Warhammer IIc shoots a ER PPC through its chest and it is gone. Their Enfield took 60.


Turn 2 – We lose init. I backup my assault team. I camp my Vulture in heavy woods. This is the variant that looks like a Galahad – two gausses nothing else. I put 80 on the Devastator and 40 on the Tempest, and 20 on their Gunslinger which falls. they are playing rotational targets via the woods and hills.


Turn 3 – We win init. I run my archer all the way on the farthest west most hex into the rear arc of their Victor, but long range. Their Gunslinger fails to stand. Our Archer misses both 7s. Sad day. Our Highlander IIc blows the LL off their Scarabus. Their Devastator took 80 more and tumbled.


Turn 4 – I start backing up my mechs again. We;’re at a good range. We have not taken 20+ damage on one of my mechs thus far. We lose init. Their ‘Slinger stands. I leap our D Fly next to and above their damaged Wolfhound. Their Devastator stands and runs behind the trees. Our D Fly desotrys the Wolfys RT. An ER PPC from our ’Hammer Iic sheers off the H of their Gunslinger. Their Tempest took 40 and tumbled.


Turn 5 – We win init I back up some of my units again. Their Tempest stands . Our D Fly hits the gyro and engine on their Wolfy once each. After sinking wo gauss slugs into it from our Vulture, their Tempest again falls. Their BM takes 60 but stays firm.


Turn 6 – We lose init. We are getting close to worrying about ammo. We run forward this turn. Our Peregrines jumps to base their Wolfhound. Their Tempest again rises. Our Dragonfly jumps above and adjacent to their Caesar. Our Rifleman IIc gets a limb blown off RA on their Falconer. Our Peregrine nails three leg actuators and the engine on their Wolfy. Our Archer destroys the LA of their Garm. Their War Dog and BattleMaster concentrate fire on our Peregrine and it is destroyed dead CT. Our Warhammer nails the hip actuator on their BM. Our Gladiator follows by destroying its RT and it shuts down. Their Wolfhound falls.


Turn 7 – We win init. A fire and smoke has been set in the forest to the east and it is beginning to obscure weapons fire from place such as my Vulture C. I back up my guys. An ER PPC from their Falconer nails the H of our Archer and smashes the sensors and life support. Our Archer destroys the Garms LL.


Turn 8 – We win init. I begin backing up my Archer. We run forward again this turn. Onece again, I leap the D Fly above and next to their Caesar. Gauss from the Vulture hits the H of their Falconer. Dead mech. Their Caesar took 60 and fell. For the first time, one of my mechs took more than 20 – our Rifleman IIc.


Turn 9 – We lose init. We back up this turn. Due to the smoke, I rush our Vulture forward into it from the heavy woods. Our Archer hits their Garm’s H with a medium laser and blacks the pilot out. Our Vulture destroys their Enfield’s LL. Our Warhammer its LA. Our Highlander its CT. Dead Enfield . 3 of our mechs took 20 damage -Rifleman, Archer, Highlander.


Turn 10 – We lose init. I back up again. Our Warhammer destroys the RT of their Longbow and it shuts down. It will also lose its LL later this turn. Our Gladiator smashes their Blackjack’s H with a large pulse laser and he dies.


Turn 11 – We lose init. We run forward, rar! I hop or D Fly by their savaged Tempest. It destroys the Tempests RT and LA it shuts down. Our Pixie destroys the LA of their Devastator. Our Warhammer II destroys the Caesar’s LA and then LT. Dead mech. Our highlander was moved and ran up to their devastator and goes overheat alpha strikeing it and destroys its LL and LT.


They concede the battle to us. We have now won two of the flanks ,but thethird does not have accompany of 8 or 9 clan mechs what will happen when Shadow Company goes up against two opposing forces?

Abe Sargent 05-15-2013 10:26 AM

Caesar missing LA ,LT
Tempest missing LA, RT
Blackjack missing H
Longbow missing RT, LL
Enfield H, Rt, LT, RA, Rl, LL
BattleMaster missing RT
Garm missing LA, LL
Falconer reattach RA, missing H
Gunslinger missing H
Scarabus reattach LL
Stinger RL, LT, LA, RT, RA, H
Wolfhound missing LA, RT
Devastator missing LA, LL, LT


Peregrine RT, LT, RA, LA< H, LL, RL

Abe Sargent 05-15-2013 10:35 AM

Shadow has no Elementals with it today, because it was expecting to flee quickly, they are safely found elsewhere.


ON1-AbeC Orion
HGN-732 Highlander
ST-8A Shootist
FLS-8K Flashman

Zeu-9S Zeus
GAL-1GLS Gallowglas
APL-1M Apollo
GRN-D-01 Grand Crusader

LNX-9Q Lynx
PXH-1b Phoenix Hawk
STY-2C Starslayer
TLN-5W Talon


As you can see, Shadow has a lot of older Star League era mechs. All of the scout mechs, the Shootist, Highlander and Flashman were all vintage Star League era mechs. Today, some of those may die! TO be fair, some of these mechs are being made again. On e of the major trends of the 3050s was to take ol Star League era mechs and their blueprints and again make them. As a reminder, CO Matthew Humphries is in Duke Essex’s old Orion in this company. Many mechs we have been facing , or face in the future (Starslayer, Lynx, Cestus, Nightstar, Maelstrom, Talon, Excalibur) are from this lines restarted, so we could replace many dead mechs with modern day versions.


Our many foes:

Jenner
Locust
Fireball
Dart
Battle Hawk
Javelin
Cobra
Phoenix Hawk
Enforcer
Bushwacker
Sentry
Shadow Hawk
Warhammer
Crusader
Barghest
Gallowglas
Bandersnatch
Grand Dragon
Atlas
Goliath
Cerberus
O-Bakemono
Zeus
Charger





Once again we are on a 25x25 map generated randomly. We begin on the west and they on the east on this flank.

Abe Sargent 05-15-2013 04:39 PM

Turn 1 – We win init. So hey, we got that at least. Their Barghest took 40 damage and that was it for battle – long range for our mechs and not with clan tech are we running.


Turn 2 – We lose init. I parked the Apollo and Grand Crusader in heavy woods. I’m also keeping my talon in the same, parked in heavy behind another heavy and just firing with its ER PPC until/if they get close, like a Panther. IU back up my major mechs, trying to find the right distance for smashing. They have light woods hiding many of their mechs in the southern corner of the eastern side of the map. The upper corner has good elevation. Our Grand Crusader hits the engine and gyro once each on their Jenner, destroying its RA. It falls, as does their Barghest after taking 80. Our Orion took 20.


Turn 3 – We win init. I move my guys forward to see what we can do. Both their Jenner and Barghest stand and they pull the Barghest back. Our Orion destroys the RL of their Enforcer. Our Grand Crusader destroys the LL of their Locust. Our Highlander took 80+ damage and we cannot keep doing that sort of an exchange. That is how we will lose. Their Locust pilot blacks out when it falls. I back up my lads.

Turn 4 – We win init. I walk back. Their turn we focus on their Bandersnatch. Out Talon blows off its RA. Our Grand Crusader nails three foot actuators in it and it falls under that and 140+ damage. RAR! Their Locust pilot wakes up.


Turn 5 – We lose init. Our Pixie leaps next to their downed Enforcer. I hop our damaged Highlander to a heavy woods and we’ll camp here for a bit. I back up again with most of my folkses. Their Bandersnatch rises without too much of a problem. I was hoping it would fall a few times with its damaged legs. Our Pixie destroys their Enforcers TR and its down for the count. Their Bandersnatch hits the Phoenix hawk’s head with an LB 10 X shell, it gets an internal role for a through armor critical, smashes the cockpit and the mech is down with a dead pilot. Their Gallowglas took 60_ and our Flashman took 20+/


Turn 6 – We win init. We run forward his turn. Our Highlander destroys their Bandersnatch LA and LT and it shuts down. Our Shootist smashes a hip o their Cobra. Before it went, their Bandersnatch destroyed our Orion’s LT. Our Apollo destroys the RA and LL of their Cobra – ironic, since the Cobra was made to be a n Apollo for the Lyran Alliance. Our Zeus nails an engine once on it. Our Grand crusader destroys its other leg and it is down. Our Lynx smashes the Jenner’s foot and upper leg actuators on its RL and it falls.



Turn 7 – We lose init. Our Orion still has the Gauss and ER PPC so we back it up to turn it into a long range mech. The Jenner fails to rise and its pilot blacks out. Our lynx hits their Cerberus’s life support and engine with two different shots. Our Apollo nails their Goliath’s RT, hits the gauss three, it explodes and destroys the section – dead mech. Our Gallowglas hits the Cerberus’s H with a glancing shot, but it already taken damage from the Lynx, so I t is destroyed. Our lynx fell after taking 20 damage and our Flashman took 20 too. That was a good turn for us. We took out two major threats.


Turn 8 – We win init. They set the Highlanders square on fire but I am NOT moving the wounded mech right now. Our Lynx stands easily. We move some of my mechs forward a bit here and there. I run our Talon out of the heavy woods and into lights that use its full movement 7 hexes away. They exposed their wounded Gallowglas and I want to see if I can finish it off this turn. Our Apollo smashes the Gallowglas’s H. It has taken some actuator damage and hit a weapon and such, but nothing major. Our Grand Crusader hits the gyro and engine on their Javelin, it falls and destroys its CT. Their Jenner pilot awakens


Turn 9 – We lose init. The smoke has thickened around the Highlander, obscuring its chances of shooting bad guys. Their Fireball ran up and based our Zeus. Their Jenner destroys its LA trying to stand. Their Dart bases our Gallowglas and Highlander in the smoke . Our Highlander destroys the Dart’s CT. Our Flashman destroys their Fireball’s RA. Our Shootist hits an engine on it once. Meanwhile, our Orion hits their Crusader and blows off its LA. Although they each took 40+ their Fireball and Crusader remain firmly planted on their feet.

Turn 10 – We win init. Our Orion finally moves to heavy woods. Their Atlas comes forward. After serious peppering of each other’s mechs, we hit the H of their Atlas twice, and then our Grand Crusader’s missile racks hit it a 3rd time and it is down.

Abe Sargent 05-15-2013 04:43 PM

They concede and pull from the field, and we have managed to win on the 3rd and final flank!


Atlas missing H
Fireball missing RA
Dart RT, RA, H, LT, LA, LL, RL
Bandersnatch, reattach RA, missing LA, LT
Enforcer missing RL, RT
Jenner missing RA, LA
Locust missing LL
Cobra missing RA, LL, RL
Goliath missing RT
Cerberus missing H
Gallowglas missing H
Javelin RT, LT, H, LA, RA, LL, RL


Phoenix Hawk hit cockpit – Dead pilot.
Orion missing LT


We have emerged victoreause!


They retreat and we let them go. We have no fighter support to call on and we need to save our strength.

Abe Sargent 05-15-2013 04:44 PM

But that’s just the first attack on one battalion. What about the other?



On the second front, we have


Metal Battalion:

Gold Company – On Genoa
Bronze Company - On Genoa
Titanium Company - On Genoa



Our foes use the same attack strategy – double companies on each of ours. However, unlike the previous companies, we do not have two companies rife with clan mechs. A few litter the places here and there, but nothing major. These companies also are not an elite group of pilots.

Abe Sargent 05-15-2013 04:48 PM

Here is Gold Company


AKU-1X Akuma
HBK-5M Hunchback
TDR-7M Thunderbolt
PTR-6M Penetrator

TDK-7Y Thunder Hawk
SHD-5m Shadow Hawk
GOL-3M Goliath
RFL-5M Rifleman

JR7-K Jenner
CLNT-2-3U Clint
VL-5T Vulcan
PXH-3D Phoenix Hawk


There are no clan mechs in this company. This a bad battle for the Shadow Hawk, it has a low amount of ammunition for the LRM 20. I’ll have to budget that well. Plus, Gold is weaker in the expertise range. We have 5 regular, 1 green, 1 elite in the Akuma, and 5 vet. This is our weakest company. If anyone will lose, its Gold. Both Bronze and Titanium have 7 vet, 5 elite and 2 clan mechs. Gold is the weakest link. We cannot break.



After doing three of these lonnnnnnngggg battles, I’m going to skip the list of mechs.

Abe Sargent 05-15-2013 07:24 PM

Turn 1 – We lose init. I set up the Rifleman in the only heavy woods hex on my side of the field. I am moving the bulk of my forces down the south edge – I want to crush their smaller force here. Nothing major happens, we just exchange long range, weak fire.


Turn 2 – We lose init. I keep charging with my bottom units, but the central thrust led by scout mechs and the Akuma is reversing course. I also have our Rifleman alone to the north in the heavy woods, keeping people back. They charge several mechs from the north to the middle of the map. Our Akuma takes a lot of damage from their Centurion and falls. We dropped their Pillager with 40+ damage to it.


Turn 3 – We lose init. I stand the damaged Akuma. I charge again. We have to blast them quickly. I don’t have the mechs for a long range game – too little ammo, or mechs like the Jenner and Hunchback that don’t have a long game. I run some of my mechs near their mechs at the base – Berserker, Pillager, Victor, Axman and Valkyrie. I have to blow through these guys and take their position. Their Scarabus bases our Akuma. Their Pillager rises. I leap the PXH to base the Scarabus. They hit the Akuma’s ammo and it explodes (Does it not have CASE?)) and is destroyed. (How does a 90 ton mech not have room for CASE?). Their Valkyrie and Pillager fall under attacks.


Turn 4 – We win init. I hop my PXH out of there. Their Valkyrie stands and I leap our Jenner next to it. Their Pillager manages to rise. Our Thunderbolt runs above and next to their Axman. They run their Berserker next to our Jenner. Our Penetrator destroys their Pillagers RT. Dead mech. Our Shadow hawk destroys the LA of their Berserker. Taking just 20 damage, our Penetrator still managed to fall. Their Berserker took 100 and is still standing. That’s not good. Yup, hatchet to the Jenner and hits its ammo, boom goes the mech. CASE juts the damage out the side and it has no XL engine, but it is down on the ground.


Turn 5 – We lose init. Our Penetrator fails once to stand but then does. Our Hunchy runs into some woods next to their Victor. They jump their Axman away from our TBolt which follows in the Axman’s rear. Clint jumps to their Victors’ rear. Okay – hope – take out or down either Victor or Axman on lucky shots, finish off Berserker, and don’t lose either damaged Penetrator or Hunchback and we could still put this one off. That’s a lot of hope! Alright – results: Their Rakshasa destroys the LA of my Jenner. Their bBnshee destroys its CT. Our Penetrator destroys the RA and RT of their Valkyrie. Our Goliath destroys the Berserker’s RA. We missed their Berserker a lot and it took just 20+ damage.

There’s no chance we are going to pull this out. We are 10 mechs against 23. That’s bad math. We pull out and call it.

Abe Sargent 05-15-2013 07:31 PM

Valkyrie missing RA, RT
Berserker missing LA, RA
Pillager missing RT


Jenner RA, LT, H, LL, RL
Akuma LA, LL




Now that we have lost one flank, we may play differently for the others. Why push?

Abe Sargent 05-15-2013 07:48 PM

Here is Bronze Company



AKU-1X Akuma
GLT-5M Guillotine
Hellhound
Gal-1GLS Gallowglas

TDK-7Y Thunder Hawk
HUR-WO-R4L Huron Warrior
GRF-3M Griffin
ZEU-9S Zeus

Fenris B
BUM-1 Bumblebee
DMO-1K Daimyo
WTC-4M Watchman

The Fenris and Hellhound are clan tech. Nothing big or major here. In fact, this will also be a weaker company for a long range game (although not as bad as the other) with its lighter mechs. For example, just three assault mechs here, and I don’t want to expose the Thunder Hawk (XL) or Akuma (No CASE apparently). The Huron Warrior rocks an XL< the Bumblebee is a light mech with….well, you get the picture. The one good thing here is that we have just one light mech,


Again, I’ll skip the long list and such


We are fighting on the east and they on the west.

Abe Sargent 05-16-2013 07:56 AM

Turn 1 – We win init. I set up some sniping positions for lighter mechs with just one big weapon, such as the Daimyo with its ER PPC and the Watchman with its large laser. There is no elevation on this section of the field, so we just have to work with the trees. Our Huron Warrior is in a sniping position in heavy woods. After softening it up, our Guillotine destroys their BattleMaster’s RA and our Zeus hits its hip and foot actuators. It took 100+ damage and fall hard. That’s what I need. Blast their mech, take not much back.


Turn 2 – We lose init. Instead of moving my mechs back I move them south. Their BM fails to stand. A Garm runs in toward us. We hit its LB 5 X and it falls and loses its RA. We stabbed their Dragon Fire with a little bit of damage. We dealt some damage to the BM as well.


Turn 3 – We lose init. Their Scarabus gets awfully close to our watchman. I charge again down the south edge. Their BM fails to stand. But their Garm does. Our Grif destroys the RL of their BM. Our Thunder Hawk smashes the RAof their Dragon Fire, hit the gauss, it destroys that section and the RT and the mech shuts down. Our Akuma destroys the RT of their Garm and hits a gyro. Their Goliath hits a leg actuator on the Gallowglas. Our Hellhound nails an engine once on their Stinger. Our Akuma fell under 20 damage. Dang gone it, we have to stoop it with these cheap falls.


Turn 4 – We lose init. Our Akuma can’t get the 3 to stand up and run behind some heavy woods for the turn so he just stands. Blast it! I back up some mechs. Their Stealth gets in close with our Fenris. I run our Bumblebee into the back of their Wolfhound. Our Fenris nails the Scarabus’s engine and gyro once each. Then their Shadow hawk nails our Fenris’s H and destroys the mech and kills the pilot. Our Watchman destroys the RT on their Scarabus. Dead mech. Their Goliath hits the engine once on our Thunder Hawk. Our Zeus destroys its H with an ER PPC. Dead mech. Our Akuma took 40, as did their Wolfhound and our T Hawk. The WLF fell.


Turn 5 - We lose init. I need to get the T Hawk into some woods. UI start rearranging my mechs to get the T Hawk into heavy woods. It’ll take two turns to get it in there. Again I crash my mechs down the south line. Their Wolfe stands and runs. Bumblebee runs to the rear of their BM which managed to stand missing a leg. Somebody wants to kick that thing down! Our Akuma gets an engine hit by their Cyclops. Our T Hawk took 20+ damage and fell and that’s the battle right there – the falls of it and the Akuma. Their Warhammer took 60, their S Hawk 40 and fell. Their Cestus fell too. We punch the BM and their pilot blacks out after we punch the head.


Turn 6 – We lose init. The extra engine hit overheated my Akuma and now I can only move 2/3 this turn – also a game changer. I need to take the heavy woods in th south east corner of the map. So I use the dying Akuma and T Hawk as bait while we move other mechs to that corner. Our Thunder Hawk fails to stand, fell and hits its engine twice more. I needed, I kid you not, a THREE to stand. That’s twice I failed that. I start moving my sniper mechs to southerly positions as the north is getting charged. Their S Hawk stands. Their Cestus makes it up. Many of my mechs are getting to the edge of the woods, and our Griffin ran past it and is now behind our enemies in that corner. Their ‘Hammer rises. Our Bumblebee jumps into a heavy woods, behind their Guillotine. They destroy the Akuma’s LT, LA, and RL. Our Hellhound destroys their Warhammer’s LA. Our Guillotine took, I kid you not, 20 damage and FELL. Their Cestus took 60 and fell. When our Akuma falls it destroys its Ct – dead mech. They set the hex with the Bumblebee in it on fire. Their BM pilot rolls that 10 to wake up.



Turn 7 – We lose init. Their Cestus tries to rise, fails, and the pilot blacks out. Our Guillotine rises and gets behind the shield of woods to the north of this corner. I’m not able to get everyone back here yet. My goal is to get a camp set up ere and then shoot people as they come through the now burning woods or around it. Gotta clear out the mess in here first though. We hop the wounded Gallowglas behind their BM and it does not fall. I hop an overheated Bumblebee out of the fire and back in the the protection of the corner. The mechs in here I have to deal with – BattleMaster, Cestus, Hatchetman, Guillotine, and a few lights. Our Griffin bases their Cestus. Our Watchman tries to run across the south edge and loses an arm. Our Zeus destroys their Stingers LA, LT and CT. Their Wolfhound this a foot actuator on our Guillotine. Our Bumblebee destroys the RA of their Hatchetman. Basically turning it into a Man. Cause….it…doesn’t have a hatchet. Get it? Our Watchman almost made it. The last mech, a Gunslinger, smashes its CT with both gauss slugs and it dies, their Hatchetman falls, but not us. No wak-y on the Cestus.


Turn 8 – We lose init. Again. The smoke spreads. Our Hellhound bases their BM. I need to finish some mechs off. I left my Huron Warrior in a great sniping position and their Stealth came over to base me. The Man rises. Their Guillotine destroys the LA of ours. Our Hellhound destroys their Wolfhounds CT, and then it explodes and destroys the BM and Hatchetman. Our Griffin launches missiles at their damged Warhammer and destroys its RT and CT. Dead mech. Their Wasp destroys the LT of our Griffin and it shuts down -= XL engine.


We pull out. We destroyed 8 of their mechs but lost 5 of our own. Bad dice rolls.

Abe Sargent 05-16-2013 08:27 AM

Hatchetman missing RA, H
Warhammer LT, H, LL, RL, RA
Goliath missing H
Scarabus missing RT
Garm missing RA, RT
BattleMaster missing RA, RL, RT
Dragon Fire missing RA, RT
Stinger, RT, RA, H, LL, RL
Wolfhound RT, H


Fenris missing H dead MW.
Thunder Hawk enginex3
Akuma RT, RA, H, LL,
Watchman RT, LT, LA, H, LL, RL
Guillotine missing LA
Griffin missing LT

Abe Sargent 05-16-2013 08:47 AM

The third flank begins, and like the other two, this battle begins last. Seeing the other two flanks crumble, we move to protect them as they hobble off. We leave the salvage behind. We move our forces to the first battlefield, and they to the second from the first.


We have lost 7 mechs from this battalion, most of which can be salvaged. Overall today, we destroyed a lot more of their mechs than they did of ours.

We lost in both battlefronts 13 mechs and can salvage some from the first campaign,

They lost 46, many of which we can salvage.


A few hours later, we are both licking our wounds.


We took out about 4x as many as we lost. Not bad for a first day. We can salvage 4 of 6 from the first wave. So of the 13 we lost, 34 are salvageable. Of the 46 they lost, 6 of their own they can bring back, plus they can salvage 3 of ours. Even if they replace MechWarriors with the 24 extra mechs, they are down to 122 and can salvage 9 more from the first battle. They began the campaign with 144 mechs and men and reserve of 24 mechs, so they are still a major threat. Meanwhile, we don’t have spare mechs save what we can salvage and fix up.

Abe Sargent 05-16-2013 09:04 AM

Dec 7 – After two days, the battlefield is relatively clean. We have moved salvage to one of the population centers out of harm’s way. This night, we move out. It’s time to push our luck when the fighters are less helpful to assist.

We spend two hours moving towards their base camp, and they see us coming from a long distance off. They move out their mechs, in order to fight away from camp.

As we thought, they have brought in all 24 spare mechs. They want to smash us hard. This time, they know our power, and will be quicker to retreat once things start to slide. They are coming in with 122 mechs vs our 59. We still are around half their force, but we are good. They are not.

About 3 am local time, our forces begin to meet each other. Again, we split into two battalions, but we rearranged our battalions so each one gets a clan heavy company We are not moving further into companies which they expected, and they pull back a bit for a few minutes to figure out our plan.

Meanwhile, having gotten confident about our forces, we split Oasis Company out of the local mine and move towards their now empty camp, save for 36 tanks spread across several miles of camp, plus their defenses like pickets and such.

Oasis moves in quickly, running at top speed. Their fighters sense us and move in, but they lack accuracy and we don’t. We hit their base and the defenders are not in company formations yet. Their fighters warned them, and they are grouping. We smash a lance of tanks on our way in.

As we enter, we begin to attack their camp. Infantry and support staff with guns fire aimlessly at us. More tanks move in, and the fighters strafe down, but they don’t want to hurt their stuff. We destroy a few buildings, running all the time. Meanwhile, we chew on a few more tanks with our heavier assets, such as the Kingfisher OmniMech. As we blast more tanks, our Whitworth is caught in a large fuel explosion and loses a leg. It stays and moves around to blow up more tanks, jeeps, tents, and people. We leave it behind and smash more stuff on the way out, moving towards the battle that is about to start.

Once Oasis sends out the word, we stop, re-gather as one group instead of two battalions. They get the word that we have savaged much of their camp and they pull back, not wanting to risk a confrontation between two of our forces. Oasis joins the group and we remove ourselves to one of our fallback locations just outside of a mine.

Abe Sargent 05-16-2013 09:24 AM

December 9 -Our foes are blasting off from Genoa. We destroyed so many of their things that they are unable to continue to press the war without the support staff and such. We trade prisoners of war, which is fair, since we have a lot more of theirs than they do of ours. Everybody keeps the other salvages.


We have won the Genoa Arm of Operation Stiletto



But this was not really a win.

Abe Sargent 05-16-2013 10:18 AM

Begin Operation Stiletto on Acamar


For this one, we will be following campaigns in the book.



December 2 – The taskforce arrives at the Acamar jump point. They came in at pirate points, since the regular ones are 9 days away and give us just three days notice. We contact EE with information.

We have the following forces defending Acamar



Scimitar Battalion: Capt. Mika Sanders, of Vegas Company

Vegas Company –
Guile Company -
Tango Company -



Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company –
Shield Company –
Chainmail Company -



Bolt Company –


So we have an aerospace company and six companies of mechs. We also have 6 platoons of infantry but we’ll use them for policing and such while we are engaging in defense work.

Abe Sargent 05-16-2013 10:21 AM

December 4 – We have established several supply caches in various hidden locations throughout Acamar for when the campaign begins.


December 5 – They appear to be coming in hot, so we spread out our six companies to cover six likely locations we think they may hit.


One of them is right.

Abe Sargent 05-16-2013 10:48 AM

Track 1 – The Assault
Scenario 1 – Hot Drop
Osz Forest, Acamar



While trying to hot land some mechs in the area, the Stiletto task force accidentally encountered a full company of hostile mechs. Two lances were hot dropped to the area to secure it for further landings. Those are Shrike and Flare lances - After seeing them have problems with the local forces, Operation Stiletto drops two companies of heavier mechs onto the location and pushes back the defenders.

Rules for this campaign.

Our foes begin with eight mechs – 4 light and 4 medium. After turn 5, they land 4 heavies and assaults a turn, until they have all arrived. (In the scenario, all 8 mechs were destroyed). Then we may battle until our heart’s content. The attackers will not chase the defenders, they need to secure the LX for the DropShips. So if we blow them all up with little effort, we might be able to pick off an assault or heavy or two. But unless we beat an awful lot of bad guys, we will not hold the battlefield after the battle, so we get no salvage. They get salvage from us though.

Abe Sargent 05-16-2013 11:23 AM

We roll randomly to determine which Company is involved.




Shield Company


AS7-S Atlas
WHM-6D Warhammer
Man o War H
Kraken-3

APL-1M Apollo
Rifleman Iic
Vulture Prime
BJ-2 Blackjack

STY-3C Starslayer
Locust Iic
ASN-40 Assassin
Shadow Hawk Iic



The Man o War, Kraken, Rifleman, Vulture, Locust and S.Hawk IIc are clan mechs. So I guess it might be possible after seeing my random roll, that we might blast their whole unit and keep the field ;) We’ll see I guess. The Kraken 3 is one of the best fire support mechs of all time. Because it has 8, count them, EIGHT LRM 15 launchers. It also has virtually max armor for a 100 ton mech. It has 16 tons of ammo, which means 16 shots if it fires them all, This is a devastating mech.


Our unit has 9 elite, and 3 vet.



Alright, our first 8 foes are:


Fireball
Battle Hawk
Valkyrie
Locust
Enforcer
Stealth
Wolverine
Watchman


And then we will have 24 heavy and assaults arriving in a spate of 4 a turn starting after turn 5 – so on turn 6 and on. I won’t bother to list them all. How I will quick sim this, is I will have them each controlled by a separate bot, but on the same team. So the first 8 are one bot. Then I will give each of the 4 assault mech lances a different bot to control them.

We are playing on a normal sized map 16x17. This will keep me from hiding in a corner and poaching everything. I have to get in there and do stuff!


Each lance will have two heavies and two assaults to keep things even.

Abe Sargent 05-16-2013 08:40 PM

All of their pilots are a mix of vet and regular.

Turn 1 – We set up around some trees. This map has some rough terrain, but no elevation. I have 5 heavy woods, and I place the Kraken, Apollo, Warhammer, Atlas and Vulture in them. I almost based them with a Starslayer, but that’s not needed so I stopped myself. I do base a few mechs with our Man O War and they run up on my Atlas and ‘Hammer. Our Vulture destroys the RL of their Battle Hawk. Our Warhammer destroys the LL of their Fireball. Our Starslayer IIc destroys the CT of their Watchman. It’s engine explodes and it destroys the Fireball’s Rt and it shuts down. Their Wolverine joins them on the ground.



Turn 2 – We win init. Their Battle Hawk failed to stand, and on the way back down the pilot was knocked out. Their Valkyrie bases our Man O War. Eventually their Wolverine rose and moved away, but it fell once before doing so. I hope the Shadow hawk IIc by their Locust. Our Shadow Hawk ends up destroying their Locusts’ LL. Our Rifleman IIc nails the engine once on their Enforcer while our Starslayer does the same to their Valkyrie. Our Vulture takes careful aim and destroys the H of their Battle hawk with pulse lasers. A PPC from our Warhammer crushes the Enforcers LA. Their Locust, Valkyrie, Wolverine and Enforcer all tumble. I used my Locust IIc to set some fires in the woods they fled too. I want it burning when the next mechs arrive. It will give them more cover but really hot cover. Our man O War kicks the Valkyrie and destroys its entire right side and nails its gyro and engine once each. Our Shadow hawk’s kick hits the engine twice on their Locust after destroying its LT.


Turn 3 – We lose init. Their Wolverine stands. Their Valkyrie tries to stand, fails, and falls down and knocks the pilot out. Their Enforcer does not get up. Our Warhammer destroys the LA of their Stealth. Our Apollo the RA of their Enforcer. Our Assassin destroys the RT of their Wolverine and it shuts down – XL engine. Our Shadow Hawk II smashes their Enforcer’s RT. Te Kraken finishes off the Enfrocer’s CT. Our Man O War took 20 and fell, their Wolverine falls too.


Turn 4 – We win init. Our Man O War fails to get that 4 and I have to spend more movement points on him. Their Stealth fails to stand to. I base some light mechs. Our Starslayer destroys the Stealth’s H. Our Assassin destroys their Locusts’ CT. Their Valkyrie pilot awakens. We set woods to the north on fire.


Turn 5 – We lose init. I move my scout mechs back. Fires have spread very nicely . The Valkyrie destroys its CT trying to rise and failing. All 8 of those mechs have been killed. Time for the arrival of the heavy metal.


Turn 6 – We win init. We can see a Rakshasa and Atlas in our vision. Two more are hidden. Their Atlas walks into the inferno forest. A Zeus emerges from the back of the fire. A Crusader follows. That’s all four of our enemies. We attack both the Zeus and Rakshasa, since some of my mechs can’t see from one side of the foresty inferno to the other. Our Vulture’s large pulse laser shears off the H of their Rakshasa. Their Zeus took 120 damage, fell, and destroys its LA, hit the ammo in its LT and destroyed the LT and CT and it is dead. Boom! Two mechs down just like that. That’s the way we do it!


Turn 7 – We lose init. They have deployed, but the only mech we see is a Thunder Hawk. Their Atlas moves out of the inferno and is on the last forest, on fire. They move an Excalibur around in the inferno. The other two remain hidden. Their T Hawk takes 60 and falls, their Atlas took 80 and stands. Our Apollo took 20+ and is standing. Well, I needed to take out some more mechs, and this didn’t happen. So now more heavy metal will arrive.


Turn 8 – We lose init. We see none of the new mechs. Their T Hawk rises, spins and charges. Their Atlas runs out of the forest towards us. I begin to hop scout mechs into light woods near the Atlas to help in taking it down. No more mechs emerge. We get another window, luckily. Now you can see why I blazed the woods, it gives us coverage as well. Both the Atlas and T Hawk fall after 80 and 60 damage. Man, I need to finish these guys.


Turn 9 – We lose init. They have deployed, and again we see nothing. It must be a scrum back there! A Victor has entered our vision in the inferno. Their Atlas rises and gets even closer to our grill. We also see a Stalker round the corner. Their T Hawk also gets to its feet. It erred. It moved into line of sight of our Kraken. A Charger came out. Our Atlas’s AC20 nails theirs in the H and it dies. Our Apollo destroys the LL of their THawk. Our Vulture smashes the RA of their Crusader. Their Crusader took 80 and fell and their T Hawk 60 and missing a leg, so it falls too.


Turn 10 – We lose init. They have deployed a new lance of mechs and we can’t see anything still. Our Atlas took some damage last few turns from theirs as it closed. A Banshee joins their posse. A Archer pushes forward into the inferno-woods. Their Crusader rises and moves. A Devastator makes its way around too. Rolling really well, the T Hawk rises. Their Victor jumps forward towards us, leaving the cover of its woods and fire and smoke. LRMs from our Apollo black out their T Hawk pilot and hit the RA gauss, destroying it, the RT and ending the mech. Their Victor took 40 and their Banshee 100 and fall.


Turn 11 – The last lance of 4 mechs joins the party this round. We lose init again. They deploy a Cyclops in our Los but nothing else. A JagerMech moves up, and it’s the good one that pulled out the AC2s for ER Large Lasers. A Gunslinger pulls out. The Banshee stands and moves into smoke. A Maelstrom comes out too. We need to reduce numbers now. They are spreading out and breaking out. Their Victor stands and moves closer. Our Kraken knocks out the Banshee pilot with missiles and it falls and destroys its RA.


Turn 12 – We lose init. Again. A Quickdraw hops out of the woods. I leap our SHD IIc behind their Victor after it moves away. Our Locust IIc runs close to their Crusader. I want to finish some mechs and divert fire away from my big guns if possible. A Penetrator, Thunderbolt and Cataphract come out of the mists this round. Our Locust nails the hip on their Victor. Their Archer hits a pair of lasers on our Locust. Their Crusader destroys its RA. Their Stalker destroys our Apollo’s CT and then the engine explodes and hits a bunch of my mechs. Our Atlas and Assassin fall from the explosion. Their JagerMech fell from 80 damage and destroys its LT< dead mech. Their Victor tumbles too. Our Locust and Shadow Hawk combine to kick and destroy the LL on the Victor. Banshee pilot awakens.


Turn 13 – We win init. Finally. We stand the Atlas. The Assassin gets up and runs behind some trees. A Dragon Fire emerges. Their Victor fails to stand, falls, smashesthe ammo in its LT, CASe blows it out, the pilot blacks out. I leap our Blackjack to the Apollo spot to keep sniping. Their Stalker attempts to flank us. Their Penetrator joins them. Our damaged Locust walks backward behind the trees. Ammo problems will happen soon. Their Maelstrom took 60 and fell.


Turn 14 – We lose init. Their Maelstrom stands and runs back. Dragon fire, Gunslinger are joining the assault on our position. Quickdraw bases our Assassin. An AC20 shell to the LT followed by SRM missiles destroys their Stalker’s section and it shuts down – XL engine. Good job Atlas. Their Penetrator goes overheat and lambasts our Blackjacks CT, and it also goes up and smashes all of the nearby mechs with an engine failure. I’ve taken a ton of damage from engine overloads this game. Our Kraken unloads on their damaged Banshee and destroys both legs, and the RT and it shuts down. Their Gunslinger took 80 and stands, and their Charger 20 and falls. They miss the kick on our Assassin. They set the hex the BJ was in on fire in the blast.


Turn 15 – We win init. A Nightstar pulls out of the flames joined by a Cestus. Their Cataphract and Thunderbolt join the thrust. They are trying to win quickly. After I leap my Assassin away I can’t see some of their mechs on the flank anymore due to smoke that has risen. Their Charger stands easily enough. Their Dragon Fire nails an engine on our Vulture. It took 20 and fell their Nightstar took 60 and stood.

Turn 16 – The fire spreads, the smoke thickens, but we lose init. I pull our Vulture out of its sniping spot and replace it with our Warhammer. Their Quickdraw leaps behind our woods and smoke. Their Penetrator joins them. Our Atlas blows off he Penetrators LA. Our Shadow hawk IIc smashes some sensors on the Penetrator. Our Starslayer destroys the Dragon Fire’s RT and its down. That pilot got a level up in one battle – 4 kills notched. Our Kraken barrages the Nightstar a second turn and destroys its LA and LT. Dead mech. After taking 100+ damage, their Penetrator falls and breaks a leg


Their CO Signals for them to concede the battle to us. We let them leave. Our Atlas is out of ammo, our Kraken has about 3 or 4 more rounds of LRM shots. 9 of our 10 remaining mechs are in the yellow armor wise. Many are internal.

Abe Sargent 05-16-2013 09:15 PM

Nightstar missing LA, LT
Dragon Fire missing RT
Penetrator reattach LA, missing LL
Stalker missing LT
JagerMech missing LT
Banshee missing RA, RL, LL, RT
Crusader missing RA
Thunder Hawk missing LL, RA, RT
Zeus RT, RA, H< LL, RL
Rakshasa missing H
Atlas missing H
Victor missing LL, LT; blacked out pilot.

Battle Hawk missing RL, H
Fireball missing LL, RT
Watchman RT, LA, LT, RA, LL, RL< H
Locust LA, RA, RT, RL, H
Enforcer LT, H, RL
Valkyrie LT, RL, LL, LA, H
Wolverine missing RA, RT
Stealth missing LA, H



Locust IIc missing RA
Apollo RT, RA, LL
Blackjack H, LL


We won an EPIC battle. We were not supposed to win that battle, so met me see how we will adjust the campaign.

We took out 20 of their mechs in this battle alone! We lost an Apollo, Blackjack and had a Locust IIc damaged. That’s a great trade! Of those 20, 15 are recoverable.



That might be my favorite battle of this whole dynasty, inclusive of all chapters!

Abe Sargent 05-16-2013 09:18 PM

Dec 9 – They hit a backup base at the small mining villa of Huss. The brush aside the two lances of tanks that defended a few mining interests here. In a few days, the size of Huss doubles in size as support personnel of various sorts unload from their DropShips. Huss is located on an intersection of three busy thoroughfares, plus the Mahn River. We use this time to get the salvage from the battle, recover a few of their pilots (not all) and fix our forces.

They managed to recover 11 of the pilots and thus 11 of the mechs from their reserve have been assigned.


All times are GMT -5. The time now is 08:06 AM.

Powered by vBulletin Version 3.6.0
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.