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View Full Version : The BattleTech Dynasty, Chapt 7,Consolidation and Preparations – 3059-3062 - Complete


Abe Sargent
05-04-2013, 08:36 PM
This is chapter 7 of the BattleTech Dynasty, which I have been doing slowly overtime. There are just 8 chapters total, and the other 7 are in the Dynasty threads. I'll link to them in a bit.

This dynasty begins at the same time as recent Chapter 6.5 and will end sometime after it ends, and dovetails with it. After getting a B Tech bug, I went ahead and ran one aspect of Chapter 7 early in that chapter, but no i want to hit this one up full time and see it through. Expect to see updates over the next few weeks until I've done Chpt 7.


So what is this dynasty? If you are new, great!

I am using several programs, books, and more to sim a character, mercenary group and more in the BattleTech universe. It began in 3030 and has progressed to 3059. It ends in 3067.

If you are familiar with the universe via books, video games, the cartoon, the RPG or the wargame, then yay! If not, I spend some time describing the universe and its uniqueness in other threads. Basically, humanity expanded outward magnificently, but ran into no intelligent life. Life itself is abundant, but intelligent life is just human.


And humanity brings with it to the stars all of the various problems it contains. Much like people huddle together at lunch tables by religion and ethnicity, they have colonized worlds and settled them by creed and race. The slowness of travel in space has resulted in a reemergence of monarchies to rule many worlds and states.


Thus the Inner Sphere is divided and wars with various states, planets, nobles, merchants, pirates, corporations, clans, militaries and mercenaries battle for supremacy.



Into this chaos our good lead character, Colonel Braham Essex has built one of the premier mercenary units in the Inner Sphere. In the last chapter, he used this force and the various political allies he made in his career to found a new state, the Celestial Coalition, with him at the head. The CC now has several worlds under its control.

And now, as the chaos of the Inner Sphere embroils around the area, expect more opportunities to follow, and defenses to be erected.




Welcome to Chapter 7 - Consolidation and Preparations

Abe Sargent
05-04-2013, 08:41 PM
Previous Chapters:


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)


Chapter 6 - The Opportunity of Chaos - 3057-3058 - The BattleTech Dynasty, Chapt 6 The Opportunity of Chaos (3057-58) - Chapter Complete - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=85812)


Chapter 6.5 - Of Dogs and Cats - 3059-3061 - The BattleTech Dynasty, Chapt 6.5, Of Dogs and Cats - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=86642&highlight=battletech)


And here we are!


All of these chapters usually have some interesting beginnings. They include a strong dramatis personae, descriptions of various planets and so forth. You can pick up the story and various informational posts in them.

Abe Sargent
05-04-2013, 08:50 PM
January 1, 3059 – Duke Essex meets with the head of his nascent realms new intelligence agency created about nine months ago. Chief Ingrid Foster was the head of the intelligence network for the Epsilon Eridani government before being promoted to run the agency for the realm, connecting the networks at the other systems and installing some in places like Acamar. Codenamed the Apollo Office, after the Greek deity of wisdom and oracles, Chief Foster had regularly scheduled meetings with Duke Essex on the state of things in the IS abroad as well as the Chaos March nearby.

As the only state of more than three systems in the Chaos March, the Celestial Coalition was formed by three initial systems – Epsilon Eridani, Capolla and Terra Firma. Soon others were added diplomatically – Fletcher, militarily – Acamar, defensively – Epsilon Indi, colonially - Asmodeus or in liberation – Ingress. It has many wealthy systems, including Acamar’s vast mineral wealth as a mining planet, Epsilon Eridani as one of the strongest economies in the Chaos March, the healthy economies of Terra Firma and Capolla, the rich potential of new colony Asmodeus, the agricultural wealth of Ingress and the sheer independence and sustainability of Fletcher . No system is economically a drain on the state.

Now, several rebuilding projects are underway on Capolla, Acamar, and Terra Firma after major battles were fought there as the place erupted into chaos. Dropports were destroyed, and buildings razed in many places, and many projects are already completed at the beginning of 3059.

Additionally, the state is placing some central facilities on Asmodeus. It is building just a few DropPorts, and central buildings. It costs billions of C-Bills to build a colony, and so the state has instead just a few hundred million. Using the vast mining contacts on Acamar, Capolla and Epsilon Eridani, three mining consortiums have agreed to open up mining on Asmodeus, and are already building facilities there. Mining should begin in about two years.

Each system has their leader on a council, and each three years, the council votes someone to take over the reins ,but they have a subordinate running the planet mostly. Running a multi-system state, even a small one, has a lot of work. It requires meetings with intelligence officers, leaders from other states, military leaders, media, corporations and more.

Abe Sargent
05-04-2013, 08:51 PM
Chief Foster has compiled a report on every non-CC planet in our section of the Chaos March, no matter who currently controls them. Here are the briefings of that report:



Small World – Currently the capital of the Duchy of Small, the ruler here created his own nation and grabbed Ingress for it. Then, we agreed to release Ingress and they joined us. That military operation was just completed. They are very expansionistic, and not that wealthy compared to other planets in the March. Small population of just 250 million. It is conquerable if we wanted to.


Sheratan – A world that was not wealthy to begin with, the vast forests of Sheratan were set ablaze in the battles at the beginning of the Chaos March. This planet suffered greatly. It was recently captured by the Duchy of Small, and then we took Ingress from the Dukedom, so they are back to two systems.

Northwind – A wealthy world, independent, and home of the powerful merc unit, the Northwind Highlanders. There are several industries on planet. It needs no central government and would be nigh impossible to conquer and keep.

Outreach – Like Northwind times three. The Wolf’s Dragoons are here, and it is the hiring location for reputable merc units. It has even more resources and wealth, and would be even harder to take, and even less desiring of being with a state.

Bryant – A relatively poor planet, with few resources, and has taken to raiding nearby systems, such as Epsilon Indi, Caph, Keid, New Home, and Carver V. the world has a turbulent atmosphere and rumors of many LosTech caches. It was a prison planet for the Capellan Confederation until a few decades ago. It has at least a regiment of mixed forces (mechs + tanks) on planet. It is a thorn in the March that someone will need to pluck soon.

Sirius/Procyon – We arrived at the Sirian Holds, destroyed their navy, and they had been taken over by some anti-science and anti-technology cult that was murdering professors and burning books. We want no part of the liberation of these worlds, so far from our own.

New Home/Keid – Both of these nearby planets have been secured in the name of locals who are decidedly pro-Steiner. Right now we have not incurred the wrath of any major state, but taking these worlds might stir up some trouble with the Lyran Alliance. Keid, in particular, is firmly Lyran. There are still pro-Liao forces in New Home, but the pro-Lyran forces are slowly gaining ground on them.

Caph – With four different factions still fighting on planet – this is an incredibly nasty military place to try to take. It was made toxic in the Succession Wars, an only recently started to recover, but still has not come close. Not a wealthy planet by any stretch and not under central authority. The people might welcome us. Right on the border with the Combine.

Carver V – Another planet with multiple forces and multiple loyalties and split. More wealth that Caph though. A bit farther away.

These are expanding in different directions than previously:

Hall – Past Outreach, awkwardly geography to get to. Two sons of Pavel Ridzik have declared Hall as the new home of a new Tikonov Free Republic. But they have no other planets under them. The former CO of the FedCom troops stationed here led a coup against the local government and took over, but fell to the Ridziks, who are looking to expand.

Elgin – Near Capolla, large oceanic world, islands divvied into various clans each in control of their own fiefdoms. Wide variety of economy – tourism, manufacturing, sea farming. Heavy investments by Caps and FedCom gave it a robust economy. The local troops were subverted by Cap intelligence. Five different nobles have their own fiefs.


Hsien – Near Elgin. Another planet abandoned by the successor states, the Baron Luis Montong V has repeatedly asked for aid from the FedCom to no avail. Still has Cap forces on world. The mighty McCarron;s Armored Cavalry arrived on planet and blew away the local pro-Davion forces. Then they left. The Baron personally slew the governor appointed by the Caps and threw the world back into dispute. The forces here are small – two companies, one companies and a regiment of infantry. It would not take a lot to tip it into anybody’s balance.

Very outside the box:

Genoa – A wealthy mining planet on the other side of the Fed Com and isolated from the rest of the March next to one other March world. Also exotic pets from the world knocked off its normal orbit by a passing meteor millennia ago. The Genoan president was killed by Liao forces while an unknown number of forces are fighting for control of mines and cities alike, and no one is in charge centrally.


Arboris – The other world out here. 9 regiments of infantry of farmers and locals, plus 2 battalions of mechs and 1 regiment mixed. Split between locals, FedCom and Caps. Fierce independent streak. The locals refused to be bullied by Liao forces and rallied to build their large regiments of infantry. But they are fighting the Davion forces as well, and trying to oust both off planet. It would be rough, in this climate, to take and hold with that many people angry at off worlders.

There are two FedCom planets in the March – Nanking and Zurich. Arboris and Genoa are on the other side of N and Z from us, but still just one jump from Acamar for both worlds and Terra Firma for Arboris.

All other planets near us are simply too far away to be of value.

Abe Sargent
05-04-2013, 08:52 PM
What are good targets of opportunity for future expansion?

We must handle Brant soon, because no one else can/will. They are growing stronger. The Duchy of Small is an issue to deal with later.


So, in terms of financial value alone, the best targets are Genoa, Elgin, and then perhaps Carver V, Hsien, Keid or New Home.

In terms of military value – Bryant, due to ending threat, Small World for ending threat, and Hall for ending threat.

In terms of ease of taking it – Hsien, followed by perhaps Elgin or maybe Keid.



What are the best targets in terms of ease, economic value, military value and proximity?

Elgin
Hsien
Genoa
Bryant
Carver V




Elgin – Within one jump of Capolla and Terra Firma

Hsien – Within one jump of Capolla, Terra Firma as well


Expect these as new targets soon.

Abe Sargent
05-04-2013, 08:52 PM
Chief Foster confirms that she dispatched the message to each of the great houses regarding us. If a house makes a major move against the Celestial Coalition, we will immediately swear fealty to their enemy. At the crossroads of the IS, we are near all of the spaces of all five houses, and we can join any of them if someone makes a play for us. So if the Combine moves against us, we move to the Federated Suns, and so forth. We’d rather join a great house under our terms, which would be rather nice if we chose our state, than be forced back in under theirs.



Diplomatically, we received recognition as an official state from the Free Rasalhague Republic just a few weeks after we formed the CC. A few days later, ComStar officially recognized us as well. A few months later, the Free Worlds League joined. No one else has until now.




We spend the first few months of 3059 gathering force,s fixing things, and restoring order on Ingress and bringing them into the CC.


We have no major incidents here at the K&C unit or with the CC, no attacks or anything.


So, let’s head back to the two missions we have funded to explore nearby planets and systems to see what may be out there. Then we’ll head back and, offload, and more.

Abe Sargent
05-04-2013, 09:01 PM
During the campaign, as events happen in the Inner Sphere, they are placed in these EVENT posts:


EVENT, February 27, 3059 – The clan of Burrock has been absorbed by Star Adder.


EVENT March 1, 3059 – Clan Ghost Bear has begun secretly moving their assets to the Inner Sphere.

Abe Sargent
05-04-2013, 09:05 PM
I don't want to get stuck in with battle just yet, so instead I will head to our exploration missions. We have outfitted two explorer groups with JumpShips, DropShips, and various military units to explore the areas near the Celestial Coalition to see what can be seen.


Exploration 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



It had jumped back out from Epsilon Eridani on January 11, 3059


As reminder, due to the nature of many of these planets being seen, all habitability rolls are reduced by 2, and all interesting things rolls are increased by one. We’re going to head back out and sim the two expeditions for one year each.

Abe Sargent
05-04-2013, 09:35 PM
January 12, 3059 –


Delaware System

Class M Star (Red), Class 1a (Bright Supergiant), 3 planets, none in life zone


There‘s nothing of interest here, so we are jumping back out.



January 21, 3059 –


Miami System

Class A Star (White), Class VI Luminosity (Subdwarf), 3 planets, 1 in life zone, Subtype 1

47 days to the habitable planet from the zenith and nadir points of the system. We decide to not spend three months exploring this system, but mark it to come back to a pirate point in the future

Abe Sargent
05-04-2013, 10:08 PM
February 1, 3059 –


Shawnee System

Class G (Yellow), Class V (Main Sequence), 8 planets, 2 in life zone, Subtype 6 – 7 days to habitable planets


February 8 –


Shawnee III
Small
0.8 Gravity
60% Water
Standard Pressure
Tainted Atmosphere
High Temperature
Amphibians highest life form
Climate Arid



This planet shows something interesting, so our scientists land to scan.


February 12 –

Our scientists reveal that a small colony tried to form on this planet in the early Pre-Star League era. However, soon after beginning here, the planet’s poles began to shift fairly quickly, and it played havoc with electronics and other devices, so they all left. There are few signs, almost 700 years later, of anything ever being here.

We head to the next planet


February 15 –


Shawnee IV
Large
1.0 Gravity
30% water
Standard Pressure
Tainted Atmosphere
Medium Temperature
Fish Highest life form
Arid Climate


Our doctors note that the atmosphere would, after about a week or so, react badly in someone’s lungs, so breathers are needed on world, as on Shawnee III, but there the atmosphere was a bit oxygen light, here there are odd chemicals in the air in small numbers, but over time, would accumulate and damage the breather.

Nothing unusual is on planet.

Abe Sargent
05-04-2013, 10:08 PM
February 23 –


Pawnee System

Class M, Luminosity III (Ordinary Giant), 6 planets, 1 in life zone, subtype 9 – 2 days to the planet.


February 25

Pawnee IV
Small
0.9 gravity
0% water
Standard Pressure
Breathable Atmosphere
Medium Temperature
Microbes
Temperate Climate



Massive dust storms engulf the planet. A quick survey team finds little of value and nothing appears to have been here previously.


March 2 –


Mingo System

Class K (Orange), Luminosity IV (Subgiant), 4 planets, 1 in life ring, 5 days to planet



March 7 –


Mingo II
Medium
0.8 gravity
20% water
Low Pressure
Breathable Atmosphere
Low Temperature
Lizard Life
Cool Temperate Climate


As our fleet arrives outside the world, something can be seen on the sensors. We land after determining that the planet is safe.


March 11 – Our scientists determine that this was once a prison planet hundreds of years ago for the Star League. They shipped prisoners out here, off the trade grid, and kept them in three different institutions that can be found. Searches turn up nothing else, leaving the planet dry of anything useful beyond its initial use. The agricultural expert points out that nothing Earth-native could grow in the low pressure and gravity combination. And the local vegetation does not seem like it could yield anything if farmed. Produce from the land seems like a dead end. There are no mineral deposits to speak of. There are no exotic animals or woods that could catch the imagination of customers. There seems to be no major redeeming value here at all, save that one could eek out a sustenance level survival if they had too.

Abe Sargent
05-04-2013, 10:45 PM
Mar 17 –


Seneca System

Class F (Yellow-White), Luminosity 1b Supergiant, no planets



Mar 29 –


Tamaroa System

Class M, Luminosity II, 4 planets, 1 in life zone, 4 days to reach it



Apr 2 –


Tamaroa IV
Large
0.9 gravity
10% water
Trace Atmosphere
Tainted Atmosphere
Hot Temperature
Plant Life
Warm Temperate Climate


There is nothing of value here, and it’s a pretty stale planet.



Apr 7 –


Choctaw System


Class O (Blue-White), Luminosity VI, 1 planet, none in life zone

Abe Sargent
05-05-2013, 12:24 AM
April 16 –


Shakori System


Class M, Luminosity II, no planets



April 24 -


Pamlico System


Class G, Luminosity III, 3 planets, 3 in life zone, 8 days away


May 4 –




Pamlico I
Small
1.0 Grav
50% water
Standard Pressure
Breathable
Medium
Fish
Temperate


Pamlico I has a few major things going for it. In addition to being interesting itself, it seems to have a rare habitable satellite, a double planet with a very large moon. We’ll check that out in a second, after dropping a survey group here.



May 6 –


Pamlico Ia
Large
1.3 Grav
60% water
Standard pressure
Tainted Atmos
Medium Temp
Plants
Boreal Climate


We unload more scientists here while continuing to explore on Pamlico I. This looks like a nice little place to set up a colony. Good materials, lots of tree-ish structures, but no animals to fertilize them so they have evolved special ways of germinating seeds without the help of bees and birds.



May 8 – Two people on the survey team on Pamlico I have fallen ill to a disease. We quarantine them and quarantine both the planet and the moon.

May 10 – One person on the moon has developed the same symptoms.


May 13 – It appears we have localized the virus, some bug which has been unable to be seen with our normal detection, but we have localized it. All of the people who came down with it have died.

May 15 – 2 more have come down with it on the planets.


May 16 – We order the JumpShip to leave the system and retrieve some special supplies.


May 18 – Since we are doing nothing else, we send out research satellites around the other two planets here.


Pamlico II
Medium
1.1 grav
20% water
Standard Pressure
Tainted Atmosphere
Low Temperature
Plant Life
Warm Temperate Climate


This planet seems to have nothing major on planet of value, but the plants are similar to those on the
moon.



May 20 –


Pamlico III
Small
1.0 grav
40% water
Low Pressure
Tainted Atmosphere
Medium Temperature
Fish
Warm Temperate Climate

Some compensation would be needed for pressure, and breathing, but the planet is fine.


All three planets and one moon are habitable to varying degrees.



May 23 – Remote probes have found the disease cause on the other two plants as well.



May 24 – Our JumpShip has arrived and unloads a medical DropShip.


June 2 – Our DropShip has unloaded the equipment


June 5 – We have developed a cure for the disease. All told, 12 people died on both expeditions combined. The disease can mutate quickly, and more could be exposed, so we end all missions.


June 15 – We arrive at Epsilon Eridani, buy a few satellites to warn people away, and then dispatch people to set up disease buoys in the system. A system that good for colonization had to have a bad mark some where.

Abe Sargent
05-05-2013, 06:59 AM
June 22 –


Chickasaw System

Class B, Luminosity II, no planets


June 30 –

Saponi System

Class M, Luminosity VII (white dwarf), 2 planets, none habitable


July 8 –


Okchai System

Class M, Luminosity IV, 3 planets, 1 habitable, 4 days away


July 12 –

Okchai III
Small
0.7 grav
50% Water
Standard Pressure
Tainted Atmos
Low Temperature
Plant Life
Arctic Climate


The cold rigidity of Okchai III belies a calm refreshing planet that tumbles quietly in the night. We land and begin exploring. On the planet are signs of recent disturbance. Our scans show the possible pressure of valuable minerals.


July 17 – After trying to lock on the minerals, it appears we got ghost scans from orbit and were unable to find anything planetside. It appears that others were here checking on the same scans and seeing nothing.

Abe Sargent
05-05-2013, 10:27 AM
July 22 –


Sauk System

Binary system

Star One – Class M, Lumin III
Star Two – Class F, Lumin IV

Number of planets – 2 planets. None habitable.




Aug 1 –


Esopus System


Class M, Lumin III, 4 planets, 1 habitable, 3 days away


As we arrive, a few minutes pass and we detect something at this jumpoint, the nadir one. It’s another JumpShip. It has its sail unfurled, so it is charging at the nadir point here. It is a Merchant class Jumpship, with rings for two DropShips. It has room for some cargo and 2 small craft.


Attached to the Merchant JumpShip is one DropShip - A Leopard CV fighter carrier. We hail the ship, but it does not respond. Seeing us as an easy target, it sends out six fighters from the CV. They will intercept with us in a few minutes. These must be pirates.

Abe Sargent
05-05-2013, 10:30 AM
Their fighters are:

2 Sparrowhawks
2 Sholagar
2 Hellcat


We dispatch a surprise. Two escort small craft we made are flying out from our Merchant class JumpShip. These are the Taurus Class Small Craft, escort


Here are our escorts:

The Taurus (Escort), 200 tons, Aerodyne Small Craft
SI – 12, 5/8 thrust, 40 tons of ferro-aluminum armor
20/40 heat sinks
2 Large Pulse Lasers in nose
1 Medium Pulse Laser in each wing
1 LRM20 2/ Artemis, 18 shots, in each wing
3 machine guns and ˝ ton of ammo to aft
5 tons of fuel
Cost – 22,057,00 C-Bills after markup


This is designed for weapons duty. With massive armor, it is expected to be deployed for long sorties, and has a lot more durability than an Aerospace Fighter. It should be sent out along DropShips or JumpShips (or even WarShips) for days with that amount of armor. The pulse armament is designed to help it strafe in atmospheric battle, when needed. It can also hold and drop a massive tonnage of bombs due to its size. With value in dogfighting, escorting, strafing, and more, this is a small craft that we like a lot more than that dumb ol’ Aquarius.


Here are our foes:

Hellcat – 60 tons, 3 large lasers, 5 mediums, armor value 4
Sparrowhawk – 30 tons, av 3, 2 mediums, 2 smalls
Sholagar – 35 tons, av 2, SRM4, 2x mediums


Now, if this was a mech battle, our two 200 ton mech monstrosities would outclass the 6 other mechs in the 30s, 35s and 60s. But in Aerospace, fighters tend to be a bit more fragile, although not as bad as tanks. In terms of durability, it goes mech, aerospace fighter, tank, conventional fighter, VTOL. But still, you can drop their speed, rift, and more.


We are not guaranteed a win, or a loss. But if we lose, this JumpShip is not equipped with a rare K-F battery that enables it to jump twice after storing up a jump. So we have to wait for days to load up. They can capture us easily, but we do have a backup plan in case that happens.

Abe Sargent
05-05-2013, 03:24 PM
While our escorts move in, we release both dropships.


My PC crashed and I lost the battle I was writing. Basically we won, lost one Taurus to engine damage, and they have a damaged Sparrowhawk and pristine Hellcat fleeing. Our other Taurus is lightly damaged. We don’t chase them back to their ship, because the combination of two fighters turning on our one escort ship plus the guns of their Leopard CV are a bit much to face.


We were moving our DropShips off in case we lost the dogfight. We move the Fortress over the salvage of the battle, to protect it. They don’t have enough ships to face us. We do some analysis. Can our Taurus plus Fortress take on their injured Sparrowhawk, Hellcat and Leopard CV?


Fortress Weapons:


6 x PPCs
2 x AC/20s
5 x AC/5s
4 x LRM-20s
4 x LRM-10s
6 x SRM-6s
8 x Large Lasers
16 x Medium Lasers



Leopard CV Weapons:

2 x PPCs
3 x LRM-20s
5 x Large Lasers
7 x Medium Lasers


Plus the Fortress has a lot more armor, and their Leopard is still attached to their JumpShip.


We push the Fortress forward, with the Taurus behind it to cover against runs by their fighters. This has some risks, because we are hoping that a lucky shot or two doesn’t take down our more valuable Fortress.


After three rounds, we have blasted a hole in their Leopard, and with guns under the Merchant, it signals its surrender.


We board it and capture everything on board. We move some of the crew of our Merchant to theirs to run it back home.

Our Fortress was lightly damaged and it needs some repairs.


Still in this system, on the moon of a gas giant, is a company of mechs by these pirates and their Union DropShip. We find out that it is an upgraded Union with new technology. They are stranded in this system but mobile. We dispatch out Fortress DropShip to the moon.

Abe Sargent
05-05-2013, 03:54 PM
Aug 6 – We arrive at the moon of Esopus II. We see their Union and drop to the ground about 25 miles away and begin unloading. Jericho Company rolls out.



We arrive at the pirates and they have also unloaded from their Union to face us. Stranded in the system, they hope to smash our company and get two DropShips.


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


Other small enemies seeing a bunch of star league era mechs and clan mechs get nervous, but our foes are coming full throttle. They must see dollar signs as a pirate band.


Our foes


Hercules *
WTH-2 Whitworth *
WVR-7K Wolverine *
WLF-2 Wolfhound *
ENF-5D Enforcer *
Wasp
BattleMaster
Centurion
Commando
Stalker
Merlin
Hunchback


Mechs with asterisks are upgraded with level 2 tech. This unit has pilots of all levels of skill form on elite to two green. The elite pilot is rocking the Hercules.



This is their Hercules, a decent mech that came off the lines about 5 years ago-is hand rocking some solid weapons. It's built around both long range and short range weapons of various types, and features solid speed, but a fragile extralight engine (XL Engine) that can cause the mech to be a bit too fragile.

http://www.sarna.net/wiki/images/thumb/d/d4/3055u_Hercules.jpg/522px-3055u_Hercules.jpg


The area has some rolling hills, but nothing else.

Abe Sargent
05-05-2013, 06:03 PM
Turn 1 – We win init. I set up three fire support mechs- Rifleman, Shadow Hawk and Grand Crusader behind a slight hill, and move the rest of my team up. They hold back and we charge their position with 8 of my mechs. I keep back the FS mechs and a light jump-capable mech the Spider to guard them. We concentrate fire into their best mech – the BattleMaster. A large laser from our Flashman cuts into the BattleMaster’s torso, nails the machine gun ammo and it explodes. None of our mechs took more than 20 damage.


Turn 2 – We barely win init. I run our Wolfhound next to their Whitworth. We rush the Daishi in to scare them and collect their weapons while we move in elsewhere. Flashman next to their Wasp. This time we begin by targeting the Stalker. I also target a few lighter mechs here and there. Our Guillotine destroys the RA on their Whitworth. Our Grand Crusader strips off their RA of the Commando – our Rifleman follows by destroys its RT and LA. Our Shadow Hawk destroys its CT and finishes it off. Our Wolverine hits the gyro and engine each once on their Whit. Our Loki destroys the LA of their Stalker. Our Daishi took 60+ damage and fell, as did their Whitworth and Stalker. Our Flashman kicks and destroys the LL of their Wasp.


Turn 3 – We lose init. I stand the Daishi. Our Mad Cat bases their Wolverine. Their Whit does not stand. Their Stalker stands though. Flashman behind their Hunchback. It’s a melee around the Daishi. Loki gets into the Hunch-s rear arc. Our Loki tears into the Hunch-s rear armor, smashes its AC20 ammo and it lights up. Their Wolfhound nails the H of our Daishi and blacks out the pilot. It falls. Their Enforcer hits the engine once on the Daishi. A Laser Laser from our Rifleman shears off the H of their Wolverine and it is down. Our Wolfhound this the Wasp, hits the engine x3 and destroys its LA and LT. Our Daishi smashes the Stalkers ammo and it lights up. Our Flashman and Daishi fall, as does their Wolfhound. Our Guillotine kicks and gets a limb blown off on the LL of their Wolfhound. We have destroyed 5 mechs, including both assaults, as well as legging two more of their mechs and severely damaging their Whitworth. That leaves them just the Enforcer, Hercules, Centurion and Merlin – two heavies and two mediums that are still kicking. Meanwhile, we have one damaged Daishi and that’s it. We radio them to surrender. But they refuse.


Turn 4 – We win init. We rise the Flashman and run away with it. Our Guillotine bases their Hercules. Spider leaps behind their Centurion. Our Loki bases their Herc. Watchman bases Centurion. Mad Cat bases Centurion. Their Whitworth tries to stand, fails, and smashes its gyro, shutting down any movement. Our Loki blows the RA off their Herc. Our Flashman nails the engine once on it. Our Spider goes internal and nails the engine one on their Centurion. Our Mad Cat destroys the RT, LA and hits he engine twice more on the Centurion. Our Guillotine destroys the RT of their Herc and it shuts down – XL Engine.


Now they accept and surrender.

Abe Sargent
05-05-2013, 06:04 PM
Whitworth missing RA, gyrox2, engine
Wasp missing LL, LT, LA, enginex3
WVR-7K Wolverine missing H
Centurion missing RT, LA, engine x3
Hercules missing RT
WLF-2 Wolfhound reattach leg
Merlin, pristine
ENF-5D Enforcer, pristine


BattleMaster RA, LL
Commando H, LL, RL, LT
Hunchback RA, LA< H
Stalker RA, H


There were a few buildings here on the moon that had supplies and items they had raided but not sold. We capture the Union DropShip after radioing them. We might lose one or two mechs assaulting it, but with no JumpShip to land at, it really has no options to lift off.

Abe Sargent
05-05-2013, 06:12 PM
We have captured two DropShips, one JumpShip, their supplies and raided stuff, and quite a few mechs and fighters and such. This was a very profitable raid on this pirate band that was hitting local Chaos March worlds for stuff.





In a couple of weeks, we have jumped back to EE, brought back things to collect and cavneg and here was the total haul:

Sparrowhawk
Hellcatx2
Sholagar

WTH-2 Whitworth
Wasp
WVR-7K Wolverine
Centurion
Hercules
WLF-2 Wolfhound
Merlin
ENF-5D Enforcer



Rechristened:

River of Fate, Merchant class JumpShip
Galvanic Arc, Leopard-CV class DropShip
Charon’s Message, Union class DropShip



We sell the stuff that we found – supplies and such, and use the money to fix, rearmor and rearm the downed mechs, plus fixing and repairing the DropShips, our Taurus, and more., We lost 11 mill CBills in all, even after sales, to get everything up and running.

sterlingice
05-05-2013, 06:31 PM
"Chapt 7: Consolidation and Preparations"

BattleTech, the Bankruptcy years?

SI

Abe Sargent
05-05-2013, 07:01 PM
"Chapt 7: Consolidation and Preparations"

BattleTech, the Bankruptcy years?

SI



Lol!

Abe Sargent
05-05-2013, 07:02 PM
Sept 15, 3059 –

We jump back out with Expedition #1.


Tappan System


Class F, Lumin Ib, 2 planets, 1 in life zone, 15 days to it


Sept 30 –


Tappan II
Small
.65 grav
20% water
Standard Pressure
Toxic Atmosphere
Low Temperature
Microbes
Boreal Climate


Not a healthy planet. We can’t even land on it. It appears that there are nasty storm that swirl constantly at hundreds of miles per hour. It’s a toxic soup of gases lethal to humans.



Oct 16


Esopus System

Class K, Lumin VII,no planets


Oct 25


Raritan System

Class M, Lumin 0 (Extra Bright Supergiant), 9 planets, none in life zone


Nov 2

Cayuga System


Class O, Lumin IV, 1 planet, 1 in life zone, 210 days to it


No thanks, we’ll skip checking it out….

Abe Sargent
05-05-2013, 07:06 PM
Nov 14

Pequot System

Class M, Lumin III, 6 planets, 2 in life zone, 2 days away


Nov 16


Pequot I
Large
1.2 grav
10% water
Low Pressure
Tainted Atmosphere
Low Temperature
Amphibians
Warm Temperate

We spend some time scanning, and it shows that there are some unusual amphibians. They live in waterfalls on large mountains, and fly like pterodons. It’s very interesting. We land and explore and our scientists spend several days examining this animal, since no other amphibians here are anything similar to it. We take back several samples.



Nov 23

Pequot II
Medium
1 grav
10% water
Standard Pressure
Tainted Atmosphere
Medium Temperature
Plant Life
Arid Climate


Pequot II looks pretty nice from orbit, and we land to explore. It appears to have what is needed for colonization, other than atmosphere. It’s mineral poor and water light, but otherwise, it has a lot of good growing land. We mark it down.

Abe Sargent
05-05-2013, 08:13 PM
Nov 30 –

Wendake System

Class B, Lumin 1b, 8 planets, 2 in life zone, 75 days to them

I want to check them out, but to spend five months doing it? No thanks



Dec 11 –

Micmac System


Class G, Lumin IV, 3 planets, 1 in life zone, 4 days away



Dec 15

Micmac III
Medium
1.1 grav
30% water
Standard pressure
Breathable Air
High Temperature
Reptiles
Arid Climate


Our arrival at Micmac III brings news of something on the surface already built. We land on the surface and find several old Star League era caches. They have been emptied eons ago and the doors left open. They were originally hidden from sight by counter electronics. We manage to get the system up and running and experiment with it. Even if deep scans of the area known to contain the materiel are done, they cannot be spotted from either orbit or locally unless one is within about a mile of the location. The Star league really knew how to make this stuff. This is a good location to keep in the back of our head, in case we want to hide something. We could be here in one jump from Terra Firma, 2 from EE, and then come here from a jump point. You could jump from TF and arrive at Micmac III in four or five days. That’s really close for a nice stockpile kept secure against a rainy day. The planet is nice too, it is one of the few places that have nothing negative at all – breathable, air pressure, animals, water, and more. This is a nice place too.



Dec 29, 3059 –

Ojibwa System


Class M, Lumin VI, 7 planets, none habitable


We continue out, but for now, we’ll move to the second expedition of 3059 by us, and then roll back the clock and move forward with the story already in progress.

Abe Sargent
05-05-2013, 08:20 PM
February 15, 3059 – After unloading and getting things fixed, we head out for another exploration. Here are the units of the 2nd Expedition


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



Feb 15 –


Racine System

Class M, Lumin VII, 7 planets, 1 habitable, 3 days away


Racine VI
Small
0.8 grav
40% water
Low Pressure
Tainted Atmosphere
Medium Temperature
Nothing
Cool Temperate


We arrive at the planet, and it’s quite unimpressive. It’s very small, and it has nothing of note. All of the life died about 140 years ago from a mass extinction level event. An asteroid crashed into the planet and smashed all of the life here. We cannot tell if it was inhabited prior to the collision or not, but all of the life died. Our scientist scan just find fish skeletons, so that appears to what was the highest natural life form here. The crash released some toxic gases into the atmosphere, some of which have since bled off but no new life looks to have begun yet.

Abe Sargent
05-05-2013, 08:28 PM
Feb 26 –

Point Pleasant System


Class F, Lumin II, 0 planets



March 9 –

Greenbriar System

Class K, Lumin VI, 6 planets, 1 habitable, 5 days away


March 14 –


Greenbriar III
Large
1.4 grav
20% water
High Pressure
Toxic Atmosphere
Medium Temperature
Microbes
Boreal Climate

This giant planet is just not the sort of place humans would want to live. The gravity is too much, the pressure too much, the toxic atmosphere eis horrible, and more. There appear to be no major metals or anything either. It’s just a waste of space

Abe Sargent
05-05-2013, 08:37 PM
March 22 –


Logan System


Class A, Lumin IV, 2 planets, 2 habitable, 27 days in


April 19 -


Logan I
Medium
1.1 grav
30% water
Standard Pressure
Tainted Atmosphere
Medium Temperature
Fish
Temperate


We arrive at the planet and something appears on the map in orbit around the planet. We move to investigate. We find the hulk of a DropShip, from at last three hundred years ago. It is so old and decayed it cannot be restarted or fixed. We might get a few million C-Bills from salvage, but that’s it.

Meanwhile, we check out the planet with a survey team. Logan I has an old DropPort that was built of ferrocrete near the equator. We land and explore. It has been unkempt for a very long time and is long since unable to be used for Aerodyne landings. The dates on the skeleton of the ship in orbit plus this are Star League era, around 2600

We investigate the planet thoroughly with a variety of scans, and keep hoping to run into something, but this place is a mystery. We cannot tell what it was, nor can we find anything on the planet other than the old Drop Port. If there were buildings or structures we could usually tell, but we can’t here. Considering how odd this is, we spend two weeks exploring but still cannot find anything else.



May 5 –

Logan II
Small
1 grav
40% water
Low Pressure
Tainted Atmosphere
Low Temperature
Fish
Warm Temperate Climate



We hoped that Logan II would provide more clues, so we dropped some satellites here a couple of weeks ago, and now have landed our survey teams from Logan I. But there are no additional clues here either.

Abe Sargent
05-05-2013, 08:49 PM
June 5 –


Cornstalk System


Class M, Lumin Ib, 5 planets, none habitable



June 16 –


Hinchcliffe System



Class F, Lumin III, 4 planets, 1 habitable, 14 days away



June 30


Hinchcliffe II
Medium
1.1 grav
40% water
Low Pressure
Toxic Atmosphere
Medium Temp
Plants
Warm Temperate Climate


Nothing here of worth.

Abe Sargent
05-05-2013, 09:06 PM
July 15 –


Cooper System

Class K, Lumin V, 10 planets, 3 habitable, 6 days away


July 21 –


Cooper III
Small
0.8 grav
50% water
Standard Pressure, Breathable Atmos, Medium Temp
Mammals
Cool Temperate Climate


We land and study Cooper III. It’s an oddly shaped planet, it looks more oblong that most elliptical planets. Cooper III has the most fleshed out animal life we’ve seen out here in a while.

After studying it, our scientists find that the animals here are from Earth. They were added to the local population hundreds of years ago, and then took over most of the local niches in the ecology, and now almost all animals are their descendants. With such a large amount of natural Earth life surviving here, it seems like it would be a good place for a colony. Experts find some tin deposits, and some silver, but nothing amazing. It’s probably not worth building a few silver mines all the way out here.




July 26 –


Cooper IV
Medium
0.9 grav
40% water
Standard Pressure
Tainted Atmosphere
Low Temperature
Amphibians
Boreal

Interestingly, none of the Earth animals were introduced here. The biology of these animals is very different from Cooper III. Our scientist show that they live off a local plant that has a lot of copper in its body, from absorbing it from copper rich water. Then the animals actually use the copper as an essential mineral in their eating of the plants. It’s small amounts of copper in a dissolved form, not ingots of copper or anything. Our animals and planets would die out in such a copper rich biosystem. There are many enormous copper deposits under the ground. Copper isn’t exactly a major metal in the universe, but this planet has it abundantly, if someone were interested. We keep track of it.



Aug 3


Cooper V
Large
1.1 grav
20% water
Low Pressure
Tainted Atmosphere
Low Temperature
Plants
Arctic Climate


Cooper V does not hold any keys to unlocking why the Earth life was brought here. We guess it was some form of easy terraforming to prepare the world for colonization in a few decades. No one ever came back though. Cooper V has one very interesting feature. It’s a double planet with a large, habitable moon roughly 22% of the planet. In fact, this double planet is bigger than Cooper III. Let’s
take a look



Cooper Va
Small
1 grav
30% water
Standard Pressure
Tainted Atmosphere
Medium Temp
Fish
Warm Temperate


We land on the double planet and investigate. This place has long salty shores from an ocean that once covered a much larger part of the planet. Giant salt flats fill much of the land. Our scientists can only guess at what happened with little time to research it. They are split into two theories – water was siphoned off by humans perhaps for Cooper III or the planet’s tainted atmosphere allowed more sun to evaporate the ocean water after the atmosphere’s natural protection decayed.


This was an interesting little system

Abe Sargent
05-05-2013, 10:05 PM
Aug 18 –


Vale System


Class M, Lumin O, 4 planets, none habitable


Aug 25 –


Boone System


Class M, Lumin II, 6 planets 1 habitable, 4 days



Aug 29 –


Boone II
Medium
1 grav
10% water
Low pressure
Toxic Atmosphere
Medium Temperature
Plant
Arid Climate


We arrive and after a few fruitless days, leave this place behind


Sept 6 –


Kanawha System


Class A, Lumin VI, 1 planet, not in life zone

Abe Sargent
05-05-2013, 10:20 PM
Sept 18 –


Putnam System


Class B, Lumin III, no planets



Sept 28 –


Fairmont System


Binary System

Class K, Lumin IV
Class M, Lumin 1b


5 planets, 1 habitable, 12 days to it



Oct 10 –


Fairmont V
Small
0.9 grav
0% Water
Trace Pressure
Toxic
Low Temperature
No Life


Well, there you are. Nothing here either, no massive metal heaven or anything either

Abe Sargent
05-05-2013, 10:47 PM
Oct 26 –


Bridgeport System


Class G, Lumin II, 3 planets, 1 in life zone, 6 days away


Nov 2 –

Bridgeport II
Large
1.3 grav
Standard
Tainted
Low
Fish
Arctic Climate


We arrive at Bridgeport II and deploy some satellites. As we do, we uncover a large rock structure. We land and investigate. Someone built a giant statue. It’s at least 300 feet tall. We can make out the inscription. Some sort of battle was fought in this system near the JumpPoints in the Amaris Civil war, and the Star league won, and built this statue to commemorate the victory and for the fallen comrades . We don’t see any other things in the place.

However, having been keyed into the battle. We head back, not for the Nadir JP where we arrived but for the Zenith one.


Nov 11 –

At the Zenith point we spot some minor wreckage. People came in here and cleaned out most of it. We find some blasted hulks, broken space armor, a few broken weapons, and more. After spending two days trying to bring much of it inside, we cannot find any more pieces and we leave and head back to the other JumpPoint


Nov 22 -

We blast back to EE to drop off a lot of heavy salvage. We found more than a hundred and thirty tons of stuff, much of it looks broken. We can salvage some nice things here. There are no fighters we can fix up or anything. We do find a case of old, still operational, side arms. They are quite powerful stuff, and there’s about two hundred in the large case. We also find a few heat sinks, a fusion power plant we believe we can repair, and other assorted and sundry items.


December 15 , 3059 – We head back out into space for another run at seeing what we can uncover. We will pick up that story later


Overall we made about 4 million on the husk and 2 million on this salvage.


Back to our campaign, already in progress…

Abe Sargent
05-05-2013, 10:59 PM
March 13, 3059 – A raid strikes a factory on Epsilon Indi from nearby Bryant


March 28 – A raid on Capolla is stopped by The Bouncers, the merc unit we hired to protect and garrison it.


April 5 - We have launched a military strike. Alpha Regiment, minus Brawler Company, plus Gold and Bronze companies, will be striking Elgin.

Abe Sargent
05-05-2013, 11:00 PM
Beginning of the Elgin Campaign


Like many other March nations flung into the sea of chaos, Elgin has no central authority as various power group struggle for the top of the line. There are multiple powers in place. They are:


Count Fenchow, with the Greyton Regulars, 2 companies of mechs
Count Novgorod, with the Blue Guard, 2 companies of mechs
Baron Haman, Haman’s Hussars, 1 company of mechs
Baron Hart, Kpay Lancers, 1 company of mechs
Baron Men Hou, Second Daman Rangers, 1 company of mechs



In the fracas of this stalemate of classic nobles, we also have pirates now raiding the planet, taking away slaves ,food, and doing damage to the infrastructure. These nobles are smart, they are keeping the fighting away from cities and DropPorts and such, but still, Elgin is suffering from a lack of law and peace for a year and a half. The Apollo Office believes that Elgin would fight a long term attack by a large force, such as us. But a quick attack to end everything and bring back order and stability would be welcomed.


Our goal is to hit all five nobles at once, in one great coordinated strike. Even if our intel fails and we hit just three, if we can end three overnight, the other two will be easy to finish off . Failed intel by one noble surely would not result in everyone knowing, because it would be in their interest to let us blast their enemies.

Abe Sargent
05-05-2013, 11:54 PM
May 1 – We have landed in various isles around the oceanic world. We have two companies of mechs at all of the targets, with gold company kept in reserve with a DropShip set to head off and unload to chase down escapees.

Tomorrow at noon, locally (dark elsewhere) we will strike. We cannot get them all at night, but this gives us one in broad day, two at night, one at dusk and the other in the early afternoon. That’s the best we can do.


May 2 – Each of our companies has arrived at their targets and moves in. Let’s roll some dice….


The estate at noon happens to have just one company of mechs. It’s Men Hou’s Rangers. All of these units are green, btw. We march Bronze and Delta companies from opposite angles. Their company moves out and escorts the Baron off the estate, fearing for his life.

We move to follow and catch them at the mouth of their estate. We let the Baron flee, and they hold back to keep us from following. They do not know that they are our target, not the Baron, figuring us for a rival noble.


We have 24 mechs to their 12 and they do not retreat easily. Rather than play this through for hours, we’ll just quick sim it.


We destroyed seven mechs of theirs. We captured three in pristine condition. We lost two mechs. One was to its RT being destroyed on an XL mech, the Huron Warrior in Bronze Company, and the other was a CT being destroyed on our Wasp in Delta Company.


We send the five mechs to begin to create a new force in Elgin for defense and take a few mechs for ourselves. They are all low tech – Javelin, JagerMech, Crusader, and Crab


Our next attack is in the afternoon local time. We smash in two companies – Trinity and Butler. This is Baron Haman’s force. They are scouting when we arrive, and they move out to smash us, until they see the other unit come out. They try to flee, and suddenly a group of 15 VTOLs buzz overhead while we are chasing them. Soon a group of 6 conventional fighters zoom up. We shoot down some, take light damage, but it allows their company to flee.

Abe Sargent
05-06-2013, 08:12 AM
The third attack is at dusk on Count Fenchow’s property. We have sent out Tethys and Typhon companies to handle our two companies of enemies. They both hold down at the complex after they warm up, and get ready to hold the fort. We move in.


This is Tethys Company


BLR-1G BattleMaster
TDR-5S Thunderbolt
HBK-5G Hunchback
AS7-D Atlas

ARC-2R Archer
JM6-A JagerMech
WHM-6R Warhammer
STC-2C Striker

CMT-1 Comet
SDR-5V Spider
CDA-2A Cicada
LCT-1E Locust


They are coming in on the SE wing.



This is our foe, all green save for a veteran leader. Only two asterisked mechs are uptech


Assassin
Banshee
Blackjack
Victor
Rifleman
Stinger
Firestarter
Dervish
Enforcer
Grasshopper
PXH-3D Phoenix Hawk *
Penetrator *





I think I have given pictures of all of these mechs before.


This is their Assassin. It’s a 40 ton scouting mech that has an LRM 5 for range and a few close up weapons.


http://www.sarna.net/wiki/images/thumb/a/af/3050U_Assassin.jpg/630px-3050U_Assassin.jpg.png

Abe Sargent
05-06-2013, 08:25 AM
We begin in the NE edge of the map, and they in the SW one.


We are playing on the Scattered Woods map at the edge of the estate outside of buildings.


http://www.sarna.net/wiki/images/a/a4/MapScatteredWoods.jpg

Tellistto
05-06-2013, 09:05 AM
Good to see this back, Abe. I'll be following.

Abe Sargent
05-06-2013, 01:30 PM
Turn 1 - We lose init. No one can see anyone. I hop my Spider to get a bead on them, and move my snipers into position. This turn’s fire is really about finding any sort of a firing lane. Very little damage is done, no one takes more than 20 damage and forces a PSR.


Turn 2 – We win init. I create a firing lane, and then I jump my Spider next to it, to entice one of their mechs to base my Spider and move into the firing lane. I have my Archer, BM, and Thunderbolt all in line. Sadly they did not take the bait. More minor fire, nothing major happens.


Turn 3 – We lose init. Atlas bases their Penetrator after it jumps out. I put the BattleMaster to its rear. Our T Bolt bases it too. Their PXH bases our Hunchback after I move it close to their Penetrator. I leap our Comet to the rear of their Assassin. Our Spider leaps to base it too. We concentrate a lot of fire on their Penetrator. Our Atlas destroys its RA. Both their Penetrator and our T Bolt tumble. Our Atlas kicks and destroys the Penetrator’s RT> Their Assassin was kicked and fals, and our BM misses akick and falls. We missed the 3 to kick the downed mech and then missed a 5 to stay standing.

Turn 4 – We lose init. Our Bm can’t roll that 5 to stand and falls, and then we stand it again. Hunchy in the rear of a Firestarter. Their Penetrator stands. Locust bases Firestarter. Our T Bolt rises and backs up into light woods. Their Assassin leaps next to my Striker. Our Spider bases their Dervish. I unload my Atlas on their Stinger. In one salvage, their Stinger is destroyed by the AC20 of the Atlas destroys its LT and hitting the ammo in the CT and it goes up. Our BM hits and destroys the CT of their Penetrator and its down. Their FS gets a LL blown off crit on our BM and it falls hard. Our JagerMech kicks and destroys the LL of their Assassin, and then damage travels to its LT, hits the ammo and it lights up. Boom! Our Hunchy kicks their FireStarter to the ground. Our Locust misses a kick and falls too.


Turn 5 – We win init. Their FS fails to rise. I eject the BM pilot. The Locust drops once, and then rises and rushes into heavy woods by the Archer. Spider ot the rear of their Enforcer. Our T Bolt blows the LA off their Stinger and then gets its gyro hit by the Grasshopper. Both T Bolt and PXH fall.


Turn 6 – We lose init. Their PXH runs away after rising. I turn our T Bolt but leave iton the ground as a target to attract people to close with it. I run my Warhammer to their PXH. Their Dervish hops next to our striker. I run my Cicada to base it. Protect our Striker! Our Locust bases their PXH. Their FS stands this time and moves a bit. I hop our Comet ot their PXH as well. Their BJ bases my Hunchback. Our Bolt nails the gyro on their Firestarter. Both their BJ and FS fall. Our Warhammer kicks and destroys the LL of their PXh. It falls, destroys its LT and is dead due ot the XL engine there. Their Dervish falls as well.


Turn 7 – We lose init. Their BJ manages to get up. I leave my Hunchy next to it and do not move back. I leap my Spider in the rear of their Rifleman and my Comet next to it. Their Dervish can’t get up. Our Archer this and destroys their FS CT. Their FS< befor going, this the gyro on our T Bolt and that’s a second hit and its down. Our Hunch destroys the RT of their BJ. After taking more than 60 damage, their Rifleman falls. Our Come kicks and destroys the RA of their Rifleman – our Hunchy destroys the LL of their BJ. Their Banshee hits two leg actuators on our Striker sand it falls. Their BJ pilot blacks out from the fall.


Turn 8 – We lose init. Their Dervish stays on the ground. I run my Cicada over ot it. Their Rifleman stirs. Our Striker gets that 7 and stands. I move some of my mechs in the vicinity of their Banshee. Their Banshee takes 40+ damage and falls and the pilot blacks out. Our Atlas takes a bunch of damage and tumbles too. An AC20 shell smashes the Rifleman’s LL. Our Cicada kicks and destroys the RL of their Dervish.





They call it

Abe Sargent
05-06-2013, 01:30 PM
Good to see this back, Abe. I'll be following.

Yay!

Abe Sargent
05-06-2013, 01:31 PM
Banshee blacked out pilot
Firestarter H, RL, LL, RA, LA, RT, LT
Penetrator LT, H, LA, LL, RL
Stinger LA, RT
Assassin H, LA
PXH missing LL, LT
BJ missing RT, LL
Rifleman missing RA, LL
Dervish missing RL



We ejected our issues and can easily fix them


We gained their healthy Enforcer, Grasshopper, Victor for the local forces. We get the rest.

Abe Sargent
05-06-2013, 01:43 PM
Our other company is…


Typhon Company


WHM-6D Warhammer
HBK-4G Hunchback
STK-5M Stalker
AWS-8Q Awesome

MAD-3D Marauder
CLPT-A1 Catapult
RFL-5M Rifleman
Ostsol

PXH-1K Phoenix Hawk
GHR-5N Grasshopper
JR7-F Jenner
OTT-7J Ostscout


Not only are we lacking any clan mechs or technology, it's pretty low tech as far as companies go. Typhon is one of our oldest companies, created before the spread of LostTech became common.


And our foes


Still all green save for three regular pilots.

Anvil *
Hammer *
Jackal *
SDR-7M Spider *
Wasp
Wolverine
Crusader
Awesome
Griffin
Hatchetman
Marauder
Clint


The Hammer and Anvil were mechs paired and sold together. The Anvil is a good closing in mech but the Hammer is a sucky light mech with some LRM5s. Once again, for all opponent's lists, an asterisk stands for a mech that uses higher levels of technology.

Hammer:

http://www.solaris7.com/files/members/69/Hammer_3055U.JPG


Anvil:

http://www.solaris7.com/files/members/69/Anvil_3055U.JPG

Abe Sargent
05-06-2013, 02:01 PM
When I look over forces, I often like to see where my path to victory lays. For example, sometimes I have a lot of heavier mechs with great armor against mechs that are more fragile, so I'll fight a slugfest, moving my mechs slowly up the middle and try to force them to come at me. If I have some dancing mechs and my foe has good mechs, then I will often use terrain to leap around and hit my foes from various angles. If I have better technology, then I will move my mechs into ranges that best fit the better tech - such as clan tech - there are ranges where a clan weapon is short range or medium range to an Inner Sphere's medium or long range. If I have better pilots I will position myself in a good place and then just stop moving, camping my foe as they move about and try to hit via lighe woods or partial cover or whatever while I don;t move at all, enhancing my ability to hit them with better gunnery. I try to exploit my advantage.

Here I have a skill advantage over the green pilots, so I will try to force piloting skill rolls and get to where our penalties to hit each other are roughly equal, so I have the better chance to connect over turns.

Abe Sargent
05-06-2013, 09:29 PM
We are on the NW and they in the SE

This map has a few koi ponds and a bit of foliage, but not nearly as much as the gardens on the other side of the estate.


Turn 1 – We win init. I order my forces to create a massive wedge with the Awesome in the middle and drive at our foes. I hop or PXH next to their Jackal. PPC fire from our Awesome slices into the Clint’s ammo and it explodes. Our Hunchy nails the gyro once on their hammer. It spins to the ground. Our PXH kicks their Jackal to the ground.


Turn 2 – We win init. They manage to rise their Hammer. Their Jackal stands, and bases our Jenner. I hop our PXH above and adjacent to their Hatchetman. I concentrate a lot of fire on their Marauder. It takes more than 80 damage and falls. Our PXH kicks and destroys the RA of their Hatchetman. Our Jenner kicks nda destroys the RL of their Jackal. Jackal falls but the Hatchetman manages to keep on his feet. .


Turn 3 – We lose init. Our Ostscout bases their Jackal. We leap the PXH to the rear of their Crusader. Hunch bases Anvil. Ostsol in the rear of their Wolverine. Our Catapult nails the LT of their Hammer and blows it up. Their Anvil and Marauder fall.


Turn 4 – We win init. We have been charging in all of these turns and now we are at melee range. Ostscout jumps above and adjacent to their Griffin. Their Hammer fails to rise and destroys its gyro. Hunch follows their Anvil, which stood. Their Marauder rises as well. Jenner rushes to the rear of their Wolverine. Grasshopper bases Anvil too. PXH adjacent to and above their Hatchetman. This turn our target of opportunity is the Crusader. Our Rifleman hit the dreaded AC5 ammo on the Marauder. Our Awesome smashes the LRM15 ammo in their Crusader. Our Ostscout kicks and hits the cockpit of their Hatchetman and it falls silently to the ground. Our Hunch destroys the LL of their Anvil with a kick and the Grasshopper kicks and destroy the RL of it. Dead Anvil


With five mechs left and none of our mechs even touched, they call it.

Abe Sargent
05-06-2013, 09:29 PM
Hatchetman missing RA, H
Clint RA, H, LL
Jackal missing RL
Hammer missing LT, gyrox2
Marauder RA, LA, LL
Crusader LA
Anvil missing LL, RL


We hand Griffin, Awesome, Wolverine, Spider, Wasp to local garrison later.


We get the restored Hatchetman, Jackal, Hammer, Anvil and pieces


We have taken this estate well.

Abe Sargent
05-06-2013, 09:41 PM
The fourth estate attack occurs a bit before midnight at their local time. This is an attack on Count Novgorod. The two companies of his troops, green, are caught totally unaware.


Attacking here are Heliades and Styx companies.


Heliades Company

AWS-8Q Awesome
STK-3F Stalker
CN9-D Centurion
DRG-1G Grand Dragon

ARC-2S Archer
MAD-3R Marauder
TBT-5N Trebuchet
OSR-2C Ostroc

PXH-1K Phoenix Hawk
WSP-1A Wasp
WLF-1 Wolfhound
VLK-QA Valkyrie


We smash into their compound, which is smaller than the others, and it’s a ferrocreted bunker instead of gardens and ponds and such. So we are fighting by a few minor buildings and on ferrocrete. Styx Company came down the middle road and gate while Heliades just smashed down a wall to hit them from their east flank. Again, they believe that we are here for their leader, one certain Novgorod rather than them. Our goal is to capture the planet militarily and install a new government, and we do that by smashing the defenses.


Our foes:


Cataphract
Quickdraw
UrbanMech
Valkyrie
Goliath
Cicada
Centurion
ARC-5S Archer *
PXH-3D Phoenix Hawk *
ZEU-5S Zeus *
BNC-5S Banshee *
Lineholder *



Again asterisk’d foes are those with uptech mechs. The Goliath pilot is elite, the rest green.


This is their Lineholder, a mech made by Kressly Warworks Inc on our home planet of Epsilon Eridani (EE). It’s a pretty cheap 55 ton mech with not a lot of updated tech. They’ve sold very well in the Chaos March. It’s the best selling medium mech in the Inner Sphere the last two years. It features 1 large laser, 2 LRM5s, 4 medium lasers, 14 regular heat sinks, 10 tons of regular armor and solid speed.


http://www.sarna.net/wiki/images/e/ec/Lineholder.jpg

Abe Sargent
05-07-2013, 08:02 AM
Turn 1 – We are on ferrocrete breaking in from the east. We lose init. I keep some scouts by smalls buildings, but for the most part, it’s just run at each other and smash face. Our Stalker destroys the RA of their PXh. The LB10X AC on our Centurion gets a limb blown off LL for the PXh as well. Our Stalker falls under 60+points of damage.


Turn 2 – We lose init. We stand up the Stalker. We hop our Wasp behind their Lineholder. Their Urbie bases my Wolfhound. I was flanking it behind a building and ran into the Urbie parked there. Both their Cicada and Centurion tumble and skid on the pavement. Our Wolfhound nails the A10 on their UrbanMech. No other major things in weapons fire happen. No one on either side even took 20 damage. Our Wolfhound is kicked to the ground.


Turn 3 – We win init. The WLF rises and bases their Urbie. Their Cicada stands, runs, and skids and falls again. I run our Centurion up to it. Our Ostroc bases it too. While running their Cat falls too. Our Marauder peppers their Archer with PPC fire, hits the LRM ammo on its LT, and that’s an engine shutdown with CASE. Our Ostroc destroys the LT of their Cicada. Our Centurion kicks and destroys the Cicada’s CT. Our Wolfhound kicks their Urbie to the ground and their pilot blacks out.


Turn 4 – We lose init. We back up our folks but push the Wasp behind their Lineholder again. Their mechs rises. Our PXH hits the Centurions ammo in its LT and it is gone. Boom! Our Wolfhound takes careful aim and slices off the H of their Urbie. Their Banshee falls under some damage.


Turn 5 – We lose init. They stand the Banshee and move it out. Our PXH runs in and bases it. Our Centurion falls and skids on the ferrocrete. Both their Banshee and Cat suffer some damage, an our G Dragon nails to leg actuators in the Cataphract. Both of their mechs fall.


Turn 6 – We win init. Our WLF bases their downed Cat after it fails to rise. I stand and run with the Centurion. Their Banshee stands. Our WLF smashes the gyro on their Cat twice. Their Lineholder tumbles. Our Wasp kicks the L of their Valkyrie and nails its hip and it falls.


Turn 7 – We lose init. Their Valkyrie rises, runs and falls again. Our Grand Dragon bases their Banshee. Our Osty does as well. Their Lineholder rises. Their Zeus destroys the RL of my Wasp. Our Awesome destroys the LA of their Valkyrie. Their Banshee tears into our Grand Dragon, opening it up and igniting the ammo and it goes boom! Our Ostroc destroys the CT of their Valkyrie. Our Awesome and Wasp and their Lineholder fall. Our Valkyrie kicks their Quickdraw to the ground and our Ostroc does the same to their Banshee.


Turn 8 – We win init. The Awesome stands. Our Marauder now bases their suddenly standing Banshee. I eject the Wasp. Wolfhound runs next to the Banshee as well. Ostroc next to their risen Lineholder. Centurion by it too. Their QD fails to rise. PXH by their Lineholder as well. Our Awesome sheers the RT and RA off their Banshee and it shuts down due to an XL Engine. Missile fire also destroyed its LL. Our OStroc destroys the LA of their Lineholder. It falls again, and the pilot blacks out. Our Centurion kicks and destroys the Quickdraw’s LL,


And with that they radio us and surrender.

Abe Sargent
05-07-2013, 08:08 AM
PXH-3D Phoenix Hawk missing RA, reattach LL
ARC-5S Archer missing LT
Cicada RT, H, LL, RL, LA, RA
Centurion LA, RL
UrbanMech missing H
Cataphract gyrox2
Valkyrie LT, H, RT, RA, LL, RL
BNC-5S Banshee missing RT, RA, LL
Lineholder missing LA
Quickdraw missing LL


Wasp missing RL
Grand Dragon LA


We turn the Goliath and Zeus over to our building forces. We salvage a Phoenix Hawk, Archer, UrbanMech, Cataphract, Banshee, Lineholder and Quickdraw. We replace the Grand Dragon withte Cat in this company.



Styx comes crashing in and they radio their surrender after seeing us blast through the other company and have 10 free mechs to push them from the flank. We turn over the company of mechs to the local garrison we are building.


Attack #4 is successful

Abe Sargent
05-07-2013, 08:21 AM
Attack #5 happens late at night, about the local equivalent of 4 am. This is an attack in force by Defender and Cinq companies. We are facing Baron Hart’s one company of mechs. They see us and immediately flee, even leaving behind the Baron. They flee quickly into the wilderness



We have two fleeing companies. We chase after Hart’s company with these tow companies of mechs.


Meanwhile, we land our backup company via DropShip right by Hamon’s force. They are forced to face us immediately.



Gold Company

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

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

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


11 of those mechs rock level 2 technology.



Our foes are:


Grasshopper
Javelin
Orion
Scorpion
Spider
VTR-9D Victor *
HGN-736 Highlander *
GRF-1DS Griffin *
BSW-X2 Bushwhacker *
BL-9-KNT Black Knight *
Fireball *
DV-7D Dervish *


All are green save for two regulars in there.


This is their Black Knight, an old heavy mech from the Star league era that was reforged after the reintroduction of lost technology a few years ago and now being made again. It’s 75 tons, 4/6 movement, XL Engine, 15/30 heat sinks, hatchet, 2 large lasers, 1 larg e pulse laser, 1 ER PPC, 4 medium pulse lasers. This variant was made by ComStar to refit their Black Knights to face the clans on Tukkayid, but caught on and new several are made at the factory.



http://www.sarna.net/wiki/images/3/3b/Battle_of_Tukayyid_%288%29.jpg


This is our Akuma, a 90 ton assault mech from the Draconis Combine, with an MRM – a medium range missile rack. It has an MRM 30, ER PPC< SRM 4 Streak, SRM6 Streak, medium pulse laser, LB 10X AC, and medium laser. It has good armor, slow for an assault 3/5, and no XL engine. It was designed to be a cost effective BattleMech to help replace losses in the DC. We were able to find a pair on the market and love it. This is its shake down mission for us.


http://www.sarna.net/wiki/images/thumb/8/8b/Akuma.gif/614px-Akuma.gif.png

Abe Sargent
05-07-2013, 01:26 PM
We are fighting on a random map of hills, but nothing else.


Turn 1 – We win init. We set up on the west. We can’t tell what, but it looks like one of their mechs took some damage falling when going down a cliff. Their Fireball rushes very close to our Rifleman so I fire our guy at it. We have just a few mechs with firing lanes Our Akuma smashes their Scorpion and nails its hop on al leg, it falls and smashes a foot actuator as well.


Turn 2 – We lose init. Their Scorpion manages to stand. We move around. I leap the Vulcan behind their Fireball after it fell in movement. Their Dervish bases our Jenner. Our Vulcan destroys the RTR on the Fireball and it shuts down due to an XL engine. The Akuma nails the SRM ammo on their Scorpion and BOOM! Their Highlander nails the H on our Shadow Hawk twice. We hammer their Victor with some fire from range. It falls as does their Black Knight.


Turn 3 – We win init. Their Spider falls and I hop our PXH next to it. Their Victor rises. C;int hops next to their Bushwhacker. Their BK stands. They leap their Dervish next to our T Bolt. Penetrator of our snext to their downed Spider too. Our Akuma hits the gauss on their Victor and destroys its RA, RL and nails the gyro and engine once each. Our penetrator nails the Spider with pulse lasers and hits the gyro once. Their Victor tumbles and the pilot blacks out. Their Dervish also falls. Our Penetrator punches the Spiders H and destroys it. Our PXH also destroyed its RL.


Turn 4 – We win init. Our Hunch runs next to their Dervish. It stands and moves a bit away from the Hunchback. I walk our Thunder Hawk next to it. I hop or Jenner above and next to their Victor in case I can slice off its head. I start moving some mechs toward their Black Knight, which is isolated. A Guass from their Highlander nails an engine in our Rifleman. Our Akuma nails the H of their Griffin three times with various spread weapons – it’s a critical monger. ER Large Laser from the Thunderbolt shears off the H of their Black Knight! One of its three gauss slugs slides from the Thunder Hawk into their Dervish and smashes ammo. Their Bushwhacker destroys the RT of our Rifleman and it shuts down – XL Engine. Their Grif and Dervish fall. Victor pilot remains knocked out - needs to roll a 10 to wake up.


Turn 5 – We lose init. Clint jumps to the rear of their Orion - their Dervish manages to find its feet. I leave my Thunder Hawk next to it. Our Vulcan jumps next to and above their now risen Griffin. Jenner leaps above and adjacent ot their Grasshopper. Our Jenner blows the LA off their Griffin. Our T Hawks destroys the Dervish’s LL and CT> A gauss slug from our Goliath gets a limb blown off LL on their Highlander and it tumbles after taking 100+ damage and losing a leg. Their Orion tumbles too. I double kick the Grasshopper rather than the Hopper and Griffin and the double kick to its torsos knocks it over.


Turn 6 – We win init. Their Orion regains its feet easily. Clint to the rear of their Bushy. I also base it with the Jenner and get close with other mechs. Their Hopper rises. Our T Hawk nails the Grifn’s ammo and CASE pushes it out but destroys the RT where the XL engine is. Their Orion destroys the LA of our Vulcan. Our Clint destroys both arms of the Bushwhacker. Our Vulcan destroys its LT and it shuts down



And that is over, they surrender.

Abe Sargent
05-07-2013, 01:35 PM
Scorpion, FLL, RT,
Fireball missing RT
VTR-9D Victor missing RA, RL, pilot unconscious
Spider missing H, RL
Black Knight missing H
DV-7D Dervish RT, RA, LT, H, LA, RL
HGN-736 Highlander reattach missing L
GRF-1DS Griffin missing RT
Bushwhacker missing RA, LA, LT



Rifleman missing RT
Vulcan missing LA


We turn their Grasshopper and Orion over to local authorities. We got a Fireball, Spider, Victor, Black Knight, Highlander, Griffin, and Bushwhacker



We have one company left, being pursued by the two companies. We radio them and offer to surrender and we’ll turn their machines over to local authorities and there is no jail or anything, all men are released or taken to a new planet.

They agree


We have a battalion of troops on planet of Elgin that we will use to build off.

Abe Sargent
05-07-2013, 01:59 PM
May 12, 3059 – Elgin has ordered elections for one month from today, and meanwhile, our Regiment remains on planet for now, helping to rebuild various infrastructures destroyed by some previous battles a while ago.



We have restocked the mechs captured and send them to EE to help the garrison. They will arrive on June 1.






May 30 – One of the nobles has left the planet and abandoned it in the wake of our takeover and move to democracy on the world.


June 12 – A famous reporter is elected the new Governor of Elgin, and the planet has elected several people to form a parliament. They officially ask to join the CC.


June 14 – Elgin has officially entered the Celestial Coalition.



End of Elgin Campaign

Abe Sargent
05-07-2013, 03:36 PM
June 18, 1 raid is struck against Kressly Warworks, Inc. A large amount of mechs and fighters are moving now. We have defending it one company each of tanks and mechs at all times.


Nineveh Company is on defense and they order the company of tanks to hold up and we order reinforcements immediately to scramble both aerial and ground based to assist. We have 8 fighters and 12 mechs moving in, and about fifteen minutes out. Nineveh Company scrambled to reach them before they hit the complex’s walls. By keeping the battle away from the company we can reduce the amount of collateral damage that could spring up.


Nineveh Company moves out, and the mechs pull back after it commits and suddenly large amounts of powered armored infantry we could not detect smash the walls of the company and blow their way in from four directions.

Our armor moves as quickly as possible to the locations, but it’s too late. By the time they arrive, Kage Power Armored people have taken several loads of supplies. Their mechs move back to shadow our company and we can’t move back in too far or chase them too much, especially not with aerial support.


Within fifteen minutes, helps begins to arrive and they have gone. We have failed, for the first time, to protect Kressly from a raid . They lost about 4.5 million worth of equipment from mechs and their Blizzard Hover Transport.

We increase our garrison to an additional lance of mechs, several troops of infantry, and two conventional fighters in the air at all times.

Abe Sargent
05-07-2013, 03:43 PM
July 1 – Spies from the Duchy of Small are captured while trying to destroy several power substructures on Ingress. One is destroyed and has to be rebuilt.



EVENT – July 12, 3059 – The Free Worlds League has taken Procyon and Sirius. The Sirian Holds are gone and two planets in the Chaos March are off the table.



July 16 – One of the nobles on Elgin, Baron Men Hou has been elected the head of the new Parliament that they just finished building with a Constitution.

Abe Sargent
05-07-2013, 04:12 PM
Aug 1, 3059 _ The first run of the four legged mech the Greyhound is beginning at Kressly Warworks, and we get 4 Greyhounds.


Aug 3 – We get word that a large group of DropShips and JumpShips arrived in Acamar, and then jumped out. We don’t know who or where, but we put everyone on alert for the next month. We don’t suspect interference by a great house – they are all busy right now.


Aug 10 – A raid by Bryant has destroyed a warehouse on Epsilon Indi and take out a few fighters.


Aug 15 – We have announced the hiring of:


Angel’s Riders, Dragoons rating B, Regiment of mixed troops, one battalion of mechs, two or armor, with about 40% of mechs and 75 % of tanks upgraded with level 2 tech. They are garrisoning Elgin for the next three years.


Sept 5 – Alpha Regiment returned from Elgin. We prepare them for another attack.


Sept 17 – We learn that the Tikonov Brothers on Hall have gathered an army and launched an assault on Tall Trees, which is in the Saiph Triumvirate. They probably looked hard at attacking Hsien, but with our recent expansion in the area, that would put them behind our line, and they may have shifted targets.

Abe Sargent
05-07-2013, 04:23 PM
Beginning of the Bryant Campaign



Oct 1 – We have arrived at pirate JumpPoints in Bryant heavy The following naval assets have arrived:


Swift Justice, WarShip
Firebird, Avenger DropShip – On Bryant
Honored Living, Colossus DropShip – On Bryant
Victory Assured, Overlord DropShip
Defiance, Overlord DropShip – On Bryant


We have a bajillion fighters, assault DropShips, the tug, and more. Meanwhile, we have dropped off these at the Nadir JumpPoint:

River of Fate, Merchant DropShip
Fury Unbound, Vengeance DropShip - On Bryant
Stalwart Destruction, Model 96 Elephant DropShip – On Bryant




And this at the Zenith one:

Merchant Class JumpShip we rented
Galvanic Arc, Leopard-CV class DropShip
Vulcanized Majesty, Claymore DropShip - On Bryant



So we have launched into this system on the heavy end. We want to drive out all of the forces on Bryant, including the naval assets that are raiding, and capture the planet. We came in hot.


Our WarShip and its crew are about one day from the planet after hitting a pirate point. No one will be able to escape from its fighters or the Ships. We have small craft to assault as well.


Meanwhile, the Nadir point, with 40 fighters from the Vengeance is essentially secure against anything but a major military threat.


The Zenith point is weaker. It has 6 fighters from the Leopard CV as well as an assault DropShip.

Abe Sargent
05-07-2013, 05:04 PM
At the Nadir point is….

One JumpShip with sail furled. As soon as we jump in, they order the sails to close in. It’s just a quick little Scout JumpShip with just one DropShip ring. In that ring in a Mule DropShip, typically a cargo carrier. We launch fighters and demand to board it. We do and inspect it and both the JS and the Mule are merchants. Nothing else here. We can hold the point though.


At the Zenith point is…

A Invader Class JumpShip, with its three droprings. It has just two full, and a third is en route from Bryant. They are:

Leopard CV and a Jumbo cargo DropShip are on it. En route is a Union DropShip. That looks like a military vessel. The Union is about 20 hours out and too far to turn now – not enough fuel to head back.

Both of us launch fighters from our CVs.


They have


2 Rapier
2 Seydlitz
2 Sai


We launch our 6 fighters:

Sparrowhawk, Hellcatx2, Sholgar, 2 Sabres


We also launch two Taurus’s from the rented ship and the Vulcanized Majesty.


Claymore:


1 x ER Large Laser
2 x ER PPCs
4x Large Lasers
4 x Medium Lasers
2 x Large Pulse Lasers
2 x Medium Pulse Lasers
2 x Small Pulse Lasers
4 x LB 10-X ACs
2 x LRM-10s
2 x LRM-20s
3 x Streak SRM-2s


It’s a good assault DropShip


Between the DropShip and our numerical superiority with 6 fighters plus two Taurus’s. We manage to blast them and only had a Sabre damaged.

We salvage a Sai and a Rapier

Abe Sargent
05-07-2013, 05:59 PM
We force the JumpShip to surrender, since it’s obviously not ready to jump yet, or else it would have. They refuse.

So we move our Claymore right in front and we begin to carve into its engine armor. After a few minutes they surrender and we drop off some marines.

The Jumbo DropShip has very little in it. We imprison the crew of both ships and find out that they were en route to a raid on Keid. The Jumbo was the ship to collect stuff that they gathered.



Jumbo:


14800 tons
Spherical DropShip
Cargo Carrier
Minor weapons (4 Ac5, 12 Medium Lasers)
10 doors into three cargo areas, that hold 1331, 4400 and 4400 tons
2 Small Craft, currently shuttles


The Jumbo was the forerunner of the common Mule cargo DropShip. It was very venerable, but cramped quarters and living areas made the new Mule much more desirable. Still there are many Jumbos in operation today as they are a durable and reliable ship.


The Invader JumpShip is just a ship that has 3 DropRings. It’s nothing too special.


We await the arrival of the Union. In two days when it arrives weaponless and without an escort, we capture it and the company of mechs aboard.


We have captured a Union, Invader, Jumbo, Leopard CV, 12 mechs, 4 shuttles (2 on Invader), Sai and Sabre fighters.

Abe Sargent
05-07-2013, 06:46 PM
Meanwhile….


The WarShip arrives at the planet and unfurls a screen of fighters and small craft. Bryant has launched their defenses – 26 fighters and three military DropShips – an obsolete Avenger, a new Hamilcar and an obsolete Intruder, hoping to pierce the WarShips’s defenses and unload four platoons of marines into the ship – more than 100 men who would likely capture the ship.

Among our small craft are several Battle Taxis. These can pierce the armor of a large ship and power suit marines penetrate the hull and enter to deal damage or capture the ship.

They have three DropShips that are attacking. They also have 26 fighters. We are using 18 fighters, our own Avenger, several Taurus escorts and a few Battle Taxis. Plus, the WarShip itself. It’ll focus onteh DropShips.


Going up against a WarShip is rough for anyone.


Let’s dice and quick sim this

Abe Sargent
05-07-2013, 07:07 PM
After getting some heavy damage on the Avenger, we pull it back. Meanwhile a Battle Taxi was destroyed by them and is unrecoverable. They could not stop the other one but the only ship it could hit is the Intruder, and they have penetrated it, but with the large number of platoons aboard, nothing is expected but to slow them down and plant some explosives.


Meanwhile, we have shot down just over half of their fighters 14. We have lost 8 ourselves. More weapons fire from the WarShip stabs into their Hamilcar and it is sent reeling from the naval class damage which only a WarShip can deal. This final salvo sunders the rest of the hull around its engine and blasts it, immobilizing the DropShip.


Their Avenger has broken through our line of fighters and moves towards the WarShip, closing. We have no more units to slow it down. Their Intruder suffers a minor internal explosion and then the armored platoons are slain by their infantry. Our Fighters are smashing more of theirs. The WarShip has released the Colossus. We didn’t want to use it in case we lost the ship and its 36 mechs, but we have no other choice. It spins out and arms its weapons at the incoming Avenger.

Both exchange fire and the Avenger shrugs off the many weapons the Colossus can bear. It does the same and more weapons from the Aegis class WarShip stab into space, and a few hit. Their Intruder resumes moving at the WarShip. Most of their fighters are gone so we break away some fighters to keep the Intruder back.

We stab more weapons into the Avenger and the Warship smashes it hard with its large White Shark missiles. The Avenger keeps moving in, firing furiously at the Colossus and hits its speed and reduces its handling and maneuverability. The Avenger fires again and the Colossus loses a lot of armor, going internal on the side. The combination of fire from the Colossus and Warship destroy the Avenger and it explodes in a frenzy of weapons and energy.


Meanwhile, the fighters have rent the Intruder. We lost more fighters and a few small craft, but it is reeling. We a few more to chase it as it moves to orbit and it begins to break apart. It breaks into four pieces and begins to move away accelerated by the blasts pushing it faster in orbit.


We manage to salvage the Hamilcar, but the other two DropShips are gone. We lost one Battle Taxi, 3 Taurus’s, and 12 fighters, but we can recover 4 of those. We can also recover 11 of theirs.

So all told we gained 3 fighters, a Hamilcar, need to replace 4 small craft, and we need to spend a lot of money fixing the Colossus and Avenger. We also get a few million in scrap each from the Avenger and Intruder.



The WarShip has secured the planet.

Abe Sargent
05-07-2013, 07:44 PM
October 5 – We launch the Overlords and Colossus. We can drop three battalions of mechs onto Bryant. They are not going to be happy with us.


October 7 – A merchant class JumpShip jumps into the Nadir point with two military DropShips on it – a Leopard and a Union. It immediately rejumps, revealing a rare KF battery on it.


We have landed in three places on the planet of Bryant. Our goal is to take out the local forces, and blast Bryant as a threat in the area. Afterwards, we’ll decide if Bryant becomes a member of the Celestial Coalition, because it’s a minor world that drags resources but does not really give many.


We captured one company of their mechs already, so all they have left are two companies of mechs and 6ish of vehicles. We should be enough to smash them.


The good news is that it is easy to find them. Only the poles are inhabited. After it was savaged in the Successor Wars, the remaining population went to the polar regions. It has a lot of lightning storms across the planet and it was a prison planet for the Caps for more than 100 years prior to the 4th Succession War. FC hasn’t invested anything in it either. Bryant did have a mech factory by the Lantren Corporation that made Grasshoppers plus some components for Grasshoppers such as medium lasers and jump jets. But the primary factory was badly damaged in the 2nd Succession War, and never restored, so instead it just continues to make components and a few other things.

We put our heavy units on the north pole by itself – Delta, Butler and Trinity companies. The other two battalion land in the south pole, which has a larger number of people including Lantren. Bryant has a minor population – about 63,000 people total. There are not a lot of places to hide because the main land is a bit much.


Lantren has a mercenary company of tanks guarding it, so the locals are not busy there and we have no desire to smash them, they are fine. Instead we are focusing on the locals.

The “ruler” here is Viscount Dvensky. He is here in the south pole and his home should have at least one company of mechs plus two companies of tanks. However, expecting us to attack him there, he has pulled in two more companies from their normal defensive places near the DropPorts and capital to move them to his home. That means we are facing 5 total companies.

We unfurl our mech companies and move in. We hold back Heliades Company. So Defender, Cinq, Typhon, Styx and Tethys are moving in. We keep Heliades as a reserve. Fighters from the WarShip helped us to land and kept the sky clean from any potential conventional fighters or VTOLs that might face us.

Abe Sargent
05-07-2013, 08:01 PM
As we move in, we encounter some mines, which do minor damage to a few legs but slow us down.


Unlike many, there are no walls or borders to his estate, and anyone can walk onto it. Gun Emplacements burst out of the ground and suddenly large lasers are blazing at us and we destroy them in seconds



We push through their defenses and close. Their complex is up against a mountain, and it’s not that cold here at the south pole – its summer in this area of the world. The poles are free from the fierce storms. We smash in with our mechs and they have arrayed all of their tanks and mechs to defend against our force.


Our mech force in the center is Defender Company, the company made up of ex-Defenders of Andurien who joined us and have been with us for a long time. Their mechs focus in the middle and push forward to engage the Defenders.


Defender Company


Daishi Prime
HBK-4G Hunchback
ON1-V Orion
Thor C

AWS-9M Awesome
WTH-1 Whitworth
STK-3F Stalker
CTF-1X Cataphract

PXH-1 Phoenix Hawk
CMT-1 Comet
JNV-10F Javelin
GRF-1N Griffin
HER-2M Hermes II



Bryant Company


Atlas
Striker
Chameleon
Locust
Ostroc
Rifleman
Shadow Hawk
STG-5M Stinger *
CRD-4D Crusader *
ENF-5D Enforcer*
ZEU-5S Zeus *
WVR-7D Wolverine *


Their pilots are regular, asterisks are uptech mechs


This is their Zeus, an upgraded common Lyran Assault mech. It has a veteran pilot.It has Ultra AC5, LRM 15, ER large laser, 2 medium lasers, 14/28 heat sinks, 4/6 movement, no XL engine, Artemis IV for the LRM rack, and 11.5 tons of armor (too light).

http://www.sarna.net/wiki/images/thumb/1/1e/3050U_Zeus.jpg/626px-3050U_Zeus.jpg.png

Abe Sargent
05-07-2013, 11:58 PM
Turn 1 – We lose init. We charge with a spearhead of our three assault mechs and the Daishi in the middle. I keep our scout mechs behind some trees and do not get them involved. Our Cataphract nails the gyro once on their Striker. We focus fire on both it and their Atlas. Their Atlas took 40 damage from two AC20 shots from the Ultra on the Thor.. Both of them took more than 80 damage and tumble.


Turn 2 – We lose init. Our Griffin runs up to their Striker. In a panic their Striker stands and moves away. Their Locust stands. Our Awesome bases their Striker. I rush our Thor adjacent and above to their Enforcer. Their Atlas tries to rise, falls and smashes in its H and it is dead. Our Awesome destroys the RA of their Striker and our Griffin its Left and our Cat its RT. Ultra AC5 on the Daishi jams. Ultra AC 20 on Thor smashes their Shadow Hawk after Daishi unloaded into it. Destroy the RL and hit two actuators on the right. Shadow hawk falls and destroys its other leg . Striker tumbles and pilot blacks out. Our Thor kicks the Enforcer but nothing major happens.


Turn 3 – We win init. Jav rushes adjacent and above their Locust. Our Thor hits the SRM ammo on their Ostroc and it explodes. The engine goes up and it hit s a lot of nearby mechs. That includes the rear armor on the Crusader for 30 damage, and Crusader’s ammo is hit and it goes up too. It does not have CASE so it is destroyed too. Our Jav kicks the Locust but little results. Their pilot does not wake up


Turn 4 – We lose init. Our PXH banses their Zeus. Our Jav and Comet keep chasing their Locust. Our Thor smashes their Zeus open with 2 hits of its Ultra AC20 and hits the engine once on it. Ou rJav destroys the Locust R and our Comet its RL. LRM10 fire from the Whitworth destroys the LT of their Zeus and hits the engine once. Our Pixie smashes its RL and hits the torso with its machine gun and hits the engine twice more. It’s down. Our Cat destroys the LA on their Chameleon. Our Awesome smashes the Chameleon several times with ER PPCs and it and the Locust fall.


Turn 5 – Their pilot remained out. We win init. Our Thor bases their Enforcer. Their Chameleon rises and our Cataphract bases it. Our Hermes II destroys the CT of their Locust. Our Hunchback get a limb bowl off on the Rifleman’s RA. Our Orion hits the engine three times with SRM missiles on their chameleon. I spread my attacks out to take out several mechs this tunr hopefully. Our Whity hits the engine once on their Rifleman. Our Awesome hit she Rifleman’s ammo and it ignites. Their Enforcer falls hard. I was hoping to finish it off too. The kick from the Thor doens;t amount to anything and they call it.

Abe Sargent
05-08-2013, 12:14 AM
Crusader LA, RA, LL
Ostroc H, LA
Shadow Hawk missing RL, LL
Striker missing RA, LA, RT; pilot blacked out
Atlas missing H
Locust LT, LL, LA, H, RT
Zeus missing LT, RL< enginex4
Chameleon missing LA, enginex3
Rifleman RA, LL


Their Stinger, Wolverine and Enforcer are turned in, yadda yadda.


We salvaged an Atlas, Striker, Shadow Hawk, Chameleon, and ZEU-5S Zeus




On the other fronts, we smashed their tanks badly, and lost 10 mechs, 4 of which we can reclaim and 6 are gone permanently. We captured or salvaged 21 vehicles.



It appears that the Viscount went into hiding.

Left on Bryant are one company of mechs and two of tanks we think.

Abe Sargent
05-08-2013, 01:07 AM
Oct 12 – The battalion at the north pole cannot find anything up there. Either the units there went in hiding or they were pulled earlier.



Oct 19 – We have scoured the poles and still can’t find the remaining units. We know they are on planet according to both intel and locals. We have to ferret them out.


Nov 2 – We manage to find one company of tanks after some intense searching and it’s near the mountains that were used by the home by the Viscount. Apparently there was an underground bunker here we just discovered. Stocked here are a lot of technical equipment, parts, ammo, armor, spare weapons, and more. The tank company is rolling out as we move in, this bunker has two entrances. Expecting traps or explosives, we do not pursue them via the bunker, but instead dispatch fighters to hold them in place and fly in a company off a DropShip to answer them In about 30 minutes we have arrived and 15 minutes later, we unfurl.



Heliades is here


Our foes:

Vedette
Goblin
Von Luckner
Brutus
Drillson
Gladius
Hetzer
Hunter
Shrek, updated *
Fulcrum *
Hunter, updated *
Lightning *


Built just two years ago, the Fulcrum is a 50 ton hovertank with 1 each of large laser, LRm10 and medium laser.

http://www.sarna.net/wiki/images/5/58/Fulcrum.jpg

This will be a slaughter.

Abe Sargent
05-08-2013, 10:05 AM
Turn 1 – We win init. PPCs from our Awesome hit the PPC carrier and hurt its movement. Our Stalker follows that up with worse movement damage to it. Our Archer does the same to their Lightning. Our Ostroc hurts the movement on their VL and our PXH does the same to their Fulcrum but also stuns their crew for a turn.


Turn 2 - We win init. Our WLF bases their Fulcrum. Our PXH follows. Their Lightning skidded so my Centurion rushes to it and bases it Our Stalker destroys the front of their Schrek. Our Archer immobilizes their Lightning. Our Cat locks the turret on their Von Luckner. Their Fulcrum knocks out our PXH pilot.

Turn 3 – We lose init. They base the PXH with some tanks, such as their Gladius. Our Wasp runs to their Gladius. Our Ostroc bases a Hunter. Our WLF immobilizes their Fulcrum. Their Hetzer hits the CT of our PXH with their AC20 and it is destroyed. Our Cat locks the turret of their Vedette. Our Ostroc kicks and destroys the rear armor of their Hunter, upgraded. Our Cat kicks an destroys their Vedett’s turret and it is destroyed. Our Wasp misses a kick and falls.


Turn 4 – We lose init. Our Wasp rises and runs. Our Wolfhound bases their Drillson. Ostroc bases the other Hunter. Our Trebuchet bases their Von Luckner and our Centurion follows. Our WLF destroys the Fulcrum’s RS. Our Marauder destroys their Hetzer’s front. Our Centurion hits the ammo on the Von Luckner and it explodes! Our Cat slices the Front of their Hunter and destroys it. Our Trebuchet falls. Our Wolfhound kicks their Drillson into immobile territory.


They surrender and we gather them up.

Abe Sargent
05-08-2013, 10:09 AM
Schrek PPC Carrier, updated
Hunter, upgraded
Vedette
Fulcrum
Hetzer
Hunter

Drillson immobile
Lightning immobile


Phoenix Hawk RT, LT, LA, RA, < LL, RL



We collect a Goblin, Brutus, Gladius for the local militia. We manage to salvage the two Hunters, Fulcrum but not the Vedette or Schrek, plus the Lightning and Drillson.

Abe Sargent
05-08-2013, 10:39 AM
Nov 15 – After a lot of searching, a raid by a lance of their mechs hits a local warehouse and steals off some food. Why would they need food?


We suspect that they may be hiding in the nasty storm areas of the planet outside of the polar regions.


Nov 27 – The Viscount is captured by local spies from the Apollo Office we dropped off. He was in hiding and now we have him.

Nov 30 - We have forced the Viscount to give u the locations for the mechs and tanks.


Dec 8 – We have readied a raid on the mech position. As suspected, it is outside in the toxic soup. We wait until a day when the storms have abated, which is rare.


We move in Butler Company


ATA-2 Attila
GLT-3N Guillotine
AXM-1N Axman
KIM-2 Komodo

LGB-7Q Longbow
GLT-5M Guillotine
TBT-5N Trebuchet
RFL-5M Rifleman

VL-5T Vulcan
MON-66 Mongoose
WTC-4M Watchman
JVN-10F Javelin


Butler Company is mostly regular. As we do, they see us and come out. It looks like there are just two lances here right now, their scout lance is out.


Our foes:


AXM-2N Axman *
Wolf Trap *
Watchman *
PXH-3S Phoenix Hawk *
JagerMech
Blackjack
Charger
Grasshopper





Someone must’ve captured a Wolf Trap from the Combine. This is the weird Axman with double LRM15 racks instead of the AC20.

http://www.sarna.net/wiki/images/thumb/9/9a/3050U_Axman.jpg/676px-3050U_Axman.jpg.png

Abe Sargent
05-08-2013, 06:04 PM
Turn 1 – We win init. Our Komodo bases their Wolf Trap when they expose it too much. Our Vulcan leaps to its rear. Nothing major happens in weapons – everybody misses a lot. We double kick the WT and it falls.


Turn 2 – We lose init. Our Komodo and Vulcan base their Pixie. Their Wolf Trap stands and runs and I run our Javelin after it. I order my heavies and assaults to charge their position, minus the Rifleman who holds back. Our Watchman destroys the LA of their Charger. Our Attila just unloads on their Axman and smashes its H twice with missiles and goes internal on a leg and nails the hip actuator. Our Axman gets a limb blown off LA on their Axman. Both it and their Wolf Trap fall as does our Longbow. The PXH destroys its RA in the fall. Our Jav punches the Wolf Trap twice, this both legs and this actuators in each, but it remains standing. It’s a blessed mech. I have unloaded tons of weapons into it these two turns and it is still relatively healthy.


Turn 3 – We win init. Our Longbow stands. Their Axman does not. The 5M Guillotine bases their downed Axman. Their PXH stands and runs away but our Vulcan chases it down. Out Watchman jumps to their Charger. Our Axman walks to their Watchman. You can tell we’ve reached melee range for our mechs. The other Guillotine bases their Wolf Trap. Their BJ hits the engine twice on our Attila. Our Komodo hits the engine one on their PXH. Our Guillotine destroys the RL and LT f their Axman and it shuts down. Unfortunately their Watchman falls after taking an AC20 shot and no ax can follow up. Our other Guillotine kicks and destroys the LL of their Wolf Trap, damage goes up to its LT and hits the engine there twice, it falls, hits its LT and hits the engine a third time, dead mech.


Turn 4 – We win init. I hop our Attila to some woods to hide it a bit. Their Watchy stands. I move some mechs to the area. Their Charger follows me in. I run our Watchman above and next to their Charger. Our Jav bases their PXh and our Vulcan their damaged Blackjack. This will likely be the last round, so I alpha strike a few mechs. I moved my Trebuchet and Longbow exactly 7 hexes away from their Charger and Watchman so I can LRM smash them. Our Rifleman destroys the LT of their Watchman – but no XL engine so no shut down. Our Attila hits the MG ammo in the other torso, its CASE’d away but the pilot blacks out. AC20 shells rock their Chargers RT and blow it up and it falls. Our Komodo and Vulcan kick the Blackjack and destroy its LL. Our Jav punches the PXH because it’s exposed in a lot of torso and manages to smash the RT an hit the engine once, but we don’t finish it.


They call it and surrender.

Abe Sargent
05-08-2013, 06:25 PM
We turn over the Grasshopper and JagerMech to the local authorities.

Charger missing LA, RT
PXH-3S Phoenix Hawk missing RA
Axman 2N missing LT, RL
Wolf Trap missing LL, engine x3
Watchman missing LT, RT, blacked out pilot
Blackjack missing LL


We captured all six of these mechs for ourselves.


After interrogation, we discover that they ordered the scout lance away when they engaged us. We have no idea where they could be right now.

Abe Sargent
05-08-2013, 06:44 PM
Dec 10 – We have called for elections on Bryant.


Dec 14 – Fighters found their scout lance and drilled them to the ground and they are now dead, and turned over the government – 2 salvaged and one surrendered.


Dec 23 – We have clues to the last tank company but are unable to find it when we follow up.


Dec 26 – They have raided a few warehouses for supplies such as oil, armor, and ammo.


Jan 3, 3060 – We still cannot find the last company, Bryant is too big for this game.


Jan 11 – A new president of Bryant has been elected. Rosetta Jackson was a minor noble, and now elected. She calls publicly for the last units to stand down and turn themselves in.

Jan 13 – They comply and we turn the company over to the government.


Jan 19 – After consideration, Duke Essex has agreed to extend an offer to Bryant to join the Celestial Coalition, they accept later that day.


Jan 25 – We have released the Viscount to the world of Epsilon Indi, where he launched many pirate attacks, and they have arranged to bring him to trial there.


Feb 2 – After consultation with several key players, Kressly Warworks Inc has agreed to purchase 20% of the shares of Lantren Corporation. The influx of cash, plus some grants from the CC will enable them to reopen the Grasshopper primary factory in a year. They will begin working on an updated Grasshopper with new technology, and the Celestial Coalition will be its main customer.

Abe Sargent
05-08-2013, 07:18 PM
Total changes from this campaign:


Bryant has gained the following units for their own militia, the 1st Bryant Regulars.

The company of mechs we stopped in space
The company of tanks turned in
Surrendered forces – 3 tanks, 7 mechs
Salvaged – We grant them the 21 salvaged tanks from the huge battle in order to jumpstart their defenses. Many of the pilots and crew will serve in their unit again


So they have three full companies of tanks plus 19 mechs.



Our AeroSpace gains were:

Her Majesty’s Interference, Hamilcar DropShip – An odd ship built in 3054, it’s a raider that carries both mechs and fighters – 8 mechs and 4 fighters.

Turret Diplomacy, Gazelle DropShip; Profit of Guns, Gazelle DropShip - We confiscated two DropShips from the ground – both were Gazelles which carried 15 tanks. The local defense won’t need them to strike other planets or anything, so we have procured them for ourselves.

Dirty Dozen, Union DropShip – Carries 12 mechs, yadda yadda

Camel’s Luck, Jumbo DropShip – Cargo hauler, civilian

Fang of the Lion, Leopard CV – Fighter carrier, carries 6 fighters.

Maxim of Glory, Invader JumpShip – Carries three DropShips

We gained 4 fighters in the salvage.

Abe Sargent
05-08-2013, 08:11 PM
Changes:


Butler – Bob Green, in the Guillotine 3N is now 3/5 after notching four kills.


Heliades – Dianne Holsteins’ PXH was destroyed, replaced with 3S one from salvage.

Defender – AJ Hussein, pilot of the Phoenix Hawk, gained one point of edge after his fourth kill.


Styx Company - Hubert McCullough’s Comet was destroyed, it is replaced by the Watchman.


Cinq Company – Both pilot Roger Von Harkness and his Griffin were destroyed. Replaced with Jake Kyle, regular, in a salvaged AXM-2N Axman;


Typhon Company – Ostsol destroyed, replaced with ZEU-5S Zeus from salvage.


Tethys Company – Locust destroyed, replaced by Chameleon. Lost our Striker, replaced with theirs from salvage. Lost their Hunchback, we replace with a mech from our garrison on EE – Anvil.


Mechs salvaged: Atlas, Shadow Hawk, Charger, Wolf Trap, Blackjack



We kept these three tanks:

Hunter
Fulcrum *
Hunter, updated *



Our flotilla heads back out and leaves behind Heater Battalion for now to help get things together. (Delta, Trinity and Butler companies)


Feb 15, 3060 – We arrive back on EE with our troops and Ships.



End of the Bryant Campaign

Abe Sargent
05-08-2013, 08:35 PM
Let’s get an update on the roster.


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 –
Brawler Company – On Terra Firma until June 28, 3059


Heater Battalion: Capt. Jason Thomas, Trinity of Company

Delta Company – On Bryant
Trinity Company- On Bryant
Butler Company – On Bryant



Beta Regiment: Col. Martin Fitzgerald, of Ganges Battalion


Ganges Battalion: Col. Martin Fitzgerald, of Phaeton Company

Phaeton Company – On Ingress
Boxer Company – On Ingress
Rebel Company – On Ingress


Amazon Battalion: Capt. Gabriel Williams, of Mustang Company

Mustang Company – Currently on Capolla
Hex Company – Currently on Capolla
Raven Company – Currently on Capolla


Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company

Aleph Company – Currently on Capolla
Laser Company – Currently on Capolla
Sabre Company – Currently on Capolla


Gamma Regiment: Col. Gilda Atwater, of Breaker Battalion


Breaker Battalion: Col. Gilda Atwater, of Fallout Company

Trident Company – Currently on Acamar
Miner Company – Currently on Acamar
Fallout Company - Currently on Acamar


Scimitar Battalion: Capt. Mika Sanders, of Vegas Company

Vegas Company – Currently on Acamar
Guile Company - Currently on Acamar
Tango Company - Currently on Acamar


Mesopotamia Battalion: Capt. Kyla Jeffries, of Nineveh Company

Jericho Company – First Expedition
Babylon Company – Second Expedition
Nineveh Company –


Delta Regiment: Col. Conner Ward

Bandit Battalion: Capt. Andrey Vihorev

Bandit Company – Operation: Bulldog – Available Aug 1, 3061
Iron Company - Operation: Bulldog – Available Aug 1, 3061
Kevlar Company – Operation: Bulldog – Available Aug 1, 3061

Flame Battalion: Capt. Johan Kreidler, of Blaze Company

Pyre Company – Operation: Bulldog – Available Aug 1, 3061
Blaze Company – Operation: Bulldog – Available Aug 1, 3061
Ember Company – Operation: Bulldog – Available Aug 1, 3061


Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company - Operation: Bulldog – Available Aug 1, 3061
Shield Company – Operation: Bulldog – Available Aug 1, 3061
Chainmail Company - Operation: Bulldog – Available Aug 1, 3061

Weston Company - Operation: Bulldog – Available Aug 1, 3061
Utopia Company - Operation: Bulldog – Available Aug 1, 3061



Shadow Battalion:

Bruiser Company –
Shadow Company –
Sealion Company –


Gold Company –
Bronze Company -


Vehicles:

Tank First Battalion –
Tank Second Battalion - On Terra Firma until June 28, 3061

Garrison and Infantry – EE, garrison,


Fighters: Col. Larry Rowe, of Arrow Company

Arrow Company – Currently on Terra Firma
Bolt Company – Currently on Acamar
Catapult Company –
Dart Company –On Ingress

Naval Assets

Swift Justice, Aegis WarShip –
Scots Flotilla, Merchant JumpShip – On First Expedition
Johnny Appleseed, Invader JumpShip – On Second Expedition
Maxim of Glory, Invader JumpShip –
River of Fate, Merchant JumpShip -
Robin Hood, Union DropShip – On Second Expedition
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 - On First Expedition
Fury Unbound, Vengeance DropShip -
Firebird, Avenger DropShip –
Arrow of Fate, Achilles DropShip, Upgraded –
Stalwart Destruction, Model 96 Elephant DropShip –
Honored Living, Colossus DropShip –
Stellar Phantom, Leopard CV DropShip - On Second Expedition
Vulcanized Majesty, Claymore DropShip -
Victory Assured, Overlord DropShip –
Jakob’s Ladder, Buccaneer DropShip (Cargo Vessel) – On Second Expedition
Galvanic Arc, Leopard-CV class DropShip –
Charon’s Message, Union class DropShip
Fang of the Lion, Leopard CV DropShip -
Camel’s Luck, Jumbo DropShip -
Dirty Dozen, Union DropShip –
Her Majesty’s Interference, Hamilcar DropShip –
Turret Diplomacy, Gazelle DropShip -
Profit of Guns, Gazelle DropShip -

Abe Sargent
05-08-2013, 08:55 PM
We roll back the clock to continue from where the campaign interjected.

Oct 5 – We reup the Tank Battalion’s contract on Terra Firma for two more years.

Oct 10 – After his 18th birthday about two weeks ago, James Roderick Essex has been officially given a position in Kressly Warworks, Inc. While he had some minor mech trainings as any child of Duke Essex did, he did not really have an interest in it, despite having some skill there.

Nov 11 – A raid on Flame Tech on Fletcher is stopped by the mercs we hired to protect it.

Dec 1 – Thoma Marie Essex is promoted to Sergeant. It’s a busy few months for the Essex children.

Abe Sargent
05-08-2013, 09:10 PM
Dec 31 – Essex Training Academy:

Essex Training Academy

We have11 MW graduates from the Essex Training Academy, and 19 enrollees for next year. Of these 11, 4 choose not to stay with us, and the remaining 7 have 2 vet, 3 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. 6 enroll for next year, and 5 infantry squads are now being trained as well. 6 infantry squads are completed, the Aerotech wing has its first grads – 4 total. 4 more enroll for the 1st year.


Year 4 - 16
Year 3 – 12
Year 2 - 18
Year 1 – 19

Armor – 8

Aerospace, Year 2 - 5
Aerospace, Year 1 - 4

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

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

Abe Sargent
05-08-2013, 09:18 PM
We spend some time recruiting and sending out some grads.


Titanium Company


Lt. Jamie Holland , HGN-732 Highlander, elite
Marcela Liang, KGC-000 King Crab, elite
Maiti van den Burgt, Hatchetman, veteran
Kamalanetra Necipoglu, CGR-1A5 Charger, veteran


Sgt. Isabella-Maria Berger , Vulture Prime, elite
Lewis Brown, CRD-3R Crusader, veteran
Tobias Meister, ARC-5S Archer, elite
Anna-Teresa Stolk, WTH-2 Whitworth, veteran

Sgt. Ed Bell, Goshawk, elite
Sarieke Kooijmans, JVN-10F Javelin, veteran
Luda Zasekin, WLF-2 Wolfhound, veteran
Cadhla Furse, ASN-23 Assassin , veteran


Javelin, Charger, Crusader and Hatchetman are level 1 mechs. Vulture and Goshawk are clan mechs. This company joins with Gold and Bronze Companies to make Metal Battalion.

Abe Sargent
05-08-2013, 09:32 PM
Oasis Company

Lt. Dwayne Tarabaev, VTR-9D Victor, elite
Margriet Peres, Kingfisher A, elite
Nikita Nyurnberg, ST-8A Shootist, elite
Dave Mikailov, OSR-2D Ostroc, veteran

Sgt. Husniyya bin Hanbal, STK-5M Stalker, elite
Elvie O'Rahilly, Cauldron-Born Prime, elite
Tony Tipping, GRF-1DS Griffin , veteran
Bisa Okoth, Whitworth, veteran

Sgt. Angelina Rodmell, Vixen, elite
Jack Sarmento, Locust IIc, elite
Hai-dong Pi, Spider, veteran
Noemi Brabenec, Quickdraw, regular


Kingfisher, Vixen, LCT IIc and Cauldron-Born are in our garrisons from previous battle with the clans. The Spider, Whitworth and Quickdraw are level 1 mechs. All 24 Mechs were in our garrison, we purchased none.

Abe Sargent
05-08-2013, 10:45 PM
Operation: Backstab


I encountered this scenario at the back of the rulebook A Guide to Covert Ops. It actually takes place a few years in the future, but there is nothing here that cannot be moved up. Until now, and it should prove to be a nice change of pace from the usual.



Jan 4, 3060 – Duke Essex takes a meeting with Ingrid Foster to appraise him about a situation that has evolved on Acamar. The major issue revolves around some of the few agricultural land on the planet.

Acamar has a lot of mining interests, but it’s hard to live on the planet. Just 36 million live in the system , and that includes asteroids being mined. Acamar is cold, just on the outer edge of the life ring in the system, and its regularly winter there. There are 9 days to the planet form the jump points and 15 days to recharge, and no recharge station in the system. There is little arable land.

But there are some farms. Three large farms in some of the better land are owned by three minor noble families – the Brynd family, the Langdon family and the Stevens family.

The Brynd family is one of the most successful with seasonal crops, and agri-domes for year round production in Acamar’s winter. They have not been interested in the mining aspects of Acamar, instead focusing on making food, and that has been their bread and butter for generations. They own more than 1400 square klicks.

The Langdon family had been around for 50 years longer than Brynd. They often chaffed under Capellan rule and were squelched regularly, by Liao, thus they flourished under the FC rule. They control land equal to roughly 1300 square klicks.

The Stevens family was granted the land a few decades ago by the Capellan Confederation to a loyal solider. They were stymied earlier after swinging to the FedCom, but they eventually adjusted. His land of 1000 square klicks contain three villages that support large agri-domes.


When the LosTech was rediscovered, there were more discovers from the Star League era than just weapons and armor. They also regained information about things such as medical practices. New scanners were developed and used both for military and industrial practices.

One such scanner has been recently used on Acamar to see if any deposits were hidden from old forms of scanning and investigation.

Well, they found one. A motherlode.


They have discovered a titanium deposit that has the potential to be the biggest one ever on Acamar. It was deep and buried under some rocks that helped to keep it from older scanners.

This titanium deposit is under the Stevens and Langdon’s property.


However, two days ago, an attack occurred on Baron Brynd’s territory against him, from an unknown mech force. We have no idea who or why. After all, the new titanium find isn’t even under his land. We cannot allow another force to launch attacks on our people and land.


It’s time to investigate.


Duke Essex authorizes Chief Ingrid Foster to investigate this personally and give him daily updates from her locations.

Abe Sargent
05-08-2013, 11:31 PM
Jan 13 – Chief Foster arrives in Outreach and begins to find information on the company of mechs that attacked. Is it a unit on the registry? She wants to do the research herself, to keep our investigation as quiet as possible.


Jan 16 – Foster discovers that the unit was likely part of a mercenary unit called the Broadstreet Bullies. They are not registered in MercNet though. Some contacts on planet reveal that their home used to be on Fletcher and they hire themselves on lesser known worlds, like Galatea.

Jan 17 – An official from Baron Brynd arrives on Outreach and meets with Chief Foster. He had dispatched his aide to recruit mercenary assistance. Instead, Chief Foster will intervene officially.

What information the aide, Andrew Osbourne, has is limited. He came on a Brynd Jump and Drop ship. The info he does have is interesting. A few weeks ago, representatives of the Langdon and Stevens families each approached him, individually, to buy his land. Now that damage has been done to the property, pressure on the purchases has increased.

The various noble families on Acamar have always been rivals, and the new democracy has not ended that. Osbourne believes that either Langdon or Stevens was behind the attack.


As Foster and Osbourne leave the club they are meeting at, two thugs attack them and try to kill them, but Ingrid Foster is easily able to handle them.


After considering the information she has, she decides to swing by Fletcher before heading to Acamr to discover more information on the Broadstreet Bullies.

Abe Sargent
05-09-2013, 10:25 PM
February 17 – We arrive at Fletcher. Investigations begin.


It appears that they were the remnants of a Lyran Unit that was destroyed in the clan wars. Several of the lived on Fletcher prior to joining the military, so they used this world as a base a few times. The last time the unit was on the world was about five months ago. Then they jumped out. They performed some nasty anti-civilian tasks and earned some black marks in just a few years in operation.

After some more research, Chief Foster uncovers that one member of the Bullies has a family here on planet and retired about a year ago.


Feb 18 – Chief Foster arrives at the city of Quang Lo. This is a city that tends to attract all of the former pro-Cap civilians on planet. Here Chief Foster has discovered that she can find Jesse Boulerice.

Feb 20 – She stakes out his house and one night pushes him against the wall and captures him easily and returns him to his home. Jesse agrees to give her the information if she helps his family, which is being pressured by a local crime boss. She agrees, and contacts local Apollo Office agents on planet to handle it.

Boulerice is still in contact with the members of his old unit. The group that purchased the Bullies was neither family, but instead Johnston Industries.

Johnston Industries is one of the largest industrial corporations in the Federated Suns. They have a variety of industries on various worlds, and apparently, they were interested in being the company to mine this huge titanium deposit. It requires a significant investment to penetrate the ground and build a mine for a pace this deep and extensive. Johnston would be one of a handful of companies that could outlay that capital.


That is all Boulerise knows, so Foster heads back to jump to Acamar with Osbourne.

Abe Sargent
05-09-2013, 11:06 PM
Meanwhile, Duke Essex places a few calls to prepare for her arrival.


Feb 24 – While en route to their JumpShip, the Byrnd DropShip suffers sabotage. After investigating, Foster uncovers explosives placed by fuel tanks and electrical components. They DropShip is slowed by a day.

Interviewing staff reveals that one person’s thumbprint was used to access that room that day. This is Crewman Malverneri, who has been with the Brynds for a few years. Due to her expertise, Foster interrogates him, and he willingly uncovers that he is an agent for House Langdon. However, he did not plant the bomb, he claims he is framed. Foster believes him.

She uses the next bit of travel as time to find the actual saboteur. But, she is unable to discover the person responsible.


Mar 8 – Chief Ingrid Foster and Osbourne Humphries unload from the Brynd DropShip and arrive at his estate. Coming out to meet her is Baron Brynd, who welcomes her. She unloads at his estate and begins to look over the place where the attack happened, while he escorts her. One of his daughters was killed in the attack. However ,it appears that they were not as thorough as they could have been. Many buildings were left half destroyed and others standing. Foster suspects that their goals were to scare and reduce the value, not to destroy.


The Baron meets with her and reveals that Johnston Industries has offered him a buyout for his land, with a month long option to consider it. That month ends in a week or so. Or he could sell it to one of his neighbors.

Abe Sargent
05-10-2013, 08:47 AM
Mar 10 - It’s time for some more investigation. Chief Foster meets with two local Apollo Office agents and has them escort her to the local Johnston offices. They have a presence on the world due to the large mining interests in the system.

They break into the security and past the alarm systems. After some investigation, they find a safe underneath the floor and remove four metal tiles in order to uncover it. They crack it and look inside. One is a holodisk called Operation Backstab. Foster takes it and begins to look into it

It appears that both Stevens family and the Langdon families allied to force the Brynd family to concede to Johnston Industries. It looks ike, although the ore is under the other two families, the Brynd estate is the only place they can build the mines and such to get to it, the angles are wrong from the others. So Langdon and Stevens tried to bully him into caving in and selling some of his land. He would not be bullied.

Apparently Baron Stevens contacted Johnston Industries directly, and they came up with a plan to dial both Brynd and Langdon out of the equation. A company of mercenaries was called in to strike at the Brynd estate, and then force them to sell to either JI or to Stevens. Both increased their price over Langdon, to insure he would not be the one the land was sold too. Then they would attack Langdon and do the same to him.


So, JI and Stevens partnered on Operation Backstab. Foster returns to Baron Brynd with this info.

She tells him of everything. He laughs a bit at now knowing. The old thing, he states, is that I would likely have sold some of the land to JI for a good price if they had only asked instead of bullying me from the get go. He moves to call the local authorities, but Chief Foster stops him. She hand him a message from Duke Essex, and he dials it in.

Duke Essex comes on and greets him. This information proves that the Bullies are still on Acamar. When they attacked you, they made this a military issue, not a legal one. This will not be solved in the courts, but at gunpoint. Stay under the radar for the next three days.

Abe Sargent
05-10-2013, 09:10 AM
Meanwhile, Fallout Company has moved out of their garrison on the planet and approached the position that the Bullies are said to be waiting at, an old abandoned refinery. They approach and soon their noise is heard by those inside. They quickly jump into their mechs and warm them up as Fallout Company enters the old building.




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



The Broadstreet Bullies


Battle Hawk
Nightsky
Falconer
Gunslinger
Caesar
WSP-1S Wasp
WHM-7S Warhammer
VT-5S Vulcan
STK-5S Stalker
COM-5S Commando
HCT-5S Hatchetman
MAD-5S Marauder


All of these mechs are level 2 mechs. They are upgraded with good weapons. For example, this Marauder variant sports a Gauss Rifle in addition to the dual ER PPCs. The Hatchetman adds pulse lasers and a LB10X and so forth. Our foes are regular.

This is their Falconer, a 75 ton mech featuring 5/8/5 movement off an XL engine, a gauss, an ER PPC and 4 medium lasers, with 10/20 heat dissipation and 11.5 tons of armor.

http://www.sarna.net/wiki/images/thumb/5/54/3055u_Falconer.jpg/739px-3055u_Falconer.jpg.png

Abe Sargent
05-10-2013, 10:33 AM
They are in the center and we are entering from the west. We are fighting in the map used for the Factory in Solaris VII:


http://www.sarna.net/wiki/images/b/bc/MapTheFactory.jpg

Abe Sargent
05-10-2013, 01:21 PM
Here we go!


Turn 1 – I win init. Our PXH hops next to their Falconer and Nightsky. They have a lot of mechs on the upper floor. Their Battle Hawk skids and falls. We focus fire on their Caesar. Our Awesome destroys its RA and our Huron Warrior its Left. It falls and destroys its RT and the engine shuts down. We push the Falconer with the Phoenix Hawk and it falls down three levels to the ground. It hits the gauss rifle on the arm and that destroys the arm and then destroys the LL and the pilot is knocked out. Their Nightsky kicks the PXh and it falls. Hey, we took out two heavies in one turn!

Turn 2 – We lose init. Our pixie stands and runs. Our Daimyo bases their Battle hawk. Our daimyo destroys its RA> Their Marauder hits the ER PPC in our Daimyo. Their B Hawk destroys its LA. Our Apollo hits the LRM ammo in their Stalker and it goes upCASE prevent sit from being destroyed but the XL engine is gone. A gauss rifle slug form our Huron Warrior smashes the H of their Marauder and it falls dead. Their BH falls. The Falconer pilot does not wake – needs a 10.


Turn 3 – They are devastated but we push on. We win init. I eject the Daimyo. We are so far ahead in the mech count that ejecting a medium mech won’t end anything. We’ve taken out an assault, three heavies, and badly damaged a light in just two turns. Their B Hawk rises. Our Quickdraw jumps to their Vulcan. I leap our Wasp by their B Hawk. Our Wasp takes some damage from their Gunslinger Their Commando’s RA is destroyed by our Huron warrior. Their Wasp hits the Gyro on our Wasp. Our QD destroys their Commando’s CT. An LB 10 X from a Hatchetman destroys our Wasp’s CT. Their ‘Hammer falls. Our QD kicks their Vulcan to the ground. No wake-y


Turn 4 – We lose init. Their Vulcan rises and runs away. I move a few mechs up to their level – Kintaro, Hatamato. Their Nightsky jumps behind our Atlas. I base it with a Black Knight and Awesome. Their Warhammer stands. Our Hatamato-Chi nails the hip and lower leg on their Warhammer. Our Kintaro hits its head twice with SRM missiles and blacks out the pilot. Taking more than 80 damage, their Nightsky tumbles and his its engine once. The Nightsky loses its RA, RT and RL from kicks. And dies to XL engine. No wake-y on falconer.


Turn 5 – We lose init. Their Vulcan skids and I rush our Kintaro next to it. I walk the QD to it as well. Our QD destroys tits RT with a medium laser and it shuts down. Both of their pilots stay asleep.

They refuse to concede and press on

Turn 6 – We lose init. I am moving my heavy units behind the pillar to flank them while our Hatamato and Marauder are on top of the building keeping them locked in place. In a fierce stroke of orneriness, our Hatamato’s PPC smashes the H of their Gunslinger on a direct blow, dealing 13 damage to its H and killing.


Now they concede; we have no force on Acamar to turn their Wasp, Battle Hawk and Hatchetman into, so we recruit them for a garrison on another planet.

Abe Sargent
05-10-2013, 01:22 PM
Gunslinger missing H
Nightsky missing RA, LL, RT
WHM-7S Warhammer; pilot blacked out.
Caesar missing RA, LA, RT
Falconer missing RA, LL; pilot knocked out.
Battle hawk missing RA
STK-5S Stalker missing RT
MAD-5S Marauder missing H
COM-5S Commando RT, H, LT, LA, LL, RL
VT-5S Vulcan missing RT




Daimyo missing LA
Wasp RT, LT, LL, RL, H, LA, RA


We captured a Stalker, Marauder, Vulcan, Gunslinger, Nightsky, Warhammer, Caesar, and Falconer.

And we lost a Wasp. We replace it with the Vulcan.


After having defeated one of the companies of the Broadstreet Bullies (They’re a unit with a battalion, but the other two are not on planet nor were they part of this deal), we have brought an end to this chapter in Acamar, Fletcher, and the underworld.


Mar 15 – Johnston Industries has announced that they are closing their Acamar office.

Abe Sargent
05-10-2013, 01:29 PM
April 16 – The media is all a twitter as Duke Braham Essex welcomes Chancellor and First Lord Sun-Tzu Liao to Fletcher to visit the graves of the many Chancellors buried here. Sun-Tzu brings gifts for the tomb of Aleisha Liao, one of the most beloved House Lords in IS history. So appalled by the conflict of the Age of War, in the pre-Star League era, she was the one behind the Ares Convention.


“Your message said that we had business to discuss.”

“We do, First Lord. Ceres Metals Industries.”

“Go on.”

“Ceres is the bright star of the Capellan Military-Industrial Complex. Yet it is much weaker than the mammoth companies in other houses. I have an offer to increase its value tremendously.”


Duke Essex slides the Chancellor the information on the Titanium Deposit.

“You know how valuable the ores of Acamar have been for centuries to the Confederation. This is the largest Titanium Deposit ever found. I can dial you back in and give a nice bump to Ceres. “

“And you would do this out of the kindness of your heart?”

“We’re neighbors. Neighbors should be neighborly. And since we are being neighborly, I think it’s time that our neighbor dropped the spying, inciting riots, and so forth on our worlds. Plus three other worlds we have an interest in Carver V, Hsien and Genoa. “

“You are not offering much.”

“I’m not asking for much. If our realm is destabilized, we are much more likely to fall to Steiner or Davion hands than your own. Surely we have more value to you as a buffer state to keep them away from you, and to keep our worlds from their hands. You’ve already reduced the amount of sedition in this region of the March, so I suspect you see that value as well. Ending everything is not a major cost of business.”

“I will pull of your worlds, but not the other three. Plus Ceres will want a 5 year contract to have exclusive right to any more discoveries on Acamar.”

“Yes to the rights for 5 years, but we just have you pull out of Genoa and Hsien.”

“Just one world.”

“Deal. Leave Genoa to us.”


April 18 – At a joint press conference, Chancellor Sun-Tzu Liao and Duke Braham Essex sign an accord with a representative of Ceres Metals Industries. Sun-Tzu Liao has officially recognized the Celestial Coalition as a state. May this be the start of a brand new relationship between our two realms!


Baron Brynd was handsomely compensated for about 300 square kilometers of his land. Baron Stevens announced that he graciously had given his interest in the mining under his ground to the government Acamar so that they could get some additional monies to invest in the local infrastructure.


I changed quite a few things about the scenario to fit it into this timeline. I added the fight at the end and changed some details. We made it fit!


End of Operation Backstab

Abe Sargent
05-10-2013, 02:31 PM
Alright, like normal, let’s roll back the clock.


Let’s do the Explorations for 3060 with our two Expeditions.


After two years, we are pushing out to planets that are two jumps away, to increase our chance of finding stuff.




First Expedition:


January 31, 3060 –


Carrion System

Class M, Lumin Ia, 2 planets, none habitable


February 15, 3060 –


We misjump to this system


Cube System

Class B, Lumin III, 3 planets, 1 habitable, 81 days away


We have misjumped far away from the jump point. This is our intended system, but we were far off target. This large system has a lot of space, and we are months away from being charged. However, we are not as far away from the habitable planet. It’s 49 days away from our spot, and it will take about 2 and a half months to charge way out there. So we go ahead and launch.


Apr 7 –

We have finally arrived at the local planet.

Cube III
Large
1.25 grav
10% water
Low Pressure
Tainted Atmos
Low Temperature
Plant Life
Cool Temperate Climate



Our people really want to get out and stretch so our satellites are out.

We find a remnant of a colony that was here a long time ago. It looks like someone set up a colony here, possibly because of the distance to the jump point. They built colonies not from advanced electronics and technology but appears to eschew it. They stripped their DropShip down, and then there are multiple tools, spearheads, hoes, shovels, and other rudimentary items. We find an old corrupted holodisk that discusses the loss of their cattle. Their cattle could not live for long on the planet due to the atmosphere and they died off after two or three years. Without their major draft animal, the planet provided no other animals to use. The result was an agrarian economy that became increasingly dependent on local plants. Poor nutrition set in, since they did not have doctors and medical facilities to ensure people were getting the appropriate nutrients. Without fertilization, the plants here did not have fruit, seeds, nuts, berries or flowers. Instead, they were asexual, and reproduced from their death, and a new plant would grow up to replace it. Thus they could not get the vitamins and minerals necessary for healthy living. About seventy years later, they died out, with their DropShip already stripped of parts and unable to be used to get them off planet.


We spend two weeks furlough on planet and then blast off again. The DropShip is corroded and the parts were stripped out – no value here at all.


Apr 22 – We leave Cube III


June 11 – We arrive back at the JumpShip and blast out

Abe Sargent
05-10-2013, 03:09 PM
Flayer System

Class K, Lumin VI, 8 planets, 1 habitable, 5 days



June 16 –

Flayer II

Small
.75 grav
Low Pressure
Toxic Atmosphere
Standard Temperature
Microbes
Arid Climate


We investigate this planet for a few days, but there is nothing here.

June 26 –


Behold System


Class F, Lumin II, 3 planets, 1 habitable, 16 days


Aug 12 –


Behold I

Medium
1.1 grav
No Water
Trace Pressure
Toxic Atmosphere
Medium Temperature
No Life


This is a dead planet with nothing of worth at all.

Abe Sargent
05-10-2013, 08:23 PM
Aug 31 –


Spore System

Class M, Lumin VII, 5 planets, none habitable



Sept 11 –


Ana System

Class K, Lumin IV, 4 planets, 3 habitable, 4 days



Sept 15 –


Ana I

Small
0.8 grav
40% water
Low Pressure
Tainted Atmos
Medium Temperature
Fish
Temperate climate


We land on the planet after some surveys from orbit begin. The life here is based on a synthetic system with some nasty viruses which we don’t believe can mutate to attack mammals. But, the fish appear lethal to eat for humans. So no eating the tuna!


The planet is very small, even smaller than normal ones. We suspect it was once a moon of a nearby gas giant that was taken out of its orbit and then came here.


Sept 18 -

Ana II

Medium
0.9 grav
25% water
Normal Pressure
Tainted Atmosphere
Low Temperature
Amphibians
Arid Climate

Ana II has large amphibians that attack our local mech force exploring. aFter being battered around we are forced to leave.


Sept 22 -

Ana III

Medium
1.0 grav
No water
Normal Pressure
Toxic Atmosphere
Medium Temperature
Microbes
Cool Temperate Climate



This planet is also dead. The atmosphere is not just toxic but downright caustic to our metal. We have no chance of landing.

Abe Sargent
05-10-2013, 09:14 PM
Sept 28 –

Dega System

Class O, Lumin IV, no planets


Oct 15 –

Ceta System

Class G, Lumin V, 3 planets, 1 habitable, 9 days


Oct 22 –


Ceta II

Large
1.2 grav
20% water
Medium Pressure
Tainted Atmosphere
Low Temperature
Fish
Boreal Climate


This planet has something quite interesting around it. It really gets the juices of our people flowing. What is so interesting about Ceta II? Orbiting the planet are three vintage Star league satellites. These are powerful scientific satellite that were just left here. The planet has nothing of worth, but we secure the satellites. They are much better than the current satellites we use. We’ll use them for our expedition in the future after cleaning them and giving them a once over. Star League era tech is so good that three hundred years later, these satellites are still better than anything we have and are functional.

Abe Sargent
05-10-2013, 09:36 PM
Nov 3 –

Raka System


Class M, Lumin IV, 9 planets, 2 habitable, 4 days


Nov 7 –

Raka III

Small
0.85 grav
75% water
Medium Pressure
Tainted Atmosphere
Medium Temperature
Reptiles
Warm Temperate Climate



Raka III is a solid world that we think could be a great colony world is it wasn’t for the atmosphere and the lack of industrial metals. There are a few small bauxite deposits, and a few minor gold and platinum deposits – but germanium, iron, titanium, copper, and more just really aren’t here. There are some extensive tin deposits though. If we need those later, Raka III is a good choice. The animals are fun. Our scientists believe that we could terraform this into a better atmosphere after about 50 years of work. We skip that.



Nov 13 – Raka V

Medium
1.0 grav
50% water
Medium Pressure
Tainted Atmosphere
Low Temperature
Microbes
Arctic Climate


This frozen planet is quite old. (Raka IV was destroyed with a collision with an asteroid and has no atmosphere, just dust and a dead world). It appears to have been frozen for a long time. The climatology report reveals this is likely not from an Ice Age, but simply the status of the planet. The equatorial regions are warm and balmy, with melted water streams and ponds. There are no oceans at all, just large glaciers in the south and north. Due to the lack of consistent climate, only microbes inhabit this world, and it appears that no higher life form ever lived here.


There is nothing special here.

Abe Sargent
05-10-2013, 10:07 PM
Nov 21 –


Lotus System


Class B, Lumin IV, no planets



Dec 13 -


Mox System


Class M, Lumin VII, 5 planets, 1 habitable, 4 days.


Dec 17 –


Mox II

Large
1.25 grav
10% water
Trace Pressure
Tainted Atmosphere
Low Temperature
Plants
Warm Temperate Climate


Mox II’s lack of much of atmosphere had led to little development of life. The minor plant-life is all underwater. There is not a lot of biological diversity among these plants, we count maybe 20 different species in our quick studies of various sites. The atmosphere lets loose most essential gases for life, and the plants live off trace amounts in the water. There is nothing of interest here, like great mines or signs of habitation.



Jan 1, 3061 – The First Expedition arrives back at EE for unloading the satellites and a bit of rest.

Abe Sargent
05-10-2013, 10:11 PM
Second Expedition (I roll to see if they find anything. I don’t want to spend two hours doing what I did above and not finding anything save for a few satellites!) - They find nothing either. They return with more of our space successfully mapped.


Rewind….

Abe Sargent
05-10-2013, 10:30 PM
January 15, 3060 – Sabotage from the Duchy of Small strikes Ingress and destroys a few transportation facilities.

January 20 – Hall’s assault on Tall Trees failed.


January 23 – Another hit of sabotage on Ingress


Feb 1 – As of today, outside of the Celestial Coalition itself, the Free Rasalhague Republic has become the largest customer of the mechs from Kressly Warworks Inc that we were involved with – Greyhound, Bumblebee, Attila, and Alexander Omni-Mech. We have been buying mechs for local garrisons and such. The FRR is a true friend to us even now. We have free reign to buy any of the mechs made by them and supposed to be just for them, but we can buy any we need.

They have a real need for mechs, because even though the clan war was years ago, they lost so many mechs, but they didn’t lose nearly as many soldiers, so they have a lot of extra MechWarriors that are dispossessed. As a thank you, Duke Braham Essex sends to Haakon Magnusson, Prince of the FRR, a gift of an Uller and Puma clan omnimechs, RVN-3L Raven, LCT-3S Locust, LCT-3M Locust, PXH-3D Phoenix Hawk, Hercules, FLS-8K Flashman, CN9-D Centurion and Tempest. Ten updated and clan mechs for them to add to their growing army. They need them more than we do.

Abe Sargent
05-10-2013, 10:37 PM
February 23 - A raid by the Duchy of Small launched from Sheratan hits Ingress . Duke Essex calls a meeting to discuss solutions.


March 25 – The WarShip arrives at Small World. With the Vengeance, Tug, and two assault DropShips it moves in.


March 27 – The WarShip arrives. The WarShip has begun to blockade Small World. On world, the palace of the Small family, and Duke Blake Small, is far away from towns and cities. That’s good.


We got this idea from the Capellan Confederation. They send one WarShip to blockade the Sarna Supremacy’s key world while they assaulted the other world and starved Sarna. Similarly, Small World needs a lot of food, that’s why they went for Ingress to begin with. Thus, we are going to blockade them until they knock it off.


Apr 15 – Duke Essex gets a communiqué from Duke Small while on Fletcher waiting for the arrival of Sun-Tzu tomorrow. Duke Small is very apologetic. He has no idea how those raids and sabotage happened from his units, and he apologizes. Essex agrees to move the WarShip back if he agrees to ensure that his Duchy is done attacking our worlds. He does.


We have no desire to assault Sheratan – it was savaged in the wars, and we can’t afford to invest in it. Small World isn’t that hot either, and not worth the time to take it and hold it

Abe Sargent
05-10-2013, 10:44 PM
Apr 20, 3060 – We get great news. Theodore Kurita has decided to grant us official recognition as a state. This may be because post-Bryant, we are now of some size compared to the many other realms in the March. Or it might be because our Gunship diplomacy on Small World meets their approval, or they fear us. Doubtful, but one never knows. Or it could be because Sun-Tzu just gave us official recognition, so they figure why not.

Abe Sargent
05-10-2013, 11:15 PM
May 1 – After meeting with Sun-Tzu, Duke Essex takes his next important meeting to establish his fledgling state. He arrives at a planet he has always wanted to visit.

Welcome to Terra


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


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


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


“Indeed.”


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

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

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

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

“I’m listening…”

….



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

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

“You know what we really want. “

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

“You dream big.”

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

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

“We can do that.”

“Then, we are agreed, Duke.”

“Yes we are.”







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

We hand them:

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




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

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


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

Abe Sargent
05-10-2013, 11:25 PM
May 25 – Word of Blake officially recognizes us as a state.


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


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

Abe Sargent
05-11-2013, 12:12 AM
July 14 - A raid by an unknown merc force hits Terra Firma, Brawler Company responds instead of the local mercs.


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

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


Brawler Company


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

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

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


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


Our Unknown Merc Foes


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


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


http://www.sarna.net/wiki/images/a/a1/DragonFire.jpg

Abe Sargent
05-11-2013, 09:37 AM
We are on a map with some houses to the east, roads, and a few trees and grass. We are on the north and they on the south.


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


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


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


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


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


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

Abe Sargent
05-11-2013, 10:39 AM
Mauler gyrox2
Tarantula missing RLL, RT
WVR-7M Wolverine missing RT
Dragon Fire missing LA, LT

Locust missing RA
Wolverine enginex3
Archer LA, RL


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

This gives Brawler four assault mechs, which is nasty.

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

Abe Sargent
05-11-2013, 11:15 AM
Aug 1, 3060 – We extend contracts for several merc forces on our worlds by two years.


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




We ready the following forces to assault Genoa:



Shadow Battalion:

Bruiser Company –
Shadow Company –
Sealion Company –


Metal Battalion:

Gold Company –
Bronze Company -
Titanium Company -


Oasis Company –


Tank First Battalion –



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




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


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




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

Abe Sargent
05-11-2013, 11:35 AM
Beginning of the First Genoa Campaign


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


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


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

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

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

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

Abe Sargent
05-11-2013, 01:28 PM
Oasis’s land is contested, but the others are in. Oasis has four fighters escorting in the Union DropShip. It lands, but as it does, attacks begin to hit the Ship itself. Our consoles show that there is a local force protesting our presence. This is a hot drop. We will unload the mechs as quickly as possible. We order more fighters from the WarShip and it will take a few moments for them to arrive. Meanwhile, we have to unload and fight now.


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




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


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

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


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

http://www.sarna.net/wiki/images/8/88/Demolisher_%28CCG%29.jpg

Abe Sargent
05-11-2013, 02:15 PM
We are using the official Drop Port map:


http://www.sarna.net/wiki/images/9/93/MapDropPort1.jpg

Abe Sargent
05-11-2013, 06:01 PM
T1 - We lose init. We begin with just the Cauldron-Born and Kingfisher, two clans mechs. With massive numerical superiority, they charge forward at our two mechs. I want to take out two major threats this turn – the Partisan and the SRM Carrier. Leading with a Gauss Rifle, and then following git with with missiles, lasers and an LB-5X, the Cauldron-Born ignites the fuel tank ofn their Partisan and it explodes. Boom! Our Kingfisher destroys the SRM Carriers front side, and it is dead too. Before it dies, the SRM Carrier nails a foot actuator on the Kingfisher. Their Striker also nails its gyro onc. It fall sunder the onslaught.


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


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


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




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


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


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

Abe Sargent
05-11-2013, 06:10 PM
LRM Carrier, missing front side
SRM Carrier, missing front side
Demolisher immobilized
Drillson immobilized


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


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


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


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


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

Abe Sargent
05-11-2013, 06:19 PM
October 5 –

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

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

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

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


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

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


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


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

Abe Sargent
05-11-2013, 06:32 PM
This is a giant grand melee, 36 mechs on 18.

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


Our Foes:


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


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

http://www.sarna.net/wiki/images/thumb/9/91/Jinggau.jpg/626px-Jinggau.jpg.png


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



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

Abe Sargent
05-11-2013, 09:50 PM
And now the melee begins!


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


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


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


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


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


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

Abe Sargent
05-11-2013, 09:56 PM
Victor RT, H, LL, LA, RA
Cicada missing RL
SHD-5M Shadow Hawk H, LT, RT, LA, RA, LL, RL
Thunder missing RT
CGR-3K Charger gyrox2, enginex1
Hunchback gyrox2, enginex1
Jinggau missing RT, RA
Anvil missing LL, blacked out pilot.
Huron Warrior missing LA, RT
Centurion reattach LA, missing RT
Catapult RA, LA, H
UrbanMech LL, LA
Duan Gung missing LA, LT, RL
RVN-3L Raven missing RA, RT




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

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

Abe Sargent
05-11-2013, 10:16 PM
Oct 6 – Oasis Company is rebuilding when our foes in the area strike at us. They need to strike now while they have numbers, and after they have fixed their things. We expected this and kept our men in our mechs at night, ready to load up.



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


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


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

http://www.sarna.net/wiki/images/c/c3/MapCityRuins.jpg

Abe Sargent
05-12-2013, 09:58 AM
Turn 1 – We lose init. We spread our forces out in a pincer movement. If they can trade three tanks for one good mech – like our Victor or Stalker, then this was a good raid and weakens us a lot further. I concentrate fire on their Drillson. Our Victor destroys their Drillson;s right side. Our Spider kicks their Blackjackt to the ground.

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


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

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


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

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

Abe Sargent
05-12-2013, 10:03 AM
Sentry missing RT
Drillson destroyed RS
Goblin, upgrade, missing FS
Vedette missing FS


Victor missing RA
Ostroc missing RA, RT


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

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

Abe Sargent
05-12-2013, 10:36 AM
Oct 7 – After scouting around, we have secured the Liao section of this world for sure.


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


Again, they can retreat at any time.


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

Abe Sargent
05-12-2013, 02:39 PM
Turn 1 – We lose init. We have set up on the eat and they on the west. We put our Stalker in the center and use it as a fulcrum to pivot around the rest of our units, We move forward, and they come down the flanks, leaving their Goliath back as ranged support. We focus on their other J Edgar. Our Vixen hit she movement twice and lowers it. Our Stalker instead attacks their Goliath and hits it few times. They do a little damage to us.


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


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


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


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


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

Abe Sargent
05-12-2013, 02:50 PM
Blackjack missing LL
Goliath, RFL, RRL, LFL
Galleon missing RS

Whitworth missing RA, RL, LL, LA


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



We have secured this area

Abe Sargent
05-12-2013, 03:03 PM
Oct 10 – Our tank battalion is fine but Metal Battalion has finally picked up signs of the local forces. In this area, there are gangs and rebels.

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

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



Titanium


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

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

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



The Raydaz


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


They are all veteran

Abe Sargent
05-12-2013, 07:50 PM
They begin in the center, and us in the south. We are playing on the box canyon map. I can’t find it online though. It has level 8 walls you can stand on, trees in the middle.


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


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


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


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

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


Their last two mechs call it and concede.

Abe Sargent
05-12-2013, 08:23 PM
Clint missing RA, LL
Javelin RT, RA, LT, LA, RL, H
Awesome missing LT, gyrox2
Panther RT, LT, RA, LA, H, LL, RL
BattleMaster missing LT, LL
Dragon missing LL
Thunderbolt LT, LA, H< LL, RL< RA
Ostsol LT, H, LL, RL
Locust missing LT, gyrox2
Grasshopper RA


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


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

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

Abe Sargent
05-12-2013, 09:25 PM
Oct 12 – We get an odd communiqué. One of the local bandits wants to get off the planet, but our WarShip is keeping them from doing so. They would like us to escort them, no funny business. We agree to escort them to Solaris VII, a few jumps away. They turn themselves in, and we load the up a their Union, and they blast off to one of our JumpShips and will link up with us and we will jump them to S VII. It won’t take that long – many of the systems here have recharge stations. We can have the ship back in less than two weeks if we pay for recharges.



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

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


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

Abe Sargent
05-12-2013, 09:45 PM
Oct 17 – We launch both attacks.


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


We are keeping Bruiser Company back.



Shadow


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


So they have 11 mechs and 2 squads of elementals.


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


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


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

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

http://www.sarna.net/wiki/images/6/60/CCG_Crusade_Enfield.jpg

Abe Sargent
05-13-2013, 08:55 AM
We are rumbling into their estate, and scout units warn everyone else and they assemble quickly and move out to meet us away from the expensive and breakable stuff. It’s time for this guy to learn that you can’t buy the stuff and hope it works – it’s about the pilots and teamwork, not about the splash for cash.

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

http://i54.fastpic.ru/big/2012/1214/8d/b85f027eb5e01d0f9eff8c6876ede18d.png


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


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


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


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


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


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

Abe Sargent
05-13-2013, 08:58 AM
Enfield missing LA, LT
Guillotine LT, Rl, RA, LA, H
Salamander missing RT
Rommel missing rear side
Manticore missing LS; Manticore missing RS
Scarabus missing H
Warrior – engine destroyed
Devastator missing RA, RT, LA, LL




Highlander missing LT
Talon missing LA



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

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



Meanwhile…..

Abe Sargent
05-13-2013, 09:29 AM
Sealion’s assault on the other noble has begun. This one is not in an estate like many. Instead he lives in a house just off the mining complex his family owns and runs. He prefers to live closer to the people and the business. He’s not a bad guy, but like the others, he is more interested in himself and his fiefdom rather than in the planet.


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


Sealion


Mad Cat Prime
Masakari Prime
Grizzly
GHR-5J Grasshopper

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

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



Our Merc Foes:


Atlas
Hunchback
Thunderbolt
Penetrator

Awesome
Archer
Apollo
RFL-5M Rifleman

WLF-2 Wolfhound
Jenner
Grasshopper
Spider


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


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

Abe Sargent
05-13-2013, 09:38 AM
In case you care, we are on the unofficial map Lunar Sample. It’s a map with a lot of roads, each ending in a structure of some sort. It also has a few fuel tanks scattered about. It’s grey, no elevation, no trees, but some roughs. (I could not find this one though, sorry).

Abe Sargent
05-13-2013, 11:59 AM
Turn 1 – We begin on the south and they on the north. We lose init. Our Marauder IIc destroys the RA of their Rifleman and ou Grasshopper destroys its RT. Dead mech. I know how to exploit the weakness on their team. After our Mad Cat softened it, our Grizzly’s gauss slug blasts their Wolfhounds CT. Dead mech. Our Shadow Hawk IIc destroys the RT on their Spider. But it remains standing at last.


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


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

Abe Sargent
05-13-2013, 12:02 PM
Penetrator missing LL
Jenner missing RT, RA, LA
Apollo RA, LT, LA, H, LL,RL,
Spider missing RT
Wolfhound RT, LT, RA, LL, RL, LA, H
Rifleman missing RA, RT


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

Abe Sargent
05-13-2013, 12:14 PM
We have now quelled both nobles that have been operating their own fiefs for years.




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



Oct 25 – We declare elections for Genoa.


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


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


Nov 25 – Elections are held on Genoa.


Nov 29 - Genoa is officially incorporated into the Celestial Coalition





End of the First Genoa Campaign

Abe Sargent
05-13-2013, 12:58 PM
A few changes to my units are needed


Jane in the Lynx for Shadow Company gains Edge: 1

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

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


We salvaged:

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


That’s 24 mechs and 8 vehicles

Good stuff.

Abe Sargent
05-13-2013, 01:14 PM
Alright, let’s continue our dynasty, already in progress




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

The unit will be defeated shortly

Abe Sargent
05-13-2013, 03:11 PM
EVENT November 16, 3060 – Chancellor Sun-Tzu Liao uses his powers as First Lord of the Star League to dispatch Star league peacekeeping forces to the St. Ives border planets that border the Capellan Confederation.

Abe Sargent
05-13-2013, 03:13 PM
EVENT December 22, 3060 – After fomenting some anti-Victor and anti-Yvonne feelings secretly in the Federated Commonwealth, Regent Yvonne Steiner-Davion requests that Archon Katherine “Katrina” Steiner-Davion take over.

Abe Sargent
05-13-2013, 03:22 PM
December 31, 3060 – – Essex Training Academy:


Essex Training Academy


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


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

Armor – 7

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

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

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

Abe Sargent
05-13-2013, 03:41 PM
During the year, we recruited and moved grads too:



River Company:


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

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

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


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

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

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

Abe Sargent
05-13-2013, 03:56 PM
Lake Company:


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

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

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



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

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


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


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

Abe Sargent
05-13-2013, 04:11 PM
Jan 1, 3061 – We get word that the Grasshopper factory line in Bryant should be up and running in another 4 months or so. It took both Kressly Warworks money and CC grants to make that happen, and a lot of it.


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

Abe Sargent
05-13-2013, 04:14 PM
Jan 30 – Duke Essex is re-elected the ruler of the Celestial Coalition for another three year term.


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


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

Abe Sargent
05-13-2013, 04:54 PM
Feb 10 – We get news that one of the factions on Hsien has just won a major victory and has broken the stalemate there. We need to move in now if we want to capture it. We had planned a major offensive six months from now, but we move up the timetable.



Beginning of the Hsien Campaign


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



Amazon Battalion: Capt. Gabriel Williams, of Mustang Company

Mustang Company –
Hex Company –
Raven Company –


Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company

Aleph Company
Laser Company –
Sabre Company –



Nineveh Company –


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

Abe Sargent
05-13-2013, 05:17 PM
March 3 – Our Taskforce arrives in the system. Hsien has a recharge facility at the Zenith point, 10 days to the planet, and 5 days to charge up.

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

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

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

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

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

Abe Sargent
05-13-2013, 05:56 PM
March 13 – Our Warship sets up around the planet . We spent these ten days reviewing ROM reports on the planet and finding updated locations of their forces. With a very detailed ROM report on the planet, we expect this campaign may be easier than others. We know exactly where the Baron’s troops are, and where the mercs are. The government has been reduced from 24 mechs to 14, and the Baron is pushing in. Meanwhile, his merc force, which lost 4 mechs, is circling and readying an ambush on the government while he 24 pristine mechs advance.

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

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


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



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

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

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



Our foes, with their 8 mechs


Mercs, vet

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

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

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

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

http://www.sarna.net/wiki/images/4/4c/Pillager.jpg

Abe Sargent
05-13-2013, 07:10 PM
We are fight on a random map. Here we go! We are on the Sinkhole Map, and the game added some random woods.


http://www.sarna.net/wiki/images/4/44/MapDesertSinkhole1.jpg

Abe Sargent
05-13-2013, 09:39 PM
Turn 1 – We begin in one corner and they the opposite one. We win init. We move our Devastator to camp in our Heavy woods. Again, protect it and it will break people. Their Raven tries to move into a sinkhole and falls and hits a foot actuator. We concentrate a lot of fire on their Cestus. A gauss from our Devastator smashes its RT and its down. They managed to do a little damage to our H-C.


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


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


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


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

Abe Sargent
05-13-2013, 09:41 PM
Hatchetman missing RL
Stalker RA, H< LL, RL
Dart missing RL, RA
Raven missing LT
Cestus missing RT
Pillager missing RT



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



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

Abe Sargent
05-13-2013, 09:55 PM
On the other flank, Rheims Battalion lands right by the Baron’s forces. Our cavalcade of fighters keeps them pinned in their location by strafing on all directions. With 40 fighters in the air from the Vengeance, they don’t waste time firing at them knowing we would just blow them up in a few fusillades. Instead, we want our Battalion of mechs to move in and smash their 24 normally, maximizing salvage.

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

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

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


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



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


But, that is not the biggest threat.

Abe Sargent
05-13-2013, 10:03 PM
In order to restore order, we also need to handle Dendeez. They have a regiment of armor.


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


We land Amazon Battalion right by them.


Our foes are fanatical and green.



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


Hex Company


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

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

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


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

Abe Sargent
05-13-2013, 10:38 PM
Turn 1 – We lose init. We are on a map with some trees, but no hills yet a bit of rubble. Their Saladin bases our Rifleman. Our Spider and Excalibur eventually base it. Our Rifleman immobilizes their Saladin. An LRM 10 form our Dragon destroys the front side of their AC2 Carrier. Our Kintaro kills the crew on their Maxim. Our Spider kicks and destroys their Saladin’s side.


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

Abe Sargent
05-13-2013, 10:40 PM
Striker.
LRM Carrier.
Goblin.
Saladin.
Maxim.
AC2 Carrier.

Abe Sargent
05-13-2013, 10:40 PM
Mustang Company

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

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

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




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

Abe Sargent
05-13-2013, 11:33 PM
Turn 1 – We lose init. A PPC from our Awesome destroys their Laser Carrier. Our Commando stuns their Hunter’s crew for a few turns. Our Cataphract destroys their Harasser’s front. Our Cyclops falls from 40 damage.


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


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


They surrender as well.


Comet missing RA

Abe Sargent
05-14-2013, 07:35 AM
Our final engagement


Raven Company

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

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

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


We are 5 vets, 4 elites, 3 regular


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

Abe Sargent
05-14-2013, 11:12 AM
Turn 1 - We win init – some woods, pond, slight hills. Our Comet runs behind their Myrmidon. Our Dragon runs up to their Saracen. I park the Archer and Crusader in woods. Our Pixie runs up to the Saracen too. Our Comet halves the movement of their Myrmidon. Our Archer destroiys the front of their Plainsman. Our Warhammer kicks in the front of their Maxim.


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

Condor.
Maxim.
Plainsman.
Brutus.
Saracen.



They concede and we bring them in too.

Abe Sargent
05-14-2013, 11:31 AM
And just like that we have cut the strength of the forces here by a third and had just one mech damaged at all from the engagement.


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

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


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


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



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



Apr 28 – Hsien has officially entered the Celestial Coalition

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


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



End of Hsien Campaign

Abe Sargent
05-14-2013, 11:44 AM
We captured these mechs:

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


Rewind



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

Abe Sargent
05-14-2013, 11:46 AM
Mar 23 – The Word of Blake has sent us information about our targeted world that we want their assistance to bring it into our fold. We are not ready for it yet, and won’t be for a while. We have agreed on a plan of attack though, and begin laying the foundation.



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

Abe Sargent
05-14-2013, 11:54 AM
May 1 – The first Grasshoppers are rolling off the Bryant line. Grasshoppers are made elsewhere, so Bryant is competing with a product are on the market. In order to help them compete, they are making and selling this unit:


GHR-6B Grasshopper

70 tons

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

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

Sticker Price – 8.89 mill each


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


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

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


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

Abe Sargent
05-14-2013, 12:05 PM
May 18 – Chief Ingrid Foster enters Duke Essex’s office. We have a problem. Via our relationship with Word of Blake for intel, she has personally uncovered a plot to assassinate Trent Arian with a bomb in a few days. Do we intervene? Do we tell the WOB we know, and ask for something for our silence? Do we ignore it?


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

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

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

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

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




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

Abe Sargent
05-14-2013, 12:10 PM
EVENT – July 4, 3061 - Not only has the counter-offensive by the Jade Falcon clan recaptured worlds taken by Steel Viper, but it continued until today the Steel Vipers have been driven from the Inner Sphere and lost all 12 of their worlds to Jade Falcon.

Abe Sargent
05-14-2013, 12:18 PM
We go ahead and run the Expedition Fleets for 3061 and 3062. Despite widening our scope a bit, we find nothing else of significance. The 75 light years from Terra is the most well known, best travelled space in the galaxy. After having visited roughly 100 stars off the charts within one or two jumps from EE, we have really pushed the envelope, and the remainder just isn’t there worth continued funding. Therefore, at the end of 3062, we close down our Expeditions.


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


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



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

Abe Sargent
05-14-2013, 12:25 PM
Aug 13 – We get news that a small rebellion broke out on Sheratan, owned by the Duchy of Small, but was severely put down.



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


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


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

Abe Sargent
05-14-2013, 01:06 PM
Oct 15 – Many of the players begin to arrive at Tharkad for the next Conference of the Star League.


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


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

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


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


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


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

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

Abe Sargent
05-14-2013, 01:26 PM
Nov 10 – After the successful launch of the Grasshopper line and the new money coming in, another investment of capital and grants have resulted in the Lantren Corporation in making another line of mechs. Like before, they have chosen to take an existing chassis and mech and make a new version of it, rather than design their own That design can take longer, so they want to use a reliable design. They have licensed the Quickdraw from Technicron manufacturing, which makes Quickdraws and Awesomes.




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


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


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

Abe Sargent
05-14-2013, 02:22 PM
November 25, 3061 – Under the guise of corporate maneuvers, Operation Stiletto is launched and targets two worlds. These campaigns will broil across Acamar and Genoa.



Beginning of the Operation Stiletto Campaign



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


http://www.sarna.net/wiki/images/6/6c/Operation_Stiletto.jpg

Abe Sargent
05-14-2013, 02:44 PM
After capturing Acamar and Genoa, the trades from these places tended to favor the Celestial Coalition. For example, Kressly Warworks and now Lantren Corporation benefit from having close, high-quality mining goods without tariffs for crossing into other nations. These worlds fed the Federated Commonwealth recently, and the Federated Suns in particular for decades. Several companies relied on ores from these two worlds.

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


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


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

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

Abe Sargent
05-14-2013, 02:59 PM
(Operation Stiletto will be run differently than in real life. In the mainstream story Operation Backstab came years later, and I moved it ahead and gave it the impetus of this attack. Also, these were assaults on planets captured by pirate bands and rebels, and they wanted to restore central authority to get the goods moving again. I have altered their intent so that it can fit in my campaign. I have only changed a few things outside of the K&C in the mainstream timeline. For example, I had Isis and Sun-Tzu get married, and that did not happen in the mainstream. Anyway, many details are charged in O:S form how it operated in the mainstream)


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




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

Abe Sargent
05-14-2013, 03:06 PM
The assaults:


Genoan Attack Wave:

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

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



The Acamarian Attack Wave:



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

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


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



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

Abe Sargent
05-14-2013, 03:18 PM
On Genoa, we have the following forces:




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


Shadow Battalion:

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


Metal Battalion:

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


Oasis Company – On Genoa

Tank First Battalion – On Genoa



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


This will not be easy.

Abe Sargent
05-14-2013, 03:23 PM
December 1 – Early warning sensors detect a large number of JumpShips arriving in system. Since the jump point here is only one day away, we do not have a lot of time to prepare. This is clearly an assault. We get a message off the Epsilon Eridani, asking for aid.


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

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


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


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

Abe Sargent
05-14-2013, 03:40 PM
Dec 2 – Their force arrives at the planet. However, instead of coming after us, their mechs and fighters land at a mining complex and they unload a lot of stuff.


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


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

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

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

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

Abe Sargent
05-14-2013, 03:54 PM
Dec 5 – While later than expected, they move out and assault us. Since we have a battalion of mechs in each of two locations, they launch two battalions each against us, leaving the battalion of tanks behind to act as a guard for their camp. Half of their fighters are escorting each unit down, but then leaving to scout around and make sure we aren’t surprising them with units elsewhere. Smart.


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

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


We begin with Sealion Company



Mad Cat Prime
Masakari Prime
Grizzly
GHR-5J Grasshopper

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

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


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


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

Abe Sargent
05-14-2013, 04:05 PM
Our foes:


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


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

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

Abe Sargent
05-14-2013, 08:51 PM
Turn 1 – We lose init. A couple of their fast light mechs are up first, and their Berserker is behind some trees. So we focus some fire on their Javelin and Hollander. Our Marauder destroys their Javs LA but our Masakari its CT. Dead Jav.


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


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


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


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


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


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


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


And with that, they choose to flee.

Abe Sargent
05-14-2013, 09:12 PM
Nightstar missing RT
Cestus missing RA, RL
Rifleman missing RT
Salamander missing RT
Locust missing RA
Hollander H,LL, LT, LA, RA
Banshee reattached RA, missing RT
Commando, LT, LA, LL, RL, H
Stealth missing LL, H
Javelin RT, LT< LA< RL, LL, H
Enforcer III missing RT
Berserker missing LA, enginex3
Zeus missing H
Hollander missing RL



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



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

Abe Sargent
05-14-2013, 09:30 PM
Flank #2

Bruiser Company

AS7-K Atlas
Highlander Iic
Gladiator A
Warhammer Iic

Rifleman Iic
Vulture C
Marauder Iic
ARC-4M Archer

Dragonfly B
Peregrine
Dasher D
PXH-3K Phoenix Hawk


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


Here are our many foes.


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


We begin on the north and they on the south

Abe Sargent
05-15-2013, 10:03 AM
Turn 1 – We lose init. I go prone with the Dasher and will bring it back up when I see an opportunity. It’s hiding behind a hill. Our Atlas destroys their Wolfhounds LA. Our Archer destroys their Stinger’s LL. Then our Warhammer IIc shoots a ER PPC through its chest and it is gone. Their Enfield took 60.


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


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


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


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


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


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


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


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


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


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


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

Abe Sargent
05-15-2013, 10:26 AM
Caesar missing LA ,LT
Tempest missing LA, RT
Blackjack missing H
Longbow missing RT, LL
Enfield H, Rt, LT, RA, Rl, LL
BattleMaster missing RT
Garm missing LA, LL
Falconer reattach RA, missing H
Gunslinger missing H
Scarabus reattach LL
Stinger RL, LT, LA, RT, RA, H
Wolfhound missing LA, RT
Devastator missing LA, LL, LT


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

Abe Sargent
05-15-2013, 10:35 AM
Shadow has no Elementals with it today, because it was expecting to flee quickly, they are safely found elsewhere.


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

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

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


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


Our many foes:

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





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

Abe Sargent
05-15-2013, 04:39 PM
Turn 1 – We win init. So hey, we got that at least. Their Barghest took 40 damage and that was it for battle – long range for our mechs and not with clan tech are we running.


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


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

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


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


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



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


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


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

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

Abe Sargent
05-15-2013, 04:43 PM
They concede and pull from the field, and we have managed to win on the 3rd and final flank!


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


Phoenix Hawk hit cockpit – Dead pilot.
Orion missing LT


We have emerged victoreause!


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

Abe Sargent
05-15-2013, 04:44 PM
But that’s just the first attack on one battalion. What about the other?



On the second front, we have


Metal Battalion:

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



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

Abe Sargent
05-15-2013, 04:48 PM
Here is Gold Company


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

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

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


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



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

Abe Sargent
05-15-2013, 07:24 PM
Turn 1 – We lose init. I set up the Rifleman in the only heavy woods hex on my side of the field. I am moving the bulk of my forces down the south edge – I want to crush their smaller force here. Nothing major happens, we just exchange long range, weak fire.


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


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


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


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

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

Abe Sargent
05-15-2013, 07:31 PM
Valkyrie missing RA, RT
Berserker missing LA, RA
Pillager missing RT


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




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

Abe Sargent
05-15-2013, 07:48 PM
Here is Bronze Company



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

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

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

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


Again, I’ll skip the long list and such


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

Abe Sargent
05-16-2013, 07:56 AM
Turn 1 – We win init. I set up some sniping positions for lighter mechs with just one big weapon, such as the Daimyo with its ER PPC and the Watchman with its large laser. There is no elevation on this section of the field, so we just have to work with the trees. Our Huron Warrior is in a sniping position in heavy woods. After softening it up, our Guillotine destroys their BattleMaster’s RA and our Zeus hits its hip and foot actuators. It took 100+ damage and fall hard. That’s what I need. Blast their mech, take not much back.


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


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


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


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


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



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


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


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

Abe Sargent
05-16-2013, 08:27 AM
Hatchetman missing RA, H
Warhammer LT, H, LL, RL, RA
Goliath missing H
Scarabus missing RT
Garm missing RA, RT
BattleMaster missing RA, RL, RT
Dragon Fire missing RA, RT
Stinger, RT, RA, H, LL, RL
Wolfhound RT, H


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

Abe Sargent
05-16-2013, 08:47 AM
The third flank begins, and like the other two, this battle begins last. Seeing the other two flanks crumble, we move to protect them as they hobble off. We leave the salvage behind. We move our forces to the first battlefield, and they to the second from the first.


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

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

They lost 46, many of which we can salvage.


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


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

Abe Sargent
05-16-2013, 09:04 AM
Dec 7 – After two days, the battlefield is relatively clean. We have moved salvage to one of the population centers out of harm’s way. This night, we move out. It’s time to push our luck when the fighters are less helpful to assist.

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

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

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

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

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

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

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

Abe Sargent
05-16-2013, 09:24 AM
December 9 -Our foes are blasting off from Genoa. We destroyed so many of their things that they are unable to continue to press the war without the support staff and such. We trade prisoners of war, which is fair, since we have a lot more of theirs than they do of ours. Everybody keeps the other salvages.


We have won the Genoa Arm of Operation Stiletto



But this was not really a win.

Abe Sargent
05-16-2013, 10:18 AM
Begin Operation Stiletto on Acamar


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



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

We have the following forces defending Acamar



Scimitar Battalion: Capt. Mika Sanders, of Vegas Company

Vegas Company –
Guile Company -
Tango Company -



Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company –
Shield Company –
Chainmail Company -



Bolt Company –


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

Abe Sargent
05-16-2013, 10:21 AM
December 4 – We have established several supply caches in various hidden locations throughout Acamar for when the campaign begins.


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


One of them is right.

Abe Sargent
05-16-2013, 10:48 AM
Track 1 – The Assault
Scenario 1 – Hot Drop
Osz Forest, Acamar


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

Rules for this campaign.

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

Abe Sargent
05-16-2013, 11:23 AM
We roll randomly to determine which Company is involved.




Shield Company


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

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

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



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


Our unit has 9 elite, and 3 vet.



Alright, our first 8 foes are:


Fireball
Battle Hawk
Valkyrie
Locust
Enforcer
Stealth
Wolverine
Watchman


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

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


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

Abe Sargent
05-16-2013, 08:40 PM
All of their pilots are a mix of vet and regular.

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



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


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


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


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


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


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


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


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


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


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


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


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


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


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

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


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

Abe Sargent
05-16-2013, 09:15 PM
Nightstar missing LA, LT
Dragon Fire missing RT
Penetrator reattach LA, missing LL
Stalker missing LT
JagerMech missing LT
Banshee missing RA, RL, LL, RT
Crusader missing RA
Thunder Hawk missing LL, RA, RT
Zeus RT, RA, H< LL, RL
Rakshasa missing H
Atlas missing H
Victor missing LL, LT; blacked out pilot.

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



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


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

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



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

Abe Sargent
05-16-2013, 09:18 PM
Dec 9 – They hit a backup base at the small mining villa of Huss. The brush aside the two lances of tanks that defended a few mining interests here. In a few days, the size of Huss doubles in size as support personnel of various sorts unload from their DropShips. Huss is located on an intersection of three busy thoroughfares, plus the Mahn River. We use this time to get the salvage from the battle, recover a few of their pilots (not all) and fix our forces.

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

Abe Sargent
05-16-2013, 09:55 PM
Dec 16 –Our foes are building pickets and defenses, and slowly leapfrogging each other away from Huss and capturing territory.

We are surprised that they are taking the slow route. They have to know that reinforcements are close by in EE. Given that, why push slowly?


Despite their care, the enemy Brigadier has pushed too much and we have a plan to smash them


In the Trans-Mahn valleys, thick jungle keeps our foes from pushing too far so they use extra mechs and such. We are going to push forward Scimitar Battalion and its three companies to attack them. They will be forced either to reinforce them, because we can hit and fade, or they will be forced to allow us to succeed there. Either way, we rock.


Dec 18 – Vegas, Guile and Tango Companies have here separate spots and each fade into different areas and hit and run at range. We push back their forces and they call in for further information.


Within a half hour, reinforcements are en route from Huss. However, this has weakened their pickets they have established and defend, because they don’t want to weaken their HQ. Thus, we have an opportunity to hit some defenders and smash them hard.

Abe Sargent
05-16-2013, 10:15 PM
Track 1 -The Assault
Scenario 2 – Foray to the Rear
Huss Pickets, Acamar


For this scenario, we have Chainmail Company blowing into their defenses – one company of enemy mechs. This gives us the requisite company vs company odds we need to blast some mechs! They will retreat after four rounds, so we have that long to blast them. They cannot flee earlier.





Chainmail Company


ATA-2C Attila
CRK-5003-2 Katana
GAL-1GLS Gallowglas
Mad Cat S

Masakari C
Warhammer Iic
CPLT-C1 Catapult
RFL-5M Rifleman

STY-3C Starslayer
QKD-5M Quickdraw
CMT-1 Comet
DRT-4S Dart


Our Foes:


Marauder
Hatchetman
Javelin
Awesome
Nightsky
Catapult
Goliath
Clint
Garm
Lynx
Orion
BattleMaster



This picket is on a place that was bulldozed a decade ago, and there are no trees, elevation, or rough, just flat ground with a road.

Abe Sargent
05-17-2013, 12:26 AM
Turn 1 – We win init. There is nothing tricky we can do – just run and smash. Their Orion took 100 damage and their Hatchetman 40 – both fall.


Turn 2 – Time to close and smash. We lose init. I run our Starslayer up to their Hatchetman after it rises. I also base their standing Orion with our Katana. Our Starslayer destroys the LT of their Hatchetman and it shuts down. After some serious firepower exchange, our Masakari carves out two engine hits on their Marauder. Our Rifleman has it’s RA opened and the Ultra AC5 that hit, but before t this mech tags the gyro on their Orion. Our Mad Cat destroys the RT of their Marauder. Dead mech. Our Katana unloaded on the Orion in front of it. Dead LA, and then he hits ammo in the LT and it goes. Dead mech – CASE but XL. Our Katana took 120 but keep its feet!


Turn 3 – We win init. Our Gallowglas leaps behind their Javelin. I rush our Dart behind their Clint. Comet bases the Clint too. Our Attila smashes their Awesome H and blacks out the pilot. Their Goliath nails the gyro twice in our Catapult and it falls. Our Masakari destroys the LT o their Awesome and it shuts down. Their Nightsky fell. Our Gallowglas kicks and destroys the Javelin’s LL, which goes to its LT and hits the SRM ammo there. No CASE, dead mech. Their Clint punches and destroys the RA on our Comet. Our Comet kicks the Clint’s Hip and it falls and breaks its RA too.


Turn 4 – We win init. Their Nightsky rises. Our Warhammre IIc bases their Nightsky. Our Dart runs to the back of their Nightsky too. Our Attila runs behind their Catapult. I eject our Catapult. Their Clint fails to rise twice, and breaks its LL. I alpha strike a few mechs. Our Attila alpha strikes the Catapult and goes internal in both right and left torsos, hitting the ammo in both and blowing the mech all sorts of bad. CASE blows it out, but the massive feedback damage cause a black out. Our ‘Hamm destroys the RA on their Nightsky. A gauss shell from their Goliath tears off the RA on our Quickdraw. Our Mad Cat hits that gauss and the RT is destroyed in the damage. Dead Goliath. Their Lynx and Nightsky join the blacked out Catapult on the ground. Our Dart kicks and destroys the Nightsky’s RT and its out.


And with that, we have captured this picket. The few remaining mechs leave as fighters emerge to help them home to Huss. Vehicles roll out and grab the salvage.

Abe Sargent
05-17-2013, 12:33 AM
Goliath missing RT
Nightsky missing RA, RT
Catapult missing RT, LT
Javelin LA, H
Awesome missing LT
Hatchetman missing RT
MAD-5D Marauder missing RT
Orion missing LA ,LT
Clint missing RA, LL


Catapult gyrox2
Comet missing RA
Quickdraw missing RA



We destroyed 9 more mechs of our foes. We captured 5 of these MechWarriors. 5 of the mechs are salvageable. We had a Catapult shut down but we can fix it in a day or two.



We pull back our forces in the Trans-Mahn Valley and then begin fixing our damaged mechs.

Abe Sargent
05-17-2013, 10:22 AM
Dec 21 – We get news that a large force of ships has arrived in Acamar. Duke Essex?


Dec 24 – A ton of DropShips arrive at Huss. The force from Genoa has arrived to reinforce the Acamar forces.

These were their forces prior to the landing:

Their numbers:

131mechs
13 mechs in storage (Cestus, Maelstrom, Nightstar, MAD-5D Marauder)
1 battalion of tanks
2 companies of fighters

Minus 13 MechWarrior killed or captured in their losses, so their running total is down as well.


And these troops came from Genoa:


2 battalion of tanks
2 companies of fighters
131 mechs
No more reserve




So we are now facing 262 mechs, 108 tanks, and 48 fighters.



We have 12 fighters, and 60ish mechs. Plus a lot of salvage.


Their forces spend a few days organizing.

Abe Sargent
05-17-2013, 10:31 AM
Dec 29 – Essex’s forces arrive in system. Like usually, he tried to overload stuff.



WarShip, Vengeance, Claymore, Elephant, Avenger

Plus

Beta Regiment of Mechs


Jan 1 – While waiting for our forces to arrive, they strike and capture five nearby cities.


Jan 3 – The WarShip blockades Acamar, allowing only commercial traffic once boarded and searched, or our traffic. We are locking our foes on the ground.

We want to end this with orbital bombardment. We could just blast their camp. But they used a town as their base, and we don’t want to kill civilizations. Plus, we would kill non-combatants like techs and doctors. That’s not nice. I am willing to strike solely military targets when there are no other options, but is not solely a military target, and I am not willing to bombard a town. That would make us no better than Clan Smoke Jaguar.


We force Beta Regiment to the planet, escorted by more than 60 fighters, and Taurus small craft. At first they lift off their 48 fighters to protest us, but we feint our 12 fighters on planet, and they are forced to pull out and we ground our fighters with Beta Regiment.

Abe Sargent
05-17-2013, 10:33 AM
Jan 5 – After discussing the situation, we do not believe that these companies will last forever. This is not a battle for land or for ideology. This is a battle for money. These two companies want profit. If they are paying these mercs for things such as battle loss, plus throwing in FORTY-EIGHT of their own mechs, plus paying for transportation and contracts and more, at some point in time it simply gets too expensive and they will pull the cord. We just need to increase the cost past the point of no return. We did that on Genoa, and now we need to do it here.

Abe Sargent
05-17-2013, 10:38 AM
Track 1 – The Assault
Scenario 3 – Striking at the Head
Kalskag, Acamar


Jan 7, 3062

After deciding to move to a more aggressive posture the leader of the assault decides to launch an all out attack on the Beta Regiment headquarters.


Beta regiment is currently HQd, just outside of the capital city of Kalskag. Out moves 225 mechs for smashing Beta Regiment. They retain around 40 mechs for garrison plus all of those tanks.


We have time to respond in a few ways. We can send out the fighters from their WarShip and Vengeance and give ourselves fighter coverage. We could load a few companies of mechs onto DropShips, swing by, unload and supplement those forces but we’d leave those distant camps open to attack. Or we could retreat, but given their proclivity of capturing cities, I’m not sure I want to leave our capital city open to capture. That’s why we were here to begin with.


We dispatch our 60ish fighters into the atmosphere to slow down our foes and harass. They bat away our swatting. Instead, we break them up with orbital bombardment. As they march in a huge formation, we blast their formation. We miss by a quarter of a mile, but there is nothing out here but fallow land. They immediately begin to split into companies and split up in order to avoid being blasted by space and presenting a more difficult target. That’s what we wanted.


Our nine companies from Beta Regiment move out to hit their 20 companies. With assistance from aerospace fighters, we keep them in pieces. They dispatch their fighters to prevent aerial superiority and many of our fighters begin to engage in dog fighting in the sky.

Abe Sargent
05-17-2013, 12:19 PM
We will randomly fight with one company and I roll Phaeton with my trusty dice.



Phaeton Company

AWS-8Q Awesome
WHM-6L Warhammer
TDR-5S Thunderbolt
PNT-9R Panther

GRF-1N Griffin
AS7-D Atlas
RFL-3N Rifleman
CLPT-C1 Catapult

JVN-10N Javelin
VND-3L Vindicator
PXH-1 Phoenix Hawk
HER-2S Hermes II

Just two assaults, and it’s pretty light for a company (3 lights, 3 mediums, 4 heavies, those include weaker Rifleman and weaker mechs like Vindicator and Hermes II.) 7 elite pilots, 4 vets and one regular (*in the Hermes II) and all old school technology except for the Vindicator.


We are paired with a random company. I’ll skip their mechs right now.

Abe Sargent
05-17-2013, 03:03 PM
Turn 1 – We begin pm a small hill 2 levels tall, with few trees or rocks, just some rolling hills. It dips to -1 level in the center and then to our foes on the north are at normal levels. I use the hills to give partial cover to the Rifleman and Panther. We have problems moving the slow heavy mechs in here, because we don’t have a lot of long lines to run up and down. Anyway, we win init. The group we are fighting fought us on Genoa, and thus they are more wary, and will leave more quickly. We spend the turn moving out, and then concentrate fire mostly on their Nightstar, but also a but on a Wasp. The Nightstar took 60+ damage but no major hits internal, and we have no major damage.


Turn 2 – We lose init. Continuing to tentatively push forward through the terrain, we close to good angles of fire. Their Nightstar rises. A gauss slug from a Gunslinger smashes the H of our Hermes II and it falls dead. Meanwhile, we eviscerate fire into their Nightstar furiously and destroy sits RA with LRMs from the Griffin and then the Thunderbolt follows with its LRM 15 and destroys the RT and the mech shuts down.


Turn 3 – We win init. We move around. Our Javelin hops above and next to their Dervish. I move the Atlas forward to absorb fire from the mechs that can’t move much. Fusillades begin. Afterwards, their Centurion lost a LL and we dealt 60+dmagae to an Ostroc (stays standing). They savage our Atlas for 80 damage, I underestimated how much damage it would take, and it falls. Our Jav misses the kick but not its feet.


Turn 4 – Their Wasp bases the Atlas, but we manage to stand it up. I base the right side of their Dervish with our Pixie after moving our Jav out. Their Axman trips while moving backward over terrain but stands again. Fire begins. We send another round of damage to their Ostroc. They fire at the movement-less Atlas. The Atlas takes 100 damage and had many of it weapons it. When it falls and destroys its LA> Meanwhile, their Ostroc is like the miracle mech. It took 60 more damage and Is still standing, and while internal in a few minor places (such as both arms) is still fine and healthy.


Turn 5 – We lose init. Alright, time to get serious. We move forward and then I eject the Atlas pilot. Their Wasp and Fireball move into our Rifleman, but we ignore them and focus fire on two mechs. Our Awesome stabs three PPCs into their untouched Axman. One hits the Rl and gets a through armor critical and blows the leg right off and the mech tumbles. A bit more weaponry hit the Axman as well. Meanwhile, LRMs from the Catapult lance into the Ostroc and destroy both its RA and RT. It finally falls, and it’s the only mech on the ground until they kick the Rifleman to the ground to join it.

With four mechs injured or down, they decide to pull out. They leave behind the legged Axman and Centurion, and destroyed Nightstar. The Ostroc left easily though.

Abe Sargent
05-17-2013, 03:23 PM
Axman reattach leg
Nightstar missing RA< RT
Ostroc missing RA, RT
Centurion missing LL



Hermes II missing H, dead MW.
Atlas missing LA



All along the front, many smaller battles such as this light up. We win most of them.




At the end, we have held the ground, and they choose to retreat from battle, fearing to converge their unit under threat of a WarShips’s guns.


We destroyed 7 fighters, and they 3 of ours.


We destroyed 18 mechs, and salvage 11.



Our foes’ numbers post battle:



257 mechs
No reserve
41 fighters
108 tanks

Abe Sargent
05-17-2013, 03:29 PM
Jan 10 – Suddenly, on a normal day, our foes launch every aerospace asset into the sky and move to space, armed right at our WarShip!



Track 1 – The Assault
Scenario 4 – Attacking the WarShip
Skies above Acamar


(This is made by me!)


One of the questions we wondered is why they would attack us if we could lock them on planet with the WarShip. Surely they had intel on it. Well, they did. Now that we have shown our hand with the WarShip, they move into plan B, attack the WarShip. We pull out Bolt Company from the ground, cough out our fighters around the planet, drop the Small Craft and DropShips.


Rising from the planet are all of the assets they have:

41 fighters
Many Union DropShips, upgraded with level 2 technology
Many Leopard CV DropShips, upgraded with level 2 technology
And several escort DropShips


We have 70 fighters, 6 Taurus small craft, four DropShips and one WarShip


That’s a loss for us. We can crush them, blowing up many of their assets, but they will destroy us.


Captain Randall Lewis sees two possibilities. First, this is a feint to drive back the WarShip and its assets and reclaim the primary position for the AeroSpace assets. The other is that they honestly feel that losing hundreds of millions of C-Bills per DropShip destroyed is worth taking just one planet from us. Or we have misunderstood their intent.

He suspects it is a feint. But, do you call it? If you do, you can take down a lot of naval assets, but you will go down. That is way too many ships for us to handle. It’s too much of a risk. He orders us to pull back, with a fighter screen keeping them from turning and hitting Bolt Company.


Within an hour, he is moving towards the outer section of Acamar. He will set up at one of the mining planetoids here and stay in system. He orders half of the fighters on the Vengeance to land on planet and stay with the forces there. That will give us 32 fighters on planet.

Abe Sargent
05-17-2013, 03:37 PM
Jan 14 – They begin to move out again and capture three more cities nearby Huss. They have the mechs and materiel to hold the mines and cities. Plus, now they control mining interests in order to get raw materials for trade or making into parts for mechs. This is quickly getting bad.


Jan 23 – After continuing to move out, our foes have captured half of one of the three continents on Acamar and begin to dig in for a long term stay. There is nothing we can do. Their defenses are dug in, and they have stopped expanding for now. All of our troops are outside the circle and if we break up our forces, they easily have the troops to consolidate and crush us. Even clan mechs will shrug at 3 to 1 or 5 to 1 odds.

Abe Sargent
05-17-2013, 03:40 PM
Feb 1 – More forces arrive in the system. Essex has sent in more reinforcements


From Gamma Regiment:

Breaker Battalion: Col. Gilda Atwater, of Fallout Company

Trident Company –
Miner Company –
Fallout Company –

Weston Company -
Utopia Company -

Nineveh Company –



Catapult Company – (Fighters)



Alpha’s Myth Battalion:

Heliades Company –
Styx Company -
Tethys Company –
Typhon Company –


Achilles, Hamilcar DropShips for helping things lands

That’s 120 more mechs plus 12 more fighters and more naval assets. Our WarShip comes back in with them to escort them back down to the planet. They choose not to challenge us and we get them back down.



Now we have 280 mechs, plus more fighters.

Abe Sargent
05-17-2013, 03:49 PM
Feb 4 – Our forces have arrived. Aboard the WarShip, Duke Essex requests a meeting with the leader of their expedition. They arrange it over communications. He informs them that he will breaks their line, now that his forces have more troops, but will offer them to leave unmolested, with a prisoner exchange.

The commander of the local forces laughs, and points out that Essex would have to destroy much of the infrastructure of the area to dislodge them now. They have dug in around both mines and towns.


“I agree. So I won’t continue to discuss breaking your line. Instead, let’s take about something else. How much money has Johnston Industries and General Motors invested in you? How much money have they wasted for the ore from just one planet? They initially launched an assault for two mineral rich worlds. Now they have lost half of their targets, plus they have lost a lot of money for this.”


“I am a soldier, not an accountant.”


“Do you know how many jumps away Addicks is?”


“It’s close by….”


“It’s three jumps away.”


“And…?”


“The reason I ask is because Johnston Industries has a minor factory there. They make a line of tanks and another of aerospace fighters there. It’s not their major factory of course, but it’s so…….close.”



“You wouldn’t!”


“Of course, during the Succession Wars, there was an unwritten rule that you didn’t attack factories that made things like tanks or fighters. You would fight over them, but you didn’t destroy them. Those were really good rules. Of course, we aren’t in the Succession Wars any more, are we?”


“…”



“No, I could just march this WarShip right over to Addicks. We’d be there in 10 days, and then just bombard their factory from orbit, and then swing on back home in time for crumpets. Would you like some crumpets?


“You could never get away from assaulting a planet in Davion space with a WarShip!”


“Why, do you have a WarShip I don’t know about?”


“You are bluffing.”


“Are you willing to make that gamble?”


“……….yes. Yes I am!”


“Very well then.”



Duke Essex orders the WarShip to leave orbit and move to a Jump Point to jump out of the system.

Abe Sargent
05-17-2013, 03:55 PM
Feb 8 – Bolstered by thoughts of a bluff, the commander moves out and takes four more areas with his troops and moves to solidify them. We have moved our forces now around him and we are area starting at each other.



Feb 14 – “You tell the Archon that either she gets us official recognition right now, or I will begin to authorize attacks on her major industries in order to break their illegal assault on our worlds. Meanwhile, her valuable companies will be losing more and more money in this endeavor as we assault them.”



Feb 18 – The Archon Katrina Steiner-Davion recognizes the Celestial Coalition as an official state. She is the last major state to do so.


With that, Duke Essex sends word to the two companies that they are now illegally occupying a planet in a system of a recognized state. They must, by international law, withdraw. Or else he will appeal to the Star League to send peacemakers to their home systems and establish order on the world their factories reside



Feb 21 – The enemy forces have been given word and begin to break out of Acamar


Mar 1 – The forces have left Acamar.



End of Operation Stiletto

Abe Sargent
05-17-2013, 03:56 PM
We are going to rewind this chapter, get caught to this in March 3062, and then end it with a lot of organizational changes, new units, level ups, purchases, and more administrata.

Here we go:

Abe Sargent
05-17-2013, 04:03 PM
December 31, 3061 – Academy Update:


Essex Training Academy


We have 12 MW graduates from the Essex Training Academy, and 20 enrollees for next year. Of these 12, 3 choose not to stay with us, and the remaining 9 have 4 vet, 3 regular, 1 green and 1 elite. We also have 8 graduates of vehicle crews, all regular. We hand them vehicles and move them to our garrison. 5 enroll for next year, and 7 infantry squads are now being trained as well. 5 infantry squads are completed, the Aerotech wing has its grads – 4 total. 5 more enroll for the 1st year.


Year 4 - 18
Year 3 – 19
Year 2 - 18
Year 1 – 20

Armor – 5

Aerospace, Year 2 - 6
Aerospace, Year 1 - 5

Infantry, Year 2 - 6
Infantry, Year 1 - 7

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

Abe Sargent
05-17-2013, 04:04 PM
EVENT Jan 3, 3062 – Now that the political pressures of being Archon-Prince of the Federated Commonwealth are behind him, Victor Ian Steiner-Davion announces his engagement to longtime love interest Omi Kurita, daughter of Theodore Kurita. They will be married in four months

Abe Sargent
05-17-2013, 04:07 PM
Jan 11 – Duke Essex receives a message from the Word of Blake. The target he wants for future expansion is ready to go. They have managed to uncover a few ways to deal with the defenders on planet and several other difficulties. When the time is right, The Celestial Coalition will be able to take the world.


Feb 15 – On Solaris VII battles have been taking on a decidedly anti-Davion or anti-Steiner position between stables that represent those allegiances. Battles are bloodier, and the spectacle has grown ever more antagonistic as two once-allies are becoming increasingly disaffected.


March 3– Archon Katrina Steiner is having increasing problems with the Federated Suns half of the Federated Commonwealth. When she set herself up as the scion of all that is Steiner in order to gain the Lyran Alliance, she also set herself for a fall in Davion space. Demonstrations have begun, and she is actively upsetting a lot of people in nation-state.


Mar 11 – Duke Essex orders troops home from Acamar and a furlough and reorganizing occurs for several units

Mar 13 - Duke Essex meets with Chief Foster and Major Zhen to discuss the ongoing unrest in the Federated Commonwealth worlds. It's clear that this will all come to a head. He begins to make military plans, and moves up the timetable to strike at the potential target he has been working with Word of Blake on. Meanwhile they begin to build up battle plans for nearby systems, planets, invasions, defenses, and more. Ammo, extra armor, extra weapons and more are beginning to stockpile. They invest in more defenses, more intelligence, more infantry.

Meanwhile he begins to make more overtures to local governments diplomatically and economically to build better relations. His first overtures to nearby FedCom world Zurich are warmly received by some areas.

Archon-Princess Katrina has been quelling minor rebellions, squabbles, and the press in nasty fashion, and there are ripples that can be felt in many places. War is coming.

Abe Sargent
05-17-2013, 04:12 PM
Mar 26 – Sheratan has officially sent a delegation to the Celestial Coalition asking for assistance with the Duke of Small World. We agree to handle the matter, and begin diplomatically.



Apr 15 – We meet with Duke Small. After realizing what a drain Sheratan has been on his resources, and with no other major targets of opportunity available, he is willing to consider selling us Sheratan.

Apr 21 – We announce that we have purchased Sheratan’s fiefdom from The Duchy of Small. We sent him a lance of Grasshoppers from Bryant, and several hundred million C–Bills.


Sheratan –

4 days from jump point; 9 days to recharge; recharge station at Nadir point


Sheratan suffered greatly in the wake of the Chaos March Wars, and many of its forests burned. The small population of 116 million was never wealthy, with timber and associated products its major industry followed by tropical fruits until the forests burned. Instead, Duke Small began to invest in replacing some of those burnt forests with farms. Our experts on agricultural worlds such as Ingress have agreed to assist in this process. We are investing some money into the world, but it needs a lot less now. Duchy of Small already rebuilt a lot of its infrastructure. He also ended all of the Capellan Resistance. But, continued investment is a must, and he can’t continue it. Better to cut his losses.

Abe Sargent
05-17-2013, 04:12 PM
Apr 23 – We have dispatched several units to chase down a pirate group that struck Hsien.


May 1 – Our Intel stopped a coup attempt on the Governor of Terra Firma.

Abe Sargent
05-17-2013, 04:14 PM
EVENT - May 5 -Duke Essex and several others from the CC attend the Wedding Ceremony of Precentor Martial Victor Ian Steiner-Davion and Omi Kurita, only daughter of Theodore Kurita. It is held on Tukkayid, world in the Free Rasalhague Republic on which ComStar fought off the Invasion and the Clans. The symbolism is obvious (Plus he couldn’t marry on a FedCom or Lyran world, Luthien looks odd, and Terra is no longer ComStar, so this is the obvious place for a neutral wedding of the Precentor-Martial of ComStar and a Princess of the Draconis Combine. Kai Allard-Liao is the Best Man, with the Capellan Confederation-St. Ives War put on hold for the occasion.


And on this happy note, we will conclude the storyline of Chapter 7. It’s all downhill from here

Abe Sargent
05-17-2013, 04:19 PM
Now let’s look at units and such.


We just received an injection of 53 clan MechWarriors who were captured from Smoke Jaguar, and we graduated another class, plus our typical handful of quality Outreach recruits.

That is a huge amount of warrior-age. More than normal by far.


We gained 28 clan mechs. From Stiletto, we also gained a lot of mechs. After replacing the destroyed mechs, we finish with this list


Nightstar
Cestus
Rifleman
Salamander
Banshee
Stealth
Berserker
Zeus
Hollander
Caesar
Tempest
Longbow
BattleMaster
Falconer
Gunslinger
Scarabus
Devastator
Bandersnatch
Enforcer
Locust
Cobra
Goliath
Cerberus
Gallowglas
Nightstar
Dragon Fire
Penetrator
Stalker
JagerMech
Banshee
Rakshasa
Atlas
Victor
Thunder Hawk
Battle Hawk
Fireball
Wolverine
Stealth
Goliath
Nightsky
Catapult
Awesome
Hatchetman
Marauder
Orion
Clint
Nightstar
Axman
Centurion
Maelstrom
Javelin
Cestus
Gunslinger
Thunder Hawk
Cobra
Thunderbolt



For a grand total of 56 mechs, all level 2, and around 24 clan mechs after replacing lost clan mechs from this offensive. That is a huge injection of mechage.

Abe Sargent
05-17-2013, 05:04 PM
And that is in addition to the mechs in our garrison - 5 clan, and 96 inner sphere mechs. Now, many of those mechs are piloted by the 44 MechWarriors in our garrison. We also need mechs for spare parts and such. So we cannot hand out every one of those mechs, but even removing 50 mechs from the list for our garrison, we still have 141 mechs spare right now, and around 75 MechWarriors to hand out. So, that is a huge list of units to make.


Now, not all of those captured mechs are good. For example, let’s look at the Nightstar


95 tons, moves 4/6 with an XL engine, max armor, 13/26 heat
2 LB 10 X AC, ER PPC , 3 medium lasers
CASE

Now, I like the big armor, but the weaponry is a bit light for an assault with an xl engine. That’s what I would expect for an assault without an XL engine. FYI, it is worth 1929 battle value and 25.7 million C Bills. For that money, I could buy TWO AS7-S Atlases, with upgraded, tech, and still have 5 million left over.


Here is their Cestus, 6TS-6Z

65 tons, 4/6 movement (XL), max armor, 16/32 heat sinks
2 PPCs, 2 Large Lasers, 2 medium lasers


That’s great weaponry for a mech of that size, and it’s what I expect from a mech with an XL engine. BV is 1560 and cost more than 13 million. But its way too slow for a 65 ton mech with an XL engine unless used in a dedicated fire support role. So it’s like another decent Rifleman 5M variant without the ammo problems. It’s not too shabby, and I can run them.


Here is their Maelstrom

75 tons, 5/8 movement, XL, max armor, 19/38 heat sinks
ER PPC, ER Large Laser, 2 medium pulse lasers, 1 small laser, TAG

This mech will not go overheat barring an engine hit or fiery woods. If you run, fire all of your weapons, you make 38 heat. Not bad at all. But the weapons are light. Great, you can deal 10 damage at range, 8 damage at range, 6 twice within six hexes and 2 within three hexes. If you hit the same mech with every weapon, your total damage output is 32. That requires being close. You only chew off 18 at range, making you weaker at long range than something like, say, the Huron Warrior. With your speed and light weaponry, surely you are meant to close – right? But then you don’t have a lot of great inside weapons. So why waste all of that tonnage for the fast speed if you end up a bad fire support mech or a bad rush mech? It’s an inconsistent mech at best. I’d rather run a Penetrator, which is a very well defined mech of roughly the same tonnage that has two ER large lasers and a bunch of medium pulses. Cost – 18 million C Bills.



Anyway, you get the idea. Of the mechs captured, I don’t really like the Nightstar, Goliath, Clint, Maelstrom, Banshee, Stealth, Berserker, Hollander, Tempest, Scarabus, Nightsky, Falconer, Stalker, Battle Hawk, Fireball and a few others.


Most of these designs are recent, and we hit the market with them and easily find homes for them. We sell:


Berserker, Maelstrom, Nightstarx3, Nightskyx2, Battle Hawk, Clint, Goliathx2, Banshee, Hollander, Scarabus, Cerberus, Tempest, Falconer, Stalker, Stealthx2, Bandersnatch, Locust, Fireball, Caesar. For these mechs, we get: 311,500,000 C Bills, and that’s with between 10-15% off each mech’s sticker price.


That’s a TON of money we just brought in.

Abe Sargent
05-17-2013, 05:20 PM
Buckhannon Company


Beatrix Waldenmaier, Viking, elite
Gerda, Penetrator, veteran
Janus, Thor Prime, elite
Faith Roth, Centurion, veteran

Emma Diebus, Cestus, elite
Mitchell Toai, Cobra, veteran
Betty, Nobori-Nin C, elite
Laura, Rifleman, veteran

Kyla, GHB-5B Grasshopper, elite
Ron Borunda, Koshi B, elite
Nate, Javelin, veteran
Geoff, STY-3C Starslayer, veteran



We got in 2 Starslayers, which we really like. They play really well.

Abe Sargent
05-17-2013, 05:22 PM
Elkins Company


Yakov Vovchok, Atlas, elite
Felipe López, Loki E –UK, elite
Abigail, Gallowglas, veteran
Nadia, Dragon, veteran

Cedomil Nusic, Thunder Hawk, elite
Cuong Malcolm, Grendel, elite
Said, Catapult, veteran
Vincent, JagerMech, veteran

Shirley Petrzilek, Greyhound, elite
Raharjo Rajabu , Shadow Cat Prime, elite
Sandy, Sentry, veteran
Bjorn, Comet, veteran



We also purchase a trio of Sentry mechs.



We add these to Weston Company to make Mountain Battalion. We combine with Water Battalion and Metal Battalion for Epsilon Regiment.

Abe Sargent
05-17-2013, 05:23 PM
Epsilon Regiment: Col. Dwayne Tarabaev, Water Battalion


Mountain Battalion: Capt. Stacy Weston of Weston Company

Weston Company -
Buckhannon Company -
Elkins Company -



Metal Battalion: Capt. Roderick Goldbeg, Gold Company

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



Water Battalion: Capt. Dwayne Tarabaev, Oasis Company

Oasis Company – On Genoa
River Company –
Lake Company -

Abe Sargent
05-17-2013, 05:26 PM
Now for some more companies


Nordic Weapon Battalion


Gungnir Company


Corrie Wilhelm, Viking, elite
Eulalia Leontarakis, Gladiator A, elite
Abram, Axman, veteran
Nate, Hunchback, veteran

Jillian Crossman, Gunslinger, elite
Judite Quirubin, Crossbow Prime, elite
Henry, Longbow, veteran
Victor, Crusader, veteran

Patrick Qasim , Shadow Cat Prime, elite
Kyle Zamora, Sentry, elite
Beth, Firestarter, veteran
Clare, Javelin, veteran

Clan mechs include Shadow Cat, Gladiator, and Crossbow. I bought the Crusader, Hunchback and Firestarter on the market. You can’t find anything, so you have to roll to see what’s there.

Abe Sargent
05-17-2013, 05:30 PM
Mjolnir Company


Mary Bicker, Daishi A, elite
Asano Takeda , Orion, elite
Ralph, BattleMaster, veteran
Xavier, Enforcer, veteran

Benjamin Fagerli, Gunslinger, elite
Zedorik Nastula, Nobori-Nin B, alite
Gustave, Marauder, veteran
Toro, Crusader, veteran

Zachary Rodríguez , GHB-5B Grasshopper, elite
Zaki Ala' al din, STY-3C Starslayer, elite
May, Shadow Cat Prime, elite
Justine, Firestarter, veteran


Daishi and N-N are clans, plus S Cat.

Abe Sargent
05-17-2013, 05:40 PM
Gram Company

Donata Ridolfi, Viking, elite
Fearchara Christian, Zeus, elite
Amir, Thunderbolt, veteran
Pranav Ulind , Wolverine, veteran

Jin-oh Shrisha, Vulture Prime, elite
Odell, Cestus, veteran
Rui Yamada, Salamander, elite
Jenny, Cobra, veteran

Derrick Gerg, Greyhound, elite
Jo, Griffin Iic, elite
Carmen, Sentry, veteran
Coretta Beckenbauer, Shadow Cat Prime, elite


Shadow Cat, Griffin IIc, Vulture are clan mechs.




We spent a total of 53 million on our purchases. After all of that we transfer just 8 mechs to our garrison that we still like enough not to sell. Devastator; Dragon Fire; Rakshasa; Victor; Thunder Hawk;
Awesome; Hatchetman; Orion


These 60 pilots exhaust all of our recruits, including some we made in 3062 as well as 3061; and about half of our clan pilots.

Abe Sargent
05-17-2013, 05:46 PM
Javelin Company

Transit
Transit
Stuka
Stuka
Sholagar
Sholagar
Hellcat
Hellcat
Corsair
Corsair
Eagle
Eagle


All pilots are regular, save for LT in charge is elite and sgts are veteran. Javelin is made mostly from grads from our Academy.



Tank Third Battalion – We have 35 tanks in our garrison and we are officially making them a full battalion and organizing them into a 3rd battalion.

Abe Sargent
05-17-2013, 05:47 PM
Okay, and with that, we have concluded Chapter 7 of this soon-to-be-closing dynasty. We are in 3062, and this dynasty ends in 3067. There’s not that much more to go, but we have many things in the future before then. Soon, major Sphere-Shattering events will be happening. Meanwhile, we have an assault planned for an unnamed world with the Word of Blake’s assistance. Plus we have some more craziness on tap!


As we end Chapter 7, I’ll leave you the full TOE for the unit, plus Celestial Coalition forces. (You may notice some of the mech forces have grown a bit as the CC has given them some mechs from Kressly or Lantren).

Abe Sargent
05-17-2013, 05:47 PM
Kilts and Commandos Roster:



Alpha Regiment: Col. Matthew Humphries, of Star Battalion


Myth Battalion: Capt Foster Keynes, of Typhon Company

Heliades Company – On Capolla
Styx Company - On Capolla
Tethys Company – On Capolla
Typhon Company – On Capolla


Star Battalion: Col. Matthew Humphries, of Defender Company

Defender Company – On Capolla
Cinq Company – On Capolla
Brawler Company – On Capolla


Heater Battalion: Capt. Jason Thomas, Trinity of Company

Delta Company – On Bryant
Trinity Company- On Bryant
Butler Company – On Bryant



Beta Regiment: Col. Martin Fitzgerald, of Ganges Battalion


Ganges Battalion: Col. Martin Fitzgerald, of Phaeton Company

Phaeton Company –
Boxer Company –
Rebel Company –

Rheims Battalion: Capt. Aurelia Jenson, of Aleph Company

Aleph Company –
Laser Company –
Sabre Company –


Amazon Battalion: Col. Gabriel Williams, of Mustang Company

Mustang Company –
Hex Company –
Raven 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 – Currently on Acamar
Guile Company - Currently on Acamar
Tango Company - Currently on Acamar


Mesopotamia Battalion: Capt. Kyla Jeffries, of Nineveh Company

Jericho Company – First Expedition until the end of 3062
Babylon Company – Second Expedition until the end of 3062
Nineveh Company –



Delta Regiment: Col. Conner Ward

Bandit Battalion: Capt. Andrey Vihorev

Bandit Company – On Ingress
Iron Company - On Ingress
Kevlar Company – On Ingress


Flame Battalion: Capt. Johan Kreidler, of Blaze Company

Pyre Company – On Hsien
Blaze Company – On Hsien
Ember Company – On Hsien


Armor Battalion: Capt. Jassa Ramgarhia, of Aegis Company

Aegis Company - Currently on Acamar
Shield Company – Currently on Acamar
Chainmail Company - Currently on Acamar


Epsilon Regiment: Col. Dwayne Tarabaev, Water Battalion


Mountain Battalion: Capt. Stacy Weston of Weston Company

Weston Company -
Buckhannon Company -
Elkins Company -


Metal Battalion: Capt. Roderick Goldbeg, Gold Company

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


Water Battalion: Capt. Dwayne Tarabaev, Oasis Company

Oasis Company – On Genoa
River Company –
Lake Company -




Shadow Battalion:

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



Nordic Weapon Battalion:

Gungnir Company –
Mjolnir Company –
Gram Company -


Utopia Company –

Abe Sargent
05-17-2013, 05:47 PM
Vehicles:

Tank First Battalion – On Genoa
Tank Second Battalion - On Terra Firma until June 28, 3061
Tank Third Battalion – EE Garrison


Garrison and Infantry – EE Garrison


Fighters: Col. Larry Rowe, of Arrow Company

Arrow Company – Currently on Terra Firma
Bolt Company – Currently on Acamar
Catapult Company –
Dart Company –On Ingress
Javelin Company -

Abe Sargent
05-17-2013, 05:47 PM
Naval Assets:

Swift Justice, Aegis WarShip –
Scots Flotilla, Merchant JumpShip – On First Expedition until the end of 3062
Johnny Appleseed, Invader JumpShip - – On Second Expedition until the end of 3062
Maxim of Glory, Invader JumpShip –
River of Fate, Merchant JumpShip -
Robin Hood, Union DropShip – On Second Expedition until the end of 3062
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 - On First Expedition until the end of 3062
Fury Unbound, Vengeance DropShip -
Firebird, Avenger DropShip –
Arrow of Fate, Achilles DropShip, Upgraded –
Stalwart Destruction, Model 96 Elephant DropShip –
Honored Living, Colossus DropShip –
Stellar Phantom, Leopard CV DropShip - On Second Expedition until the end of 3062
Vulcanized Majesty, Claymore DropShip -
Victory Assured, Overlord DropShip –
Jakob’s Ladder, Buccaneer DropShip (Cargo Vessel) – On Second Expedition until the end of 3062
Galvanic Arc, Leopard-CV class DropShip –
Charon’s Message, Union class DropShip
Fang of the Lion, Leopard CV DropShip -
Camel’s Luck, Jumbo DropShip -
Dirty Dozen, Union DropShip –
Her Majesty’s Interference, Hamilcar DropShip –
Turret Diplomacy, Gazelle DropShip -
Profit of Guns, Gazelle DropShip -

Abe Sargent
05-17-2013, 05:48 PM
Celestial Coalition Forces:

The Bouncers – Regiment of mercs, on Capolla until May 3, 3063, Rating B, 40% level 2 tech, 10% clan tech, 1 battalion mechs, 1 battalion infantry, several wings fighters, 1 battalion tanks , veteran.

Smithson’s Chinese Bandits – Two battalions of mostly level 2 mechs, building back to three. Rating A-, veteran, garrisoning Terra Firma until September 1, 3062.

The Blackhearts – Garrisoning Epsilon Indi until Aug 1, 3063.Rating B, regiment of mechs, and another tanks, plus fighters and infantry. Veteran.

Narhal’s Raiders – Retainer on Fletcher, until November 30, 3062, a regiment of mechs, C+ rating, many upgraded mechs, regular.

The Furies – Regiment of tanks on Ingress until December 31, 3062. A rating. Regular, reliable, 1/3 of tanks are upgraded. Higher quality tanks – such as LRM Carrier, Shrek, Zhukov, Rommel, Patton, etc.

Angel’s Riders, Dragoons rating B, Regiment of mixed troops, one battalion of mechs, two of armor, with about 40% of mechs and 75 % of tanks upgraded with level 2 tech. They are garrisoning Elgin until Sept 1, 3062.

1st Capolla Lancers – A Battalion of mechs. Considered green, reliable.


1st Bryant Regulars – Battalion of tanks, Battalion of mechs. Regular, reliable.


1st Genoan Chargers – Two companies of mechs, ten tanks,5 squads of infantry, 2 Warrior VTOLs.


1st Hsien Regulars – Regiment of tanks, 2 companies of mechs, infantry, 2 fighters. Green.


Infantry – We have 6 squads of regular infantry on Capolla, Elgin, Terra Firma, Acamar, Sheratan, and Ingress. None on Indi, Bryant or Fletcher, which have their own defense forces.

Abe Sargent
05-17-2013, 05:48 PM
Thanks for reading,and catch you next time for the final chapter of this dynasty!

Tellistto
05-17-2013, 07:56 PM
Excellent read, Abe. Looking forward to the finale of this in the future. Hope it's not too long to wait!

Tell

law90026
05-18-2013, 08:49 AM
Great read as always

Abe Sargent
05-19-2013, 07:59 PM
Thanks!

mrkilla22
05-20-2013, 06:19 PM
Yeah, I've been following along too. Excellent as always.

Abe Sargent
05-22-2013, 11:16 AM
Thanks to you as well then!