View Full Version : The BattleTech Dynasty, Chapt 6 The Opportunity of Chaos (3057-58) - Chapter Complete
Abe Sargent
11-09-2012, 09:35 AM
Welcome!
Here are the first five chapters of this dynasty so far:
Chapter 1 - The Beginning, 3030-3038 - The Battletech Dynasty, Chapter 1 - 3030-38 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?p=1738438#post1738438)
Chapter 2 - The War of 3039, 3039 - The BattleTech Dynasty: Chapt 2, 3039 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?p=2124706#post2124706)
Chapter 3 - Solaris VII, 3040-3042 - The BattleTech Dynasty: Chapt 3, Solaris VII, 3040-3042 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?p=2146244#post2146244)
Chapter 4 - The Explorer Corps, 3043-3049 - The BattleTech Dynasty: Chapt 4, Explorer Corps - 3042-49 - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=75542&highlight=battletech+dynasty)
Chapter 5 - The Invasion, 3050-3056 - The Battletech Dynasty: Chapt. 5 - The Invasion, 3050-3056 - Completed - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=82348)
And now, today, we are starting the next chapter. This dynasty is set to end in 3067, in ten years.
Abe Sargent
11-09-2012, 09:41 AM
Chapter 6, The Opportunity of Chaos
As a reminder, this story picks up where Chapters 1-5 left off, on a mega-dynasty through 20+ years of the BattleTech universe. Here is a quick glance/reminder at our players (Chapter 5 has a much more detailed overview of the characters).
Dramatis Personae:
Col. Braham Essex, CO and founder of Kilts and Commandos, was ranked 8th in Solaris VII before retiring, numerous awards especially by Andurien and Rasalhague. Married, with two children, and has become his homeworld, Epsilon Eridani’s favorite son. He has put the HQ of his unit on EE, married and raised his family there, and assisted them on many occasions. He is currently in operational command of Delta Regiment.
Capt. Ted Izumo, Formerly the XO of Kilts and Commandos, and founder. Headmaster of the Essex Training Academy, and commander of the garrison. Ted makes many of the administrative decisions of the unit. Ted is our main liaison with EE and the Inner Sphere
Col. Matthew Humphries – CO of Alpha Regiment and third in command of Kilts and Commandos. Humphries was the first one in the IS to use a batchall system honorably against the clans, and the first one to beat them. His name was known throughout the IS for a while. That was a few years ago now.
Col. Martin Fitzgerald – Did very well as temporary captain in the face of the clans and was promoted to captain, afterwards for a short time until reorganization gave us an empty chair at the head of Beta Regiment. He took it over, and is now 4th in order of command.
Capt. Conner Ward – The new CO of Shadow Battalion and one of our many ex-clan former bondsman who are now fully ours. We won a Trial of Possession against Jade Falcon for their unit’s best MechWarrior and we got Conner, a better than clan elite pilot who has won his bloodname. After being very impressed with him, we recently promoted him. He’s definitely a ristar in our unit.
Major Mei Zhen – The new XO of K&C and our primary person in charge of logistics. Mei Ling has been with the unit for a long time and was leading a company when Ted retired and we promoted her. She does recruiting as well.
Magnus – Our first bondsman was taken on Thule against Clan Ghost Bear by Col. Matthew Humphries. Using his advice and knowledge of the clans in general and Ghost Bear in particular, he helped to guide us in understanding all things clan. Today we have 25 clan techs, 10 clan elementals and ex-bondsmen from every invading clan – Smoke Jaguar, Nova Cat, Steel Viper, Jade Falcon, Ghost Bear and Wolf. But Magnus is still our primary advisor on the clans.
Capt. Randall Lewis – Captain of our Aegis class WarShip the Swift Victory. He served with Gen. Kerensky’s unit in the Periphery Campaign and was later assigned as XO of the WarShip Manassas. Due to a jump drive error while serving rear guard for the Exodus Fleet, his experimental ship was flung into the future, and arrived in deep Clan Space while we were there on a mission for the Combine. We met them, introduced them to the Inner Sphere, and after the Jaguars took the Manassas in battle, we fought for it in a Trial of Possession. After winning it, ComStar traded us for it, and gave us a regular Aegis vintage Star League vessel. With a familiar vessel to helm and a new place to chart in the stars, our large and hefty and jovial Lt. Randall Lewis accepted a promotion to captain. He is the best person alive for the job – he is familiar with the design and served on Aegis’s before, and he has no loyalty to the clans or ComStar – and he is the only person who can say that.
Col. Larry Rowe – Colonel of all of our major Aerospace assets in naval ships like the Swift Victory, Fury Unbound, and Arrow of Fate. With such a powerful group of fighter assets at his disposal we expect good things from our naval battles in space.
Sgt. Adele Thompson – Founding member, politically connected minor noble of Epsilon Eridani who married a man with a similar background. Mothered Essex’s child before either were married.
Elizabeth Walters-Essex – Braham’s wife, the mother of their son, and the CEO of Kressly Warworks, Inc. K&C works very closely with Kressly and their first mech design was based on one of K&C’s own frankenmechs.
Thoma Marie Essex – The daughter of Braham and Adele, and just graduated from the prestigious Nagelring, the best military academy in the old Lyran Commonwealth. She has been assigned as a Leutnant with the high profile and elite 15th Lyran Guards on Hesperus II.
James Roderick Essex - Currently interested in following his mother’s footsteps with Kressly Warworks. Has been learning the business slowly.
Duke James Sandoval – Ally in the Draconis March who considers us a friend
Baron Jorgennson – Ally in the FRR whose holdings were lost in the Clan Invasion, and now lives and works in Grumium, one of the seven remaining worlds to help rebuild his beloved Republic.
Leftenant General Pierre Benton – Commander of the military forces on Epsilon Eridani, and a strong mind with whom we have a lot in common.
Pada Vinson – CO of the rogue and now pirate Vinson’s Vigilantes and has sworn a blood oath on K&C because Essex killed his son in the Solaris VII arena.
Abe Sargent
11-09-2012, 09:57 AM
How the clans view us: 1 to 5, with 5 being the best
Ghost Bear – 5 – We helped them save some men when a WarShip was damaged by an asteroid. We fight with honor and have always used batchalls well. We have beaten them many times, but they have won occasionally.
Steel Viper - 2 – We beat them and lost to them. Vipers are the most arrogant clan around, so they don’t have a higher opinion of 2 for any IS, much less a mercenary one.
Wolf – 3 – We’ve beaten them, and then they used overwhelming force twice to mandate a surrender. They have a higher respect for mecs, and they honor us.
Jade Falcon – 3 – We beat them once, and they found honor in us, but we are still a mercenary unit.
Smoke Jaguar – 1- Although we beat them once, they claim it was chance. They have a low opinion of many though
Nova Cat, Diamond Shark – No opinion, never fought each other
States view us:
Free Rasalhague Republic – 5* We helped them form in the Ronin Wars, we fought for them and won against the clans on several occasions. They love us.
Federated Commonwealth – 4 – We just did a retainer contract for them, we regularly do things for them, they allow us to run our little fief on Epsilon Eridani. We fought well for them in the War of 3039.
ComStar – 4 – We did a solid for them in the Explorer Corps and we’ve recently done quite a few contracts for them, all good work.
Cap – 2 – They don’t like an Ex-Cap not working for them exclusively
Draconis Combine – 2 – Not much of an opinion any way, we rarely do contracts for them. However one anti-clan contract resulted in clans losing more than two trinaries of mechs, plus naval assets.
Free Worlds League – 1- We fought against them in the Andurien Wars and we have taken several anti-Blake contracts from ComStar. They’ll employ us, but they don’t like us that much at all.
St Ives Compact – 3 – We’ve done good jobs for them, but they also like our stance in favor of non-house states.
Word of Blake – 1 – We’ve done only a handful of contracts for them, and mostly just smashed their forces again and again in the employ of ComStar.
Abe Sargent
11-09-2012, 12:20 PM
Chapter 6 will be the first one when all of the pieces will start to come together. This is when everything changes, and then everything changes again. This is the beginning of the heart of the dynasty. Not for a while of course, but the pieces are all there.
We need to step back a bit and set the stage with info. Again, most of this is either already in the BattleTech universe or in previous chapters, but not all of it. It will be useful for us to talk about it again.
Abe Sargent
11-09-2012, 03:26 PM
Kressly Warworks, Inc
This factory and company makes combat vehicles and mechs, plus some various parts for them. The CEO is Elizabeth Walters-Essex who inherited the company from her farther, who died while she was still young. For decades, Kressly made the Brutus Assault Tank, as well as a few other things here and there. Since Elizabeth took over, she has added new lines and renovated old.
When trying to find a location for the headquarters of Kilts and Commandoes and the Essex Training Academy, Ted Izumo and Braham Essex deliberately chose land close to KWI so that they could exchange materiel and technology and personnel. Techs can move back and forth, as well as military and company officials.
As a result of our closeness, we were given the factory’s personal company of tanks, plus a few mechs, and given a ten year garrison deal for them, which has been extended several times. We garrison KWI and regularly have two mech companies and one vehicle company patrolling it at all times. Considering what they make these days, the extra heat is worth it.
What does KWI make?
Brutus Assault Tank – Their bread and butter, newly renovated with star league technology. This 75 ton fusion powered assault tank originally had 2 large lasers, an LRM 20, 2 SRM6s and an SRM2. There are a few variants made for different clients with tons of LRM racks or PPCs. This is their bread and butter, and it still sells very well years later.
Blizzard Hover Transport – Introduced a few years ago in 3054, the 25 ton Blizzard was ostensibly designed for use against the clans. It uses an ICE to keep costs down and it has 6 tons of cargo space to carry infantry into battle. Its only weapon is a single LRM-5. This enables it to stay out of the range of most weapons and contribute to the fire at long and extreme ranges both before and after dropping off the kids by the pool.
Attila – An 85 ton frankenmech of ours was turned into a powerful mech using level 2 tech like double heat sinks and ER PPCs. It’s a devastatingly powerful mech, and Kressly’s first one. It continues to sell as both a brawler and a ranged mech. We have schematics for building a clan version, but without the clan tech parts, it’s meaningless.
Lineholder – A cheap medium mech based on proven technology, this 55-ton beast helped as the second KWI mech to roll off the lines. It uses almost exclusively old technology and competes very well with mechs in the same weight class with twice the cost. By the end of 3057, this is the best selling medium mech in the IS. It features 2 LRM5s, 4 medium lasers, and a large laser.
Alexander – Based on a Hunchback chassis, this 55 ton omnimech uses IS technology to make a versatile machine. We have included both IS and Clan compatible pods, giving commanders maximum flexibility. The Alexander was helped along, in part, by our captured clan techs assisting KWI in making an omni compatible system. Even making tons a month, this is sold out for the next year and a half (We have December 3057’s order).
Bandersnatch – We recommended against it, but Kressly has signed a deal to license the Bandernsatch made by J D Bandermechs over on Terra Firma. They made them out of a warehouse, and each one took 10 months to make and they could only make a few at a time. KWI stepped in to market and sell these, and they have already come off the lines.
Bumblebee – The next joint project we are working on is a 35 ton 6/9/6 mech with MASC called the Bumblebee. It should really round out Kressly’s offerings by giving them a nice fast scout mech. It’s currently undergoing prototype stage.
Unamed Brawler Mech – Kressly would like to work on a mech with a hatchet designed to close in the heavy mech weight class. Hatchet mechs have been selling very well and many new designs are making it to the field, and KWI wants a mech that has it. This mech has not even been designed yet, but we are in the conversation stage.
Kressly also makes engines for its units, armor, some weapons, targeting and tracking systems, and chassis. For example, KWI makes LRM20s, SRM-6s, SRM-2s for the Brutus, makes its movement and tracking systems, its communications systems, armor, and a 225 fusion engine for the Brutus. However, they import the large lasers from Firmir Weaponry, which makes them on Betelgeuse in the Capellan Confederation.
The relationship between Kilts and Commandos and Kressly Warworks is not as close as its CO and CEO, but it is rather cozy. We have loaned them techs, given them mechs, and items. We get a 25% discount on the stuff we buy from them, we garrison their large factory, and we have helped design a few of their products.
Tellistto
11-09-2012, 05:59 PM
Awesome to see this come back, Abe. Along for the ride as always!
Tell
Abe Sargent
11-09-2012, 06:04 PM
Thanks!
Abe Sargent
11-09-2012, 08:15 PM
Epsilon Eridani
This planet is 5 days from the jump points in the system. It has an old Star League era recharging station at both the zenith and nadir points, so JumpShips can jump in, and if they want, pay for a charge and jump back out relatively quickly. The closeness of EE to the jump points allows for increased merchant trade.
EE was a holding of the Capellan Confederation for centuries, as well as many of the systems around it. During the Fourth Succession War in the last 3020s, the system flipped to Federated Suns control via the Tikonov Free Republic.
The planet itself has undergone a massive commercial revival since leaving the hands of House Liao and the Capellan Confederation. New mines have opened, new DropPorts are opening, merchants are an increasingly constant presence, and companies like Kressly Warworks, Inc are growing. The planet is booming like it never has before.
With a pleasant climate, Epsilon Eridani experiences regular rain and thunderstorms. The climate tends to be similar to that of the Pacific Northwest or London, only milder. There are two continents. The northern one has the city of Dori, the largest commercial center on EE. The northern continent holds rocky mountains and contains a lot of mining interests. It also has a lot of coasts and hinterlands.
The southern continent is the place where a lot of rain and storms hit. It has swamps and marshes and a section of significant industrial interests. The swampland is extensive and rough, with smaller villages of a few thousand each dotted all around. Significant industrial interests require a lot of transportation, including ports both for DropShips and the ocean.
On planet is the Epsilon Eridani SMM, a Federated Commonwealth unit under the command of Leftenant-General Pierre Benton, a local who is fiercely pro-Epsilon Eridani, and less so for the houses. The loyalty of the EE SMM is considered unreliable and the unit is green. That’s one regiment of mechs garrisoning the world for the FedComs plus local armor and infantry. Our own force is much larger. We also have a battalion of tanks garrisoning mining interests on the northern continent.
Abe Sargent
11-09-2012, 08:24 PM
The Sarna March
After gobbling up massive amounts of territory during the Fourth Succession War, the ex-Liao planets and systems were organized into a new segment of the government under the title Sarna March named after its new capital, Sarna. Because it was a wedding gift to his new wife, Melissa Steiner, Hanse Davion essentially gave the worlds to the Lyran Commonwealth. However, they were really jointly ruled by both houses.
On a map, the Sarna March fell on the Federated Suns side of the border until the union, but Melissa Steiner was the one investing in infrastructure in the ex-Capellan worlds with Steiner money. Also, Steiner military units moved in and began to garrison the area. Eventually, Davion units came in too, and as the Federated Commonwealth became one nation, many of these things began to mix.
The Sarna March includes important worlds like Nanking, Outreach, Northwind, Sarna, Styk, Terra Firma, Kaifeng, Epsilon Eridani, and Tikonov. The places on the Davion side of the FC have been denuded of many units as they have been shifted to the clan front deep in Lyran space. For example, the entire Draconis March which is on the border of the Draconis Combine has just 13 BattleMech regiments guarding the whole place. The Crucis March, which includes the capital worlds of New Avalon has just 16 regiments and 4 of those are on New Avalon. While the Capellan March and Sarna March are not stripped as much (because of the distrust of Sun-Tzu Liao and support of the St. Ives Compact), they also have lost some units.
Abe Sargent
11-09-2012, 08:59 PM
Terra
The home of ComStar, the Terran Hegemony and the Star League. The cradle of civilization and home of humanity is also a massively powerful system. Humanity spread out in the solar system before moving into the stars. They built a massive drydock in space around Titan and it was the last place that could make WarShips in the Inner Sphere for centuries. Mars is heavily settled, fortified and has factories of massive significance.
Terra itself is the single most industrialized planet in the Inner Sphere. It has tons of factories. After the major wars on Terra it was recaptured by Kerensky, he turned it over to his ally Jerome Blake. He asked some of the Star League Defense Force to stay behind and help Jerome Blake rebuild the shattered HPS network and left the Inner Sphere a short while later. Jerome Blake turned the Department of Communications into ComStar and those SLDF units became the first ComGuards.
Jerome Blake’s first tasks were to retake the entire Terran System from all bandits, house forces and remaining Amaris troops. After he did that, he declared ComStar neutral, kept the HPG Station’s running, mothballed naval assets and military assets in various systems off the beaten path. His most important role was to get all of the old factories up and running. Some were kept online, but many were mothballed and able to be restored with a few months work. Numerous mech, tank, and fighter factories were in the system.
Terra is also the single best defended system in existence. Between massive numbers of capital ships, orbital platforms, naval guns, and countless fighters – the system is virtually impenetrable. Plus add in major defensive fortresses, Brian Castles, and such. You are not going to come in here without major losses.
After the schism that tore ComStar into two pieces, one of which is Word of Blake, ComStar became more secular. As part of that, they opened up Terra for visitors for the first time in centuries. Humanity can again tour the land of its birth and ancestors. Terra is 28.29 light years away from Epsilon Eridani.
Abe Sargent
11-09-2012, 10:41 PM
I know that a lot of people look to 3028, 3050, 3063 and 3067 as major years in Inner Sphere history when everything changed. But, for me? 3050 and the invasion of the clans is certainly a game changer but 3057 into 3058 hearkens the biggest changes and unseen things. It sets up everything that comes later. 3050 doesn’t. Sure, it sets up some of the events of 3057, but not all of them. 3028 impacts 3057 as well. Plus other events and years are involved, including 3052. This is the year that sets up everything else ever. It’s the straight that connects the lakes and rivers before into the ocean that comes next.
We are not taking contracts for a while, because a lot of our units are returning from long contracts or being on ships for months and months. I mean, you are in DropShips and JumpShips for months, and then drop down and 15 days later you are back in again. Then you do another contract when you get home and head out for another 8 months only 11 days of which are on planet. This sort of things continues, and our men need a bit of a break. We also have 21 companies returning back from contracts in the next few months, the majority of which come back in January. It’s just time for some R&R before taking more contracts and heading back out.
Abe Sargent
11-09-2012, 10:42 PM
Kilts and Commandos Roster:
Alpha Regiment: Col. Matthew Humphries, of Star Battalion
Myth Battalion: Capt Foster Keynes, of Typhon Company
Heliades Company - Return on June 8, 3057
Styx Company - Return on June 8, 3057
Tethys Company – Return on June 8, 3057
Typhon Company – Return on June 8, 3057
Star Battalion: Col. Matthew Humphries, of Defender Company
Defender Company – Returns on February 2, 3057
Cinq Company –
Brawler Company – On Terra Firma until June 28, 3059
Heater Battalion: Capt. Jason Thomas, Trinity of Company
Delta Company –
Trinity Company-
Butler Company –
Beta Regiment: Col. Martin Fitzgerald, of Ganges Battalion
Ganges Battalion: Col. Martin Fitzgerald, of Phaeton Company
Phaeton Company – Return on Jan 14, 3057
Boxer Company – Return on Jan 14, 3057
Rebel Company – Return on Jan 14, 3057
Amazon Battalion: Capt. Gabriel Williams, of Mustang Company
Mustang Company – Return on Jan 14, 3057
Hex Company – Return on Jan 14, 3057
Raven Company – Return on Jan 14, 3057
Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company
Aleph Company – Return on Jan 14, 3057
Laser Company – Return on Jan 14, 3057
Sabre Company – Return on Jan 14, 3057
Gamma Regiment: Col. Gilda Atwater, of Breaker Battalion
Breaker Battalion: Col. Gilda Atwater, of Fallout Company
Trident Company – return home on January 6, 3057.
Miner Company – return home on January 6, 3057.
Fallout Company - return home on January 6, 3057.
Scimitar Battalion: Capt. Mika Sanders, of Vegas Company
Vegas Company –
Guile Company -
Tango Company -
Mesopotamia Battalion:Capt. Kyla Jeffries, of Nineveh Company
Jericho Company – Return on Jan 26, 3057
Babylon Company – Return on Jan 26, 3057
Nineveh Company – Return on Jan 26, 3057
Delta Regiment: Col. Braham Essex, of Shadow Battalion
Shadow Battalion: Col. Braham Essex, of Shadow Company
Bruiser Company – Ready March 15
Shadow Company – Ready March 15
Sealion Company – Ready March 15
Flame Battalion: Capt. Johan Kreidler, of Blaze Company
Pyre Company – Ready March 15
Blaze Company – Ready March 15
Ember Company – Ready March 15
Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company
Aegis Company – Ready March 15
Shield Company – Ready March 15
Chainmail Company - Ready March 15
Vehicles:
Tank First Battalion – EE- mining garrison complete on October 15, 3057
Tank Second Battalion - On Terra Firma until June 28, 3059
Garrison and Infantry – EE, garrison,
Fighters: Col. Larry Rowe, of Arrow Company
Arrow Company - return home on January 6, 3057.
Bolt Company –
Catapult Company -.
Swift Justice, Aegis WarShip – Fighters Ready July 5, 3057
Scots Flotilla, Merchant JumpShip –
Johnny Appleseed, Invader JumpShip - –
Robin Hood, Union DropShip –
Megan’s Fury, Union DropShip -
Star River, Union DropShip -
Serendipitous Victory, Union-C DropShip -.
Amalgamated Bliss, Union DropShip –.
Defiance, Overlord DropShip –
Daily Menace, Overlord DropShip, Upgraded -
Faith’s Bulwark, Fortress DropShip, Upgraded -
Fury Unbound, Vengeance DropShip - Fighters Ready July 5, 3057
Firebird, Avenger DropShip –
Arrow of Fate, Achilles DropShip, Upgraded - Fighters Ready July 5, 3057
Stalwart Destruction, Model 96 Elephant DropShip –
Abe Sargent
11-10-2012, 08:05 AM
January 15 – A commando from an unknown power infiltrated our Academy and tried to destroy our BattleMaster 2C, a vintage Star League mech with the very rare commander cockpit that we use for training. Although unsuccessful, more than 300,000 in damage was done to it before our troops arrived and killed the commando. We cannot discover who sent her.
This upcoming era is a continuing one of many scenario packs. These are scenarios that detail major events in the universe that a player can play along with. Some, such as Tukayyaid and Luthien detail a major campaign on that world, and those are past. Some others detail many battles over years by one unit, such as Tales of the Black Widow Company and The Black Thorns. A few are for role-playing purposes, such as Unbound and Royalty and Rogues. Finally, others detail generic campaigns that one can put their own unit into, such as Operation Flashpoint and Operation Stiletto. We have not been able to do any of these save for Living Legends, but I’d like to do a few more. We will be doing Lawyers, Guns and Money, and I suspect I’ll be accelerating when it happens. I’d like to do a few others from this era as well. Depending on what paths we do in this chapter, we could be in several of these. We are powerful enough that we could be with operation Bulldog, and then do The Dragon Roars, or we could be in Task Force Serpent and do Twilight of the Clans, or we could be the new replacement for Brion’s Legion rather than the 21st Centauri Lancers, and could do The Fall of Terra. I still see Operation Stiletto as an obvious choice for us, and may move it up by a year or two to fit into the campaign better. So it will definitely be run in this chapter.
I’m also considering something a bit…unusual. I’m thinking about running MechCommander 2 as part of this overarching campaign. We’ll see if it works or not. It depends on where we are when that happens. I can’t run it too early, because it is set against the backdrop of the D vs S C War, so I can’t accelerate it into the Chaos too early. Well actually, let me take another look at the videos and mechs. Yeah, a lot of the mechs haven’t even been released yet, such as the Men Shen and Razorback. –I think I could move the plotline to 3057-3058 era and just substitute it for the actual campaign for Carver V quite nicely, but otherwise, the mechs and such force me to move it until later.
Abe Sargent
11-10-2012, 12:51 PM
I have a lot of mechs and tanks in our garrison that are not currently being used. But I can’t recruit tank crew if I’m spending all of my time recruiting mechwarriors for my various units. I have 27 mechwarriors in our garrison, plus Ted Izumo and Mei Zhen. We also have all of our infantry as garrison force. Remember we have to patrol not only our complex but also Kressly Warworks Inc as well. Plus, units on shore leave and awaiting new contracts are used in these garrison roles.
Just for fun I roll to see what contracts are available in January and February. While I want to keep most of my guys here for some shore leave, for the right contract, I’d move out. January has Obj Raids wanted by Fed Com and Comstar, and a Garrion by FedCom. Let’s see where. Comstar wants to smash a planet out in the periphery, FedCom out in the deep parts of the Free Worlds League, and the garrison is for a planet two jumps away from their capital for two years. February sees two contracts, one by Word of Blake, who wants us to Assault a planet., and the other by FedCom for a objective raid against the Dracs. Target world is just three jumps away from our home planet, Epsilon Eridani. That intrigues me. Where, what and when?
Abe Sargent
11-10-2012, 02:41 PM
Target, Nashira. Length, just six weeks, objective – destroy a local leader’s company of mechs who was a traitor and defected from the Lyran Commonwealth during the war of 3039 and now has become a political irritant. We are to blast his mech as an embarrassment to him, which should drop his political capital.
It’s just four days to the jump points from the planet, and this is a nice, quick mission for my guys. I take it.
Salvage: Full
Salary: x1.3, x4 x1.6, x1.5 if we face the clans
Support: Battle Loss 40%
Command: Indy
Remuneration: Yes, x1.05
Length: 1 months
Transport: 100% Reimbursement
35% Bonus
We manage to dicker them down to one month for the raid, assuming it is complete. I dispatch the inexperienced Butler Company to handle this. Let’s go ahead and sim it now
Butler Company
Abe Sargent
11-10-2012, 04:53 PM
Butler Company on Nashira
Mar 13 – We arrive at the planet of Nashira, on board a cargo transport hiding us. Combine regulations have apparently stiffened, and we are discovered in a search of the craft by docking authorities, but we manage to bribe the officials to keep silent.
Mar 17 – A platoon of infantry with the company have scouted the area in rented trucks. This DropPort is about fifteen miles from the local city where the traitor’s summer estate resides. As this is summer on their planet, he is confirmed by our troops and a local intel rep we meet from the FedComs.
Mar 28 – We have manufactured an opportunity to force his entire company to suit up. Our infantry have paid some locals led by our infantry dressed as civilians. They will begin a mass demonstration against the traitor at the local shopping complex that is the largest in the city. It’s just a handful of blocks from the DropPort. Then our infantry will begin to launch grenades, infernos, and attack the local forces, with the intent of dealing damage to property instead of people. We believe that the combination of these anti-sentiments en masse plus violent damage will rile the traitor enough to force him to bring his whole unit to put down the demonstration with violence.
Mar 30 – The plan is set in motion, and it fails. The local does not emerge from his summer estate. We finish the plan.
Mar 31 – After negative coverage by the local media when he did not stop them the first time (the local police were not equipped to stop us) we do it again, and forced by the bad media, out emerge his entire company of mechs. He is in the lead.
Abe Sargent
11-10-2012, 09:37 PM
The lead mech of our foe is an Avatar DCMS omni-mech, with their prime config.
http://www.sarna.net/wiki/images/5/54/CCG_Mechwarrior_Avatar.jpg
Our goal is to destroy this mech. The leader is elite. Their other mechs are:
DRG-5N Dragon
HTM-27T Hatamato-Chi
JR7-K Jenner
CRB-27 Crab
CRD-4K Crusader
KIM-2 Komodo
GUN-1 Gunslinger
These are low-tech mechs
GRF-1N Griffin
CGR-1A9 Charger
WVR-6R Wolverine
VLK-QA Valkyrie
The ‘Slinger, Jenner and Dragon pilots are veteran. The Komodo is elite. The rest are regular
As a reminder, here is Butler Company:
Anvil Lance:
ATA-2 Attila
GLT-3N Guillotine
AXM-1N Axman
CN9-A Centurion
Hammer Lance:
LGB-7Q Longbow
GLT-5M Guillotine
TBT-5N Trebuchet
RLF-3N Rifleman
Thunder Lance:
VL-5T Vulcan
LCT-1E Locust
WTC-4M Watchman
JVN-10F Javelin
We have one elite, one green, three vets and seven regulars. This is not a battle tested company, so they were chosen specifically to give them more experience.
We fire out of the drop ship and the crowd melts away, and we engage them in a large warehouse area, with little possibility for civilian damage.
The first battle of the new chapter has begun!
Abe Sargent
11-11-2012, 12:58 PM
Turn 1 - We win initiative. I deployed the bulk of my forces in clear sight, and five units behind buildings – the Axman, Watchman, Javelin, Locust and Vulcan to harass, jump around and surprise folks. Angry ,they rush up numerous mechs into my space. They close quickly. They expose their rear of the Crab after I leap my Axman from behind the buildings behind it. I also hop our Vulcan behind their Crusader. They make their skid rolls. Here we go, time to exchange fire. The Atilla’s ER PPC opens up the torso of the Avatar after missiles wear down its armor, and it ignites the LB X ammo and it explodes. It has CASE< but the XL engine shuts down. Their Komodo blasts our Centurion, hits the AC ammo and it explodes. No CASE. Our Locust opens up the Jenner and hits its Gyro. Ther Griffin open sthe arm on one of our Guillotine;s and nails the arm and hand actuators. Their Valkyrie follows by taking out the laser there. Only their Komodo falls, under three mechs unloading on it. It smashes its engine once in the fall. Our Axman hatchets the Head of their Crab it falls to the ground dead. After not falling from the gyro hit, our Locusts kick forces their Jenner to the ground.
Turn 2 – We win init. I hop the Vulcan next to their Jenner after it stands and moves away. I move my wounded Guillotine next to their now standing Komodo. The Javelin join sthe Komodo dance. We focus a lot of attacks on their Charger. The Watchman hits two leg actuators on that mech. Our Guillotine, 3N Variant, destroys the RT of their Komodo and that takes it out – XL engine. The Javelin destroys the LT too. Their Charger collapses and hits its hip. No physical attacks connect at all.
Turn 3 - We lose init. Our foes are beginning to back off. They came in too quickly, got smashed, and now are looking to pull out. I try to jump on top of a building to hammer their Jenner with my Jav, but it collapses under me and it falls. I move my Axman next to their Charger that stood up. I unload on their Dragon. Their Crusader destroys the LT of my Javelin. Their Gunslinger nails the H of my Longbow with its Gauss Rifle and destroys the head and kills the MechWarrior inside. At the same time, the Longbow ignited the ammo on their Dragon and it exploded - CASE keeps the mech alive, and no XL engine keeps it on the battlefield. It falls, breaks the other torso off, and the pilot blacks out. Their Charger is destroyed by a hit by the Axman’s large pulse laser at its head, shearing it off.
Turn 4 – We win init again. The Longbow’s death probably keeps them in the fight. It was a very strong mech, and now things are a bit more leveled, with it and the Jav going down. I eject the pilot from the Jav. Their Jenner and Crusader skid and tumble. This turn we blast the Valkyrie. I go overheat to blast the Crusader with my Vulcan. The Attila opens that center torso and nails an engine once on the Valkyrie. Our Vulcan nails a foot actuator on their Crusader. Their Valkyrie survives but falls. Their Dragon pilot wakes up.
Turn 5 – We win init. I order my mechs forward into their soft position. I hop the Vulcan by his Hatamato Chi after he rises the crusader. Jenner stays on the ground, but it’s not a real target right now. They fail to stand the Dragon. This time, the Gunslinger is the main target. A Guillotine destroys the RA of their Crusader. The Axman’s Large Pulse Laser nails the H of their Gunslinger and destroys his THIRD mech with a head hit today. Their Crusader destroys the LA on our Guillotine 3N. They eject the Dragon
pilot and fade away. We win.
Abe Sargent
11-11-2012, 01:55 PM
We gather the salvage into the DropShip and take home MW’s Gloria Juarez’s body. We replace the Centurion with the Komodo. We recruit a regular pilot for the Longbow, Keith Baker, who replaces a veteran Gloria Juarez. Veteran Horace Jackson, in the Trebuchet, is promoted to Sergeant and takes over that lance.
Captured:
Avatar Prime, missing RT
Crab missing H
Komodo, missing RT, LT
Dragon, missing LT, RT
Charger, several actuators, missing H
Gunslinger, missing H
Destroyed:
Centurion LA, RA
Repaired:
Guillotine 5M, actuators, ML
Guillotine 3N – missing LA
Javelin, missing LT
Longbow, missing H
We receive money for the destroyed parts and Centurion equal to 40% of their value. Then we spend money to repair, rearm and refit my guys. After paying for all repairs, we lost 1.575M C-Bills. All repairs are made and my new mechs are moved to the garrison.
Butler Company returns to Epsilon Eridani on June 19.
Abe Sargent
11-11-2012, 02:25 PM
Rewind back to….
February, 3057
We don’t take any of the other missions available.
March 3057 – 5 contracts available, and they are….two periphery I skip, and contracts for Fed Com, Free Worlds League and the Free Rasalhague Republic. They want Cadre, Security and Recon Raid, respectively. The Federated Commonwealth wants us to do training in Draconis March, near the border with the Periphery, months away. I say no. The Recon Raid is for a planet captured by Ghost Bear, and it is 18 weeks away. Nah.
Much of our military is ready to go by the end of March.
Abe Sargent
11-11-2012, 06:37 PM
March 14, We get news that a raid is underway on Terra Firma. Both Brawler Company and Beta Tank Battalion are there on garrison with an industrial complex of size combining many large and expensive companies and factories. A company of mechs of unknown origin is bearing down on our position. We always have one lance of mechs and one company of tanks on garrison there at any time. We combine, so when our heaviest mechs are there are lightest tanks, and vica versa. They struck when we have our best tank company from the battalion, but our scout lance.
Defending troops
Our troops are at least a half-hour away, and thus they have a chance to blast us and move in.
These mechs, with two green and two elite pilots
JR7-F Jenner
CMT-1 Comet
LCT-1E Locust
STG-3G Stinger
And this company of tanks
Zeta Company
Schrek PPC Carrier
Brutus
Zhukov
Bulldog
Schrek PPC Carrier
Harasser
Hunter
LRM Carrier
Saladin
J Edgar
Drillson
Saladin
Most are veteran
Here are our foes - are they house units, mercs, corporate units, ComStar, Blake?
Commando
Stalker
Vindicator
UrbanMech
BattleMaster
Firestarter
Grasshopper
Thunderbolt
Whitworth
Uptech
DV-7D Dervish
VTR-10L Victor
BL-9-KNT Black Knight
ALM-7D Fireball
This is their Fireball, a quick 20 ton mech with a machine gun and a streak SRM 2 rack, plus 11/17 movement. It’s not that good.
http://www.sarna.net/wiki/images/thumb/0/0f/3055u_Fireball.jpg/663px-3055u_Fireball.jpg.png
As many know, tanks tend to be more fragile than BattleMechs. And I don’t have any heavy metal Mech’s to spearhead an offense. We are fighting outside of the industrial complex to reduce collateral damage to our employers. Plus, they rolled three assault mechs, so I am up against some serious competition. They will likely flee once they suffer 20% losses, since this is just a raid.
The Victor, BattleMaster, Fireball and Dervish all have veterans
Alright, time to get slaughtered.
Tellistto
11-11-2012, 09:42 PM
Nasty looking fight this. Good luck in surviving!
Tell
Abe Sargent
11-11-2012, 09:54 PM
Thanks!
Abe Sargent
11-12-2012, 05:00 PM
Turn 1 – We win init. I hide my LRM tanks behind buildings to use them for indirect fire. I focus indirect fire on their Commando. The Drillson hits the ammo and it ignites and blows up. Their Thunderbolt hits the movement system on our Bulldog Medium Tank. Our Jenner took some fire but was left standing.
Turn 2 – We win init. I expose my J Edgar Hover Tank to spot for my LRM guys and to direct fire away from my other guys. It’s just two hexes away from their Battlemaster and Thunderbolt. I move up my Saladins as well for a quick shot and then retreat. I jump my Stinger behind their Fireball. I manage to get some fire on their Dervish. Their Dervish immobilizes a Schrek, and then falls down.
Turn 3 – We win init. One of my Saladins skids, but I recover and get it out of there. I move in the Harasser Missile Platform as a spotter. Their Dervish rises Their Stalker immobilizes our Harasser. Then their Vindicator destroys its Left Side. Our other Shreck tears the Hip actuator of their Dervish. Their Victor immobilizes our Bulldog. Our Brutus nails the Dervish’s engine twice and destroys the RA. Their Thunderbolt finishes the Bulldog;s front side and destroys it. Our Harasser destroys the Fireball’s LT which destroys the mech. Their Dervish falls and hits a third engine and goes down.
Turn 4 – We win init. I move up the Saladins, Stinger, J. Edgar and Jenner to get some pressure. Their Firestarter skids and falls near my assault tanks in the north. My already wounded Shrek is immobilized permanently. Their Stalker destroys the right side of a Saladin. Our Zhukov destroy the RA and RL of their Firestarter. They destroy the LA of ,my Stinger. They retreat and help their Firestarter up and out.
Abe Sargent
11-12-2012, 06:04 PM
We are unable to repair the Saladin, but we can repair the other tanks. I send in a Saladin from our garrison back on EE one jump away to replace it. This contract has full salvage and 50% battle loss so I’ma going to go ahead and figure out those financials. Repairing the tanks and limbs is easy this time. I lose 520k. Anyway, we managed to take out three mechs, but I went for easy targets, taking out two lights and a medium, so keep numbers even. To be fair, they took out some lights too!
Parts:
Commando RA, LA, LT, H, LL
Mechs Salvaged:
Fireball missing LT
Dervish, 3x engine hits, hip actuator
Repair:
Shrek Movement System
Bulldog, Harasser, Saladin
Stinger LA
The salvage is sent right over.
Abe Sargent
11-12-2012, 07:37 PM
April 1, 3057 – Contracts? Four are out there, from ISx3, and Companyx1. Company? In Lyran half of FedCom . They want a Cadre/Garrison deal. We’ll look at that in a bit. Three other deals are for FedCom, Combine and St. Ives Compact. They want Planet Assault, Extraction Raid and Security. The Combine wants us to hit the Nova Cat Clan, to extract materiel from one of their worlds The Assault is skipped by me, its against a target in the Periphery. The Ives Contract is far away, but easy to do. I have the units back to send out, so maybe it’s time to dispatch someone. I also want to see where the company game is. I roll to determine the planet, and it’s…Denebola, on the border with the Free Worlds League, and just two jumps away.
I send in
Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company
Aegis Company –
Shield Company –
Chainmail Company -
To do the deal.
Salvage: Full
Salary: x1.1, x4 x1.3, x1.5 if we face the clans
Support: Battle Loss 50%
Command: Liaison
Remuneration: Yes, x1.05
Length: 6 months
Transport: 100% Reimbursement
42.5% Bonus
Armor Battalion arrives there April 28, 3057, and they’re contract ends on October 28, 3057.
Normally, I roll to see what happens in these deals and run the whole one. This time, however, I am only rolling through August . We’ll pick it up in September. There are no major garrison attacks at the company while we train their security forces at this new branch of a multi-system company.
Abe Sargent
11-12-2012, 08:34 PM
The Security Detail is for the planet of Armaxa. With such a small military, the St. Ives Compact does not have the forces to bolster the local troops, and a local Count is about to stand trial for treason, and trouble is expected between his supporters and his rival, the Governor of the planet. Armaxa is 8 jumps away.
Salvage: Full
Salary: x1.2, x4 x1.2, x1.5 if we face the clans
Support: Battle Loss 50%
Command: Liaison
Remuneration: Yes, x1.05
Length: 6 months
Transport: 100% Reimbursement
55% Bonus
They only want a company of mechs. After looking at the roster, we send in Cinq Company. They arrive on August 5th, their contract ends on December 5th, and then they hit us back March 26, 3058.
During our time at Armaxa, I roll to see if we have any issues. We do
Abe Sargent
11-12-2012, 09:15 PM
August 28th, 3057- While on patrol around the Governor’s estate, a large amount of vehicles move in. It’s night time, the area is fairly grassy and open ,with gentle hills and no vegetation to cover you. We can’t tell all of the units we are facing at first.
Cinq Company
BLR-1G BattleMaster
AWS-8Q Awesome
HBK-4G Hunchback
WVR-6M Wolverine
ZEU-6S Zeus
GRF-1N Griffin
GRF-1N Griffin
ARC-2S Archer
VL-5T Vulcan
WSP-1A Wasp
SDR-5V Spider
LCT-1V Locust
This company is fully lowtech mechs, with none of the lost tech on any of them. This is one of our older units, and they fought in the War of 3039 and were decorated there.
Our enemy – many unknown vehicles of some sort.
There are, in fact, 24 tanks, hovercraft, and so forth of various sorts. It is night time, with a large bright moon, thus reducing accuracy.
Abe Sargent
11-13-2012, 09:45 AM
Turn 1 – We win init. We look down, and numerous tanks are already in our area, and we are surrounded by these vehicles. There are some big tanks in our area, such as a Mauler City Tank, and a Condor Heavy Hover Tank. Because of night, it takes twice as much movement to move a hex. Our range is limited, and we can’t shoot with the accuracy normally we could. We can still jump our full length so I jump out my Spider to scout out there, and see several trucks and minor tanks, plus a few threats such as a Hunter Light Support Tank. They move up tanks such as Savannah Master, Maxim Heavy Hover Transport, a Hetzer Wheeled Assault Gun, and others. Very few skids by tanks. Our Hunchback destroys the left side of their Condor with its AC20. It’s fuel tank ignites and blows up. The BattleMaster immobilizes a Hunter Light Support Tank. Their Mauler goes internal on our Awesome’s H but hits nothing. Their Maxim hits the Awesom;’s head with a MG, but it’s a glancing blow so just one damage is dealt, leaving it with one damage there. Our Zeus lances faire into their Hunter and destroys the right side. The Spider hits the movement system on their Myrmidon Medium Tank and slows it. The Awesome tumbles. The Zeus kicks and destroys the front side of their Heavy Hover APC and blows it up. A kick from our Wolverine immobilizes a Gladius Medium Hover Tank.
Turn 2 – We lose init. I hopped my Spider into a Brutus I didn’t see. I keep most of my mechs by their tanks in the front. The Awesome rises. I go massively overheat in my Archer for an Alpha Strike on their Myrmidon. With it’s AC20, the Hunchback immobilizes a different Gladius Tank. Our Wasp fires and destroys a Savannah Master Hovercraft’s front side. Our BattleMaster immobilizes a Hetzer. Our Awesome destroys the front of another Savannah Master. The Wolverine destroys the first immobile Gladius. Their Mauler destroys the RA of our Awesome. It took more than 80 damage and needed a 9 or higher to stay standing, and stood. Our Awesome kicks and destroys the front of a Harasser Laser Platform. Our Wasp and Spider kick and hurt the movement on two tanks, but both are still moving.
The tanks slip away into the night as we gather the salvage.
Abe Sargent
11-13-2012, 10:32 AM
Hunter, immobilized, RS destroyed
Gladius, immobilized
Savannah Masterx2, front
Harasser Laser Platform, missing front
Awesome missing RA
We fix the Gladius, but the Hunter and one Savannah Master are unable to be recovered.
Three level ups
Alan Roderick, Awesome – now a Veteran
Dale Snyder, Hunchback – now Elite
Lynda Karatos, Zeus – Gains Edge: 1
I roll, and it appears that we keep the rest of the countryside quiet due to this, and no other issues occur. We made 752k on the contract. Cinq Company has completed their mission. Okay, let’s roll back.
Abe Sargent
11-13-2012, 01:36 PM
Apr 16 – Maria Santos, veteran pilot of the Phoenix Hawk in Delta Company retires. She is replaced by new signee regular pilot Miles O’Shaunessey.
May 1 – Contracts? One from Periphery and two from FedCom and one from Capellan Confederation. The IS deals are Cadre, Garrison, and Assault in that order. The Garrison is for years and years, and I’m not interested. The Cadre duty is in a system that’s six jumps away, and that I’ll take.
At Elbar, just a company needed. I roll, no battle occurs. We make 265k and I sent Delta Company, they return on February 15, 3058.
Abe Sargent
11-13-2012, 01:43 PM
EVENT May 20, 3057 – Today. Joshua Marik, son of Captain-General Thomas Marik, dies while being treated in the New Avalon institute of Sciences of Leukemia. Thomas Marik was sending supplies to fight the clans to the Combine and Federated Commonwealth in exchange for the care of his son. Fearing that these supplies will dry up, Archon-Prince Victor Ian Steiner-Davion decides to initiate a plan created by his father, the late Hanse Davion to substitute a body double for Joshua Marik.
And so, it begins.
Soon, a gauntlet of chaos will envelop the Inner Sphere.
Abe Sargent
11-13-2012, 01:45 PM
May 22, 3057 – A large contingent of mechs drops into the large mining complex area on Epsilon Eridani and successfully raids it. They then lift off.
May 23, 3057 – As a result of that, General Pierre Benton arrives at our HQ to begin discussions with us regarding contracts to strike people who are attacking various places around the planet, if able, with compensation from the government. While there, we hear that Benton has into that believes that the force was a merc force in the employ of a company called Minroc Mines Interstellar. It is believed that they were not trying to gather mining supplies, but instead looking for a rumored LosTech depot from the Star league on the planet.
And now, we are beginning our next module
Abe Sargent
11-13-2012, 01:58 PM
Lawyers, Guns, and Money
http://www.sarna.net/wiki/images/thumb/0/02/LawyersGunsandMoney.jpg/462px-LawyersGunsandMoney.jpg
It was my attempt to run this in the middle of the ensuing chaos, but instead, I am moving it up a few months to do something a little different before the big huge battles begin and numerous campaigns for K&C will ignite. Until this module runs its course, I will not be updating the time line, until things are done and I roll it back.
This is a canonical module which takes place on Epsilon Eridani, nothing has been changed, but I am bumping it up and inserting us into the mix. (In reality, the depot was found in 3057, but the prospector does not tell anyone until five years later, so I am just having him tell folks now, which is not a major stretch). (I’m also increasing the size of the units involved to their full fighting force, a regiment each. In the scenario, they are just a battalion each, but the merc units in question are regiment sized).
Abe Sargent
11-13-2012, 02:44 PM
May 25, 3057 – A mercenary unit on the books for the company General Atomics arrives and begins to explore the same area, but in the abandoned mine section. With the new contract with General Benton in place, Ted Izumo and Mei Zhen dispatch a local force to handle the mercs. They arrive at the mines and force the merc units away. The mercs, named the Lone Star Regiment, retire and establish a camp about an hour from the mines.
May 26 – The first group of mercs have returned, Redfield’s Renegades. They have just hired themselves to a local company to get the right to stay on planet after their raid a few days ago. Their first company pays some money to the local authorities to okay it. Major Zhen flies in with several others to review the situation.
In the Shamus Mountains, an old set of mining operations took place, and have since lost their value. The metals here are lower value ones that prevent a lot of scanning. Recently rumors have erupted of LostTech caches in the area. Major Zhen orders research.
May 28 – A skirmish of the two units results in one scout lance defeating the other one. Battle flairs up until our circling aerospace assets force them each back. That’s only going to be temporary though
May 30 – Major Zhen turns up a useful piece of information in research. Epsilon Eridani used to be the headquarters for the 4th Army of the Star League. This means there may be an old HQ or depot in the mountains, and that would be the one place on planet that would have escaped scans for things such as this. In order to keep the peace, Braham Essex has returned from recruiting on Outreach to respond and takes his battalion, Shadow Battalion to do some searching while Col. Martin Fitzgerald takes Beta Regiment, to the area to keep the peace. They also have aerospace units, infantry, and tanks searching along with Shadow Battalion. Even if it’s not there, their search will narrow the areas that the others will look in, and thus help us to cordon them off and keep the peace.
June 2 – After ignoring our Aerospace assets, a battalion from each regiment approach each other, and we must respond. Both units are veterans. Rheims Battalion is dispatched from Beta Regiment to handle them. This is Aleph, Laser and Sabre companies. Sabre is our heavy company, Aleph our experienced one, and Laser our normal one for that mix. As they arrive, the two battalions of our enemy are poised for combat. We order them down but they refuse.
Abe Sargent
11-13-2012, 05:33 PM
These battles will be three way battles, with one merc side vs the other vs us. Whoever keeps the field wins the salvage, so it is possible that we could win salvage of mechs that we don’t even shoot down. If they gang up on us, this could be quick, but will they?
As the forces close, each side has a scout lance that moves to the middle of the area and begins sniping at each other.
Us
FS9-Abe Firestarter
JVN-10N Javelin
JR7-D Jenner
CMT-1 Comet
This is Sergeant Adele Thompson’s lance. She is in the Firestarter. Our foes.
Lone Stars:
Wasp
Phoenix Hawk
COM-5S Commando (level 2 mech)
STG-5M Stinger (level 2 mech
Renegades:
Valkyrie
SCP-1O Scorpion (level 2)
Cicada
Locust
Our map is fairly dry and rocky.
Their Scorpion is a rare quad-mech design
http://www.sarna.net/wiki/images/c/c7/3025scorpion.jpg
Abe Sargent
11-14-2012, 08:08 PM
Our map is fairly dry and rocky.
We begin in the south edge, and they on the east and west.
Turn 1 – We win init. Everyone begins clustered around each other. I try to move out of this scrum. Many others are as well, and things are spreading out. Weapons exchange does nothing much, but Adele’s ll actuator is nailed by a kick from their Scorpion.
Turn 2 – We win init. I try to get my guys out of the line of fire for now. I run my Jenner behind a Stinger on the north side of the map. Adele manages to hop away and makes the piloting skill roll despite the damaged actuator. The Cicada takes a scouring form the Commando, who hits with all weapons and manages to stay standing. My Jenner kicks and destroys the RL of the Stinger and it falls hard.
Turn 3 – I lose inti completely. I try to play keep away. Their Stinger can’t move, so I hop Adele two hexes away and manage to stay standing. I alpha strike the Commando with my Jenner. The Alpha Stirke, five weapons each needing a 7 in the rear of the mech misses three times nad gets two sevens so two glancing blows. The Commando’s LA is destroyed by the Scorpion.
Turn 4 – I lose init badly again. A lot of maneuvering out of harm’s way. Very little weapons hit, but my Jenner kicks the Cicada and goes internal and hits a foot, but it still stands
Turn 5 – I am in the middle of init. Everybody is jumping, running lots of spaces, and such, this could go on for turns and turns. Their Stinger manages to stand. Adelewants to run her Firestarter over to it, but the Phoenix Hawk has yet to more and could come in for a close shot, punches, kicks and so forth. Instead, she plays it safe. She runs within two of the Valkyrie. My Jenner destroys the RT of their Cicada.
Turn 6 – I lose init. I try to get away from the firing field, and for the most part, I succeed. The Scorpion manages to destroy a leg on the Commando. My Jenner kicks and destroys the LL and LT of their locust. Their Phoenix Hawk punches and destroys the LA of my Javelin and it falls.
Turn 7 – I lose init again. Adele moves in to the damaged Locust. My Jav stands and runs. The Commando rises, but the Locust does not and hits its engine falling again. Adele destroys the Locusts;’s CT and it is done. The Phoenix Destroys the Cicada’s H and it goes too. Now the winner gets a Cicada.
Turn 8 – I keep losing init. Crap. Adele is forced to jump but keeps upright. Their Stinger finally falls back down trying to track my Javelin. It has been moving around a lot. I have to jump away though, too many other mechs closing in on its position. I have moved to the south behind the Renegades and the Lone Stars and Renegades are closing. The Scorpion destroys the LT and hits an engine once on their Commando. Adele loses a machine gun and jump jet from SRM fire.
Turn 9 – Yet again, I lose init. While the Renegades have just two mechs left, they are doing well. The Lone Stars have the blasted Stinger and Commando. All of my mechs have been peppered, and Adele’s Firestarter is critical in five places. I run her into one of the only two heavy woods in the area. Their Stinger fails to stand and I move my Jav back by it. This is a normal Jav with SRMs, not lasers. The Wasp moves into the water in the center of the map, falls, and breaches its CT and is destroyed by the breach. The Javelin destroys the LA, LL and LT of the Stinger. Dead mech (two legs missing). The Scorpion destroys the RT and hits the engine and gyro each once on the Commando which falls and destroys its CT. The Phoenix Hawk kicks and nails two leg actuators on the Scorpion, which tumbles.
Turn 10 – Units left. Phoenix Hawk for Lone Stars, Valkyrie and Scorpion for Renegades. Each of the foes move off, and leave us the battlefield. We have emerged victorious.
Abe Sargent
11-14-2012, 08:38 PM
Cicada missing RT, H
Stinger, with a destroyed RL, LL, LT and LA
Wasp, CT breached with water
Locust LA, H, RL, RT, RA on the ground
Commando H, RL, LT, LA
Our Javelin is injured, destroyed LA
Adele’s FS repaired MG, JJ and actuators
We make no money from this, the government will settle later post battle. It takes about 950k for more ammo, repairs, and such for our guys. It takes about 1.5 mill to fix up the Cicada and Stinger. After a few mechs join them and carry away the salvage, the main battle is about to begin.
Abe Sargent
11-14-2012, 08:53 PM
Stars move out to smash each other. We send out the powerful Sabre Company to overwhelm and force them back. Battle breaks down into lance sized units and we are faced with various lances.
Sabre Company
ATA-2 Attila
Grizzly
BLR-3M BattleMaster
Ryoken C
Supernova
Galahad
Vulture Prime
Rifleman Iic
Shadow Hawk Iic
Dasher D
JVN-10F Javelin
PXH-3k Phoenix Hawk
We have a lot of clan-tech here, and a ton of clan pilots as well.
We are facing these lances. They are fighting as lances, not as individual companies
Renegades:
Lance 1
Catapult
Whitworth
Trebuchet
Dervish
Are all vet, and level 1 tech. Asterisks will mean high level of tech, and number sings elite pilots
Lance 2
OTL-5M Ostsol, *#
GRF-3M Griffin. *
KW1-LH2 Lineholder
Lynx , *
Lance 3
Thunderbolt
Shadow Hawk
Wolverine
RFL-5m Rifleman, *
Lone Stars:
Lance 1
HCT-5S Hatchetman, *#
CGR-3K Charger *
Snake *
VND-3L Vindicator *
Lance 2
Atlas
Banshee
Awesome
Dragon
Lance 3
Wasp
GRF 3M, Griffin*#
Phoenix Hawk
LCT 3M Locust *
This company has a lot of heavier mechs, but few of them are using the new technologies.
This is their Snake, a mech from the Technical Readout 3055 which is made by House Liao. It's 45 tons, sports an XL engine to move 5/8/5, features an LB 10-X AC and three SRM 2 Streaks, seven tons of armor and double heat sinks.
http://www.sarna.net/wiki/images/thumb/b/b4/3055u_Snake.jpg/665px-3055u_Snake.jpg.png
Abe Sargent
11-14-2012, 08:57 PM
A gamebook which might have rules for this chapter just arrived, called Combat Operations. I am reading it now to see.
Tellistto
11-14-2012, 09:57 PM
Good luck, Abe. Should be some fun stuff coming. Hope the new stuff is good stuff!
Tell
Abe Sargent
11-15-2012, 08:54 AM
I guess we'll see.....
Abe Sargent
11-15-2012, 02:11 PM
They begin in the SE and NW corners, and we begin anywhere in the middle that we want. This is a more open map. The small hills are in the top center, center left and bottom center left positions. No hill is higher than level 1, so no mechs are obscured. We should eviscerate these guys with our better pilots and better mechs. We have a bad starting position, but better mechs by far. There are small pieces of mechs around the area, because of the recent battle by other forces.
Turn 1 – I deploy mostly in the SW corner of the central area, and I will move my mechs into the woods in the SW corner of the map. We win init. I slide my mechs out of the way and begin to exchange fire. Their Atlas nails the H of my Galahad with a through armor critical on an SRM missile and hits the sensors. Our Ryoken destroys the LT and then hits the engine thrice in the CT on their Whitworth. Our Rifleman IIc destroys the LA and LT of their Rifleman and it has an XL engine and dies. Our Grizzly destroys the LL on their Catapult. A gauss slug from the Galahad smashes the H of their Vindicator. Our Vulture nails the gyro on their Catapult twice and its down.
Whitworth, engine fixes, missing LT
Rifleman, missing LT, LA
Vindicator missing H
Catapult, missing LL and gyrox2
We have destroyed four mechs, and they have not gone internal in any place. They decide discretion is the better part of valor and leave us our bounty. They didn’t even exchange fire with each other. I also targeted the Snake, but missed a lot with the Attila, Javelin, and BatttleMaster who were my major guys firing at it.
We gain the various mechs and spend 3.79 mill on them.
With us holding the middle ground, the two sides retreat and return to their camps.
Abe Sargent
11-15-2012, 02:40 PM
June 4, 3057 – Tonight, under the cover of dark, the entire regiment of the Renegades invade en masse at the Lone Stars base. We can’t scramble quickly enough to stop it, hindered by bad intel and the darkness. The Renegades won the battle, destroyed the base of the Lone Stars, slew one of their leaders in battle, and left to head back to their command before we could arrive to reinforce the Lone Stars.
June 7 – A counter raid by the Lone Star forces slips by us, entraps and destroys a scout lance of the Renegades.
June 8 – We move our camp just outside of the Renegades to prevent further issues.
June 13 – After a few quiet days, a prospector of the Lone Stars discovers a old Star League Depot. One of our spies followed their group and we know where it is. Braham Essex orders Shadow Battalion to coalesce around the area, while Martin Fitzgerald keeps Beta Regiment ready to keep back the two combatants.
June 14 – At dawn, a small lance of Lone Stars have arrived at the depot ahead of other combatants and set up defensive positions. The Renegades have discovered that the Lone Stars have found the location, but Beta Regiment surrounds their camp and keeps them from leaving. Reinforced by our aerospace forces, they are not going to try and assault us to break out, because many of their units are not resupplied from the large battle on the 4th, and many units were destroyed even as they won. They are about twenty five mechs down from a full regiment, we are full, and we have defense and countless aerospace assets.
Abe Sargent
11-15-2012, 05:29 PM
Braham’s Shadow Company arrives at the depot prior to the other two companies. The Lone Stars have reinforced their position.
Shadow Company
ON1-AbeC Orion
HGN-732 Highlander
ST-8A Shootist
FLS-8K Flashman
Zeu-9S Zeus
GAL-1GLS Gallowglas
APL-1M Apollo
GRN-D-01 Grand Crusader
LNX-9Q Lynx
PXH-1b Phoenix Hawk
STY-2C Starslayer
TLN-5W Talon
Elementals
Elementals
This should prove to be an easy battle.
Lone Stars
HSR 400-D Hussar, *
Falcon Hawk
Hitman
Panther
GOL 3M Goliath, *
Longbow
Lynx
Lineholder
Axman
Archer
Cyclops
LCT 3M, Locust, *
WVR 7D Wolverine, *
13 mechs now. The Falcon Hawk is a 35 ton mech that came out a few months ago. It features an ER PPC, two medium pulse lasers, a rear facing medium laser, a small pulse laser, 5/8 movement, maximum ferro-fib armor, and an XL engine. Here it is:
http://www.sarna.net/wiki/images/thumb/4/41/FalconHawk.jpg/450px-FalconHawk.jpg
Because of LosTech fever, they will fight for a while.
They are on an industrial outside of the depot, and we are approaching on the west.
Abe Sargent
11-15-2012, 09:59 PM
Turn 1 – Even with tactical genius, I lose init. We move in all of the units at once, spearheading with heavier folks in front. Their Hitman skids and falls on the pavement Our Shootist destroys the LA and LT on their Locust, hits the Anti-Missile System ammo, and the pilot blacks out. Their Longbow opens the arm of Braham’s Orion and hits two actuators. After focusing a lot of fire on it, our Grand Crusader hits LRM ammo on their Longbow and it explodes. They destroy the Orion;s LA. Their Locust hits the engine and gyro once each when it falls. We kick the Wolverine three times and it misses a kick. It makes the first three piloting skill rolls abut fails the fourth and final one and falls.
Turn 2 – I lose init despite tactical genius. I hop my Elementals into the square with the downed Wolverine. The Wolvie tumbles once, but rises and runs away from my mech hunting infantry. Instead, the Elementals try to decapitate the Locusts’s Head while the pilot is unconscious. Our Lynx destroys the RT of their Hitman and that’s an engine shutdown kill. The Locusts’s CT section is destroyed as they miss the head and it dies. Braham’s Orion destroys the RL of their Hitman too as it dies. Our Zeus destroys the LL of their Wolverine. Our Gallowglas took some damage and I am backing it up.
Turn 3 - We win init even without tactical genius. Their Wolverine does not rise, but its too far to reach in one turn with my elementals, so I start. Their Wolvie fell once. I run my Grand Crusader up by their Falcon Hawk. Their Goliath hits the Large Laser on our Gallowglas. The Apollo destroys the RA of their Falcon Hawk. The LA of their Archer is destroyed by our Grand Crusader. The Archer tumbles. Our Grand Crusader misses the key kick and keeps standing.
Turn 4 – We win init without using tec gen again. I move my Elementals into the Wolverine space where it is down. Their Falcon Hawk runs away from us and nears the edge. I run my Zeus beside their Hussar. I hop the PXH to base their Panther. Their Hussar hits a shoulder actuator on our Zeus. Our Apollo’s LRM 15s destroy the CT of their Falcon hawk. Our PX hhis the foot and two jump jets on their Panther. Our Orion nails an LRM 20 on their archer. One unit swarms the Wolvie and the other successfully attacks its leg. THei r Hussar punches, hits the Zeus’s H, blacks out the pilot, but she makes her Edge roll and succeeds. The Zeus misses a nasty kick, the PXH does not. LL on Panther gone.
Turn 5 – We win init without tac gen again. Their Wolverine stays in the same spot, as do my infantry. They are running their Hussar back. I don’t move the Apollo to get a good line on it, hopefully we can bury it in a missile avalanche. I hop the Highlander beside the Goliath and archer. The Panther falls, and I rush in my Starslayer and Lynx. Our Highlander hit sthe LRM ammo on the archer and it blows up – too old for CASE. The engine explodes and shreds the Highlander for 28 damage, and other mechs for progressively less. The Shootist hits a foot and upper leg actuator on the Goliath. Our Phoenix Hawk destroys the front RL on the Goliath. Ou rStarslayer hit sthe LRM ammo on it and it blows uop – it does have CASE. Engine destruction ends it. Elemental Battle Armor naisl the Hip of their Wolverine’s RL> The Starslayer kicks and destroys the CT of the downed Panther.
With that, they radio us their surrender, and we let them leave the depot to us.
Abe Sargent
11-15-2012, 10:04 PM
Longbow RA, H, LA
Locust H, LL, RL, RT, RA
Falcon Hawk H, LL, RL, RT, LT, LA
Archer LA, LL
Panther H, RL, RT, RA, LT, LA
Hitman missing RT, RL
Goliath missing FRL, RRL, RT
Orion – missing LA
Repairs are 3.565 mill for everything.
Level up
Raven Hamilton ,elite pilot in the Apollo, gains Edge: 1.
Abe Sargent
11-15-2012, 10:14 PM
The scenario book does not have a list of the contents of the depot, but wre know it was a lot of mechs, because damaged units were able to refit themselves. . We get this story from the local info here:
On March 11, 2767, during the Amaris Coup against the Star League, a major battle was fought near here on Epsilon Eridani. The 2nd Battalion of the 83rd BattleMech Division had lost, and were fleeing. They were given coordinates to wait at a secret depot while they were waiting to be picked up. This was a battalion of troops that was damaged and defeated in battle. En route, a large Colossus DropShip suffered major damage, and fell into the Depot, where the crash damaged some mechs more, and everyone fled before the Amaris people arrived. Apparently, they never found the place, and it has been here ever since. The mags in here perfectly align with the local terrain, and can only be found from a scan in an area roughly 100 meters by 300 meters in the box canyon next door. The contents of this Depot include:
The damaged Colossus
Damaged mechs
A few other assorted items, such a security robot missing its head (the head was sold to Kressly Warworks Inc by the prospector who found the place).
(I am intentionally changing the story to make this find less than it actually was, because I didn’t want to give away too much, you know?)
Abe Sargent
11-15-2012, 11:25 PM
It will cost about 7.5 mill to fix the Colossus. That is a nasty DropShip from the Star League era. It is a troop transport that can carry, are you ready for this? It can carry one full battalion of mechs, 72 tanks, 725 tons of cargo and 12 foot platoons of infantry. That is an incredible amount of military might. It’s name was the Honored Living, and we find that a suitable name and keep it. It will be fixed in early September.
What mechs do we salvage? We will pay 32 mill to fix these up and here they are
WHM-7A Warhammer, 2750
EMP-6A Emperor, 2612
SHD-2hb Shadow Hawk, 2750
EXC-B2 Excaliburx2, 2620
ST-8A Shootist, 2621
FLS-8K Flashman. 2701
BMB-12D Bombardier, 2735
STN-3L Sentinel, 2651
KTO-19 Kintaro, 2582
FFL-3PP Firefly, 2750
MON-66 Mongoose, 2660
WVE-5N Wyvern, 2660
BLR-1GB BattleMaster, 2750
KGC-000, King Crab, 2741
BWP-3A Ymir, 2750
HOP-4BB Hoplite, 2750
These 17 mechs were able to be repaired and reinstated. They are all vintage Star League era mechs. I put the years of that variant or mech’s production. We tend not to know for sure on those given a 2750 stamp, and that often speaks for the general era of the mech instead. Some of these designs suck, but many don’t.
Take the Hoplite as an example. This is a 55 ton mech that rocks max armor, moves 4/6, and features both an LRM 15 and an ER PPC. It has 11/22 heat sinks, so it can handle it all. It has CASE, an Anti-Missile System, Artemis IV for the LRM 15 and a Guardian ECM Suite as well. This is a good solid mech, that can sit back and launch long range fire, and yet it has max armor, an AMS and no XL engine, so it can trade long distance fire for a concerted amount of time. This is a very strong mech. It’s also super rare. Most Hoplites were believed destroyed after the Amaris War and only a handful are running around. Do we risk running it?
Another example is the Ymir. This is a variant made around the time of the wars in the Star League. This 90 ton mech moves 4/6, has 12 tons of armor (ick), 16/32 heat, and has an LRM 10 with Artemis IV, SRM 6 with the same, two large lasers, and a medium one. While it may not have the punch of bigger weapons such as a Gauss or LRM 20, it still features three long distance weapons and some punch up close. It needs more armor and a better weapons config, but it’s not going to embarrass you out there.
Consider this early Shadow Hawk variant. 55 tons, 5/8/3 movement, 11/22 heat sinks, 9.5 tons of armor, no XL, LB 10-X, 2x medium lasers and 2x SRM 2 Streak. Again, this is not a bad mech for the era at all. This early BattleMaster has 85 tons, 4/6 movement, 17/34 heat dissipation, 14.5 tons of armor, no XL, 2x ER PCC, large pulse laser, 4x medium laser. With that energy weapon heavy load, it can last a while in battle. You fire the ER PPCS at range while closing, and then just one, and the other weapons in range. The early Warhammer features 70 tons, 4/6 movement, 13 tons of armor, no XL, 16/32 heat, 2x ER PPC, 4x medium laser, 2x small pulse laser, and 1 SRM6 with Artemis. This is very similar to how later ‘Hammers would look, and it has a lot going for it, without the crappy Flamers and Machine Guns and downgraded weapons others would later feature.
So what do I do with this materiel? Well, right now, not enough people to run my stuff, so it sits.
The rest of the stuff in here we sell for 12 mill. The government pays us 5 million for ending these various threats at their request.
Abe Sargent
11-16-2012, 12:03 AM
End of Lawyers, Guns and Money
This is a free campaign anyone can download and it was made available in 2003. It was designed with four battles in it, to represent the first contact between two lances, a full battle, a revenge battle, and the final battle at the depot. I fit that framework around our mech unit trying to stop this stuff while also helping. The book, at 20 pages, was designed to give everyone in the country four battles and have then see how results went, sort of like a tournament. It is fully canonical, but was developed out of house. You can look it up if you want to download a copy for your library.
Back to our campaign, already in progress.
Abe Sargent
11-16-2012, 12:06 AM
June 1, 3057 – Contract time. I need to upkeep my various units and salary for my peops, so I sell a couple of mechs off. I sell ENF-5D Enforcer for 7.5 mill, and the VT-5S Vulcan for 6.75 mill. That should pay for the upkeep for a few more months for my units without a contract.
Contracts offered include nothing I want, just periphery contracts and such.
Abe Sargent
11-16-2012, 07:31 AM
EVENT June 10, 3057 – In order to disgrace ilKhan Ulric Kerensky, two charges are brought against him in the Clans Grand Council. One is treason for supposedly secretly coordinating Tukkayid to get the clans to lose, in order to prevent the Crusader faction from pushing deeper into the Inner Sphere. The other charge is elevation of a known Inner Sphere agent, Phelan Kell, to the saKhan position of Clan Wolf and collaborating with him in his treason. Ulric Kerensky, leader of the clans and a Warden faction man who wants to protect the Inner Sphere rather than conquer it, points out that charges were brought against him for collusion before, failed, and Phelan was taken according to Clan custom, given a bloodname by them, and made saKhan with approval of the Grand Council. Sensing that these charges to remove Ulric as ilKhan are failing, a third charge is spoken from the back bench. Destroying the Clan’s genetic heritage. This only happened once in Clan history, and that Clan was destroyed. The claim is that three generations of clan warriors will not fight and be bloodied, and thus will lose devastatingly when the Peace of Tukkayid lifts in 3067. This destruction of the younger warriors will come about due to the peace, and Ulric planned this all along. Ulric orders the hearing to go to the Grand Council next month, and the hearing will be head. With the majority of Clans as Crusader Clans, the result appears to be a foregone conclusion.
Abe Sargent
11-16-2012, 08:47 AM
July 1 – Contracts are lousy again this year, with just one being out there for us. I rolled a 2 on 2d6
July 15 – The two units that participated in the scramble for the Star League have signed contracts to stay on planet and continue to hunt, suspecting that more caches are out there, but are now on different parts of the planet, and should not come to blows a second time.
August 1 – No major contracts arrive, but I considered a garrison for five years in the Combine, yet ultimately declined.
Abe Sargent
11-16-2012, 10:10 AM
EVENT August 8, 3057 - The Grand Council convenes, and as expected Ulric Kerensky is found guilty and is dismissed from the ilKhan ship and dropped to Star Colonel. Clan jade Falcon led the charge, and has prepared many troops and mechs ready to take a new offensive. With this decision, the Clans can begin to protect the Treaty of Tukkayid, and thus Ulric Kerensky declares a Trial of Refusal against Clan Jade Falcon. He will declare all of the Jade Falcon planets as the battlefield, and bids his entire Clan in defense. Jade Falcon is forced to bid their full Clan, and the Refusal War begins. Meanwhile, Ulric Kerensky orders saKhan Phelan Kell to take the loyal Warden faction of Clan Wolf along with a majority of the naval forces and the Clan Wolf genetic material, and leave for safe haven in the Inner Sphere states to contest the Crusaders after the Refusal War ends.
EVENT August 13, 3057 – Our first Taurus and Aires Small Craft arrive from Blackwell Industries. We get two this month, and two each of the next two months. Then we will wait one year, after which, if these sell well, we will make 4 million a month from the sale of all four, which is 20% of the profit. After announcing them, early sales for the Taurus are very favorable, but the Aires has not picked up except by a few groups. As a reminder, the Taurus is a giant 200 ton fighter-ish Small Craft and the Aires is a 200-ton Troop Transport one with weapons and armor.
Abe Sargent
11-16-2012, 10:26 AM
EVENT August 20, 2057 – Capellan Confederation Spies discover that the real Joshua Marik is dead and a fake has been substituted for him. Sun-Tzu informs Thomas Marik of this, and they begin planning retribution.
EVENT August 28, 3057 – The 14th Battle of Hesperus II begins as Skye Rebellion Forces try to take the planet, and Lt. Thoma Marie Essex of the 15h Lyran Guards will participate heavily in that campaign.
September 1 – Braham Essex announces that he is again looking for major contracts. These little company or battalion contracts are no longer cutting it. A week and a half later, the FRR offers a retainer contract, and he looks it over.
Abe Sargent
11-16-2012, 10:27 AM
Now the Preamble is over. Five chapters, several real life years of playing, from 3030 until 3057 - it all truly begins now......
EVENT September 16, 3057 – Thomas Marik announces to the Inner Sphere Victor’s replacement of his dead son by a duplicate, and implies it was done to get a son the throne of the Free Worlds League. He announces that, along with Sun-Tzu Liao, their two realms have launched an operation against the Federated Commonwealth to regain systems lost in the Fourth Succession War and earlier. Named Operation Guerrero, this will see forces and mercs from both the Confederation and League drive quickly into FedCom Space.
Braham Essex returns to Epsilon Eridani immediately.
Abe Sargent
11-16-2012, 10:44 AM
EVENT September 18, 3057 – After fomenting rebellion against her brother, assassinating her own mother to make Victor look bad, changing her name to Katrina to bring her name more closely to the beloved Katrina Steiner, Katherine Steiner-Davion activates Emergency War Powers and secedes the Lyran half of the Federated Commonwealth away from her brother’s half. Citing the war by Thomas and Sun-Tzu, as well as Victor’s “war crimes” that led to it, she says the name of Commonwealth is forever tainted, and instead names the new nation the Lyran Alliance.
The Sarna March – For the past five years, Sun-Tzu Liao has been preparing for the invasion he knew would someday come. In preparation for this, he has funded pro-Liao sentiment on various planets, guerrilla movements, and bribes to various officials. His planning pays off as the invasion of the Sarna March signals the initiation of the various plans on each planet.
Meanwhile, Katrina Steiner-Davion orders all loyal units to return from the Sarna March. As you may recall, the March was given to the Lyran Commonwealth by Hanse Davion as a wedding gift with Melissa, but both sort of rules it together, and it was closer to Davion space than Steiner space. With the defection of various units from planets, combined with the local problems fomented by Liao combined with potential invasions and incursions the result was a dire mess. Many planets and systems are about to undergo heavy conflict as various interests use the military vacuum to step in while others will witness battles between pro-Davion, pro-Steiner, and pro-Liao federations. It will now become known as the Chaos March
Abe Sargent
11-16-2012, 02:12 PM
Prior to beginning the Chaos March Mega-Campaign, let’s look at the current list of military equipment by us:
Kilts and Commandos Roster:
Alpha Regiment: Col. Matthew Humphries, of Star Battalion
Myth Battalion: Capt Foster Keynes, of Typhon Company
Heliades Company -
Styx Company –
Tethys Company –
Typhon Company –
Star Battalion: Col. Matthew Humphries, of Defender Company
Defender Company –
Cinq Company – Ends on December 5th, and then they hit us back March 26, 3058
Brawler Company – On Terra Firma until June 28, 3059
Heater Battalion: Capt. Jason Thomas, Trinity of Company
Delta Company – return on February 15, 3058
Trinity Company-
Butler Company –
Beta Regiment: Col. Martin Fitzgerald, of Ganges Battalion
Ganges Battalion: Col. Martin Fitzgerald, of Phaeton Company
Phaeton Company –
Boxer Company –
Rebel Company –
Amazon Battalion: Capt. Gabriel Williams, of Mustang Company
Mustang Company –
Hex Company –
Raven Company –
Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company
Aleph Company –
Laser Company –
Sabre Company –
Gamma Regiment: Col. Gilda Atwater, of Breaker Battalion
Breaker Battalion: Col. Gilda Atwater, of Fallout Company
Trident Company –
Miner Company –
Fallout Company -
Scimitar Battalion: Capt. Mika Sanders, of Vegas Company
Vegas Company –
Guile Company -
Tango Company -
Mesopotamia Battalion:Capt. Kyla Jeffries, of Nineveh Company
Jericho Company –
Babylon Company –
Nineveh Company –
Delta Regiment: Col. Braham Essex, of Shadow Battalion
Shadow Battalion: Col. Braham Essex, of Shadow Company
Bruiser Company –
Shadow Company –
Sealion Company –
Flame Battalion: Capt. Johan Kreidler, of Blaze Company
Pyre Company –
Blaze Company –
Ember Company –
Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company
Aegis Company – Ends on October 28, 3057, Return on November 21, 3057
Shield Company – Ends on October 28, 3057, Return on November 21, 3057
Chainmail Company - Ends on October 28, 3057, Return on November 21, 3057
Vehicles:
Tank First Battalion – EE- mining garrison complete on October 15, 3057
Tank Second Battalion - On Terra Firma until June 28, 3059
Garrison and Infantry – EE, garrison,
Fighters: Col. Larry Rowe, of Arrow Company
Arrow Company –
Bolt Company –
Catapult Company -.
Swift Justice, Aegis WarShip –
Scots Flotilla, Merchant JumpShip –
Johnny Appleseed, Invader JumpShip - –
Robin Hood, Union DropShip –
Megan’s Fury, Union DropShip -
Star River, Union DropShip -
Serendipitous Victory, Union-C DropShip -.
Amalgamated Bliss, Union DropShip –.
Defiance, Overlord DropShip –
Daily Menace, Overlord DropShip, Upgraded -
Faith’s Bulwark, Fortress DropShip, Upgraded -
Fury Unbound, Vengeance DropShip -
Firebird, Avenger DropShip –
Arrow of Fate, Achilles DropShip, Upgraded –
Stalwart Destruction, Model 96 Elephant DropShip –
Honored Living, Colossus DropShip –
Abe Sargent
11-16-2012, 02:42 PM
Beginning of the Epsilon Eridani Campaign
Unless events specifically relate to this campaign, they will not be updated. Then we will return and catch people back up on the various events that are occurring elsewhere.
September 21st – A bombing takes place in a village on the southern continent, 12 people die. The government does nothing.
September 22nd – A large industrial plant takes massive damage from bombs. Three local officials in a moderate sized city are slain by sniper fire.
September 23rd – Four separate instances of violence occur in four different areas of the planet. The government agrees to begin talking about how to handle it.
September 25th – Nine more acts of violence and terrorism have occurred, with over one hundred dead in these two days, and the government is doing nothing.
Abe Sargent
11-16-2012, 03:26 PM
While they are, the First Council of Advisors meets. Tired of the inaction by the government, several major citizens meet to discuss what to do.
General Pierre Benton, leader of the local troops, who have not left the planet and won’t.
Braham Essex, CO of the Kilts and Commandos Mercenary Combat Group
Elizabeth Walters-Essex, CEO of Kressly Warworks, Inc
Adele Thompson-Sanders, Minor but politically connected noble
Count Michael Sanders, husband of Adele
Viktoria Reynolds, President of the Mining Consortium
Senator Dale Harless, one of the few political voices calling for more
Rachel Indrid – Editor in Chief of the Eridani Edition, the biggest local news organization
Judge Violet Hamilton - Member of the planetary Supreme Court
Ted Izumo, for XO of Kilts and Commandos, and Headmaster of Essex Training Academy
Heath McAllister – CEO of AgriNomicon, the largest agricultural company on EE
These eleven individuals represent all of the major interests on the planet. Pierre Benton and Braham Essex lead the meeting.
During the meeting, they discuss ways they can deal with the various problems the Liao insurgents have caused.
“It’s too frustrating to watch my fellow citizens being attacked and I can’t do anything because those assholes in the capital won’t let me” (Benton)
“I know. I can’t do anything, that would violate our charter as mercenaries stepping into internal affairs. And you can’t give me a contract this time to make up for their lack of oversight, like you did a few months ago.” (Essex)
“We can convince people to move more quickly in giving him authority.” (Indrid)
“Yes, but how many days will that take? Five? Ten? A month? And how many homes, businesses, and lives will be lost by then? Besides, for all we know, Liao could be holding up the Senate because they infiltrated It, right Dale?” (Essex)
“Exactly” (Harless)
“So it’s time to do something. General, I am officially giving you permission to hunt down and take out all rebels with all due speed and by all means necessary. Guerillas are never easy to ferret out, we know it will get ugly, but I am giving you that permission, right now.” (Essex)
“You know what that means?” (Benton)
“I do, and I do it gladly. Any opposed?” (Essex) (No hands are raised)
“Very will sir, I will get started immediately!” (Benton rises and salutes Essex, who salutes back)
The Council Meeting Ends.
Abe Sargent
11-16-2012, 04:14 PM
October 15, 3057 – The Council Meets Again. Benton brings his adjutant. He shows that all of the Liao resistance has been eliminated. He used some nasty tactics, and struck hard, but all Liao cells and terrorists appear to be ended on Epsilon Eridani. Now the repercussions begin. Benton acted without official authority, and Braham Essex ordered him to take action. Now they will be sanctioned, perhaps.
October 16, 3057 – Council President Gloria Freeman host a press-conference and chastises Benton’s actions as a flagrant disregard for the governmental authority. She has ordered him to surrender the troops to local authorities and surrender to the Senate’s Ruling Council.
A few hours later, Braham and Benton host a press conference too.
“Benton did not act without authorization, but he did not have it from the government. I gave it to him.”
“How can you do so?”
“For humanitarian reasons. The death toll is know known at more than 250 people across this planet. How many more brothers and sisters would have died before this government acted? I stepped into the gap that they created in their disorder.”
“It seems like treason.”
“Is it? Then why did the government wait three weeks, until the guerillas were destroyed, before coming out against Benton? If it was treason then, why wait? They clearly wanted the threat to end, but they didn’t want to do it themselves. If ending a anti-Epsilon Eridani threat is treason, then what does that make the complicators of the Council?”
“Benton, thoughts?”
“This Council is a gang of frightened bureaucrats unfit to govern a compost heap.”
“That’s very articulate. Will you submit to them?”
“ I will not submit to their authority now, or ever again. No person in my command will be forced to turn themselves in for defending our home.”
“In fact, I will go one step further. I want everyone in the capital of Madison to leave if you can. I am ordered General Benton to Madison to oust the government temporarily. It’s clearly time for a change here. We’ll have elections to follow. Our record on city fighting is very good, and no one wants one piece of concrete to be destroyed or one hair on the head of a person to be harmed, but we cannot know how the local forces will act. Therefore, Benton will march in, and we will give the people a chance to speak and tell us if we acted improperly or not.”
Abe Sargent
11-16-2012, 04:43 PM
October 19 – The capital surrendered without bloodshed. The council is temporarily suspended. New elections are set for two months later, on December 19th. Meanwhile, Braham Essex has taken charge of the planet temporarily.
“The rulers of the Great Houses have not done well by us. Therefore, I believe we must do right by ourselves.” (Benton)
November 1, The Advisory Council meets again. Braham states that he does not believe he went too far. But we will see.
December 19 – Elections are held. Braham Essex, favorite son of Epsilon Eridani, easily wins the election and becomes the ruler of Epsilon Eridani. In the new Senate, Dale Harless is one of only three that are re-elected ,and he becomes the new Council President. Because he rules a world, Braham can know officially take on the title of Duke.
He changes the organization. General Benton changes the Militia to the Eridani Guards, and uses them to keep the world safe from any other incursions from the newly named Chaos March. As one of a few peaceful islands in this roiling mess, commerce increases significantly, as people arrive to trade, and production increases.
And that is how Colonel Braham Essex became Duke Braham Essex through little bloodshed.
End of The Epsilon Eridani Campaign
Abe Sargent
11-16-2012, 05:29 PM
EVENT September 24, 3057 – The first battle of the Clan Refusal War begins on the planet of Colmar.
EVENT September 25, 3057 – The Battle on Hesperus II ends, and Lt. Essex wins a minor medal for taking out five combatants during the various engagements.
EVENT September 26, 3057 – Three Marik regiments jump into the Denebola System, and the Lyran Defenders concede the system, without firing a shot, and leave peacefully. Our unit on Denebola continues to serve out its contract, since it is with a local company, and not the government.
EVENT September 27, 3057 – The Ward forces of saKhan Phelan Kell attack Sudeten to prove that they are in the battle, and then will leave for the Inner Sphere without Jade Falcon knowing. They will arrive at the planet of Arc-Royal, where the Kell Hounds led by Morgan Kell, created the Arc-Royal Defense Cordon. They will form Clan Wolf-in-Exile and work with the Inner Sphere units to fight against the Jade Falcons.
Tellistto
11-16-2012, 07:14 PM
Very happily reading along, Abe. Great stuff!
Tell
Abe Sargent
11-16-2012, 07:54 PM
Beginning of the First Terra Firma Campaign
Again, like the EE one, we will not use events in this unless needed. However, unlike that one ,this one will have, battles.
Terra Firma is a nearby planet that has a highly diverse economy and it was granted considerable autonomy during the reign of both the Capellans and FedComs. When Katrina asked that Lyran loyalist units return, the defending regiment on Terra Firma and nearby Capolla blasted off and left. The local Liao forces have begin a hit and run operation against various facilities, and these are mech and tank units.
September 28, 3057 – Our units on planet, Brawler Company and Second Vehicle Battalion, are on a garrison contract by local companies that pooled their resources to have us garrison them all. With their planet under attack by forces that are destroyed various industrial enterprises as well as life, we are approached by them. They want to change our contract to a retainer one, and we accept, taking an additional 3 million in cash right now. We are also granted operational command, which means we have the ability to control the battle ourselves.
September 30 – Small local Capellan force arrives to attack a local factory, and out of that factory burst eight vehicles from our company. Their scout lance immediately retreats. Now they know we are on the planet’s side, and battle should slow down.
October 2 – While out patrolling, Brawler Company is attacked by a trio of Liao fighters, which we did not know they had. We shoot down one and the other two fade away.
October 3 – The Blackhearts have arrived on Terra Firma, one battalion of mechs. They were on a contract with the Free Worlds League, and were loaned to the Confederation, who is using them to take the planet. Now we have the local rebels, plus an entire battalion of mechs against one company of mechs, plus a battalion of vehicles. Local garrison have been damaged by the fighting and are not going to be of help.
Abe Sargent
11-16-2012, 07:54 PM
Very happily reading along, Abe. Great stuff!
Tell
Well get ready, because a ton of campaigns are about to begin!
Abe Sargent
11-16-2012, 09:35 PM
October 5 – We manage to isolate one company of Blackhearts mechs from local intel, and we decide to fight them en masse to try and blast them with good odds. As we begin to fight, we discover that reinforcements are underway. We can only fight for THREE TURNS before we must leave, and we get no salvage.
Brawler Company
BLR-1G BattleMaster
WVR-6R Wolverine
TDR-5S Thunderbolt
STK-3F Stalker
ARC-2R Archer
AWS-8Q Awesome
MLN-1A Merlin
MAD-3R Marauder
JR7-F Jenner
CMT-1 Comet
LCT-1E Locust
STG-3G Stinger
All mechs are level 1, and my pilots are 6 elite, 2 green, 3 regular and 1 veteran
Our foes are all veteran and all mechs a level 2 tech
Bushwacker
STC-2D Striker
MR-5M Cerberus
Hammer
Hollander
Scarabus
WSP-3M Wasp
ASN-23 Assassin
BJ-2 Blackjack
CN9-D Centurion
CDA-3F Cicada
CP-11-A Cyclops
This is their Bushwacker, an oddly shaped mech from the Fed Com that was the feature mech from the BattleTech Cartoon Show from the 90s.
http://www.sarna.net/wiki/images/2/27/Bushwacker_battle.jpg
law90026
11-17-2012, 05:24 AM
Great read as always
Abe Sargent
11-17-2012, 09:10 AM
Great read as always
Thanks!
Abe Sargent
11-17-2012, 12:07 PM
Turn 1 – Lt. Talib Shadi sets up on the left side. We lose init and try to set up in two sets of woods in the northern and southern section of the area. I run the Jenner next to their Assassin. I focus our fire in the Cerberus. Not enough damage dealt though. No one goes internal anywhere.
Turn 2 – We lose init again. Not a lot of moves of interest. We again focus fire on the Cerberus. The Battle Master hits the engine once on hit. Our Marauder tears into the Hollander and hits the gyro twice and it is destroyed. Can’t move. It falls and destroys its CT so it’s really destroyed now. The Cerberus falls and hits its engine once more. They scoured armor off the BattleMaster
Turn 3 – We win init. They run their Scarabus to my Marauder, and I move my Locust to defend it. I move my Jenner over as well. I also hop over the Stinger, Comet and Wolverine. They run their Striker adjacent to my Awesome. Up comes our Thunderbolt and Merlin to help out as well. Their Cerberus rises. Our Comet hits the Scarabus’s engine twice. Our Jenner hits the engine and finishes it off. We destroy the RA of their Cerberus. They go internal on a few mechs but no major hits. Our archer hits three leg actuators on the Cerberus . The Stalker hits the engine a third time on the Cerberus and it is shut down. Their Striker falls. Our Merlin kicks and destroys the Striker’s H and kills the mech and pilot.
We leave before reinforcements arrive, satisfied that we took out two assault and two light mechs. They can get the Cerberus up and running, but with three engine hits and a missing arm, it’s out for a while. They can restore the Striker with a new Head and move a disposed MechWarrior to it, but the lights are down.
Good stuff.
Abe Sargent
11-17-2012, 12:55 PM
October 7 – The Blackhearts unload a battalion of vehicles and tanks as well to help secure the planet, and now we are really under gunned. We have a plan though.
October 8 – Three fighters from the local garrison lift off, and each goes in a different direction. Their defenses find them and chase them, leaving their assets exposed. A DropShip lifts off, and they are unable to inspect it. In five days, it will arrive at the JumpShip in orbit, and from there, jump to Epsilon Eridani to get aid.
Oct 10 – The Capellan guerillas strike at two major civilian targets. The mercs have been staying away from that, and it appears that they have different modus operandi.
Oct 13 – We are forced into another battle when a Liao guerrilla force arrives at the place a tank company is stationed. We must fight this small force, until they withdraw or we do.
Caps
RVN-3L Raven
UM-R63 Urbanmech
CTF-3L Cataphract
Thunder
VTR-C Victor
SHD-5M Shadow Hawk
LCT-1L Locust
Half of the pilots are elite and the other half veteran. The Locust features triple-strength myomer. This is their Thunder, the only newer mech in the mix, and was debuting around 3055. It features an AC 20 and medium pulse lasers.
http://www.sarna.net/wiki/images/e/ea/CCG_Mercenaries_Thunder.jpg
Vehicle Delta Company
Brutus
Condor
Brutus
Hetzer
Ontos
Hunter
Goblin
LRM Harasser
LRM Ontos
Saracen
Goblin
Condor
Abe Sargent
11-17-2012, 05:57 PM
We begin in the upper left corner, where we are coming out of a building.
Turn 1 – We deploy the LRM vehicles behind buildings. We win init. I send out tanks to scout out the place. I decide to move out the heavy tanks from behind the wall. One Brutus gets a limb blown off crit against the RA of their Locust. Our Hetzer destroys the Locusts’s left leg. A Goblin destroys its LA and LT. Their Shadow hawk stuns the crew in our Hetzer for a turn. Their Locust tumbles.
Turn 2 – We win init. I move in the missile tanks and pull back the Hetzer. I moved the Goblins up towards our foe, and maneuver my tanks behind them. I flank my Condors by their UrbanMech. I make my skid rolls. Their Raven nails the movement on one of my Condors. Their Urbie follows that up by immobilizing it. Indirect fire from the Hunter massages the Locust and destroys its CT section. I intentionally set heir forest on fire that they were hiding in
Turn 3 – We lose init. I make my flanking moves. They move their Raven and Urbie next to the immobile Condor. A Brutus hits the UrbanMech ammo and it explodes. Their Raven destroys the fuel tank on a Goblin and it explodes. Their Urbie does the same to the immobilized Condor.
T 4- We win init. They move their Raven up, and I order my Condor to charger their Shadow hawk. I make my three skid rolls. The Raven lowers the movement on our Ontos LRM version. A Brutus destroys their Raven’s RT which has an XL Engine, dead Raven, and we also destroys its RL and LA. Their Victor stuns the crew of our Condor for three turns. Their Shadow Hawk halves the movement of the Condor. The Condor hits with the charge and blasts the shadow Hawk for 40 damage. We destroyed its LL, hit the hop on the RL< and force it from the field. The Condor is immobilized after the charge damage is taken.
UrbanMech – RA, LL
Locust – H, RT, RL, RA
Raven – missing RT, RL< LA
With three destroyed mechs and a legged mech, the Caps leave. All they did was damage some of our tanks, which can be repaired, and destroyed two outright. We destroyed three of theirs.
Abe Sargent
11-17-2012, 07:26 PM
Oct 15 – The Blackhearts destroy a garrison and the last of the Lyran troops that remained on world are gone. It’s just us and them now.
Oct 16 – Sabotage destroys the wheels on the Hetzer, and it will take a week to repair.
Oct 19 – Brawler Company fires at and blasts two fighters, but is savaged by fighter fire before they arrive in a jungle for cover. They are able to be rearmed with a local cache of supplies the locals squirreled, but the company is out of commission for a few days while that happens.
Oct 22 – Some assets have arrived from Episilon Eridani. Arriving is Arrow Company – the Aerospace Asset, transport, and Flame Battalion of Delta Regiment. With power, they force a landing easily and join the battle after the contract is agreed to be extended to include them.
Oct 23 – Wanting to hit them before they get settled, the Blackhearts have come in power to protest the presence of Flame here. Using vehicles to protect their flank, and with fighters to dogfight with ours, they move in to attack Flame. Because both of us prefer to stay away from population centers or the infrastructure, this battle will not be hampered by buildings, cities or civilians.
Abe Sargent
11-17-2012, 08:08 PM
The command companies of each dispatch from the battalions and engage.
Blaze Company
ATA-2C Attila
WHM-7S Warhammer
TDR-5S Thunderbolt
DRG-5K Grand Dragon
PPR-5S Salamander
Supernova
Galahad
ARC-2R Archer
FS9-S Firestarter
WSP-3M Wasp
PXH-1 Phoenix Hawk
HER-2M Hermes II
This includes 7 elite, 4 vet, 1 regular. Only the Archer and Hermes II are not at least level 2 IS tech. Several mechs (Supernova, Galahad, Attila) are clan tech.
Their Lead Company
CES-3R Caesar
CGR-3K Charger
Wolf Trap
WSP-1S Wasp
WHM-7S Warhammer
Venom
Tarantula
STK-3M Stalker
Snake
QKD-5M Quickdraw
GRF-4M Griffin
GHR-5J Grasshopper
All pilots are at least veteran, and all mechs are level 2 tech. The Caesar is elite with 2 Edge, and the Venom is elite.
This is their Tarantula, a light scout mech with a quad design.
http://www.sarna.net/wiki/images/thumb/1/13/3055u_Tarantula.jpg/717px-3055u_Tarantula.jpg.png
Alons-y!
Abe Sargent
11-18-2012, 11:21 AM
Turn 1 – We lose init. MY Grand Dragon opens the leg of their Tarantula and nails two actuators. Our Supernova destroys the RA of their Grasshopper and lances its Head with the ER Large laser, and nails the sensors there. Their Quickdraw gets a through armor critical, hit the LRM ammo on the Grand Dragon, and the ammo explodes. CASE stops it. The LT is destroyed, and the mech, with its XL engine, is shut down. Our Attila nails the gyro on their Venom twice and destroys its RA. Kill for us. Our Warhammer falls.
Turn 2 – We win init this time. I move the Salamander into a sniping post in heavy woods. I stand my ‘Hammer and back it up. Their Venom cannot rise, due to the destroyed gyro. Their Caeser hit stwo leg actuators on our Warhammer. Our Attila blasts the RT of their Tarantula and destroys the mech, engine shutdown. Their Charger nails the engine and gyro once each on the Warhammer. Their Quickdraw hits the SRM ammo on the Wasp and it ias caught by CASE and the Mech is now missing its left side. A Gauss Slug from our Galahad hit she SRM 2 ammo on the Grasshopper and it does not have CASE so BOOM! Their Griffin destroys the RT of the Warhammer
Turn 3 – We lose init. I eject the Wasp and Warhammer pilots. I jump our PXH behind their Wolf Trap. An ER PPC from their Caesar hits the head of our Attila and nails the Life Support there. A Medium Pulse Laser from their Charger smashes the H and our Captain dies and the H of the Atilla is destroyed. Our Salamander hits the engine twice and destroys the LT of their Stalker. Our Archer follows with a third engine hit and their Stalker is out of commission.
Turn 4 – We win init. They have gotten very lucky – two head hits in a row, a through armor critical to take out a mech, and a Warhammer that fell when it needed a 4 to stay standing, which forced it to not have enough movement to keep it out of line of fire the next turn. They have take out our Wasp, Grand Dragon, Warhammer and Attila, and we have blasted their Tarantula, Venom, Grasshopper and Stalker. We still have two assaults to form around – Supernova and Salamander, plus Archer, Thunderbolt and Galahad, so we’ll be okay, but this is a terrible toll. We have to blast the rest of their heavy metal – Charger, Warhammer, Caesar, to establish more dominance. Or else take out several smaller guys, like their Wasp and Wolf Trap all at once. We just lost our Captain of the Battalion. But we are trained too well. Sgt Rebecca Cooke int e Salamander immediately takes over. I “exposed” my Supenova by walking beside a hill and they took the bait, moving their Warhammer above it. I run my Thunderbolt behind the Warhammer. My Hermes II goes in the space behind the T-Bolt. Our Galahad destroys the RA and RT of their Wasp. Our Supernova follows by destroying its CT. They go internal in a Supernova arm but hit nothing, and we go internal in the Quickdraw but hit nothing. Our Thunderbolt kicks, hit she Warhammer’s LL, and gets a limb blown off critical and it is down. It kicks and hits the Arm of the Supernova. The ‘Hammer destroys its LA in the fall.
T5 – I lose init. Their Warhammer can’t get up. My feint worked, and I hop the Supernova back. Their Wolf Trap is flanking me on the left flank where my Archer and Galahad rest. I move the Hermes II back ther eot assist in fending off their guy, since my Archer is very overheat. I move my Phoenix Hawk down their flank onteh opposite side as their Wolf Trap. Their Griffin joins the Wolf Trap in flanking me. Smart. My Galahad flips its arms and buries slugs into the Wolf Trap, hopefully. It works, and the Galahad gets a limb blown off on its LA. Both their Snake and Wolf Trap tumble under weapons fire. Their Griffin misses a kick on my Hermes II and falls too.
T6 – We win init. I suspect this will be the turn we definitively win. With four of their mechs on the ground, plus their downed mechs, they will have little movement available, who knows what damage will be done in failed attempts to stand, and we are going to have a chance to take out two mechs if I play my cards right. The Warhammer fails to stand, and the pilot blacks out in the fall. I hop the Firestarter over. I run in the Phoenix hawk early beside their Caesar, to force him away to to deal with the flanking Phoenix hawk, so that I can spend my time exposing the bigger mechs to try and blast my downed foes. Their Snake rises and runs next to my Salamander. The WTrap stands and runs away. The Griffin rises as well. I run the Hermes II behind their Charger. I want to take out the QD this turn, but they hid it behind some trees. The Archer destroys the Wolf Trap’s CT. AA few kicks ensue, no one falls.
T7 – We lose init. My Archer, Thunderbolt and Supernova all have serious damage taken, so I order my Galahad to stay still this turn and draw fire. Everyone else will move, save for the Salamander, safe in its cocoon. They pull the Quickdraw out and I chase it with my Supernova. I want to finish it while I can. Our Salamander destroys both arms of the Griffin. Our Galahad the RA of their Quickdraw. Our Thunderbolt punches the Griffin, destroys its RT and it shuts down due to an XL Engine
With that, our enemy’s four remaining mechs leave – Snake, Charger, Caesar, and Quickdraw.
Abe Sargent
11-18-2012, 11:41 AM
Grand Dragon missing LT
Wasp missing LT
Warhammer missing RT, hit legs, gyro
Attila missing H
Venom, missing RA, gyrox2
Tarantula, actuator damage, missing RT
Stalker missing LT, 3x engine
Warhammer, missing LA
Griffin, missing RT, RL, LA
Grasshopper RA, LL
Wasp H, LL, RL, LT, LA
Wolf Trap H, LA, RA, LL, RL ,LT, RT
We lost our Captain. It will take a lot of money to repair, rearmor and rearm our guys, as well as theirs – this was a slogging fest.
Abe Sargent
11-18-2012, 12:07 PM
Because of the length of this battle, both of our remaining companies face up against theirs.
Ember Company
ATA-2C Attila
CGR-1A5 Charger
GAL-1GLS Gallowglas
ON1-K Orion
APL-1M Apollo
Masakari C
Vulture C
TBT-7A Trebuchet
QKD-5K Quickdraw
STY-3C Starslayer
SDR-5V Spider
DRT-4S Dart
They have:
HBK-5N Hunchback
HUR-WO-R4M Huron Warrior
JM- 6DD JagerMech
TBT-7M Trebuchet
MDG-1A Rakshasa
PTR-4D Penetrator
ON1-M Orion
NGS-4S Nightsky
LCT-3S Locust
JR7-K Jenner
DVS-2 Devastator
CRD-4L Crusader
They are all vets and all mechs are level 2 tech. They have just one assault mech, the 100 ton Devastator, but they have a lot of solid heavies, save for the sucky JagerMech. Crusader, Orion, Penetrator, Rakshasa – great mechs. Mediums are strong too – Huron Warrior, Hunchback, Trebuchet, Nightsky – these are good mechs. This is their Nightsky, a brawler medium mech, with a hatchet, one large pulse laser, two medium pulse lasers, one small pulse laser, 6/9/6 movement on a 50 ton chassis, XL engine (yuck), good armor.
http://www.sarna.net/wiki/images/thumb/0/09/3055u_Nightsky.JPG/601px-3055u_Nightsky.JPG.png
Abe Sargent
11-18-2012, 04:09 PM
T 1 – I win init. The map has trees on the west edge, and hills by her. Our Apollo begins in some light woods and does not move. I position the Trebuchet as well. I focus fire on their exposed JagerMech. The Masakari destroys it when its CT section is destroyed by the clan omnimech. Our Trebuchet goes critical on their Orion;s CT section after sanding off armor by missile mechs. Their Orion took more than 80 damage and our Trebuchet more than 40, everybody makes their rolls.
T2 – We win init. I ease back the Trebuchet a bit, since it took heavy fire. I jump the Quickdraw by their Locust . Our Vulture nails the gyro once on their Orion. An AC20 shell blasts the LL of their Trebuchet and it is destroyed. Our Masakari finishes the Orion after hitting its SRM4 ammo and it explodes, with CASE and with an XL Engine. Subsequent fire destroys other parts and it was compaletey obliterated. The only parts left were a leg and a head. Our Attila hits the Locust and destroys its RT, RL hit the gyro four times and the engine three. Weapons fire goes internal on my Spider, and the Attila and their Trebuchet fall.
T3 – We lose init. I move the Masakari up beside a one level hill as I push them deeply, and hop someone will come out from their woods areas to take that shot with a kick on the head. Their TBT does not get up. No one takes the Masakari bait. I hop the Quickdraw to their Trebuchet. The Attila rises. Our Quickdraw hits the LRM ammo on their downed Trebuchet and blows off the LT with an engine shutdown. Our Gallowglas destroys the RA of their Jenner. After a lot of fire at their Rakshasa, our Attila hits the engine twice, the gyro twice and destroys the LL. Our Orion falls, but they leave, having failed to take out any of our mechs and losing five of their own.
Tellistto
11-18-2012, 04:25 PM
Now that's more like it!
Abe Sargent
11-18-2012, 04:31 PM
JagerMech H, RT, LT, RA, LA, LL, RL
Orion H and LL
Locust missing RT, RL, 4xgyro, 3x engine
Trebuchet, missing LT, LL
Rakshasa, missing LL, 2xgyro, 2xengine
Good job Ember Company
Abe Sargent
11-18-2012, 04:33 PM
Now that's more like it!
:)
Abe Sargent
11-18-2012, 04:41 PM
The next battle is between Pyre Company and her foes.
Pyre
BLR-1D BattleMaster
CTF-3L Cataphract
ANV-3M Anvil
WVR-6M Wolverine
AWS-9M Awesome
ARC-2R Archer
APL-1M Apollo
GOL-1H Goliath
WTC-3D Watchman
COM-2D Commando
PXH-1 Phoenix Hawk
FS9-M Firestarter
Our foes:
Bushwacker
STC-2D Striker
MR-5M Cerberus
Hammer
Hollander
ASN-23 Assassin
BJ-2 Blackjack
CN9-D Centurion
CDA-3F Cicada
CP-11-A Cyclops
CTF-3L Cataphract
Thunder
VTR-C Victor
We are facing the remnants of both of the units we fought against earlier, and they have 13 total mechs arrayed against our 12.
This is their Hollander, a light mech with nothing but a Gauss Cannon.
http://www.sarna.net/wiki/images/thumb/a/a3/3055u_Hollander.jpg/761px-3055u_Hollander.jpg.png
Abe Sargent
11-18-2012, 11:44 PM
We begin in the north and they in the south.
Turn 1 – We lose init. I move my Archer, Goliath and Apollo into good sniper positions. I focus fire on their Victor. Our Apollo gets a RL blown off crit on the Victor and its down. No one else falls. My Awesome and Archer took some love.
T2 – We lose init. The Victor tries to stand, falls, and the pilot blacks out. I rush my Firestarter next to it. I move the Watchman to a space a few hexes away from the Victor as well. I fire the Firestarter and Watchman at the Victor’s H and hope to hit it a few times, perhaps even destroy it. It works, and the Firestarter finishes the Victor. Our Awesome blasts the Hollander and nails both an engine and gyro once each. The Apollo finishes with another hit on each and the double gyro hit takes it down. Our Goliath ignites the ammo on their Hammer and it goes up. No CASE, dead mech. Our BattleMaster hits the ammo on their Blackjack and it goes up. No CASE either. A pellet from their Centurion’s LB 10-X gets a through armor critical on our Cataphract’s H, nails the cockpit and kills the pilot.
T3 – We win init. I run our Commando near their Cicada. I move many of my mechs up and push. Now that I’m up in the mech count, I want to push their position and end this. I have a pincer movement with mechs on one side led by Anvil, Phoenix Hawk and Watchman and on the other with a Commando, Awesome, and Wolverine. I rush the Firestarter behind their Centurion. The MASC on their Cataphract freezes. A Guass Slug from their Cerberus smashes nad destroys our BattleMaster’s LA. Our Commando blows up their Bushwacker’s RA. AC20 from their Thunder legs my Commando by destroying its RL. A laser from our Phoenix Hawk lances forth and ignites the ammo in the Centurion and it goes up. It has CASE but the engine yadda yadda. Our Apollo nails the engine twice on their Assassin. None of our mechs tumbles, but their Assassin does. Their Assassin is too hot, and it shuts down, since engine hits add 5 heat per hit every turn. With another mech out and a mech currently shut down, they fade away, and we win the field.
Abe Sargent
11-18-2012, 11:49 PM
Victor missing H
Hollander, 2xengine, 2xgyro
Centurion, missing RT
Assassin, 2x engine
Hammer LA, RA
Blackjack LA, RL
Fix our Cataphract, BattleMaster, Commando
Having won all three battles of this fight, the enemy retreats in good order, and we keep the field.
Abe Sargent
11-19-2012, 08:27 AM
October 28, 3057 – After having lost the battle, the Capellan forces turn to more guerilla tactics, blowing up various places on planet. The mercs are licking their wounds.
October 29 – A violent bombing at a private school kills 28 children as well as teachers, staff and others.
October 31 – Disgusted by the actions of their fellow Caps, the CO of the Blackhearts has contacted us. Field promoted Capt. Hrothgar Bjornnson, performing the role after the death of our Captain in battle, takes the call. The Blackhearts are fed up with the guerrilla actions, and are using an unusual term in their contract to leave. They signed with Marik, and they have no desire to fight alongside guerillas for Liao against civilians. They ask to lift off, and we offer to give them their prisoners of war we captured, and they left off and head away. Now it’s just us and the local Capellan Forces.
November 16 – As of today, we have routed out the remaining Capellan forces, after receiving some secret intel from the Blackhearts to help us find the Capellan guerrillas. We have scoured Terra Firma of the Capellan forces right now, and the planet did get some damage from the fighting before we intervened as well as well as various bombings. A few DropPorts are down, as are many other places.
Contract and financials time for this mission
Abe Sargent
11-19-2012, 11:02 AM
This is our current contract, and Flame Battalion fought, technically, for the local companies, since that was who our deal was with. Since they don’t have money for all of the battle loss on other fields, we agree to take all salvage, and we also
Changes:
Captain Hrothgar, of Ember Company, is given the position permanently
New MechWarriors recruited to replace those dead:
William Oehser, veteran, Pyre Company’s Cataphract, replaces an elite pilot
Peri Llewellyn, veteran, Attila in Blaze Company, replaces an elite pilot
In Blaze – Esther Goldberg promoted to Sergeant, and Rebecca Cooke to Lieutenant.
Our Mechs and Tanks fixed:
Cataphract, BattleMaster, Commando, Attila, Grand Dragon, Wasp, Warhammer Cost – to repair these – 15.87 mill
Cost to repair, replace and rearm my mechs normally – 3.45 mill (things such as repairing engine hits, replacing actuators, replacing armor, and getting new ammo)
Goblin and Condor tanks destroyed. Replaced by two empty ones from our garrison.
Abe Sargent
11-19-2012, 11:26 AM
Our cost is 19.32 mill to repair and fix my mechs and tanks.
What we gained, body part wise:
Hammer LA, RA
Blackjack LA, RL
JagerMech H, RT, LT, RA, LA, LL, RL
Orion H and LL
Grasshopper RA, LL
Wasp H, LL, RL, LT, LA
Wolf Trap H, LA, RA, LL, RL ,LT, RT
We never found the body parts the Caps salvaged from the battle with Delta Tank Company.
We gathered these mechs and fixed them up:
VTR-C Victor
CN9-D Centurion
ASN-23 Assassin
Hollander
LCT-3S Locust
TBT-7M Trebuchet
MDG-1A Rakshasa
WHM-7S Warhammer
Venom
Tarantula
STK-3M Stalker
GRF-4M Griffin
To fix them all – 17.5, and rearm and repair, 7.5
25 mill to get their stuff up and running.
Total costs – 44.32 mill to fix and repair everything. The companies pay us 10 million, and we agree to modify our contract as a result. We are now working for ourselves on planet, in coordination with the local interests. The government was splintered when the Chaos March began, and there are individual lords that have declared for Steiner, Davion and Liao. With no central authority on Terra firma right now, the four mech companies and the vehicle battalion, plus Arrow Company will continue to establish order.
The interim governor of Epsilon Eridani orders troops to remain on Terra Firma under his control for now. He also dispatches five troops of regular infantry to help keep the peace.
End of the First Terra Firma Campaign
:)
Tellistto
11-19-2012, 12:43 PM
Hah, expansion!
Time to take over another planet, me thinks!
Tell
Abe Sargent
11-19-2012, 01:30 PM
Okay
Abe Sargent
11-19-2012, 01:30 PM
Chaos March Update –
Many worlds are embroiled in major battles, or one or others have won or lost battles already. A few states have emerged in just a couple of months. We expect more to emerge from the area.
The Blackhearts were also on the nearby world of Capolla, another well developed economic world. It has suffered some losses as well. The Blackhearts took out local forces, because they did not face us, and now have left to join their other unit and head out. Capolla is undergoing major battles with the guerillas blasting locals. On neither Capolla nor Terra Firma, the guerilla actions have not gained the loyalty of the populace as expected. Again, local nobles have sided with one side or the other, and about two companies of mechs are on each side fighting.
Other planets engaged in major battles include Acamar, Sheratan, New Home, and many others.
October 15 – The contract with the mining interests is up, and the first Tank Battalion makes us 2.5 mill in C-Bills.
Abe Sargent
11-19-2012, 02:10 PM
EVENT October 28, 3057 – It took longer than expected due to technical issues, but the prototypes of the Bumblebee are completed, and its tests work well. They commission a full run of the Mech, which should be ready in three months.
November 6, 3057 – A merchant JumpShip arrives in the Sirius system and is threatened to be destroyed if it does not immediately leave. It jumps out after paying for a jump and then reports it.
EVENT November 10, 3057 – With very lucrative contracts going on in the Chaos March, Brion’s Legion, a two regiment mercenary force garrisoning Terra decides to finish their contract and head out, rather than re-upping their deal with ComStar to assist in defending the planet. Aftre considering their options, ComStar decides to hire another mercenary unit to defend Terra.
Abe Sargent
11-19-2012, 02:43 PM
EVENT November 19, 3057 – After being used as cannon fodder on Hsien by the Capellan Confederation forces in their attack on the Sarna March, famous mercenary unit 12st Centauri Lancers break their contract and announce that they are again available for hire. Seeing an opportunity, Word of Blake intelligence decides to initiate a major plan to retake Terra. There is a list of finalists for the Terra job, and we are one of the five final selections – but Braham Essex’s recent foray into politics diminishes us from an obvious choice to a reduced one. Also on that list is the 21st.
November 20 – After receiving and communicating with forces on Capolla, Braham Essex agrees to send in forces to assist in their battle. More and more of the local economy are being destroyed, and they need help soon. No one from the great houses is assisting, but with Braham as the new temporary ruler of Epsilon Eridani, just a few light years away, we can lend them aid. Braham agrees, and dispatches troops to help. Amazon and Rheim Battalions from Beta Regiment will arrive in system at land on Capolla on December 1.
EVENT November 30, 3057 - After some subtle manipulating by Word of Blake intel, ComStar selects the 21st Centauri Lancers as their replacement for Brion’s Legion, and they will garrison Terra for five years. Over the next month, Word of Blake forces land on the homeworld of the Lancers, capture the families of the Lancers, move them off world and hold them ransom. They force the 21st to give the Word their forces, names, and so forth, and promise to release their families if they comply. The Word of Blake has inserted themselves as the 21st Lancers.
Abe Sargent
11-19-2012, 03:23 PM
Beginning of the First Capolla Campaign
We will follow the exploits of Mustang, Hex, Raven, Aleph, Laser and Sabre Companies on Capolla.
In order to hide our arrival, we land in six separate places. Almost 40% of the DropPorts have been destroyed by fighting or guerilla attacks. This is not a contract, but an independent effort by Braham Essex to assist Capolla’s increasingly large independent movement against the handful of nobles who are destroying their planet in the effort to grab for power. The mechs on planet are estimated to number around 30 or 40 in various militaries. We have local assistance for supplies, armor, ammo and intel. Our goal is to smash the forces of all of the various forces on world before they continue to destroy the infrastructure and people.
Our first target are the pro-liao forces, whose guerrillas are doing the majority of the damage, To enable us to surprise them, we are quietly led, powered down, to six different locations. They are areas that are suspected to e major targets by guerrila forces. Instead of patrolling them to find people before they strike, we are going to come alive and surprise the Caps and smash whatever military forces they possess.
Abe Sargent
11-19-2012, 05:26 PM
December 4 – This plan works very well, because we already have a Cap force that moves in and attacks a fuel depot a mile and a half from where we are powered down but ready to rock. The nearby Company is Mustang. They move out, and head to the Caps, who are completely surprised and very overwhelmed.
The Caps have just trucks, a few small light military vehicles, and infantry, it takes about fifteen minutes to capture or destroy them all and turn them over to local authorities. Now that Mustang is known to be on planet, we move that company out to try and find the local Cap guerrilla forces.
Dec 6 – A hospital that houses both wounded soldiers and civilians in a pro-independence area is destroyed by Cap forces.
Dec 7 – Another trap is sprung as Hex Company has multiple mechs lighting up in its central train depot for the area. It warms up and moves out to face the outnumber Liao forces.
Hex Company
BLR-1G BattleMaster
DRG-1G Grand Dragon
VND-1R Vindicator
KTO-18 Kintaro
ON1-K Orion
BNC-3E Banshee
WTH-1 Whitworth
ENF-4R Enforcer
SDR-5V Spider
PXH-1 Phoenix Hawk
THE-S Thorn
COM-2D Commando
Our foes:
RVN-3L Raven
TDR-9S Thunderbolt
ATA-2 Attila
CLPT-C1b Catapult
VT-5M Vulcan
STG-5M Stinger
GLT-5M Guillotine
DRT-3S Dart
Tempest
All are vet save the Raven, who is elite. Ironically, we are facing an Attila that was once our mech design only, before Kressly Warworks made and sold them. Here is their Tempest, a 65 ton mech with 4/6/4 movement, almost max armor, XL engine, 11/22 heat, gauss rifle, large pulse laser, SRM6 and 3x medium lasers.
http://www.sarna.net/wiki/images/thumb/8/8c/3055u_Tempest.jpg/746px-3055u_Tempest.jpg.png
Abe Sargent
11-19-2012, 10:32 PM
We begin on the south and they on the north. We want to kill as many as we can. We are facing nine mechs with twelve, so the numbers are in our favor. I need to take out the Raven, it helps them with its ECM suite raid and blast stuff. We are fighting over road, railroad, trees, and gentle hills.
T1 – We win ini. I have the Whitworth in heavy woods, the only one on our side of the map. The train tracks run from the upper left 30% area to the lower right 30%. I rush my Phoenix Hawk past the tracks on the right. The road goes from the south center to north center. I focus my fire on their Raven but don’t manage to hit it barely at all.
T2 – We win init. The move their Dart next to a hill and I hop our Phoenix Hawk adjacent to it on the hill. With my numbers advantage I push my mechs forward into their position even more, much more than I would normally do. They move their Raven behind a small one level hill. No Raven attacking now, so I want to concentrate on another target. They pull back other mechs as well, as I push forward. I run my Commando to a hill next to their Thunderbolt, to give me a punting chance on its head. No skids. The Commando and BattleMaster are the only mechs with a good line of sight on the Raven and I fire at it from them. The Commando blows off the Raven’s RA in a Limb Blown Off crit. The BattleMaster destroys its RT which shuts it down – XL, and also destroys its LA and RL. Our Orion and their Tempest took damage – both are standing still. Our Phoenix Hawk misses a kick and falls. The Commando made its kick.
Turn 3 - We win init. They rush their Dart next to my Whitworth and I decide to keep it there without moving it. I stand and run my Phoenix Hawk back 6 hexes. Now I am backing up my mechs a bit. I don’t want a scrum. They huddle mostly in the north west corner. We focus fire on their Thunderbolt, but two fire at the Dart. The Whitworth’s medium laser destroys the RA of their Dart. Our Spider hits the SRM ammo on their Thunderbolt and CASE keeps it from destroys the mech – No more LT or LA. It falls and the pilot blacks out. After being kicked and missing one, their Dart falls.
T4 – We win init. Now I push even further with my mechs. Their Dart stands and runs away from the Whitworth. I move our Phoenix Hawk behind their Dart. I rush my Grand Dragon by their Thunderbolt. Our Commando nails an engine and gyro on the Dart once each. The Phoenix Hawk destroys its CT. Our Grand Dragon decapitates the Thunderbolt. Our Kintaro blasts the LA of their Tempest and destroys it. Our Banshee hits the machine gun ammo on their Vulcan, and without CASE, it lights up the sky. It’s ammo and engine explode massively and the Spider takes 24 damage and other mechs of mine take some as well. No parts survive of the Vulcan’s/ Nobody falls.
T5 – With just five mechs left, our foes begin to move out. We have one last turn to blast them before they leave. We lose init. Our Spider is savaged badly, and was lucky to survive the last round. It had 2 points internal in the CT, 3 in the RT, and 1 in the LT, plus its internal in both legs. I hop It into some nearby woods. I rush my Kintaro to the rear of their Tempest. It blasts the rear armor and hits the engine once of the mech. We focus fire ion their Catapult which com esto fruition when our Comet hits the LRM ammo and it goes up. CASE keeps it from dying, no XL engine, but the mech falls and the pilot blacks out. Their Attila blasts the RT and RA of my Orion and destroys them. Our Kintaro kicks the Tempest, and destroys its badly damaged LL, which damage travels to the LT, goes internal, and hits the engine there twice and shuts it down. Our Comet managed to kick the Head of their Stinger, and now there is just internal structure there, but nothing more. Our Grand Dragon shuts down from overheating and will take a few minutes to cool down enough to restart. Meanwhile, the three remaining Cap mechs have managed to escape.
Abe Sargent
11-19-2012, 11:06 PM
Raven, missing RT, RL, LA
Thunderbolt missing H, LT, reattach LA
Catapult, missing RT
Tempest, missing LL, RA
Dart H, LL, RL, RT, LT, LA
Orion, missing RT, RA
Level Up
Raymond Diggs, in the Kintaro, now has Edge: 1
Tanya Meekins, in the Grand Dragon, is now elite
We destroyed or captured 6 of their mechs, but the other three won’t need more than a few hours to keep them up and running.
Abe Sargent
11-19-2012, 11:21 PM
December 8 – Having been activated by the battle, the closest mech unit, Raven Company, is activated, and pursues the three mechs. Local scouts and intel have followed the mechs and traced them to some nasty canyons. Raven Company arrives to check out the area, and mag sensors pick up several nearby mechs. We jump in, and there are five Capellan mechs here, plus about four powered down vehicles. The three mechs we chased and another two light mechs – an UrbanMech and a Locust. They have violated one of the basic rules of military amps, and boxed themselves into a canyon with only one exit. We approach, and our twelve mechs easily outclass their three lights, one assault, and one heavy. We radio them and offer surrender, we will take them, their mechs and tanks, and the other prisoners of war, and ship them off planet to a nearby Liao system where they will be released. We captured their CO in the Raven and their XO was killed in the Thunderbolt, so they are demoralized, and they agree.
The major Capellan Threat on Capolla is over.
The next target are the pro-Steiner forces still on planet. While most left a couple of months ago, a few local lords who are pro-Steiner are using their personal military to express themselves violently. While the Liao forces were the worst in terms of terrorism, all other forces need to be destroyed as well, or else the planet will still be under the threat of war.
December 11 – We have located the three major palaces of the three leaders of the pro-Steiner movement. Expecting good defense on each, we strike out with three companies at dusk, expecting that these nobles will use their mechs and tanks for support of their position. Atone of these, we discover that our intel was weak, and the noble was informed of our coming, and the compound is deserted. At the other two, someone is home.
Abe Sargent
11-19-2012, 11:39 PM
Aleph Company is moving in on the northmost palace, when it is interdicted by a combined force of mechs, vehicles, and infantry, with two VTOLs buzzing overhead. Here are our foes:
Because of her duties right now on EE, Sergeant Adele Thompson is not with the unit, and so we have the normal 12 mechs instead of the 13 this company has.
Our foes
Watchman
2x Sentry
WTh-1 Whitworth
WLF-1 Wolfhound
CP-10-Q Cyclops
3x Laser Motorized Platoons
2x Peregrine Attack VTOL
Drillson heavy Hover Tank
Harasser Missile Platform
Maxim heavy Hover Tank
Ontos Heavy Tank
2x Savannah Master Hover Tanks
The Whitworth, Cyclops and Wolfhound are not level 2 tech
Here is their Sentry, a brand new garrison mech designed for FedCom use. It has a PPC, 4x machine guns, a flame, two small pulse lasers, its 40 tons, 5/8/5 movement, 10/20 heat sinks, CASE, max armor, no XL engine. It’s a good anti-infantry mech and a nice cheap mech. It’s not a very strong anti-mech mech. It debuted last year. Like the Watchman, it is designed to be a cheap mech to fill out garrisons. (However, I think the Watchman is good enough for front line use, but I don’t think that of the Sentry).
http://www.sarna.net/wiki/images/thumb/4/4c/Sentry.jpg/552px-Sentry.jpg.png
(We are using the CityTech map from FAFSA, in case you were wondering)
Abe Sargent
11-20-2012, 09:52 AM
We begin in the northeast corner and our foes in the north west.
Turn 1 – We win initiative without having to use Capt. Aurelia Jenson’s tactical genius. I camp my Archer and Griffin into two heavy woods. A Savannah master skids, but they make all of their skid rolls are made. Our BattleMaster destroys a Savannah master’s left side. Our Archer nails the Peregrine with an LRM20 volley and bring sit down and crashes to the ground. The Awesome eviscerates the front of their Harasser Missile Platform, our Champion destroys front of their other Savannah master.
Turn 2 – We lose init. Missile fire savages their two Sentryies – one is blasted by our Awesome and loses its LA and the other is legged by the LRM 10 on our Griffin. It falls hard. They get a through armor critical on the Masakari and nail a PPc slot, so it won’t work until we can repair it. We immobilized, permanently, their Maxim and stun the crew on their Ontos for two turns.
Turn 3 – We lose init. Our foes crash their Peregrine into a nearby hill after a burst of wind hits it and it tried to cut too closely to the ground. Weapons fire destroys the RA of our Javelin. We respond by blasting the RT and RL off their Watchman. As this turn ends, a large company of conventional fighters moves in and begins strafing. We are forced to concede the battlefield to the locals, but we badly damage many.
Abe Sargent
11-20-2012, 09:54 AM
Destroyed sides: Savannah masterx2, Harasser,
Repair – Javelin 10N, arm
Level Up:
Su Yuan, in the Champion, is now a 2/2 pilot
Abe Sargent
11-20-2012, 10:35 AM
The other attack is underway as well. This time, no fighter are available, since they are being using in Aleph’s dz. As we move in, a bunch of their mechs pop up and begin attacking. They and we can deploy anywhere to represent this.
Our attacking force is Laser Company. This regular company is moving in when local mechs are moving in to protest. This time, there are no tanks, VTOLs, or infantry, just the 8 mechs listed below. None are level 2 mechs, and all are regular.
Blackjack
CLN-4V Chameleon
Crusader
UrbanMech
WSP-1D Wasp
Phoenix Hawk
Charger
Centurion
This is their Chameleon, a mech typically used for training at academies rather than with forces like this.
http://www.sarna.net/wiki/images/8/87/CCG_Arsenal_Chameleon.jpg
Abe Sargent
11-20-2012, 02:44 PM
For this battle, we are fighting between two large ponds on the west and east flanks, and a forest in the middle.
Turn 1 – We even win init after we set up. Everybody is next to everybody and a real slugfest is about to begin. One of our Cataphracts hits the foot and hip actuator on their Crusader. A PPC from our Attila shears off the RA of their Wasp. Their Crusader and Centurion fall. Our Commando kicks an destroys the UrbanMech’s LL. Kicks on the Crusader on the ground nail its LRm15 in each arm.
T2 – We lose init. Their Crusader destroys its LA trying to stand and failing. We pepper their Blackjack but nothing else happens in the weapons combat phase. Our Commando kicks the downed UrbanMech in the H and the pilot blacks out.
T3 – We lose init. Their Urbie fails to stand and the pilot blacks out in the fall. I begin to move some of my units out of the trees to the north of the two ponds. I run the Ostroc into the middle of things. Their Chameleon hops into one of the ponds. Their Crusader stands this time. Our Commando’s medium laser shots the UrbanMech’s H and ends its life. Our Attila destroys the RA of their Blackjack. Our Spider misses a kick on their Phoenix hawk and falls.
T4 - We lose init. I move my Archer out of its sniper spot to get it more involved in the battle. Our Longbow is tied up trying to finish off this Crusader next to it. Actually, I decide to begin moving my Longbow away. Let’s just leave the Crusader here for now. Perhaps I’ll run my Locust over to give it a good kick or something. I move in to flank them with my Griffin. Our Spider rises and runs 9 hexes away to give it a hard to hit +3 on movement. I run my Locust behind their Crusader. Our Locust hits teh Crusader’s rear torso and nails the SRM ammo and it lights up. A Cataphract destroys the RT of their Blackjack and hits its gyro once. Our Archer cracks open the Centurion and finds the AC10 ammo and it explodes as well. The Blackjack falls, and is breached and the mech shuts down.
T5 – Incensed by our triple mech kill last turn, they stupidly drive on. We lose init again. We rush our Commando behind their Phoenix Hawk. I keep my Archer still, exactly 14 hexes away from their Wasp, to give me a good line on it. The Wasp’s LT is destroyed by the Archer. The Attila hit sthe MG ammo on their Chameleon and it lights up. Our Javelin destroys the Wasp’s CT. Our Longbow destroys their Phoenix Hawk’s RA. A Cataphract of ours tumbles.
With two mechs left, our foes cannot flee, and surrender to us and they and their mechs are turned over to local authorities.
Abe Sargent
11-20-2012, 02:47 PM
UrbanMech, missing H, LL
Blackjack missing RA, RT and 1xgyro hit
Crusader, H, RL
Centurion, RA, H, LA, LL
Chameleon, LA, H
Wasp H, RT, RA, LA, LL, RL
We have defeated one army completely, dealt some damage to another, and the third hid. We need to follow that up by finishing these guys.
Abe Sargent
11-20-2012, 03:32 PM
December 15 – After reaching an agreement, the pro-Lyran and pro-Davion forces on planet are combining power against us. We expect they have roughly 10-12 mechs total between them, plus various other military forces. We have six companies, this won’t be hard, only finding them should be a chore. As a result, when we defeat one of these enemies, we will defeat them both.
December 18 - A scout lance is scouting when it is ambushed by infantry, when pursuing them, they hit mines and the LL of Hex Company’s Thorn was destroyed.
December 19 - A large fuel depot was destroyed by the Davion/Steiner forces, and locals go out to put out the fire, while they are, various supplies are raided.
Capolla is a very mountainous and jungle ridden planet. It has a lot of mining and industry in those area, but most of the population lies in the valleys and flat spaces. That’s where most of the battles have taken place, but we suspect that the enemy is up in the mountains. This planet has mines and other places hundreds of years old. It’s easy to get lost on a planet.
December 21 – We catch a break. A raid on a prison to rescue some captured infantry is delayed by particularly stubborn local forces, enabling the nearest mech company of ours to close. We arrive just as the enemy is leaving, and they were unable to break through. We force them into a battle by using the local force as a garrisoning line.
Abe Sargent
11-20-2012, 04:05 PM
This is all of their remaining forces:
Watchman
2x Sentry
ENF-5D Enforcer
HCT-5S Hatchetman
WTh-1 Whitworth
WLF-1 Wolfhound
CP-10-Q Cyclops
STK-3F Stalker
Wolverine
Vulcan
MAD-3D Marauder
All of the mechs on top are level 2 mechs. The pilots are mostly normal.
Here is our Raven Company, facing them:
ATA-2 Attila
HBK-4G Hunchback
BLR-1D BattleMaster
DRG-5N Dragon
ARC-2R Archer
MAD-3L Marauder
CRD-3E Crusader
WHM-6L Warhammer
JVN-10F Javelin
CMT Comet
PXH-1K Phoenix Hawk
WLF-2 Wolfhound
This is their Enforcer, a common medium mech for the Federated Suns Military. IT’s a 50 ton mech, and this version has 5/8/5 movement with an XL engine, ER large laser ,LB 10X AC with 2 tons of ammo, small laser, almost max ferro-fib armor with CASE for the ammo.
http://www.sarna.net/wiki/images/8/81/CCG_Unlimited_Enforcer_D.jpg
Abe Sargent
11-20-2012, 04:07 PM
We are playing on the Open Terrain map made by FASA. We begin on the east and they on the west. This the map, and I rolled randomly and it is flipped. As a reminder, I like playing on smaller maps because it reduces the number of turns it takes, and since many of these turns take a least an hour to run, sometimes more (I play bigger forces), that’s important to cut.
http://www.sarna.net/wiki/images/0/03/MapOpenTerrain.jpg
Abe Sargent
11-20-2012, 09:48 PM
Turn 1 – We lose init. I set up the Crusader and Archer in good camping spots. I run my Phoenix hawk, Wolfhound, Javelin and Dragon to the middle woods to take them quickly for us. They move a Sentry and their Wolverine in to protest our presence. We focus fire on their Whitworth. Ur Phoenix Hawk destroys the LT of their Wolfhound. We went critical all over the Whitworth but didn’t hit anything, it falls though. We accidentally set the hex the Wolvie was in on fire and smoke begins to spread.
Turn 2 – We win init this time. I jump the Attila into a heavy woods in the center in front of the fire and the Wolverine. Their Whitty stands and their Stalker moves in to face us in the middle.
They move a Sentry next to our Attila. I jump my Javelin deep into the woods and go overheat on the Whitworth and I manage to get a few lines of fire on it, despite it moving back. I also get just a few lines on the Wolfhound, so most of my units are firing the Sentry not by my Attila. Archer missiles destroy the Whitworth’s LA. Our Crusader’s missiles drop their Wolfhound’s CT internal armor to 1 but don’t finish it. Our Warhammer destroys the RA of their Whitworth. Going overheat as mentioned, our Javelin destroys the Whitworth;s CT. I decide to punch the Wolfhound with my Javelin, in order to try and hit the CT, and it works. We punch it and it dies. Two kills by the Jav this turn. Our Attila misses the important kick on their Sentry but keeps standing.
Turn 3 – We win init. I jump the Javelin back and out of the way to give it a turn or two to cool down. I move some of my mechs back into the woods to regain land I had to give up. My Phoenix Hawk, for example, runs back to a heavy woods hex near the back. (it lacks jump jets) They try to flank me down the south flank with their Vulcan. I ignore it. I keep my Attila in the same space, hoping someone will try to come like the Sentry did last turn and try to base me. With my Phoenix Hawk in the only heavy woods adjacent to the Attila, it would be a bad long term move, but a good short term one. I’m smart enough to wait until the turn after they moved their Hatchetman before doing so. I do not want to invite a hatchet to my face. Due to rising smoke, I can’t get a bead on any mech with enough force to guarantee it goes down, so I have to hope I get lucky here. A PPC from the Attila shears off the Stalker’s Head, so I got lucky. Their Marauder blows off the RL of our Comet. It took more than 40 damage this turn – way too much for a 20 tonner.
Turn 4 – We lose init. I eject the Comet pilot. No one took the bait last time, so again I am holding the Attila in the middle and hoping that a mech comes up, and perhaps, this time it will be the Hatchetman, who took some damage last turn from a few mechs. If I were them< I’d take the bait and move the Hatchetman over and hope for misses and hits. You are down three mechs to one, and that one on our side is a 20 ton scout mech, when we’ve taken out a 35 ton scout mech of theirs plus a 40 ton fire support mech and an 85 ton assault mech. I push the bulk of my good mechs forward past the tress in the middle to the north, to collapse their flank. This is spearheaded by our BattleMaster, with mechs such as the Hunchback, Warhammer, and Dragon over there. Once again, no one based my Attila. I go overheat on my Crusader and Javelin to take advantage of good firing lines. Our Jav tears through the rear of their Sentry, hits the machine gun ammo, and it explodes, with CASE keeping it alive. An LB10X on our Warhammer by their Enforcer has a pellet that get a through armor critical in our center torso and hits the engine twice and the gyro once. Our Warhammer hits the gyro once on the other Sentry. Our BattleMaster hits the gyro on the other Sentry. Our Warhammer manages to remain standing, but both of their Sentries tumble. The Sentry with the blown out torso destroys its LL on the way down.
Turn 5 – I lose init. I again keep my Attila still. Sooner or later they will pounce on it, I can feel it. I hop my Jav, overheat, behind their Watchman, to give me a chance to kick it over. One Sentry rises, the massively damaged one does not. I move my Hunchback into an ideal sniping post in the thick of things - heavy woods and heavy smoke, but on the edge so it can see everything. I walk the Marauder to their standing Sentry. I run my Dragon behind their Hatchetman. They hop their Enforcer out of this mess. All of their foes are out of the line of sight of my Attila, so I’ll have to move it out next turn. I can’t fire the Warhammer this turn, I need to get back under heat. Our Hunchy hits the engine once on the downed Sentry with its Small laser after missing an opportunity to sink 20 into their Cyclops with its big gun. My Marauder fails to roll a 5 and falls from damage and I miss the opportunity to put the Sentry out of commission with a great kick.
Turn 6 – We win init. Both my Marauder and Warhammer have been unlucky, with the fall and the through armor hit on the double engine and gyro. The longer this battle takes, the more likely it is to take a while. We have not finished one mech in two turns. I push forward. Their Vulcan rushes next to my Crusader. Fire has spread to the Hunchback’s space and the smoke is spreading. Not the ideal space any more. I go prone with the Warhammer. After they base my Crusader with their Marauder step back two spaces deeper into the woods. I leap the Jav where the Crusader was. +2 for moving 5 hexes, +1 for jumping and +2 for heavy woods gives me a +5 bonus to hit, plus their movement – walking for the Marauder, running for the Vulcan. The Jav will hopefully soak up their attacks without any negative things happening as a result. They move three mechs by my downed Marauder – Hatchetman, Sentry, Enforcer. Our Marauder fails to roll a 4 and falls down again. We rise a second time. Their Cyclops nails two foot actuators on our Marauder. An AC20 seeks out and smashes their Enforcer and hits its LL and its gone. Our Dragon’s Ultra AC5 hammers the Enforcer with shells and destroys the CT. Missiles from our Archer hit the machine gun ammo on the wounded Sentry and it lights up as well. It’s pilot blacks out and when it falls, it destroys its RA. Their Sentry, before it went down, destroys the Marauder’s RA. Our Crusader destroys the Vulcan;s RA. Our Marauder and their Cyclops fall. Our Hunchback kicks and destroys the other leg on their 2nd Sentry and it is down officially. Our Jav kicks the Vulcan, hits the open leg, and destroys its RL.
Turn 7 – We win init. Their Vulcan tries to stand a few times, fails, and the pilot blacks out. They back their Marauder back up, and I move the Crusader back to its spot after I move the Javelin. I eject the Marauder. After their damaged Cyclops rises, I walk our pristine, never been fired at despite always spearheading attacks BattleMaster over to it. Even without half of their mechs, they are still pushing. We’ve only gone down two. No one comes over to the prone Warhammer. Our Crusader’s missiles go internal in the other leg of the Vulcan and hit two actuators. It falls and breaks the other leg and is immobile. Archer missiles smash the Hatchetman and destroy the hatchet. Our Wolfhound’s er large laser slips into their Cyclops’s head and leaves just one external armor there. Their Wolverine gets lucky and hits our Attila’s left leg with a through armor critical and gets a leg blown off crit. It falls, but not before eviscerating their Marauder, and opening it up. The AC5 ammo it has explodes when our Javelin;s medium laser tears into it and it lights up. Our BattleMaster punches because I have an opportunity for a head punch, and it works, dead Cyclops. With just three mechs left – Hatchetman, Wolverine, and Watchman, they surrender and we turn them over to the local authorities.
Abe Sargent
11-20-2012, 09:53 PM
Whitworth – H, RL, LL, RT, LT
Wolfhound – H, RL, LL, LA, RT, RA
Enforcer H, LT, RT, LA, RA, RL
Marauder RA, LA, RL
Stalker, missing H
Sentry missing LL, RL, LT, 1 gyro hit.
Sentry, 1 gyro hit, missing LT, RA
Vulcan, missing RL, LL
Cyclops, missing H
Comet missing RL
Marauder missing RA, four actuators
Abe Sargent
11-20-2012, 10:34 PM
And with that, we have cleansed Capolla of local dissidents of merit. Braham order us to stay here and garrison the planet for now. (in the main timeline, it takes battalion of mechs just three weeks to finish cleansing the world as we did, and with twice the mechs, I figured it would not be that much harder).
Because we are not doing this as a contract, we get no salary paid, damages, armor, and so forth paid for. All losses are incurred by us. Let’s look at the battles:
Battle 1:
Raven, missing RT, RL, LA
Thunderbolt missing H, LT, reattach LA
Catapult, missing RT
Tempest, missing LL, RA
Dart H, LL, RL, RT, LT, LA
Orion, missing RT, RA
Battle 2:
Destroyed sides: Savannah masterx2, Harasser, others
Repair – Javelin 10N, arm
Battle: 3
Whitworth – H, RL, LL, RT, LT
Wolfhound – H, RL, LL, LA, RT, RA
Enforcer H, LT, RT, LA, RA, RL
Marauder RA, LA, RL
Stalker, missing H
Sentry missing LL, RL, LT, 1 gyro hit.
Sentry, 1 gyro hit, missing LT, RA
Vulcan, missing RL, LL
Cyclops, missing H
Comet missing RL
Marauder missing RA, four actuators
To replace, repair and rearm our own mechs: 1.65 ammo; 780k armor, 1.38 mill parts, 1.7 mill weapon replaced, total cost 5.51 mill
To get enemy tanks up and running – only Savannah Masters are salvageable. 120k.
To get enemy mechs up and running – 19.1 million
Salaries and transportation – 2.44 mill
Total cost – 27.17 mill.
We leave with 9 mechs, two hovercraft, and repaired and refitted stuff, plus body parts. That’s not a bad campaign. I need to get money to pay it off though. I sell the Victor, a pair of low tech Cicadas, a Tarantula and a Venom. So I basically traded five mechs for nine.
End of the First Capolla Campaign
Abe Sargent
11-20-2012, 10:38 PM
Back to our campaign, already in progress
EVENT December 7, 3057 – After her unit is assaulted on Twycross, Khan Natasha Kerensky, considered by many the greatest MechWarrior of her generation and founder of the Black Widow Company, later Battalion, and Wolf’s Dragoons’ ace, dies in battle in the Refusal War.
December 10 – The month’s orders of Alexanders from Kressly roll in.
EVENT December 10, 3057 – In an assault on SaKhan Vandervahn Chistu of Jade Falcon on the planet Wotan, former ilKhan Ulric Kerensky is slain by Chistu dishonorably which Vlad sees. This battle on Wotan essentially ends the Refusal War. Both Jade Falcon and the crusader elements of Wolf are decimated.
Abe Sargent
11-20-2012, 10:38 PM
EVENT December 11, 3057 – saKhan Chistu of Jade Falcon declares that this Trial was really a Trial of Absorption and that Clan Wolf’s materiel and men are now theirs.
EVENT December 13, 3057 – Jade Falcon forces technically violate the rules of the Trial by pursuing Warden Wolves to the Lyran Alliance and attack Khan Phelan Ward there.
Abe Sargent
11-20-2012, 10:39 PM
EVENT December 14, 3057 – Star Captain Vlad, of former Clan Wolf, is discovered alive on Wotan, with proof of Chistu’s dishonorable actions. He challenges Chistu to a Trial of Refusal over this change, wins and slays saKhan Chistu. The Khan of Jade Falcon, Elias Critchall, grants Vlad the bloodname of Phelan Kell, Ward. The Rite of Repudiation is granted, and the new clan is named Jade Wolf. Vlad Ward is elected Khan of Clan Jade Wolf. The new saKhan is Marthe Pryde.
Abe Sargent
11-20-2012, 10:40 PM
EVENT December 15. 3057 – Operation Guerrero officially ends
December 23 – The Eridani Guards are now listed as Fanatical Loyalty, and not questionable, now that they are the Eridani unit.
Abe Sargent
11-20-2012, 11:53 PM
END OF 3057 – Many new technologies were introduced this year, including Inner Sphere versions of the Ultra AC2, AC 10, semi-guided LRMS, and more.
Essex Training Academy
We have15 MW graduates from the Essex Training Academy, and 12 enrollees for next year. Of these 15, 4 choose not to stay with us, and the remaining 11 have 3 vet, 6 regular, 1 green and 1 elite. We also have 6 graduates of vehicle crews, all regular. We hand them vehicles and move them to our garrison. 7 enroll for next year, and 4 infantry squads are now being trained as well. 6 infantry squads are completed, the Aerotech wing is now open. We have 4 members in the initial class and it will take two years to complete.
Year 4 - 17
Year 3- 11
Year 2 – 16
Year 1 - 12
Armor – 4
Aerospace, Year 1 - 4
Infantry, Year 2 - 4
Infantry, Year 1 - 6
We pay 12.5 million to the upkeep of the Academy and HQ.
Abe Sargent
11-21-2012, 10:30 AM
EVENT January 1, 3058 – After being elected as the ruler of Epsilon Eridani officially, Duke Essex resigns as the commanding officer of Kilts and Commandos. He still runs the unit and orders troops, and such, but he is no longer in command of the unit in terms of strategy and fighting. Col. Matthew Humphries has been promoted to CO of Kilts and Commandos.
EVENT January 2, 3058 – Khan Vlad Ward slays ilKhan Elias Critchall after he is elected and Vlad Ward issues a Trail of Refusal. He renames Jade Wolf back to Clan Wolf again. saKhan Marthe Pryde is promoted to Khan of Jade Falcon. Later, Khan Lincoln Osis of Smoke Jaguar will be elected the new ilKhan and yet, inexplicably retains his Khanship of the Jaguars.
Abe Sargent
11-21-2012, 10:52 AM
January 3, 3058 Chaos March Update –
There are battles across many worlds still raging, the withdraw of official operation forces has brought the battles to an even messier place. With the Free Worlds League easily capturing their handful of targeted worlds, as well as Capellan success of high count numerous planets are switch to Marik or Liao rule. None are near us, however.
The council meets again, with representatives from Terra Firma and Capolla here.
On January 8 3058, Duke Braham Essex announces the formation of the Celestial Coalition. These three planets are each joining a mutual defense pact and alliance under the banner of the Coalition. Unlike other small states that have risen in the area – Duchy of Small, Sarna Supremacy, Styx Commonality, Sirian Holds - this league is more egalitarian. All three planets are stable, have good economies, and equals in the Coalition. A three member panel is created, with each planet given a vote in major policies and items. Duke Essex is elected the ruler of the Panel and the Coalition for a one year term and gien administrative powers.
The six companies of Kilts and Commandos on Capolla are placed on a garrison contract for the Coalition, and will secure that world for now. Similarly, forces on Terra Firma are placed on a garrison contract. General Benton remains in charge of his large force on Epsilon Eridani.
After discussing the situation with the advisory council, locals at EE and the Panel, Duke Essex authorizes two military expeditions on behalf of the Coalition. The first is an exploratory mission to Procyon and the other is a large military force to Acamar.
(In the main plot line, Capolla and Terra Firma were devastated by war because it went on for much longer. We didn’t have forces on Terra Firma to intervene early, and we didn’t move in to aid Capolla early as well. Both were still damaged, but can recover, with the wealth of EE and their own economies going into the rebuilding project.
Abe Sargent
11-21-2012, 12:43 PM
Beginning of the Procyon and Sirius Campaign
For some reason, people at these two planets have gone very silent. As mentioned before, JumpShips that arrive in either system have been told to immediately leave the “Sirian Holds” or be destroyed. These two systems have been dark for months. Essex decides to investigate the situation by sending a force to Procyon, the smaller economy and apparently junior partner of the Sirian Holds. The expedition force consists of several of our aerospace assets
Heading out there is the
Johnny Appleseed, Invader JumpShip - –
With these DropShips
Stalwart Destruction, Model 96 Elephant DropShip –
Firebird, Avenger DropShip –
Fury Unbound, Vengeance DropShip –
We also take our other JumpShip, the Merchant class one.
Behind, and ready to jump at a moment’s notice is our Warship, the Achilles, and others, in case things go south.
Abe Sargent
11-21-2012, 01:18 PM
January 16 – The group arrives at Procyon, and the message is sent. We are at the station the system has at the Nadir spot. We do not respond. Here at this jump point are no other ships. Nothing will arrive any time soon so we wait.
January 17 – Several DropShips lift off Procyon to protest our presence. Our JumpShip drops all
January 19 – They close within twelve hours, and the Merchant JumpShip leaves to give the Warship the heads up. It will jump into the system in ten hours.
January 20 – In the early hours, the WarShip arrives, and we unleash more than 60 fighters, BattleTaxis, military DropShips (Avenger, Achiles) and the WarShip itself.
It’s too late for them to leave. Our overwhelming force crushes them. We faced four DropShips, and captured two, destroyed two, and gained eight more fighters than we lost. We captured two Leopard CV DropShips.
Our forces coalesce around our WarShip, and Capt. Randall Lewis of the Swift Justice moves his taskforce to Procyon itself.
January 25 – No one from Procyon has tried to leave the planet or has sent us a message. Capt Lewis orders some infantry to land via small craft (like shuttles)
January 27 – it appears that Procyon and Sirius have been taken over by a group of religious zealots that have been destroying technology, killing scientists, burning holovids, and more. This is not something we can solve or help, it needs a larger force and power than us.
Abe Sargent
11-21-2012, 07:14 PM
February 9 – We do the same trick with Sirius after getting the wounded DropShips back home.
February 15 – We have blasted and destroyed Sirius’s navy. We captured 14 fighters, many of which just surrendered to us. We captured a Claymore Assault DropShip that also surrendered as we eviscerated their fighters and blatantly outclass them. Apparently the anti-tech movement is even stronger here at Sirius, and many of these [people fear for their machines and themselves. We allow most of them to return home to join families, some want to come with us. We also capture a badly damaged Leopard CV, which won’t be worth much.
Even though we can’t land and take out this sort of movement, we can damage their navy, and prevent them from preying on other vessels.
March 1 – Our forces return to Epsilon Eridani. We sell the damaged Leopards but one. They are worth 60 million when fully repaired. One was captured by the Battle Taxi from infantry taking it from the inside, and is barely touched – we keep that one and keep its name – the Stellar Phantom. One is almost a shell of the previous and the other adequately damaged. The resulting value is 15 mill, 55 mill and 40 mill. We sell all three to the Styk Commonality who needs these sorts of assets badly. Money is flowing into them from Davion, Marik, and Humphries hands. Thomas Marik wants a state to keep Sun-Tzu’s ambitions in check, Davion can’t move overtly in favor of a state so far away from his realm right now, and the Matthews family wants to keep lands out of Liao hands, no matter what. They have the money, and we sell them the three Leopard CVs after Matthew Humphries hooks us up with other members of his family to introduce us to Styk. We make 100 mill off a bulk deal that tosses in 12 of the fighters we captured as well to fit in them.
Abe Sargent
11-21-2012, 09:05 PM
We gained 7 fighters that were undamaged which we kept along with the pilots for them. We inform the Successor States about what was happening in the Sirian Holds, in case someone wants to move in.
Here is our newest DropShip
Vulcanized Majesty, Claymore Assault Class DropShip
Introduced in 3054, a FedCom DropShip made in Skye
1400 tons
329 tons of cargo
1 ER Large Laser
2 ER PPCs
4 Large Lasers
4 Medium Lasers
2 Large Pulse Lasers
2 Medium Pulse Lasers
2 Small Pulse Lasers
24 LB 10 X Autocannon
2 LRM 10s
2 LRM 20s
3 Streak SRM 2s
4 tons LB 10 X ammo, 6 LRM, 3 SRM
25/20/15 armor
6/9 movement
One of the lightest DropShips made right now, the Claymore is a dedicated assault ship with good armor, and powerful weapons, plus solid speed. It’s meant to threaten other DropShips and fighters, but not larger assets or navies. It’s aerodyne shape enables it to land in the atmosphere on areas such as DropPorts and smaller but reinforced runaways, where you can unload the cargo. It carries no small craft or fighters. The name was kept form what it already had.
End of Procyon and Sirius Campaign
'
Abe Sargent
11-21-2012, 09:39 PM
EVENT January 10, 3058 – 21st Centauri Lancers supposedly begin arriving on Terra, but are really Word of Blake forces.
Abe Sargent
11-21-2012, 10:04 PM
Beginning of the First Acamar Campaign
Acamar is the only other independent planet with the economic wealth to stand on its own, along with the other three planets in the Celestial Coalition within one jump. While both EE and Capolla having mining, all Acamar has is mining. It is the only major export from the planet. Acamar is a cold planet far away from its Sun. It has a small population of roughly 35 million, all dedicated to the vast mines or serving those who are. It also has numerous mining efforts in the asteroid belts of the system. Despite the chaos on the planet, miners are still mining and selling their goods to which ever merchants are brave enough to enter the system and deal with the issues here.
The nobles were pro-Liao because Capellan gave them a free reign and didn’t tax them too badly. But the merchants really embraced the FedCom, because of the freedoms they gained. They prospered a lot in the last twenty five or so years. The nobles didn’t have the power to fight back. The garrison force was minor. A few months ago, when Operation Guerrero began, local nobles lent their aid, along with their military, along with the guerrilla forces Liao had been installing. They overwhelmed the small garrison and won easily. The surviving forces were forced out into the harsh winter of Acamar to die in late September, 3057.
The owner of a large silver mine, Patrick Gladden, organized the survivors of the garrison and gave them housing in his mine. Along with other mine owners, they pooled their resources and hired the mercenary unit, Tiger Sharks. They hit the ground running, and destroyed several pro-Liao forces. However, confident of a victory, the CO ordered his troops to assault the capital of Kalskag. Meanwhile, the Liao found out and ordered an assault on the headquarters of the combined miners that had surpported the Tiger Sharks. In mid October, the Tiger Sharks invaded Kalskag, blasted the capital building, and decimated the government. Meanwhile, the troops of the government blasted the city that held the merchants alliance and ended it. Both units won. Both groups of leaders were destroyed. Tiger Sharks blast off for Outreach with their employers gone on Nov 1.
Since then, each city and the remaining nobles have created their own fiefs each one run independently. None have any mechs. Also, with many pirates and raiders taking advantage of the chaos, they have moved in and established shop on Acamar. Thus, Acamar has no central government, and people, merchants and nobles all needing someone to come in and clean things up. No one can ask us to, we are going on our own. The pirates are raiding the Acamar system heavily, and miners are finding trade very difficult.
We go in strong. We take Bolt Company of AeroSpace fighters as well as the entire Gamma Regiment. With a full regiment of mechs, plus fighter support, we hope to reestablish order on Acamar and oust the pirates. The only Battlemechs on planet that have survived are those that belong to pirates . With the vast mines here, there are numerous places to hide.
Abe Sargent
11-21-2012, 10:37 PM
February 2 – Our forces arrive on Acamar. We announce to the planet that we are cleaning it up, and any pirates who want to leave now will be free to leave the system without harm. Anyone who stays will be rooted out and destroyed without giving any option for surrender to any pirates. We give them three days to leave.
February 6 – Only a few units took us up on or offer. With just one continent on Acamar, and it being a small frozen world, the main place to hide are the mines. Our arrival in several cities was met with applause . We order one company of mechs to both of the cities destroyed by the warfare to help with reconstruction (and to garrison two cities secretly), while the other seven companies pour out.
(For this campaign, I don’t know how many forces or how long this will take. In the mainstream plotline, no one came out to aid Acamar for years so there is no way to know what the strength here is.)
February 12 - Our first sign of pirates is found by Jericho Company when scouting and investing a gold mine. They sense a large group of military forces in the mountains moving, and follow them. After a half hour of pursuit, the mountains widen out as a valley opens up, and there are a group of pirate BattleMechs. Jericho moves in.
Jericho Company:
Daishi A
GLT-3N Guillotine
FLS-8K Flashman
Loki D-UK
GRN-D-01 Grand Crusader
RFL-3N Rifleman
Mad Cat Prime
SHD-5M Shadow Hawk
WVR-6M Wolverine
WLF-2 Wolfhound
WTC-4M Watchman
SDR-5V Spider
Here are the Pirates
Lowtech mechs:
Victor
Valkyrie
Firestarter
Centurion
Panther
Goliath
Grasshopper
Wasp
Level 2 mechs
Axman
Mauler
SDR-7M Spider
HTM-27U Hatamoto-Hi
Jackal
WVR-7K Wolverine
Their 14 mechs are a mix of pilots of all sorts. They have a decidedly Kurita feel to them, and perhaps they are former Dracs. This is their Hatamoto-Hi, a variant of the Hatamoto-Chi with four medium pulse lasers instead of two SRM6s, and still has two PPCs They have four Assault mechs – Victor, Goliath, Hatamoto-HI and Mauler.
http://www.sarna.net/wiki/images/f/f9/CCG_Unlimited_Hatamoto-Chi.jpg
Abe Sargent
11-22-2012, 08:23 AM
We are fighting in a mountain valley, with a really cold temperature. We’ll randomly generate a map with low amounts of river, ice and hills.
We begin west, they on east. We are elevated up, and they down. Sort of like on a mountainside. There is no hiding or sniping or camping this time.
Turn 1 – We lose init. Their Victor and our Daishi close to within 3 spaces. It should be interesting. I run our Loki in next to the Victor. I run our Shadow hawk next to their Firestarter, who is on a lower elevation but jumped 6, so I have a chance to punt, but not a super good one. I leap the Watchman over to it as well. We unload many mechs on their Victor. Our Daishi hits the Victor’s AC20 ammo and it lights up. Luckily, it missed with its AC20 on our Rifleman. Our Mad Cat and Daishi took some damage as does their Centurion. Alright, kick time. The Watchman misses, the Shadow Hawk kicked and hit a torso. No one falls
Turn 2 – We lose init again. I rush my Wolverine next to a hill in hopes they will expose someone to move in. They do, they move in the Grasshopper. They hop their Wasp behind our Wolverine. I hop my Watchman above their Valkyrie and then go overheat to unload on it. I actually spend a lot of my time targeting their Goliath than their Grasshopper after it is also exposed. And easier ot hit too since it didn’t jump. They concentrate fire on my Guillotine. Our Daishi hits the gyro and engine once each on their Goliath. Our Flashman destroys the RT and two legs are on the ground and he hits the engine again. Our Guillotine destroys the CT of the Goliath. Their Valkyrie tumbles and the Centurion falls, hits its AC ammo and ignites. The Grasshopper missed its kick.
Turn 3 – We win init. Their Valkyrie rises and runs away. Our Rifleman walks backward over elevation and makes the piloting roll. Their Hatamato does the same and makes their roll. I hop the Wolveirne t harass their HAtamato-Hi and is adjacent and one hex up, for a punt shot. The goal is to distract them with the Wolverine and move in with my heavy hitters. Their Axman bases me to protest my presence. I jump my watchman above their Valkyrie again. Their Spider jumps beside and above my Grand Crusader. They hop their Wolverine into my Daishi’s rear arc. Our Loki destroys their Wasps’s RA and LA. Our Grand Crusader went overheat to blaze the Spider with its full barrage of pulse weaponry, smashes it with a Large Pulse Laser to ea head and it falls. Our Mad Cat destroys the LA of their Axman. Having taken more than 100 damage, their Axman needs a a 10 to keep from falling and does not get it. Our Watchman kicks and destroys the LT of their Valkyrie. No falls
Turn 4 – We win init. Their Wolvie jumps over to my Rifleman and bases it. They hop their Firestartre adjacent an above my Wolfhound. I rush my Daishi down the hill towards the center of their force. Their Axman rises. I follow their retreating Valkyrie with my Watchman. I hop my Spider behind and above their Hatamato. I unload the Great Death (Daishi in Japanese) on their Hatamato. More of my attention this turn is on their Wolverine and Firestarter. I also fire that Jackal a bit as well. Our Mad Cat destroys is RT and that’s an XL engine shutdown – our Wolverine destroys its LL too. While defending itself, our Rifleman shots the lower leg actuator of their Wolverine. Our Shadow hawk destroys the LT of their Firestarter, The PPC from their Panther hits the engine twice on our Loki. My Daishi and their Wolverine tumble. Their Grasshopper misses a kick and falls. No other falls.
Turn 5 – We win init. My Watchman continues to follow their Valkyrie. They have lost five mechs and have nine left. Their Wolverine falls while standing and stays still. They run the Hatamato-Hi next to my Daishi and the Grasshopper follows. After it stands fine. I rise my Daishi and hop my Loki away from danger. I unload a lot of weapons by a lot of mechs on their Hatamato. I overheat my Rifleman to alpha strike their Wolverine. Our Wolverine destroys the RA and hit the sensors of their Axman. The Flashman hits the engine twice on their Hatamato. Our Watchman destroys the CT of their Valkyrie – Mad Cat destroys the LT of their Hatamato and our Wolfhound its RT. Their Axman hits the gyro of our Wolverine. Our Daishi destroys the CT of their Hatamato. It’s engine explodes hitting Daishi and Grasshopper each for 32 points of damage. Their Axman pilot is knocked unconscious in the fall. Our Daishi falls again. Our Spider punches and destroys their Firestarter’s CT and it is dead. No falls during hand to hand.
With just a severely damaged Wasp, Wolverine, Grasshopper and Mauler, we offer surrender, and they accept. We turn them over to locals, and their four mechs we store for Capolla.
Abe Sargent
11-22-2012, 08:47 AM
Spider missing H
Jackal missing RT, LL
Axman, missing LA, RA, sensors hit
Hatamato-Hi LA, RA, H,LL, RL
Victor RA
Goliath H, RT, FRL, RRL, FLL, RLL
Centurion RA, LA, LT
Valkyrie LA, RT, RA, H, LL, RL
Firestarter LA, H, RA, RT, LL, RL
We fix out own mechs very easily. Having clan power allowed us to really push hard this battle.
Our goal is to send the mech that surrender from the pirates that surrendered to Capolla to form a garrison there with the local government’s purview. The Coalition will pay all expenses for this trip – refitting, replacing repairing and rearming. It also pays transport and salaries of the mercs. No money will be made and all salvage is kept - that’s our salary essentially. We keep battlefield salvage and others are turned over to Capolla.
Abe Sargent
11-22-2012, 09:09 AM
February 16 – After a long period of silence, pirates strike a local smelting factory to turn ore to ingots. We manage to get a bead on their retreat, and we follow their trail. They have set up an ambush for us, and we blunder into a fusillade of death.
Our Company is:
Fallout Company
AS7-Atlas
AWS-9M Awesome
BL6-KNT Black Knight
KTO-20 Kintaro
HTM-25T Hatamato-Chi
MAD-3D Marauder
HUR-WO-R4L Huron Warrior
APL-1M Apollo
QKD-5K Quickdraw
DMO-1K Daimyo
PXH-1 Phoenix Hawk
WSP-1D Wasp
Our enemy is very close already. They have all level one mechs, and mostly smaller ones but they are vets
Phoenix Hawk
Chameleon
Cicada
Charger
Quickdraw
2x Locust
JVN 10-F Javelin
Stinger
Commando
Here is their 25 ton Commando, a mech heavy in weapons and very light in armor.
http://www.sarna.net/wiki/images/0/02/CCG_Counterstrike_Commando.jpg
Abe Sargent
11-22-2012, 12:40 PM
This is a joke battle, we will crush them. The map has a lot of rocks and ice, but nothing else.
Turn 1 – We begin in the NE corner but they can start anywhere. We win init. They set up some foes right beside me. I decide to try something – we don’t even move most of our big guys, just our scouts move. Our Marauder hits the sensors on their Cicada. Our Hatamato follows by destroying its RA. Our Atlas unloads on a Locust and destroys a bunch of body parts before hitting the machine gun ammo and finishing it. Our Awesome destroys the RA of their Phoenix Hawk. Our Black Knight hits their Javelins CT section and nails the engine twice. Our Huron Warrior destroys the LT of their Cicada. It falls. Our Apollo punches their Jav and destroys the CT. Our Awesome kicks their PXH to the ground and hits a foot actuator doing it.
Turn 2 – We win init. I keep the same set up – keeping most of my big guys still. Their Cicada stands, rushes into a frozen river, the ice breaks, it falls in and breaches. Their PXH fails to stand and they leap their QD next to my Marauder. Their Charger hits a PPC on my Hatamato. Our Atlas destroys their Commando in much the same way as it did the Locust last turn. Our Awesome’s medium pulse laser rocks the ammo on the Chameleon and it explodes too. Our Marauder gets a limb blown off RA on the Charger and hits a hip. It crashes to the ground and breaks its LL. Our Hatamato kicks and destroys its RL and its down. Our Marauder kicks and hits two actuators on the Quickdraw’s L, it falls and hits a third.
They now have left a Locust, savaged Phoenix Hawk, savaged Quickdraw, Stinger. They surrender as well, and we turn them in.
Abe Sargent
11-22-2012, 01:06 PM
Locust H, RA, LL, RL
Javelin H, LL, RL, RT, LT, RA, LA
Commando RA
Chameleon LA, RL, RT
Charger missing RL, LL
Cicada missing LT
With another pirate group down, and a few evacuated, we have no idea how many are left.
Abe Sargent
11-22-2012, 01:35 PM
February 25 – Two pirate groups join together for a joint assault on one of our companies as it patrols. Guile Company is assaulted by the combined force. They attack Guile while patrolling a a group of mines. Bolt Company is a few turns away to give us cover to retreat.
Guile:
BNC-2S Banshee
CRK-5003-2 Katana
ANV-3M Anvil
CN9-D Centurion
STK-5M Stalker
MAD-5M Marauder
HUR-WO-R4L Huron Warrior
CLPT-1L Catapult
JR7-K Jenner
SHD-5M Shadow Hawk
JVN-10N Javelin
COM-2D Commando
Our foes:
Level 1 mechs:
UrbanMech
Ostsol
Stalker
Scorpion
Merlin
Hatchetman
Griffin
Dervish
BattleMaster
Locust
Archer
Shadow Hawk
Level 2 tech:
Wolf Trap
HBK-5M Hunchback
Hercules
DRG-5K Grand Dragon
Nightsky
JVN 10-P Javelin
JM-6DD JagerMech
That’s 19 mechs against us with their combined forces.
This is their Hercules, a modern mech that weighs 70 tons, moves 5/8 with XL, rocks 12/24 heat dispersal, has adequate ferro-fib armor, and rocks ER PPC, LB 10 X, SRM2 Streak, 2 rear facing small pulse lasers, and anti-missile system .
http://www.sarna.net/wiki/images/d/df/CCG_Mercenaries_Hercules.jpg
Abe Sargent
11-22-2012, 05:04 PM
We are fighting in a light snowfall. We can retreat any turn after turn 4, but we must fight until then.
We begin on the north, and them on the south.
Turn 1 - We lose init. There are no trees or cliff to hide behind, or a giant river to keep them back. Just ice, small hills, and rough terrain. We hole up in the back north east corner. Their Scorpion skids and falls on ice. I move my mechs to try and get partial cover. I don’t care so much about killing mechs as I do about surviving. I focus fire on the Wolf Trap in front. Our Katana destroys the Wolf Trap’s RA. Only the Trap took 20+ damage and it stayed standing.
Turn 2 – We win init. Their Scorpion rises and moves out. My Javelin goes prone behind a level one hill to hide. I run up my Commando. They begin moving towards me with force. They retreated the Wolf Trap. This time we focus fire on their Stalker. We went internal in a few places, but no major critical on the Stalker. It took more than 120 damage and fell. Our Anvil took some damage.
Turn 3 – We lose init. they are charging at us now. I rush my Commando into a hole and go prone so they can’t see it. Several of their mechs charge up the small hill in front of my mechs, including the Hercules, Locust, BattleMaster and Javelin. They focus fire on our Banshee. Our Marauder destroys the RA, RL, RT and LA on their Locust. Our Stalker hits the ammo on theirs and it explodes and dies. Dead Stalker. Our Centurion destroys the RT of their Wolf Trap and that’s an XL Engine kill. Our Banshee falls and hits its gyro. Our Anvil falls and damages its RA hitting shoulder actuator, but now no LOF can be drawn to the Anvil.
Turn 4 – We lose init. Our position is downright under invasion. Their Dervish falls while trying to turn over ice. We stand the Banshee, run it away, and then it falls again at the end of its run. Many mechs base mine, including Hatchetman, BattleMaster, Hunchback, Javelin, and Nightsky. I target the Nightsky. Our Stalker destroys the Nightsky’s H and its down. Before it dies, it smashes the Katana’s LA and gets a limb blown off critical. Three more body parts on the Nightsky are destroyed – LL, LT and RA. Their Jav falls.
And the fighters are arriving. We took out a few of their mechs, we grab the Katana’s arm and move off under cover of Bolt Company.
Level Up
Sgt. Ricardo Hernez in the Stalker is now equipped with Edge: 1
Abe Sargent
11-22-2012, 05:11 PM
Feb 28 – We believe this pirate force is the last major pirate force on the planet. We just have to take it out.
Mar 3 – We develop a plan to take it out by having a wealty mining caravan guarded by a lance of our mechs, with valuable gems. Meanwhile, in eight of the twenty five vehicles are the remaining mechs of the company. We will institute it tomorrow.
Mar 5 – Our decoy failed, they either didn’t care, didn’t know or thought it was a trap.
Mar 7 – We try another decoy in a different place, and this time, the pirates use us to strike at another marketplace and make away with stuff. It seems we have a mole in our contacts, o let the pirates know when our local unit was engaged.
Mar 9 – We secretly ship in another company to that area. We run the decoy again, and again, the pirates are no where near it. But they don’t strike either. Still, I feel they know.
Mar 12 – We run the decoy on another route for a 4th time, and this time, they move out. Before they arrive at a local warehouse district, we move out the local company, Miner Company to face their full force. They have not repaired the Locust yet, nor have they repaired the Nightsky fully either.
Abe Sargent
11-22-2012, 05:23 PM
Miner Company has:
BLR-1D BattleMaster
CTF-3L Cataphract
ANV-3M Anvil
WVR-6M Wolverine
AWS-8M Awesome
ARC-2R Archer
APL-1M Apollo
GOL-1H Goliath
WTC-3D Watchman
COM-2D Commando
PXH-1 Phoenix Hawk
FS9-M Firestarter
These are there mechs again:
UrbanMech
Ostsol
Scorpion
Merlin
Hatchetman
Griffin
Dervish
BattleMaster
Archer
Shadow Hawk
Level 2 tech:
HBK-5M Hunchback
Hercules
DRG-5K Grand Dragon
JVN 10-P Javelin
JM-6DD JagerMech
This is their Hunchback, a slower well armored 50 ton mech with the biggest gun on the battlefield.
http://www.sarna.net/wiki/images/d/de/HBK4G.JPG
Abe Sargent
11-22-2012, 05:59 PM
15 mechs we have to handle. However, as we close with their company, out from a local warehouse burst a group of vehicles and move to attack us as these foes turn on us as well. It appears that our attempt to spring a trap was reversed, and they trapped us instead!
These are their vehicles
All are level 1 tech tanks
2x Striker Light Tank
AC2 Carrier
Brutus Assault Tank
Devastator Heavy Tank
Manticore heavy Tank
Pike Support Vehicle
Saracen Medium Hover Tank
Scorpion Light Tank
This is their Merlin, the first new mech design in a long era of time, created in 3010. 60 ton mech with 4/6/4 movement, 18 heat sinks, PPC, LRM 5, Machine gun, Flamer and two medium lasers. 10.5 tons of armor.
http://www.sarna.net/wiki/images/9/9d/Merlin.jpg
Abe Sargent
11-22-2012, 09:27 PM
Here we go!
Turn 1 – We are fighting on a map with just roads, a few buildings, and concrete off an on – no hills, rocks, trees, ice, or anything else. I set up our Archer and Apollo behind level one buildings to give them some coverage while they launch missiles. I can leave after any round. The pirates are here for the warehouses and to smash us ups up a bit. They’d rather turn and finish there than to chase us. We lose init. With many skid rolls, just one tank misses and slides into a building Our Goliath walked into and through a building and it collapses. Many of their troops are by a large fuel tank, so I order the Wolverine to fire at it. They focus fire on our BattleMaster. Our Apollo destroys the front side of their AC2 Carrier after our Archer immobilized it. We were unable to light up the Fuel Tank. Ah well. Our Cataphract destroys the LA of their Hunchback. It took more than 80 damage, fell, hit a hip and foot actuator.
Turn 2 – We win init. We had good first turn, can we build on that? I leap our Phoenix hawk next to their Pike. They charge their Saracen next to my Wolverine. Their Hunchy tumbles when it attempts to rise. A Hatchet man bases my Awesome. No skids. I unload on the Hatchetman. Our Wolvie hits the movement on their Saracen. Our Awesome gets a limb blown off crit on their Hatchetman’s LL. Our PXH hits the movement on their Pike. The Apollo nails the AC10 on their Hatchetman. The BattleMaster destroys the RL on their Hunchback. Our Cataphract destroys the RT, LT on their Hatchetman and this the engine twice. It’s dead. (Can’t stand with no arms and just one leg, has no weapons). Nothing major kick wise results.
Turn 3 – Still had a good turn, need to keep it up They focused some nice fire on our Awesome that turn. We lose init. Their Pike flees from our PXH. The Saracen pulls out as well. Don’t know why, but their Hunchy tried to stand and fell. It needs a10. Their Jav jumps on top of a building and it falls. It removes some of my building defense so it was bad for the Jav, but good for the rest of the team. They charge our position with Merlin, Jav, a few tanks. It’s tentative. Our BattleMaster smashes the front side of their Scorpion Tank. Their Dervish goes internal on my Awesome’s RT. Their Brutus and Hercules join the assault and nail a few heat sinks there. Their Scorpion hits an XL engine there. Our Goliath destroys their Hunchback;s LT and hits the gyro once. Our Cat destroys the front side of their Pike. Their UrbanMech tumbles.
Turn 4 – Part of me wants to call it before my Awesome is destroyed. There are still 12 mechs out there not counting the Hunchback and Hatchetman, and we’ve just hit the edges. I wanted to push and take out more of their military. We’ll push. We win init. I go prone with the Awesome behind a building. No one can see it from their side now. Their Saracen moves back in. They try to rise their Hunch, it fials, and the pilot blacks out. Their Urbie does stand though. Their Jav stands, forces more of the building to collapse on its way out, and skids and falls. I walk my Wolverine to their Saracen, ina flash of what happened two turns ago Their giant tanks – Brutus, Manticore and Devastator are moving my south flank. Their Merlin bases my Wolverine. I hop out PXH next to a Striker. Their BAttleMaster joins the southern assault with the tanks. I hop the Anvil behind the Merlin and next to the Saracen. They split their assault against our Wolverine, Anvil and Cataphract. Our Commando hammers their Striker nad immobilizes it. Their BattleMaster destroys the RA of our Anvil. The Apollo destroys the LT and RA of their Urbie. Our Goliath hits its gyro once. Our Archer destroys the RL of their Javelin. Our Anvil, their Hercules, and their UrbanMech all fall. Our Wolvie kicks nad destroys the Saracen;s Front Side.
We went internal in the Cat, Anvil lost a limb, have the badly wounded Awesome, and its time to call it. We move out, and they turn around. We do not get salvage.
Hatchetman missing RT, LT, reattach LL
Hunchback missing LT, LA, RL
Pike, Saracen, AC2 Carrier, Scorpion Tank, missing front
Repair – Anvil missing RA
Abe Sargent
11-22-2012, 10:01 PM
March 11 – Our foe won’t be able to get the Hunch and Hatchetman back online for a while, and their UrbanMech was badly damaged. You can only recover a tank that is destroyed side sometimes, but it doesn’t take long to do so, so if they were able to recover one of the destroyed tanks, it likely is up and running now. Remember they still have a Locust and Nightsky that were injured but could be up soon.
March 23 – Bolt Company spies their Merlin while sweeping the sky. This group has outmaneuvered us twice, so we decide to go in hard. We have three companies converging on a trio of mountains and mines about twenty seven miles from each other, and they will hold on these three exists as we move in with another battalion. The remaining battalion keep their distance, and Bolt Company is doing flyovers.
We don’t see them anywhere, and there are two major mines in the area that could house this many mechs and tanks. A scout lance holds outside of one while the entire battalion heads into another. They have multiple exits, and Bolt is flying over as well. As we enter, mines go off and blast the walls down. None of our mechs are caught in it. We circle around to anther entrance, and no mines go off. We move in, after a few minutes, Bolt sees them exiting the mine from another exit. They are all there, and we order the net to close, with the three companies on the edge to close them down.
Bolt Company keeps them from breaking up into smaller units with strafing. In thirty minutes, we have three companies of twelve mechs each plus air support surrounding a group of 16 mechs and a handful of tanks, with another battalion of mechs coming up from the mine to reinforce the position. We send them a message. We will accept their surrender, and personally escort them off planet, or we will destroy them, and turn them over to the local authorities.
They surrender and we take their military equipment, send it to Capolla, and take them out and drop them off at Outreach for employment or travel.
Abe Sargent
11-22-2012, 10:09 PM
We gained these mechs and pieces:
Spider
Jackal
Axman,
Charger
Cicada
Hatamato-Hi LA, RA, H,LL, RL
Victor RA
Goliath H, RT, FRL, RRL, FLL, RLL
Centurion RA, LA, LT
Valkyrie LA, RT, RA, H, LL, RL
Firestarter LA, H, RA, RT, LL, RL
Locust H, RA, LL, RL
Javelin H, LL, RL, RT, LT, RA, LA
Commando RA
Chameleon LA, RL, RT
Abe Sargent
11-22-2012, 10:09 PM
Heading to Capolla for a garrison there:
Wasp
Wolverine
Mauler
Grasshopper
Locust
Phoenix Hawk
Quickdraw
Stinger
UrbanMech
Ostsol
Scorpion
Merlin
Hatchetman
Griffin
Dervish
BattleMaster
Locust
Archer
Shadow Hawk
Wolf Trap
HBK-5M Hunchback
Hercules
DRG-5K Grand Dragon
Nightsky
JVN 10-P Javelin
JM-6DD JagerMech
2x Striker Light Tank
AC2 Carrier
Brutus Assault Tank
Devastator Heavy Tank
Manticore heavy Tank
Scorpion Light Tank
Abe Sargent
11-22-2012, 10:32 PM
April 22 – Duke Essex has established a new government on Acamar. This time, it’s a democratically elected one, with the 35 mill people voting on a 9 member council with two year terms to lead them. The first elections were held a week ago, and the people voted both some nobles and some businessmen as well as a minister to the council. The people are impressed with K&C troops helping the locals rebuild, as well as Essex’s creation of Democracy. After being established, Acamar officially announces today it is joining the Celestial Coalition as an equal member. Staying behind are two battalions of troops to keep the peace, ensure there are no other pirates and to keep them away, and Bolt Company is staying here as well. Mesopotamia Battalion will leave on May 1, 3058, for a new location.
End of the First Acamar Campaign
.
Abe Sargent
11-22-2012, 11:02 PM
Time to head back to January.
We use our new MechWarriors to create new companies:
Weston Company
KGC-000 King Crab, Lt. Stacy Weston, elite
TDR-5S Thunderbolt, Wan-ju Yee, veteran
CGR-1A5 Charger, Bob Madison, regular
AX-1N Axman, Ebony George, veteran
Loki A, Sgt. Hija Ngigi, elite
CTF-3L Cataphract, Lena Vasavi, regular
CLPT-C1 Catapult, Graham Nelson, regular
EXC-B2 Excalibur, Vilenina Roletsky, veteran
ALX-1KC Alexander KC Variant, Sgt. Meghan O’Malley, veteran
SDR-5V Spider, Brady Kyle, regular
SNT-04 Sentry, Sasha St. David, regular
BUM-1 Bumblebee, Natalia Kassle, regular
The Charger, Spider, Catapult and Thunderbolt are low tech mechs.
Abe Sargent
11-22-2012, 11:08 PM
Utopia Company
Masakari B, Lt. Avidanta Priti, elite
BLR-1GB BattleMaster, Laura Dumas, vet
CRB-27b Crab, Radek Koliewska, regular
AX-1N Axman, Marina Neagoe, vet
MR-5M Cerberus, Sgt. Noora Muhtadi, elite
WHM-7M Warhammer, Mark Sedgwick, veteran
CLPT-C1 Catapult, Mathew Intatano, regular
Griffin IIc, Minerva López, elite
ALX-1KC Alexander KC Variant, Sgt. Leslie Jackson, elite
CMT-1 Comet, Hi De, regular
STG-3G Stinger, Ansoain Stiteller, regular
BUM-1 Bumblebee, Lutoslaw Bryk, veteran
These mechs are level one: Catapult, Comet and Stinger . The Griffin IIc and Masakari are clan.
Abe Sargent
11-22-2012, 11:34 PM
I don’t have good mechs or men for a third company that’s well rounded. I have solid mechs such as Alexander, Bumblebee, Warhammer, Striker, Dragon, Centurion, Gunslinger, and a few other modern ones. I also have some fringe ones I could force in, such as Rifleman, Stalker, Goliath, a new tech Trebuchet with a weak XL engine, and some others. But the problem is that I don’t have any more scout mechs left of quality. I have tons of crappy Locusts, Wasps, and Stingers, but I don’t want to keep sending out those generally weaker mech designs over solid Javelins, Jenners, Spiders, Watchman, and others. I also have Panthers and UrbanMechs, but Urbies suck and the Panthers are good mech but hard to secure a spot in a modern company. Plus, I have used up our graduating class and some recruits, so a third company would be mostly regular and green pilots of uncertain quality. That’s not what I want for K&C. For now, these two companies are assigned to Delta Regiment, Braham Essex’s old unit, which has been given to newly promoted Colonel Conner Ward.
One of the negative things about where we have gone is the distinct lack of information about how to run a state like this. I was hoping that Combat Operations would have it in the strategic game, but it’s more like board game mechanics than anything else - empires get a certain number of points each month, and have to spend them on upkeep, moving troops, the economy, and so forth. It’s a simplified set of mechanics.
They’ve been discussing a book entitled Interstellar Operations for a while now. It has no release date, and they have been working on it for at least two years. My hope is that we could get some rules with it. Here are the sorts of things I am looking for – how many C bills does a planet make or industries make? How much does it cost to build an academy? I just guessed. How much does it cost to upkeep a WarShip? There are mentions that it’s a lot, but it doesn’t seem so. Why are prices of ships so much different in sourcebooks then from now? (For example the Leopard CV is worth 60 mill in TRO 3057, but more than 150 million in later sources). What about planetary defenses such as orbiting satellites, and stations? How much do they cost to upkeep and build? What about upkeeping a recharge station, like we have at some of our systems? What about building and repairing local infrastructure after it is damaged in battle, such as train tracks and Drop Ports. What about espionage? What about people and media and keeping locals happy? These rules simply don’t exist in BattleTech. This has always been a war game or RPG, and anything that helps with those two is in bounds. Management of stuff isn’t here.
This stuff is in our game systems. Want to build a castle in D&D? There are detailed rules. Want to run a Barony? Check out the rules for running them in the Companion Rules Book for D&D. They even have ways to determine what exports come from a place and how much gold it makes every turn. Those rules simply don’t exist in BattleTech. This is important for a campaign such as this. If I sell a BattleMech, can I build a house? A warehouse? A compound? Military barracks? Medical facilities?
How do I run this campaign now that my main character, Duke Essex, runs a nation of four systems? I’d love rules that would let us know. Do we have enough money to hire mercenaries to garrison worlds? It’s just impossible to tell. This is the one area of BattleTech that I wish had more info out there.
So, with this lack of information, what do we do? I gave myself the lower price on the Leopard CVs because I didn’t want to give my unit triple that figure. (To be fair, those prices seem a little low. A 100 ton level 1 tech aerospace fighter costs 6-10 million based on what equipment it carries but the level one tech 1720 ton Leopard CV, which carries six fighters, only costs 60 million? I just did some research in the Tech Manual I have and it seems that the 150ish million is much closer to the actual price of the Leopard CV, so let’s just assumed that we got 300 mil land invested 200 in the academy, headquarters, and so forth)
Do I just focus on the warfare aspect of the dynasty, and ignore the political, administrative and economic aspects? BattleTech seems to. They used to have a lot of information on supply lines and vehicles such as Ordinance Trucks, Coolant Vehicles, Mobile HQ, Mobile med units, and so forth to keep your supply line. No modern day book has that sort of thing. It’s just sort of assumed that you are doing It and protecting it. In both the fiction and the video games, people constantly attack supply lines – which is a basic rule of warfare - but we sort of ignore it in game. Sure logistics isn’t. sexy, but it is a layer of realistic info that would make for a nice additional layer to the game, but which we don’t get that often. Even looking at campaign rules about things such as BattleMech repair and field refits and jury rigging, we still don’t have enough info for the long haul, and it’s all just rules and charts, with no real battle presence. Will I have to spend 100,000 C Bills to replace it ir just 5k repairing it, let’s find out! Can I replace this medium laser with two smalls? Let’s find out! You still don’t have very many stats for the mobile machinery of engineering which can be assaulted mid repair or mid refit. Again, attacking a group while repairing makes a lot of battlefield sense, but we don’t have those rules easily running around.
I guess, because we lack these rules, we’ll just keep it at the level we currently have.
Abe Sargent
11-22-2012, 11:44 PM
January 20 – 3058 -Duke Essex takes a meeting with Humphries family. Just as they have been giving money to the Styk Commonality to keep planets out of Liao hands, they want to “invest” in us. We agree, and will use Humphries money for military costs.
January 21 – Braham Essex announces an aggressive reconstruction campaign on Capolla, Terra Firma, and Acamar replace and repair damaged infrastructure from the recent battles.
January 28 – A lot of experimental technology is now hitting the market in terms of weaponry, armor and more. Over this year and the next, a lot of Inner Sphere versions of Clan Tech will become available, such as LB2, 5 and 20 Xs, Ultra AC2, 5 and 20, SRM 4 and 6 streak, ER Medium and Small lasers, and more. We will also see new armors, new missiles, and so forth.
Abe Sargent
11-22-2012, 11:45 PM
EVENT January 30, 3058 – In order to bloody her Clan, regain their good name, Khan Pryde orders her troops to cross into Lyran space. They begin to strike several worlds.
Abe Sargent
11-22-2012, 11:45 PM
EVENT February 12. 3058 – While trying to reach Smoke Jaguar space to discuss an alliance against the Falcons for their incursion, a jump of Katrina Steiner’s puts her ship in Wolf’s taskforce where she is captured, man a bondsman, and will alter meet with Khan Vlad Ward and forge a Wolf/Lyran alliance. A news blackout is declared so Victor Steiner-Davion will not know of the new Falcon incursion into Steiner Space or what is happened with Katrina.
Abe Sargent
11-22-2012, 11:46 PM
EVENT February 28, 3058 – After consolidating their forces, the Word of Blake Centauri Lancers begin battle on Terra, along with guerrilla attacks by operatives on planet, and a virus inserted into the defense computer. Meanwhile, Blake forces jump into the system. In a few days, after fighting their way through the weakened defenses now focused on battle below, they manage to land and assault Terra
Abe Sargent
11-22-2012, 11:48 PM
March 1 – After spending some time re-gathering his mechs and units, he has been talking with various local leaders, and one is particularly upset.
Duke Benson Abraham governs the nearby planet of Epsilon Indi. Still loyal to House Davion, he has been doing what he can again the problems in his world. Epsilon Indi was devastated by nuclear fallout in the last few centuries, and the Capellan rulers did little. Since taking over, the FedCom supported several projects to reclaim land and develop the economy. After discovering several major untapped mineral resources, the development if Indi continued. From 3035 to 3050, the population doubled and the hardy people continued to hammer at the stubborn planet to yield its secrets.
This growing prosperity brought a lot of attention from Sun Tzu Liao and his Zhanzheng de guang intelligence and rebels. They struck hard, taking several cities on planet. The locals formed massive counter-insurgency groups and struck hard against the Liao forces and recaptured a few towns. A Marik backed mercenary unit is still on planet even though Operation Guerrero ended some time ago, and it is reinforcing the Capellan position. They are the Lagendorf Lancers. The major defnse of KRist, a major mining center which is well defended, has become the key battle on planet, as the local defenders of the Epsilon Indi Irregulars are based here. The Irregulars have outdated mechs, local infantry and tanks, and nothing too damaging against the mercs and the Cap forces still on planet. While KRist has not yet fallen, each attack brings the Liao forces closer to breaking through.
Duke Abraham has tried to get aid from Davion, and he has asked for aid from various Marshal, the military, and Victor. No one is coming. Eyes are not on the Chaos March. He has looked into hiring mercenaries, but he cannot get a high enough quality of troop or enough numbers to fight against the Capellans on planet. If a major force does not arrive quickly, they will lose the planet. Various force reports verify this.
Essex agrees to send aid. He also does not require Duke Abraham to join the Celestial Coalition if they win. “That’s what those idiots on the thrones do.”
Abe Sargent
11-23-2012, 08:44 AM
Beginning of the First Epsilon Indi Campaign
March 25 – Our troops arrive and land on Epsilon Indi. The Capellans have bought out the Lancer’s contract, and now are the ones administering them officially. We look at reports on the lancers. They are a regiment of BattleMechs, poorly run. They are regular, and have attitude problems with their staff. They prefer long drawn out defensive campaigns in order to reduce losses. Their battle commander is uninspired. If we can force them to take heavy losses quickly, we can demoralize them ad keep pushing until they are off the field.
They have just a few wings of green aerospace fighters. Their allies are the local Epsilon Indo Freedom Brigade, the forces gathered by the Liao units, and they are a large infantry unit. They are not currently fighting with the Lancers, but are allied with them.
We captured the area around the planet by deploying our Vengeance and its 40 fighters. It enabled us to do a hot combat drop to hit the Lancers as fast as possible and smash them. We have not secured the LZ, but are clearing it with a few fighters and landing virtually on top of them.
We dispatched Delta Regiment. Because Flame Battalion is currently on Terra Firma, we have just eight companies, with the two new ones – Utopia and Weston joining. To reinforce them, we have also sent Catapult Company, a aerospace company, to aid us. Plus, we have dispatched a super special surprise and given Conner Ward permission to use it if necessary. The Fury Unbound will leave in a few days to head back out and assist elsewhere, but for now blasts the local fighters.
Abe Sargent
11-23-2012, 09:07 AM
Here are our Companies – Utopia, Weston, Shadow, Sealion, Bruiser, Aegis, Shield and Chainmail.
After dropping hot, several companies have their presence protested. The first is Aegis Company.
Daishi Prime
Man o War H
GAL-1GLS Gallowglas
ON1-K Orion
GUN-1ERD Gunslinger
DAI-01 Daikyu
TBT-7A Trebuchet
ARC-2R Archer
STY-3C Starslayer
STG-3G Stinger
SDR-5V Spider
ASN-40 Assassin
We have two clan mechs, about five elite pilots, and a few vets and regulars.
Our Foes
ON1-M Orion
PXH-3M Phoenix Hawk
Albatross
Apollo
WVR-7M Wolverine
WSP-3M Wasp
VUL-5M Vulcan
Anvil
Hammer
Battle Hawk
Wraith
AS7-K Atlas
Because of their decades-longstanding contract with Marik, they have a lot of Marik mechs, and upgraded tech. Since they were not fighting the clans, Marik spent a lot of money to not only send refits to the FC and DC but also to refit their own mechs. After all, they spent no money on rebuilding units or planets.
This is their Albatross, an odd 95 ton mech which feels like it has everything but the kitchen sink. Among its weapons are an LB 10x AC, LRM 15, er large laser, large pulse laser, srm 6, and two medium lasers. It has an XL engine that moves it 4/6 CCASE to protect the ammo, 14/28 heat sink, and just 13 tons of normal armor.
http://www.sarna.net/wiki/images/3/37/CCG_Mercenaries_Albatross.jpg
Abe Sargent
11-23-2012, 12:07 PM
They will retreat after losing just a few mechs.
We are fighting by hills, and rocks. No plants.
Turn 1 – We only have level 1 hills and level 1 depressions. We lose initiative. We don’t move any of our four fire support mechs – Daikyu, Archer, Trebuchet and Gunslinger. We hop our Stinger above their Vulcan, who also jumped. Our missile weapons focus on tehe nearby Albatross, and our smash mechs on the nearby Orion. Their Anvil destroys our Stinger’s CT and it is destroyed permanently. Our Starslayer hits an engine on the Albatross once. After taking more than 120 damage, it tumbles.
Turn 2 – We win init. A few of their mechs go overheat, including the Phoenix Hawk. They retreat their Orion. Their Albatross falls when it tries to stand and stays on the ground. Their Atlas begins to approach my fire support mech’s position now that one of the guardians, the Stinger, it gone. Our Spider hops to their Orion. Our Assassin does as well. I move the Man O War to just two hexes away from the Orion too. Our Archer destroys the LT on their Albatross and it shuts down. Their Atlas destroys the LA on our Archer. Our Man o War destroys the LA of their Orion. Their Atlas falls. Our Archer took more than 80 damage but did not tumble. We kick and destroy the RL of the Orion and it falls hard.
Turn 3 – We lose init. I order the Man O War to move on from the downed Orion. It tries to stand but fails. The Atlas stands and runs closer though. They hop their PXH next and above of our Daishi. We have flanked them with our smash lance on the east flank. We have successfully pincered them. They begin to move their mechs into a retreating position, and will probably leave after this round. Our Gunslinger gets a limb blown off on the Atlas RA. Our Daikyu destroys its Rt and it shuts down, too many engine hits. Their Orion hits the hip and foot on our Spider. Our daishi destroys their Phoenix hawks LA, LT and shuts down the mech with engine hits. Our Gallowglas destroys their Battle hawks RT and its shuts down. Our Orion hits the engine and gyro twice each on it. Our Man O War’s Ultra AC 10 destroys the RT of their Orion and it shuts down too.
In one turn, we have destroyed four of their mechs and five total. They quickly retreat. Our Spider fell, but nothing else. We are unable to get a mech to replace the Stinger from this salvage, so Aegis is running at 11 mechs right now. Archer we can fix from our parts and supplies in a few days.
Abe Sargent
11-23-2012, 12:34 PM
Stinger H, LT, RT, LA, RA, LL, RL
Archer missing LA
Albatross, missing LT
Atlas, missing RT.
Phoenix Hawk, missing LA, LT
Battle Hawk, missing RT, reapir gyro, engine
Orion, missing RT, RL, LA
Abe Sargent
11-23-2012, 12:50 PM
The other hot landing is a protestation against Utopia Company.
Here they are:
Jackal
Tempest
War Dog
WHM-7M Warhammer
CDA-3M Cicada
Her-4M Hermes
GRF-3M Griffin
STK-5M Stalker
LGB-7V Longbow
Anvil
CN9-D Centurion
HBK-5M Hunchback
This is their War Dog, a 75 ton heavy mech with 4/6 movement via an XL engine, about a ton shy of max ferro fib armor, 10/20 heat sinks, Guardian ECM suite and Anti-Missile System, 2x SRM2 streak One shots, gauss rifle, large pulse laser, two medium pulse laser and a small pulse to the rear.
http://www.sarna.net/wiki/images/thumb/4/4a/3055u_War_Dog.jpg/598px-3055u_War_Dog.jpg.png
Abe Sargent
11-23-2012, 02:56 PM
Same ground as before
Turn 1 – I deploy my long range mechs on a ridge at the top in front of level 2 hill on a level 1. We lose init. I go prone with the Comet by my long range mechs, and will pop up and harass anyone who comes by. I move my BattleMaster down the hill in the middle, followed by a few other mechs, in hope of absorbing their fire. We target their Longbow with our fire support mechs. Our others target their War Dog. Our Warhammer smashes the H of their Longbow with an ER PPC and goes internal. An LRM 65 from the Griffin IIc nails the H and finishes it. Our BattleMaster tumbles.
Turn 2 – With an assault mech dead, they began to move off and will only last one more turn. We lose init. We manipulate our Axman behind their Centurion. Our BM rises, and moves next to and above their War Dog. Bumblebee adjacent to and above their Tempest. I go overheat to unload on the centurion’s Rea with my Axman. My fire support mechs concentrate their long range weaponry on their Hermes and their short range ones on the Griffin that jumped near them. An AC20 blasts the Centurions left torso rear and destroys it – it shuts down. Their Tempest destroys the RA of our BattleMaster – our Warhammer carves the gyro once on their Hermes. Our BM falls. Their Hermes tumbles and smashes its gyro and engine once each and is down. Their Tempest falls, but not the War Dog I wanted to end. Or that Griffin. Still, we finished three mechs, despite a savaged War Dog.
Abe Sargent
11-23-2012, 03:29 PM
Longbow, missing H
Centurion missing LT.
Hermes, gyrox2, engine x1
BattleMaster missing RA
We are able to replace the arm, but it will take at least a week.
We have secured our landing spot and are about ten miles from the Lancers’ camp.
Abe Sargent
11-23-2012, 03:46 PM
March 27 – Because of our arrival, the Lancers have backed off and Col Ward’s Shadow Company arrives in Krist to discuss with the Duke and General up close. The Fury Unbound has left orbit and moves back to the jump point, but Catapult Company is still here. The city has had makeshift barricades built around it, and the populace largely evacuated. We convince them to move their headquarters elsewhere to prevent further damage to the city. We will keep them from moving to attack them in a weaker position until they fortify. They will start moving out tomorrow.
April 2 – Krist is now fully evacuated, and we have set up pre-fabricated headquarters. We almost had a battle between scout units, but it was not to be.
April 3 – We launch a secret attack at night against their base. Conner Ward slips into our surprise – the Exterminator, vintage star league, with stealth armor that prevents heat, metal and electronic signatures. It must be visually seen to be detected and attacked. Today is normally bright, but with storm clouds, it’s very dark.
Conner moves out and hits their local pickets. He tries to slip past them and…it works. They do not detect him. We have Catapult Company on standby to assist, in case it’s needed. Conner Ward arrives at the boundaries of their encampment, where they have a lot more than just pickets guarding. They have mines around their base, which the locals discovered a few times. We have to avoid the mines, because an explosion obviously gives us away.
The Exterminator slips into the area believed to be mined, and careful analysis of the ground before moving will hopefully keep the mech from hitting a mine. A few are avoided and he slips past them. The final boundary is a scout lance, but dropping to the ground behind a small hill and waiting twenty minutes until there are far away gets him in.
We have three targets. Slipping off Conner are one full group of men in Kage Battle Armor. This stealth power armor allows the infantry to penetrate the compound further. They place bombs at the nearby fuel depot and by a pair of jeeps. They return, and take up position on the Exterminator again. Conner moves quietly to near the building we believe is the ammo supply and storage warehouse. In one barrage, he launches fire into it and the infantry trigger the explosives. Immediately, three explosions rock the place, a jeep ,the fuel tank, and this warehouse, which was wrong – no ammo, just food. Conner walks his fire to a car and a Savannah Master and destroys them before jumping twice and getting out of their compound. They never find him nor the Kage power armored folks and the mission is a success.
Abe Sargent
11-23-2012, 04:03 PM
Later that day, we push a company of mechs towards their compound – the powerful Sealion Company. It’s almost completely elite, and heavily clan tech. We is loaded for bear.
With our company moving forward, the Lancers send out a battalion of troops to outnumber us. We use the longer range weapons to snipe them before they can arrive at us, and they cringe back. Catapult Company arrives to shoot them back, and with most of their fighters destroyed, they don’t risk the last couple. A few long range weapons carve into the fighters, but little damage is done.
After that, Sealion begins a cautious retreat. Smelling blood and assured of success in numbers, they move forward, but cautiously, fearing a trap such as mines or ambush. Instead, neither are planned and Sealion manages to keep sniping at them just with energy weapons which they cannot retaliate. We are not wasting ammo on this exchange of gauss or LRMs. AN ERPPC from the Masakari stabs and destroys an arm from a defending mech and an ER Large laser from the Mad Cat lances a leg open and hits a hip actuator and the mech falls. Their cautious nature is costing them a lot of armor.
After five minutes of this, they have to make a difficult decision. Close and try to overwhelm our better mechs and pilots? Or retreat and concede in the face of this? An ER PPC from the Marauder IIc as a glancing blow off the head off a Grand Titan and almost killing it forces them to stop and slowly retreat. Without using any ammo, we have done a lot of damage to our foe.
Abe Sargent
11-23-2012, 04:15 PM
April 7 – Our next plan to throw them is to prepare a trap. We mine a hill with the use of local mines from the planet. We leave open one line up each side of the hill and from the top, a mech that can just seven hexes can jump to the top without triggering any issues. We create an ad hoc scout lance with the Dragonfly, Assassin, Spider and Spider. This lance will get our foes to go up the hill and blast themselves. We pretend to be scouting as a normal scout lance, and run into once of theirs. We fire a little fire, take some light damage, and then flee. As we don, we run and jump up the hill and spin to make a new stand. Two are upset by the battle two days ago and follow, but two others hold up and don’t chase. The two chasing us hit several mines and each falls legs. We lance fire into the other two scout mechs and they are forced to retreat. The other two are captured and turned over to our techs.
Locust, missing RL
Jackal, hipx2, footx1
Abe Sargent
11-23-2012, 05:09 PM
April 10 – They send out a sortie of a battalion, but are forced to retreat when we send out a battalion plus Utopia and Weston on a pincer attack. We place bombs on the fighters of Cat Company and send them out to bomb their base while the battalion is still out. We bomb their camp. We lose a fighter from Catapult Company, but dealt a lot of damage to them.
April 13 – After some minor feints, it appears our foes have had enough and are picking up camp and moving farther away. They ignore our attempts at communication to see if they wanted to surrender and get free passage from Epsilon Indi. We would grant that to them anytime. We want to strike while they are moving, but surprisingly, they have gathered themselves vey smartly. A couple of extreme range strafes by Catapult Company comes to naught. We are just reminding them that we are still here. At night, Conner Ward strikes with the Exterminator and the Kage are set up outside of camp and sneak in while he arrives on the other edge. He launches fire at a few tents and wakes everybody up. After retreating into the darkness, the Kage power armored infantry penetrate their camp, set several explosions in the area, and retreat. No major things are blown up, just a few trucks, a giant water purifier, and those sorts of things. We also killed the guards at a few places, and perhaps eight or ten enemy troops were taken out.
April 14 – While moving even more, we move our entire regiment out to harass them. We again bring in clan mechs with long range fire, but they dispatch a battalion at the end of their convoy and camp it there on the top of a hill. They can hit us from the elevated position, and they sit there while the convoy moves further away. We consider a full attack by all eight companies, but hold off, and fly Catapult Company over to attack the convoy by air. This forces them off the hill to head back as one truck is destroyed in the first pass, with their defenders spread out too much they have left holes in their defense . We wait until their battalion is off the hill before moving, but it has taken too long and we are unable to harass the convoy further. At night, they have apparently discovered large lights and set up a perimeter to protect them against further infiltrations.
April 15 – They head out very early, well before dawn, and keep moving. They stop around noon and set up camp at the valley between two hills and begin to establish a new camp. It’s well defended with the hills nestling their camp well.
Abe Sargent
11-23-2012, 05:49 PM
April 17 – The local government has dispatched all of their mechs, a battalion of level one mechs like Wasps, Locust, Stingers, Javelins, Valkyries, JagerMechs, Enforcers, Crusaders, and more. They hold up at a location about ten miles from the enemy’s camp. We are going to try and attack en masse and force them to leave out the end of the valley, and at that end are the local mechs, powered down and hidden among rocks, hills, caves and bushes and trees. If we had some of our troops there they would suspect a trick. We march our entire regiment forward. Sealion takes point and they move out two battalions to face our eight companies – that’s bad math in their favor. They try to flank their third battalion to our left, but Catapult Company fires and forces them back to the pat. The other two battalions wait until the third one is here. We split up into battalions, with Utopia and Weston moving up to support Bruiser on the left, Shadow to assist Sealion in the middle, Armor Battalion on the right with Aegis, Shield and Chainmail companies. We have our two strongest companies in the middle, against an entire battalion. By giving our foe those odds, we are inviting them to move in. Surely our foe will want to move in an entire battalion against our two companies, right?
They do. Because these two companies are in front, we are fighting first. This flank will determine what happens with the rest of this battle.
Shadow Company and Sealion Company are listed below, not in that order
Mad Cat Prime
Masakari Prime
Grizzly
GHR-5J Grasshopper
Marauder Iic
ARC-2R Archer
CRD-4K Crusader
Galahad
Shadow Hawk Iic
Griffin Iic
Dragonfly A
LCT-1E Locust
ON1-AbeC Orion
HGN-732 Highlander
ST-8A Shootist
FLS-8K Flashman
Zeu-9S Zeus
GAL-1GLS Gallowglas
APL-1M Apollo
GRN-D-01 Grand Crusader
LNX-9Q Lynx
PXH-1b Phoenix Hawk
STY-2C Starslayer
TLN-5W Talon
Elementals
Elementals
Shadow has two sets of Elementals, and they are in this battle. Conner Ward himself is involved in this battle. Here is our opposing battalion of mechs. Get ready. We are doing this by weight, from assault down to light in that order.
Grand Titan
Albatross
CP-11-A Cyclops
BLR-3M BattleMaster
Cerberus
AWS-9M Awesomex2
VTR-9K Victor
GOL-3M Goliath
GHR-5J Grasshopper
CTF-3L Cataphract
CRD-5M Crusaderx2
Anvilx2
ARC-4M Archer
OTL-5M Ostsol
QKD-5M Quickdraw
RFL-5M Rifleman
TDR-7M Thunderbolt
Hercules
Apollox2
BJ-2 Blackjack
WVR-7M Wolverine
CDA-3M Cicadax2
HBK-5M Hunchback
Huron Warrior
PXH-3M Phoenix Hawk
WSP-3M Wasp
STG-5M Stinger
Battle Hawkx2
SDR-7M Spider
Hammerx2
They have 36 mechs against our 24. We also have two points of battle armor in the Elementals.
This is their Grand Titan, a 100 mech made just a few years ago. With the aid of an XPL engine, it move 4/6, 288 points of armor out of a max possible 307, 12/24 heat dispersal, an anti missile system, an LRM 15 and two SRM6 with Artemis IV, two large pulse lasers, two medium pulse lasers and two small pulse lasers facing the rear. For all of it size and ferocity, it features the weapons load and speed of a 70 tons mech. I don’t rate them highly. (They are also super expensive – this one mech is worth 30 million CBills. You can outfit a whole lance with care for that price)
http://www.sarna.net/wiki/images/f/fe/CCG_Mercenaries_Grand_Titan.jpg
Abe Sargent
11-23-2012, 10:57 PM
This battle is fought on a 24x24 map instead of the normal sized one. We create a map with low elevation, low rough, and low woods. We begin on the west, and they on the east. We have never fought a battle this big before, and we are outnumbered 3:2, but we have a ton of clan mechs, (Eight total) and virtually all elite pilots (As a reminder, Shadow was made to be that Black Widow Company style unit, and Sealion followed). With a bigger map and a ton of units involved, this is going to be a major battle. But recall that our foe does not like a lot o flosses, and may run sooner than others.
Turn 1 – I set up in order to move my mechs into cover or smashing through, as needed. We win init without having to use tactical genius. I take up some camping nests for mechs such as the Apollo, Galahad and Archer. They are moving their scout mechs to our smash forces in the south. Our Northern Forces focus fire on their grand Titan, and our South group on their Huron Warrior. A few of our mechs take attacks of opportunity on other folks. For example, our Mad Cat unloads on a Battle Hawk and our Archer on a Spider. They focus fire on our Apollo. Our Marauder IIc hits the engine on their H Warrior. Our Lynx destroys its LA. The Zeus nails its engine again and then blows up the LT and it shuts down.
Turn 2 – We win init after using tactical genius. A few of their snipers – Rifleman and Apollo and such set up sniping posts as well. They are moving up heavy elements against our fire support mechs in the north, such as Albatross, BattleMaster and Grand Titan. I have my Elementals blocking as well as some medium mechs like the Starslayer and Phoenix Hawk running interference. I leap my PXH next to their G Titan and above it. I also hop our Lynx above and adjacent to their stinger. Our smash mechs focus fire on a few scout scout mechs hopping towards us. In the north, many of our mechs have moved to the Rifleman. Our Masakari destroys the RT and LT of their spider. And nails the engine. Our Mad Cat blasts the RA of their Wasp. Our Grizzly follows by destroying the Wasp’s CT. The Wasp’s engine fails and destroys the Spider’s CT. Our Orion destroys the RT of their Battle Hawk and it shuts down. Their Grand Titan and Rifleman tumble. Despite taking more than 80 damage, our Lynx remains upright. I misses a kick on their Stinger though.
Turn 3 – Despite us taking out a few mechs that turn, they were all light mechs and don’t change things much. The lancers are still moving forward. We win init without use of tgen. Their Rifleman stands okay. Heavier mechs charge us on the south, such as Hunchback, both Awesomes and Victor. The Grand Titan rises as well. I leap our Lynx back into woods to keep it from any more danger. They move their Albatross, Grasshopper, G Titan and BM into our Elementals guarding our fire support mechs. Our Shadow Hawk IIc bases their phoenix hawk. Other mechs charging me in the north are an Anvil, Cataphract, Wolverine and Battle Hawk. I hop my Dragonfly over to assist, next to their Albatross. Our Grasshopper moves in as well, and I add the starslayer to it and the Griffin IIc moves just two hexes from their G Titan and three from the Albatross. In the south, an Awesome is the focus of our fire. In the north it’s the Rifelman again and the Cataphract and others as targets are available. My Dragonfly goes overheat on their Grand Titan after other mechs blast it. Even our Elementals blast it. Their Awesome gets a limb blown off crit on the Masakari;s RA. Our Gallowglas hits the engine on an Awesome. Pour Orion hit sthe gyron on it twice and its down. Then our Grizzly destroys its LT and it shuts down with engine hits. Our Dragonlfy finds the SRM ammo on their G Titan and the RT goes up, protected by CASE< but the mech shuts down with the XL engine. The engine has a cascading failure, and hits many adjacent mechs including many of our own. One part hit sthe Albatross in the head for 5 damage. Our Starslayer also destroyed the RL on the G Titan. An ER PPC from our Talon lances forth and destroys their Rifleman’s RA and nails its engine twice. Our Apollo hits the engine a third time and the Rifleman shuts down. Their Albatross falls. No major damage from kicks
With us destroying 7 of their mechs, and having none of ours in exchange, they pull back and we let them go.
Abe Sargent
11-23-2012, 11:22 PM
Huron Warrior missing LT, LA
Battle Hawk missing RT
Awesome, gyrox2, enginex1, missing LT
Grand Titan, missing RT, RL
Rifleman, missing RA, enginex3
Wasp, H, RT, LT, LA, LL, Rl
Spider, RA, LA, H,, LL, RL
Masakari – reattach RA
Abe Sargent
11-23-2012, 11:22 PM
As our foe melts away, the other two battalions of the Lancers also fade, instead of engaging the flanks. We push them, and move them into their base, and they keep retreating in an orderly fashion. We push them past the base, and as they move further out, the mechs of the local forces warm out, and start blasting them. They hit and destroy four enemy mechs before they can mobilize. Catapult Company flies in to help protect them from a charge. With us in their rear, they cannot afford to get bogged down attacking the ambushers, so they flee down the river between them. Another few mechs are legged or destroyed by the planet’s defenders or Catapult Company and our foes have lost about 15 or 16 mechs today. With the losses in previous battles with us, they are down about two companies now. The planet gets their mechs from the ambush to replace attrition from the war they have been fighting for months.
April 20 – They set up camp fifty miles away, but without many of the supplies from the camp we captured, time is running out for the Lancers. They lost supplies, armor, food, and more. They have lost two companies out of nine. They have lost men, mechs, and every battle. We don’t believe it will be long before they will surrender. This is a group that likes long, defensive campaigns, and not losing a lot of materiel.
Abe Sargent
11-23-2012, 11:28 PM
April 22 – The Fury Unbound has arrived again, after the Sirius and Procyon battles are over. 40 fighters, plus Catapult Company, bomb and strafe their camp at night. As the morning lifts, Kage Battle Armor scouts discover that we took out at least seven of their mechs and much of their remaining supplies.
After a night of bombardment, and with the promise of future ones. The Lancers radio their surrender. We allow them to leave the planet peacefully and to return to Capellan Space.
What we gained:
Stinger H, LT, RT, LA, RA, LL, RL
Wasp, H, RT, LT, LA, LL, Rl
Spider, RA, LA, H,, LL, RL
Albatross, missing LT
Atlas, missing RT.
Phoenix Hawk, missing LA, LT
Battle Hawk, missing RT, repair gyro, engine
Orion, missing RT, RL, LA
Longbow, missing H
Centurion missing LT.
Hermes, gyrox2, engine x1
Locust, missing RL
Jackal, hipx2, footx1
Huron Warrior missing LT, LA
Battle Hawk missing RT
Awesome, gyrox2, enginex1, missing LT
Grand Titan, missing RT, RL
Rifleman, missing RA, enginex3
We replace our Stinger with another from our garrison.
So, we gain 15 mechs, all level 2 mechs.
The forces on planet can finish the job against the local Liao infantry. Duke Abraham contacts Duke Essex, and admits that he and Epsilon Indi, will not be joining the Celestial Coalition. They will be going independent. Our troops will leave and return and be ready for action May 15.
End of the First Epsilon Indi Campaign
.
Abe Sargent
11-24-2012, 07:56 AM
Back to the regular campaign.
March 1 – We agree to terms with a mercenary contract on Outreach. We have hired Smithson’s Chinese Bandits. This unit was just decimated on the nearby world of Nanking, captured a lot of materiel on the way out, and jumped off planet. Then Thomas Marik refused to refit their captured mechs to replenish their forces. He gave them some refit packages and XL engines and cancelled their contract. They arrived on Outreach and were forced to trade an Overlord DropShip to the Dragoons for a company of IS OmniMechs, and two companies of upgraded mechs. He gave the field refits to more than 100 soldiers, and his two regiment commend was reduced to two battalions, four fighters, a company of infantry and still three Overlords, one more than they need. We have agreed to take on a large number of ex-Chinese Bandits to fill our ranks with the empty mechs we have. Meanwhile, the Celestial Coalition is hiring the Chinese Bandits for a two year garrison deal for Terra Firma. They are rated A- on the Dragoons rating, and are a very high quality unit, that needs some time to refit, repair, get used to being just two battalions, and more.
Not all ex-Bandits agree to come to our unit, but many see us as the best option of many choices. They have field refit kits to help them get employment with various merc units, but we don’t need them, and give them back to the Bandits.
Abe Sargent
11-24-2012, 08:12 AM
Our new units:
(Includes mechs from the Epsilon Indi campaign, and thus will not be up and ready until May 15, 3058 You can see we are continuing to use the mechs we found from the Star League)
Bandit Company
AS7-K Atlas, Lt. Mena Kuang
DRG-5N Dragon, Harvey Masruq
STC-2D Striker, Janghyun Sankrant
Hatchetman, Carly Dahl
LGB-7V Longbow, Sgt. Corneles Pruvost
WHM-7S Warhammer, Nyla Martínez
VND-3L Vindicator, Marc D'Isles
Gunslinger, Virginia Pitti
ALX-1kc Alexander, Sgt. Wrocislawa Zelenohorskyj
VLK-QD Valkyrie, Manchu Hu
WVE-5N Wyvern, Isaac MacKintosh
BUM-1 Bumblebee, Vlasta Benda
All former Bandits are veteran. Hatchetman is level 1 tech.
Abe Sargent
11-24-2012, 08:23 AM
Kevlar Company
Behemoth, Lt. Cornel Comaneci
Phoenix Hawk IIc, Callan Stötzer
Thunder, Mejin Izvitsky
KTO-19 Kintaro, Hung Tsou
AWS-9M Awesome,Sgt. Reba Bunescu
WHM-7A Warhammer, Brad Helton
TBT-7M Trebuchet, Norma bin Dhul Fiqar
EXC-B2 Excalibur, Jean-Philippe Legrand
ALX-1kc Alexander,Sgt. Ahomana Horesa
Sentry, Lois Turczany
PXH-3M Phoenix Hawk, James Dharr
BUM-1 Bumblebee, Mejin Kwon
Behemoth and PHX IIc are clan mechs.
Abe Sargent
11-24-2012, 08:39 AM
Iron Company
Guillotine Iic, Capt. Andrey Vihorev
CGR-1A5 Charger, Kuana Suzuki
ON1-M Orion, Kyung-Soon Kim
KGC-000 King Crab, Nira Umar Khel
Mad Cat Prime, Sgt. Oscar Theyer
EXC-B2 Excalibur, Jon Aga
DV-7D Dervish, Ema Richardson
GOL-3M Goliath, Evangeline Morishita
ALX-1kc Alexander, Sgt. Harley Sergeant
Shadow Hawk IIc, Lucy Quenery
CLNT-2-3U Clint, Fergus Kaisaris
CMT-1 Comet, Tähti Noronen
The Shadow Hawk IIc, Guillotine Iic and Mad Cat are clan mechs. The Charger and Comet are level 1 mech 2.
These companies are moving to Delta Regiment, and Shadow Battalion is moving back out. Conner ward remains at Delta Regiment though. We offered to have all of their unit join us, and incorporate their two battalions along with more than 100 MWs that were disposed and just add tow regiments to our force but they wanted to keep their independence, which we understood.. About one third of their dispossessed MWs joined us and gained mechs again.
On Terra Firma will remain Brawler Company, the infantry and tanks. Flame Battalion will return on April 30 from there.
Abe Sargent
11-24-2012, 08:39 AM
EVENT March 7 – Word of Blake has gained control of all of the Terra system, save for the Titan Ship yards., which remain under ComStar control. ComStar will not assault Terra, because they are focused on the clan threat and fighting clans.
Abe Sargent
11-24-2012, 08:40 AM
EVENT March 15, 3058 – A giant Jade Falcon force arrives at the major industrial world of Coventry, and the Coventry Campaign begins. With countless troops on both sides, this Campaign bogs down into many battles. Both sides pump in more troops over the early stages of the campaign, defending troops move to a guerrilla campaign until reinforcements arrive.
Abe Sargent
11-24-2012, 08:59 AM
March 23 – After learning about yet another defeat from us, Sun-Tzu Liao has decided to take matters into his own hand, and has hired a mercenary unit to attack Capolla to try and retake the planet, and if not, to deal us some serious damage.
Abe Sargent
11-24-2012, 08:59 AM
Beginning of the Second Capolla Campaign
A regiment of troops and another of vehicles have secured a landing and arrived at Capolla. On planet we have six companies of mechs plus various infantry and the force we were building for the local planet. We tell that force to keep things calm and quiet on their end, while we will handle the mechs. We send a message via the HPG station for aid. And get ready to play defense for a while until aid gets here – which won’t take that long when you are one jump away.
Expecting us to wait for reinforcements, they decide to hit us quickly. Amazon battalion is about three hours from their landing site, and both regiments begin moving toward us. Knowing that we are the target, and not the local planet, we inform the local authorities that we are moving to prevent any damage to the infrastructure or people.
After an hour, we are in the hills about one hour north of our original position, and this enabled them to close to within two and a half hours. We continue and soon we are one hour away from them, and four hours from the city we were at. Night falls, and both units hole up for the evening.
Abe Sargent
11-24-2012, 09:36 AM
March 24 – Meanwhile, the other battalion gets airlifted to near us, and then we begin to move out predawn. Now that we have put enough space between us and the mercs, we move in the opposite direction. The regiment of vehicles stays behind so that they can keep up with us over these hills with mechs.
They combine several scout units together that are faster than our slowest mechs ad speed up to harass us. If we turn and fight, it will take too long and we will get caught, one battalion to an entire regiment. We have no choice but to do the same. They have every scout lance, so nine lances of mechs, plus a few faster mechs in other areas, so about 30-35 mechs closing down. Sure , our heavy and fire support mechs would cut them down in a slugfest. But right now, we have a speeding unit about the same size as ours and if we turn, then the other two thirds of their unit will smash us.
The only way we can get out is to slow down their scouts, and there is only one way to do so. We need to dispatch some mechs as a rearguard to secure our exit. If we send out some scouts of our own they will get massively overwhelmed. We have one option – to drop some mechs significant enough to scare them off and force them to face them. It’s a suicide mission, because whoever is given it, will get destroyed and captured.
Mustang, Hex, Raven Company. We decide to send units from Hex Company back as a rear guard. Just four will be quickly circled around, so we have to send back eight mechs to keep them back.
ON1-K Orion
BNC-3E Banshee
WTH-1 Whitworth
ENF-4R Enforcer
SDR-5V Spider
PXH-1 Phoenix Hawk
CMT-1 Comet
COM-2D Commando
Those are the scouts and fire support mechs of Hex Company. The other lance will continue. The goal of this stand is to destroy and delay our foes as long as possible. If possible, a fast mech such as Spider or Phoenix Hawk could manage to get away if the mission is successful.
Abe Sargent
11-24-2012, 09:47 AM
Hex’s Final Stand
Our foes are many and varied. Just assume that we are facing 30 light and medium scout and scout-ish mechs, and no list will be given.
Hex Company has been with us a long time, and it includes the Fehr twins, Marsha and Mara, plus many others.
We will fight until destroyed. Any salvage is given to our enemies, and that includes our own. There is no reason to eject from a fighting mech to surrender. We have 33 enemies from Shadow Hawks and Griffins down to Darts, Locusts and Hermes. They are about half level 1 mechs and half level 2 ones. We begin in the north and they in the south.
This sacrifice play will only work if we hold out for at least SEVEN turns. Otherwise, they blow through us and manage to catch up with the main group.
We are fighting on the general BattleTech map that came with the game I like to pull it our every so often. Here it is:
http://www.sarna.net/wiki/images/0/0b/MapBattleTech.jpg
(This is the later fancier version of the one I played on and still have)
Abe Sargent
11-24-2012, 06:11 PM
Turn 1 – We lose init. I set up in the two corners, the Banshee and Orion in the woods and the others in the hills. I move my Commando behind a level two hill to hide it and keep some of my guys in sniping positions and hop my Enforcer to a heavy woods for another place to camp. A Dart of theirs falls when walking backwards. Our Orion destroys the LA of a Commando. Our Whitworth nails the Commando’s armor and it blows up. One mech killed. They focus a lot of fire on my Comet, but mostly miss. Their Enforcer sets a fire in the heavy woods hex that our Banshee its it – this is okay, we can take the extra heat, because it only makes 11 heat but has 16 heat sinks for some reason, so we can take it. I’s good because it put smoke in the Orion’s Hex, so it makes it harder to hit that mech if they want to fire at it.
Turn 2 – We lose init. A group of fast mechs, such as Locusts and Cicadas charges our Banshee and orion’s position. A Dart runs above and adjacent to my Enforcer. Some of their mechs move into the water int eh middle of the map No failed piloting skills for them this time. 5 heat is made for staying in a fire, so my Banshee can fire the PPc and AC5 with ease and still be cool. A lot of their fire goes the Whitworth;s turn. Our Enforcer unloads on the adjacent Dart and destroys its RL and it falls.
Turn 3 – We lose init again. The smoke and fire are spreading. The Dart can’t stand, but when it falls, it falls down facing the Enforcer, so it can fire at him from close range with its Pulse Lasers. Two Locust base my Banshee. Our PXH hops over ot help, basing two Locusts. Our Spider moves over and bases one too. A Wasp bases th Enforcer. I run my Commando out to help. Our Orion destroys the LA and LT of a Locust. Our Whitworth the LA of a Wasp. Our Banshee hit sthe hip of another Locust. Our Enforcer the LA of the Wasp that based it. Our Banshee kicks, destroys the LL, goes internal, and this the engine once and gyro twice of a Locust. Our Enforcer kicks and destroys the LL of a Wasp. Our Spider punches and destroys the RA on a Locust. Four of their mechs fall.
Turn 4 – We lose init. More of their mechs swarm up to us. A Dart bases the Banshee, an Assassin jumps up, etc. A Dart fails to stand, and the mech’s pilot passes out in the fall. Our Whitworth is reeling. A Hitman bases the Banshee. I move my Orion from behind the Banshee to its left, where there is no smoke or fire. Some severely damaged mechs retreat and others take their place. A Cicada bases my Enforcer. Their Wasp right next to it does not stand. A Hermes moves in and bases it too. A Locust moves in to base my Orion. My Commando moves up to it and bases it . I hop my Comet over to assist the Enforcer. Our Banshee destroys the LA of a Jenner. Our Whitworth hits the gyro on one of the injured Wasps, and destroys its LA. Their Jenner destroys the RA of our Banshee. Our Enforcer destroys the LA and his the gyro on their Hermes. Our Comet destroys the RT and hits the engine onf their downed Wasp. Our Commando destroys the CT of their Locust that based our Orion. Their Dervish blasts the LT of our Whitworth. Our Enforcer falls, as does their Wasp and Hermes. Their Cicada kicks and hit the large laser on my Enforcer. Our Comet kicks and destroys the CT of their damaged Wasp. The engine blows up on the Wasp. It destroys our Whitworth, smashes the engine on their Hermes twice and Dart twice, Our PXH legs a Locust and it tumbles, as does their Hitman for being kicked. Our Enforcer hits their Cicada with a jump jet attack from the ground.
Turn 5 – We finally win init. Their badly damaged Wasp cannot rise and falls back down. Our Enforcer gets up and spins. A Stinger jumps in and bases the Enforcer where the now destroyed Wasp was. A locust bases my Orion. As does a Firestarter. Cicada bases the Banshee. Their Hermes tries to stand, fails and the pilot blacks out. Their Hitman rises. Hussar bases the Orion. They leap in a PXH next to the Enforcer. They replace their Dart with a Javelin next ot the Banshee. They leap their damaged Jenner next to my PXH. I leap my Spider back into the melee. I jump the Comet by their dart. My Enforcer tries to aim at the H of their Hermes. Their Cicada hits an leg actuator on our Banshee. Their PXH destroys the LA of my Enforcer. Our Orion destroys the RL of a Locust of some sort. Their Commando hits the engine twice of our Enforcer. Our Banshee hits the gyro once on a Hitman. Our PXH destroys the wounded Wasp’s CT. Our Spider hits the engine once on one of the billion of Locusts on the battlefield. Their Shadow hawk destroys our Enforcer’s CT. Our Banshee and the legged Locust tumble. Our Orion kicks and destroys a Locust’s H who is on the ground. Our Spider kicks and destroys the RT and hits the gyro once on a downed Locust.
Turn 6 – We lose init. Their Dart pilot awakens, but it can’t move. With the death of the Enforcer, one flank has fallen. A Locust fails to stand. As does their Hitman. Our Banshee rises. A Cicada moves to the spot of a dead Locust to base the Orion and Banshee. A Firestarter hops adjacent to our Commando. I hop our Spider to the space the Enforcer of ours was. I want to keep the mechs there busy for a turn. Our Spider succeeds where the encforcer failed and blasts the head off the their Hermes. Our commando destroys the LL and RA of their Hussar. Their PXH hits the hip of ours/. Their Hussar destroys its LA in the crash. Our PXH tumbles. Our Banshee kicks and destroys the RA of their Hitman. Our Spider kicks and destroys the RL of their Stinger. Their Jav punches, hits the H of our Banshee ,knocks the pilot unconscious, and it falls. Their STG destroys its LA in the fall.
Turn 7 – We must survive this turn in order to “win”. We win init. Their Stinger fails to rise. They aren’t even moving most of their mechs. Our PXH manages to stand. Smelling blood, they leap their PXH next to and above mine. They base me with their Commando too. I leap our Spider back ot the scrum. Their CDA hits the engine once on our Banshee. Another destroys its RL. Our Commando destroys theirs Hussars CT. Their Wolfhounds destroys the CT of our Banshee. Their PXH nails the H of ours and hits the life support. Their Firestarter destroys the LA of our Commando. One of their Shadow hawks destroys the LL of our PXH. Our Orion hits the gyro twice on their Firestarter and destroys its LL. Clearly, our PXH falls. Their CDA kicks and legs our Commando, and the damage travels to its torso, hits the ammo, and it explodes. The engine blows up, nails the Orion for 15 damage, and then sprays a bunch of their mechs., Destroys the LA of their Hitman, hits the hip of a Cicada, etc. Our Orion kicks and destroys the RL of another Cicada. Both Cicadas fall and one hits its gyro.
Turn 8 – We win init and have kept them away from our group long enough to keep them alive. Mechs basing my Orion include Locust, PXH, Wolfhound, Javelin,, Firestarter and many more. I hop my relatively unscathed Spider to the edge of the board, and hope to flee next turn. Their Jenner moves in on my downed PXH. I move our Comet next to the badly damaged Dart from long ago. Let’s see if we can’t finish off another mech before we go. Their Centurion moves up and bases my Comet. A Cicada hits the Orion;s ammo and it goes up. Our Orion, before it goes, destroys the CT of another Cicada and it is dead. Jenner destroys the LA of our PXh. Our Comet destroys he RA and RT of their Dart. The Jenner kicks and destroys the RT of our PXH ., Their Commando destroys its CT and it sis gone. Our Comet punches and destroys the Dart’s CT and it sis gone too. Their Centiurion’s kick destroys the RL of our Comet.
We flee with the Spider, they destroy the Comet, and we have lost seven mechs. The MWs have been captured. Five of our pilots leveled up, but we won’t be able to do that, until or unless we get those pilots back, such as via a POW prisoner exchange.
And just like that, we are down seven mechs on Capolla already. However, they are down a lot more. This was a very costly battle for them. Numerous mechs were legged, destroyed, and more. Some can get up pretty quickly. Many cannot. One of their warriors was killed, the pilot of the Hermes.
Tellistto
11-24-2012, 06:42 PM
Revenge is going to be so sweet on these guys once the hammer comes down on them. Tough battle, but good result for the loss.
Tell
Abe Sargent
11-24-2012, 09:07 PM
March 26 – They had to pull back due to the number of losses they encountered. Pushing forward would have been madness. This enabled us to put a lot of distance between them, and now we are joined by the other battalion. Because all of our mechs were left behind, all we had to fix was some minor armor stapling to the Spider which had taken less than 10 damage, and we were up and ready. It will take weeks to get all of their mechs fixed. Some are completely destroyed. Most of ours were as well, so they have little salvage to repair on our end.
We have set up a base just outside of a large mine complex, with two entrances to the base from trails along the mountain on each side, and a large mining complex behind us to retreat into if needed. It’s easy to defend, because both trails converge right at the front of our base, so we can defend the front more easily, and we have three routes of retreat to cover us. This mine is so important it has its own private DropPort.
March 31 – After some quiet days, a large force of the enemy arrives. It appears that they have sent all of their mechs that were either untouched in that earlier battle, such as Centurion, Shadow hawks, or Scorpion, or they were not in the battle. It appears to be about 80 mechs. Scouts tell us their tank regiment is moving in as well. We have 57 mechs. They clearly want to push us around before reinforcements arrive.
Abe Sargent
11-24-2012, 09:08 PM
Revenge is going to be so sweet on these guys once the hammer comes down on them. Tough battle, but good result for the loss.
Tell
I hope so!
Abe Sargent
11-24-2012, 09:35 PM
April 2 – With all of their available troops ready, they create two giant tongs. Each has a battalion of tanks and mechs. The rest of their troops have left, and my guess is that they are covering the two exists to the mine on the other side of the mountain or they are coming in. We head into the mine.
As we do, the mine branches off in various directions. We cannot keep all of our troops together, so we break off into smaller units. Once we have done that, we have companies and lances moving throughout the mine, and slowly moving towards the other exits. We have extensive maps of the mine from the locals, and we are not sure if they do or not. As we continue to move, several of our units run into our foes coming the opposite direction, and they have also splintered their vehicles and mechs into smaller units. We will be having several smaller battles in this mine.
For these battles, we will be using the Ishiyama maps. This is the arena for the Draconis Combine on Solaris VII, and it’s a giant fake mountain with fake tunnels and show running through. Here you can see what some of these look like:
http://www.sarna.net/wiki/images/7/73/MapIshiyama2.jpg
Abe Sargent
11-24-2012, 11:05 PM
Running almost smack into each other are Raven’s anvil company, scouting about sixty hexes ahead of the rest of the company, and an enemy unit. Here are our mechs:
ATA-2 Attila
HBK-4G Hunchback
BLR-1D BattleMaster
DRG-5N Dragon
We run into a bunch of vehicles moving through the mine. We’ll just ignore them for now. Here is our Dragon. The Attila pilot is elite, the Dragon regular, and the others vets.
http://www.sarna.net/wiki/images/thumb/0/0d/Dragon2.jpg/614px-Dragon2.jpg
Our foes are all regular. We begin on the south, and they on the north. We begin on smaller maps than normal to represent the metal in the mines preventing us from seeing each other until visual range is detected. They have 7 tanks.
Abe Sargent
11-25-2012, 10:08 AM
Turn 1 – We lose init. Our first visual scan detects a Bulldog Medium Tank and a Harasser missile Platform. We carefully move in. A Plainsman Medium Hovertank moves in. Our BM moves p and spies a Von Luckner, another Plainsman, and Rhino. Their final tank moves up, a second Bulldog. Our Hunchy and B Master each reduce the movement on some tanks by one. The Attila falls and hits its hip.
Turn 2 – We win init. I run up our Hunchback to cover the fallen Attila. IT stands. Our Attila nails the fuel tank on their Bulldog and it explodes. An AC20 to the face immobilizes their Von Luckner. Our BattleMaster follows up and destroys the Von Luckner’s front side while machine gun fire from it destroys the Harasser’s turret and its down too.
With three tanks gone, our enemies leave. We roll and are able to salvage both vehicles:
Von Luckner, Harasser
We do not pursue because we don’t want to run into more trouble and our Attila is damaged.
Abe Sargent
11-25-2012, 02:57 PM
The next battle is company wide. Laser Company smashes into a mixed force of mechs and tanks in the mines. Here is Laser, almost all regular:
ATA-1A Atilla
CTF-3D Cataphract
CTF-1X Cataphract
OSR-2C Ostroc
LGB-7Q Longbow
TBT-5n Trebuchet
GRF-1N Griffin
ARC-2K Archer
JVN-10N Javelin
LCT-1E Locust
CMD-2A Commando
SDR-5V Spider
Our foes entail eight mechs from a company that lost its scout lance, so heavier ones, and that has been supplemented by a lance of tanks.
Mechs –
CRD-4k Crusader *
STK-5M Stalker *
Victor
Hatchetman
Trebuchet
JagerMech
Orion
Marauder
Tanks –
Hetzer
J. Edgar Light Hover Tank
Pegasus Scout Hover Tank
Plainsman Hover Tank
We begin on the west, and they on the east. They have a lot of Plainsmans. Asterisks are level 2 mechs.
This is their Plainsman, a 35 ton hovertank made in the Taurian Concordant but sold in the Inner Sphere. It has 2 SRM6s and an SRM2
http://www.sarna.net/wiki/images/4/44/Plainsman.jpg
Abe Sargent
11-25-2012, 05:21 PM
We are fighting over a large pit that opens up and we can see each other on each side. The Pit is about 6x6 hexes in the middle and goes down about four elevations.
Turn 1 – We win init, and on a 10x10 map, this is going to be very fast. I hop my Spider next to many of their fire support mechs in the back. My Jav hops in as well. We fire at their Jager and Orion. Our Longbow hits the JagerMech’s ammo and it explodes. A few of their mechs carve deeply into our Trebuchet. An AC20 from the Victor destroys the RA. Our Locust hits the head of their Stalker, smashes the cockpit, and slays the pilot inside. Their Hatchetman destroys the RT of our Trebuchet. One of our Cataphracts hit the gyro and hip on their Orion. An AC20 from their Hetzer destroys the LA of our Trebuchet. Both their Orion and our Trebuchet tumble. Our Javelin kicks and halves the movement on their Hetzer. Our Spider kicks their Trebuchet and it falls.
They shoot the ceiling over our Javelin, and then use the cover to leave, after losing two mechs in one turn, one by lucky Locust fire, and having serious damage to the Orion, plus a wounded Hetzer.
JagerMech - LA
Stalker, cockpit hit
Trebuchet, missing RA, RT, LA
Abe Sargent
11-25-2012, 05:48 PM
Another battle begins with the remains of Hex Company run into an entire company of enemy mechs, and we flee immediately without any losses.
A fourth battle begins. Sabre Company’s scouting lance runs into the scout lance of one of our foes that survived the battle with Hex a few days ago.
Sabre Company –
Shadow Hawk Iic
Dasher D
JVN-10F Javelin
PXH-3k Phoenix Hawk
Them
ASN-23 Assassin *
Javelin
Phoenix Hawk
WLF-2 Wolfhound *
This is their Wolfhound
http://www.sarna.net/wiki/images/9/93/CCG_Crusade_Wolfhound.jpg
Abe Sargent
11-25-2012, 10:01 PM
They in the west, us in the east. We are in a small cavern.
Turn 1 – We lose initiative. Our mechs move to their side. I hop our Shadow Hawk IIc by their Wolfhound. Their PXH bases my Dasher. I unload on their PXH, but only their Wolfhound falls. Kicks don’t do too much.
Turn 2 – We win init. I hop my Jav by theirs. Their Wolfie rises and our PXH moves to it but one level up. Our Dasher moves over to it as well and their PXH jumps to our Jav. Their Assassin destroys the RA of our Javelin. Our Shadow hawk IIc destroys the LT of their P Hawk. Their Wolfhound gets a RL blown off critical on our Dasher. Our PXh kicks punts and destroys the Wolfhound’s H. Our Jav punches the internal CT of their PXH twice but hits nothing.
Turn 3 – We win init. Their Assassin does not move, to try and kill the Dasher I assume. I jump the Shadow Hawk IIc over to it. Their Assassin hits the gyro once and engine twice on the mech. Our JHav hits the engine once on their PXH. Our Shadow Hawk Iic destroys the LT on their Assassin. Our dasher hits three leg actuators on it. It falls, and the IIc kicks it in the CT and destroys the mech. Their two remaining mechs jump away, and we are left with some damaged mechs of our own to nurse.
Abe Sargent
11-25-2012, 10:04 PM
Repair us:
Javelin missing RA
Reattach Dasher RL, gyrox1, enginex2
Them:
Assassin H, RL, LL, RT, RA, LA
Wolfhound, missing H
Abe Sargent
11-26-2012, 08:17 AM
Another battle begins when our Fire Support lance of this company, left behind as the others scouted, is surprised by a group of tanks.
Sabre:
Supernova
Galahad
Vulture Prime
Rifleman Iic
They have six tanks.
Abe Sargent
11-26-2012, 09:20 AM
Turn 1 – Us on the north, they on the south. We are in a narrow two hex wide corridor that hits a T ahead. We win init. Our Supernova jumps out and discovers a Zhukov, Rommel and Plainsman. I run the Rifleman IIc to their Plainsman. Our Vulture does the same. A 2nd Plainsman moves in. I move my Galahad up to a sniping position. A Scimitar Medium Hover Tank moves up as well as a second Zhukov, so they have some heavy guys here. Our Supernova immobilizes and stuns the crew in their Rommel. Our Rifleman IIc destroys a Plainsman’s front. Our Galahad immobilizes the other. Our Supernova took 60 damage and fell.
The remaining tanks retreat. We have captured three tanks.
Gained - Plainsmanx2, Rommel
Abe Sargent
11-26-2012, 09:49 AM
The last battle is a major one by the exit. A large force of a company of mechs and another of tanks is at the south exit of the mine. The north one is free, they must not have known about it, and many of our troops get out that way, but communication in and around the mine is weak at best. So we must face their force. We have congealed, and fully two and a half companies of mechs are ready to push out. As we move in, we begin to hit mines and their tanks push back at us. Four Shreks PPC Carrires and two AC2 Carriers, clearly chosen for this mission, begin to harass us at long range. Sabre Company got out the north. With exploding mines, a quickly weakening mine, and long range fire sniping at us, we are in a real world of hurt.
We can’t push forward. Their position is too strong, even with numbers. We pull back and as we do, we shoot some of the mines, and explode the walls, caving it in to prevent them from following any time soon
Our combined unit moves through the mine, and smashes aside a couple of tanks that flee from the engagement with Sabre Company. Soon, if we stay here too long, we’ll run into the advancing units from the other side. We have to make for the other exit here, which is luckily clean, and we meet up with the other force. We spend 15 minutes destroying the exit and move off, carrying, salvage, body parts, destroyed tanks, and wounded mechs.
Abe Sargent
11-26-2012, 10:30 AM
Apr 5 – Our foes have switched strategies. It appears that they expect our reinforcements to arrive any time and have moved to a defensive plan until they arrive, to see how many we get. They have built a nice base in the mountains.
Apr 15 – Our reinforcements arrive. The Swift Justice WarShip has arrived in orbit, and it brought a few friends. In addition to bringing fighter support, it brought several units to help. All nine companies of Alpha Regiment have arrived. One company is still on Terra Firma. We also brought the other two units of Kage Battle Armor.
We now have one full regiment of mechs, two battalions of mechs minus the seven we lost, and massive amounts of aerial support. We should be able to blast our foes from this rock.
Abe Sargent
11-26-2012, 10:59 AM
Apr 19 - Fighters reveal that our foes have moved deep into the mines in order to keep from being aerially attacked. We move a DropShip of troops over and capture their old base. We establish pickets at every exit of the mine with reports required every five minutes. The Kage armor penetrates the mines, trying to find them. The combination of the local metals plus the stealth armor in the units prevents them from being located down there save by sight. We set up boosters for communications to talk up, but if they are found, they are easily destroyed and give away out presence.
They discover the central smelting plant inside one of the mines. Ore moves there, is smelted, and then moves to cool and eventually moves out – it’s almost all automated. It has giant shafts that create a lot of light and space. They find at least half of the vehicles in here – about 50 all told. Only a handful of mechs are here, maybe a company total.
We have one squad keep spying while the other moves out to find more of our enemies. We set up two more communication boosters along the way. As we move in, we arrive at a large central relay, with the remaining forces it seems. They have established several maintenance bays for refitting, and they are stripping metal from various equipment to make into patchwork armor, barricades, and more. They are building an encampment down here. It would take us months to break through. We can only attack with small numbers of mechs at a time, and they could defend with a lot. After trying to smash through barricades, gun emplacements, explosives, and weapons fire from tanks and mechs. The tanks in the other room are bringing equipment from the mines over to use in their defense, guarded by the mechs. This just got really bad
There are three mines that connect to this mountain. On Capolla there are over 100 mines currently in operation. Duke Essex talks with the representatives from Capolla, and we are forced to make a major decision.
Abe Sargent
11-26-2012, 11:19 AM
Apr 20 – We use the communication relays to open channels with the mercs below. They are listening, but not talking. Duke Essex informs them that they have one hour to surrender. IF they do, they will be allowed free passage off the planet back to Liao space, and we will exchange prisoners. Otherwise, we will destroy them completely in six hours.
After a few minutes, a person responds, and laughs at his proposal. How could we do such a thing? Clearly this is mere puffery. Duke Essex just calmly stares at the unknown person on the other side, and speaks two words. “Orbital Bombardment.”
The person looks a little less happy, but points out that only a capital WarShip has the guns and the ability to fire from orbit on the planet. Braham smiles, and agrees. He sends an order. Within five minutes, Captain Lewis of the WarShip sends a volley of naval class weaponry into the mountain. OIt shakes the communications.
“I will bring down the entire mountain on your heads. Or you can surrender. The terms still stand.”
Less than one hour later the mercs have emerged and prisoners are exchanged. They blast off Capolla and leave.
Abe Sargent
11-26-2012, 11:39 AM
Hex Company:
BLR-1G BattleMaster
DRG-1G Grand Dragon
VND-1R Vindicator
KTO-18 Kintaro
STK-5M Stalker *
EXC-B2 Excalibur *
RFL-5M Rifleman *
TBT-5N Trebuchet
SDR-5V Spider
WLF-2 Wolfhound *
CMT-1 Comet
ALX-1kc Alexander *
All of the mechs we captured were put in here. We lost mechs in this campaign, we lost seven, and gained just the Wolfhound, Trebuchet and Stalker. The remaining four lost mechs were replaced from our garrison.
Levels up for Hex:
Angel Herrera, Stalker, now a 2/4 pilot
Sgt Jose Cortez, Excalibur, now elite
Sgt Natalie Bronson, Spider, gains Melee Specialist
Steve Ovango, Wolfhound, now veteran
Patricia Enckbayar, Comet, now elite
Alpha Regiment and the various units that arrived to help out will return to EE on May 12.
End of the Second Capolla Campaign
'
Abe Sargent
11-26-2012, 12:16 PM
Rewind.
April 1, 3058 – Pirate raid from Byrant hits Terra Firma and steals from a local company and leaves.
Bryant was taken over by a local warlord, who has been sending his troops out on raids to Epsilon Indi, Keid, Terra Firma, New Home, and other planets. The pirate raids from Bryant have become an issue. Duke Essex assembles the Council of the Coalition, and they discuss answers. So far, Bryant has only been a minor issue to the Coalition, Indi and New Home are the major powers to suffer. Right now, it’s not an issue that bothers us. The planet is also rather poor. It has a subsistence level economy, and not much there.
The major future issue is the Duchy of Small. The Duke captured Ingress by sending a large number of troops and inviting them to join, and they’ve not liked it ever since. The Duke has been hiring mercenaries, doing raids of neighbors, and appears ready to invade nearby systems. There’s not a lot of high quality planets there. Let’s look at the planets local to the Duchy of Small
Sheratan, a planet literally on fire, as its vast forests are set ablaze by the mercenary unit, Fist of Mokal, as they lost and left. It has been blasted severely by this war.
Fletcher – A planet with a large population but known for nothing save being self-sufficient – Imports and Exports very little. Virtually no value added to an Empire, and to be fair, very littlecost in having it either.
Northwind – No waaaaaay they will attack Northwind, home of the Highlanders.
Epsilon Indi – Further away, but a legitimate future target for the Duchy.
Junior partner of the Duchy, Ingress, would make an ideal addition to our Coalition. It’s a massive economy, with heavy agricultural exports of seafood, plants, meat and lots more. It has light industry and manufacturing, but the sheer diversity of agricultural exports makes it a jewel. Envoys from Ingress have arrived in several capitals hoping to get help to shed the Duchy of Small’s tight grip, which is sucking their exports without compensation and the politics is a bit stifling. They have not come our way yet, but we would really be willing to listen if they did.
The Duchy will be left alone for now. The only major planets in the Chaos March near us that are left are Northwind, Outreach, home of the Dragoons, and Keid and New Home, currently under the control of Lyran Alliance forces. Well, one of those is, the other has a stalemate between Lyran forces and Capellan ones.
Abe Sargent
11-26-2012, 04:53 PM
EVENT April 10, 3058 – Troops from merc units such as Wolf’s Dragoons, Eridani Light Horse and Waco’s Rangers arrive on Coventry to protest the Falcon presence here. After heavy fighting, some of the units, including some Dragoons are forced back off planet in a loss.
April 13 – A raid occurs on Epsilon Eridani, and Benson easily smashes the troops. It was not Bryant though, but someone else – a mercenary group, but no clue who hired them
Abe Sargent
11-26-2012, 05:16 PM
The Arrival of Level 3 Technology
In the 90s, while the BTech universe was in the late 50s, several books were published that added to the rules. One added a level called Level 3 rules, which were optional rules and equipment. Many added equipment to the game.
The idea of these various additions was that after the collision of the IS and the Clans, each military invested heavily in the developed of new technology and ways of building mechs. Last year through the next few years, all of these new technologies are released, and some are marked as level 2 standard technology, and others as level 3 “experimental” technology. A few have already been released. Mechs with the new equipment are just a few months from being released. I thought it would be useful to put, in one place, all of the new equipment, weapons and methods for building mechs which we will be seeing over the next few years. Some level 3 tech will become level 2 tech in a few years, while others will sort of disappear into BTech’s history. I will be looking through books such as Maximum Tech and the Tactical Handbook and informing you as to what will be added to the universe we have. We are including all level 2 additions, as well as level 3 additions that I consider fair game. I have also included those items that are added to the IS in the next ten years of major consequence such as Stealth Armor and the iNarc (I have not checked to see if these will work with the construction programs I have or to the game. These just work in theory). This is an IS-only list. There are a ton of these so get ready. Let’s begin:
Abe Sargent
11-26-2012, 05:36 PM
Construction:
Armless Mech – A mech may be made intentionally armless. Shots that would hit the arms miss, but it has +4 to attempts to stand
Turret – A mech may add a turret to the shoulder, or to the head if missing the cockpit, see below and a quad mech can have one as well. Takes a critical slot, weights 10% of total weight of weapons in it.
Armored Component – By spending a half a ton of armor, one ton for cockpit, can armor an internal component. This destroys the armor the first time it takes damage – armored Hips and Shoulders prevent a limb blown off crit with the armor being lost.
Small Cockpit – Weighs two tons, frees up one of the life support crits in head, pilots get +1 to all PSRs.
Center Torso Cockpit – Weighs extra ton, puts Sensors and Cockpit crtis in CT, and moves Life Support to RT and LT. Head has two sensors, and four slots. +2 to hit for first sensor hit, +4 for second one. Hits to H or CT do not deal damage to pilot, but takes more damage from going overheat due to proximity to engine.
Compact Gyro – Weighs an extra 50%, takes up just two crits in CT.
XL Gyro – Takes up two extra slots in CT, weighs half as much
Heavy-Duty Gyro – Weighs twice as much, first gyro hit is +2 PSR, but no rolls for running or jumping, 2nd is +4, takes three hits to shut down movement of a mech.
Composite Structure- Another alternative to Endo, weighs half as much as does Endo Steel, does not use 14 crit slots, but all hits to the internal structure do double damage.
Reinforced Structure - Makes it weigh twice as much, takes twice as much damage to destroy.
Laser-Reflective Armor – Released this year by the Lyrans, takes up ten crit slots, 16 points per ton like normal armor, halves all energy attacks against the mech, but doubles all damage from physical attacks and falls.
Reactive Armor – 16 points per ton, explosive weapons (such as missiles and artillery) have damage halved. 14 crit slots for it, 16 points pe3 ton, and a crit to the section where this armor appears is rerolled, but can result in an explosion of the armor in the section and internal damage.
Examples of good ones in this list are armored components, CT cockpit, and the various gyros. I consider the components available now if we want, and the CT cockpit was used successfully in Solaris Vii in 3055 and can be used too.
Hardened Armor- Available now. Only has 8 points of protection per ton. All damage dealt is halved, can put more than normal tons on mech, reduces running speed by one, prevents armor piercing weapons seen later, and +1 PSR modifier.
Stealth Armor – Weill be level 2 and available soon, and when that happens, tons of mechs will follow with it. Will be available in roughly 4 years. Requires Guardian ECM in unit to work. 16 armor/ton. Requires two crit slots in every place save for head and CT. Can be activated at end of turn, and when it does, 10 heat made each turn. +1 to be hit at medium range, +2 at long range to hit this mech. Cannot be secondary target while active.
Light Engine – Available with Lyran in 3062m and via Dragoons earlier, this gives 75% of the weight of a standard engine and just two engine slots in the right and left torso, allowing a mech to survive a destroyed torso like a clan mech does.
XXL Engine – Weighs just one third as much, takes up twice the space in the RT and LT, and creates double the heat when walking, running or jumping.
Compact Engine – Reduce volume in CT by half but 50% heavier.
Compact Heat Sink – Count as single Heat Sinks, not as double, but two can fit into one critical location. Weigh 1.5 tons each.
Improved Jump Jet – Won’t be available for a while. Allow jumping to run length, weight twice as much and take up twice as much crit space. Heat from jumping also halved.
Underwater Movement Unit - Allow a mech to move with speed when fully immersed underwater. Will be introduced in 7 years.
MASS – Underwater ejection system developed in later 3040s, and allows cockpit and pilot to eject safely underwater. Weighs 1.5 tons and takes up one crit in H.
Abe Sargent
11-27-2012, 12:32 AM
Weapons:
BattleMech Taser – Will be introduced in 3065. +1 to hit penalty, has a minor chance to shot down B Mech with a hit. 6 heat, range of 1/2/4, 5 tons, 3 crits. Deals one damage when it hits. Even if the shut down mech fails, it can mess with its ability to hit for a while.
Binary Laser – Available now. Basically two large lasers laced together. 16 heat, 12 damage, 5/10/15 range, 9 tons 4 crits.
Claw – Available now, level 2. Replaces hand actuator, 1 point of damage per 5 tons. (Or 7 for later rules). +1 to hit penalty. One crit per 15 tons. (In old school, it locked up a mech and gave you a -2 to hit it later, but that was not a later rule).
Flail – Available now. Deals 9 straight damage which cannot be bumped. +1 to hit penalty. If rolls a 2 when attacking, deals 5 damage to front side of mech, roll to determine where, and also PSR to remain standing.
Heavy Flamer – Not yet available. Range of 2/3/4, deals 4 damage or heat, creates 5 heat with user, weighs 1.5 tons and uses one crit.
Heavy Gauss Rifle – Available on 3061, 2 heat, 6/13/20 range, minimum 4, 18 tons, 11 crits, Does 25,20,10 at short, medium and long ranges.
Heavy PPC – Available in 9 years, 15 damage, 15 heat, 6/12/18 range, min 3, 4 crits, 10 tons.
Hypervelocity Autocannon – Released next year. Like Ultra, Rotary ACs, cannot use other ammo. Increases range significantly. There is no HV AC 20. Larger and heavier. 2 rolled to hit causes it to jam.
Improved Heavy Gauss Rifle – Available 3065, does 22 damage at all ranges, weighs 20 tons, 6/12/19 range, 11 crits needed.
Improved Narc Beacon – Will be developed in four years by ComStar and level 2. Range 4/9/15, 5 tons, 3 crits, 4 ammo per ton. Comes with many options for specialized pods.
Lance – Melee weapon, not available yet. 1 crit per 15 tons, 1 damage per 5 tons, chance to deal damage to the internal structure after a hit and roll for a crit if you do with a -2 modifier.
Light Autocannon – In modest production now as a prototype, won’t be available for years generally. Only available as AC2 and AC5 caliber. Shaves off range for lighter weapon – LAC2 is 6/12/18 for 4 tons and 1 crit and 1 heat, LAC5 is 5/10/15 for 5 tons, 2 crit, 1 heat. Light can use alternate AC ammo, unlike other AC variants.
Light Gauss Rifle – 1 heat, 8 damage, 3 minimum range, 8/17/25 range, 12 tons, 5 crits used. Available now.
Light PPC – Available in 9 years. 5 heat, 5 damage, 3 min, 6/12/18 range, 3 tons, 2 crits
Mace – Level 2, available now. 2 points of damage for every 5 tons of mech. 1 ton and crit per ten tons of mech. +1 to hit penalty due to weight. If you miss must make a PSR to stay standing, just like with a missed kick.
‘Mech Mortar – Arcing fire immune to Anti-Missile Systems. There are MM/1, MM/2, MM/4 and MM/8, which go 7/14/21 with a minimum range of 6. 2 damage per shell. Available now. +3 to hit modifier, no intervening terrain is a negative. Can be fired indirectly.
Medium-Range Missiles – Level 2, available in a month or two. There are four racks MRM 10, 20, 30 and 40. They have no guidance systems. 3/8/15 range. Designed to replace various missile launchers in field refits. +1 to hit. Weigh, use crits, and make heat in this order: 3/7/10/12 tons, 2/3/5/7 crits, 4/6/10/12 heat.
Multi-Missile Launcher – Won’t be available for ten years. Can fire both LRM or SRM weapons, based on need. Made in MML 3, 5, 7 and 9 units. Can also use either special ordinance.
Plasma Rifle – Available in ten years, which is my cutoff. 10 heat, 10 damage, 5/10/15 range, 6 tons 2 crits. Deals random heat to target and scatter damage.
Rocket Launcher – Cheap, unguided, one shot weapons. Come in RL 10,RL 15, and RL 20. Range 3/7/12. Weigh .5 to 1.5 tons, and have the chance to unfurl a barrage of one shot missiles at a target. Will become adopted in the IS to a great degree in about ten years, but available in 6.
Rotary Autocannon – Won’t be out for a while, will be level 2 when released, and there are just RAC 2 and RAC 5. Can shoot up to 6 times as many shots as a standard AC. Heat is per shot fired, roll to see how many hit. Reduced range – RAC2 is 6/12/18 weights 8 tons, and RAC5 is 5/10/15 and weighs 10 tons. 3 or 6 crits for the weapon
Silver Bullet Gauss Rifle – Adds cluster damages a la LB X to the Gauss. Functions basically like an LB-15-X. But the conversion prevents the Rifle from also firing a traditional slug, unlike the AC which can do 10 damage or 10 spread damage. Does not change any stats from the traditional Gauss, such as weight or crits. Already available.
Snub-Nose PPC – Won’t be available for 9 years. When it is, makes 10 heat, deals 10/8/5 damage at short-long range, 9/13/15 hexes away, weighs 6 tons and uses 2 crits.
Spikes – Introduced way back in 3051. Melee damage inflicted to area with Spikes deals 4 points less. Plus, attacker takes 2 damage back unless from melee weapon. Any time a location with Spikes takes damage, chance to destroy them. Take up one crit per location.
Sword – Does a little less damage than hatchet but gets -2 to hit. Otherwise, basically same stats as for hatchet.
Thunderbolt Launcher – Been available for a while. Fires large missile which deals 5, 10, 15 or 20 damage. Does AC level damage at range, in a converted LRM launcher. Have reduced range and more changes.
X-Pulse Lasers – Available a few months ago. These are upgrades to pulse lasers. Have increased range, significantly increased heat. Take up no extra weigh, deal no extra damage use no more crit space. For example, Large XPL is 5/10/15 and makes 14 heat. MXPL is 3/6/9 and 6 heat, SXPL is 2/4/5 and 3 heat.
Abe Sargent
11-27-2012, 12:33 AM
Munitions:
Autocannon – Armor Piercing – Available now. Every hit gives a chance for a critical hit at that location, wit hpenalty on the roll equal to size of AC (AC20 is -1, -4 for AC2). One ton of ammo is half as many shots, and +1 modifier to hit.
Autocannon – Caseless – Available now. Twice as many shots per ton. A to hit roll of 2 jams the weapon and has a chance of an explosion. When used, cannot be combined with any other AC ammo.
Autocannon – Fletchette – Available now. Does half damage to mechs or vehicles or fighters or armored infantry, but double damage to unarmored infantry.
Autocannon – Precision – Available in four years, this has have the normal shots per ton, and gives a -2 to hit bonus.
LRM – Swarm-I – Level two, available now. Like Swarm, but use IFF id to keep from targeting friendlies.
LRM – Semi-Guided LRM – Also level 2. Use TAG like artillery does. Target movement and indirect penalties do not apply when unit is TAG-ed.
LRM – Incendiary – Level 2 – can combine with another LRM ammo, get better chance to set fire to forest hexes.
LRM & SRM – Anti-Radiation – Home in on electronic systems and signatures. +1 to hit mechs for each special electronic system they use, such as ECM, C3, Beagle, etc. Without any, -1. Will be available in a few years from FWL and available from Clans right now.
LRM & SRM – Fragmentation – Level 2, available now, deals very little damage outside of infantry, but smash hammers unarmed infantry.
LRM & SRM – Heat Seeking – Level 2 available now. Gets easier to hit more heat target has, less heat worse chance.
LRM & SRM – Magnetic Pulse – Level 2, available now. (Used massively in Operation Guerrero by FWL). Raise target heat by a bit, sometimes make it a bit harder to hit by target next turn due to a minor ECM-ness to it. Deals no damage.
NARC – Explosive Pods – Level 2 Equip right now. Deal 4 damage when they hit someone.
NARC – Bola Pod – If hits arm or leg, then PSR at +1 or fall if leg, +1 to hit with arm for one turn If hits elsewhere, no effect.
SRM – Acid – Available now, level 2. Deals 3 damage vs ferro fib armor, 1 damage against other armors.
SRM –Tandem-Charge – Available now. Deal 1 damage to external armor, 1 to internal armor, but no critical chance. Only have half as many shots per ton of ammo.
SRM – Tear Gas – Already ready, level 2 tech. Can be targeted at location, instead of unit, useful only in anti-riot roles.
Abe Sargent
11-27-2012, 12:33 AM
Equipment:
Angel ECM Suite – Not quite available. Stronger than ECM and fights Bloodhound, Artemis V, C3 and others.
Artemis V Fire Control System – Not yet available, this will weigh 1.5 tons, take up two slots, give a -1 to hit modifier and gives +3 to determine how many missiles hit.
Bloodhound Active Probe – Introduced in 3058, this is bulkier than the Beagle and weighs two tons, takes up three crits. It has twice the range, finds stealth targets such as Kage Battle Armor and Exterminator, and can spot hidden infantry.
Blue Shield Particle Field Damper – Prototype done in 3053, available any time now. Weighs three tons, takes one crit in every location save H. Creates shield which reduces damage from enemy PPCs against mech by half. Can only be used for six rounds total in battle before it gets a 7+ chance on 2d6 to fail each subsequent round, can be turned off, does some minor internal damage if hit.
Coolant Pod – Available now. Weighs one ton, one crit on the torso somewhere. When used, each heat sink sinks an additional heat. So a mech with 15/30 would dissipate an extra 15 heat with this.
Improved C3 Computer – Weighs 2.5 tons, 2 crits, is both slave and master, invented by ComStar in 3062.
Laser Anti-Missile System – Already available. Uses a random amount of heat to shoot down the incoming missiles.
PPC Capacitor – Makes 5 heat, weighs one ton, uses one crit. Damage by associated PPC increases by 50%. Attack roll of two burns out PPC. Must spend one turn to charge the Capacitor before unleashing it later.
Targeting Computer – The IS will develop a version in 3062
Numerous mechs rolling off the lines this year and the next, such as the Garm, Barghest, Blitzkrieg, Black Watch, Enforcer III and others will be using next technology from LBX, SRM Streaks, and even the light gauss rifle.
Abe Sargent
11-27-2012, 12:33 AM
May 3 – The Celestial Coalition is proud to announce a new three year garrison deal with the mercenary unit The Bouncers. The Bouncers are a combined arms regiment that was garrisoning a world and fought against Jade Falcon in their invasion. While they ultimately lost, they fought well. They just finished rebuilding and announced they are ready for a new contract. They have some clan tech, are rated B, and have one battalion of mechs, one of tanks, one of infantry and several wings of fights, plus about 40% of their force is level 2 tech and 10% clan tech. The Bouncers are moving to assist in the defense of Capolla. They will join the local unit we are building plus our own military.
Abe Sargent
11-27-2012, 12:33 AM
EVENT May 12, 3058 – Katrina Steiner officially requests aid from her brother to fight on Coventry. She gives him flawed intelligence in order to try to get him killed on planet. He takes forces from various realms, including Free Worlds League, ComStar and Capellan Confederation and arrives on planet a few days later (The speed of these moves is made possible by using Command Circuits)
Abe Sargent
11-27-2012, 12:34 AM
Beginning of the First and Second Exploration Expeditions
After spending five years in the Deep Periphery as part of the Explorer Corps in the 3040s, Braham Essex has wanted to do something similar closer to home. The ComStar Explorer Corps has been searching the inner Sphere as well as the Periphery for new systems . It has been estimated that there are approximately 110,000 uncharted or explored Star Systems within the boundaries of the Inner Sphere.
Without the ability to fully fund an expedition, Essex has been unable to send them out to nearby systems to see what they can uncover. In five years in the Periphery, they found a JumpShip, a bunch of mechs and material, and more. Plus, you could discover valuable mineral resources to mine and so forth.
Therefore, Braham Essex is secretly equipping two expeditions on behalf of the Coalition. With the large amounts of tax and tariff revenue these planets get, and the investments he is making in repairing infrastructure, Duke Essex is able to take some and prepare two expedition fleets.
Abe Sargent
11-27-2012, 08:18 AM
In order to fund them he needs the following for each expedition
A JumpShips
Multiple DropShips
Fighters
Battle Armor good for scouting
One company of mechs
Two scientific satellites
Various exploration, medical and scientific equipment
Experts in these various fields
In order to keep some major purchases off the books, we are using some K&C ships.
Expedition 1:
Scots Flotilla – Merchant JumpShip
Faith’s Bulwark, Fortress DropShip, Upgraded
Jakob’s Ladder, Buccaneer DropShip *
2 Small Craft – 2 Taurus Escorts
Jericho Company of mechs in Fortress
5 squads of power armored infantry in Fortress
12 tanks in Fortress
Expedition 2:
Johnny Appleseed – Invader JumpShip
Megan’s Fury, Union DropShip
Stellar Phantom, Leopard CV DropShip
Hannibal, Buccaneer DropShip *
2 Small Craft – One Aires Troop Carrier and One Taurus Escort
6 AeroSpace Fighters in Leopard CV
5 troops of power armored infantry in Aires
Babylon Company of Mechs in Union
We purchased the ships with an Asterisk. The Buccaneers are cheap transport DropShips with no military effort on it. It carries more than 2200 tons of equipment. The Leopard carries 6 fighters.
Some of the items the Buccaneers may have in them (The Fortress has room for the vehicles):
3 Figyel Science Satellites – 22 tons each
Armor, ammo, spare parts for mechs
Several extra suits of power armor
2 Iveco Burro Trucks – 50 tons each
2 Donovan-Miter Magellan Explorer Vehicles – 75 tons each
4 JN-002 Jonah Submarine – 2 tons each
4 Ailette Zero-G Engineering Exoskeleton
10 Heavyhauler Exoskeleton
5 Boomerang Spotter Planes – 5.5 tons each
2 J-27 Ordinance Transport - 10 tons each
1 Engineering Vehicle - 40 tons
1 ScavengerMech – 40 tons
Since a Buccaneer is a cargo carrier, it cannot load and unload vehicles quickly. They need to be carefully packed and unpacked. In addition, large amounts of scientific and medical equipment is picked up.
K&C covers the cost of the power armor, in order to keep them later. We also purchase or provide everything on this list save the satellites. We also supplied the Aires and Taurus, and the fighters and mechs and tanks. Therefore, the only cost the Coalition is for the two Buccaneer JumpShips, and the various medical and scientific equipment which can be given to the various planets after the expeditions conclude. The total cost for outfitting this mission to the Coalition is 250 million C Bills, most of that into the DropShips. Meanwhile, we spend about 40 million C Bills.
Abe Sargent
11-27-2012, 08:37 AM
These expeditions are always going to be one jump away from a major star system, there is no where in the sphere that is not outside of that bubble. We also want them to stay near us
Now, countless pilgrims jumped out to the stars down through the ages. Many of them would stop at a system that had a great livable planet or system. Therefore, the likelihood of finding a system with planets that are very habitable is reduced. Therefore, for all rolls to determine breathability, temperature and such, 2 will be subtracted from those rolls. However, there are a lot of remnants of centuries of living out here as well. More than 300 planets were destroyed in the Amaris Civil War or the first two Succession Wars and were removed from the maps by ComStar. Then consider all of the abandoned colonies and outposts that would have accumulated through the years. Therefore, while I am subtracting 1 from all habitation rolls, I am adding 1 to all unusual things rolls.
The expeditions begin on June 10. We will do them sequentially for a bit.
Abe Sargent
11-27-2012, 09:58 AM
First Expedition:
June 10 – We arrive at the first system. Our names for them and info about them are below:
Michael System
Class M (Red), 1 planet, Main Sequence V. No planets in life zone.
June 21 –
Gabriel System
Class F (Yellow-White), 4 planets, Luminosity IV (Subgiant). 3 planets in life zone. Subtype 7. Takes 13 days to get to life zone.
So, for example, a Class F star normally gets +3 to habitability rating, but we are giving it just a +1.
July 4 - We arrive at a planet in the Life zone and send out the satellites
Gabriel II
Large
40% surface water
Standard Atmosphere Pressure
Tainted Atmosphere
Medium Temperature
Amphibians highest life form
Boreal Climate – very cold poles, to temperate at subtropics.
1.35 standard gravity
2 moons
After landing on Gabriel, this is our shakedown mission. We begin in masks and begin to explore the world.
After three days, our medical staff informs us that the life here is not compatible with our own. We could not eat it or drink the water. It has minor alterations in chemistry.
We spend ten days on the planet exploring and getting our teams in order before leaving.
July 16 – We arrive at the next planet in the life zone
Gabriel III
Medium
30% water
Standard Pressure
Tainted Atmosphere
Medium Temperature
Plants highest life form
Tropical Climate, with very hot deserts and equator, and gentle cool poles.
.9 standard gravity
No moons
We arrive on planet. After two days, a giant hurricane many times the force of a Earth like hurricane arrives and we are forced to lift off, as it impacts the whole planet. We found nothing and it appeas that nothing would be able to survive long in these storms.
July 22 –
Gabriel IV
Medium
20% surface water
Low Pressure
Toxic Atmosphere
Low Temperature
Microbes highest lifeform
Temperate climate – like Earth
1.1 gravity
3 moons
We land and the atmosphere is nasty. It measures as caustic against flesh, and it would likely cause a bad rash if someone were exposed for about an hour. Otherwise, there is nothing of note here.
Abe Sargent
11-27-2012, 11:11 AM
Aug 9 – We jump to our third system.
Raphael System
Class M, 7 planets, luminosity VI (Sub-dwarf), Type 3 – 3 days to planets in life ring. 1 planet in life zone.
Aug 12 –
Raphael IV
Small
50% Water
Standard Pressure
Normal Atmosphere
Medium Temperature
Cool Temperate Climate
Fish highest life form
.8 standard G
2 moons
We unload our satellites, but our sensors detect something in orbit. We head out fighters to look, and it appears that there was a battle here, and debris still orbits overhead. We make out the remnants of fighters. It appears that nothing is salvageable.
We land on planet and stretch out in mechs and battle armor. As we land, we notice a glimmering substance in the nearby plant life. All of it has this odd metallic sheen. It appears as normal when reflected in the spotlights and investigation by scientists. It appears that the moons reflect the light in an odd way and it shines off the foliage here.
Nothing is on planet.
Aug 23 –
Uriel System
Class A (White), 4 plants, none in life zone, Luminosity II (bright giants).
It won’t take long to recharge here at least
Abe Sargent
11-27-2012, 11:31 AM
Aug 28 -
Samael System
Class K (Orange), 9 planets, Luminosity IV, 2 life zone planets, Type 5, 4 days to life zone.
Sept 3 –
Samael III
Large
70% surface water
Standard Pressure
Breathable Atmosphere
Medium Pressure
Birds highest life forms
Warm Temperate Climate
1.1 Gravity
2 Moons
As we unleash our satellites, we quickly pick up signs of structures on the planet. We land outside of them. They are in some hills and mountains. We begin exploring.
It appears that this is an old mining planet. Old buildings and mines were built here, and our geologist surveys show many minerals still in the ground. No weapons, people, mechs, transportation or any signs of habitation in at least a century, probably longer, can be found anywhere. More exploration appears that they exhausted the mine veins of valuable metals in the three mines in the area. But te rest of the planet has many other veins. We mark the planet and move on.
Sept 11
Samael IV
Medium
40% surface water
Standard Pressure
Tainted Atmosphere
Medium Pressure
Fish highest lifeform
Arid Climate
3 moons
Standard gravity
Our Satellites also beep here as well showing us buildings in a small location. We arrive and find agricultural colonies. It appears that whoever was mining tried to planet here. But the atmosphere just wasn’t right for Earthlike crops, and they died out. We don’ t believe that the planet was inhabited for more than ten or fifteen years tops.
Sept 15 –
Samael V
Medium
50% surface water
Low Pressure
Toxic Atmosphere
Plants
Arid Climate
No moons
.7 gravity
This is a harsher place, with a thin air and not breathable. It doesn’t harm you, but it’s not even close to breathable. We spend three days on the small planet, but nothing is here.
Abe Sargent
11-27-2012, 11:49 AM
Sept 21 –
Metatron System
Class M, Luminosity 1b Supergiant. 2 planets, none habitable
Sept 30 –
Camael System
Class K (Orange), Luminosity IV – subgiant. 6 planets, 1 inhabitable, type 8 – 3.5 days to life zone from points.
As we enter the Camael System, our sensors detect movement nearby at the nadir jump point. There is a Satellite placed here and still working off a fusion reactor. We also get beamed a pair of messages from that satellite and another in orbit around a the planet in the life zone. We are receiving quarantine messages that this planet, during the Amaris Wars, had a nasty biological agent released on the plane that destroyed all animal life. It could still be there either dormant or rampant, and thus, we are told to stay away. We listen.
Oct 9 –
Sandalphon System
Class M, Luminosity III (Giant), 8 planets, 1 life zone, type 6, 3 days to life zone.
Oct 12 -
Sandalphon II
Large
40% water
Low Pressure
Tainted Atmosphere
Medium Temperature
Fish highest life form
1.3 gravity
Boreal climate
4 moons
We land, and after a week survey, have found nothing of interest
Abe Sargent
11-27-2012, 05:28 PM
Oct 22 –
Jibrail System
Class G (Yellow), Luminosity V (main Sequence), 4 planets, 2 in life zone, type 3 - 8 days to life zone. Jibrail I is a dual planet
Oct 30
Jibrail I
Medium
50% water on surface
Standard Pressure
Breathable Atmosphere
High Temperature
Reptiles
Tropical Climate
1.1 gravity
1 moon
Our satellites reveal multiple odd pings of our radar, so we land. The verdant landscape appears like Earth millions of years ago. Reptiles are in control of all sizes, the planet is hot and largely tropical, and the plants and other fauna are large to compete.
Our techs move out, and quickly discover the remains of two previous visitors. One appears to have been the Star League, who were here to do scientific surveys of the planet. They had a large research station near a giant rift, and data collected show that they were interested in various life surveys – fauna and flora. The other was a tourist encampment. It has a few hotels, a large skyway that moves across the landscape big enough for hovercycles, (now broken), a DropPort and more. It appears that this resort catered to people who wanted to see a primal landscape. There were even hunts that could be purchases against the large reptiles that resemble, but are not quite identical to our dinosaurs. This resort must have closed down at least seventy five years ago.
While we are researching the area, the ship moves the Satellites and hops to the Moon, which is a dual planet. It is also habitable.
Jibrail Ia
Small
60% water
Standard Pressure
Breathable Atmosphere
Medium Temperature
Fish
Arid
.8 gravity
It’s about ten% the size of Jibrail I. We scan and discover another set of buildings here. After we finish studying the planet, the moon reveals an old base for the Star League. They apparently wanted it off the plane to not mess with the local studies ongoing. This base held two DropPorts, a few barracks, a few control buildings, and warehouses of various sorts. It was restored by the company that rediscovered the system a while ago and opened it to tourism. Both DropPorts still work, and we can land out ships easily. While exploring, other personnel fix up the base and within three days, the base is fully restored physically, and we fixed the fusion generator as well.
It’s nice to know that we have a base back here we could use anytime. Plus, the moon seems very livable. It make take a bit too much work to carve out a colony on the planet, but up here, it would be very easy. A scientist report shows the soil is especially susceptible to farming.
Abe Sargent
11-27-2012, 06:06 PM
Nov 14 –
Darda’il System
Class O, blue white. No planets. Luminosity VI.
Nov 23 –
Kiraman System
Class M Red, 6 planets, luminosity II super giant, 1 planet in life zone. Type 2 – four days to planet.
Nov 28 –
Kiraman
Small
10% water
Low Pressure
Tainted Atmosphere
Low Temperature
Microbial Life
.6 gravity
Boreal Climate
No Moons
We land to see if anything is here, but we quickly spy that nothing will be found here and lift off again.
Abe Sargent
11-27-2012, 07:08 PM
Dec 1 –
Katibin System
Class F (yellow white), luminosity V, type 4 – 16 days to life zone, 3 planets, 2 life zone
Dec 17 –
Katibin II
Large
40% water, Standard Pressure
Breathable Atmosphere
Medium Temperature
Plants highest life
Boreal Climate
Standard gravity
7 moons
There is something being picked up and we land near it. It appears that vast areas of this planet were used as extensive graveyard for military personnel during the Star League era’s Civil War, the Amaris War. Perhaps as many as fifty thousand soldiers, support personnel and families are buried here. Each has their own large plot, and we find four such graveyards. We turned up a monument to their service which was carved by a General. Other than that, there is nothing here.
However sensors indicate something odd on moon #3.
Katibin IId
Small
No Water, Thin Atmosphere, no life
.3 gravity
It appears that a large battle, with mechs and tanks, was fought on this planet. Perhaps this is where some of the bodies came from. We dispatch our crew and discover quite a bit of usable salvage. Luckily, since our expedition has the Fortress for the vehicles and such, it has plenty of cargo space in the Buccaneer. While there are no salvageable mechs per se, we do come across numerous limbs, weapons, armor, sides of tanks, and more and collect them. We fill the hull with hundreds of tons of salvage. We need to jump back.
January 3, 3059 – We jump back to Epsilon Eridani, and unload the various salvage we found, restock supplies, give the folks a week off for recuperation, and will head back out on January 11, 3059. The salvage includes about 11 million C-Bills worth of stuff, which we sell and place in special bank account. It was found with both K&C and Coaltion assets.
January 11, 3059 --The First Expedition jumps back out.
Abe Sargent
11-27-2012, 07:43 PM
The Second Expedition
June 10 –
We arrive in our first system, but we have mis-jumped. Something went wrong, and we are a full AU away from the intended position. We man maneuver back, but it will take a few days to verify everything is okay.
Belphegor System
Class A (White) 2 planets, luminosity IV, 1 in life zone. Type 8, 25 days to life zone.
July 5 -
Belphagor I
Medium
40% water
Low Pressure
Tainted Atmosphere
Medium Temperature
Microbes
Arctic Climate
1 moon
.8 gravity
We arrive and as we study the planet it seems like there is something here, but we aren’t sure. Again, this is a good shake down for the crew. After investigation for a few days, it appears that the area was once an old colony, in the pre-Star League era, but the planet has reclaimed so much of it back, that very little remains. Since then, it has become increasingly tectonically active, and several earthquakes happened while we were on planet.
Abe Sargent
11-27-2012, 09:53 PM
August 2 –
Asmodeus System
Class K, 10 planets, 3 habitable in the Luminosity IV, and type 2, 5 days to planets.
Asmodeus III
Small
70% water
Standard Pressure
Breathable
Medium Temperature
Amphibians Life
Temperate Climate
2 moons
.8 gravity
Our satellites suggest something quite interesting indeed, and our scientists cannot wait to land to continue it. After two days, they confirm their suspicions. One of the valuable metals, rare in the universe in quantities, used for K-F drives that propel JumpShips and WarShips can be found on this planet. It’s worth a lot of money to mine.
August 9 –
Asmodeus IV
Medium
10% water
Low Pressure
Tainted Atmosphere
Medium temperature
Fish
Warm Temperate
1.2 gravs
4 moons
Inspections of this world turn up nothing unusual at all.
Aug 16 –
Asmodeus V
Small
40% water
Standard pressure
Tainted Atmosphere
High Temperature
Reptiles
Temperate Climate
.6 gravs
1 moon
As we land and begin exploration, giant reptiles from the forest move to our location. Our Mechs move out and their lizards converge on our spot, and within ten minutes, about thirty large reptiles begin attacking our mechs as a pack. Each weighs hundreds and hundreds of pounds. We can’t stay here and are forced to board and leave.
Abe Sargent
11-27-2012, 10:03 PM
Aug 26 –
Mammon I
Medium
0 water on surface
Trace Pressure
Toxic Composition
Medium Temperature
No Life
Arid
2 moons
1.1 gravity
It doesn’t look like much, but we still spend a couple of days verifying so. We might as well, it’ll take eight days total for the charge to get up on our ship. We see nothing that would warrant a closer look.
Aug 31
Pazuzu System
Class M, twin star system, 2 planets, none in life zone.
Abe Sargent
11-27-2012, 10:38 PM
Sept 8
Beelzebub System
Class M, luminosity IV, 4 planets, 1 in life zone 5 days away
Sept 13
Beelzebub IV
Large
40% surface water
Standard Pressure
Toxic Atmosphere
Low Temperature
Plant life
Arctic Climate
2.5 gravity
16 moons
Our survey shows very little on the planet of worth, but we land in various places over the next few days to verify it. The magnetic poles are near the center of the planet. After studying it, it appears to be undergoing a magnetic shift. A few large volcanoes have opened up from the instability. A quick survey shows the moons have nothing of interest.
Sept 19 –
Leviathan System
Class B, Luminosity Ia, no planets
Sept 28 –
Lucifer System
Class M, Luminosity Ia, 3 planets, none habitable
Abe Sargent
11-27-2012, 11:01 PM
Oct 5 –
Baal System
Class G, Luminosity III, 1 planet, 1 habitable, type 4, 8 days to life zone.
Oct 13
Baal I
Small
60% water
Standard Pressure
Breathable
Medium Temperature
Birds
Cool Temperate Climate
1 moon
.7 grav
This planet is pinging our radio. There is something making noise down there, and we land.
It appears that this planet has an active colony on the south-most continent. We investigate. It looks like about 300,000 people live within a two hundred mile radius by the pole. We land far outside of their range, and move in with several scientists and soldiers. Eventually we arrive at a domed station that leads by enclosed walkways inside of a large mountain, where the population resides. We move in, and they ask in a thick English accent how come we didn’t come back with any Ekuni. We shake our heads sadly and move in. They quarantine the group for about an hour to decontaminate them. The technology is inferior but advanced.
We arrive down the walkway and enter a giant metropolis and stretches into the distance. We swing by a large vidbook store and browse to find history texts. We have none of the local money, and the winter clothes blend in well enough. We review the history.
This is the planet of Solomon. It was a colony established during the Star League. It flourished as a place to herd a local docile giant bird that was tasty and well considered on other worlds. But then, war came in the Amaris War and the local Star League garrison, no more than tanks and infantry, were blasted heavily by the Amaris forces. Since the lord of Solomon has been a political enemy of the Amaris family, the armies nuked the world and completely destroyed it. A few years later, a fleet arrived, declared Solomon destroyed, and left. No one ever came back.
But, life preserved. A handful of determined families moved to the pole where there was no fallout and built shelter and a new civilization. Over the last several hundred years, a group of about ten thousand survivors prospered, developed governments, and found all they needed. They eat local fish and birds. The planet is no longer contaminated in as many places, so they go out to pick wild fruit at harvest They grow large numbers of plants and mushrooms in the cities. They have tons of fresh water from springs. As their colony was growing at the time, large stores of construction materials were used to build everything, but they ran out, and now space has become a premium. They have scavenged old electronics, plastics, and materials from the ruins across the planet and have a factory here which refurbishes and restores them. When they can’t they use all of the materials and scraps to make other vital things. They have art, plays, books, and sports.
The Solomonites have developed a very nice culture.
Having no desire to interfere, we leave after a day. Out scientist have found numerous interesting sites, most in the nuclear areas. But we leave them to the locals. For now, we have no desire to interfere with them. We have nothing to offer save relocation. That would change their society forever. They have nothing we need.
Abe Sargent
11-27-2012, 11:17 PM
Oct 25 –
Haures System –
Class K, Luminosity V, type 5, 4 days away, 5 planets, 1 in life zone.
Oct 29
Haures I
Medium
50% water
Standard Pressure
Breathable
Medium Temperature
Plants
boreal Temperate Climate
3 moons
.9 grav
Something is odd about Haures. We land and there are tons of bones, but no animal life. That’s weird. Some sort of a cataclysm or disease must have occurred. Not wanting to get creeped out or contaminated, we move out later that day.
Nov 4 –
Moloch System
Class O, twin system, no planets
Nov 11 –
Aamon System
Class M, luminosity II, 3 planets, none in life zone
Abe Sargent
11-27-2012, 11:24 PM
Nov 17 –
Astaroth System
Class A, 1 planet, Luminosity V, 1 habitable planet, type 0, 137 days to get there. We’ll skip it, but we study it heavily before we go. I want to plot a pirate jump here later. That’s a very well defended system and other traffic might have passed over something special as well. It’s like a lottery ticket.
Nov 26 –
Belial System
Class K, Luminosity IV, type 5, 6 planets, 4 days to life zone, two planets in it.
Nov 30 -
Belial I
Medium
50% water
Standard Pressure
Breathable Atmosphere
High Temperature
Amphibians
Cool Temperate Climate
.9 gravity
1 moon
This planet is a roiling landscape of lightning storms. As we arrive, less than 20% of the planet is currently not under one of several storm fronts. As we wait for a day and continue scanning, the conditions do not change, and it appears that this is the base weather of the planet.
December 6
Demogorgon System
Class M, luminosity II, 8 planets, none in life zone
Abe Sargent
11-27-2012, 11:30 PM
Orcus System
Class M, dual star system, luminosity IV, and Class M, luminosity V. # of planets is 7. Habitable? 2. Just four days away
Orcus IV
Large
70% water
Standard Pressure
Breathable Atmosphere
Medium Temperature
Mammals
Arid Climate
1.5 gravity
17 moons
Our scans indicate the hull of a crashed ship on planet. We land and find a Star League era DropShip crashed and the handful of survivors were unable to hold on without any major technology. The DropShip is a vintage Manatee. This was a DropShip that was a cargo one, but after the BattleMech was created, it was commissioned and changed into a mech carrier and military vessel. This one is before that began, roughly 2450. (I created a chart for random things, such as a quarantined planet, colony that survived, and more. I also have one for a crashed old DropShip, and I give it just a 20% chance of flying again. Let’s roll those dice!)
Our techs tell us that the Manatee can be up and running with about a month of work and some specialized equipment we don’t have. We contact the JumpShip, who jumps out to get it.
Meanwhile, an investigation of the rest of the planet turns up nothing. With a little adaptation to the gravity, this is a nice colony world. Perhaps the Manatee was carrying a colonist, we can’t tell yet. While waiting on the JumpShip to get the right equipment and jump back and deliver them, we check out the other planet here.
December 24 –
Orcus V
Large
40% water
Standard Pressure
Breathable Atmosphere
Medium Temperature
Fish
Temperate Climate
1.3 gravity
12 moons
Another nice planet. We again notice something here and land. Orcus V has an old colony that died out hundreds of years ago. We find four different settlements within a few dozen miles of each other. Each colony had a specialty - fishing, agriculture, harvesting fossil fuel, and husbandry. We manage to extract the computer core from one of their computers and get it up and running. The data is badly corrupted, but it appears that a common virus attacked their planet right after their medical facility had been destroyed in a tornado. They needed medical supplies, so they sent out their DropShip to the Zenith Point to join up with their JumpShip and leave, but no one ever came back and they all died. It looks like the crashed Manatee was that ship. Eventually a manned JumpShip would have left, or investigated and discovered a dead colony and left. It’s a sad tragedy.
February 4 – 3059
Salvage is finished. We spent 4 mill C-Bills repaired and fixing the Manatee. This system appears to be a good place for a colony, even though the one failed. The Manatee is worth the price of a Buccaneer. The Buc has a lot more space though. There are few Manatees in operation today, they are a very old DropShip, but not so old that they get a price bump for being an antique. They rarely come on the market, but there is little desire for them. If we converted it into a mech carrier, it would have all of the effectiveness of a Leopard. Fear that 4 mechs it carries! Instead, we donate it to the Coalition to move goods and supplies on our dime, and take a Buccaneer we purchased for ourselves permanently.
We jump out again in February 5, 3059 to continue our explorations.
End of the First and Second Exploration Expeditions (For now)
Abe Sargent
11-28-2012, 07:18 PM
EVENT May 30, 3058 – The final strike on Coventry at the village of Whitting by the Falcons wins and they have won the planet.
EVENT June 5, 3058 – Victor’s coalition forces arrive at Coventry and the battles begin. Meanwhile, with the alliance in full swing, Khan Vlad Ward informs Khan Marthe Pryde that he will be invading Falcon space, and she appears to be overstretched. Massive battles ensue. A few days later, Victor meets with Khan Pryde in the torn village of Whitting and offers her hegira, an honorable retreat. She accepts, and prisoners and bondsmen are exchanged and Jade Falcon leaves in honor with troops experienced, and proving herself to the other Clans to still worry about the Falcon.
Abe Sargent
11-28-2012, 07:31 PM
June 8 – We have had some quiet months in the Coalition. The major events of the 3057-3058 massive changes are finished with the victory on Coventry. Just one is left, and it won’t happen for a few months.
After meeting with Kressly Warworks Inc, they have decided to make a new mech, a quad mech, using some of the new technology getting made right now. You have to keep pushing your mech lines, after all.
Greyhound, GRY-1
60 tons
6/9(12)
Has Endo Steel, and an XL engine
2x SRM-6 Streak, 2 tons of ammo w/ CASE, in LT
3x ER Medium Lasers, 2 in CT, 1 in H
MASC
12/24 double heat sinks
14 tons of standard armor (Quads can have more armor because legs get more armor than arms)
BV - 1715
Weaponry is light, but powerful. SRM-6 Streak only fires if it gets a lock, so you do not use ammo or generate heat if it “misses,” which helps the mech. I originally experimented with a 6/9 design with MASC but it didn’t have enough weapons unless I went with an XL engine, and’s a bad weakness on this sort of mech. An XL engine is not as much of a weakness for a quad mech. A destroyed RT or LT prevents it from moving anyway, so it will shut down due to the XL engine as well.
Kressly will have a prototype available soon.
Abe Sargent
11-28-2012, 07:49 PM
Greyhound vs Alexander-1kc
As a promotional opportunity, the 55 ton Alexander will face off against the 60 ton Greyhound, with a frankenmech version of the Greyhound.
Bots are piloting both mechs
Greyhound on west, Alexander on east. They are playing on open terrain map. I let it sim the battle, and then I’ll head back and look at the results.
It takes 7 turns, and the Alexander legs the Greyhound with a kick after its torsos are opened by the Greyhound. Before that there was heavy fire exchange for a few turns. The Greyhound rises, and smashes the Alexander in the 8th turn and destroys its RA. It responds by savaging the Greyhounds RT and destroys it and it shuts down. Greyhound loses.
I was hoping it’d win. Ah well.
Abe Sargent
11-28-2012, 08:11 PM
June 19 – Another raid by Bryant falls on Indi. Indi loses.
July 5 – After having lost an assault on Epsilon Indi, and now that we fended them off at Capolla, the Capellan Confederation has decided to send another unit to Indi to capture the planet. Just a few weeks ago, Indi finished taking out the pro-Liao militia, and now this.
Duke Abraham’s continued pleas for assistance have come to nothing from the FedCom forces. We helped them once before, so he contacts Duke Essex. This time, we refuse to assist. We helped once, for free, as neighbors. We cannot send forces to assist for free a second time.
Duke Abraham gets the hint. He agrees to join the Coalition if we send forces to Indi and force them off world.
Abe Sargent
11-28-2012, 08:56 PM
Beginning of the Second Epsilon Indi Campaign
July 6 – The fighters of Catapult Company, plus the nine available companies of Alpha Regiment blast off for Indi.
July 16 – The mercs land from the Zenith jump point they arrived at. The mercs are Lola’s Legion, a regiment of Mech forces that are unloading easily, because they have about 20 fighters.
They move to set up shop in an abandoned city that has been uninhabited for more than a century.
July 23 – When landing, a rented DropShip has a failure and crashes. The mechs inside are damaged and will take a few days to get up and running. None were destroyed though, thank goodness.
We are about five hours from the Legion, which have not made any offensive action since landing, oddly enough.
July 27 – A large fleet jumps into the system at a pirate point and launches another regiment of troops to Indi. The second regiment of the Legion has arrived. They will be planet side in two days. At the same time, sabotage strikes the HPG station and it will be down for a few days. We are without a way to ask for help.
Abe Sargent
11-28-2012, 09:05 PM
July 29 – Our foes begin to march towards us, and the other regiment moves into land on top of us hot. We have one trying to land on us and the other marching quickly towards us. We decide to move out the moment we hear about the DropShips moving down. The first regiment is about four hours away still, but the one on top of us is a problem, . It should be here in about a half hour. We break camp and get ready. We have two major options. One, fight this regiment, and then fight the next one and hope. Two flee, and leave behind much of our camp in order to maximize distance. Three, gather everything, but cut it real close.
We decide to move out now, and get the mechs out in less than ten minutes. We carry a few crates and supplies, but just what we could grab on the way out, nothing organized.
Unlike another recent fleeing, this time, we do not need a rear guard. It takes mechs a while to get coordinated after a hot landing, and regather their forces. Some will land twenty miles from the other and ten minutes earlier, that sort of thing. They decide to secure our camp, satisfies that they won a strategic victory against us.
We fade into a network of old ruins and decide to split up into smaller units in case they pursue at night. The planet was once a highly built up planet, but they during the Star League Civil War, the retreating Amaris forces used a Scorched Earth policy and bombed it heavily with nuclear weapons. It’s been rebuilt a bit, with the mining efforts we mentioned earlier helping. But it’s not and won’t be what it was. There are a lot of ruins in the planet, from the cities and suburbs that were here. We are nowhere near the local civilians or infrastructure. We don’t have to worry about damaging anything out here.
Abe Sargent
11-28-2012, 09:15 PM
Aug 1 – Nothing has come out way, and now their forces are mobbing, two regiments of mechs marching in a line two mechs deep that stretches miles across, trying to snuff us out. It’s easy to hide smaller units in these shell-shocked relics. Each mech is staggered from the one in front or behind. So each line is ¼ mile to the next mech in that line, but ht second line is staggered from that making it 1/8 mile wide. Mechs can cover that very quickly, so if we spring a trap with a lance at one mech in front, it’s friends will be there in seconds and able to fire to assist very quickly, perhaps a delay of one or two turns long at most. Remember, they want that. 216 mechs are out there marching towards us. They want to snuff us out, and if they get one or two mechs damaged to trade for blasting these lances, they’ll happily make that trade.
We don’t have any mines any more, they were lost in the camp. We squirreled away supplies far away and easily accessible. We decide to fade away from the marching juggernaut. This isn’t the time for battle, in 1-2 odds. Catapult Company is landed in a nearby DropPort about 250 miles away, and will remain there for the duration. They have even more fighters that came with the second regiment.
Abe Sargent
11-28-2012, 10:02 PM
Aug 5 – After three more days of crawl but no brawl, we are reaching the edge of this giant ex-metropolis. On the other side lay a regiment of troops that are clustered around three Overlord DropShips, in battalion size pouches
We spend a few hours trying to find a weakness in their position, and we do. The middle DropShip is in a clear field, the upper one in hills and the lower one in a swampish area. That means the lower one can’t have fighters land there, just on the first two. They can fly over, but they cannot land to get bombs and such. So, if we attack there , then fighters can get prepared for battle against us in two places. If we fight the middle or upper one, then just in one place. So, we are going to fight in both the upper and center DropShips. They will quickly load up and bring in reinforcements, and this battle cannot last long, and they cannot use their fighters for anything more than the occasional strafe.
We will take 5 companies against the center and four companies sof Myth Battalion against the north. As we get close, they begin loading up the southern DS and will eventually bring it up and unload an entire battalion in the center to outnumber us. Meanwhile, fighters will be concentrating in the north to help them.
Normally, I like to play every single battle that K&C is involved in. However, the unit has gotten too big to continue this. Can you imagine me running three separate battles in the north and a ton in the center? It might take me four or five days to sim through this one battle of this one campaign. So, instead, I will sim just one battle. I’ll roll dice for the rest.
Abe Sargent
11-28-2012, 10:15 PM
In the center, Defender Company is on the upper flank and charges at the northernmost of the three companies on the ground before reinforcements arrive. We move to smash hammer them
Daishi Prime
HBK-4G Hunchback
ON1-V Orion
Thor C
AWS-9M Awesome
WTH-1 Whitworth
GRF-1N Griffin
STK-3F Stalker
CTF-1X Cataphract
PXH-1 Phoenix Hawk
CMT-1 Comet
JNV-10F Javelin
HER-2M Hermes II
Yes, it’s a 13 mech company.
Our foes, almost none are level 2 mechs, and regular pilots
Trebuchet
Thunderbolt
Atlas
Longbow
WSP-1L Wasp
Panther
ENF-5D Enforcer *
PTR-4D Penetrator
Commando
CES-3R Caesar *
Rifleman
Grasshopper
This is their Caesar, a 70 ton, level 2 mech with 4/6 movement, XL engine, Gauss, EP PPC, 4x Medium pulse lasers, two face the rear, 10.5 tons of armor, 16/32 heat.
http://www.sarna.net/wiki/images/0/0e/CCG_Unlimited_Caesar.jpg
Abe Sargent
11-29-2012, 07:42 AM
Let’s go!
Turn 1 – Fighting on an Open Terrain map with a small number of light woods. We win init. I run the PXH into heavy woods in the center to push them. My Griffin, Whitworth and Stalker are in nice heavy woods camping spots. I hop the Jav to the woods to support the PXH there. For my forces south of the woods, we concentrate fire on their Caesar. After that, we take a few targets of opportunity. Our Cataphract destroys its RA and this two leg actuators. After taking 120+ damage, the Caesar falls, as does the Thunderbolt after taking two AC20 shells from the Thor.
Turn 2 – We win init. Instead of normally backing up at this point, I push forward even more. Their Caesar does not stand, and I run our Awesome next to it. Our Thor bases their Commando, who is in heavy woods. Their T Bolt rises easily. Attacks on the Penetrator heavily. Our Daishi blows off the Left arm and its on the ground. Our Awesome destroys the LT of their Caesar and its shuts down. Our Thor tears into the Commando, this the ammo and it lights up. Their Penetrator takes more than 140 and falls.
Turn 3 – We lose init. They begin to mobilize to head out and will leave after this round. I hop our Jav behind their Longbow. I back up the Orion which has taken some damage from them. Their Penetrator rises. Our Daishi bases it. So does the Comet. Our Awesome runs into their Longbow. Okay, let’s see what we can do for the final battle. Our Orion carves into their Penetrator’s H. Our Daishi will destroy the RL and RT as well. An AC20 shell from the Thor smashes the Longbow, hits the LRM ammo and it ignites. Stalker fire lands on their damaged Panther, who took attacks of opportunity prior, and savages it, destroying its RT and LA.
They retreat under fire of their DropShip, and move inside it to recover.
Caesar – missing LT, RA, leg actuator damage
Penetrator missing RL, RT, H, reattach LA
Commando LA, H, RL
Longbow – RA, LA
Abe Sargent
11-29-2012, 01:13 PM
Around the area, we are winning battles, but then their troops arrive to the south east, about one mile away and unload. Their first DropShip is keeping us from charging the second one to keep us form hitting them.
It’s normal battlefield strategy to keep mechs from attacking DropShips. They have a lot of weapons, and they are worth so much money. This is an obsolete pair of Overlords, they have not been upgraded with level 2 tech. It has 6 PPC, 2 AC20, 6 AC5, 12 Medium Lasers, 3 LRM 20s, 6 Large Lasers. It does not have the ability to fire them in one direction.
Many of their wounded mechs have moved into the first Overlord, and Colonel Matthew Humphries decides to push hard. He orders two companies to charge the second Overlord and its battalion to keep them at bay, while three companies, led by his Defender, charge the 20ish mechs around the first Overlord. While two companies fight against the defenders, he orders Defender company to push through and attack the Overlord, which we will sim. I am removing a ton of ammo from theAC20 of the Thor.
Turn 1 – We lose init and run towards their Overlord. We charge it and mostly everyone misses at long range.
Turn 2 – We win init. We only hit it a few times as it blasts up a lot of dirt. Next turn we should be close enough to hit for some damage.
Turn 3 – We win init. We hammer it for damage, and it blasts our Awesome for 80+ damage and it falls.
Turn 4 – We lose init. I roll my Awesome behind a tree. Our Thor hit its thrusters and sensors each once. It destroys the LL, RA of my Cataphract. It falls hard.
Turn 5 – We win init. Our Daishi and Orion deal some serious damage and it just peppers a few people.
Turn 6 – We lose init. Several of our mechs have based the DropShip, including the Daishi and Thor. We go overheat to tear into it. The Cataphract destroys the RS of it, and it is down.
Suddenly there barrage ends and a status check is made. With a suddenly weaker defensive position, the remaining forces under barrage outside of the first DropShip move to support those under the second. They are losing, so we order them back. They load up their mechs into the Overlord and twenty minutes later they blast off with that battalion plus a few more mechs shoved into where it will go.
A company of mechs opens up the dead DropShip cargo doors and moves in, attacking wounded mechs. We easily dispatch the various wounded mechs.
Abe Sargent
11-29-2012, 02:56 PM
In the north, our assault of four companies against three begins as would be expected, but soon fighters are rifling above, and they quickly turn the tide and we are forced to retreat, having lost 7 of our 48 mechs.
We captured the techs on the Ship and their MWs and put them in prison aboard the DropShip. We bring our techs and supplies up over the next few hours. The only internal damage was to the sensors and thrusters once each. Other than that, is just the side of the DropShip that’s down. They can fix that in two days of 24 hour work, but they cannot spend that time working on our mechs. We can’t carry everyone off even if we fixed it, so we prioritize fixing mechs. Myth Battalion arrives and our damaged but surviving regiment survives.
Aug 8 – All lightly damaged mechs are running, and we have replaced downed mechs with the massive salvage we have from the battle. They have decided to play defense and are fixing their wounds as well, - they lost almost a battalion of mechs in the center and another 6 in the north before the tides tuned against us, plus a DropShip. Even if they hammered us with the other regiment that is pristine, we have about 100 mechs to their 108, and that’s not easily decided. Especially when we are better than regular and we have level 2 and clan mechs all over our T&E.
Abe Sargent
11-29-2012, 03:45 PM
Aug 12 – We have fixed the DropShip and loaded it with salvage, but not mechs. We launch the DropShip and move to outer space. They believe we have mechs and move fighters to attack us. They are too late and we penetrate the atmosphere and get out. They can pursue, but that would take days and they might overcome us, but its clear we aren’t landing somewhere else, so they let us go so as not to abandon the world to us and other grounded fighters. In Indi system, it takes 11 days to reach a JumpShip, and we have none, but our techs negotiate with a local cargo JumpShip and they agree to wait on us for a few days to take us to Epsilon Eridani, and we will pay for a charge t the station there, and they can jump out a few hours later.
With our hangar gone, we move out. All disabled and salvage was placed on the DropShip, so we have our mechs. 106 mechs, two pilots died in the battle and we couldn’t get a mech for the third one, so he’s on the DropShip.
We have planned for this day. We don’t know where their forces are, so we move back to the ruins and break down into companies and move to various prearranged positions, hide supplies, and keep moving. We captured a lot of food and supplies in the DropShip so we are restocked.
Abe Sargent
11-29-2012, 03:55 PM
Aug 14 – They move their forces back to the ruins to find and oust us. Again, they are very thoruough but not particularly quick.
Aug 15 – They have finished the bottom southerly fourth of the ruins metropolis and we have moved to other places.
Aug 17 – They have cornered us to the final fourth of the city.
Aug 18 – A few hours after night falls, we break out of the city in nine different places and move for three different predetermined locations in battalion groups, but one of the companies in Myth will join the battalion with two companies.
We are out and they expected this Suddenly, 20 fighters can be seen on our screens, and in another two minutes another 20 fighters. Their mechs are hours away, but they have been loaded with bombs and each drops bombs and flies away. We take a lot of damage from the bombs and three mechs. In day, we would have taken more.
Dawn arrives around noon, on international time (day is not 24 hours, obviously) and we manage to escape but at the cost of severe damage that will take about three days to repair and lost three mechs. We are near the largest mountain on the planet, Mt. Highspire. This is where we will make our stand. It has no mineral wealth, so no mines are here. Instead, there are deep crevices that fighters are not going to be able to follow us into. We gather all three battalions into a deep crevice and hole up.
The area is snowy all year round, and this area has more rocks. No minerals or metals mess with sensors, it’s just rocks. There are two ways out – forward and back. Overhead, the crevice is very tight and fighters would go on a suicide run to come in here. We will hole up here.
Abe Sargent
11-29-2012, 04:25 PM
Aug 20 – Scouts hear the sound of mechs or fighters or tanks, but cannot identify what. We are likely being spied on by our foe
Aug 22 -The DropShip arrives in the EE system, sends a message to Duke Essex, and moves in to unload and join our mercenary command.
Aug 23 – The first real test of our defenses has arrived. A company of mechs arrives at the entrance to the crevice, spends about an hour investigating us, and then when a company is dispatched to handle them, they flake out.
Aug 24 – They have discovered the other side, and a company does the same thing at the other end of the crevice. Meanwhile, we have built up a huge amount of defenses in preparation for an invasion from either or both sides. The obvious attack is to attack from each end with a regiment. But the ends are about an hour from each other by mech. We can reach an invading army in fifteen minutes form our camp in the center (15 minutes by us, 15 minutes in by them) and be 30 minutes away from the other regiment. By then, the battle could be decided or almost so. By then, if we do well, we could already be on our way out of the crevice.
Abe Sargent
11-29-2012, 04:42 PM
Aug 25 – They have decided to do as we suspected – one regiment to come down each line. They have to attack in force or else we have a regiment on their battalion. They have split up their troops, and had time to fix up mechs, so each force has about 90 mechs vs our 100-ish mechs. We order our forces towards the upper crevice. On the outside,, the crevices are about four hours by mech.
As we move out, we get ready to hammer the invading force. A few scout mechs hang back, and wait until the main force has begun its battle. Then it fires at the ammo bins under the ice and rock and destroys the path in the other direction. Even with mechs, it will take hours to clear out the mess and move across it. Now we have no unit moving behind us.
By pretending that this was a good strategy, we turn it into a bad one, and now we have 100+ mechs on their 90- mechs. Plus we have forced their hand. The reason we are facing two regiments is because we are very good at what we do – breaking things. They wanted to outnumber us. Now we have them in a place with no fighter coverage, no backup reinforcements from the other regiment. We will win.
The one force radios them about what happened, and they immediately begin to retreat, but it’s too late to avoid battle. In order to get out, they do what we did before- leave one company of mechs as a rear guard while the rest of their forces leave. We easily destroy their company, with no loss of a mech on our part, just some injuries. We can’t catch up with them. The other force chose not to dig out, but has left. We gather our supplies and salvage and move out. We move to another crevice we scouted.
Abe Sargent
11-29-2012, 05:09 PM
Aug 30 – After arriving at a pirate point, a large flotilla of ships, fighters, and transport have arrived.
Sept 1 – We land on Indi with one regiment of K&C mechs, all of our fighters from the various ships, and a regiment of mercenaries that were employed to act as a garrison force on Indi for the next three years. With two regiments of troops, aerospace forces, and outs on the ground, plus the local force as well, we are coming in heavy.
Catapult Company launches and 80 fighters overwhelm our foes. We lose some fighters, but replace them with the salvage we find of theirs.
Sept 2 - After blasting their fighters, we offer our foes the opportunity to leave unhindered. They consider and agree.
End of the Second Epsilon Indi Campaign
;
Abe Sargent
11-29-2012, 05:31 PM
We have a lot of changes to our units of various sorts. Replacement mechs, salvage, a new aerospace company with the assets we captured here and in the Sirian Holds campaign, and levels up for Defender company.
Awesome, Defender, Michael Henry, now 2/2.
Cataphract, Defender, Madison Tolteca, also now 2/2
New Overlord is rechristened Victory Assured
New AeroSpace Company
Dart Company
Riever
Riever
Shilone
Corsair
Corsair
Lightning
Lightning
Stingray
Sai
Sai
Sai
Sholagar
Our pilots are 4 elite, a bunch of vets, and a pair of regulars – all are level 1 fighters
Abe Sargent
11-29-2012, 05:42 PM
Mercs on Epsilon Indi: We hired, over the upset Capolla government, the Blackhearts to garrison Indi. They were the mercs that were contracted to Free Worlds League, loaned out to Cappellan Confederation for Guerrero, fought to capture Capolla alongside the Capellan rebels, realized they were terrorists and left after facing us. They will garrison Epsilon Indi for three years. We know they are honorable. Rating B, regiment of mechs, and another tanks, plus fighters and infantry. Veteran.
We pull our troops off Indi, and this will secure it very nicely.
Replacement mechs for these companies to replace destroyed mechs:
Butler Company, LCT-1E Locust out, replaced by MON-66 Mongoose
Butler Company, RLF-3N Rifleman out, replaced by RFL-5M Rifleman
A Thunderbolt destroyed in Brawler company was replaced by one from the salvage
Tethys Company, Griffin-1N out, replaced by WHM-6R Warhammer (level 1 tech) from salvage
Typhon Company, PXH-1K Phoenix Hawk out, replaced by PXH-1 from salvage
Typhon Company, CN9-FR Centurion out, replaced by RFL-5M Rifleman
Typhon Company, STK-3F Stalker out, replaced by STK-5M Stalker
Heliades Company, WTH-1 Whitworth out, replaced by Trebuchet from salvage
Heliades Company, HBK-4G Hunchback out, replaced by CN9-D Centurion
Styx Company, LCT-1E Locust out, replaced by Comet
No losses to Trinity, Defender, or Delta
We captured these mechs:
Level 2 - Penetrator, Caesar, JR7-K Jenner, SHD-5M Shadow Hawk
Level 1 – Locust, Stingerx2, Zeus, Guillotine, Blackjack, Clint, JagerMech, Panther
We also captured a bunch of parts, and I won’t bother to list them here.
Abe Sargent
11-29-2012, 05:43 PM
Sept 1 – Duke Essex is invited to a conference on Tharkad, and brings with him Ted Izumo, Matthew Humphries, Conner Ward and Magnus.
Sept 30 – We begin to get money from the sales of the Aires and Taurus small craft from Blackwell. 20% of the profit is 1 mill per ship, and roughly 4 mill a month.
Abe Sargent
11-29-2012, 05:46 PM
EVENT October, 3058
The Whitting Conference gets underway as representatives meet at Tharkad from around the Inner Sphere to discuss the threat of the Clans. Eventually, the members decided on two major agreements. First of all, they would align to destroy a Clan completely. Based on information from a traitor, as well as in part revenge for the orbital bombardment of the planet Edo, the chosen target is Clan Smoke Jaguar. Two major thrusts will destroy the jaguars. The first is Operation bulldog, a collation force led by Anastatoius Focht and Victor Ian Steiner-Davion to drive the Jaguars from the Inner Sphere. The second is Task Force Serpent, a secret military strike against Huntress, the home planet of the Jaguars and their clan holdings. This two pronged assault will, hopefully, eliminate the Smoke Jaguars as a Clan. The second agreement was to restart the Star League. The Second Star League is formed, and all of the participants will sign the Constitution in November. The first Star Lord is Chancellor Sun-Tzu Liao of the Capellan Confederation, and the title will change and be elected from among the various heads of state every three years in a new Conference. The Star League banner will fight against the Smoke Jaguar clan, and Clan Nova Cat sees this as a sign and they will defect to the Star League and fight alongside the Inner Sphere against the Jaguars.
http://www.sarna.net/wiki/images/9/9c/Star_League_Logo.png
At the Conference, Victor confides in Thomas Marik that after running his DNA with other Mariks, he is not a Marik and thus not Thomas Marik. However, he will not reveal this information, because Thomas has been good for the inner Sphere and the Star league. In reality, Thomas Marik never recovered fully from his wounds in the 3030s, and was kept by ComStar in the background, where he began to pull the strings. The new “Thomas Marik” was a plot by ComStar to put someone on the throne to run the League and to be sympathetic to them. Thus, the Word of Blake was allowed to settle in his realm, while Thomas Marik, the real one, is pulling strings as one of the new masters of the Word.
We are invited to this Conference, not as the ruler of a state, none of the other leaders of Chaos March states are there, but as the unit with the best record against the clans. Due to our prominence in fighting the clans, we have been offered a contract by the new Star League to participate in Operation: Bulldog. Col .Conner Ward will be taking Delta Regiment but not Shadow Battalion. There was some question about bringing us for Task Force Serpent, but that was not okayed. We will be in Operation Bulldog, the grand military war to drive Clan Smoke Jaguar from the Inner Sphere.
Delta Regiment has 11 companies
Delta will be sent out in a month, and is on contract to do some training, establish operation theaters, and fight the Jaguars under the command of Archon-Prince Victor Ian Steiner-Davion and Precentor Martial Anastasius Focht.
Abe Sargent
11-29-2012, 05:48 PM
Nov 15 – The Duchy of Small launches an attack on the nearby planet of Sheratan, to incorporate it into the Duchy forcibly. With almost a regiment of ad hoc BattleMech forces assaulting aplenty with two battalions of vehicles, this won’t take long.
Nov 19 - We take two major communiqués from planets by Small World. The first is Fletcher. Fearing it being taken over by The Duchy of Small, they want to open negotiations for defense. They asked for aid from the Successor States but have gotten no assistance. They really just want to be left alone, but they have no desire to enter the Duchy of Small.
Fletcher had pro-Liao rebels strike, but the locals managed to hold them off and handle them themselves after the Lyran forces left. The HPG station was destroyed but just rebuilt by ComStar a month ago. With no aid given by the FedCom or the Alliance, the local forces just wanted to be left alone, and yet, now it seems they are next on the Duchy’s hit list. Therefore, they would like to join us, and we can garrison troops on their planet. We agree, and the Coalition offers to invest some money in their economy if they want to, but they don’t need it. They are proud in their self-sufficiency.
Abe Sargent
11-29-2012, 05:48 PM
Nov 25 – Duke Braham Essex does not have the equipment or money needed to begin a mining colony on Asmodeus III. He calls the Council with the various representatives. He explains fully what he did to equip various expeditions to explore on behalf of the Coalition, but kept the costs at a minimum by loaning and using K&C equipment for most of it. He reveals the reports and finding for this metal rich world of Asmodeus III. The council agrees to jump to the planet and explore it.
Nov 27 – We hire a group of mercenaries to guard Fletcher. Narhal’s Raiders, a regiment of mechs, C+ rating, retainer for two years, many upgraded mechs, regular. We have them on retainer in case we want to move them against the Duchy, since they are so close.
Abe Sargent
11-29-2012, 05:49 PM
The other major communication is from Ingress, the other world in the Duchy of Small. They were unable to find assistance from the great houses in breaking out from under the Duchy’s thumb, and they are getting desperate. We negotiate a major deal with them. We will free them, and then they will join us as an equal partner, free to run their planet the way they want to, but still a part of our Coalition. They agree.
Fighting against the Duchy will not be easy. But Ingress is not as well defended as Small World.
We get intel – two companies of mechs from the Ducal Militia, and the mercenary group, The Furies. The Furies are an A rated regiment of tanks. There is a stipulation in all of their contracts that they are not required to face any Great House mech force of more than battalion size.
We decide to go in heavy for a full blown assault on the planet. Alpha Regiment will be heading in. We are also taking Dart Company for its first mission. The most important thing is to get on planet without being noticed by the local Duchy of Small forces. Our allies can assist with that.
Because this started before the end of the year, we’ll finish up this campaign, then roll back, finish 3058, and then conclude this chapter.
Abe Sargent
11-29-2012, 05:49 PM
Beginning of the Ingress Campaign
December 30 – We arrive at Ingress in three locations on the planet. Myth Battalion is in the largest DropPort on the planet, and the place where one of the Ducal Companies plus a battalion of tanks are. The next place is by a large port in the ocean where massive numbers of fish, seaweed, pearls and other agricultural ocean goods are collected and traded with the food, incense and timber from inland. Here is the location of a tank battalion. The final one is by the provincial capital out in the midst of vast gain fields that stretch for hundreds of miles. The other mech company is not by any DropPort, but instead off by a ridge of hills where wine is made. They have established a prison and base there, off the grid.
So, we can strike at the three military centers with ease. We plan three simultaneous, roughly, exchanges in these three locations. Here they are:
Capital City Myth Battalion, with its four companies, is there. It will attack with a scout lance against their scout lance, which is often moving around scouting the city on a given plan, timed very well. While that attack occurs, the other eight mechs of that company will be just outside of the base their mechs use, waiting for the other mechs to run out and help. These Ducal units have not fought many battles, and are not battle hardened. Meanwhile, our other three companies of mechs will be outside of Fort Foster, where their battalion of tanks are located. It’s on the outskirts of town, and we can keep the battle from the civilians and infrastructure.
For the ocean, we have Star Battalion with Defender and Cinq Companies. They will be attacking the local garrison here, which has a fort along the large harbor, and again is far away from anyone else.
Finally, Heater Battalion will move out and attack the garrison here, which is not in a fort, but a compound. We will strike quickly and assuredly.
Meanwhile, Dart Company will fly to the hills and harass the final company, to keep them on the radar. They have a Union DropShip, and will likely use it to load up and help out one of the battles but they could use it to flee somewhere unknown. We need to keep them on the grid.
Hopefully, if all goes well, in a few days, we can take the entire planet.
Abe Sargent
11-29-2012, 06:36 PM
Jan 3, 3059 - The first battle sees the two companies against the battalion of mercs. Defender and Cinq are companies that have been with us for ages, and have experienced fighters. We approach the fort with both companies and running. They see us and move to defend themselves very quickly, and very professionally. These guys might be regular, but we can see how they earned that high Dragoon’s rating.
The front entrance to the fort is closed, a large metal door. The walls of the compound are also of a hard light metal. We establish a perimeter around them. There is just the one door in and out – very inefficient, because there is no back route in case things go poorly. A few vehicles launch indirect LRM fire at us to keep us honest but have no spotters.
Concentrated fire takes about fifteen minutes, but we manage to bring the door down. We go in.
About one third of their vehicles are level two tech. I’ll skip their list. I listed Defender recently too, so here is Cinq Company
BLR-1G BattleMaster
AWS-8Q Awesome
HBK-4G Hunchback
WVR-6M Wolverine
ZEU-6S Zeus
GRF-1N Griffin
GRF-1N Griffin
ARC-2S Archer
VL-5T Vulcan
WSP-1A Wasp
SDR-5V Spider
LCT-1V Locust
All level 1 mechs. They have 7 elite, 2 green, 1 regular and 2 veteran.
We are using a DropPort map for the game, to simulate the concrete we are fighting on.
Their forces consist of high quality tanks, and not a bunch of chaff to fill in the ranks. This is a merc unit that has existed for more than a century, and they are ready for us.
We begin the north west corner and they can begin anywhere on the map they wish.
Abe Sargent
11-29-2012, 07:41 PM
Turn 1 – We lose init. They are all over the place. I move my forces to the north edge of the area. Two Griffins base a Partisan Air Defense Tank with LB 10Xs. I leap a Vulcan next to an upgraded Rommel with a gauss. My Wasp too. One of their vehicles skids, smashes into a building. I fire at several of their tanks. AC20 by one Hunchback nails the Turret of their Rommel and locks it. An Awesome immobilizes the Rommel. A machine gun on the Rommel gets a through armor critical on our Hunchback in Cinq and hits the ammo and it explodes. Our Daishi immobilizes a Schrek PPC Carrier. Our Stalker kills the crew on their LRM Carrier. Their Chevalier hits a foot actuator on our Comet. Our Comet and Hermes II each lower the movement of another Rommel with a gauss. Our Orion halves the movement and stuns the crew for two turns in their Partisan Air Defense Tank. One of our three Griffins immobilizes one of their Chevaliers. Our Thor immobilizes their Typhoon Urban Assault Vehicle. Our other Hunchback destroys the Partisan’s left side and it is down. None of our guys fall .
Turn 2 – We lose init again. I push forward massively. They do as well. They fire and destroy the RL of my Comet and its RT as well. Our Wasp destroys the left side of their other Chevalier. Our Archer ignites the fuel tank in a Zhukov Heavy Tank while our Javelin does the same to their SRM Carrier. Fire from another Shrek nails the H of my Locust in Cinq company and the MechWarrior has died and it falls to the ground, headless. An ultra AC20 has blasted two sides on their Saladin Assault Hover Tank. It falls from the AC20 plus other damage and took more than 80 damage this turn. Our Zeus kicks and immobilizes a second Saladin - they have four it seems. Meanwhile, our Wasp and Vulcan combine o kick and destroy the front side of their AC2 Carrier.
We radio them that we have been contracted by this world’s government to free them from the Duchy, and that this is not a raid. If they stand down, we will allow them to keep their remaining vehicles that are still operational, they can free their friends from the immobilized tanks wee claim, and we will allow them free passage off the planet. After consideration, they agree
Abe Sargent
11-29-2012, 07:41 PM
Missing sides – Partisan, Chevalier, Saladin, AC2 Carrier.
Rommel with Gauss, immobilized
Schrek immobilized
LRM Carrier, dead crew
Chevalier immobilized
Typhoon immobilized
Saladin immobilized
Hunchback RA, LA, H, RL
Comet missing RT, RL
Locust missing H
Level Up:
Defender Company, Brysan Abasi in the Thor, gains Jumping Jack – only -1 to fire when jumping.
Cinq Company
Hunchback replaced by Buccaneer
Dead pilot in Locust replaced by Angela Herrera, veteran
Abe Sargent
11-29-2012, 08:08 PM
At the second battle, with a full battalion on their forces, we crush them easily in similar fashion. Here, we agreed to let them keep their salvage since we took virtually no damage from the quick and powerful attack.
Meanwhile Dart Company manages to tie them down. We fly over our battalion from the second battle, because they are the closet , and unload them, and surrounded this company, but we do not advance into weapons range or make any aggressive move. With 35 mechs in your face and 12 fighters overhead, if they make no aggressive move, you make none back., We await results from the first battle…
Abe Sargent
11-29-2012, 08:08 PM
Myth Battalion unloads Typhon Company, an elite unit, to launch the attack on their company, as listed.
Typhon’s scout lance moves in and engages theirs.
Us
PXH-1K Phoenix Hawk
GHR-5N Grasshopper
JR7-F Jenner
OTT-7J Ostscout
Them
Locust
Commando
Vulcan
Spider
All low tech mechs
We begin on one of the many city maps.
Abe Sargent
11-29-2012, 09:18 PM
Turn 1 – We win init. Only our Grasshopper sees one of their mechs after leaping over a few buildings and onto a major lane. It fires at their Commando but mostly misses.
Turn 2 – We lose init. We charge out from various lanes to converge onto their road. They move in a Spider to assist. Our Jenner and PXH damage their Commando badly, but ti remains standing. It’s internal in three places.
Turn 3 – We lose init. Their Commando flees but we hop the Ostscout to it. In runs into their other two mechs. Meanwhile, we converge on their Spider. We deal a little edamge eto the Spide,r since it jumped again, and they deal a little damage to out Osty. But it kicks and destroys the RL of their Commando.
Turn 4 – We lose init. They move their Spider back out of this lane to the north. We follow. Our Ostscout moves away but our PXH arrives at the Commando. It tries to stand, fails, and falls down facing away from the PXH. Weapons fire lances into the damaged Commando’s torso from the PXH and hits the ammo and it explodes. Meanwhile, our Grasshopper destroys the RA of their Vulcan. Then it kicks and hits a foot actuator in the mech, but its still up
With one mech down, the scouts flee back to base as expected
Commando RA, LA
Abe Sargent
11-29-2012, 09:21 PM
We roll dice, and they fall into our trap. The other eight mechs of the company move out after getting radio chatter about the battle, and walk right into our ambush. In seconds, we have destroyed the RA of two mechs and moved out on them from both sides of the deserted street. We trigger an attack on the ammo we hid underneath the bulwark, and it crumbles. The ground collapses underneath them. We radio them to stay there pending orders, because we are here to retake the planet in the name of the Ingress government, so we are rightfully and legally here. We are also in healthy mechs. We will destroy them if they move.
They stand still.
Meanwhile, the other three companies in Myth Battalion have arrived at Fort Foster. We order our units up. They blow through the doors here – two entrances to this larger Fort, and each one has 18 mechs move in.
Our foes have aligned across the wall with a variety of tanks in smooth formation. Their CO radios us. It appears that our radio broadcast to the mech company in the street was heard. They want to talk about it.
After a half hour negotiating with lawyers, local authorities and us it appears that their contract was not with the Duchy of Small but with Ingress technically. That means their contract runs through the end of 3059 still, for garrison. The government of Ingress has formally requested that they stand down, and they order all forces on planet to do so. Meanwhile, seeing that the battle has been won, the two companies of mechs are captured, the mechs are turned over to the growing military on Capolla, and we give back to The Furies the tanks we salvaged in the other battles. They last about fourteen tanks total, and can salvage roughly eight of that number. We agree to take over their contract, extend it by a year, and send a few tanks from our garrison to cover their losses as payment for their new deal.
In order to keep Alpha Regiment as one fighting unit, Braham orders Ganges Battalion of Beta Regiment here to help garrison the world for a while. Dart Company will stay here as well for now.
End of the Ingress Campaign
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