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-   -   The Battletech Dynasty, Chapter 1 - 3030-38 (https://forums.operationsports.com/fofc//showthread.php?t=65552)

Abe Sargent 08-22-2008 02:13 PM

To Repair:

Fix hip actuator on Cicada.

No ammo needed
3 tons of armor needed

Abe Sargent 08-22-2008 02:47 PM

Elizabeth Smythe orders the company and vehicles to move at full speed. With a head start of some time, plus the natural distance between the warehouse and the convoy, she hopes to outrun them.

Fortune is with her this day. Thunder Lance arrives back with the convoy, but the other mechs are not able to catch up. Luckily, all of the support vehicles have decent speed. Recon units are ordered farther out, to see if there are any ambushes or traps hiding anywhere else, but they find nothing.

Ten hours later they arrive at another location that Elizabeth identified as a decent base opportunity. It is an old mechanized farm, with several large buildings dominating the flat arable land by the river. After scouts determine it is devoid of habitation, Trinity company moves in and begins to establish a perimeter.

After a few hours, our techs have finished replacing damaged armor on the scout mechs and they have the leg of the Cicada open and are working on the hip actuator. They tell me that they will manage to fix it, which is good since we do not have any replacement actuators.

While the Cicada is being worked on, a Swift Wind catches sight of an enemy mech in the area, a scout mech of indeterminate size and configuration. Lieutenant Smythe orders the scouts to return, in the hope that the Swift Wind went unseen and their new base of operations will go unnoticed. She allows the Swift Wind to follow the mech from a safe distance, eventually getting a video feed on the mech. It is a Locust, probably their 1S.

The Swift Wind follows for over two hours before the Locust leaves the scattered woods for a clearing by some hills. In the area are a lot of mechs. A quick count has it at 30 or so. There was probably a Battalion, with the mechs we destroyed accounting for their under strength.

It is after dark when the discovery is made, and the Swift Wind is ordered back. Perhaps there is a way to take advantage of this information.

Abe Sargent 08-22-2008 06:37 PM

May 6, 3036 - The Boomerang arrives, and now Elizabeth’s plan can be set. She orders the Boomerang to swing to the west for dozens of klicks before flying over their camp. In the meantime, her mechs are ordered out, while recon units show that the enemy is still at their camp, minus a lance that is probably out scouting.

When the Boomerang arrives over their camp, Lieutenant Smythe gets some good video of the area. They see the Boomerang, and the pilot react as ordered, immediately turning the Boomerang and retreating the way it came. Our scout assets in the area report that they have dispatched another scout lance to follow the path of the Boomerang to see if that is where we are.

That means they have gone down from 30 to 22. We can’t get better odds than that. Lieutenant Smythe orders her mechs forward to launch a quick strike, hit and fade mission. The hope is to hit quickly, then fade back into the woods, with the idea of taking out a mech or three of theirs.

The first turn arrives, and we position ourselves. Out of a local mine come a company of vehicles, and Smythe orders her troops to immediately retreat. 22 mechs and 12 tanks are just too much. As they move to follow, the two Ferrets fly overhead, firing into the faster vehicles. Using the Ferrets and Savannah Masters as fast harassing units, Trinity Company manages to escape. Unfortunately one of the Savannah Masters was destroyed.

Abe Sargent 08-22-2008 06:40 PM

May 7, 3036 - Knowing that they are exposed on the plains, and realizing that their foe will be searching for their location, Lieutenant Smythe orders their company to move back to the mining complex. There are no surprises along the way.

Abe Sargent 08-22-2008 07:10 PM

May 17, 3036 - The past ten days have been very quiet, when suddenly, their whole remaining battalion is discovered by a recon Swift Wind. It is moving on their position. Elizabeth orders the supply and extra recon units to immediately head for a fall back position back down the mountain trail, while her mechs fight a rearguard action.

All mechs devoid of long range weaponry are ordered to accompany the supply and recon vehicles. They previously thought that they could send one company against our one company and defeat us, but they were disabused of that notion. Now they come in strength.

After some long range sniping, our rear guard troops are able to escape. We will need two tons of LRM ammo (60,000) and two tons of armor (20,000) to fix our mechs.

Trinity company arrives back at he beach area, and now is moving southwards along it. However, they have naval assets here, and we are going to have to destroy their naval assets before we move on. They were obviously expecting us to retreat this way, but perhaps without all of our mechs. We’ll show them.

Abe Sargent 08-22-2008 08:54 PM

Their assets:

Sea Skimmer x4
Monitor x4
Beatie Hover Tank
Whirlwind Hover Tank
Saracen Medium Hover Tank x2




Naval vessels like the Sea Skimmer and Monitor are not encountered that often. Although we are fighting a lance of each, they are supplemented by hovercraft, which are more commonly used to strike at an exposed side or rear facing a large body of water. You can pack up hovercraft, vehicles, VOTLs, Aerospace fighters, BattleMechs and even conventional fighters if you want,, and ship them easily to another planet. Not so with naval vessals.


That leaves them not as strong as one might hope. Naval assets are largely disappeared, except for large industrial worlds like this one. They expected to hit some beleaguered mechs and supply vehicles. Instead, they are getting the full company.

Monitors have two AC20s and weigh 75 tons, going 3/5 on the ocean. Sea Skimmers weigh just 25 tons, move 12/18, and wield an SRM4 and three machine guns. The Monitors have no real long range weaponry, but are as close to the shore line as they can get. The Sea Skimmers are hydrofoils, and can get closer.

All of their hover tanks are medium size, between 35 and 55 tons. This should be very quick. They’ll probably run in just a few turns.

Abe Sargent 08-22-2008 11:58 PM

On the first turn, one of our Trebuchets kills a Saracen by destroying its movement, which condemns it to a watery grave. Our Catapult destroys a Monitor’s left side.

On the 2nd turn, our Thunderbolt causes a Monitor’s fuel tank to explode. A Monitor blows the RA off our Cicada with an AC20. The other Trebuchet destroys a Monitor’s left side. It too is destroyed. A Sea Skimmer Hydrofoil has hit the engine and gyro on our Cicada. Our Cicada destroys a Hydrofoil’s rear armor. Our Cicada falls. It has just one point of damage left in its internal CT section.

Anna manages to stand the Cicada back up. Our Atlas destroys their Whirlwind’s RS. They get a through armor critical on the Thunderbolt’s RA and it falls off, laying on the ground.

With half of their forces destroyed, they sail back into the ocean. We gather the Thunderbolt’s arm and continue on.

Abe Sargent 08-23-2008 09:52 AM

To Fix:

Cicada RA, engine, gyro
Thunderbolt RA reattached

1 ton of LRM ammo (30,000)
5 tons of armor (50,000)


We fix the gyro, engine of the Cicada and RA of the Thunderbolt, after we arrive at another fall back position. There is a cove to the south that we used to hide away and repair the mechs.

May 19, 3036 - After fixing the damage we move out again. We suspect that they will find us sooner or later here since it is along our escape path. Scouts and recon units are ordered into the nearby woods.

An hour later Elizabeth Smythe is radioed about a thick dense copse of trees that will suit us as a temporary shelter until we can dig deeper into the continent.

Abe Sargent 08-25-2008 02:57 PM

May 25, 3036 - It has been almost a week without any sign of the enemy. We holed up here, reduced our heat and light output, and have only sent out skeleton recon units in a close radius. We hope to wait a while, and then come out and strike the Isle of Skye dissidents.

June 3, 3036 - After staying in the dense copse for around two weeks, Elizabeth Smythe orders the recon vehicles to disperse and scour the area for signs of our enemies. We are near the southern edge of the
continent, and need to move in.

June 5, 3036 - For two days, we have slowly been moving northwest towards the central plateau of the continent. Now we have arrived here. Scouts show the area is pretty deserted.

June 6, 3036 - We leave the central plateau and move to the west.

June 8, 3036 - Trinity company sets up by a large waterfall. The noise drowns out the noise we will make. There is an unusual rock formation here we can rest under.

That night, scouts are out on patrol when we get news that the dissident mechs are moving towards us. They must have followed us or scouted us somehow. Elizabeth orders the mechs warmed up and the supply vehicles convoyed out of here. Just a few minutes after they evacuate, the first of the Lyran mechs arrive.

The Cicada, which is missing an arm, was sent with the supply convoys.

Luckily for us, we have a ton of SRM ammunition by the entrance they come in. A quick laser into the ammo and it explodes, giving our mechs plenty of cover.

That was close.

Abe Sargent 08-25-2008 07:42 PM

Their scout lance:

Phoenix Hawk
Cicada
Valkyrie
Locust


Only two of their mechs are equipped with jump jets, so our escape should be guaranteed.

We exchange fire and nothing more happens.

More fire is exchanged.

I move the Catapult up and kick a Valkyrie hard. It falls.

The Valkyrie falls once before standing. I order the Catapult behind the Valkyrie to fire its four medium lasers in. It misses with two of them, despite just needing a 5.

The following turn, Our Spider destroys their Cicada’s RA.

The next turn, our Hatchetman destroys their Cicada’s RT. Our Catapult falls after missing a kick. Very unlucky. Misses a 6 on the kick, and missed all four medium lasers needing a 7. Then falls needing just a 5.

Then we fail to roll the 5 needed to stand and fall down again before getting up. The Catapult is getting very unlucky here. Our Spider punches and hit’s the Cicada’s engine.

On the next turn, it is proven that our Catapult pilot is unlucky. Their Cicada punches the machine in the head, and the pilot fails to roll a 3 (rolling a 2) and blacks out.

Our Spider destroys their Valkyrie after causing its ammo to explode. That’s one jumping mech down. Our Catapult takes a lot of damage and falls, and its LL is destroyed. We cannot keep the mech if we lose and retreat from this battle, so we have to win. The Spider then kicks and knocks down their Phoenix Hawk.. The Catapult pilot wakes up.

Our Catapult hit’s the gyro on their Locust and it falls. The Catapult is hit in the head by their Cicada’s Small Laser and the pilot takes damage, blacking out again. Our Hatchetman hacks at the Phoenix Hawk with its hatchet and destroys the LA and LT.

Their Locust tries to get up, fails, destroys its LA, then manages to arise. Their Phoenix Hawk destroys the Catapults LA. Our Hatchetman destroys the Locust’s LT and then CT. Before it dies, their Locust hit’s the LRM ammo on the Catapult and it goes up in smoke, the automatic ejection working and keeping the pilot alive.

Our Hatchetman destroys the Cicada’s LT and its LA falls off. It also hit’s the gyro.

The next turn, the gyro on the Cicada is again hit by the Ostscout, giving it a confirmed kill as the Cicada can no longer move. It falls and destroys its CT, just in case there was any doubt. Our Hatchetman dices into the Phoenix Hawk and destroys its CT section.

Abe Sargent 08-26-2008 11:51 AM

Salvage:

Locust, LA, LT, CT?
Cicada - LA, LT, RA, RT, CT?
Phoenix Hawk - CT?, LA, LT


Valkyrie RA, LT
Catapult RA, LT
Cicada LA


Armor:

10 tons needed, four tons used (rest comes from salvaged mechs) 40,000

Ammo - No need to refill the Catapult’s LRM. AC10 ammo for Hatchetman at one ton, 10,000

We lost a mech, but took out four, and salvaged three of those for later use.

Tellistto 08-26-2008 12:06 PM

Guerilla warfare against the guerilla warfarers? Awesome! Is going to be a long wait of hit and run if you have to stick around the 6 weeks for them to show up.

Good luck!

Tell

Abe Sargent 08-26-2008 01:03 PM

July 1, 3036 - We have stored the salvaged mechs in our current location in a mine, similar to the mine shaft we used in the south for the other mechs. We move on back to the south.

July 4, 3036 - We dodged a patrol today, and are now back at the mining complex we used at the beginning of this campaign. We’ll hold out here until our relief arrives or we are attacked in force.

July 17, 3036 - Elizabeth Smythe orders the Thunder Lance, minus the Cicada but with some recon vehicles to check out the farm we used as a base along the valley ten hours down the river. They arrive there and will act as a trip wire.

July 19, 3036 - The recon unit at the farm is noticed and invaded in strength. Only the fast speed of the mechs involved saves them. They arrive back here. One of our Ferrets was shot down by a fast scout lance that was able to keep up for a while.

July 25, 3036 - Two days before our contract is over, contact is made by our team. They arrive to assault the mine, but I have a surprise. Our techs were able to remove the two Long Tom artillery weapons from the mobile tanks we destroyed, and fit them to the mining complex, and we launch artillery at them, forcing them away from our station. We don’t have much ammo, only what was in the vehicles, but they don’t know that.

They have been tentative for one main reason. Although they know that we began at company strength and are down to 11 mechs, we could have fixed the mechs we salvaged, and be up to as many as 19 mechs now, and they have been knocked down to 26 or so. As a result, they are being cautious, as war often favors the defender.

July 26, 3036 - The Lyran Guards arrive one day ahead of schedule and relieve. We know about their 26 mechs, company of vehicles, and the naval forces that escaped our attack. Our rented DropShip lands in an abandoned DropPort behind the mining complex that we prepared. We load up the ship with our salvage, then head north and grab the other salvage before leaving Zollikofen for Outreach.

Time to settle up.

Abe Sargent 08-26-2008 01:04 PM

Quote:

Originally Posted by Tellistto (Post 1816159)
Guerilla warfare against the guerilla warfarers? Awesome! Is going to be a long wait of hit and run if you have to stick around the 6 weeks for them to show up.

Good luck!

Tell


Thanks, but I rolled and we were able to get by the last month and get out. Still, I enjoyed this campaign a lot.

Abe Sargent 08-26-2008 06:05 PM

We have Full Salvage, so we get:


Locust #1: 1,125,000 to fix
Locust #2: 1,015,000 to fix
Commando: 1,345,000 to fix
Archer 2S: 1,250,000 to fix
Banshee: 730,000 to fix
Stalker: 625,000 to fix
Cicada: 2,890,000 to fix
Phoenix Hawk: 3,350,000 to fix

Pieces:

Locust LA
Commando LA
Victor RA
Phoenix Hawk RA
Crusader LA
Valkyrie RA, LT
Catapult RA, LT
Cicada LA



Armor:

10 tons needed, four tons used (rest comes from salvaged mechs) 40,000
Ammo - No need to refill the Catapult’s LRM. AC10 ammo for Hatchetman at one ton, 10,000


Total Cost:

160,000 armor
470,000 ammo
210,000 armor to replace armor stripped off salvage and used on our own

To Fix:

Cicada RA - 140,000

Abe Sargent 08-26-2008 06:10 PM

Costs:

363,000 Upkeep for six months
980,000 replacement, ammo and armor
600,000 transport there and back


Salaries:

300,000 transport reimbursement
685,500 salary
32,275 remuneration
490,000 battle loss compensation
7,500 signing bonus

We lost 427,725, but gained so much


War Chest: 3,767,476




EXPERIENCE: Barbara Morse, MechWarrior of the now destroyed Victor, notched four kills, and will be given a piloting skill bump, making her better than elite with a 2/2 overall stat bump.


August 18, 3036 - Trinity Company arrives back at Outreach after a few quick jumps.

Abe Sargent 08-26-2008 09:54 PM

EVENT

April 21, 3036 - After continuing a spiral into madness after he lost so many planets and systems in the Fourth Succession War, Capellan Confederation Chancellor Maximilian Liao commits suicide. Of his three children, his original heir, Tormano Liao, left to join the Federated Suns while his other heir, Candace Liao, seceded the St. Ives Compact from the state. That leaves cruel and crazy Romano Liao and her consort as the rules of the realm. Romano is paranoid, vicious, and a poor administrator, but she trusts her consort, and he will rule from the behind the scenes, keeping the Confederation steady during the spiraling madness of Maximilian Liao and now the paranoia of Romano.

Abe Sargent 08-27-2008 11:48 AM

April 26, 3036 - Commandos Company arrives back at Outreach after its first post-Ted Izumo mission was a success. Lieutenant Martin Fitzgerald gets one chance for a recruit before moving to contract offers.

Aurelia Yevgina, veteran, MechWarrior, Dervish

This puts us at 16 mechs, which is called a reinforced company in Inner Sphere military parlance.


Contract Offers:

Offer #1: Duchy of Andurien, Defensive Campaign. I’ll bet.

Offer #2: Federated Suns, Recon Raid


The mercs that were under contract to the Duchy have not renewed their contract with the Duchy, not because they won’t pay or are not giving good rights, but because their status as an employer is very uncertain.

Right now, Captain-General of the FWL, Duncan Marik, is bringing the weight of the LCCC (League Military) down on the Duchy one world at a time. So far, Ingomish has fallen, Leyda is being assaulted as we speak, and it is expected that other worlds will fall rapidly.

There are only 12 systems in the Duchy. Still, I have to admit, I have an affection for the little Duchy. No mercenary company is accepting jobs with the Duchy, so I guess we will be one.


Contract Terms Briefly:

Exchange Salvage. 72.
50% Transport. 77
No Remuneration. 87
Salary 3.4. 62
Battle Loss 50%: 27
Liaison: 27
Length: 4 months. 17 points left.
8.5% signing bonus

Abe Sargent 08-27-2008 12:48 PM

June 28, 3036 - We cross borders to the Duchy of Andurien and are making our way to the world of Shiro III, currently under assault by the LCCC.

This is a major world. A lot of our previous battles have been at places out of the way, with only a few contracts at worlds like Rasalhague, Galatea, and now Shiro III. Irian BattleMechs Unlimited is one of the premier Mech factories in the FWL, and in fact, the Inner Sphere, and they have a factory here that builds Wasps, Hermes IIs, and Stalkers, plus various mech components like LRM10s and Flamers. There is also a company that makes tank parts on planet.

Let’s go over the players on Shiro system, planet number three.

Three Free Worlds League regiments assaulted the planet:

The Atrean Hussars, regular
First Marik Militia, veteran
First Fusiliers of Oriente, elite

There are just two Andurien Regiments:

First Andurien Defenders, elite (or better)
Fifth Andurien Defenders, veteran (or better)

Although they are outnumbered, six years of constant warfare have hardened the soldiers.

Abe Sargent 08-27-2008 12:52 PM

June 30, 3036 - We land at Shiro III just as the Atrean Hussars blast off. We are given a sitrep by our Andurien allies. Apparently, so confident that they could destroy an Andurien regiment on their own, the Hussars took on the Fifth Andurien Defenders and were summarily bounced back by a savage counterattack. Only the intervention of the First Marik Militia prevented the Atrean Hussars retreat from being a full out rout, and they have just blasted off planet.

The Andurien forces have been depleted with battles over time. We are assigned to the city of Mina, the central defense for the First Andurien Defenders. They are down to about five companies of mechs from the various wars. Our reinforced company is a welcome adjunct to their forces.

With the Marik Militia pursuing the Fifth Defenders across the planet, the elite Fusiliers of Oriente are left to assault Mina and the elite First Andurien Defenders. This is a battle of the big boys over a major planet, and we have earned a ticket to the stage with successes.

Mina has established outer defenses with artillery supplementing the defense. Andurien has had a lot of time to prepare for an assault against their planets. This is one of the more important ones. Two of the twelve Andurien systems have fallen. This is a chance to reverse that trend and send the Mariks packing.

The numbers are against us. The elite Fusiliers feature a full regiment of nine companies, and we have around six companies with our support. However, in a war, the defense is often benefited by strong terrain, knowledge of the area, and a tactical advantage.

Abe Sargent 08-27-2008 03:25 PM

July 1, 3036 - The first raid against the defenses by the Fusiliers has occurred, and repelled by the Defenders. They are trying to test the lines and probe for weaknesses.

July 3, 3036 - Four more raids have occurred, but we have not been called on to meet them. We get the impression that the Mariks look at the Anduriens like just another foe, but the Anduriens really, really dislike the Mariks.

July 4, 3036 - We are asked to repel a raid in power. Where many previous raids have been lances, a full Marik company is trying to pressure the defenses. Instead of revealing their presence by using artillery, or getting their established defenses out of alignment, they order us to stop them. Since we have sixteen mechs, the numerical odds are on our favor, but we are a veteran company against an elite one, so the odds are not as obvious as they might otherwise be.


Their forces:

Shadow Hawk
Whitworth
Cyclops
Hermes
Firestarter
Locust
Griffin x2
BattleMaster
Javelin
Stinger
Orion

Since the pilots are all elites, they are all problems. However, an elite BattleMaster and Orion are scary so if we can, I want to take them down first. The assault Cyclops is a heavy mech, but not as good as it could be, but it will be another target. I also want to take out some of their fire support like their Griffins or Whitworth. Plus, since all mechs are sporting elite pilots, I have no qualms in taking out any mech that exposes themselves.

Note that this is not a full blown assault against each other. Instead, it is merely a raid, so they will not be sticking around as long as some opponents might. Just fighting against us will give them a lot of info on our defending forces. They get a chance to see things like aim, mechs, configurations, and so forth. Plus, if we fold quickly, then they can continue on to the city.

However, if we can repel them by taking out a mech or three, then it should be good.

Abe Sargent 08-27-2008 05:01 PM

We are fighting on a map with some pavement, a few small industrial buildings in an abandoned outer district of Mina, and a small hill.

On the first turn, we focus a lot of weapons on their Cyclops and they on our Warhammer. Their Javelin gets lucky and through armor criticals one of the Awesome’s PPCs. Our Longbow hits their Cyclops’s lower leg. It falls and destroys its LA. Our Javelin (the normal one) falls after being kicked by their Locust.

Our Hermes II slips and falls while running on pavement and slides, knocking our Javelin variant out from behind the back of their BattleMaster, which sucks because now I can’t fire its four medium lasers at its rear. Then it falls after being pushed. Ick. Their Orion tears up our normal Javelin and hits three various leg actuators. Our Thunderbolt hit’s the Cyclops engine once. Our Warhammer hits another leg actuator on it. Then our Longbow hit’s the engine twice more and destroys the RL. Our Javelin and an Awesome fall under an onslaught of fire.

We stand the Awesome back up and back it against a building so none of their lighter mechs can get behind it. I eject the Javelin normal pilot in order to keep it safe (they moved several major mechs including their Orion next to it, so we would be unable to get away from that). The Hermes II stands and tries to get away from their BattleMaster. I stand up our Jav variant and run it behind the Battlemaster’s back. Again. Their Stinger lands on a building and it collapses, and it takes damage, including two engine hits. Our Falcon destroys their Stingers RA and CT. Their Jav hit’s a second PPC on one of our Awesomes. Then their Griffin follows by destroying its RA. Our Longbow blows the LA of their Hermes. Their Javelin has been harassing our Awesome so it kicks the LL right off their Javelin and it falls hard.

On the next turn, one of their Griffins hit our Longbow, gets a through armor critical, and ignites the ammo on the mech causing it to explode. That’s sad. I liked it. I hated that I lost it through bad luck, it got TACed and lost it. Ah well, that happens. Our Catapult destroys the RA and H of their Hermes. Our other Awesome destroys the RT of their Javelin. Our Warhammer takes out the LA of their Locust. It went way overheat to attack it with PPCs, MLs and an SRM6, but barely hit. Our newest mech, the Dervish, destroys the Whitworth;s RT. It tumbles to the ground.

With that, more Marik mechs appear at the edge of our HUDs and the current units begin to retreat. They destroyed one of our assault mechs, and savaged two more mechs, including another assault mech. We destroyed their Hermes, Stinger and Cyclops, plus we were beginning to severely damage many of their other mechs

Abe Sargent 08-31-2008 12:14 PM

Salvage:

Cyclops - RL, LA, gyro x1, engine x3, 1 actuator
Stinger - RA, RT, CT?
Hermes - H, RA, LA


Longbow LA
Javelin RA
Whitworth RA


To Fix:

Awesome PPC, RA
Javelin, 3 leg actuators

Abe Sargent 08-31-2008 12:22 PM

We fix the Jav and Awesome quickly. The Awesome is missing a RA and will be out of battle until we can get a replacement PPC and RA. The Jav is back into the fray in one day. We also fix the Cyclops’ gyro, engine and actuator. We can get parts to the Stinger from on planet, since Shiro III has a factory that makes the Wasp, and the Stinger’s parts are identical (they even use the same chassis, engine, etc). However, since we do not know if we or the Duchy will be getting the Cyclops, Stinger and Hermes, we can’t afford to fix them up. So, although we could have the mech up and running in just a few days, since we don’t know if it will be ours, or not, we cannot spend the money needed.

I sit down with our Liaison. We have a dispossessed MW, and ideally, we could have a mech for him, even if its just a jinky 20 ton scout mech, its something. After discussing for a bit, we come to a decision.

We will be credited for the salvage value of the mech to our total salvage. If we spend money to fix up the mech now, and then we do not take the mech later, then we will be reimbursed for our money to bring it up to speed. If it is destroyed, we are not compensated for it, but still get the current salvage value.


For the future record: Stinger Salvage Value: 550,000. To Fix: 1,112,000

Armor: 220,000
Ammo: 215,000

We spend 1,527,000 for armor, to fix the Stinger and ammo.

I also order parts for the Awesome. 725,000 for the arm and PPC.

Abe Sargent 08-31-2008 12:27 PM

They will arrive in about two weeks (we are closer to mech parts for an Awesome here in the FWL, where the design is very common, than we were at Outreach).

July 6, 3036 - More recon raids, from every direction, keep coming. The Stinger is up and running.

July 7, 3036 - Another recon raid arrives, this time just a scout lance. We are up for the response, so we are asked to send out a scout lance to hit them.



Marik Forces:

Phoenix Hawk
Stinger
Locust
Firestarter

All elite

Our Lance:

Stinger w/ elite pilot Aaron Cohen
Assassin
Javelin 10F
Falcon w/ veteran pilot

The Battle Value favors our opponents who are all elite, whereas we have one elite, one vet, and two regular. Our mechs are better than theirs, except for their Phoenix Hawk which is better than any of ours. I want to focus on taking out one mech as quickly as possible. If we can zap a Locust or Stinger, then they’ll probably leave and we can move on.

Abe Sargent 08-31-2008 07:01 PM

We are fighting on the border of a large pond. There are a few trees in the area. There is also a landscaped hill in the area.

We exchange fire in the first round. There’ll probably not be much for the next several rounds but fire exchange.

The RA of our Stinger was destroyed in the fourth round by their Phoenix Hawk. That severely cuts the weaponry of our best gunner. However, our Stinger did manage to cut through the rear armor of the Phoenix and tack its gyro, although the elite pilot manages to stay up.

The next turn, their Locust destroys our Stinger’s RT. Our Stinger kicks the Phoenix Hawk, and with its gyro damaged, it falls, taking some damage.

The next turn, their Phoenix Hawk opens up the arm of our Assassin and hit’s the shoulder and ML there. The Assassin launches its SRM2 and hit’s the rear of the Phoenix Hawk, already opened by our elite Stinger pilot. One missile seeks out a critical component and hit’s the gyro, taking out the Phoenix Hawk. It falls and it is down and out.

They withdraw, and with a damaged Phoenix Hawk, we choose to let them go

law90026 08-31-2008 08:29 PM

Still reading and still enjoying it.

Abe Sargent 09-01-2008 11:29 AM

We traded a Stinger arm and torso for a Phoenix Hawk, because I exposed the Stinger twice in order to get around the rear and tear out its armor. It was a good swap.


Salvage:

Phoenix Hawk, gyro x2

To Fix:

Stinger RA, RT

Assassin shoulder and medium laser



Armor: 60,000
Ammo: 58,000 (LRM5 ammo for Assassin + SRM2 ammo for Assassin)

175,000 to fix the Stinger, and it should be up in a few days. We managed to fix the Phoenix Hawk’s gyro but it won’t be up for two days.

Abe Sargent 09-01-2008 11:29 AM

Quote:

Originally Posted by law90026 (Post 1821020)
Still reading and still enjoying it.


Thanks!

Abe Sargent 09-01-2008 12:22 PM

July 10, 3036 - We get news that the First Marik Militia has blasted the Fifth Andurien Defenders and they are leaving the planet bound for Xanthe III, another Andurien stronghold. Although we were holding off the recon raids here despite being outnumbered and against elite forces, the soon to be addition of the First Marik Militia, even damaged, will tip the scales in their direction.

July 12, 3036 - Probing attacks come once from the Marik Militia and then the Fusiliers. With two regiments of mechs, they can send probe attacks, and then take breaks, whereas we have to be on duty at all times. Supplies will soon be an issue as well. The First Defenders call a meeting among their command staff. Afterwards, we get a communique. Tomorrow we change the battle.

July 13, 3036 - Alpha Battalion of the First Defenders charges the Marik Militia supported by artillery barrages. Simultaneously, Beta Battalion charges the Fusiliers. Meanwhile, Gamma Battalion, infantry assets, techs, tanks board various DropShips. When they begin to launch, Alpha and Beta Battalions break off their attack and make for the DropPort. The sudden charge took the Marik forces off balance, and the sudden break just as much, and it takes a few minutes before they decide to pursue. Then we pop up, laying down cover fire for the Defenders as they make for the city of Mina. Our fire, plus the continuing artillery from the interior of the city keeps many of the Marik forces from advancing while the Andurien Defenders hit the city line. Once there, we break off and move towards an Andurien military DropShip that will take us and the First Defenders to our next location. They are leaving about a company of their mechs on the ground after being destroyed in their assault and then withdrawal.

Shiro III has fallen back to the Free Worlds League.


Another system, Villaneuva has fallen in a last few days as well, cutting a third of the Andurien systems down.

Andurien intelligence believes that Marik will secure their new planets before continuing the invasion.

18 July, 3036 - We arrive along with the First Defenders on the planet of Ryerson.

Abe Sargent 09-01-2008 03:25 PM

30 October, 3036 - After quiet on the front, our contract is up. The Duchy of Andurien does not activate the Emergency Powers Clauses in our contract but they offer us a new contract immediately. They need forces bad, and we have proven ourselves an ally to the Duchy twice. After consideration, we decide to negotiate a new contract.


Full salvage
They transport us as needed
3.4 salary modifier
50% battle loss compensation
House Command (we do and go where they say)
Length, 4 months
Remuneration yes

No bonus

Let’s settle up from the old contract:

Salvage Value:

Phoenix Hawk: 4,067,000
Stinger: 550,000
Cyclops - 8,400,000
Hermes - 1,900,000

Longbow LA - No Value, ours
Javelin RA - 100,000
Whitworth RA, LA, LT - 325,000

Total Salvage Value: 16,342,000

Just 500,000 more salvage value and we could have grabbed the Cyclops. We fixed the gyro, engine and actuator on the Cyclops.

Since we cannot get the Cyclops, we get the Stinger, Phoenix Hawk, and Hermes, plus the body parts.

Abe Sargent 09-01-2008 03:25 PM

Costs:

350,000 upkeep of unit
675,000 transport
850,000 to fix Hermes
1,112,000 to fix Stinger
280,000 Armor
273,000 Ammo
725,000 Awesome repair
175,000 Stinger repair (again)


Incomes:

8,171,000 Shared Salvage
337,500 transport reimbursement
726,500 battle loss compensation
726,566 salary
61,758 singing bonus

Total Gain: 5,583,324

War Chest: 10,446,332

LEVEL UP - Aaron Cohen, now assigned to the Phoenix Hawk, has notched four kills and his piloting skill is dropped by one.

Abe Sargent 09-01-2008 06:47 PM

November 4, 3036 - We arrive at our new assignment in the Xanthe system, 3rd planet. This is the second most valuable of the Duchy after Andurien itself. Xanthe III is the home system of the Humphreys, the ruling family of the Duchy. It is the symbolic home while Andurien is the current capital.

Now let’s pop back to a previous company.

May 28, 3036 - The Kilts Company, led by Captain Braham Essex, lands back on Outreach and initiates another round of recruiting.

Daniel Rayburn, elite, Warhammer, assigned to Kilts Company
Estelle Galverston, elite, Crusader, assigned to Kilts Company
Adrick Lee, elite, dispossessed, assigned to Kilts Company.

We rolled well, getting two elevens.


Time for some Contracts

Contract #1: The Lyrans want us for an Objective Raid

Contract #2: The Bandit Kingdoms, a periphery power, want us for a garrison contract

Contract #3: The St. Ives Compact wants an Extraction Raid.


I roll to see the targets for the first and third offers. Isle of Skye for the Lyrans. The Capellan Confederation for the St. Ives Compact. I decide to roll with our third contract for the Lyrans against the Isle of Skye dissident movement which increased in strength after the Free Rasalhague’s independence.

We are being sent to the planet of Syrma, one jump from Skye itself, and one jump from just one Draconis Combine system. The Lyrans don’t want it commonly known that they are raiding their own people, so they are hiring us mercs instead of sending their own troops.

Our goal is to land and destroy a command lance of mechs that are part of the regiment of troops. The Lyran regiment is currently a Skye sympathizer, but the Lyrans believe that the command officers in their command lance are controlling the politics of the unit, and if we remove them, then the unit’s loyalty will slide back to normal from questionable.

Our task is to land on the planet, attack the company with the command lance (16 mechs total) and then destroy all four of the mechs in their command lance. Once we have done that, we are to break off our attack and not continue to fight against loyal Lyran troops. If that fails and we are pursued, we are given a command to communicate to the Lyran troops telling them that we were under the employ of the Steiners to remove the officers in charge of the unit, but we are only to use it in case of emergency.


Contract:

We have 126 points

Salvage - Exchange. 116
Transport - 50% 121
Length - 2 months - 106
Remuneration Yes. 96
Support - 50% Battle Loss Compensation. 61
Independent Command - 51.
Salary 3.7. 26
13% bonus.

Abe Sargent 09-01-2008 10:44 PM

June 19, 3036 - We arrive at Syrma in a merchant DropShip so as not to arose suspicions that a military force has landed. I check our intel.


Their Command Lance:

Atlas
Wolfhound
Quickdraw
Grasshopper


If it is possible for us to engage this lance when they are not with their company…hmm…I wonder.

Let me try a trick. The normal Inner Sphere military is so ingrained into the Lance-Company-Battalion-Regiment mindset, that I believe I can trick our opponent.

June 22, 3036 - Our scouts tells us that one of their companies is out on patrol while the command lance is just a few klicks nearby. Attack one, and the other will come.

Time for using our opponent’s strategy against themselves.

I order the Kilts Company to be placed under the temporary control of Sergeant Rafael Gomez. He will be taking twelve mech assets plus the two infantry platoons to represent a traditional company. He will attack the company on patrol. Then, when the command lance moves to support their company, I will personally ambush them with our remaining mechs (5 of them).

(This is a trick used later by a mercenary named Jeremiah Rose, so we are using his strategy which worked wonders against foes who saw a company, and so believed that was all they were facing).

My Ambushers:

Cataphract (Me)
Warhammer 6D variant (elite)
Striker (elite)
Wolverine (regular)
Banshee (elite)

I knew I was going up against some heavy metal, so I wanted some heft too. I left the missile boats with the company because it has the infantry to use for spotting. I also took some top notch pilots because I expect that the opposing command lance would have some significant experience as well. I also grabbed the Wolverine and Striker from my own Anvil lance, because we are used to working together.


The first battle initiated is the diversion, but I don’t want to run it first. Three rounds of it will go by before we ambush the command lance. I need to know how many rounds the ambush takes before knowing on what round I break off the diversionary unit.

Abe Sargent 09-02-2008 02:05 PM

Ambush!

Our opponent begins in the middle of the map, and we can start on any edge. Our opponents are all elite except for the Wolfhound pilot who is a veteran. Additionally, the pilot in the Atlas, the leader of the regiment, has edge:1 and tactical genius.

We are in thick woods, but we close quickly.

First turn sees some powerful fire get exchanged. Our Banshee falls under an onslaught.

On the next turn, we stand the Banshee back up. We exchange fire, then their Quickdraw falls after being kicked by our Banshee.

More fire in exchanged on the 3rd. Our Banshee was kicked and falls. Again. Their Wolfhound kicks our Striker in the head, and shakes the pilot up a bit. Their Quickdraw falls after being kicked again. It destroys its LA in the fall. Their Grasshopper missed a kick and tumbled as well.

All mechs stand back up. Our Striker blows the RL off their Wolfhound. It also hit’s the gyro twice. Immobile Wolfhound. It destroys its LA on the way down. Their Quickdraw falls a third time after getting punched three times by our Wolverines and Banshee, and taking a lot of damage as a result.

The fifth round we exchanged fire.

On the 6th, our Striker hit’s the AC20 on the Atlas. Our Wolverine tears through the Quickdraw’s rear armor and ignites its SRM ammo. Boom! Their Grasshopper opens up the Wolverine’s arm and hits its AC5.

The following turn we exchange more fire. Both the Cataphract and Striker have been opened up in critical areas. I am using the Warhammer to lead the assault against their Atlas. Our Banshee takes out the Atlas’s RT.

Our Wolverine hit’s the Atlas’s engine the next turn. More weapons fire exchange.

Our Striker destroys the Atlas’s CT. At the end of the 9th turn, The remaining mech, their Grasshopper surrenders to us. The mech will be turned over to the Lyrans and we take the four MechWarriors and will turn them over to the Lyrans later.

The diversionary attack will not last more than 12 turns (it could take less but no more). Now let’s play it.

Abe Sargent 09-03-2008 12:31 PM

Salvage:

Wolfhound RL, LA, engine, gyrox2
Atlas, RT, RA, CT?


Quickdraw RL
Atlas RA


To Fix:


Wolverine AC5

Two of our mechs were very close to destruction. The Striker was internal in its CT section and had less than 10 points left there. My personal mech, the modified Cataphract, was open in the torso that held the LRM ammo (which I never even fired because we started so close to each other).


Armor: 300,000
Ammo: 34,000


Diversion Attack:


Their Company

Rifleman
Griffin
Stinger
Victor
Charger
Marauder
Warhammer
Trebuchet
Firestarter
Locust x2
Zeus


Three assault mechs (Zeus, Victor, Charger) meet three heavy mechs (Rifleman, Warhammer and Marauder.) This is a heavier company than normal. They even have a great fire support medium mech in the Trebuchet and an okay one in the Griffin.

The Zeus is their best mech, and it’s a Lyran Commonwealth specialty mech that cannot normally be found in other militaries. It’d be nice to grab it. What I want to do is stand in the back and wait away the turns, but we attacked at a lighter woods area, so we will not be able to do so.

Abe Sargent 09-07-2008 01:45 PM

Sorry I've not been around for a few days. I was best man at a wedding this weekend, so I was focused on that stuff with wedding, reception, bachelor party, rehearsal, etc. Anyway, i'm back and will pick this up today.

Abe Sargent 09-07-2008 04:18 PM

Here we go:

On the first turn, our Catapult gets a through armor critical on their Marauder and hits two actuators on its leg. It falls. Their Rifleman joins it after our onslaught. Then both their Warhammer and Victor miss kicks and fall. Four mechs on the ground in the first exchange. Very good for us.

The Marauder tries to get up and fails. Our Spider hops over by it in case the pilot blacked out, but its didn’t/. Our Warhammer destroys their Rifleman’s RA. That’s it for the second round.

Our Crusader hit’s a leg actuator in their Warhammer. Their Marauder opens up our Stalker’s leg and blasts a pair of heat sinks. Our Centurion hits an LRM15 on their Trebuchet. Our Laser infantry platoon tasers off the RL off their Rifleman and it falls to the ground. Their Warhammer joins it on the ground and blows off its LL with a limb blows off critical.

4th turn is here. Our Champion hit’s the engine twice and gyro once of their Warhammer. Then one of our newest mechs, the missile boat Crusader hits its gyro and engine and both go out. Then our Phoenix Hawk’s medium pulse lasers dice into the Zeus and tear off its head. The smoldering hulk of the mech falls quietly to the ground. Their Charger misses a kick on Adele’s Firestarter and it falls.

Their Charger stands up just fine. Our laser infantry destroy the Rifleman’s H, and then hits its engine three times in the same barrage. It’s double killed. Our Centurion takes out the RA of their Trebuchet. It falls to the ground.

Their Trebuchet tries to stand, fails, and falls and destroys its RT. Their Victor hits Adele’s Firestarter in the RL with an AC20 and its gone. She falls. Our Laser platoon destroys the Marauder’s RA. The LA is taken out by our Crusader. Then the Champion touches the ammo and it goes BOOM!

The next turn we exchange fire and our Archer hit’s the Griffin’s gyro and it goes boom. Their Trebuchet falls when it misses a kick. The Griffin falls twice while trying to get back up. The modified Phoenix Hawk jumps over to it. Our Crusader hit’s the gyro on their Trebuchet. Their Charger arrives and hits Adele’s Firestarter, causing the machine gun ammo to explode. There goes our modified mech and one of the few original mechs still with us. Our Centurion destroys the LA and CT of the Trebuchet. Our Warhammer hit’s the Victor’s engine. After adding a bunch of heat from her weapons, and the Warhammer’s engine hit (which casues an extra five heat every turn), the Victor barely avoids a shutdown for heat.

We exchange fire

I order our Mercury to charge their Locust. Our Laser platoon takes off the RT of their Charger and hits its engine twice. Then the Archer finishes it off with another engine hit, plus a gyro one as well. Our Warhammer lances two PPCs into one of their Locusts, destroying its LA and LT. It falls and destroys its RL. Our Crusader kicks and destroys the LL and LT of their Stinger. Our Mercury hits their Locust and deals 13, and takes two, falling down. Their Stinger falls hard.

This is the 11th turn. We have two turns left before we retreat. Luckily, they do not know that. They take stock. They begin with three heavy mechs, all are destroyed. They began with three assault mechs, two are destroyed. They’ve also lost one of their two medium mechs. All they have left are four lights, a medium, and an assault. The Assault mech is overheat and can barely fire any weapons until it cools down. Two of the light mechs are missing legs, weakening them significantly. The Griffin has some serious damage reducing its mobility. Therefore, they are choosing to retreat. We let them go and focus on recovering salvage.

Abe Sargent 09-07-2008 05:00 PM

Salvage:

Warhammer, RL, enginex3, gyrox2
Zeus H
Rifleman, H, RL, RA, enginex3
Trebuchet CT?, LA, RA, RT, LT
Charger, RT, RA, enginex4, gyro,


Parts:


Warhammer RL
Marauder LT
Firestarter LA, H, RA
Charger RA
Stinger LA

To Fix:




320,000 Ammo
150,000 armor (nine of those 15 tons comes off our Stalker, which was savaged on the external armor)


Salvage in Detail:

Zeus 6S. Current Value: 7,180,000 To Fix: 460,000
Warhammer. Current Value: 4,820,000 To Fix: 980,000 (had to replace gyro) We reattached the RL.
Rifleman. Current Value: 2,410,000 To Fix: 2,225,000 (had to replace engine)
Trebuchet. Current Value: 725,000 To Fix: 3,500,000 (could not fix CT had to replace that, engine and gyro)
Charger. Current Value: 6,600,000 To Fix: 710,000 (for armor, RT, we replaced with RA) (We fixed everything here)
Marauder and Stinger Parts: 600,000
Wolfhound. Current Value: 2,475,000. To Fix: 450,000
Atlas. 2,000,000 (Engine), 900,000 (Gyro), 1,150,000 (CT structure), 950,000 RT and weapons. Current Value: To Fix: 5,000,000 Current Value: 4,815,000
Quickdraw RL - 350,000



We get the Firestarter parts for free, since they are salvaged from Adele’s mech.


Total Salvage Value: 29,975,000

Shared Value: 14,987,500

I absolutely want the assault Zeus. I grab that. That leaves me more than seven million. Atlas or Warhammer? That’s easy enough, I add the Atlas. I also take the Rifleman and Stinger and Quickdraw parts.

Abe Sargent 09-07-2008 05:31 PM

Costs:

804,000 ammo and armor
460,000 fix Zeus
2,225,000 fix Rifleman
5,000,000 fix Atlas
312,076 upkeep of unit
600,000 transit there and back


Incomes:

14,987,000 Salvage
300,000 transport
402,000 battle loss compensation
725,425 salary
36,271 remuneration
94,305 signing bonus

Total Increase: 7,143,925

Current War Chest: 17,336,733


I am going to pull ten million out of our war chest now to help build the Training Academy. The next ten million is due January 1, 3037, but since I have it now, I’ll pay it now.

LEVEL UP - Su Yuan notched her eighth kill. Her piloting skill lowers and she is upgraded from regular to veteran.

We have a Firestarter in storage in our garrison at Episilon Eridani. Since we have the schematics for the modifications we made to the Firestarter, I order our techs to modify the Firestarter to the same specifics as we had, and ship the modified mech to Outreach. It will be there when we arrive.

Abe Sargent 09-07-2008 07:40 PM

July 24, 3036 - Kilts Company arrives back on Outreach. I have assigned dispossessed MechWarrior Adrick Lee to the Atlas, which is a major upgrade. From mechless to the lord of the battlefield. Trinity company is on the way back from their last assignment and they are down a few mechs. I order the Zeus and Rifleman held here in storage for a month until they get here. I put dispossessed Barbara Morse in the Zeus and Maeve Vega in the Rifleman from that company.

Recruitment by Braham Essex.

Nothing (I rolled a 3, I could get a Green dispossessed for that, but I don‘t want it)
Eileen Dixon, elite, dispossessed
Maggie Frattacelli, elite, Black Knight

Recruitment by Adele Thompson:

Damon Adkins, elite, dispossessed

The Black Knight is an old, old mech, pretty rare these days. In order to roll a rare or unusual mech, when I roll to determine what mech a candidate has, I create a list. In this case, I had 14 normal heavy mechs. I assigned 1-5 to a one or two on a 1d6. Then I assign 6-10 and 11-14 similarly. Then when I roll, I reroll a 6. If I happen to roll a 5 or 6 on one die, followed by a 5 on the second (right between the number of mechs and the six needed to reroll) then I get a rare mech, and I roll on that list, which includes the Ost mechs, downgraded versions of 2750 mechs, and so forth.

I rolled a 5, giving me the last section, and then a second five. Rare mech, whoot. The Black Knight is a 75 ton mech and it is a classic design. (It really is. It’s design will be picked up again by Kong Interstellar and remade in about twenty years or so. It is a feature mech again, and on covers, plus an expansion set for one of the Mechwarrior PC games is named after it).

The Black Knight features an all energy weapons configuration, with a PPC, two large lasers, four medium lasers, a small laser just twenty total heat sinks, 4/6 movement and 11 tons of armor. Personally I’d like to strip off the large lasers, and replace with a PPC and extra armor. A PPC makes 10 heat. A Large Laser makes 8. You can disperse 20, walking makes one and running makes two. You cannot fire anything if you’ve fired the PPC and Large Laser, especially not another LL.

However, I am not going to mess with such a classic design.

law90026 09-07-2008 08:19 PM

Very nice salvage on that last mission.

Abe Sargent 09-07-2008 11:35 PM

Quote:

Originally Posted by law90026 (Post 1826816)
Very nice salvage on that last mission.


Yeah, it enabled me to get a couple of good mechs, so I'm happy.

Abe Sargent 09-08-2008 12:14 PM

Time for a new REORGANIZATION:


Aleph Company (Formerly known as Kilts Company):


Anvil Lance:

Captain Braham Essex, Cataphract (modified)
Roger Stephens, Wolfhound
Jacob Ovango, Wolverine
David Bengurion, Striker

Hammer Lance:

Sergeant Rafael Gomez, Archer
Michael Adkins, Centurion
Nadia Romanov, Stalker
Su Yuan, Champion


Thunder Lance:

Sergeant Adele Thompson, Firestarter (modified)
Liu Chen, Spider
Elena Stoyovich, Mercury
Justine Dempsey, Phoenix Hawk (modified)




This is the same company as before, with no changes. They are used to working together. There are only four elite pilots here, so they are probably our least experienced unit. I like the selection of mechs, however. Four light, three medium, three heavy, and two assaults. Nice round numbers and a smooth curve.

The name is the play on the normal nomenclature of Alpha Company, Beta Company, etc. I named it in Hebrew instead.

Abe Sargent 09-08-2008 12:53 PM

Typhon Company (Formerly known as Commandos Company):


Anvil Lance:

Lieutenant Martin Fitzgerald, Awesome
Edgar Lopez, Warhammer 6L
Earl Ray Williams, Thunderbolt *
Bryant McKinnon, Panther


Hammer Lance:

Sergeant Anakago Intade, Griffin
Aurelia Yevgina, Dervish *
David Delgado, Rifleman
Eleanor Bates, Catapult


Thunder Lance:

Sergeant Mary McDonnell, Falcon
Raquel Sanchez, Javelin 10F
Aaron Cohen, Phoenix Hawk
Edgar Steinbocker, Assassin


* - New in the Company. I replaced a second Javelin and second Awesome to prevent confusion. Named after the many headed serpent and God of Wind in Greek Mythology who claimed to bathe in the Eridanus river and dueled with Zeus. Four Lights, four mediums, three heavies and one assault.

Abe Sargent 09-08-2008 01:32 PM

Trinity Company:


Anvil Lance:

Lieutenant Elizabeth Smythe, Atlas
Bonita Endicia, Thunderbolt
Latasha Jenkins, Hatchetman
Barbara Morse, Zeus


Hammer Lance:

Sergeant Jason Thomas, Ostsol
Thad Karamanlis, Trebuchet
Janice Flanders, Goliath *
Maeve Vega, Rifleman


Thunder Lance:

Sergeant Orpah Jones, Ostscout
Hassan Mohommad, Phoenix Hawk
Chiang Xe, Spider
Anna Cafincelli, Cicada

* - I replaced a Trebuchet with the Goliath in order to prevent having two Trebuchets in the company. This company is rocking just two lights, four mediums, three heavies and three assaults giving it some heft.

Abe Sargent 09-08-2008 01:59 PM

Phaeton Company:


Anvil Lance:

Lieutenant Miguel Juarez, Banshee
Melissa Darrow, Awesome
Clyde Naller, Warhammer 6D
Adrick Lee, Atlas

Hammer Lance:

Sergeant Estelle Galverson, Crusader
Cristina Fernandez, Trebuchet
Stacey Dutch, Catapult
Maggie Frattacelli, Black Knight


Thunder Lance:

Damon Adkins, Spider
Maria Santos, Javelin
Khalid Hussein, Hermes II
Samir Azif, Wasp


Promoted Miguel Juarez to Lieutenant, Estelle Galverson and David Adkins to Sergeant. I gave David Adkins a Spider out of our garrison. This company, using mechs coming back from one company not here yet and the other in Andurien, will not be ready for use until January 1, 3037. Typhon company will send back mechs as needed.

I assign dispossessed regular Mechwarrior Mara Fehr to the garrison on Episilon Eridani. She is assigned to our Enforcer. I send Warhammer and pilot Daniel Rayburn to the garrison and promote him to Sergeant. Patricia Enckbeyer and her Thorn joins him. A looted Hermes is also sent to the garrison. I bring regular MechWarrior Samir Azif out of the garrison along with his Wasp for Phaeton Company.

This company is named after Phaeton, a minor character in Greek Mythology, who was tossed into the Eridanus, a mythological river which was also one of the largest constellations in the night sky when viewed from Terra. Episilon Eridani, our homeworld, is one of the brighter starts in the Eridanus constellations.

Tellistto 09-08-2008 02:51 PM

Pretty soon your goinna have so many companies that time will move very slowly. Your not planning on combining any of these in the future, are you? Or will you just begin fine tuning your four companies in the future with better and better mechs?

I know you said earlier in the dynasty that bigger battles just weren't your thing, especially with the MegaMek limitations you spoke of when it comes to regiment sized battles. I'll just assume that these companies of yours will just begin morphing as time goes on to better and better mechs, but I like to hear your thoughts on it as well.

Good stuff, still reading and enjoying it immensely.

Tell

Abe Sargent 09-08-2008 09:18 PM

Quote:

Originally Posted by Tellistto (Post 1827360)
Pretty soon your goinna have so many companies that time will move very slowly. Your not planning on combining any of these in the future, are you? Or will you just begin fine tuning your four companies in the future with better and better mechs?

I know you said earlier in the dynasty that bigger battles just weren't your thing, especially with the MegaMek limitations you spoke of when it comes to regiment sized battles. I'll just assume that these companies of yours will just begin morphing as time goes on to better and better mechs, but I like to hear your thoughts on it as well.

Good stuff, still reading and enjoying it immensely.

Tell



I suspect that I'll have active units and garrison units, much like the vehicle company is just doing garrison work. I want to get to regiment size, 9 companies, which is where a lot of mercs are at, plus most house units are regiment sized. Then I can simulate some bigger battles, much like I did with the two recent campaigns, one in that small continent against Skye Dissidents and the other in Andurien.

Abe Sargent 09-08-2008 09:20 PM

I take some contract offers for Aleph Company.

Offer #1: Lyrans want us for a Security Contract

Offer #2: Davions wants us for a Security Contract too. Hmpf.

I see which is closer.

The Davion one is seven jumps away, the Lyran six jumps away. I take the Lyran offer in the back end of the Isle of Skye where some dissidents are suspected of mutiny.


Contract:

Full Salvage: 122
Transport 50%: 117
Remuneration No. 127.
Length four months. 107
Salary 3.7 modifier. 82
Battle Loss Compensation. 47.
Independent Command. 37.
18.5% signing bonus.



September 15, 3036 - Aleph Company arrives at our assignment.

January 15, 3037 - After a quiet stay, our contract ends.

March 31, 3037 - We arrive back at Outreach. Let’s do the math.


Costs:

356,734 upkeep of unit
1,050,000 transport there


Incomes:

525,000 50% transport reimbursement
644,754 salary
112,280 signing bonus

Loss: -114,700

War Chest (I gave two million to Phaeton Company as a booster): 5,222,033


Aleph Company has officially moved up to a Dragoon’s rating of A, making us one of the best merc units around. It might have been a boring contract, but the extra completed mission moved us up a notch.

Abe Sargent 09-08-2008 09:45 PM

EVENT July 30, 3036 - While other Inner Sphere powers are using the Helm Memory Core to rediscover and rebuild LosTech for BattleMechs and vehicles, the initial discoverers of the information, the mercenary regiment Grey Death Legion, have dedicated themselves to rebuilding Star League era battle suits. These are infantry suits with power systems and small weaponry. They have used the first prototypes of a new battle suit in battle this month. This is something they will become known for down the years.

Abe Sargent 09-09-2008 12:41 AM

EVENT August 3, 3036 - Adele Thompson quietly gives birth to her daughter, with the father, James Essex at her side. Adele is married to another man, but they have not been together in over a year. She still loves him from a distance, and her daughter is born out of the closeness that comes with combat and impending death. In order to distance herself from her daughter, the child is named Thoma Marie Essex, given her father's last name.

Abe Sargent 09-09-2008 06:58 PM

August 18, 3036 - Trinity Company lands back at Outreach.

Recruit effort:

Ian Hall, elite, Vulcan 5T

The Vulcan 5T is a variant of the normal Vulcan, which sucks with its sucky AC2. This variant is 40 tons, 6,9,6 movement, six tons of armor, four medium lasers, a flamer and a machine gun.


Offers:

Offer #1: Corporation for garrison.

Offer #2: Lyrans offer a security contract. Sounds similar to a previous contract the Aleph Company is doing.

After rolling, we discover it is also an Isle of Skye contract. In fact, they want us to return to Galatea and continue to help the locals against the mercs and dissident mechs on planet so we head back out as soon as we hammer out a new contract.

Note: With the introduction of elite Ian Hall to Trinity Company it is now officially Elite - our first such company.



Contract:

Shared Salvage. 94
Salary 3.4 modifier. 69.
Battle Loss Compensation 50%. 34.
Remuneration Yes. 24.
Length of Contract - 4 months. 4.
Transport 59%. 0.
Liaison Command. 0.

Abe Sargent 09-09-2008 08:04 PM

September 15, 3036 - Trinity Company lands on Galatea. Our liaison contacts trusted elements of the local militia, but our presence is not generally known except as a mercenary company.

September 16, 3036 - A local negotiator for the Free Rasalhague Republic recognized our symbol on a few mechs getting worked on in one of the factories on Galatea. (It is a gun and sword crossed on a tartan background square.). She was surprised to see us on the Mercenary’s Star and actually approached us for an offer. We had to gently refuse, but sent our regards to our friends with the FRR.

September 22, 3036 - Our Liaison tells us about a tank mercenary unit has been contracted by the Isle of Skye dissidents and is moving from Galaport to the outer continents right now. If we hurry, we can strike them just as the leave the city, so we can keep the local citizens safe. They have an unknown number of tanks, so we could be fighting four, eight, twelve, twenty four or fifty one for all we know.


We reach the vehicles and take stock of our enemy:

Unknown Merc Tank Unit:

Harasser Missile Platform
LRM Carrier
Schrek PPC Carrier
Vedette Medium Tank
Wheeled APC
Bulldog Medium Tank
Behemoth
Demolisher
Devastator
Whirlwind Hover Tank
LRM Hover Tank
Galleon Light Tank

Four assault tanks in the first company. Let’s see how many more. I am rolling for each tank to see if there are any more.

Zhukov Heavy Tank
Partisan
Sturmfeur
Scorpion Light Tank
Pegasus Scout Hover Tank x2
Falcon Hover Tank
Drillson Heavy Hover Tank

I rolled up two more assaults.

Problematic.

Behemoth’s have a ton of weapons, although no major ones.
The Demolisher has a pair of AC20s. Ick.
The Devastator has two as well.
The Sturmfeur has two LRM20s.
Schreks pack three PPCs
A Zhukov is almost an assault at 75 tons and packs two AC10s.
LRM Carriers rock with three LRM20s

Abe Sargent 09-10-2008 11:53 AM

We concentrate our fire on the LRM Carrier on the first turn. The Thunderbolt destroys its left side and it is out for the count.

On the 2nd turn our new Zeus takes out the front side of their Schrek. Our new Rifleman is savaged with two leg actuators hit. It falls and takes some damage. Our Ostscout gets hit with an AC20 and blows off its RL. It falls too.

I don’t even bother to try and stand my mechs. The Rifleman is hit again by some missiles. All four leg actuators have been hit now. Their Harasser Missile Platform destroy the Ostscout RT and RA. Other tanks take out its LA and hit its engine.

I eject from the Ostscout, I’m not silly. Our new Vulcan variant (which is pretty good) hit’s the Devastator’s power plant and it goes up. Our Zeus hit’s the ammo in their Partisan and it goes up. Two more assault tanks down. Our Cicada falls under damage. Elizabeth Smythe’s Atlas kicks and destroys their Bulldog, which is savaged with weapons fire earlier in the turn.

I stand up Anna’s Cicada and run it back. Our Goliath destroys the Vedette’s LS armor.

Our new Vulcan again gets a kill, this time taking out the Pegasus RS. Our Trebuchet hit’s the Devastator’s engine and it explodes. Their Devastator gets a limb blown off critical on the Zeus’s LL and it falls. Our Vulcan also falls. The Atlas kicks and destroys the Zhukov’s front side.

Ian Hall stands his Vulcan up and runs it seven spaces away to give a +3 modifier this turn, but he had to expose his rear to do it. It’s a gamble, but one worth taking. Our Cicada hits and destroys the Falcon Hover Tank by exploding its power plant. It blows off the Cicada’s RL and Anna’s mech falls. The Goliath destroys the Sturmfeur by blowing up its power plant as well. The Ostsol kicks and destroys their Harrasser Missile Platform’s power plant. The Trebuchet misses a kick and falls.

The mercenary tanks retreat back into the city of Galaport under cover of the smoke that hangs over the battlefield, made by igniting small copses on fire. We win this day.

Abe Sargent 09-10-2008 12:54 PM

Salvage:


Schrek PPC Carrier
Bulldog Medium Tank
Pegasus Hover Scout Tank
Zhukov Heavy Tank



LRM20x3 (Could not roll the 5 to salvage the LRM Carrier, but I got the weapons in it).
AC5 (Could not get Vedette Tank)

Zeus LL


To Fix:

Ostscout RL, RT, RA, LA, engine
Zeus LL
Cicada RL
Rifleman four leg actuators

We reattach the Zeus leg that day. We also fix the Ostscout engine and the Rifleman actuators.

Armor: 320,000
Ammo: 290,000
Ostscout: 920,000
Cicada: 250,000

1,780,000 - Total Repair, Rearm, and Replace Costs


The Ostscout and Cicada parts will not arrive for a month

Abe Sargent 09-10-2008 05:20 PM

LEVEL UP - I’ve never had this many people level up at once before:

Sergeant Jason Thomas, Ostsol pilot, notched four kills. His piloting decreases by one.
Thad Karamanlis, Trebuchet pilot, got four kills and decreases his gunnery by one.
Lieutenant Elizabeth Smythe grabbed four kills in her Atlas, and gains Edge: 1.
Anna Cafincelli, Cicada Pilot, grabbed four kills and improves her piloting.


One vehicle crew was deemed appropriate to join our unit. Meet:

Grigory Tartar, regular, dispossessed vehicle

Abe Sargent 09-10-2008 05:55 PM

October 4, 3036 - After some riots began in Galaport, several Skye merc sympathizers have begun to grow and attack infrastructure. Perhaps they are acting on their own accord or perhaps that have been offered financial incentive. A group of mechs are moving towards the local electrical power station, and the locals are currently engaged, so we are charged with stopping our foes.

They have a full company, and we have two mechs out for repairs - the Cicada and Ostscout.


Our computer identifies their patch as belonging to a merc outfit called The Crimson Blades. Let’s take a look at their unit.

The Crimson Blades:

UrbanMech
Firestarter
Shadow Hawk
Vulcan
Hermes II
Zeus
Hunchback
Marauder
Grasshopper
Javelin
Grand Dragon
Cataphract 1X


Just one assault (the Zeus), balanced by four heavies (Cataphract, Grand Dragon, Marauder, Grasshopper), plus several powerful mediums, lead by the AC20 wielding Hunchback. Hermes II, Vulcan, and Shadow Hawk are also mediums, leaving just a Javelin, Urbie, and Firestarter as the remaining mechs of lightness.

My top targets are the Marauder, Zeus, Cataphract, Grand Dragon, Hunchback, Urbie - in that order. Obviously, targets of opportunity can change that. I assess the mechs hardiness, weapons configuration, and threat level to create my hit list. My ideal first targets are those with a lot of weapons and light armor, like the Commando, Rifleman, Cyclops, and so forth. There are none here. Then I look for mechs with strong weaponry from a distance and unmax armor. The Marauder or a Warhammer are good choices here, because they have strong long range weapons and solid, but not spectacular armor with ammo to help in an explosion. Then I look for mechs I absolutely have to take out - problems like an Archer or another missile boat being a classic example. A mech that is deadly at close range, but needs to close, like AC20 mechs like the Hunchback come next. Thus I create my list.

Eight of the mechs are veterans and one, the Grasshopper, has an elite MW piloting it. The other three are regular troops.

Abe Sargent 09-11-2008 11:26 AM

Here we go:

We are fighting near a lake and some buildings, roads and pavement, with a few trees around as well.

Their Urbie falls on the ground while running on cement. It skids into the water and takes more damage. There is some positioning and a bit of fire exchange and that’s all.

The Cataphract 1X, that our opponent has features 18 armor on its left torso. Elizabeth Smythe runs her Atlas right next to it, and fires her weapons. The first weapon she fires is the AC20, and no other weapons have been fired at the Cataphract today. The AC20 tears into the left torso, going internal, and hitting one critical. That critical is the ammo, and the Cataphract blows up, being destroyed in literally one hit.

I jump the Phoenix Hawk on top of a building in order to shoot at their Marauder’s back, but the building collapses and the Hawk falls and gets hurt. Then the Atlas follows the next turn with the biggest set of back to back luck kills I have ever seen. He attacks the Grand Dragon, WHICH NO ONE HAS TOUCHED, and fires the AC20 first, like normal. Boom, it hit’s the head, and the mech falls to the ground, quiet. Another one hit kill with the AC20. Our Goliath;s PPC hits an engine on the Hunchback. The Goliath kicks and destroys their Firestarter’s LA.

I stand up our Phoenix Hawk but it is going to get hammered this turn in weapons. Our Trebuchet hit’s the AC20 ammo on their Hunchy and it goes up. Boom! Out Atlas destroys the RT of their Zeus. Then our Zeus destroys their Zeus’s head with an LRM barrage. Our Goliath kicks and destroys the Firestarter’s LL and it falls, destroying its LT.


With four mechs down in four turns, and nothing much happening in the first one, and with a savaged Firestarter, they pull back immediately from their attack on the power station for Galaport. I expected the battle to last longer, but we just nailed them. Two head shots and two ammo explosions.

Abe Sargent 09-11-2008 01:35 PM

Salvage

Grand Dragon - H
Zeus - H, RT, RA


Pieces:

Cataphract RA, LT, LL
Hunchback LA
Zeus RA


To Fix:


Phoenix Hawk - Machine Gun on RA was destroyed.


Armor: 100,000
Ammo: 120,000

Abe Sargent 09-11-2008 02:06 PM

December 7, 3036 - After a quiet November, we are again called to duty when a rogue group of local militia begin to attack the other milita. The rogues are under orders from a centralized company of mechs. We have our Cicada and Ostscout back for this battle. Our opponent is an experienced company and, like the previous opponents, will likely consist of many veterans, plus a few elites and regulars tossed in.

Our Foes:

Phoenix Hawk x2
Victor
Commando
Kintaro
Stinger x2
Marauder
Zeus
Banshee
Griffin
Hatchetman


They have three assaults mechs, Zeus, Victor and Banshee. However, they have just one heavy, and five mediums. The Kintaro is a 55 ton older Star League era mech that has been downgraded. It features an LRM5, three SRM6s, two medium lasers, 4,6 movement, 11 tons of armor, but no extra heat sinks, just he default ten. I love the armor, and I enjoy the missiles boat, but I’d pull off the LRM5 for three tons of heat sinsk to help dissipate the heat. This is a critical finder mech, with all of its spread damage, so you pair it with a mech that punches holes, like a Hunchback, and then exploit the holes with this mech. It’s not bad, and it’s a bit rarer because it is an older Star League era design.

There is an elite pilot in the Victor with another in the Commando. Most of the rest are vets. The only two regular pilots are in a Stinger and a Phoenix Hawk.

Abe Sargent 09-12-2008 11:59 AM

We are fighting on some hills outside of the Galaport city limits, in an area devoid of trees.

On the first turn, they charge our Ostscout with a Commando and hit, forcing it from the field. I also order a charge on one of their Phoenix Hawks by our Cicada and hit it hard, it falls, followed by our Cicada. Other than that, just a normal exchange of fire. Our Cicada hit’s a hip actuator on the way down, which takes it out.

I order Anna Cafincelli to eject from the Cicada. Our Trebuchet hit’s their Zeus’s ammo and it goes up. Boom! Their Commando opens up the foot of our Hatchetman and hit’s a foot actuator. Our Rifleman blasts through the RT of their damaged Phoenix Hawk, the same one the Cicada charged last turn. That section is destroyed and the RA falls to the ground.

Ian Hall’s Vulcan savages their Phoenix further, destroying its LA. Our Goliath destroys the RT of their Marauder, and its RA falls to the ground. It also hit’s the Marauder’s engine once. Their Kintaro falls to the ground under an onslaught from our adjacent Thunderbolt. Our Vulcan punches and destroys their Phoenix Hawk’s LL and it falls. Our Thunderbolt kicks the downed Kintaro and hit’s the head, punting the destroyed head into the air. Our Spider kicks the Commando’s leg and hits an actuator. The Commando manages to stay standing but the suddenly one legged Phoenix Hawk falls to the ground. Their Phoenix Hawk tries to stand, falls, hits its CT, and destroys itself.

The next turn, our Thunderbolt hits and takes out the RL of their Commando. Our Goliath hits its Gyro once. Our Vulcan hits and destroys the LT and RA of their Commando. Their Stinger hit’s the hip actuator on our Phoenix Hawk. Our Phoenix Hawk falls as does their Commando. It destroys its CT section as it hit’s the ground.

I eject the Phoenix Hawk pilot with the savaged leg. He was never that effective at getting behind the back of the Victor, probably because he is a regular pilot, and not better. Our Trebuchet hit’s the Marauder’s AC5 ammo and it goes up. Boom! Our Ostsol lances the RA of one of their Stingers and it is destroyed.

Our Vulcan tries to jump to a hex behind their other Phoenix Hawk, and their Stinger it there, so he stops his jump early, and is a bad target. Our Ostsol’s large laser searches out the Banshee’s head and takes it out. Dead Banshee. Their Phoenix Hawk destroys the CT of our Vulcan.

With six of their starting mechs destroyed, including two of their three assaults and their only heavy mech, they radio their retreat and we allow them to flee.

Abe Sargent 09-12-2008 01:23 PM

Salvage:

Kintaro, H
Phoenix Hawk, CT?, RT, RA, LA, LL
Commando, CT?, LT, LA, RA, RL
Banshee, H, two actuators,
Vulcan CT?


Parts:

Zeus RA, LL, LT
Phoenix Hawk RA
Marauder RA, LA, RL
Commando LA

To Repair:

Cicada Hip Actuator
Hatchetman foot act
Phoenix Hawk hip



We fix the five actuators. The Vulcan’s CT section is recoverable (I rolled an 11). Now I roll for the engine and gyro in the section. We salvage the gyro, but have to order a new engine. The Vulcan will not be up and running for six weeks or so, because it will take that long to get a new engine in.

Tellistto 09-12-2008 01:56 PM

Solid wins on this mission. Looks like the experience of some of your pilots is really playing a large roll here, or your just getting very lucky on your die rolls.

Either way, good stuff!

Tell

Abe Sargent 09-12-2008 02:20 PM

Lucky, its all luck sometimes.

Abe Sargent 09-12-2008 04:17 PM

LEVEL UP - Bonita Endicia has notched four kills from her Thunderbolt. She gains Edge: 1.


January 15, 3037 - Our contract is up, but things are still dicey on planet. As such, the Lyrans decide to activate the Emergency Powers Clause in our contract to extend our stay on Galatea for one month.

Abe Sargent 09-12-2008 04:37 PM

January 18, 3037 - Trinity Company is ordered to assault a Skye Separatist Base which is over two hundred klicks away from Galaport. The base is guarded by many tanks.

We do not have our Vulcan for this battle.

We are told they have an undisclosed number of vehicles. We arrive and find the Skye with:

Zeus
Spider
Hunter Light Support Tank
Goblin Medium Tank
Hetzer Wheeled Assault Gun
Maxim Heavy Hover Tank
LRM Hover Tank
Condor Heavy Hover Tank
LRM Carrier
Centurion
Commando
Demolisher Heavy Tank
Zhukov Heavy Tank
Rommel Tank
Falcon Hover Tank
Harrier Hover Tank
Harasser Missile Platform
Warrior Attack Helicopter
Cavalry Attack Helicopter
Four Infantry Platoons


As you can see, we have four mechs in there, in addition to 13 tanks and two VTOLS and four infantry platoons.

Abe Sargent 09-12-2008 09:02 PM

Here we go.

We are fighting on a mountain, with no trees in the area. Boring landscape.


Our Trebuchet opens the battle by destroying their Harasser Missile Platform’s power plant, and the tank explodes. Our Atlas destroys the Hetzer’s front armor section. The Goliath hit’s the power plant of the Hunter and it goes up as well. Our Thunderbolt hit’s the fuel tank of their Goblin and it goes up. Our Rifleman hit’s the Spider, opens up its center torso armor, and its gyro is hit twice, taking it out.


In literally one turn we destroyed four tanks and one mech. They choose to abandon their position rather than fight on. Smart. We have twelve healthy mechs barely damaged and they are already down to 9 tanks, two VTOLs, three mechs, and four infantry platoons. We took out a Hunter with an LRM20, and a Hetzer with an AC20.


Salvage:

Hetzer
Spider, gyrox2



We capture the position and hand it over to the militia.

Warhammer 09-12-2008 10:08 PM

I can't believe that I didn't see this dynasty earlier. Great read, even if I disagree with some of your mech assessments!

Great job!

Abe Sargent 09-12-2008 11:17 PM

Heya thanks! LOVE to hear what you disagree with, though.

Warhammer 09-13-2008 09:46 AM

Grasshoppers are great mechs! They have extremely heavy armor and the heat sinks to fire almost all of their weapons every turn with no heat build up. Plus the heat sinks give you the ability to jump behind enemy mechs at close range. Also, if you want to punch - punch during the physical phase, you're only talking about giving up 10 points of laser weapons. I also like the LRM 5, on your approach you can take some pot shots with it.

The Ostsol is another great mech. Using salvo fire, you can keep the mech running cool. Its fast, plus it has no weapons in its arms which allows a punch-punch physical phase. Plus, with good armor and all energy weapons it is a beast to take out.

Another question for you, what tables are you using to roll up the opposing mechs?

Abe Sargent 09-13-2008 08:53 PM

I am currently using the tables from Brush Wars guide which has tables for all of the major factions, plus mercs and pirates. When I hit 3039, I'll start using the charts from the War of 3039 sourcebook for all factions, mercs, but no pirates in it, so I'll keep using the Brush Wars tables for those.

Abe Sargent 09-13-2008 09:01 PM

Quote:

Originally Posted by Warhammer (Post 1832266)
Grasshoppers are great mechs! They have extremely heavy armor and the heat sinks to fire almost all of their weapons every turn with no heat build up. Plus the heat sinks give you the ability to jump behind enemy mechs at close range. Also, if you want to punch - punch during the physical phase, you're only talking about giving up 10 points of laser weapons. I also like the LRM 5, on your approach you can take some pot shots with it.

The Ostsol is another great mech. Using salvo fire, you can keep the mech running cool. Its fast, plus it has no weapons in its arms which allows a punch-punch physical phase. Plus, with good armor and all energy weapons it is a beast to take out.

Another question for you, what tables are you using to roll up the opposing mechs?


I hate salvo fire. Classic example of salvo fire is the Rifleman with two AC5s and two large lasers. With ten heat sinks, the LLs give 8 heat each and the AC5s one heat each. In the classic salvo fire, you fire two LLs one turn and then two AC5s the next to cool down. That's the plan. It's a dumb plan.

Turn 1 - Two Large Lasers. Max damage 16. 6 over heat
Turn 2 - Two AC5s. Max damage 10. On this turn, you are at +6 heat which gives you less movement. I can't remember if you get to +1 to hit at 6 heat or 8 heat, but you might be harder to hit others.

Every two turns, max 26 damage.

Or

Turn 1 - One Large Laser, 2 AC5s. Max damage 18.
Turn 2 - One Large Laser, 2AC5s. Max Damage 18


Every two turns, max 36 damage.

Never go overheat, and you don;t salvo your fire. You never use the extra LL, which is five tons, so you could add heat sinks, actually armor, the mech, and so forth.

The only disadvantage to my fire system over salvo fire is that you use up all of your AC5 ammo in ten turns instead of twenty, but dealing an extra max 10 damage per turn is worth the tradeoff, to my mind.

Warhammer 09-13-2008 09:47 PM

Quote:

Originally Posted by Abe Sargent (Post 1832669)
I am currently using the tables from Brush Wars guide which has tables for all of the major factions, plus mercs and pirates. When I hit 3039, I'll start using the charts from the War of 3039 sourcebook for all factions, mercs, but no pirates in it, so I'll keep using the Brush Wars tables for those.


Brush Wars is a sourcebook I take it?

Warhammer 09-13-2008 09:57 PM

Quote:

Originally Posted by Abe Sargent (Post 1832676)
I hate salvo fire. Classic example of salvo fire is the Rifleman with two AC5s and two large lasers. With ten heat sinks, the LLs give 8 heat each and the AC5s one heat each. In the classic salvo fire, you fire two LLs one turn and then two AC5s the next to cool down. That's the plan. It's a dumb plan.

Turn 1 - Two Large Lasers. Max damage 16. 6 over heat
Turn 2 - Two AC5s. Max damage 10. On this turn, you are at +6 heat which gives you less movement. I can't remember if you get to +1 to hit at 6 heat or 8 heat, but you might be harder to hit others.

Every two turns, max 26 damage.

Or

Turn 1 - One Large Laser, 2 AC5s. Max damage 18.
Turn 2 - One Large Laser, 2AC5s. Max Damage 18


Every two turns, max 36 damage.

Never go overheat, and you don;t salvo your fire. You never use the extra LL, which is five tons, so you could add heat sinks, actually armor, the mech, and so forth.

The only disadvantage to my fire system over salvo fire is that you use up all of your AC5 ammo in ten turns instead of twenty, but dealing an extra max 10 damage per turn is worth the tradeoff, to my mind.


Sure, go ahead and take one of the worst designed mechs to make a case! :lol:

There are several mechs that have "heat problems" that really just need to be used right. The Ostsol is one. That thing is great in close. Once you get there, you can punch, fire your entire loadout and then run out. If someone gets behind you, you can use your ML(R)s and shoot them (Granted, I normally don't like the (R) weapons, but there are some where it does make sense).

A great example of a salvo fire mech is the Awesome. You get two turns of firing all 3 PPCs, then you fire 2 and cool off. The Marauder is another one (and a good reason why I prefer the 3M variant). You fire 2PPCs and walk, and then the next turn. you fire a PPC and the AC5 and cool. As you get closer, you drop on PPC and use the 2 MLs instead.

The standard Warhammer is another one. You can fire both your PPCs and walk, and then fire only one and a ML the next turn and cool off. Its been a while, but the 6R was basically, PPCs at long range, close, fire a PPC and your MLs, then as you get in close, your MLs, SRM6, and your MGs. It plays very similar to the Stalker, only it doesn't have the armor that the Stalker has.

The Grasshopper though is a great, great mech as I mentioned. You can get in close, and then dictate the engagement with heavier mechs due to the jump jets. It is nearly fully armored. The only downside is the LRM. The SRMs on the GLT are much better.

The other thing too, is that you could just build a mech that has a slew of MGs. All it takes is one round of fire and the other mech is toast.

Also, if you get a chance to get one, the Marik variant of the HER-II is a sweet mech.

Abe Sargent 09-14-2008 01:43 AM

Most of those mechs aren;t salvo mechs though, they have different weapons with different ranges, like teh Warhammer and Marauder, and use them differently as you close, and the situation demands.

Abe Sargent 09-14-2008 02:31 AM

Here, let's do an experiment Warhammer.

This'll be fun.

Using the 3025 Technical Readout, the first one, not the one after they pulled the unseen mechs, let's list our three favorite and least favorite mechs from each class, without regard to variants. So, no Javelin 10F for me, which I love, because it is a variant. Just the mainline mechs. I'll do mine first.


Light:


Favorite -

Panther - Slow for a light mech, but with jumping capability, a PPC and an SRM4. It has a weapon to punch a hole, and one to exploit the hole made. Has a weapon that can destroy other light mechs. Very good in a squad, slower speed allows itself to be outflanked in a solo match.

Spider - 8/12/8 movement on a 30 ton mech allows it to charge into mechs for massive damage. Weapons in the torso allows it to fire and punch, or use a tree as a club. It has a speed that makes it very hard to hit, and it can do back attacks well.

Jenner - A lot of weapons with four medium lasers and an SRM4. 7/11/5 movement is a bit unconventional, but a five jump is key because it gives you a +3 to be hit instead of a +2. The most powerful weapons load on a light mech, and unfortunately, it has lighter armor, but that is a weakness shared by most 3025 era light mechs.

Honorable Mention: Ostscout, Firestarter



Least Favorite:

Wasp - The SRM2 is a waste of space and gives the mech ammo explosion problems along with lighter armor.

Stinger - Putting machine guns on a light mech is usually bad unless it has a ton of them to abuse the large ammo bins. One machine gun is a ton and a half of space for the gun and the ammo. Silly. It needs to have a lot more machine guns than two to be useful.

Commando - What I do like about the Commando is the large amount of weapons it has. What I don;t like about the Commando is its light armor and no jump capability, so it is easier to hit and lightly armored. I kill them easily in battle because of this. Swapping a missile system for jump jets would have been a smart move.


Honorable Mention: Locust


Mediums:

Favorite -

Trebuchet - Two LRM15s and medium lasers as back ups make the Trebuchet an ideal fire support mech. It features jump jets to get it into position (which is sometimes in a bunch of trees or on hills) or to get out of a tight spot when someone breaks through your line and heads towards your fire support mechs.

Whitworth - The lightest fire support mech that is any good, two LRM10s and four medium lasers with jump jets and adequate armor make this a solid mech that can either stay back and support with missiles or close with four medium lasers, which also packs a nice punch for its weight.

Hunchback - The slower mech with the AC20, the Hunchback blows holes in things, that's its only job. With a few backup weapons and virtually maxed armor, it is designed to close and blows holes in armor.

Honorable Mention: Griffin



Least Favorite -

Shadow Hawk - The AC5 is too heavy for a medium mech to carry well, and the Shadow Hawk does not deliver because it spends so much of its weight on it. I usually ignore them on the battlefield and focus on mechs that matter.

Clint - About as much armor as a fully armored 20 ton mech, despite being one whole weight class up, this is a sucky mech just waiting to die.

Vulcan - The only weapon worse on a medium mech than an AC5 is a crappy heavy AC2 which does the same damage as a machine gun, to a range of 22, and weighs about twelve machines guns if memory serves.

Honorable Mention - Cicada

Heavy -


Favorite:

Orion - I like the Orion because you can do two roles with it. Sit it back as a fire support mech with its LRM15 and AC10. Or, close and swing with the big guys with missiles and lasers, with AC10 backup. It has the armor to close, so you can provide either role. I sometimes like ti sit it back with the fire support mehcs and blow up anybody who comes near like a little watchdog.

Thunderbolt - A perfectly designed mech for close combat, it features an LRM and large laser to hit people while he closes, and then wades it with inside weaponry and great armor. It is also an ugly, ugly mech.

Archer - The best missile boat in the game. Four medium lasers, two rear facing, and two AC20s deliver forty missiles every round, except for teh occasional round where you only fire one to get back under heat.


Honorable Mention - Warhammer, Crusader


Least Favorite -

Rifleman - See above.

Quickdraw - With its odd assortment of weapons, weak armor, and tons spent on jump jets instead of elsewhere, the mech comes out looking like it really wants to be a medium mech.

Grasshopper - No matter what Warhammer thinks, ugh. Let's take a closer look at it. With a 4/6/4 movement, it isn;t going to be getting to mech's rear arcs very often. It spends twice as much weight on a jump jet as a medium mech does (if I remember correctly), so its waisting weight right there. LRM5s are a joke for a heavy mech, with 20-25 points on armor in each location, a weapon that does between 1-5 damage to one location if it hits is not worth the tonnage spent. It does have a large laser and four medium lasers, and that's a good weapons configuration for lighter mechs, but hte Grasshopper is a 70 ton mech, just ten tons away from being classed as an assault mech. I want mechs that can defeat mechs of equal tonnage, and have a shot at 5-15 tons more. The Grasshopper can probably chase around a slow medium mech (40-55 ton range) and might kill it, but I;d rather have a 70 ton mech that can really pour out the damage. Other 70 tons mechs include death dealers like the Warhammer and Archer. They give you weapons configurations worthy of 70 tons of machine, and they don't skimp on the armor either. The Grasshopper is vastly undergunned when compared to contemporaries.

Honorable Mention - The Ost mechs, which have the right idea in moving the weapons out of the arms, and then lower the armor on the arms until they are paper thin, thus giving you no cushion, and causing offs to get destroyed and lost in campaigns like this, which is really costly after a while. Also honorable mention to the crappy JagerMech.


Assault Mechs - There are only ten in the original book.


Favs -

BattleMaster - It can close in, and has a ton of weapons and armor. It also sports a PPC for the longer ranged fighting and to soften up opponents.

Atlas - It's not just the heaviest mech, but it has a rotisserie of weapons for various situations, from an LRM20 to an AC20 and all weapons in between. It features strong armor as well.

I'm not sure I have a third favorite mech. There are a lot of assault mechs that are sufficient, like the Zeus and Awesome and Goliath. Let's say the Awesome is my third favorite with is strong armor and triple PPC threat.


Least Favorite:

Charger - 5 small lasers on an assault mech is a joke.

Banshee - For a 95 ton mech, it has virtually no weapons, and it has more heat sinks than it can dissipate in a turn if it fires all of its weapons and runs too, which is very odd.

Stalker - Ammo in the arms is such a bad idea, the designer should be shot.


Honorable Mention - Cyclops.




Now its your turn. It'll be neat to see where we converge and differ.

Abe Sargent 09-14-2008 02:36 AM

Quote:

Originally Posted by Warhammer (Post 1832707)
Brush Wars is a sourcebook I take it?



Catalyst Game Lab's Official Classic Battletech Website

Abe Sargent 09-14-2008 01:11 PM

The Spider Pilot is deemed worthy of joining us. Meet:

Regular, dispossessed, Sergei Monotov


February 15, 3037 - Our contract is again extended by the Emergency Powers Clause.

March 15, 3037 - Nothing happens in the month, and we head back to Outreach.

LEVEL UP - Thad Karamanlis, pilot of the Trebuchet, had notched his eighth kill. This moves him to elite.

Abe Sargent 09-14-2008 02:42 PM

Salvage:

Schrek PPC Carrier - 3,850,000
Bulldog Medium Tank - 1,128,000
Pegasus Hover Scout Tank - 821,000
Zhukov Heavy Tank - 1790,000
Grand Dragon 6,650,000 (550,000 to fix)
Zeus - 5,500,000 (2,250,000 to fix)
Kintaro 4,200,000 (525,000 to fix)
Phoenix Hawk 1,050,000 (3,010,000 to fix)
Commando 625,000 (1,330,000 to fix)
Banshee 8,800,000 (730,000 to fix)
Hetzer - 624,000
Spider - 2,850,000 (To Fix - 40,000, we fixed the gyro)


Parts:

Zeus RA, LL, LT - 1,940,000
Phoenix Hawk RA - 225,000
Marauder RA, LA, RL - 1,750,000
Commando LA - 100,000
Cataphract RA, LT, LL - 1,520,000
Hunchback LA - 250,000
Zeus RA - 750,000
LRM20x3 (Could not roll the 5 to salvage the LRM Carrier, but I got the weapons in it). 750,000
AC5 (Could not get Vedette Tank) - 125,000


Salvage Value: 45,303,000
Half That: 22,651,500

I can take my half now. I want the Kintaro. It’s rare and in good condition. There are no other mechs like it with three SRM6s and an LRM5 - it’s an odd design because it needs the right lance mates, but it is a critical finder. This is also a chance for me to get another Grand Dragon after the first was destroyed, and I take my chance. The Zeus is a solid but unspectacular mech. I can take another of those. I also take the Spider. I also get the Hetzer, Pegasus, Goblin, and Zeus and Commando arms.

Abe Sargent 09-14-2008 04:38 PM

Costs:

3,465,000 - To Repair Salvage
490,000 - Upkeep of Unit for 8 Months
600,000 - Transport
3,850,000 - Rearm, Repair, Refit Our Mechs

Incomes:

354,000 - Transport Reimbursement
1,925,000 - 50% Battle Loss Compensation
22,651,500 - Shared Salvage Compensation
908,000 - Base Salary
45,307 - Remuneration
283,750 - Emergency Powers Month #1
354,688 - Emergency Powers Month #2

Total Increase: 17,563, 653


Current War Chest: 21,331,129


Money Needed to Fix Up Previous Salvage: 12,330,000

After Fixing Up Old Salvage: 9,001,129

The Old Salvage was an Archer 6S, two Locusts, Phoenix Hawk, Commando, Cicada, Banshee, and Stalker.

Warhammer 09-14-2008 07:11 PM

Quote:

Originally Posted by Abe Sargent (Post 1832875)
Here, let's do an experiment Warhammer.

This'll be fun.

Using the 3025 Technical Readout, the first one, not the one after they pulled the unseen mechs, let's list our three favorite and least favorite mechs from each class, without regard to variants. So, no Javelin 10F for me, which I love, because it is a variant. Just the mainline mechs. I'll do mine first.


This will be fun!


Quote:

Originally Posted by Abe Sargent (Post 1832875)
Light:


Favorite -

Panther - Slow for a light mech, but with jumping capability, a PPC and an SRM4. It has a weapon to punch a hole, and one to exploit the hole made. Has a weapon that can destroy other light mechs. Very good in a squad, slower speed allows itself to be outflanked in a solo match.

Spider - 8/12/8 movement on a 30 ton mech allows it to charge into mechs for massive damage. Weapons in the torso allows it to fire and punch, or use a tree as a club. It has a speed that makes it very hard to hit, and it can do back attacks well.

Jenner - A lot of weapons with four medium lasers and an SRM4. 7/11/5 movement is a bit unconventional, but a five jump is key because it gives you a +3 to be hit instead of a +2. The most powerful weapons load on a light mech, and unfortunately, it has lighter armor, but that is a weakness shared by most 3025 era light mechs.

Honorable Mention: Ostscout, Firestarter


I think before I go into my list, I will outline what I seek to accomplish with my light mechs. I want a unit that can take out vehicles and put a hurting on infantry without diverting heavier mechs to do the job. Additionally, the flanking and harassment role is big. I will also list out my mainline favs as well as my variant favs, however I will omit my least favorite variants. Also, I am assuming combined arms forces because the nature of your opposing threat has a huge impact on what to pick.

1) SDR-5V Spider - Great mech for harassment. It can do a wide variety of physicals, DFAs, charges, pushes, kicks, punches, etc. Plus, it doesn't have to sacrifice any firepower to do so. It has two MLs in the CT which give it enough punch to tear through the rear armor of almost any mech. 8/12/8 movement allow it to get wherever it needs to go fast.

2) JR7-D Jenner - As you point out, its fast and has a ton of firepower for a light mech. However, it can get into jams and tends to have heat problems because you really do want to fire an alpha strike into the back of that assault mech. The SRM4 is great to seek out crits against an opened up mech or against a vehicle.

3) LCT-1V Locust - With 8/12 movement and fair armor for a light mech, this bugger can get to where it needs to be fast. Plus, those 2 MGs that most people complain about? Those are death to infantry. I can't think of many more mechs that standard infantry fear more than the Locust (since you roll 2D6 for each MG to see how many troopers go down, MGs are awesome anti-infantry weapons).

Honorable Mention: JVN-10N Javelin and COM-2D Commando - Quick words on these guys, they are death to vehicles. The JVN sports 12 SRMs and the COM sports 10. These two guys are nightmares for enemy vehicles.

Variants:

1) FS9-M The Mirage is a great variant on the standard Firestarter which is a great mech for what it is, but a little too specialized for my taste. Stripping off the Flamers for Sm. Lasers, a heat sink, and extra armor is a great tradeoff in my book.

2) LCT-1M The LRM version of the Locust is something that just fits for me. Sure, you're not going to do much against a big mech, but this thing can really be painful to light mechs which typically cannot touch the longer ranged Locust.



Quote:

Originally Posted by Abe Sargent (Post 1832875)
Least Favorite:

Wasp - The SRM2 is a waste of space and gives the mech ammo explosion problems along with lighter armor.

Stinger - Putting machine guns on a light mech is usually bad unless it has a ton of them to abuse the large ammo bins. One machine gun is a ton and a half of space for the gun and the ammo. Silly. It needs to have a lot more machine guns than two to be useful.

Commando - What I do like about the Commando is the large amount of weapons it has. What I don;t like about the Commando is its light armor and no jump capability, so it is easier to hit and lightly armored. I kill them easily in battle because of this. Swapping a missile system for jump jets would have been a smart move.


Honorable Mention: Locust


1) The Wasp for exactly what you outline above.

2) The Stinger primarily because it is not fast enough and paper thin armor.

3) UM-R60 Urbanmech - It has good punch for a light mech, but is much too slow when it gets anywhere outside of a city.

Honorable Mention: VLK-QA - Good idea, just doesn't work well in practice.


Quote:

Originally Posted by Abe Sargent (Post 1832875)
Mediums:

Favorite -

Trebuchet - Two LRM15s and medium lasers as back ups make the Trebuchet an ideal fire support mech. It features jump jets to get it into position (which is sometimes in a bunch of trees or on hills) or to get out of a tight spot when someone breaks through your line and heads towards your fire support mechs.

Whitworth - The lightest fire support mech that is any good, two LRM10s and four medium lasers with jump jets and adequate armor make this a solid mech that can either stay back and support with missiles or close with four medium lasers, which also packs a nice punch for its weight.

Hunchback - The slower mech with the AC20, the Hunchback blows holes in things, that's its only job. With a few backup weapons and virtually maxed armor, it is designed to close and blows holes in armor.

Honorable Mention: Griffin


I am not a fan of a lot of medium mechs. The variants are great, but the mainline ones are lacking except for these bad boys.

1) TBT-5N Trebuchet - The Trenchbucket is a great mech. Good speed, great weaponry, and decent armor make this a great all around mech. NOTE: The version you note with jump jets is a variant and is not on the standard version.

2) ENF-4R Enforcer - Solid armor and decent range with no minimum ranges make this a great all around mech. It is more manuverable than the Hunchie with its jump jets. Its a mech that doesn't leap out at you, but it never disappoints you in battle.

3) HBK-4G Hunchback - This thing is a tank. It plays like one too. A big gun and some support weapons. Plus, with tough armor, this guy is a tough nut to crack and even assault and heavy mechs fear this 50 ton medium.

Honorable Mention: WTH-1 Whitworth and ASN-21 - The Whitworth is the lightest worthwhile fire support unit as you point out. The Assassin is great for its designated role of a light mech hunter. It can hit at all ranges and is fast.

Variants:

1) TBT-5S Trebuchet - Essentially a Trebuchet with SRM6s rather than the LRM15s. These work well in pairs. The 5Ns rain down the fire support as the 5S works its way in. By the time it is in range, most medium mechs are laid open for the SRM6s to find crits.

2) WVR-6M Wolverine - A great all around mech. It has 5/8/5 movement so it is very manuverable and it has a good variety of weapons. A large laser for long range fire, medium lasers for up close, and an SRM6 to find crits.

3) HER-2M Hermes II - This thing is great. 7/11 movement allow it to get where it needs to go, and the weapons loadout is great for a medium mech. 3 medium lasers along with 2 MGs allow it to engage infantry and the rear of bigger mechs with abandon. Plus, it has the armor to take a few good hits. Heat is not a problem unless you use the flamer.

Quote:

Originally Posted by Abe Sargent (Post 1832875)
Least Favorite -

Shadow Hawk - The AC5 is too heavy for a medium mech to carry well, and the Shadow Hawk does not deliver because it spends so much of its weight on it. I usually ignore them on the battlefield and focus on mechs that matter.

Clint - About as much armor as a fully armored 20 ton mech, despite being one whole weight class up, this is a sucky mech just waiting to die.

Vulcan - The only weapon worse on a medium mech than an AC5 is a crappy heavy AC2 which does the same damage as a machine gun, to a range of 22, and weighs about twelve machines guns if memory serves.

Honorable Mention - Cicada


The only thing I would change here is move the Vulcan to #2 and put the HER-2S in its place. It tries to fill a light mech hunter role, but does not have the speed to pull it off well.

Quote:

Originally Posted by Abe Sargent (Post 1832875)
Heavy -


Favorite:

Orion - I like the Orion because you can do two roles with it. Sit it back as a fire support mech with its LRM15 and AC10. Or, close and swing with the big guys with missiles and lasers, with AC10 backup. It has the armor to close, so you can provide either role. I sometimes like ti sit it back with the fire support mehcs and blow up anybody who comes near like a little watchdog.

Thunderbolt - A perfectly designed mech for close combat, it features an LRM and large laser to hit people while he closes, and then wades it with inside weaponry and great armor. It is also an ugly, ugly mech.

Archer - The best missile boat in the game. Four medium lasers, two rear facing, and two AC20s deliver forty missiles every round, except for teh occasional round where you only fire one to get back under heat.


Honorable Mention - Warhammer, Crusader


Heavy mechs are main line battle mechs. They will shred lighter mechs, and can function well on their own. This is probably the most difficult list for me to put together.

1) TDR-5S Thunderbolt - This thing is great. Just wade into the middle of a battle and have no fear. This mech is heavily armored and has weapons for all ranges. The only problem is going wild with the heat.

2) GHR-5H Grasshopper - I didn't like the Grasshopper the first time I looked at it. However, I learned to love this mech playing megamek. Yes, 4/6/4 does not appear to be great manuverability, but it is enough to get you in close to enemy mechs without taking a lot of punishment. My only complaint with this mech is the LRM5. I would rather have an SRM in its place. The reason why this rocks is that you can always stay out of the firing arc of another heavy mech once you close range.

3) WHR-6R Warhammer - This is where I got my nick from. It was the first mech I ever used playing Battletech and one I still love. You start at long range using your PPCs, and then close. Switching from PPCs to MLs to SRMs and then to MGs. There are two problems with this mech. First, the leg armor is atrocious. One kick from a big mech and you are in trouble. Second, there are some ammo issues with this mech. Still, this is one mech that can do it all. The only other heavy mech that is as flexible as this is the TDR.

Honorable mention: CPLT-C1 Catapult and CRD-3R Crusader - The Catapult is one of the best fire support mechs. Plus, with the jump jets it is hard to get in behind it to cause lots of problems. The Crusader is a great all around mech like the Warhammer, but it has more ammo problems than the Warhammer. It also tends to run a little hot.

Variants:
1) MAD-3M Marauder - When I first saw this mech, I tried to figure out what they were doing. After I used it, I thought it was absolutely brilliant. To manage heat, you alternate between the AC5 and the MLs. You can fire the LLs every turn. Armor is good and the ammo box problem in the LT is alleviated.

2) WHR-6D Warhammer - This Davion designed Warhammer alleviates the heat problems of the standard version as well as the leg armor problem. The cost is taking away a lot of its close range firepower and making it vulnerable to infantry.

3) ARC-2W Archer - I always thought the standard Archer had too much armor. If your opponent was hammering your Archer with anything more than LRMs, you had other problems. I like this version that has more close up firepower at the cost of some armor.

Honorable Mention - ON1-VA

Quote:

Originally Posted by Abe Sargent (Post 1832875)
Least Favorite -

Rifleman - See above.

Quickdraw - With its odd assortment of weapons, weak armor, and tons spent on jump jets instead of elsewhere, the mech comes out looking like it really wants to be a medium mech.

Grasshopper - No matter what Warhammer thinks, ugh. Let's take a closer look at it. With a 4/6/4 movement, it isn;t going to be getting to mech's rear arcs very often. It spends twice as much weight on a jump jet as a medium mech does (if I remember correctly), so its waisting weight right there. LRM5s are a joke for a heavy mech, with 20-25 points on armor in each location, a weapon that does between 1-5 damage to one location if it hits is not worth the tonnage spent. It does have a large laser and four medium lasers, and that's a good weapons configuration for lighter mechs, but hte Grasshopper is a 70 ton mech, just ten tons away from being classed as an assault mech. I want mechs that can defeat mechs of equal tonnage, and have a shot at 5-15 tons more. The Grasshopper can probably chase around a slow medium mech (40-55 ton range) and might kill it, but I;d rather have a 70 ton mech that can really pour out the damage. Other 70 tons mechs include death dealers like the Warhammer and Archer. They give you weapons configurations worthy of 70 tons of machine, and they don't skimp on the armor either. The Grasshopper is vastly undergunned when compared to contemporaries.

Honorable Mention - The Ost mechs, which have the right idea in moving the weapons out of the arms, and then lower the armor on the arms until they are paper thin, thus giving you no cushion, and causing offs to get destroyed and lost in campaigns like this, which is really costly after a while. Also honorable mention to the crappy JagerMech.


Agreed on the Rifleman and the Quickdraw. I would move the Jagermech up to the 3 spot.

Honorable mention goes to the MAD-3R. I mean who thought about only putting the AC ammo in the LT and nothing else? Gah!


Quote:

Originally Posted by Abe Sargent (Post 1832875)
Assault Mechs - There are only ten in the original book.


Favs -

BattleMaster - It can close in, and has a ton of weapons and armor. It also sports a PPC for the longer ranged fighting and to soften up opponents.

Atlas - It's not just the heaviest mech, but it has a rotisserie of weapons for various situations, from an LRM20 to an AC20 and all weapons in between. It features strong armor as well.

I'm not sure I have a third favorite mech. There are a lot of assault mechs that are sufficient, like the Zeus and Awesome and Goliath. Let's say the Awesome is my third favorite with is strong armor and triple PPC threat.


1) AWS-8Q Awesome - Let me put it this way. Seeing an AWS-8Q perched on a hill is an Awesome sight. 3 PPCs and the heat sinks to use them. Combine that with nearly maxed out armor makes this a tough nut to crack. Unlike many mechs that have some ammo somewhere that can lead to an early kill, the Awesome lacks that. You need to either take out its legs, its engine, or gyro. This makes this easily my favorite among assault mechs.

2) BLR-1G Battlemaster - This mech is great. You have long range firepower with your PPC. You have great medium and close range firepower with your 4medium lasers and SRMs. Heat is not a problem with 18 heat sinks. Finally, you have tons of armor to protect you.

3) VTR-9B Victor - The Victor is a fun mech to use. While it does not have the armor or firepower of some of the other assault mechs, it has much better manuverability. Yes, that Atlas is a great mech, but how many AC20 shots can it take to its back?

Honorable mention - AS7-D Atlas - Great mech that has firepower at all ranges and has heavy armor.



Quote:

Originally Posted by Abe Sargent (Post 1832875)
Least Favorite:

Charger - 5 small lasers on an assault mech is a joke.

Banshee - For a 95 ton mech, it has virtually no weapons, and it has more heat sinks than it can dissipate in a turn if it fires all of its weapons and runs too, which is very odd.

Stalker - Ammo in the arms is such a bad idea, the designer should be shot.


Honorable Mention - Cyclops.




Now its your turn. It'll be neat to see where we converge and differ.


Put the Cyclops at the #3 spot and you've got it. The Stalker and Zeus are a lot like Angelina Jolie to me. She's not my favorite, but I'm not going to kick her out of bed either.

Abe Sargent 09-14-2008 10:05 PM

Light Mechs do three things for me.

1. Keep opposing forces tied up with high to hit defenses while weapons drop from long range.

2. Outflank the opponent.

3. Keep my opponent from outflanking me.

4. Occasionally jump behind a major mech and tear up its rear armor.


That's why I love Javelin 10Fs. Four medium lasers, max armor, 6/9/6 movement and weapons in the torso, allows you to jump behind and rear attack with physical attacks, it can take out other lights or vehicles, and so forth. It flanks, it harasses, and it has no ammo issues.

Abe Sargent 09-15-2008 01:32 AM

April 12, 3037 - We arrive back at Outreach with Trinity Company. The three tanks are sent to the garrison on Epsilon Eridani, and the empty mechs will join them as soon as we do some recruiting, but first…..



3 January, 3037 - Our vehicle company arrives back at Outreach from their two year garrison contract.

The Hunter and pilot Debra Hadley from the garrison are being moved to this company. Okay, money on the garrison contract:

Costs:

668,052 - Upkeep of Unit for 28 months (They are much cheaper to upkeep than mechs)
700,000 - Transport Costs (Take up less room too).

Incomes:

280,000 - Transport Reimbursement
1,099,837 - Salary
137,439 - Signing Bonus
54,992 - Remuneration
159,936 - 70% Support

Total Increase: 364,152 (That’s a two year contract that made just that.)

Time for a new contract. Offers?

Offer #1: Lyran Commonwealth, Objective Raid

Offer #2: Free Rasalhague Republic, Garrison.

The second offer is perfect. We take it.

Sun Xiang has 66 points for negotiation.

Support: 70%. 56.
Salary 3.4. 31.
Length. One Year. 31.
Transport: 50%. 36.
Salvage: Exchange: 31
Remuneration yes. 21.
House Command. 26.
13% signing bonus

April 3, 3037 - The Vehicle Company arrives at Hainfield, ten jumps away, and begins a one year garrison contract.

Abe Sargent 09-15-2008 01:36 AM

EVENT - December 6, 3036 - After taking the Free Worlds League to war with the Duchy of Andurien after the assassin’s bomb from the Duchy put Duncan Marik in charge as the Captain-General, the scion of deceased Janos Marik has arrived from ComStar. Thomas Marik is revealed to have survived the assassin’s bomb, and implies that the bomb was sent, not by the Duchy, but by Duncan Marik himself. He further implies that he has proof of Duncan’s complicity.

Thomas Marik undergoes tests in public to prove that he is Thomas Marik, and that he has no bionic implants (the FWL is notoriously biased against those with implants, false limbs, etc.). After proving that, Duncan reads the writing on the wall, believes that he can retain the Captain-Generalship by notching a resounding victory, and decides to attack Andurien system of Xanthe III, the ancestral home of the Humphreys family. He will personally lead the attack on Xanthe III.

Right where the newly remodeled Typhon Company (formerly known as the Commandos company) is currently entrenched.

Abe Sargent 09-15-2008 03:45 PM

Nov 4, 3036 - Typhon Company arrives on Xanthe III and begins their new contract. As a reminder, here is the contract we have negotiated.

Full salvage
They transport us as needed
3.4 salary modifier
50% battle loss compensation
House Command (we do and go where they say)
Length, 4 months
Remuneration yes

Abe Sargent 09-15-2008 08:37 PM

February 1, 3037 - The Captain-General of the Free Worlds League has arrived at the head of his forces. This will be a major battle.

The Free Worlds League Troops:

Tenth Marik Militia, Veteran, Reliable
Fifteenth Marik Militia, Regular, Reliable
Head Hunters mercenary forces, Green, Regiment, Questionable Loyalty


Andurien Forces:

Third Defenders of Andurien, Veteran (or better)
Fifth Defenders of Andurien, Veteran (or better)
Kilts and Commandos, Typhon Company

We fought alongside the Fifth previously. They are down to about half their original strength, and the Third is similarly damaged from the years of war. Andurien troops have been fighting since 3030, and its now the beginning of 3037. Therefore, neither are officially regiments. Our opponents sport three regiments bristling with mechs that have not been field refitted or recently in battle. On our side, we have two regiments that are a little over one regiment in total size plus our company. The one thing we have is experience. Both of the Andurien units were originally listed as Regular, but the fighting has hardened them into at least veteran, plus our company is listed as veteran as well. The Andurien forces also have the benefit of being the defenders and knowing the terrain.

We have been assigned to fortify the city of Estan. It is in hill country, and easily defended from attack by the naturally rough terrain. The Third Defenders use the city as their base for staging raids against the Marik forces while we secure the city in their absence.

Abe Sargent 09-15-2008 08:57 PM

3 February, 3037 - After failing to even find the Third Defenders on planet despite several raids by them on Marik troops, Duncan Marik, frustrated by the lack of progress, pushes his commanders.

4 February, 3037 - Confident in his belief that the Third Defenders are in Estan, Duncan forces his troops up the paths to the city of hills. Several raids from the Third Defenders try to force his troops away, but he will not be deterred, sending the Head Hunters to chase down the raiding forces, while the two Militia regiments continue to push towards the city.

They blow through the various earthwerks and fortifications and surround the city with us and the Third Defenders inside. They begin moving into the city. Our plan is to hide in various positions throughout the city, allow the local militia to fight the opponent, lure them into a false sense of security, and then pounce on them and punish them.

We are assigned to an industrial place in the city, and several Marik forces are making their way through. A few mines in the streets and local militia infantry harass the mech forces. Then we jump out and attack our foes. We have fewer mechs than they do, but we can leave whenever we want. Ideally, we can take out a mech or two before we fade away.

They have, three assaults, four heavies, six mediums and seven lights for a total of 20 mechs. Four mechs have been taken out by defenders or lost in the city. We have just twelve mechs and two platoons of infantry. All I want to do is hit a mech or two and fade. These mechs carry the symbol of the Fifteenth Marik Militia, regular troops. That is one advantage. Let’s see if we can push it.

According to Battle Value, we are underarmed. If we can really hammer them, we can force them back, I doubt that will happen, instead we will likely retreat after a few turns.

Abe Sargent 09-15-2008 09:44 PM

The first turn we exchange fire but no major developments.

Their Marauder hit’s the engine of our Javelin variant. Our Rifleman hits their Stalker’s ammo and it explodes. Our Phoenix Hawk blows off the Stinger’s LA by getting a 12 critical, so it lays on the ground. Our Javelin falls under damage. Our Phoenix Hawk kicks and destroys the LL of the Stinger and it falls. Our Rifleman falls after missing a kick.

We fade away content in the damage we have done. We destroyed an assault mech, and legged a Stinger, taking both out of the fight.

Abe Sargent 09-15-2008 09:45 PM

To Fix:

Javelin engine

Armor: 80,000
Ammo: 75,000

We fix the Javelin. It takes six hours. We also rearm and reload behind the lines.

Abe Sargent 09-15-2008 10:12 PM

5 February, 3037 - As the Marik advance continues into the city, Duncan is disappointed by the slowness of the advance. Scouts report back to him that a battalion of Andurien defenders have set up a defensive line near the core of the city. Duncan orders his troops to the defensive line, ignoring raids that peck at his flanks, losing some mechs in the desire to get a quick and decisive victory that he can use to cement his position as Captain-General of the Free Worlds League.

9 February, 3037 - In four days of fighting, the Marik forces have advanced only a kilometer into the city. We have not been asked to fight as forces trade duty in order to rearm and keep the troops fresh. Now we are being asked to hit some opposing forces. They are getting close to the redoubt being used as a temporary headquarters, so instead of a hit and fade attack, we are being asked to hit the Marik troops and force an encounter. It is believed that if we can hit hard, we can force back one of the flanks of approach. The Head Hunters mercenary forces are chasing various planetary militia across the company, so the only foes here are the Tenth and Fifteenth Marik Militia.

Our task is to use our light forces to break off their light forces, then hit their heavier forces with ours, and smack them around. Our bluff works, and each of our scout lances go off, chasing each other in and around the nearby city. Then our other forces break out of nearby abandoned houses and hit their remaining forces.

The Mariks (Tenth Militia):

Griffin x2
Hunchback x2
Rifleman
Whitworth
Banshee 3Q
Archer

These troops are all vets.

The variant Banshee features an AC20, and that’s it. Combined with two Hunchys, they have three AC20s, so we need to force them to keep some distance in order to keep our forces standing.

However, they have five fire support mechs to back up their AC20s, so keeping an Archer, Rifleman, two Griffins and Whitworth at length may not be the best idea. We’ll see. The Battle Values are very close (because they are vets).

Abe Sargent 09-16-2008 11:05 AM

On the first turn, one of our Warhammer’s PPCs hit’s the Banshee in the head and goes internal, clocking some sensors. Their Rifleman falls under an onslaught, and hits its hip and lower leg actuators in the crash.

Our Catapult hit’s the Banshee’s upper and lower leg actuators but it remains standing.

The next round is just a sloughing of armor off each other’s mechs.

They destroy the RA of our Thunderbolt, taking its Large Laser with it. Our Rifleman slices off the RL of their Rifleman after it stood back up, and it will fall again. Their Banshee falls under an onslaught of weapons.

The 5th round arrives. Our Panther hits an engine and gyro on their Banshee. Our Awesome blows the RA off the Banshee. It also hit’s the AC20, so we can move on to other foes. Our Catapult destroys the LA off their Rifleman. Our Warhammer blows off the LA of the Banshee. The Banshee falls hard.

Their Griffin destroys the LA of our Thunderbolt. One of their Hunchys falls under the weight of combat.

The next turn I order the armless Thunderbolt to flee the field. The Banshee tries to get up, fails, and destroys its RT. Then the pilot blacks out. Their Hunchy hit’s a foot actuator on our Awesome. Our Warhammer lives off the RL off a Hunchy. Then it falls and destroys its LL, taking it out of the battle as a mobile combatant.

Our Rifleman destroys the LT of their other Hunchy, and its LA falls to the ground. Then our Awesome crosses its PPCs in front of the second Huncy and destroys its CT. That’s all three AC20 mechs out. Now time to take out the last threat on the field, the Archer.

Their Griffin hits an LRM15 on our Catapult, but we are out of ammo, so there is no threat of explosion. Our Panther hits and takes out the RT and CT sections of their Rifleman, officially taking it out. Their Archer falls under another onslaught.

The 10th round sees our Awesome destroy the RA of their Archer. Our Catapult falls under an onslaught of missiles and PPCs.

Our Catapult tries to get up, fails, takes damage, then gets up again. Our Panther hit’s the Archer in the head with its PPC and gets a critical, hitting the Cockpit. Dead mechwarrior. The Warhammer hit’s the head and destroys it completely. Our Dervish takes out its RT before the round ends.

The Marik forces retreat and regroup with their scout lance, heading back. We claim the field and get the salvage.

Abe Sargent 09-16-2008 11:20 AM

Just remembered that I never mentioned how we get salvage. There are conditions under which we get the mech.


1). If the pilot is killed. This can happen by the pilot taking a bunch of damage or hitting the cockpit on the head.

2). Blowing off the head. This usually kills the pilot, and takes out the mech.

3). Pilot blacks out. After a pilot blacks out, they have a chance each round, based on how much damage they've taken, to wake up. If the battle ends while they are still blacked out, we get the mech.

4). Destroy both legs. A mech with no legs cannot move around and is capturable. Note that a mech with no legs can still fire torso and arm weapons and might still be a threat. Contrary to many other sources, we are not getting salvage from mech's with one leg blown off.

5). Hit the gyro twice. A mech with two or more gyro hits cannot move, although it can fire its weapons. We can salvage it.

6). Overheating. A mech that goes too much over heat has to make shutdown rolls to keep going. If it shuts down, then it can cool down over a few turns, and come back to life. If the game ends while it is shut down, we get that mech.

7). Engine destruction. A mech with three or more engine hits causes the engine to be damaged and it shuts off automatically until fixed. This gest us the mech.

8). Damage to all leg actuators. If a mech has both legs with all four actuators damaged, or one leg destroyed and the other with all actuators destroyed, then we get the mech because it is immobile I've never seen this, but it is possible.

When the center torso section is destroyed, there is a small chance we can recover the internal skeleton of the section. If that succeeds, then there is a small chance we can recover the engine or gyro and fix it. The mech is salvagable as missing the CT inc the engine and gyro. That costs a lot. On the other hand, we could take the remaining parts and sell them or splice them onto other mechs.

When an ammo explosion takes place, any outer parts are blown free and salvagable. Thus an explosion in the torso gives you the arm as salvage, if it is still around. I roll for other parts, such as legs, head, other arm, and other torso, with a high degree of failure for each part. (I need a 10 or higher for the other arm, legs, and head, 11 or higher for other torso).

For a tank, if its engine exploded or fuel tank ruptured or ammo exploded there is nothing recoverable. You also get tanks that have their movement systems destroyed or crew killed. If the side of a vehicle is destroyed, there is a good chance you can recover the vehicle and fix it up. If you can't, there is a good chance you can salvage the weapons.

Abe Sargent 09-18-2008 01:38 PM

Salvage:

Banshee, RT, RA, LA, gyro, engine
Hunchback, RL, LL
Hunchback, CT, LT, LA
Archer, H, RA, RT
Rifleman, CT, RT, RL, LA, RA


Parts:

Hunchy LA
Rifleman RA


To Fix:

Thunderbolt RA, LA
Awesome foot actuator
Catapult LRM15

The Awesome actuator and LRM15 on the Catapult are fixed in a few hours. We also rearm, refit and get ready. The Thunderbolt will not be ready to use for a long time. Because we have full salvage, we can take these mechs and reactivate them as soon as possible. We fix the gyro and engine on the salvaged Banshee in a day of work. We have a Banshee LA and RA in our stockpile of parts for Typhon Company, so our mechs attach the LA to the salvaged mech. That takes a day. We cannot do anything with the RA of the Banshee until we fix the RT. We do not have any that will fit.

Abe Sargent 09-18-2008 01:39 PM

LEVEL UP - Panther pilot Bryant Mckinnon, a regular pilot, notched his fourth kill and his gunnery skill improves.

Costs:

Ammo: 310,000
Armor: 370,000
Replace (Thunderbolt parts): 960,000

We refit the mechs and get ready to send them back out while techs salvage the mechs on the field.

Abe Sargent 09-18-2008 04:38 PM

10 February, 3037 - Duncan Marik continues to pressure the defenses of us and the Third Andurien Defenders. Then his forces are surprised when artillery rains down on them from the surrounding hills. Upset at another distraction from his conquest of Xanthe III, Duncan orders his command company and personally leads them out of the city and into the hills to assault the artillery positions.

However, instead of meeting with a few tanks or some minor militia, Duncan runs straight into the entire Fifth Defenders, who absolutely savage his unit. On February 10, 3037, Duncan Marik is killed in combat by stray shots by the Fifth Defenders.

With their leader dead, the Marik troops are unsteady. Our commanders immediately see the opportunity and order all forces to assault the Marik forces. The Fifth Defenders charge down the hills and assault the rear of the Marik position while we charge forward.

The Fifteenth is getting hammered and is breaking apart, but the Tenth are rallying behind Samuel Garibaldi, their commander. Battle is fierce and devastating for the Mariks. We are dispatched to attack with abandon, hitting any targets in our path. The Fifteenth is breaking down into smaller lance sized units while the 10th is holding steady.

We hit a company of 10th mechs quickly after the news gets out that Duncan Marik, the 49th Captain-General of the Free Worlds League has died in battle.

Because of their uneven position, even with increased stability provided by their CO, They will retreat much more quickly. Rumors are flying over the net of Marik troops jettisoning out of damaged mechs that can still fight, and getting pulled away by allies, leaving good salvage behind. I doubt the 10th is one of those, but still, we can expect them to flee quickly if we can establish an upper hand.

Tellistto 09-18-2008 06:03 PM

Wonder if Duncan had time to say oops?

Tell

Abe Sargent 09-19-2008 01:02 AM

Their mechs:

Awesome
Orion
BattleMaster
Hermes II x3
Stinger
Spider
Ostroc
Shadow Hawk
Locust 1M
Hunchback

They are all vets

We do not have our Thunderbolt and only have one assault mech (the Awesome) plus three operational heavies (Rifleman, Catapult, Warhammer). We need to take it easy on the ammo, because they’re will be more fights after this one if we win and can keep going. However, since this is a company v company battle, we need all of our assets, so I may push the ammo issue and put our ammo mechs in front so they take the damage, leaving more efficient designs like the Awesome, Warhammer and even the Rifleman available from future attacks.

The Battle Values are virtually identical since we are down a mech. Let’s hope we can get an early push.

Abe Sargent 09-21-2008 12:08 AM

One of their Hermes II slips while running on pavement and slides into a building, taking some damage. On the first turn, we exchange fire.

Their Stinger causes a small building to fall when it lands on top, and it tumbles to the ground taking some damage. Their Ostroc hit’s a hip actuator on our Assassin. Our Warhammer hits their BattleMaster’s head with its PPC and tears it off. Dead mech, falling to the ground. Both our Assassin and Warhammer fall to the ground.

I am only using medium lasers on the untouched Catapult and keeping the three remaining tons of LRM ammo for later battles. Their Spider runs and falls on pavement, skidding into a space with our Griffin, which pushes the Griffin out of the space. We stand up the ‘Hammer but fail to stand the Assassin. Our Catapult’s lasers destroy the Ostroc’s LA. A pair of arm actuators are hit on our Griffin. Our Warhammer falls again under on onslaught of weaponry. Our Griffin kciks and destroys the RT of the Spider.

We stand the Warhammer up again. Their Stinger destroys itself when it tries to stand, falls, and hits its machine gun ammo. Boom! Their Orion destroys the RA of our Javelin variant. The Javelin hit’s the gyro and engine before the Panther slices into its head with the PPC and takes out the Spider. Our Phoenix Hawk opens up the center torso of their Awesome and tacks its engine once.

With three of their mechs destroyed, the Marik forces are disheveled from their leader’s death, and choose to withdraw rather than keep fighting.

Abe Sargent 09-21-2008 04:01 AM

Salvage:

BattleMaster H
Spider, H, RT, RA, engine, gyro


Parts:

Spider RA
Stinger H


To Fix:

Assassin Hip
Griffin actuatorsx2
Javelin RA

Ammo Left: Dervish - one ton of LRM Ammo, Catapult, one ton of LRM ammo


Armor Replacement: 220,000
Ammo: 95,000


Our Griffin, Assassin, Warhammer and Javelin are not capable of continuing due to savaged armor, so they help is securing salvage, while our remaining seven mechs continue. Our techs take fifteen minutes to add armor to replace the minor damage the remaining seven mechs had, and they move on.


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