View Full Version : Tanks a Lot 3025 BattleTech Merc Dynasty - The 4th Succession War Ends!!!
Abe Sargent
12-08-2024, 10:10 PM
Tanks a Lot BattleTech Dynasty
Hello happy folks! I hope that your day is going super mega well! I have wanted to do this BattleTech dynasty follow up to my main group Kilts and Commandoes that formed in 3030 after the 4th Succession war as a mixed company of BattleMechs, Vees, and infantry to a huge regiments big BattleMech heavy units that dominated and forged a world from ever since that ended, but with more of an emphasis on the week vehicles. I also thought it would be fun to start in 3025 as a merc unit, and then fight in the fast and furious 4th.
However, I wanted to be big enough to get in the fray. Suppose I built in 3.5 years a regiment sized tank company with a great rating and ranking…would I be on the front lines as a tank against these folks out there? I doubt it…so…I think this might still need to be mixed too.
Let’s get this thing started!!!
We are at Galatea, the Mercenary’s Star where all of the best and worst of us are gathered . Here new and current merc units are created and hire new staff, either dispossessed without their key stuff or with it. I am using the “Mercenaries: Field Manual” to create my unit. Al rolls in BattleTech are with either 1 or 2 d6. I will be using them for making my unit, rolling up contracts, and then using the newest version of freeware MegaMek to solo with an AI the battle.
What should be my Merc Units name? Since we are heavy, but not exclusively, armor, and vees, I liked “Vee Squad” for the JV Squad as the backups sent in, or “V Team” for similar thoughts like the B Team, or “Mech Killers” if I have some great nasty in close range tanks like the 2x AC 20 Demolisher or triple PPC Schrek. But we will have Mechs on my team for sure, and the name “Mech Killer” might be weird. You can vote or choose your own here:
What should my new Merc Armor and Vehicle Heavy Company be - Front Office Football Central (https://forums.operationsports.com/fofc/showthread.php?t=99490)
Thanks!!!
Abe Sargent
12-08-2024, 10:29 PM
History:
Now let’s turn to the world around us, either for the new BattleTech fan or reminder to those familiar with the world.
We reached out into the stars and have settled thousands of worlds. We have found tons of aliens plants, animals and such, but not intelligence. Therefore we have brought the worst and best of ourselves with us. The universe is divided into the Inner Sphere of the Five great Houses and then the Periphery with heavy pirates and such. The Inner Sphere is roughly 1000 light years across. We stretched out into many early space empires, which were eventually brought into the Star League for centuries and were at peace exploring, investing in infrastructure,
The Star League ruler passes after 2750, and his young son takes over and there is a Regent named Alexandr Kerensky who is the General of the Star League. After early 5 great houses and empires pushed for more solidarity early and weaponization when young, after he turns 18 he begins to repeal those laws. Civil War happens, Kerensky heads out bringing the 5 Houses back in their holds. And then the Periphery leader Stefan Amaris who supported the Star League against the 5 houses in the Inner Sphere launches a Coup while Kerensky is away. Kerensky comes back and answers the Amaris Coup which destroyed some infrastructure here and there. Then he has to liberate the Terra system and Earth. That’s long and also damaged infrastructure.
Then seeing the madness, Kerensky flees the Inner Sphere for the deep periphery with 80% of his troops. They are never heard from again. Into this power vacuum the five great houses and their nations step. They begin what are called the Succession Wars for centuries, which destroyed infrastructure and people and their stuff with weapons of mass destruction in the first two. This era lost the advanced technology of the Star League from weapons (like pulse lasers and gauss rifles) to medicine and such. We are referring to that as LostTech.
The Third Succession War was one of raids and the end of attacks on infrastructure as few were left. This War ended just this year in 3025 from 2866 until now.
Abe Sargent
12-08-2024, 11:01 PM
The Politics:
The Inner Sphere’s Five Great Houses:
Federated Suns (House Davion) - This has the best military out there. They are built around something called Regimental Combat Teams of one regiment of Mechs, two of armor, and then bunches of infantry. They are trained and designed to work together. They are English in basis. They are east and above the Capellan Confederation and below the Draconis Combine. Ruled by Hanse Davion
Draconis Combine (House Kurita) – They are above the Suns and right of the Commonwealth. They are a Japanese themed House with Samurai and Bushido culture heavy. They do sometimes put personal honor over that of the Dragon. They are very strong militarily, 2nd best after the Suns. Ruled by Takashi Kurita.
The Lyran Commonwealth (House Steiner) – This is above the Free Worlds League and left of the Combine. Based on Germany. They have great merchants, and the best economy. They do have social generals that are there based on who they know and a big byzantine bureaucracy. They tend to use Assault Mechs for everything, rather than a more well rounded mechs. Ruled by Katrina Steiner.
The Free Worlds League (House Marik) – Below the Lyrans and left of the Capellan Confederation. They are a league of independent smaller units that have some autonomy and can pull units back if they don’t like the military engagement or targets. It’s a rough political mix. It’s got the best industry and can churn out mechs and such nicely. It’s ruler is Janos Marik.
The Capellan Confederation (House Liao) – The smallest realm based on size, it’s citizens are heavily pro-Liao, more so than other states. They give them free health care, jobs for everyone, free religion and much more. They are based on Chinese Culture and their ruler, Maximilian Liao isn’t very strong or such.
The Main Periphery States:
Outwards Alliance – They are between the Combine and Suns, to their right. They care loads about aerospace fighters to keep them safe from the big foes on their doors. They are better than most Houses. They are led by Neil Avellar II.
The Taurian Concordat – Below the Suns, it massively fears invasion by them. It will often do unethical things to keep them off their backs. It’s led by Thomas Calderon.
The Magistracy of Canopus – Ruled by Kyalla Centralla, often run as a place for IS folks to get away and do bad things for a vacation, kind of like a Stellar Las Vegas. Below and left of the Free Worlds League.
The rest are Bandit Kingdoms like the Circinus Federation or Marian Hegemony.
ComStar – Running the hyperpulse generators called HPG for short for one planet to get sent to another, they formed just shortly after the exodus of the Kerensky fleet. You can go to one on your planet to send messages or record video with family, friends, or coworkers. They are led by Primus Myndo Waterly.
Abe Sargent
12-08-2024, 11:25 PM
Recent News:
In 3020, getting tired of the endless 3rd Succession War, the older Katrina Steiner sent out peace messages, three rulers didn’t even respond. But Hanse Davion did. At first he felt that peace couldn’t be accomplished until his kids, but he offered an alliance with House Steiner. They worked out a few details and signed an alliance on 3052 in Terra.
After seeing their enemy sign an accord, the other three houses signed a quick alliance called the Kapteyn Accords. Although not as strong as the Davion/Steiner one, or as deep. The two eyars of negotiations began to change the best economy but bad military. Katrina bought faster lighter units from the Suns like Enforcers and Wolfhounds and gave them the best grads from their academies. She wrote a book on tactics, and then reformed the academies. She called these Lightning Companies and hten assigned them to various units. She had her people retire older bureaucrats and reform the service.
There were people in both realms who didn’t like the alliance. The key one in the Suns was the ruler of the Capella March Duke Michael Hasek-Davion since he felt that they would take out and care the Draconis Combine on their mutual border, but not the CC. There were three groups of folks in the Commonwealth, one the old guard that new their time was up, and then the Isle of Skye people that are pretty independent minded and then Ryan Steiner.
Abe Sargent
12-09-2024, 12:04 AM
The Military of the Universe:
BattleMechs – Mechs for short. These durable thumpers in the face or long range are piloted and a cross between a robot and suit of armor. Mosty humanoid, they can fire weapons, punch, or kick too anything a person can do. Battlefields are turned by mechs and they own things. They use fusion engines. They only destroyed by taking out their CT, engine, gyro, two legs destroyed, or lost head or hit cockpit and then a dead or kod pilot too. Any other body part keeps them the game.
Aerospace Fighters – These durable fighters can fight in the planets and in space too. They can load up bombs to destroy emplaced stuff or strafe with energy and ballistic weapons in one line on a map, everything, from enemies to friends and then launch weapons at various angles. Unlike BattleMechs that take damage and then will often be in different places like Center torso or left leg, they only take damage to one side that points and can only fire weapons into that arc. They also use fusion engines.
Armor – Ah yes, the tanks, hovercraft and more. Cheap, often using Internal Combustible Engine (ICE for short), some might be fusion. They also only take damage on the side facing the unit that hits them and have weapons in arcs. They can have a turret they twist too. They can take loads of crits too. One destroyed side ends them, as well an exploded engine or ammo explosion or dead crew crit hit, some can carry infantry. There are places they cannot easily go, but Mechs can. Two can be in the same hex or one and a Mech.
Infantry – These can wield things like SRMs or machine guns, and can be one of three types divided by movement – foot, jump and motorized. They take massive damage from MGs if in the open, and can hide in buildings.
VTOLS – These are copters. They have massively hard to hit speed, but are super fragile, and one hit can often hit. They need to be piloted well, because they can easily crash into buildings, hills or the ground from piloting skills. They are the best scouting though
Conventional Fighters - These are the vulnerable craft that can only fight in atmospheres, they are massively vulnerable like Armor to mechs and Aerospace Fighters to these. But they can strafe and bomb too, and are super cheap.
Small Craft – Between 100 and 200 tons, these are fighters or shuttles to drop ships and jump ship in the system or can head to space stations.
JumpShips – These poorly armed and armored craft jump from one system to another, arrive at a Jumppoint that’s save at the Nadir or Zenith point, unfurl the sail, and then spend a few days charring. The max jumpable distance is 30 light years.
DropShips – These are attached to rings on JumpShips and head to the planet. They can be for Cargo, like Mules, or military transport like Leopards or Unions, or assault craft meant to mix it up like the Avenger. They can be Aerodyne which means they can strafe and bomb, but can only land at DropPorts and AirPorts, but fire all weapons on the ground, or spheroid and land in most places o other than like Swamps on the rear, but their rear weapons cannot fire and Nose ones just up. They are more versatile in landing, but worse on the ground and cannot strafe or bomb.
Blue Water – There are blue water assets out there like Hydrofoils and Subs, but they are pretty rare, since many planets don’t have big oceans and then they are harder to transport from one planet to another and many would just prefer hovercraft and fighters scouting and defending and attacking those vectors.
Abe Sargent
12-09-2024, 12:02 PM
Classes of Military Assets:
Most military assets are divided into four weight classes with different roles as stated below:
Light – 20 – 35 tons for Mechs, Vees ca be lighter, these tend to be fast, hard to hit, but lightly armed and armored. They often have jump jets for Mechs. You get +1 o hit for walking, +2 for running and +3 for jumping, but are +1 to be hit for moving 3-4, +2 for 5-6, +3 for 7-9 and +4 for 10+, and then if your targeted jumped or is a VTOL +1. These tend to be the fast and harder to hit scout units. There are slower higher armored stuff that have a big gun like the Panther or UrbanMech.
Medium – Medium units are sort of the workhorse of the industry from 40-55 tons. They tend to be faster than heavier units, better armed and armored than lights. There are slower tankier units like the AC20 wielding Hunchback or faster scouts like the 8/12 Cicada. Lots of versatility here.
Heavy – 60 to 75 tons here. They are the keys at winning battlefield engagements with great armor, weapons but slower mechs. They have the face-smashing Thunderbolt or Orion that want to close, or longer range mechs like the Catapult and Archer.
Assault – 80 – 100 tons, these own the battlefield! Slower still, they have tons of weapons at various ranges and uses and great armor too. From the Awesome to the Atlas to the BattleMaster!!! They are face smashing good times!!!
Fighters of the Aerospace Variety don’t have Assaults, just lights (20-45 tons), medium (50-70 tons) and heavies (75 – 100 tons)
Weapons Styles:
There are three weapons types in the game. Some weight little, do great damage for their weight but make a load of heat. Some do spread damage to find criticals after a hole was open in exterior armor. Then some weigh tons but do little heat.
Ballistic Weapons – These are the group that tend to be heavy in mass, but lighter in heat. Only one weapon deals 20 damage, the medium range AC20 (AC Stands for Autocannon). Then there is a long range solid AC10, and then 5 and 2 damage at great ranges. The Machine Gun is here. Has a small range of just 1/2/3, and then makes no heat, but just deals 2 damage.
Energy Weapons- This is the first category. They weight little, have no ammo to explode or run out of but make heat which needs to be dissipated by heat sinks, and right now, mechs start with ten HS in their engine. There are four of these right now at level one tech, PPC which deals10 damage at range, or the Large, Medium and Small lasers. The Large and PPC are long range weapons.
Missile Weapons – These are the spread damage weapon. Long Range Missile packs have a minimum range of 6, and for each hex inside they’ll be a +1 to hit. They are in packs of 5 up to 20. When you hit, you roll to see how many, and then roll for each grouping of 5. So if you hit with 16 o a LRM20 you’d roll for 5 damage three times and one damage once. Then there are Short Range Missiles that deal two damage per, in SRM2, 4 and 6 racks, you also roll to see how many hit, but this time for each one that hits, you spread out, so if 4 missiles hit that’s four hits
Abe Sargent
12-09-2024, 01:25 PM
Here is my Merc Rolling Chart for 3025:
2, 3 - Periphery
4 – Company
5 – Draconis Combine
6 – Lyran Commonwealth
7 – Fed Suns
8 – Free Worlds League
9 – Capellan Confederation
10 – Company
11, 12 – Comstar
For Periphery, I will roll 1d6 and:
1-2 – Outworlds Alliance
3-4 – Taurian Concordant
5-6 – Magistracy of Canopus
Since this book is in 3058, here are my numbers!
Here are the possible contracts I can be offered:
Objective Raid – Here we are to destroy a building, person, unit or supplies. This is known as a Smash contract, they tend to be short.
Extraction Raid – This is a “smash and grab” where you need to bring back a spy or materials. It also tends to be shorter.
Recon Raid – This is a recon of various forces and defenses on a planet. Sometimes you’ll fight, but not always…
Pirate Hunting – Pirates have attacked someone, and you are being hired to take them down. This tends to be lucrative salvage since they aren’t often good at the helm, or with strong equipment. You have to track them down and smash hem, which can be a bit time consuming at times. They also tend to be out in the Periphery. Long to get there
Garrison – This will garrison a place for a longer time. You are not guaranteed combat there and won’t be sent on raids either, loads of units are great for this and love it.
Cadre – This is a shorter length contract where you are training the defense. This can be combined with Garrison work to defend from attacks too.
Retainer – For longer deals, you will do everything your boss tells you from raids to garrison to assaults.
Planetary Assaults – You are contracted to attack another planet en masse. Often with support.
Defensive Campaigns – Here you are contracted to help relieve a longer attack on someone. This is often for a while.
Riot Duty – This is a contract to help bring rioters under control or to prevent it from happening by being there.
Security – You are a shorter term contract to help keep something safe, often until better units arrive or from a major announcement for a few months.
Diversion Raid – You are to raid, look obvious, and then keep away attention from the real business.
Guerrilla – You are behind enemy lines and have to fight without support at all.
Salvage Terms:
This is how Mercs live and die, by salvage rights!!!
Here they are:
None – Their boss keeps all salvage. It’s not a great way of mercing.
Exchange – Your boss will pay the Mercs the full C-Bill value of the salvage, but they don’t get it.
Shared – Your boss will pay your half of the C-Bills from your salvage, and you can salvage the other 50%.
Full – The mercs get to keep all salvage, but they don’t get any cash for it. It’s great for units with money since they can use their cash to fix up stuff on their own, but not great early.
Abe Sargent
12-09-2024, 03:16 PM
Here are my founding people:
So, I wanted to bring in a DropShip and maybe a JumpShip too to bring in naval assets. The rolls for them are very high, and you need loads. In the game making your unit you recruit them last. You get one free roll at the beginning to see if you can unearth them and them on future recruiting sections you have to spend all of your recruiting attempts for that month on them They have high numbers, but some abilities will drop them down a bit, so I wanted my starters founding folks to have those abilities (no more than one each will drop it) to make it the most possible, and then if I do get that DropShip, I can try to recruit to fill it out.
When you make the founder and other people key in the nit after choosing background and education, you can give the three skills or raises to gunnery or piloting skills. With my old founder with the Kilts and Commandoes, I gave him tactical genius and 2 edge.
Leader and CO:
Captain Sir Steven Marsh, Age 26, Tank
Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Three Terms – 2/3 skill elite, +3 influence, -2 family, +2 friends, +3 unit
Tactical Genius (+1 unit), Edge: 1 (+1 unit) , Reputation - +1 influence, +1 family; +2 friends and unit
Total - +5 influence, +2 family, +5 friends, +8 unit
I will roll 1d6 three times for family, friends and unit and add the number given to see how many I have. I have one more influence than Essex. Influence can be used for recruiting starters and then each month here. Reputation gives me a bonus to rolls for Drop and Jump ships. Edge lets me reroll one thing like an ammo explosion or pilot death. Tactical Genius will let me reroll initiative at the start of each combat.
Born on the Federated Suns world of Mallory’s World that is in the Terra Corridor near the Capellan Confederation and Combine to a knighted ruler of an RCT that was given a land grant and Knight title after he really helped out here on Mallory’s World. This is one of the key breadbaskets in the Suns, and then it’s often used as a staging ground or waystation for invasion forces.
He was very smart for his age and the tactical genius could be seen. He got early admission into college at the age of 14. (it’s normally 16.) He just finished his 3rd term on Dec 31st, 3024, and submitted his resignation to create his own unit.
He spent two tours of duty as the Lieutenant of the 17th Avalon Hussars here on Mallory’s World. He once got an award for clever thinking on the battlefield that saved his unit. He was running an Armor Company as the Captain. He will be bringing some of his folks with him from the 17th as well as the others he met. We will be using Fed Suns ranks, by the by. He was a graduate of the private Sakhara Academy with smaller numbers but stronger connections. It’s in the Draconis March and about midway down the border and roughly 30 light years, but two jumps, near the Combine proper.
Here are our ranks for the upcoming unit:[/U]
Lance controller – Leftenant (this was Sergeant in K&C)
Company Controller – Captain (this was Lieutenant in K&C)
Battalion Controller – Major (This was Captain in K&C)
Regiment XO - Leftenant Colonel
Regiment Mechs Controller – Colonel (We had that in K&C too)
Multi-Mechs or Other Regiments – Leftenant General
Abe Sargent
12-09-2024, 05:18 PM
I roll 1d6 for seeing how many and I add the bonuses for family, friends and unit. Here’s what I get!!!
3 family, 4 friends, 23 unit. 30 total recruited in the starters, I can choose five of those for my key abilities for reducing JumpShip and DropShip acquisition numbers and then recruiting too.
Sir Evan Marsh, Leftenant – Age 25, Mech Pilot, -1 Family
Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Two terms – 8 years, 3/4 skill, -1 family, +1 friends, +3 unit - +2 influence
Well-Connected – 3. +2 influence; +3 each.
Total – 5 influence, +1 family, +5 friends, +5 unit too
He has 5 influence to recruit 5 times when they are in the Mercenary’s Star and will drop the cost of Drop Ships and Jump Ships by -3 each time for Well-Connected. He is the talker and the communicator of the Marsh brothers.
He was born one year earlier, and had a strong gift for gab. His connections got him into class one year earlier, and he follows his mother’s love for BattleMechs, not his father’s tank ness. He also just finished his 2nd term with the 17th Avalon Hussars as a Leftenant. He also followed his brother to the Sakhara Academy too.
Captain XO Baroness Flavia Obed-Marsh, Age 28, Mech Pilot, She could be friend, family or unit. I am counting her as Unit because I need to knock those down.
Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Three Terms – 2/3 skill elite, +3 influence, -2 family, +2 friends, +3 unit
Baroness ability – 3 cost, -3 reduction for DropShips and JumpShips. +2 flu; +2 unit, friends, +3 family
Total – 7 influence. -0 family, +3 friends, +5 unit
That gives me the max reduction in DropShips and JumpShips recruitment by 7! I thought about making her an Aerospace Fighter since then all three would be starting members.
She also went to Sakhara, which is her home world too. She met Steven as first year folks and he was two years younger but more mature. They dated, graduated and were married in school right a few years after graduation. She returned to his homeworld to start their new life together. She was brought into the 17th Avalon Hussars too, and they are now both elite, him as an armor driver and her with a mech. She was a Captain for a full company and will be our XO. Since she enrolled at the same time as her husband she turns in her End of Service contract.
Last is our last influence. Note that we need to spend 2 influence with these details and three traits or one just for the good stuff. Those two are detailed, one flu left, this is another hire.
Alice Sanchez – Age 28, -1 Friend. Tank Driver.
Training: Family Trained - 2 years, 6/7 skill, +3 family
Level of Service: Three terms – 10 years, 3/4 skill, -1 family, +1 friends, +3 unit - +2 influence
Stephen Marsh’s best friend growing up was Alice. They were here on the planet of Mallory’s World together. She loved his father loads and was an unofficial daughter of him. She loves Armor like him too. She was trained by him, and was in their garrison fighting defensively in a raid. She wasn’t in the 17th and there was no contract to finish up.
She has 2 influence, but won’t roll to see who or what troops or recruit either, since she’s not special.
Abe Sargent
12-09-2024, 07:48 PM
I will roll to see who comes with Evan and Flavia, these are random rolls so I don’t know who or what is coming.
Evan: 2 family; 6 friends; 7 unit
Flavia: 1 family, 5 friends, 7 unit
Combined with Stephen, that’s his 27 after Evan, Flavia and Alice and their 28. 55 total units.
Then after grabbing those I can grab DropShip and JumpShip and then try to recruit normally or a 2nd DropShip, with for one month or 12 total recruits by my founders.
With a high rep Knight land grant, well connected and Baroness, this level of starting stuff does make sense.
So now we are rolling three 1d6. The first is to determine what the unit is, the 2nd is their piloting ability, and then the 3rd their weight class. For an elite pilot, Stephen and Flavia will add +2 to skill and then Evan +1 for veteran.
For the first unit by the reputation tactical genius of Stephen,
here are the numbers and possibilities:
1 – It says distant for tanks but doesn’t give any examples. I like VTOL Here, or maybe just more infantry.
2-3 - Infantry
4-6 – Vee
Skills for Elite Recruiter:
1-2 – Regular
3-5 – Veteran
6 - Elite
Size:
1-2 – Light, foot for inf
3-4 – Medium, motorized inf
5 – Heavy, jump
6 – Assault, jump, anti-mech
Let’s start with the 27 of Evan:
Vee, Vet, Medium
Vee, Elite, Medium
Inf, Regular, Foot
Vee, Vet, Heavy
Vee, regular, Assault
Vee, Elite, Medium
VTOL, Elite, Medium
Vee, Regular, Light
Vee, Vet, Heavy
Inf, Reg, Jump Anti-mech
VTOL, Veteran, Light
Inf, Elite, Jump
Inf, Regular, Foot
Inf, Veteran, Foot
Vee, Regular, Medium
Vee, Veteran, Heavy
Vee, Elite, Medium
Inf, Veteran, Motorized
Vee, Veteran, Medium
Inf, Veteran, Motorized
Vee, Elite, Heavy
Vee, Regular, Light
Inf, Regular, Motorized
Vee, Veteran, Assault
Inf, Veteran, Motorized
Vee, Veteran, Assault
Inf, Regular, Anti-Mech Jump
27! I rolled four VTOls, but after two I felt that just going with more infantry was the idea. We have 15 Vees, right around half. Yay!
Here are the tables for Mechs and then the Vet ability table:
Mech:
1 – Aerospace Fighter
2-3 – Vee
4-6 -Mech
In reality, the 2-3 is Fighter and the 1 is Vee, but I felt that that was a way too high of a chance for a huge Fighter section. Plus, you know…tanks….
Evan’s 15:
Fighter, Veteran, Medium
Mech, Veteran, Medium
Vee, Veteran, Light
Mech, Veteran, heavy
Vee, Green, Light
Mech, Veteran, Heavy
Vee, Veteran, Assault
Mech, Regular, Assault
Mech, Veteran, Heavy
Vee, Elite, Medium
Vee, Veteran, Heavy
Mech, Veteran, Light
Mech, Green, Medium
Fighter, Regular, Light
Mech, Veteran, Light
15! We got two Aerospace Fighters, and then 8 Mechs. Right at 50%!
Flavia’s 13:
Vee, Elite, Light
Fighter, Regular, Heavy
Vee, Elite, Medium
Mech, Veteran, Assault
Mech, Regular, Heavy
Vee, Elite, Light
Mech, Regular, Assault
Vee, Veteran, Heavy
Mech, Veteran, Assault
Fighter, Veteran, Medium
Mech, Veteran, Heavy
Mech, Veteran, Light
Vee, Veteran, Medium
Another 13! This has two more Fighters, and then 6 outta 13 so one fewer Mech than half.
We got a total of:
2 VTOLS
4 Fighters
14 Mechs
25 Vees
10 Infantry squads
Abe Sargent
12-09-2024, 08:40 PM
Is there a DropShip I can do for all of these? Union is 12 mechs, and 2 Fighters, an Overlord is 36 mechs, and 6 Fighters,. A Seeker is 40 vees and 4 platoons of infantry. A Gazelle is 15 tanks. Condor is 20 vees and 12 infantry, enough for all infantry, but below by 5 vees. An Excalibur is a huge DropShip with 90 vees, 12 mechs and12 infantry platoons. I could do that and then a Mech and Fighter carrier too.
A Fortress was what I was hoping for since it’s an assault dropship and carrier with tons of armor, weapons and Long Tom artillery in the nose. It has 12 Mechs, and Vees too 3 Inf platoons. I could do a Condor and Fortress, but then rough load 2 Mechs in storage. And a Leopard CV for 6 Fighters too. What makes sense for me to try and get?
Let’s start with JumpShip. Each has drop rings. If I grab a Merchant, that’s a base of 12, -7 so 5, and then it has two drop rings. The Invader has three drop rings, but it’s 14. That’s a 7, likely, and I could try to grab the Leopard, Condor and Fortress. Or a regular Leopard with a 4 Mech and 2 Fighters and then the Invader has 2 Small Craft space, not Fighters though, so I could just do a Union with 2 Fighters and 12 Mechs, and then Leopard and Seeker.
Let’s start with my 7 for an Invader! I toss a 8, it’s mine! Now if you toss exactly what you needed, it will join you as an auxiliary, not yours and can leave you anytime. It’s named the “Triad of Stars.” This means we either salvaged or bought it.
Now I can get a free DropShip. A Fortress’s dozen Mechs and Tanks seems nice, plus infantry and assaulting and can secure the zone and with artillery too! It’s base is 13, so 6. I toss an 8 again. It’s named “Mason’s Bulwark” since the Captain is named Isis Mason and it’s her family DropShip from her dad.
I can skip recruiting in the first month instead of a ton to try and bring in the Condor! Let’s do it, it’s base is 9. That means I need a 2 to grab it. I toss a 10, each die was enough to get it. I have a Condor, named the “Flying Eagle”. I could wait until next month to try and bring in a Leopard CV, that requires a 10 base, so 3, dropped. Or I could just rent the Leopard CV like normal, and then try
and bring it in when we get back. We’ll take the first contract.
Now let’s figure out what my units are!!!
I update our rank for Stephen to Major.
Abe Sargent
12-09-2024, 09:12 PM
Sizes of Units for Vees and Mechs:
Lance – The smallest unit of the grounded troops is a Lance of four units. This is four armor, and mechs.
Company – Three lances are 12. Ideally you will either have one lance each of scouting, fire support and smashing things, or just one focus here, but in the bigger unit below. With a Command Lance, those are called a Reinforced Company.
Battalion – Three companies of vees or mechs are 36 units, or a Battalion. Some might have Command Lances or Companies. You might have the specializations above for lances here in companies.
Regiment – Three battalions are enough for a regiment. Often with Command Company. They will often have the three specializations we discussed in battalion form.
Sizes of Units for Infantry:
Company – Weird different size but same name, three platoons. Controlled by Captain.
Battalion – Three companies, 9 total, led by Major.
Regiment - 3 battalions, or 28 total platoons, led by Leftenant General (normally Colonial or General)
I make a Battalion of my infantry with a command platoon, led by a Major.
Sizes of Units for Fighters:
Flight – This duo of two is the smallest unit in Fighters.
Squadron – Three Flights or six fighters, their CO is called a Captain.
Wing – This is three Squadrons together plus a Command Flight so 20 fighters total. This is basically a Battalion, so they are a Major too.
This is what the Leopard CV carries. We have two Flights of Fighters.
Get ready for a bunch of Davion units, but on the Cap and Draconis borders and then with the alliance and trade with House Steiner, there could be other things out there.
Remember that Davion is home to the Regimental Combat Team (RCT) of 1 regiment of meches, 3 of vehicles, 5 of infantry (which is just 140 platoons). 2 Fighter Wings and a battalion of artillery. That’s what the 17th Avalon Hussars are on world.
Abe Sargent
12-09-2024, 09:38 PM
My four founding members, I roll:
Major Sir CO Stephen Marsh – Patton– I wanted a back and commandy style tank with long range weapons and great armor. The Sturmfuer Assault Tank first caught my eye with 2 LRM20s, but just 6 shots. We are instead doing the heavy 14 tons of armor AC10 with 2 shots, LRM5 and sl and flamer.
Evan, Enforcer, Enf-4r veteran – This has a 4/6/4 movement with an AC10, large laser for range, sl, 9 tons of armor, beloved Davion mech
XO Flavia, elite, Atlas, AS7-D, the nastiest and biggest 100 ton mech in the IS, with an AC20, 2 tons of ammo, LR,m 20 with 2 more tons, 20 heat sinks, 4 Mls, SRM6 15 shots, 19 tons of armor, nasty.
Alice – Veteran, vee, Manticore Heavy Tank – 176 armor, PPC, Srm6 with 15 shots, LRM10 with 24 shots, ML
Yay!
Abe Sargent
12-10-2024, 01:40 AM
The rest of my unit!
Let’s start with the 27 of Stephen:
Vee, Vet, Medium, Alonzo Typer, Goblin Medium Tank - LL, Mg, 1 infantry squad , foot, 8 tons of armor
Vee, Elite, Medium, Meghan Reynolds Condor Hover Tank, 7/11,6 tons armor, Ac5, 3 ML, MG
Inf, Regular, Foot, MG, Akshay Kumar,
Vee, Vet, Heavy, Lan Dang, Von Lucker – AC20, 2 SRm6m 1 SRm4, 1 Lrm 10, 11 tons armor,
Vee, regular, Assault, Starling O’Brian, Behemoth, 2 AC10s, 20 shot, 13 tons armor, 4 Lrm5s, 2 SRm6s, 4 SRm2s, 4 MGs
Vee, Elite, Medium, Roger Sanchez – Alice’s husband, Maxim Heavy Hover Transport – 8/12, 5.5 light armor, inf carrier 3 tons, Sm6, 4=3 Lrm5, 2 SRm2, 3 MG
VTOL, Elite, Medium, Mvundia Embergen, Warrior Attack Helicopter, H7 – AC2, SRM4, 1.5 tons armor, 10/15 move ,
Vee, Regular, Light, Amir Rashad, Pegasus Scout Hover Tank, 8/12, 6.5 tons, 2 SRM 6, ML, Sensors,
Vee, Vet, Heavy, Sorenella Capecci, Brutus Assault Tank, 2 LL, LRM20, 2 SRM6, 1 SRM2, 8.5 tons armor
Inf, Reg, Jump Anti-mech, Bonny Charbonneau, SRMs
VTOL, Veteran, Light, Margeret Naile, , Warrior Attack Helicopter, H7 too
Inf, Elite, Jump, Roger Snyder, SRMs
Inf, Regular, Foot, MG, Marcelo Rodriguez
Inf, Veteran, Foot, Inferno, Maria de Sousa
Vee, Regular, Medium, Nan Liang, Vedette Medium Tank, AC5, MG, 96 armor,
Vee, Veteran, Heavy, Latasha Jenkins, Bulldog Medium Tank, LL, 2 SRm4, mg, 6.5 tons of armor,
Vee, Elite, Medium, Luca Dang, Hetzer Wheeled Assault Gun – 1 AC20, 4 tons ammo, 4/6, 6 tons armor
Inf, Veteran, Motorized, Rachel Sanders, SRM
Vee, Veteran, Medium, Mary Okere, sister of Charlie Okere, a 2nd Maxim Hover Tank
Inf, Veteran, Motorized, Glen Namundja, MG
Vee, Elite, Heavy, Sven Jorgensson, Shrek PPC Carrier, 3 PPCs, 7.5 tons armor,
Vee, Regular, Light, Ujjal Singh, Hunter Light Support Tank, 1 LRM 20, 6 tons armor, Flamer, 2 tons ammo
Inf, Regular, Motorized, Robin Justice, Flamer
Vee, Veteran, Assault, Charlie Okere, broker of Mary Okere, Demolisher, 2 AC20, 4 tons ammo,10 tons armor
Inf, Veteran, Motorized, Steve Wrobleski, MG
Vee, Veteran, Assault, Marsha Otone, Ontos Heavy Tank, 8 ML, 2 Lrm5, 8.5 tons armor
Inf, Regular, Julio Jaramillo, Anti-Mech Jump, SRM,
Next are the 15 of Evan’s 15:
Fighter, Veteran, Medium, Luke Caffincelli, Corsair, 2 ML, 2 LL, 4 sl, 13.5 tons armor
Mech, Veteran, Medium, Gustave Montano, Hunchback, HBk-46 ,AC20, 2 ml, 1 sl, 10 tons armor, 13 heat, 10 shots
Vee, Veteran, Thibault Courtois, Light, Hunter Light Support Tank #2
Mech, Veteran, Mitch Raymond, heavy, Archer ARC2R, 2 LRm 20, 4 ml, 13 tons armor, 24 shots,
Vee, Green, Light, Galleon Light Tank, Miles Montano, 6/9 movement, 2 Sl, ml, 3.5 tons armor
Mech, Veteran, Heavy, Kgosi Baard, Marauder MAD-3D – This Davion variant has 2 PPc, 4/6, 2 ML, LL, and 15 heat and 11.5 tons armor
Vee, Veteran, Assault, another Behemoth Tank, Robin Ling
Mech, Regular, Assault, Thebe Medupe, Banshee 3S, worked on by Davion and Steiner, 2 PPcs, AC10, 4 ML, 2 sl, SRm6, 21 heat, 15 tons armor
Mech, Veteran, Heavy, Kamaka Pukui, Crusader, CRD-3D, Davion variant with 2 Lrm 15, 8 shots each, 2 SRm4s, 2 ML, 12 tons of armor, more sinks
Vee, Elite, Medium, Margaret Dyson, Drillson Heavy Hover Tank, 6/9, 7 tons armor, LL, 2 SRm2, 2 mg, Lrm10. Roger’s Wife
Vee, Veteran, Heavy, Roger Dyson, Another Von Luckner
Mech, Veteran, Light, Marcus Darko, Wolfhound WLF1, new Davion Scout mech with just energy weapons – 1 LL, 4M L 6/9 speed, 10 HS,
Mech, Green, Medium, Mohammed Kunya, Phoenix Hawk, PXH-1, 6/9/6, 8 tons armor, 10 heat sinks, LL, 2 ML, 2 MG,
Fighter, Regular, Light, Sparrowhawk – 10/15 speed, 2 ML, 2 Sl, 7.5 tons armor
Mech, Veteran, Light, Yamato Ason, Valkyrie, VLK-QA – 5/8/5, LRM 10, 6 tons armor, ML, 11 heat, 12 shots
Archer great fire support, Hunchback closer, MAD3D doesn’t have the Ammo explosion of the MAD3R but not real heat sinks. Banshee variant is nasty long range and closer. Crusader another long range missile boat like the Archer, but can be great closing too. Wolfhound amazing scout mech, PXH too, although I’d prefer a non-Green pilot, Valkyrie is okay at range and scouting with good armor and such.
Let’s Finish with Flavia’s 13:
Vee, Elite, Light, Rachel Alvarez, Saracen Medium Hover Tank, 8/12 movement, 7 tons armor, Lrm 10, 3 SRm2s,
Fighter, Regular, Heavy, Andriy Shevchenko, Stuka, 4 LL, 3 ML, Lrm 20, Srm4, 15 tons armor
Vee, Elite, Medium, Jasmine Acharya, Another Hetzer
Mech, Veteran, Assault, Lola Karimov, BattleMaster, BLR-1G, 18 heat, 14.5 armor tons, 1 ppc, 6 ML, 2 mg, SRm6, 4/6 movement, nasty strong…
Mech, Regular, Katherine Gashler, Heavy, JagerMech, JM6-S – 2 AC2 and AC5, 2 ML, 4/6, 6 tons armor, 1 heat
Vee, Elite, Light, Morgan Tall, Saladin Assault Hover Tank, Ac20, 3 tons ammo, 8/12 movement, 2 tons armor
Mech, Regular, Assault, Olivia Chaudhury, Awesome, Aws-8Q, 3 PPCs like the Shrek, SL, 28 heat, 3/5, 15 tons armor
Vee, Veteran, Heavy, Max French, Another Brutus Assault Tank #2.
Mech, Veteran, Assault, Groeht de la Boer, Zeus, ZEu-6s – beloved Steiner Mech, LL, Lrm15 with 8 shots, AC5, 4/6, 17 heat, 11.5 tons o’ armor.
Fighter, Veteran, Medium, Hammed abd Allah, Corsair
Mech, Veteran, Heavy, Rakesh Venkatachala, Grasshopper, GHR-5H, 4/6/4, 22 heat, LL,Lrm5, 4 ML
Mech, Veteran, Light, Ford Middleborough, Javelin, JVN-10N – 6/9/6 move, 2 SRm6, 15 shots each, 4 tons of armor
Vee, Veteran, Medium, Ryan Oliver, a 3rd Maxim.
BattleMaster nasty. I was fearing I’d roll the bad JagerMech with four ACs,and then 2 backup Mls and then bad armor, which is a beloved design here. The Zeus is all long range, but not great Armor to close. The ‘Hopper is designed as a scout mech killer. The Awesome is strong, and you can fire loads of long range weapons. The Javelin SRm6 version is great at finding criticals on open mechs and then also on Vees too, I prefer the 10F Variant that gives it max armor and 4 Mls, but that’s not bad.
For a scouting lance, in Mechs we have Wolfhound, Javelin, Pixie and then maybe the Valkyrie or Enforcer or Grasshopper could be the last one. For a Fire Support Lance we have Archer, Marauder, Crusader, Awesome and JagerMech or Zeus, then in my close lance Hunchback, Atlas, BattleMaster and Banshee. Then a Command Lance of the Zeus, MAD or JagerMech, Enforcer, Valkyrie.
We have 16 Mechs because I forgot to count my starters and two more tanks. That’s a Leopard normally, not CV, and we’ll add two Fighters to our storage.
Abe Sargent
12-10-2024, 11:47 AM
I forgot Flamers, they are an energy weapon with the weight of a small laser, it’s range (and MGs too), make Medium Laser heat and then can either raise the target heat by 2 or deal 2 damage. Raising heat is very powerful right now with just single heat sinks.
War Chest – We get in cash 700,000
I split off the 16 mechs that’s a reinforced company into their own unit. Mechs a Lot.
I hire 1 regular medic, 9 Astech, 6 green techs, 5 regular, 4 vets, 1 elite, 2 DropShip crew, 2 green admins, one vet admin, we have 100% support costs paid.
Here’s my assignments for the company:
Atlas AS7D, Capt. Flavia Obed-Marsh, Elite
Hunchback HBK-4G, Gustave Montano, Veteran
Banshee 3S, Thebe Medupe, Regular
BattleMaster, BLR-1G, Lola Karimov, Veteran
Archer ARC-2R, Leftenant Mitch Raymond, Veteran
Crusader, CRD-3D, Kamaka Pukui, Veteran
JagerMech, JM6-S, Katherine Gashler, Regular
Awesome, Aws-8Q, Olivia Chaudhury, Regular
Wolfhound WLF1, Leftenant Marcus Darko, Veteran
Phoenix Hawk, PXH-1, Mohammed Kunya, Green,
Grasshopper, GHR-5H, Rakesh Venkatachala, Veteran
Javelin, JVN-10N, Ford Middleborough, Veteran
Enforcer, Enf-4r, Leftenant Evan Marsh, Veteran
Marauder MAD 3D, Veteran, Kgosi Baard
Valkyrie, VLK-QA, Yamato Ason, Veteran
Zeus, ZEu-6S, Groeht de la Boer, Veteran
This is our Atlas:
https://cfw.sarna.net/wiki/images/thumb/c/c6/Atlas_RGilClan_v24.png/541px-66y81tw2o4i7ufe7yan0zx3ndigj3lu.png?timestamp=20220226182249
It’s the nasty machine of death mentioned above. It’s our only elite MechWarrior.
We have 75 points in full support, medics, and then 20 for veteran average and then Jump/Drop ships too. C Rating by ComStar.
Abe Sargent
12-10-2024, 02:12 PM
Tanks a Lot, Company #1:
Patton, Major CO Stephen Marsh, Elite,
Goblin Medium Tank, Alonzo Typer, Veteran
Condor Hover Tank, Meghan Reynolds, Elite,
Von Lucker #1, Lan Dang, Veteran
Manticore Heavy Tank, Leftenant Alice Sanchez, Veteran
Behemoth, Starling O’Brian, Regular
Brutus Assault Tank, Sorenella Capecci, Veteran
Bulldog Medium Tank, Latasha Jenkins, Veteran
Maxim Heavy Hover Transport #1, Leftenant Roger Sanchez, Elite
Pegasus Scout Hover Tank, Amir Rashad, Regular,
Vedette Medium Tank, Nan Liang, Regular
Hetzer Wheeled Assault Gun, Luca Dang, Veteran
Hunter Light Support Tank, Ujjal Singh, Regular
Hetzer Wheeled Assault Gun #2, Jasmine Acharya, Elite
I hire enough staff for Admin, Ranking – 70 - C
Company #2:
Schrek PPC Carrier, Capt. Sven Jorgensson, Elite,
Hunter Light Support Tank #2, Thibault Courtois, Veteran
Saladin Assault Hover Tank, Morgan Tall, Elite
Maxim #3 – Ryan Oliver, Veteran
Demolisher, Leftenant Charlie Okere, Veteran
Ontos Heavy Tank, Marsha Otone, Veteran
Behemoth Tank #2, Ronin Ling, Veteran
Von Luckner #2, Roger Dyson, Veteran
Saracen Medium Hover Tank, Leftenant Rachel Alvarez, Elite,
Maxim #2, Mary Okere, Veteran,
Galleon Light Tank, Miles Montano, Green
Drillson Heavy Hover Tank, Margaret Dyson, Elite
I hire enough staff for full support, 70 C
Abe Sargent
12-10-2024, 02:52 PM
also split up three infantry into my folks, and three into the Mechs:
Mech Company:
Inf, Reg, Jump Anti-mech, Bonny Charbonneau, SRMs
Inf, Regular, Julio Jaramillo, Anti-Mech Jump, SRM,
Inf, Regular, Foot, Laser, Marcelo Rodriguez
Tanks Company #1:
Inf, Regular, Foot, MG, Akshay Kumar,
Inf, Elite, Jump, Roger Snyder, SRMs, Leftenant
Inf, Veteran, Motorized, Rachel Sanders, SRM
Inf, Regular, Motorized, Robin Justice, Flamer
Tanks Company #2
Inf, Veteran, Foot, Rifle, Maria de Sousa
Inf, Veteran, Motorized, Steve Wrobleski, MG
Inf, Veteran, Motorized, Glen Namundja, Laser, Leftenant
Inf, Veteran, Foot, SRMs, Bill Roberts,
I also assign both VTOLS here too
Abe Sargent
12-10-2024, 11:18 PM
Alright, let’s negotiate some deals!!!
Here are my offers:
#1. Fed Suns, Objective Raid , target CC in New Hessen to raid , destroy their base in the Josburg Flats, and they are defended by the 1st and 2nd New Hessen Irregulars with just lighter units. They have a battalion of mixed mechs and armor defending their HQ in the flats. They are just three jumps away, and on the border with the Suns. All light stuff. We get a 1.5 mill bonus for taking out the nearby military prison if we want to attack it, defended by one company of light mechs. It’s clear that Hanse Davion is pushing to use his new alliance to shake down folks.
I take it since it’s so close. It’s a good shake down mission!
Now it’s time to negotiate it.
We have an elite negotiator. We are C rating from ComStar. We get 77 points to negotiate. We start with Salvage rights. They offer Exchange and give us 5, we spend 25 for Shared, 57 left. They want Command next and want Liaison, no change, we accept. We want length next and offer 1 month and pull out 10 points. 47 left. They want Payment and pull out 25 points for 3.4 base salary, 22 left. We want Support Next and Battle Loss Compensation of 50%, 10 points, 12 left, they give us +5% remuneration for 10 points to drop our remaining points 2. Last is Transport Rights, and they will pay us nothing, we can use our own vessels, we get a 1% signing bonus with the last two points. The contract is also times 1.3 for Suns.
Contract #1:
Objective Raid on CC world of New Hessen, 3 jumps away
Command: Liaison
Salary: 3.4, 1.3, with 5% Remuneration and 1% bonus
Support: 50% Battle Loss Compensation
Salvage: Shared
Length: One Month
Transport Rights: Nothing
We will rent the Leopard for getting us there, it costs120k to rent for the three jumps there and back again.
We can pay for recharge stations. Normally, you’d be on a three jump planet in around 4-6 weeks or so, but with recharges, we can do it faster. Just a day or so in each system. We could pay the recharge rate of 50k for our JumpShip 6 times for 300k plus 240k rental of DropShip. But New Hessen doesn’t have a charge station and such. I choose do to this since New Hessen is the 7th planet and a massive 21 days from the system’s jumppoints, or we could do a Pirate Point around 4 days close, and increase by 2 weeks. No thanks, I do the stations only.
We’ll be on New Hessen on February 2nd. Please note that if we have time to…raid…the HQ first prior to blowing it up, we could get some nice cash assets.
Abe Sargent
12-10-2024, 11:50 PM
Quick thoughts on my unit prior to running our first battle with it? Mechs? I feel like we got a nice mixture of fire support, power and scouting units with the PXH, Javelin, Wolfhound and Grasshopper great scouts, Archer, Awesome and Crusader as ranges stuff and then power stuff like BattleMaster, Atlas and Hunchback. But we had some not great stuff like JagerMech and the Zeus has light armor. That MAD D isn’t great either since the AC5 going removes the ammo explosion issue but adding a LL isn’t that best ever with the loss of a heat sink, it should have added more Heat sinks and close in weapons.
For Vees, most don’t have good armor in this era. They often prefer overloading weapons and Heat Sinks. There are Mechs with bad armor for their classes better armored than some tanks. The Brutuses aren’t bad from the CC’s Epsilon Eridani, in terms of armor and weapons load out, we don’t have any LRM/SRM Carriers that are murder on mechs with massive numbers of missile racks, but low armor and ammo. They are pretty cheap though
The ability to kill tanks is pretty easy to do, destroy a side, turrets count, or blow up the fuel tank hit an ammo explosion and kill the crew. It’s also possible to destroy the movement fully or partially and then it cannot move, just like destroyed a mech’s legs or gyro. How can you salvage it? According to the rules, only a killed crew or immobilized tank can be salvaged. First of all, that’s not very realistic. Obviously, destroying an engine or ammo explosion cannot be salvaged, but many tanks and vees have been salvaged in real life after destruction just like blue water craft with a side destroyed, and that should be harder with the water getting in. In my previous dynasty I only had to roll a 5 or greater on 2d6 to salvage a tank with a destroyed side. That feels a little too easy. This time I am only salvaging a tank side on an 8 or more on 2d6. Otherwise, nope.
Also, tank crew rarely die, just like MechWarriors, save when there is a critical to kill them. But their tanks are pretty fragile, so there can be loads of dispossessed crew out there. We can salvage any mech with a surviving CT. But not so with armor. But we can buy cheap stuff easily enough.
Abe Sargent
12-11-2024, 12:50 PM
MegaMek Notes – This is for BTech fans. I just downloaded the last stable version 0.49.19.1.
I have changed these options from the default:
Paranoid Autosave On
Flamers do both heat and damage, since the latest version does this
Smoke Drift on
Year it’s in 3025
TacOps Double Blind - We can only see LOS Stuff
Sensors on
Infantry can spend a turn digging in, to avoid clear space open kills
Vee Crews their size in GTpOps
Quirks on
Paratroopers on, infantry can hot drop like Mechs
Woods have a chance to burn down
Clear hexes cannot be set on fire
Bots are double blind with each other too
TACs float – Normally a 2 for to hit location hits the CT crit, but now it floats
Engine Explosions on
Fires may be set accidentally or intentionally
PPC Field Inhibitors can be turned off to fire inside minimum range, but might damage it
Glancing Blows on – If you roll what’s needed, half damage
Direct Blows on – For every 3 more needed to hit rolled, more damage is dealt
Burst Fire MGs - You can spend 1d6 heat and damage, and use 3x what’s rolled lost in ammo
Expanded Heatscale is on
Rapidfire Acs on – We can fire an AC like an ULtra AC to maybe hit twice, increased risk of jamming and explosion
Grappling Attack on
Trip attack on
Vee Firing Arcs on
VTOLS can Strafe and Bomb
Tanks cannot be targeted by Infernos since it’s auto kill
You can unjam Acs
Ultra Acs attack twice instead of once and then you see how many hit
Club, Hatchet Sword attacks use the punch table
The primary target doesn’t have to be in the front arc
Standing Still makes it easier to be hit
Physical Attacks – Lights -2 to attack, medium -1, assault +1
The PSR for standing after taking 20 damage is made harder for each 20 damage
Backward movement by mechs, tanks over terrain changes allowed with PSR
Infantry movement on pavement increased like vees
Hull Down – Mechs and Vees can hull down
Attempting to stand is harder with a missing arm
Vees can be abandoned
Ejected pilots flee
Pilot Special abilities and Edge on
In TacOps there is a more durable vee/armor optional rule that reduces crit chances…do I turn it on? It’s an official optional one…I will try it and see, and maybe turn it of it feels unfair. This is in the Advanced Combat rule.
Abe Sargent
12-11-2024, 02:46 PM
January 1, 3025 – Some Rumors of a LostTech Star League era depot on Fed Suns border world Galtor III are hitting us. We choose not to head out since we need that cash.
January 12, 3025 – We arrive in the New Hessen system. No major traffic or issues here. We are not contested in space.
February 2, 3025 – We land at the New Hessen DropPort by the Plains. The Fortress has spare cargo of 415 tons for supplies like ammo and such, and then the Leopard we rented 34 tons and our Condor has 1651 tons, plus we have storage for 32 Vees but just 26 so we can use those for things we grab on the way back, as well as space for 5 infantry platoons free on the Condor/Fortress for space too. Our fighters unload and face Air cover and are fighting
We arrive and our foes are:
CC Light Mechs:
3 UrbanMech – AC10, light, low movement and stuff
1 Urbie RML – Swaps AC10 for AC20
4 Stingers – 6/9/6 – 2 ML
4 Wasps – WSP-1L – 1 SRm4, 6/9/6 movement
3 Javelins – We have these
2 Locusts – LCT1E, 8/12. 2 ML, 2 Sl
1 Raven 1x – Strong anti-ECM suite - vet
18 mechs and 18 tanks
Our BV is 54,976 theirs is 18,242
They are regular save the Raven vet
Abe Sargent
12-12-2024, 12:53 AM
We are on a 25x25 hex map with concrete, roads, light woods, and they are on the east and us the west, with a river and small lake in the north. We are attacking their fort, it’s in the northern east corner. The river is on our side and the concrete on theirs. There are some houses to the south.
I deploy some heavy power units north on the bridge and south, scouts and hover on the middle to get past the river with jump jets or hovers, and then missile boats and some smash units in the south’s trees and then infantry there too.
Turn 1 – I move around. We couldn’t cross the bridge on the north. I want to aim my northern army at a Saladin, in the center at 2 J Edgars and a Savannah Master and Saladin center and a Locust at the bottom. Our Archer destroys the Savanah Master’s front. It is recoverable, but it’s also immobile we’ll need to fix. We locked the turret of a J. Edgar
Turn 2 – I fire in the North at a Saladin, they pulled back there and it’s just long range. A Harrasser in the mid flank and a Locust south. Some fire at a Scimitar too
Our Ontos Immobilizes a Scimitar and hit it’s Sensors
Our Grasshopper hits a SL in their Locust
Our Goblin hurts the speed on their Scimitar
Our Brutus destroys the Front of their Harasser, kill! We can salvage it
Turn 3 – We need to start pushing forward in the north and center. Our Wolfhound falls trying to cross a river and only moved one. Their Locust bases my tanks in the south, our Jav their Plainsmen and Valkyrie their wounded Scimitar, and Grasshopper behind the Saladin. They pull back in the north and few are in range, all long. I fire at a J Edgar, long range, a Plainsman, the Locust that charged and the wounded Scimitar.
Our Demolisher destroys the FR of their Scimitar. It cannot be salvaged
Starling O’Brian’s Behemoth destroys the RS of their J. Edgar. It cannot be salvaged, tossed a 7
Our Jav hits the SRM6 on their Plainsman – it’s immobile
A J. Edgar immobilizes our Brutus
Our Manticore hits the engine 3 times on a Locust and destroys the CT then, dead mech. That’s our founder Alice Sanchez’s tank
We kick and hit the 2nd Plainsman’s movement by one
They have lost one mech, and four tanks with an immobile one too, do they pull out? I feel they probably will try to turn it around this turn
Turn 4 - I eject the Brutus. They eject the Plainsman. I charge in the north with fast mechs and tanks, where they are charging out with light mechs all mostly here by their base. I am firing on a Stinger and Saladin on the north flank and a Striker Light Tank on the south one. Plus the wounded Locust in the middle and a J. Edgar that rushed me.
Our Saladin Hover Tank with the AC20 destroys their Stinger’s LT, LA on the ground, I moved it to 3 away.
Mary Okere’s Maxim destroys the FR of their Saladin. It’s recoverable
They hit our Saladin’s move system
Our Pegasus destroys the Stinger’s CT – dead mech!
Our Awesome immobilizes a Scimitar
We have taken out 2 mechs and 7 tanks, just one immobile one with us, we ejected. They flee and we capture the HQ! We do get the Scimitar and Plainsman they ejected.
Abe Sargent
12-12-2024, 01:18 AM
Salvage:
Savannah Master = to repair, immobile – Fixed immobile with techs, 4 days for both
Harasser Laser Platform front side
Plainsman – Immobile – three techs couldn’t one could will take 10 days to fix
Saladin – Front side destroyed
Scimitar immobilized – fixed! 3 days
Parts Salvaged:
Scimitar tank – 2 SRM2, 1 AC5
J. Edgar – 2 SRM2, 1 ML
LCT1E – RT, RA, RL, LL, LT, LA, H
Stinger - LA, RT, RL, RA, LL, H
Our Stuff:
Brutus – Immobile – fixed, 3 days
We spent around 165k on ammo and were barely touched the Brutus wasn’t critical or hit anywhere else.
I spend three days for base repairs of my stuff and salvage, to increase it’s value for Shared, and then move tons of supplies to the DropShip.
February 5, 3025 - Then we hit the nearby military prison. Our scouts did confirm the 12 mech light presence. I will be sending just my mechs and then one tank company each flanking and then in the rear of their prison as a backup in case they want to flee to make sure that they’ll stay right now.
Here they are:
1 UrbanMech
1 UrbanMech 60L with the AC20
2 Stinger 3Gs with the 2 ML
1 Javelin
2 Wasp 2L with SRM4
1 Valkyrie – they must’ve salvaged from Davion
1 Firestarter – FS9A With 4 Flamers, 2 ML, 2 SL, 6/9/9 movement and 104 points of armor, and 10 heat sinks
2 Locust 1E
1 Spider 5V – 2 ML, 8/12/8 movement, 56 armor, 10 HS
I would love that Spider, it’s the fastest mech in the era.
All of these are regular, save the 60l Urbie, it’s veteran, we CANNOT allow that for long and need to take him out.
This is their Urbie, common in the IS, but beloved in the CC. Just 2/3/2 movement, but great armor and a big fat gun.
https://cfw.sarna.net/wiki/images/a/af/UrbanMech_RGilClan_v02.png?timestamp=20210516002949
We are on a smaller map, since the previous one was great for defense and bigger too. 16 x 17, we are on the Prison Camp map, and they are on the top and us the bottom,
Abe Sargent
12-12-2024, 02:23 AM
Just as a heads up, this idea of the defenders just having light mechs comes from the 1st book in the 4th Succession War, but a battle scenario on New Hessen in the 4th later says they have faster mechs like Quickdraw, Victor, Shadow Hawk and Phoenix Hawk, with a Command slow mech like a BattleMaster. So they would have a normal BMech company, not a light one, based on later sources, I am going to reroll the units with speed, and then change things around.
I am keeping UrbanMech 60L, Wasp 2L, Stinger and Javelin.
Then…
Vindicator VND1R – 4/6/4 movement, PPC, LRM 5, ML and Sl, max armor, 16 heat sink
Phoenix Hawk
Shadow Hawk 2d – 5/8/3, AC5, LRM5, 2 SRM2, 2 ML, 14 Sinks, 72 armor
Wolverine WVR6R – 5/8/5, 152 armor, AC5, SRM6, ML, 12 heat sinks
Quickdraw – QKD-4G, 5/8/5, LRM10, 4 ML, 1 SRM 4, 2 lasers face rear
Catapult – CLPT – C1 - 4/6/4, 2 LRM15, 4 ML, 15 heat sinks, 10 tons
Cataphract – CTF-1X – Veteran, this is their CO, 16 heat, 4/6, 176 armor, AC10, PPC, 4 ML, 2 face rear, this is recently made like our Wolfhound and the previous Raven.
Victor – VTR-9A – 4/6/4, AC20, 2 flamers, 2 ML, SRM4, MG, 136 armor and 15 heat sinks.
The Victor is an assault and lightly armored but wields the powerful AC20. It’s a nasty machine of death and destruction. The Vindicator, 2 Hawks and Wolverine are faster Mediums, the Quickdraw and Catapult and Cataphract are heavies. The Catapult is the CC preferred Archer or Crusader missile boat with jump jets. The Cataphract is the only slower one save for the Urbie. That Shadow Hawk is a joke.
This is their Cataphract:
https://cfw.sarna.net/wiki/images/7/78/Cataphract_RGilClan_v06.png?timestamp=20210420230630
All Regular save for that Cataphract, It’s a closer of a mech like our BattleMaster and Atlas. The BV this time is pretty closer with them 11525 and us 25,851 but we have infantry and 4 more units and better pilots, we are veteran.
I am deploying them in the center where the prison is and us on the south.
Abe Sargent
12-12-2024, 01:27 PM
Their base is surrounded by a two level tall hill to protect them from our range, save for their roads in and out on the north and south flank. I have a bunch of trees in the south for my infantry and range mechs to deploy in.
Turn 1 – We win init! They are moving to the back right and left corner. I flank with light and fast and hoppers in the flanks. I charge up the south road with my smash unit. I concentrate fire on that Vindicator on the left flank and Cataphract by my right one. Our Awesome hits two arm actuators in the Vindicator’s LA and our Zeus hits it’s RL foot actuator. It falls under damage.
Turn 2 – They Hull Down the Vindicator. I move over our Grasshopper to base it. They back up their Cataphract to the wall. Their Shadow Hawk bases our BM and Hunchy. Our BM falls needing a 4 o base their Cataphract wounded and the 4 needed too stand to. I turn it one since I am out of movement. I focus tons on their Cataphract in the center, Vindicator west flank and PXH east. Our BM unloads on their Shadow Hawk since it’s the only one he can see
BM destroys their Shadow Hawk’s RA and hits two foot actuators.
Their Cataphract hits our BattleMaster’s Head and goes crit and hits the cockpit, dead mech and pilot.
Our Atlas destroys the LA of their Cataphract
Our Anti-Mech Lasers hits the gyro, and hits tons of actuators on their Vindicator
Our Wolfhound destroys the Vind’s LA, our Archer it’s RA
Their Shadow Hawk falls and breaks off the LL it’s on the ground
Their Cataphract falls
Our Grasshopper kicks and destroys the RL on their Vindicator
Turn 3 – They will keep pushing since they killed an assault mech. We win init! They eject their Vindicator. Grasshopper hops next to their Urbie. Their Cataphract rises and bases us. I concentrate fire on the Cataphract. Urbie left flank and Wasp east.
Our Hunch smashes the engine 2 and gyro once on their Cataphract
Our Marauder hits the Ac20 ammo on their Urbie and it’s done.
Our Atlas hits their Cataphract’s engine once more, shut down
Our Jump Anti-Mech Bonny Charbonneau hit their Shadow Hawk’s engine once
Our Hunchy kicks and destroys the RT of their Shadow Hawk
Turn 4 – They keep pressing. We lose init. They eject the Shadow Hawk. I move behind their Quickdraw with our Grasshopper and Wolfhound. My central flank attacks their Javelin. Quiet round, no falls or crits. I take a kick from their Stinger by my PXh.
Turn 5 – They will obviously push with nothing happening. Our Hunchy bases their Wasp. MAD bases their Catapult. Javelin rear of their Wasp. Grasshopper bases their Catapult too.
Atlas destroys LL of their Wasp
It and their Catapult fall
Our Hunchy kicks and destroys their Wasp’s LT, the LA is on the ground, it hit the Ammo…BOOOM, dead mech!
Our Enforcer kicks and destroys the RL of their Stinger, it’s on the ground
Our MAD Kicks and destroys the RT of their Catapult
They got mech destroyed, another legged and another badly gone, they pull out. They eject from the Stinger and we let them go. We free the military prison and then load up stuff for our Dropships and then destroy it.
Salvage:
Vindicator – destroyed LA, RA gyro hit once, RL gone
Cataphract – 3 engines, one gyro hit, 2 AC10 hit
Shadow Hawk – missing RT, one engine hit, two foot actuators, destroyed RA
Stinger Missing RL
Urbanmech, LA, H, LL, RL,
Wasp – LA, H
Catapult - RA
Ours:
BattleMaster – Hit cockpit, dead pilot
Abe Sargent
12-12-2024, 02:47 PM
We fix the BM’s cockpit.
We can fix the Vindicator’s gyro – just 2 days
The Cataphract’s gyro too and then yes on the engine, and AC10 too, around 11 days for all three
We fix the Shadow Hawk can get it - 3 days
We attached the salvaged Stinger’s RL and fix it.
Total Salvage and Cost:
Savannah Master – ready – 91,667
Harasser Laser Platform front side – 250,000 current value – needs 149k to get ready
Plainsman – ready – 871,000
Saladin – Front side destroyed – 711,000 current value, needs 200k to fix
Scimitar – ready, 727,000
Total Here - 2.65 mill – tanks are cheap!
Parts of Tanks salvaged:
Scimitar tank – 2 SRM2, 1 AC5
J. Edgar – 2 SRM2, 1 ML
Mech Stuff:
Vindicator – destroyed LA, RA, RL – 2.25 mill current value, 900k needed to fix.
Cataphract – Fixed – 5,998,000
Shadow Hawk, SHD-2D – missing RT, destroyed RA - 3.900 mill current, needs 648k to fix
Stinger – STG3G - Fixed – 1,662,000
Mechs - 13,810,000 – mechs are not
Pieces of Mechs:
Urbanmech, LA, H, LL, RL, - 250,000
Wasp – LA, H - 110,000
Catapult – RA – 100,000
LCT1E – RT, RA, RL, LL, LT, LA, H – 800,000
Stinger - LA, RT, RL, RA, H – 450,000
Total of Parts – 1,710,000
Total Salvaged – 18.17 mill. We get 9.085 mill from our employer, we can salvage that amount too.
If I grabbed the Cataphract, then I could also take the all of the tanks and have enough for the Stinger parts. Then I would spend 349k to fix them up. Or I could grab the Vindicator and then also grab the Plainsman. I am taking the Cataphract and Plainsman for sure. A Vindicator or 4 tanks but not another mech…I take the Vindicator, it’s an okay design
Contract Stuff:
Objective Raid on CC world of New Hessen, 3 jumps away
Command: Liaison
Salary: 3.4, 1.3, with 5% Remuneration and 1% bonus
Support: 50% Battle Loss Compensation –
Salvage: Shared
Length: One Month
Transport Rights: Nothing
Costs:
We spent around 510k on ammo and armor
We spent 900k fixing the Vindicator
We spend 240k moving us back and to our location on the rented DropShip
We spent 200k on charges
We spent on salaries and upkeep for three months 180k for Mech company, 142,500 for Tank company #1 and 105k for #2. Total - 427,500
Spent - 2,277,500
Contract – 581,400 made plus 5% remuneration – 610,470
We sold what we stole for 10 mill after taking a 15% hit.
We made from Salvage 9.085 mill
Total Made – 19,696,470
Net – 18,177,970 added to 700k war chest
We lost a BattleMaster pilot but the mech is fine – we will need to recruit another as well as Cataphract, Vindicator and Plainsman pilots too. The Plainsman is a light hover tank with 9/14 movement and 80 armor and 2 SRMm6s in turrets and one SRM2 in the front.
Feb 7, 3025 – We finish loading up our salvage and stolen stuff, and then destroy the HQ so they cannot take it back.
Abe Sargent
12-12-2024, 04:25 PM
Since the cost for DropShop/JumpShip rented is per jump, we need to get a 3rd Droppy for my Invader. I do have extra space on my Ships for the Plainsman I captured. But I need a DropShip for my current stuff and then also space to grow too. Right now I have 26 vees, plus the Plainsman, with 32 spaces. Ideally, I’d add something for Fighters and Mechs. The Union Is just 2 fighters but 12 mechs. The Overlord is 36 mechs but also 6 fighters. I could grab it, but right now I have 18 mechs for 12 spaces, so that’s a need of 6, but do I need that much mech space at 48 mechs?
To recruit it is a 5. That’s doable. But I’d like more space for something like tanks too, since we are close to max.
Remember I have a Condor with 20 vees, 12 infantry platoon tanks and Fortress for 12 each of vees. I could try and upgrade that Condor to a Seeker for 40 vees and 4 platoons.
I try to bring in the Overlord. It’s ours! Meet the “Daimyo Master” a former Draconis Combine ship and crew.
Our stuff:
JumpShip – Invader – “Triad of Stars” 2 small craft, 2 Dropshuttles
DropShip – Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
DropShip – Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
DropShip – Overlord – “Daimyo Master” – Spheroid, 36 mechs, just 6 used, 6 fighters, two free,
With my two free fighter spots I want to target there with my next recruitment.
I take contracts!
#1. FedSuns – Objective Raid on CC World of Pleione – border world around two jumps from New Hessen we already took out. It’s guarded by McCrimmon’s Armored Cavalry (MAC) a big time merc unit. We need to take out a mining complex.
#2. Draconis Combine – Planetary Assault on Galtor III – They’d like our help in taking out them, they are just two jumps away.
#3. Capellan Confederation for Extraction Raid on Lyran world of New Earth, one jump away. They want us to grab a bunch of material for one of their companies for the Steiner/Davion alliance, to give them a leg up, and New Earth has tons of great military-industrial complexes and we need to hit Bergon Industries that makes a Locust here, and is getting updated by the Davion alliance. We need to destroy the garrison a company of mechs and another of tanks and infantry and VOTLS mixed, and then grab all of the prototypes and info. Let’s do one for CC just we just hit them
We negotiate. We finished a deal and have 80 Comstar points with our new DropShip. We have 88 to start with, and then we choose shared salvage and lose 25 points, 63 left. They grab control and send with us a patrol a liaison. They’ll also be sending someone to hack the data once we take the company,. Next we want length of service and 10 points for 1 month, 53 left. They spend 25 and give us a x3.4 salary 28 left. We put up support and want both 50% and battle loss 50%, 25 points, 3 left. They pay us no money for transport. Also no remuneration.
Contract #2:
New Earth has no Recharge Station: 6 days to JumpPoint,
Type – Extraction Raid
Salvage – Shared
Command – Liaison
Length – 1 Month
Salary – 3.4; 1.1
Support – Battle Loss – 50% and Straight Support
Transport – None
Remuneration - None
Here we go!!!
Abe Sargent
12-12-2024, 06:52 PM
Mar 12, 3025 - We land on New Earth! There is a DropPort around 2 hours away from the complex we are hitting. We unload and our fighters head out to scout. It seems like the intel was correct, this does have 24 defenders, 12 mechs and the rest 12 mixes of tanks, VTOLS and infantry. They are not locals but fellow mercs like us! A flight of two fighters heads up to meet ours and they won’t be able to help us out We rent some trucks (50k) and head to the company. We’ll be there in a few hours.
We arrive! They have:
Valkyrie
Locust 1S made here – 1 ML, 2SRM2,
Panther 9R PNT – PPC, SRM4, better armor and 4/6/4 speed than the Urbie.
Stinger
Whitworth WTH-1S -4/6/4, 3 ML, 2 SRM6s, 128 armor; 14 sinks
Wolverine WVR - 6D; AC10, 2 tons of ammo, 1 ML,5/8/5, 152 armor, 11 sinks
Scorpion 1N – Quad mech with 1 PPC, SRM6, 6/9 movement, 10 sinks
Vulcan 5T – 6/9/6, 112 armor, 4 Ml, 1 MG< 1 Flamer, 12 sinks
Dragon – DRG-1N, AC5, 2 ML, LRM 10, 6/9 movement, 160 armor, 10 sinks
Warhammer – WHM6L – 18 sinks, 160 armor, 2 PPC, 2 ML, 1 SRNm 2 SL ad Flamers
Longbow – LGB-OW - 2 LRM20, 2 LRM5, 1 SL, 144 armor, 13 sinks
Stalker – STK3F – 2 LRM10s 2 SRM6, 2 LL, 4 ML, 216 armor, 20 heat sinks
2 VTOLs
4 Infantry
One tank of each class – Hunter, Maxim, Pike and Schrek AC Carrier
This is their nasty Longbow:
https://cfw.sarna.net/wiki/images/thumb/6/67/Longbow_RGilClan_v20.png/545px-iedy6t5s9gnhpekuyuapbzjllsqwxvl.png?timestamp=20211231163632
It’s the best missile boat right now. If you protect it you can win all day long, but it’s got light armor. I’d love to grab it or Stalker.
They are all regular save for the VTOLS are green and the rest are regular save vets in the Dragon, Warhammer, Longbow and elite in Stalker. They have two short range variants of long range Vulcan and Whitworth. The Dragon and Panther are big Combine mechs – durable.
We are on a 16 x 17 hex map for a factory. They are the center and us the north.
Remember this is without our BattleMaster, sad.
Abe Sargent
12-13-2024, 12:09 AM
They have a level 1 building to drop on top of. Not that many trees to hide in here unlike the prison one. There is a chasm around the fortifications like the river in the first map.
Turn 1 – We might not be able to use my hovers to give me high to hit numbers with this chasm here. We’ll see. I focus on the Locust on the east and on the west an infantry or Stalker.
Our Demolisher destroys the RL on their Locust; Our Von Luckner #1 destroys it’s RA – it hits the ammo in the RT – dead mech
Their Locust Immobilizes our Hunter
Our Valkyrie kills an infantry squad
Their Stalker falls
Turn 2 – Two kills for us and one for them will keep them in. I eject the Hunter. Their Stalker rises. They flank my west flank with two VTOls and jump the Vulcan in the rear back next to my moved Demolisher I base it with Grasshopper and Enforcer. I fire some at the Vulcan, some at infantry and some at that Stalker too. And some backup close at their closing Dragon on the west flank.
Their Vulcan reduces movement on our Demolisher after they missed two 7s.
Our Crusader kills an infantry squad
Von Lucker hits LL on Stalker,
Their Infantry hit the movement on our Pegasus Scout Tank
Our Archer gets a limb blown off crit on their Stalker’s Rl, it’s on the ground and hit’s it’s ammo it explodes
Our Atlas needs an 8 to stay standing after mass damage and does so! It’s savaged and our Demolisher and Pegasus are wounded with down engines,
Turn 3 – They keep on. We lose init. I eject the Pegasus and Atlas and Demolisher. PXH to the rear of their Longbow but it’s green and jumped. Our Javelin is behind their Dragon. I am near their Longbow with many fast things on the sides and have outflanked them.
Our JagerMech hit their Maxim for a bad speed
Their Vulcan modesty hit our Brutus by increasing his piloting SR.
Our Crusader hit their Rotor on their east Warrior VTOL; Our Jump INF SRM on the west Warrior Rotor too.
Their Schrek hit the RA Actuator on our Valkyrie and two hits on it’s Medium laser
Our Zeus hits the leg actuator on their Longbow and destroys the RA
Our Ontos hits the Maxim’s and destroys it’s mobility and then stuns the crew for three turns
Our Drillson destroys their Longbow’s RL
Our Condor Heavy Hover Tank destroys their Grand Dragon’s ammo in a back shoot, dead mech! The engine goes up and they destroy our Javelin’s RA
Their Longbow hits our Javelin and hits the ammo it explodes
Their Longbow falls from the RL loss and destroys it’s LL. Down mech!
They lost both assaults, one heavy, and a tank, light mech and that’s in just three. They killed our undamaged Javelin, a light, and then made us eject stuff, but nothing major, so they retreat.
Salvage:
Locust 1S – LL, H
Stalker RL, H, LA
Grand Dragon – H, RL, RA
Longbow – missing RL, LL, RA
Maxim – Immobile
Us:
Hunter – Immobile
Demolisher – Wounded movement
Pegasus – Wounded movement
Valkyrie – hit RA Actuator, damaged laser
Javelin – H,
We lost our Javelin fully
Abe Sargent
12-13-2024, 12:44 AM
Their hacker and liaison capture the line of Locusts made here molds, hack out info and leave a spike for them, and then three ones just off the line. We will load them up in my trucks we grabbed. We’ll load up the Condor in it’s cargo line. We’ll leave once everything is loaded up in two days.
Cash Stuff:
We fix the Hunter, our Demolisher, Pegasus, and damaged RA in our Valkyrie. We repair their Maxim and fix it’s broken it should take around four days to fix them all.
Salvage:
Parts:
Locust 1S – LL, H - 250,000
Stalker RL, H, LA – 550,000
Grand Dragon – H, RL, RA - 650,000
Parts Total – 1,450,000
Longbow – missing RL, LL, RA - Current value 5,250,000 – to repair 3,150,000
Maxim – Fixed – 1,322,000
Total Salvage – 8,022,000
We get 4,010,000 shared and then we are 1.24 mill below the Longbow’s value. We ask the liaison if we can pay the 1.24 to get it, but nope. We get another Maxim, and those parts
50% Battle Loss Compensation: We lost 2.4 mill, and that’s 1.2 made
We spent for ammo and armor around 680k, they are paying 50%, so we are out 340k, as well as the 50k for renting those trucks and another for the recharge station at the Zenith point here.
Salary – One month – 602,750 – no remuneration. We made 5,812,750 and spent 1,040,000 – we made 4,772,759 and lost a great Javelin.
We have a warchest of 24,450,729
Abe Sargent
12-13-2024, 10:25 PM
Mar 22, 3025 – Our wife the Atlas pilot is pregnant. It should be born around the 1st of the 3026.
This will be our 2nd child.:
Sir Sean Marsh, 4 years old, at home at Mallory’s World. Born Jan 16, 3021 is our first.
Mar 25, 3025 – We arrive back at Galatea. We do some recruiting for that Plainsman, Maxim, Cataphract 1X, BattleMaster, and Vindicator. Now my Javelin pilot could be moved to that Vindicator, but we need that scout mech, like that is Ford Middleborough a veteran. Can I find a Javelin 10-F variant? I toss a 9, and yes I do. It replaces the SRMs with 4 ML and then adds armor. No ammo to explode like this one but you’ll need to watch that heat. It still has just 10 sinks. I spend for that 2.5 mill. It’s 2.26 but I pay a tax to get what I want.
21,950,729 left
Now recruit for the dead BM and Cataphract and Vindicator. Meet:
Meghan Morton, BattleMaster, Elite
Palmiro Umbari, Cataphract, Elite
Amy Mikkelborg, Vindicator VND-1R, Elite
For our Tanks:
Ursula Kolehmainen, Plainsman, Elite
Ghaaliya bin Nadhir, Maxim #4, Elite
Now I need to recruit two more Fighters to give me a Squadron:
Marcus McIntyre, Elite, Riever (100 tons), 224 armor, AC20, 2 SRM6s
Cameron Steele, Elite, Transit (50 tons) AC20, 4 Ml, 170 armor
Nice and done!
We move to April 1st to try bring in another JumpShip. To get an Invader we need a 7. I toss an 8, yay!
Meet the:
Invader JumpShip – “Prophecy’s Doom”
We grab contracts!
#1: Fed Suns – they want us to help them out in Galtor III for 4 months for Relief Duty to help out in the mass Draconis Combine attacks. They had found and created an old Star League outpost and some remnants of LostTech, and they felt that preparing this recently taken world by Davion in 3022 at big cost to locals and the Suns could be ameliorated by trapping the Combine in a trick, they revealed what they found to spies and the Dracs found out.
Meanwhile on the planet, they prepared mines, artillery and hidden units. They had one battalion defending the base , another nearby to help out and a third in hidden DropShips to help ambush them, but Takashi didn’t trust the report, so he sent out three regiments of his best, 2 under the control of a brilliant mind and the other under the control of a lesser mind and made them co-Cos, so they share what is happening. He also struck out the Spy Base next door in Davion and attacked Marduk, home of reinforcement
Meanwhile, the planet survey found a real Star League base with actual mechs, and stuff. We are close by and are approached to go and help Relief Duty for a few months until better bigger help can be brought in.
We start to negotiate. We’d love a nice longer battle.
Negotiations: We have 85 Rating points with the finished mission and JumpShip. With our elite negotiator, we get +20% points, so 102. We put up first Salvage Rights and with our bigger cash we want to really bring in that salvage, so we go Full and drop 50 points to 52. They move to length, and offer 4 months, we drop 10 points to move to 2, 42. That’s the most we can go for. We want Support next, and then we want 50% Combat loss and Support, 25 points, 17 left. They offer command and want liaison. We offer remuneration because I need the points, nope +10, 27 left. They offer payment and pull 25 points for 3.4. 2 left. We offer transport rights but nothing left. 1% signing bonus.
Since they found tons of LosTech Star League era stuff, we inquire about a Star League era mech all fixed and ready to go for payment instead. At first, obviously, they aren’t going for it. They don’t go for it first, obviously, but we did a bunch of things that they don’t like in the negotiations, and with an elite negotiator, a knighted by Fed Suns CO who’s famous, a Baroness and great talker in Well-Connected, we are able to talk her into it, if we reopen some stuff. And we must take a Retainer Contract for a year with them when they are about to start the planned invasion. Done!
We are getting a Griffin GRF-2N – 55 tons, Star League era of common mech today, 5/8/5 movement, ER PPC, 2 SRM6 Launchers, Guardian ECM Suite, double heat sinks, 179 points of armor with ferro fib, 11/22 heat sinks. The Guardian is a strong anti-electronic thing, ER PPC makes 15 heat and still 10 damage of PPC. Nasty. They’ll grab it out of storage and will pull it out and we can take it when finished.
Contract #3:
Relief Duty for Fed Suns on Galtor III
Payment – 1.3 for Suns, 3.4 for negotiation, 1.5 for style of contract
Salvage – Full
Length – 4 months
Command – House
Transport - 50%
Support – 50% Battle Loss AND 50% Straight Support
Remuneration – None
Note this is not liaison command we’ll take orders straight from them. With my new Invader JumpShip I want to rent some assault DropShips. But even Avenger would be 750,00k there and back again. Ugh. Sure, we’d only pay 50% with the transport payment, but that’s 750k total we outlay. Can they cover it fully and we’ll go in hot and heavy? Yes, we have rented an Avenger, but not two, unless we foot the bill halfsies like normal. I pay it, we can go hard for AeroSpace assets with two Avengers.
Avenger -DropShip – Aerodyne, 2 PPC, 1 AC20, 6 AC5, 1 AC2, 4 LRM 20, 2 LL, 8 ML, 48 tons of armor
Compared to, say, a Union: 3 PPC, 6 Ac5, 6 LRm 20, 12 ML, 5 LL, 37.5 tons of armor – roughly the same weapons but better armor.
Or Leopard CV – 29.5 tons of armor with 2 PPc, 3 lRM 20, 5 LL and 7 ML, or regular one with 29.5tons too, and then same weapons too. Hopefully we can take out some great stuff in air or ground.
We launch out!
Abe Sargent
12-14-2024, 12:20 AM
April 10, 3025 - We arrive in the Galtor System at the Zenith Jump point. It’s 8 days to the planet. Our contract begins, since we may have to fight to get there. It will end on Aug 10 barring an emergency extension. They used Command Circuit to get us here fast. We scout the Zenith point for Draconis Stuff. Here are a few JumpShips, no major threat, and one of which with a Leopard CV and 6 fighters. We launch our six fighters and then our Avengers.
We want to take it out and then if possible, capture it. They have six fighters too, 2 each of the Combine Light, Medium and Heavy. Sholagar, Shilone and Slayer. I order our fighters to take on their fighters and leave the Leopard CV to the Avengers we don’t want them overly damaged since we don’t own them. We lose two fighters, one is recoverable, and then we capture the Leopard CV but it has around 8 mill of damage. We destroyed two of theirs, and then fled to a JumpShip with a Small Craft bay and head out. We can recover their Sholgar, it’ll take 1.5 mill for parts and our techs can fix the rest. Our Sparrowhawk was lost, and we’ll replace it with the Sholagar, and we can salvage the Corsair for 1 mill. It’ll take 7 days for their Sholager and 5 for the Corsair after we bring in parts for the Sholagar.
We captured a Leopard CV. While our Avengers, and DropShips head to the surface, we’ll fix our Corsair, since we have the parts and leave behind crew to get the Leopard CV ready for Jumping out and we attach it to our JumpShips.
Corsair – 1 mill battle loss
Sparrowhawk gone
Apr 18, 3025 – We arrive at the orbit of Galtor III and have 5 fighters. We are ordered to help with the defense of New Derry City. They buzz us with 18 fighters with no additional support. They are really trying to keep us clean. We destroy three with our Avengers, two with the Fortress, one with fighters, but lost our Corsair for good. They head out. Having lost a third of their fighters.
We land and arrive and get a sit-rep from the local leader here Sir Dobson in his Warhammer. This city has a bunch for blocks and such, and there is a local mercenary force called the “Lone Wolves” with green, renegades and ex-prisoners that fight in older mechs and show up at every battle and offer themselves to the defender. Attacking the city from the north are the 5th Galedon Regulars. They prefer medium units led by General Grieg Samsonov, and are veteran. We take up positions.
Battle Loss – Corsair – Luke ejected.
Apr 21, 3025 – After consolidating their position, the 5th moves in to take us all out. They have 30 fighters after losing 6 to us, buzzing around. Sir Dobson has all defenders break out into smaller units like lances and such, and then hit them hard punishing them and then either hit and fade or just smash and win hard.
We agree to meet up somewhere else in the city for all surviving elements if we hold and a backup outside if we lose.
Our mech squad lance scout runs into their lance. This is the one with the Javelin, Grasshopper, PXH with the green guy and then Wolfhound.
Here is who we run into:
Wolverine 6K – This is the one with LL, 2 ML, 1 S and SRM 6, max armor and 5/8/5 movement, 14 sinks
Shadow Hawk 2K – PPC, 5/8/3 152 armor, 17 sinks, LRM5
Trebuchet TBT-7K - AC, PPC, SRM2, 120 armor, 11 sinks
Hatchetman HCT-3F – 45 tons, 4/6/4, Hatchet for physical attacks, 11 heat sinks, 104 armor, AC 10, 2 ML,
They have a better BV with 5603 to our 5107. We can either retreat at any time but the winner keeps salvage.
We are fighting on a city map, 16x17
This is our Wolfhound, a new Davion light mech 35 tons with max armor, 6/9 movement and all energy weapons to keep it from explosions and in a fighter until the foe is dead or you are too wounded.
https://cfw.sarna.net/wiki/images/0/08/Wolfhound_RGilClan_v17.png?timestamp=20210804203758
Abe Sargent
12-14-2024, 09:39 AM
We are in a city park map on the right and they on the left
Turn 1 – We deploy on the east they on the west. We lose Init. Their TBT bases our Wolfhound. They focus fire on our Grasshopper us their TBT. Neither falls. Our Wolf and their TBT kick, no one falls
Turn 2 – We lose init again, they hop the TBT away, I focus on the Wolverine. They keep focusing on our Hopper, it doesn’t fall
Turn 3 – We keep losing that init. Their Hatchetman charges and bases our Wolfhound, I jump our PXH behind it. They expose their TBt, and I move my Jav and Hopper next to it. Their SHD and Wolverine base my Wolfhound, I base their wounded TBT. I go over heat with the Jav. Our Grasshopper hits the ammo on their TBT and it explodes. Our Wolfhound is standing, and now they’ll try and kick it three times from damage. And Axe the head with the Hatchetman. They don’t they flee. It doesn’t even fall after 40+ damage and two kicks connecting
Salvage:
Trebuchet TBT-7K - LA, RL, H
We collect the salvage, staple on some armor and move out!
Abe Sargent
12-14-2024, 09:54 AM
The next lance to get hit is…Vee company #2’s Smash lance! We have here our Von Lucker,
Demolisher, Behemoth and Ontos. Nasty stuff! This is Roger Dyson’s Von Luckner. They have:
Phoenix Hawk – 1K – max armor, 6/9/, no jump jets, 3 more heat sinks, Sl, LL, 2 ML
Scorpion
Clint CLNT – 1-3R – 1 AC10, ML, 72 armor, 6/9 movement,
Another Wolverine 6K
The Clint has light armor for it’s role
We are on the CityTech map
This is our Ontos with 8 ML and 2 LRm5s:
https://cfw.sarna.net/wiki/images/thumb/f/fc/Ontos_RGilClan_v29.jpg/191px-ti6nhsl3myyr3n0re7cld4n9i4e2etw.jpg?timestamp=20230709204839
Abe Sargent
12-14-2024, 10:26 AM
Turn 1 – We win init. Their Wolverine bases my Von Luckner, and Scorpion my Ontos. I focus fire on their Scorpion. They focus on our Demolisher. They hit our front armor a few times and it’s movement is reduced by one. We destroy the Scorpion’s Right Front Leg and it falls and cannot kick the Ontos. We hit it’s SRM6 once
Turn 2 – We win init. Do I eject the Demolisher or take one for the team? Their Scorpion stands and bases the Behemoth after it moves. Their Clint bases the Behemoth too. I need to keep the Demolisher as a target to keep the Behemoth from dying to their based mechs. I turn it to face the right side. Their Wolverine immobilizes our Demolisher, which hits the FRR and hits two foo t actuators there on the Scorpion. It destroys the RT, and it’s immobile. It’s gyro hit twice by our Behemoth. Our Ontos hit it’s engine 2x, our Von Luckner hits the Clint’s AC10 ammo and it explodes, two dead mechs!!! They pull out and our techs fix the Demolisher in a couple of hours and we bring the salvage with us.
Salvage:
Scorpion – Missing RT, RFL, 2 Gyro hits;2 Engine hits.
Clint – H, RA, LT, LL
Us:
Demolisher – Immobile - fixed
Abe Sargent
12-14-2024, 10:46 AM
Our next unit to get hit is…2nd Tank Company again, scout company with Vindicator. This is: Maxim, Saracen, Drillson and Galleon. I sent the Vindicator and Cataphract with my two scout tank lands in case of heavy opposition. This is Mary Okere’s Maxim
We are running into:
Trebuchet TBT-7K
Hermes II – HER-4K – 2 LL, 11 heat sinks, 120 armor, 6/9
Shadow Hawk 2K
Whitworth – WTH-1 4/6/4, 2 LRM10, 3 ML, 128 armor, 10 sinks
Love that Whitworth and would love to capture it.
This is our recently captured Vindicator:
https://cfw.sarna.net/wiki/images/3/35/Vindicator_RGilClan_v25.jpg?timestamp=20221230163305
It’s got a PPC, 4/6/4 movement, LRM5, 1 Ml, 1 Sl and 16 sinks, so it can fire them all as well as max armor! Love it loads!
We are on a city map
Abe Sargent
12-14-2024, 11:34 AM
We deploy on the northern corner. We can only see the Hermes II.
Turn 1 – We lose init. We see their Whitworth, on the north behind a building. Their Hermes II bases our Saracen. Drillson to the rear of their Hermes II. Our Vindicator bases their Hermes II. Their TBT bases my Saracen too. I focus fire of the Hermies II but it’s +3 to hit. Our Drillson hit’s the Large Laser twice on it. Their TBT kicks the Motor system on the Saracen, reduced movement
Turn 2 – We win init. Maxim and Drillson to the rear of their Trebuchet. Hermes II bases Saracen retreating I put the Vindicator on top to protect it. Their TBT hits the motor system in the Galleon, =1 PSR – our Drillson hits the hip and foot actuator on their TBT, and it falls. When it does, it blows off the RL, it’s free and can be added back on.
With a badly wounded Hermes II and a legged TBT, but us a damaged Galleon and Saracen, they push into Turn 3.
Turn 3 – We lose init. Their TBT cannot rise. I don’t have it in our LOS this turn because I needed max move with the Drillson and Maxim. Our Maxim’s MG hits their Hermes II head’s sensors. Oru Saracen hit’s the other LL. Both hit hard. Our Drillson gets a Limb Blown off on the LA, it’s on the ground. Our Vindicator hit’s their Whitworth’s Foot actuator, Their Hermes II falls and this the engine once. No physical attacks from it this turn!
They stand up the Hermes II and flee it’s savaged but has it’s movement , they ejected the legged TBT.
Salvage:
Trebuchet TBT-7K – Missing RL, on the ground. Fix two actuators
Us:
Saracen - damaged motor system
Galleon – Fix motor system
We fix the Saracen and Galleon they head out, as well as the Trebuchets’ actuator sand put it back on, it’ll be ready in 3 days.
Abe Sargent
12-14-2024, 11:50 AM
Next lance to get hit is…Vee squad #1, smash lance. This is the Manticore, Behemoth, Brutus and Bulldog. This is Alice Sanchez’s unit. They have:
Shadow Hawk – SHD2K
Hunchback 4G – That’s the nasty 4/6 AC20 2 tons of ammo and 2 ML, 1 SL, max armor and 13 sinks we have
Blackjack – BJ1 - 2 AC2, 4 ML, 4/6/4 movement, 136 armor and 11 sinks
Griffin – 1N – 5/8/5, PPC, LRM10, 152 armor, 12 sinks,
They must have captured a Blackjack. All vets, we need to keep away from that AC20 with my tanks, but this is a close smash lance, so that may not work like we hoped.
This is Alice’s Manticore:
https://cfw.sarna.net/wiki/images/thumb/0/09/Manticore_RGilClan_v31.jpg/191px-4pdo3ak8z0ozsiftearzlqq9s3k0cnb.jpg?timestamp=20230408010836
It’s got 1 PPC, 1 SRM6, 1 LRM 10, 1 ML. Ready for the smashing strength into strength here?
Let’s do it to it!!!
Abe Sargent
12-14-2024, 12:28 PM
We are on the City Park map again, but this time I rotated it so we are in different part of it.
Turn 1 – We win init. They have two mechs in the north where we are it’s their Griffin and Hunchback. They are at long range though. I need to take out that Hunchy and focus fire on it. They don’t focus their fire. They hit our Manticore +1 to PSRs, their Hunch didn’t even take 20 damage
Turn 2 – We win init. We back up our tanks, their Shadow Hawk arrives, we can only see their Hunchback and Griffin after moving back, I fire at the Hunchy again. Our Brutus eats an Ac20, their Hunchy falls from damage.
Turn 3 – We roll an 11 and lose init to 12. It rises and charges us. Their BL jumps to our North. They hop the Shadow Hawk to our south and front. Manticore destroys the Hunchback’s LA. Our Brutus hits the AC ammo and it explodes! Dead Huch!
They flee and we took out their nasty Hunch! We grab the limbs and head on.
Salvage:
Hunchback H, LL, RA
Us:
Manticore - +1 PSR fix
We fixed the Manticore
Abe Sargent
12-14-2024, 12:39 PM
The next lance to face a problem is…Vee Company #2 Command Lance with the Schrek, Hunter, Saladin and Maxim. This is the Maxim of Ryan Oliver
We are facing:
Whitworth
Assassin – ASN-21 – 7/11/7 movement, 72 armor, 1 MR< 1 SRM2 and 1 LRM 5.
Shadow Hawk 2k
Wolverine 6k
CityTech map again.
This is our Schrek PPC Carrier with three PPCs!!!
The next lance to face a problem is…Vee Company #2 Command Lance with the Schrek, Hunter, Saladin and Maxim. This is the Maxim of Ryan Oliver
We are facing:
Whitworth
Assassin – ASN-21 – 7/11/7 movement, 72 armor, 1 MR< 1 SRM2 and 1 LRM 5.
Shadow Hawk 2k
Wolverine 6k
CityTech map again.
This is our Schrek PPC Carrier with three PPCs!!!
[IMG]https://cfw.sarna.net/wiki/images/thumb/e/e4/Schrek_RGilClan_v32.jpg/773px-6kyhe430wm9jkcvzg9u4fychzqmlpr2.jpg?timestamp=20230423194404
Abe Sargent
12-14-2024, 01:10 PM
Turn 1 - We lose init. Their Assassin in the north and south edge is the rest. I focus fire on that Wolverine. Just a light dusting of armor.
Turn 2 – We win init. Saladin to the rear of their Wolvie. Maxim too, but it skids I focus fire on their Wolverine. Assassin behind Saladin. They set the hex with our Schrek and Hunter on fire with accidental misses. Their Wolvie eats damage but is standing. They miss the kick on our Saladin. The Schrek is internal on the front
We retreat.
No salvage
Next up is Mech Company Command lance:
Zeus
Enforcer
Valkyrie
Marauder
We are facing:
Whitworth 1S – Swaps LRMs for SRM6s
Quickdraw
Panther
Griffin
This is our Valkyrie: It's got an LRM10 and ML.
https://cfw.sarna.net/wiki/images/thumb/4/44/Valkyrie_VLK-QA_FSW.jpg/592px-dh7mbuqdjuglug87cql6gd6qnyokqc9.jpg?timestamp=20190310224308
Abe Sargent
12-14-2024, 07:51 PM
Turn 1 – We lose init. I focus fire on the Whitworth. Well, my Zeus cannot see, him, so the Panther for him. No, everyone else can see the Panther, so on it. They don’t focus, light peppering, no one took 20 or fell.
Turn 2 – We lose init badly. 3 to 11. They charge with the Quickdraw and Panther. I focus fire on their Panther. Our Marauder destroys the Panther’s LL. It falls. None of ours do.
Turn 3 – We lose 4 to 5. Their Panther doesn’t rise. My MAD Bases it, their Griffin bases my MAD, Evan Marsh’s Enforcer o the rear of the Griffin, Their Quickdraw next to my MAD. Valkyrie and Enforcer fire at the rear arc of the Griffin. Our MAD destroys the LT of their Panther, the LA is on the ground. He hits the engine once. Our Zeus smashes it’s gyro twice, immobile mech. They try to make up by kicking my Valkyrie and Marauder. Nope. Neiter fall. They head out and we secure the space
Salvage:
Panther, missing LL, LT, hit engine x1, gyro x2
We can fix the engine, but our 2nd try, and the gyro on the first,, so 11 days for all fixes, if we spend the money to fix it.
The next lance to hit up an enemy is 1st Vee Company recon lance. This is the one escorted by the Cataphract. Its got:
Maxim, Pegasus, Hetzer, Vedette, Cataphract that Maxim is Roger Sanchez’s.
We are facing:
Dragon 1N
Centurion CN9 – AC10, 4/6, 10 sinks, 136 armor, LRM 10 , 2 ML, one read facing
Cicada – 8/12, 2 ML, 2 SL, 4 tons armor, 10 sinks
Wolverine 6 K
This is our Maxim, a 50 ton hover tank that can carry 3 tons of infantry, has 1 SRM 6, 3 MG< 3 LRM 5, and 2 SRM 2 with 8/12 movement:
https://cfw.sarna.net/wiki/images/5/5b/Maxim_RGilClan_v26.jpg?timestamp=20230113002936
Abe Sargent
12-14-2024, 08:19 PM
Another city map!!
Turn 1 – We lose init bad. 3 to 11. We move forward and cannot see their Wolverine. I fire at the Centurion. They pepper us their Centurion remains standing
Turn 2 – We lose init. We push back. We focus on their Centurion, but longer range this time. Our Cataphract hit’s their Centurion’ s ammo and it explodes! Dead mech!
Salvage:
Centurion – RA, LA, H, LL
They head out. That’s a kill by Palmiro Umbari in their first action for us!
Next lance of battle is…also Vee Squad 1st Company, but this time the fourth lance of Plainsman, Maxim, Hunter and Hetzer. That Maxim is Ghaaliya bin Nadhir’s.
Here is who we are fighting:
Panther
Phoenix Hawk 1K
Hatchetman
Hermes II 4K
City Park again
This is our Hunter Light Support Vee with LRM 20 and 2 tons.
https://cfw.sarna.net/wiki/images/9/9b/Hunter_RGilClan_v33.jpg?timestamp=20240223002436
Abe Sargent
12-14-2024, 09:21 PM
Turn 1 – We lose init. They base us with the PXH and Hermes II. I focus on them and backup fire on the Hatchetman. Our Hetzer AC20 goes internal in their Hatchetman’s LL and hits the Hip and foot it falls. Just peppering by their units on ours. Our Plainsman hits 2 engines and a heat sink their Pixie. Their Hatchetman destroys the LL falling. They immobile our Maxim with a kick by their Hermes. So we each have taken out a unit.
Turn 2 – We lose init again. Do i eject the Maxim? Or leave it as a target of opportunity? They don’t; stand the legged Hatchetman. I charge over the Plainsman. I’ll leave the Maxim there. I cannot get my Hetzer with LOS to the Hatchetman, it fires at the Panther, the only one it can hit. Our Hunter hits the LL actuator on their Phoenix Hawk, Our Plainsman hits the AC10 and sink on the Hatchetman. Their PXH falls on top of our Maxim. They kick us twice no major injuries.
Turn 3 – We win init! That’s nasty good. They twist the direction of their Hatchetman. They rise the PXH and move it north and one above the Maxim. I still don’t eject the Maxim. Come at me! They exposed the PXH back to the Maxim, so if I moved the Plainsman back we can back shot it. I do it, and am in the Maxim space. They rush the Panther at me. I move the Hetzer to shoot their Hatchetman. Our Plainsman Destry’s the PXh’s Ct again, dead mech! We also hit the gyro three times too.
They eject the legged Hatchetman and flee, and we capture two mechs.
Salvage:
PXH 1K damaged 3 engine hits, 2 leg actuator hits,3 gyro hits
Hatchetman HCT-3F, needs to reattach the leg
Us:
Maxim – Immobile
We grab salvage and fail to fix the Maxim once, but nail it the 2nd time. It'll take two days. We can fix the PXH Engine, leg actuators and…gyro 9 days it’ll be ready. The Hatchetman is ready now.
The next lance to get hit is this company, but this time CO Command Lance Stephen Marsh’s. This is the Patton, Von Luckner, Condor and Goblin.
We are facing:
Dragon 1N
Quickdraw
Vulcan 5T
Jenner – JR7D – A beloved light mech for the Combine like their Panther, It has 7/11/5 movement, 64 armor, 4 Ml and an SRM4 with 10 sinks
I love that Vulcan and would love to snag it.
This is our Patton, heavy tank with an AC10, LRm5, Flamer, SL, and 4/6 movement
https://cfw.sarna.net/wiki/images/thumb/d/d8/Patton_RGilClan_v27.jpg/800px-flmompews2vx2ah9xfa2h9luimurhph.jpg?timestamp=20230125025130
Abe Sargent
12-14-2024, 10:34 PM
Turn 1 - We lose init. Their Jenner bases my Patton, Goblin and Condor. It moved +3 to hit but is close. It’s next I have to target it over the Vulcan just three hexes away since I need to drop it so it cannot kick us. They focus fire on our Von Luckner. We hit a ML on their Jenner. They didn’t take 20 to try and tumble them. It missed a kick and stood standing.
Turn 2 – We win init! Vulcan bases our Goblin and Patton, but I can get the Condor and Von Lucker in it’s rear. I do it and he flees with the Jenner. The Vulcan hits the Patton for -1 movement, our Von Lucker’s AC10 hits the Vulcan’s H and then hits the Sensors once, their Vulcan stands through the hits. They miss the kick and remain standing
Turn 3 – We win init again. Condor to the rear of their Jenner. They flee the Vulcan. I turn my Patton around to face the strong armor side. Everyone else their Vulcan. Their Quickdraw reduces my Patton’s speed by another -1. They hit the AC5 on out Patton.
Turn 4 – We win init. Their Vulcan bases our Goblin. Condor behind it. I turn my Patton so the fresh front is facing them. Our Condor destroys the H on their Vulcan and it’s down. Our Patton’s engine hit once more to -3 movement.
With a headed mech they flee. We capture it!
Salvage:
Vulcan 5T missing H
Us:
Patton: Needs engine fixed, AC5
We can fix the AC5 and engine after a few hours.
Another lance battle heads out, it’s mech company and their fire support lance which is their Awesome, JagerMech, Archer and Crusader. Not great for the JagerMech though this in tight quarters.
They are:
Jenner
Wolverine 6k
Hunchback 4G
Crusader 3K – This has 4/6 movement, 192 armor, 2 LRM 10s, 2 SRM6ss, 2 MLs,16 heat sinks
This is both of our Crusader’s ours the Davion variant. Each are long rang missile boats with SRMs too!
https://cfw.sarna.net/wiki/images/thumb/d/dc/Crusader_RGilClan_v17.png/555px-1ca4zzfqukkoiur1bl8yxfi5ominyno.png?timestamp=20210804200356
Abe Sargent
12-14-2024, 11:52 PM
Turn 1 – They deploy the Wolverine mid, the rest in the south. We lose init. Their Wolverine bases my Awesome. I target it with everything. We pepper each other, no one took 20 or more. We each kick and stay standing.
Turn 2 – We win init. They back away the Wolverine. I focus on it again. Our Crusader hits the LL actuator on it, it falls.
Turn 3 – We win init 4-3. Wow. I’ll take it though. Their Wolvie doesn’t rise. I kept my JagerMech still, and I can move my Archer, Awesome next to their CRD that just moved forward. Do it? I move forward my CRD north of it. They move up the Hunchy to where I’d base with Archer, so nope. Awesome bases though to the north. Their Jenner to it’s rear, my ARC to its and right behind it. Our Archer hits the Jenners LL and nails a leg actuator but it stands. They focused fire on my Archer it took a ton and they hit the LRM 20 once and a leg actuator and needs 8 twice and got it. We all kick lots. My Archer kick and legged the Jenner by destroying it’s RL. We kick their Crusader to their ground but they do it with their Jenner too.
Turn 4 – We win init, because of their savaging our Archer they keep coming. I stand up our CRD ad back him up. Their Jenner remains on the ground. I move my Awesome by the Crusader. Their Crusader rises and bases our Awesome. I back up the Archer and try to move into the woods. Their Wolverine on the ground still. I turn my left side to everyone, with little armor gone. They split targets our Crusader and their Hunch make PSrs, we succeeded, they didn’t. Our Awesome punches their Crusader in the Head. Funny.
Turn 5 – We win init. They keep pushing. No mechs are down yet. Their Jenner and Hunch don’t rise. Their Wolvie too. Their CRD bases our Awesome again. The Jenner hits our Archer’s LL hip. Their Crusader gets a limb blown off on our Archer’s LL and it falls. Our Awesome destroys their Hunchy’s CT dead mech! Their CRD tries to match and kick our Awesome to the ground. They miss, we miss the punch
They flee and we get the legged Jenner
Salvage:
Hunchback – H, RL, RT, RA, LT, LL, LA
Jenner – missing RL, hit ML
Ours:
Archer – hit LRM20 and leg actuator, hip too reattach LL
Our Archer was savaged badly. I cannot repair the LRM 20 first try, but 2nd, 4 days, actuators and hip are fine. Then we can reattached the leg easily. 5 days total. We grab the salvage and head out.
Another lance is hit! It’s Company 2’s Smash lance again, which is the Ontos, Demolisher, Behemoth and Von Luckner – these are our foes:
Panther
Dragon
Shadow Hawk 2K
Trebuchet 7K
This is our Behemoth an 100 ton 2/3 assault machine with 4 LRMs 5, 2 AC10, 2 SRM6, 4 SRM2, 4 MG. Note that slow movement.
https://cfw.sarna.net/wiki/images/thumb/e/e9/Behemoth_tank_RGilClan_v31.jpg/800px-7vrgzyakvklg3vikd0izwr5jhklk7co.jpg?timestamp=20230408010121
Abe Sargent
12-15-2024, 12:32 AM
We are on another City map!
Turn 1 – We lose init. I started in the middle and move walking 3 hexes all. I fire on their Trebuchet the closest one. Our Von Luckner hits its’ RA two actuators. Our Ontos nails it’s AC5 its down. It falls under damage, they just peppered our tanks,
Turn 2 – We win init. They tried to stand the TBT, fail, then rise. I retreat a few hexes. I keep focusing on that TBT. It hits our Demolisher for -1 movement. Our Demolisher’s AC20 smashes it back and destroys’ the RT, RA free. Dragon hit our Demolisher for -1 movement too. Shadow Hawk hits the Demolisher’s engine for -1 too. The Von Luckner hits the Trebuchet’s engine x3 and gyro x2. It’s double shut down. Kill by Roger Dyson!
They flee and we take the salvage and head out!!
Them:
Trebuchet 7K – Missing RT, LA, Ra needed reattached, 3 engine, 2 gyro,
Us:
Demolisher - Fix Movement.
We fix the movement in a few hours, and head back to camp. We can fix the Trebuchet’s engine and gyro in 6 days but we need the RT.
The next lance to be hit is…this company’s Command Lance which we treated from before and is our only loss. This is the Shrek, Hunter, Saladin and Maxim.
Our foes are:
Quickdraw
Cicada
Griffin
Panther
This is our Saladin it’s a light hovercraft with an AC20 and it’s nasty
https://cfw.sarna.net/wiki/images/thumb/e/ee/Saladin_TRO3026.jpg/800px-00m9q3jj61omjbe1gujb1vyzq5wy9gd.jpg?timestamp=20100108173656
Abe Sargent
12-15-2024, 01:41 PM
We are back at the City Park!
Turn 1 – We lose init. They have their Panther in the south and everyone else in the north. I want to target Cicada, but only two can draw LOS. Our Schrek PPC’s PPc smashes the head of their Panther, hits the Cockpit and it’s dead!
Wow, that’s fast. They pull out. We grab the salvage and head home.
Salvage:
Panther – hit cockpit. We restore it in a few hours.
Next….it’s mech company smash lance. This is our Atlas, BattleMaster, Hunchback and Banshee.
We are facing a:
Dragon
Archer 2k - this is a mech with 176 armor, 2 LL, 2 LRm15, and then 12 heat sinks
Shadow Hawk 2K
Jenner
We are on a city map!
This is our Banshee, it’s an 3S variant with a 3/5 movement, 2 PPCs, AC10, 4 ML, SRm6 and a SL
https://cfw.sarna.net/wiki/images/thumb/5/58/3025_Banshee1.jpg/332px-8jjt9bhsp9cudeg39f6t1m0xcqa0bkf.png?timestamp=20221127143235
Let’s get this started!!!
Abe Sargent
12-15-2024, 11:12 PM
Turn 1 – We both set up in the middle, we win init. I fire at the Archer! It just moved +2 to hit. Our BattleMaster hits the LA for an actuator hit on it, it took a massive ton of damage but is still standing after needing an 8.
Turn 2 – We lose init bad. I back up our team. They back up the Archer and charge with the Dragon, but I still focus on it. It’s at long range for ML, Ac20 stuff Our Hunchy destroys the LA of their Archer. Our BattleMaster hit’s it engine once. They knock our Banshee down with damage.
Turn 3 – We win init. I move back up. Their Shadow Hawk bases our Banshee. My BattleMaster bases it. Time to rise the Banshee and run. Can we get it? Yup! I fire missiles at the Archer trying for an engine shut down and everything else at the SHD. Our BM hits the PPC on their SHD twice. It tumbles.
Turn 4 - We win init 11-10. Their ARC runs. Our Hunchy bases their SHD in woods. Their Jenner runs behind the building near our Banshee and our BM bases it. Their SHD rises, and I back up my Banshee. We have a chance for a double kill on their SHD and Archer. Or even a leg on the Jenner from the BM. My Hunchy can only hit their Janner they ran the Archer out of range. Our Banshee destroys the SHD RL limb blown off crit, LA. It’s down. Our Hunchback’s AC20 destroys their Jenner’s RT. Arm on the ground. Our Atlas hits two leg actuators on their Archer and destroys the RA. Our BM destroys the Jenner’s LA and then hits the gyrox2 and engine once, shut down.
They rise the Archer and Dragon and retreat.
We salvaged:
Jenner missing LA, RT, two hits on gyro, 1 on engine – we can fix the gyro on the first try and engine on the 1st too – 4 days total
Shadow Hawk 2K missing RL and PPC hit twice. We can it the weapon in a few hours.
We grabbed two and were that close for the Archer too!!!
With our leader/smash slooow lance hitting HQ, that it the last one, we smash hammered them and they are retreating!
We have successfully defended Derry City!
Abe Sargent
12-16-2024, 12:42 PM
April 22, 3025 - We have finished relocating to our new HQ here in the city. We sent the 5th Galdeon Regulars packing! The Lone Wolves mercs won a bunch as did the locals and Sir Dobson survived in his badly damaged one-armed Warhammer. We spend some time unpacking and reammoing, armoring and more. We fix tanks and mechs alike, and get salvage that’s lightly damaged up and running!
Just as a heads up, here is the salvage from the day long of lance fights in the city:
Salvage:
Mechs:
Jenner missing LA, RT, two hits on gyro, 1 on engine – we can fix the gyro on the first try and engine on the 1st too – 4 days total
Jenner – missing RL, hit ML
Shadow Hawk 2K missing RL and PPC hit twice. We can it the weapon in a few hours.
Panther – hit cockpit. We restore it in a few hours.
Panther, missing LL, LT, hit engine x1, gyro x2
Trebuchet 7K – Missing RT, LA, Ra needed reattached, 3 engine, 2 gyro,
Trebuchet TBT-7K – Missing RL, on the ground. Fix two actuators
Vulcan 5T missing H - 40 ton mech
Scorpion – Missing RT, RFL, 2 Gyro hits;2 Engine hits.
PXH 1K damaged 3 engine hits, 2 leg actuator hits,3 gyro hits
Hatchetman HCT-3F, needs to reattach the leg
Pieces:
Hunchback – Hx2,RL, RT, Rax2, LT, LLx2, LA
Trebuchet TBT-7K - LA, RL, H
Clint – H, RA, LT, LL
Centurion – RA, LA, H, LL
There we are! I want the Vulcan 5T as fast as possible, and the Clint is also a 40 ton mech so …13 hours later it’s attached. We fix up the hit cockpit Panther, 2nd , Trebuchet TBT-7K with the missing leg on the ground and actuator damage and the PSH-1K with engine, gyro and actuator hits and Hatchetman too first. We get those five mechs up and running after fixing our stuff. I check our extra parts, any more I can fix? Nope, they are Locusts or Assaults and Dragon. I could try and move the first heavily damaged Jenner’s RL to the 2nd and free it. I don’t take that risk though.
We spent 2.5 mill on armor and 1.75k on ammo. That 50% support will help that ammo out. We lost nothing in the first day of battling.
They move to attack other places in Galtor III. We have time to fix and get everything ready, we shocked them by how thoroughly we owned them, us, the Wolfes and the locals. All won!
May 1, 3025 - The next month arrives! I thought about heading back to Galatea with Evan March to recruit dispossesseds for the dead mechs we captured. But they helped us get here fast with Command Circuits, that would take too long elsewise.
May 9, 3025 – The first wave of assaults on Galtor III are done! More reinforcements have arrived and the 2nd wave has begun.
Abe Sargent
12-16-2024, 03:22 PM
May 11, 3025 – New Wuhan City falls.
General Yoriyoshi from the Combine lost his job after the loses of three months of operations. We are facing five Combine regiments on planet. Reinforcements arrive to New Derry City from Sumner’s Battalion. The city is surrounded, and they lost their attacks and aren’t coming in, but we cannot break out either.
The Suns recaptured Marduk and reinforcements are able to hit here now.
May 18, 3025 - Davion reinforcements arrive. They try to bring supplies and materiel to New Derry City with 6 Leopards and Kurita fighters are waiting and kill two the rest break back. I don’t sent my Avengers to meet them since they are rentals.
May 22, 3025 - Since supplies are tight, we request from Sir Dobson a raid on the 5th supply convoy in the south flank. They are moving a number of trucks, and then we can capture and procure them and their stuff to help out. We are approved, and head out tomorrow. I cannot take my slower units since we need to hit them while moving. I cannot take any slower 4/6 units, although 4/6/4 with JJ works. Therefore, I cannot take:
Atlas, BattleMaster, Hunchback, Banshee, Behemoth, Patton, Von Luckner, Manticore, Brutus, Cataphract, tons more.
I am taking Hunter, Vindicator, Javelin, Hetzer, Maxims, Condor, Goblin, Pegasus, Vedette, Plainsman, Saladin, Saracen, Drillson, Galleon, Wolfhound, Enforcer, Grasshopper, Valkyrie, PXH, both VTOls
So, I am also taking reserve of the rest in case we are being chased back by guards or reinforcements. I can only take 7 mechs, I move folks to the captured and running Vulcan, Hatchetman and Trebuchet 7K, Panther with jump jets (4/6/4) and Phoenix Hawk 1K.
Here are my new assignments for tracking kills and levels up
Flavia Obed-Marsh, Vulcan 5T, elite
Mitch Raymond, Trebuchet – veteran
Palmiro Umbari, elite, Hatchetman
Kamaka Pukui, veteran, Panther
Meghan Morton, elite, Phoenix Hawk 1K.
I am taking four infantry and all jumps on Maxims and a 5th on a Goblin.
Then here are our foes:
12 J-27 Ordinance Transport – 1 MG, carries 1 ton armor, carries 8 tons of ammo, 5/8
1 Mobile HQ
4 CargoMechs – 3/5 216 armor, 17 tons of cargo each
8 Sherpa Armored Trucks - 7 tons of cargo each, 1 MG, 4/6 movement, 31 armor
Then these guards:
Vees:
1 Demolisher – we know it
1 Rhino Support Tank – 3/5, 2 LRM20, 1 LRM10, 2 ML
1 Puma Assault Tank PAT-001, 1 flamer, 1 PPC, SL, 2 ML, 1 SRM4, 2 LRM20
1 Manticore
1 LRM Carrier – light armor, 3 LRM 20s,
1 Rommel – 4/6, 176 armor, 1 AC20, LRM 5 and LRM 5
1 Goblin
1 Vedette
1 Condor
1 Hunter
1 Harasser
1 Galleon
All vets
Mechs:
1 Victor – we’ve fought them before 4/6/4 Assault with AC 20 - but light armor
1 Goliath – Assault quad with 17 sinsk, 4/6 movement, PPC and 2 LRM 10s amd 2 MGs too
1 Dragon
1 Archer 2K
1 Quickdraw
1 Jenner 7F – variant with 4 Ml and better armor – but still 10 sinks
1 Blackjack
1 Centurion
1 Dervish – 5/8/5, 2 LRM 10s, 2 SRM 2s and MLs too, 120 armor, 10 sinks
1 Wolverine 6k
1 Phoenix Hawk 1k
1 Shadow Hawk
All vets!
They have 3k more BV than us.
We are on a 25x25 map with the east 30% lake, west city and roads in the middle. We start on the bottom, them on the top.
Abe Sargent
12-17-2024, 02:50 AM
Turn 1 – For deployment I’ll have my hover stuff on the left flank. It has dense woods in the city to hide in. We lose init 4-3. I move down all three flanks. I fire on an LRM Carrier on the right flank. And a Victor on the east side with +1 movement at long range. Then the Blackjack for things in the center too far from the Victor to hit him. Our PHX 1K Mehan Morgan destroys the front side of the LRM Carrier. Our Valkyrie hits the AC ammo on the Victor and it explodes!!! Two kills of two dangerous units in in one turn!
Turn 2 - We lose init 12-7. Rough. I keep charging on all flanks. A Harasser flanks us on the ocean. The only thing my left flank can see are the cargo mech, so I skip since I need to capture them. O focus much fire on that Archer. It’s +2 to hit. Backup fire into the Dervish on the ocean who didn’t move. Some at the Demolisher. Grasshopper’s LL hits their Demolisher and it’s movement dropped. Their Dervish connects with our Maxim and drops movement -1. Their Dervish fell and breached it’s LA. It’s useless. They pepper our PXH 1N.
Turn 3 – We win init! I rush up the right flank in the city, and some in the center. I leap back the PXH and turn to save it. Their Dervish goes Hull Down. Their Archer heads to the ocean next to our Galleon and Goblin. Wolfhound next to their Harasser which flanks and is rear of my Vulcan. Enforcer to it’s rear back. Jenner flanks our south and Shadow Hawk next to Panther and Hunter. I fire at a Vedette on the city flank. I focus much fire on the Demolisher and Archer to finish them off.
Their Demolisher destroys the RA of our Wolfhound
Our Wolfhound destroys the Front of their Harasser.
Our Saladin’s AC 20 destroys the LT of their Archer; Our Galleon hits it’s LL foot actuator
Our Pegasus hits their Demolisher and halves it’s moves.
Our Trebuchet hits the Demolisher and stuns the crew for two turns.
Our Hetzer #2 kills the Demolisher’s front side.
Their Dervish stuns the crew of our Saladin
Their Archer falls.
Turn 4 – We win init. I eject the Wolfhound, I am winning this battle. I also eject the savaged Galleon. They bring their Puma next to the Vedette on the east flank. Do I jump my Vindicator on it to shut them down from adding a Mech on top next? Next to it is the Uni, but nothing else, save the Vedette. I do it, now it cannot target me. PXH-1K unwounded on the Vedette next to their Puma. They stand the Dervish. Their Archer too. I move our Warriors to its rear. They’re +5 to be hit. I brings units to the right flank our Jav, Hatchetman Condor and Hetzer. Jenner next to Goblin. I try to finish off the Archer a bit here and there. I also focus on their Dervish on the west flank. I fire on the east flank at their Rommel with no +0s to hit. PXh on top of my Rommel.
Their Wolverine kills my Saladin stunned.
Our Maxim hits the engine twice and gyro once on their Archer; our other Maxim hits the gyro twice more. Dead mech!
Then our other Maxim hits the LRM ammo and it explodes. Not salvageable.
PXH1K hits on their Rommel a -1 movement and small laser
Our Javelin 10F stabs the engine and gyro once on their PXh on top of our Rommel
Our Vulcan 5T hits the Dervish ammo and it explodes. It’s engine has a cascade failure and their 2 adjacent CargoMech and Wolverine take a ton of damage. One CargeMech falls and breaches it’s RLL and cannot use them. The Wolverine fell and breached it’s LL it’s immobile.
Their Archer hits my Hetzer and halves its movement
Turn 5 – We win init again. I eject our Hetzer. Hetzer and Vulcan in Manticore’s rear! Rhino and Hunter in the east flank. Jav 10F leaps on top Rhino facing Hunter. Enforcer on the Hetzer facing the Manticore’s rear. Hatchetman bases their Quickdraw. They eject a breached CargoMech. Jenner to our rear. PXH to rear and behind our TBT.
Their Jenner hits our damaged Maxim for another -1 movement.
Our Maxim hits their PXH’s engine and gyro once each, dead PXH
Trebuchet on their Manticore – ½ movement
Our Vulcan kicks and destroys their Manticore’s rear armor.
They have lost 5 mechs and 4 tanks, but if they retreat they lose so I think they’ll try one more round before calling it, but they would be close.
Turn 6 – We win init 10-9. I eject the wounded maxim. Jav behind their Puma. Vulcan rear of their Centurion. Hopper and Panther next to their Rhino. Jenner bases my Pegasus. SHD next to my Valkyrie, Hatchetman to it’s rear adjacent. Quickdraw to our Enforcer’s rear.
Our Maxim hits 2 JJ on their Jenner – we destroy it’s LA
A Sherpa MG hits and drops the speed on our Maxim.
Our Goblin hits the Gyro twice on their Quickdraw – dead mech!
Our Condor hits their Rommel and halves it’s movement.
Their Rommel hits three leg actuators in our Vindicator
Our Grasshopper destroys the Rommel’s left side.
Their Goliath destroys the LA of our Trebuchet
Centurion – hit shoulder actuator on Vindicator
Shadow Hawk – blow off LL on Vindicator, we can reattach it.
Their Jenner fell and destroys it’s LT
Their Centurion fell
Our Vulcan kicks their CNT’s ammo and it explodes! It took 20 damage in the RT, transferred to the Ct after getting destroyed, and then the pilot blacks out from the explosion. That’s Flavia’s 4th kill with us!
Nothing else happens, after losing TWO fresh mechs and a damaged tank, they flee.
Our infantry captures the supplies and will pilot and bring back the stuff. We bring back four CargoMechs, 12 J-27s and 8 Sherpa trucks with ammo, armor and pieces. They are so badly hit they cannot really hit us fast and such. By the time they return, nothing is left.
Salvage:
Their Mechs:
Victor – H, LA, RA, LT
Archer 2k – H, LA, RA, LL
Dervish – RA, LL , H, LT
Centurion missing RT
Wolverine 6K, breached LL
PXH 1K – hit gyro 2x, engine once
Quickdraw with 2 gyro hits
We can fix up the PXH1K’s gyro and engine in 8 days. The Quickdraw‘s 2 gyro hits in 5 days. The Wolverine is ready now.
Their Tanks:
LRM Carrier – Not salvageable, tossed a 6.
Harasser – Yes, salvageable – tossed 10
Demolisher – yes salvageable, tossed 9
Manticore – nope tossed a 6
Rommel - yes salvageable 9
The recoverable tanks take around 3 days total to salvage.
Us:
Mechs:
Wolfhound – missing RA
Trebuchet - missing LA
Vindicator – 4 leg actuators hit. 1 shoulder, reattach LL,
We fix the Vindicator’s leg’s in 5 days, shoulder another 2. The Trebuchet LA salvaged will be used here, 5 days too. That missing Wolfhound RA is a 35 ton mech, we have none in our parts. It’s a Davion Suns only mech. And new, but we’ll see if we can find the new parts in the City.
Tank:
Maxim - -1 movementx2
Saladin – Destroyed, yes salvageable (I tossed an 8)
Hetzer – hurt movement
Maxim’s fixed in a few hours, destroyed Saladin in 3 days, the Hezter in 12 hours.
A CargoMech goes for 2.655 mill cash.
Abe Sargent
12-17-2024, 12:14 PM
Flavia gains 1 edge from her levelling.
May 23, 3025 – They’ve got to be shocked they lost to us. They lost half of their mechs and 5 of their vees, and us just a repairable Saladin. Their defense and mechs and vees were great, they had a strong city to hide in, and only the Blackjack was weak, and we could only use our smaller faster units. They started with thousands more battle value than us. That has to be shocking. Sir Dobson is now in a captured Awesome.
I ask around in the garrison to see if I can find a Wolfhound RA, I need a 10. I toss a 6. Nope. Does anyone have a spare 35 ton one in storage we could buy or trade for? 8 here, they are a pretty common body part to find with limb blown off crits and RT destruction of ammo. I toss a 7. Sorry close! Nope to getting it up and running.
We split what we captured. Sure, by contract it’s ours, but I share nonetheless. We are all In one boat here.
By the by our 8 captured Sherpas cost 227,000 and 12 captured J-27s 23 I ask if they wanna trade or buy them or the CargoMechs, but nope. We can sell them post battle for 10 mill CargoMech, 1.5 mill Sherpas and 225k the J-27s. Or I could keep the Sherpas and J-27s and use them ourselves. We also captured that Mobile HQ.
June 6, 3025 – An attack on the flank of the world towards the complex that’s main storage for the Star League base in the Mountains which was suppose to be thousands of miles from the key area by their 17th, 5th and their fresh Amphigeans merc units was ambushed and driven back after a long battle that lasted a few days.
All of our repairs from battle are done.
After that huge loss, the Combine has a marginal loss and equal numbers of troop as us.
June 21, 3025 – The Federated Suns’ Robinson and Cloves Draconis March Militias arrive. General Andrew Cunningham takes over the defense. Wave three has begun.
June 24, 3025 - General Samsonov’s 7 Combine Regiments are weak everywhere to attack. They are retreating from New Wuhan City and east of the Mountain pass. He is coming for New Derry City to remove us from his rear.
June 29, 3025 – Spies in New Derry City have located a still working drainage tunnel after bombing and city fighting. It’s the perfect attack route.
June 30, 3025 - That next morning their DropShips and fighters drop thousands of incendiary bombs to ignite the city. They are killing indiscriminately. General Samsonov orders in his 8th Galedon Regulars and 2nd Amphigeans Light Assault Group to attack us. The Amphigeans come down the drainage tunnel to attack us head on. They are moving to us to oust us from the city or destroy us. They charge our HQ. We are separating our units on four flanks with our mech company split up and then you’ll see below a surprise…
They are:
CO Commander Brigadier General Karl Gramenov
Veteran, prefers Medium like the 5th
Mercs so more diverse.
Their command company lead by CO Gramenov is attacking Sir Dobson in his Thunderbolt.
We get their smash company against us, since we did so well and didn’t lose a unit in the city fighting and then smashed a convey good. They are moving in against our mech company and XO Flavia Obed-Marsh they want to cut off our Head just like Sir Dobson…they are facing our main core 12 mechs not the extra 6 mechs. Marcus Darko is in the amazing Vulcan 5T not his armless Wolfhound!
Here they are:
Catapult C1
Orion – ONI-1k – 75 ton, 4/6, 10 sinks, 2 Ml, AC10, LRM 15 and SRM4
Goliath
Banshee 3E – Great armor at 240 points, AC5, PPC, Sl, 4/6 and 16 sinks
Cicada
Centurion
Hunchback
Shadow Hawk
Whitworth 1S
Dervish
UrbanMech
Commando 2COM-2d- 25 ton, ML, SRm6, SRm4, 6/9, 64 armor
Since our HQ is by a field, we are on the City Park map. We on the east, they on the west. For this game, I’m calling it foggy to represent our smoky ness. +1 to hit for everyone!
Abe Sargent
12-17-2024, 03:12 PM
We do have our infantry here too, by the by.
Turn 1 – We lose init. We can only move half movement. I move forward max, save for JJ. I fire at their Banshee. They target our Atlas and Hunchback that are standing, as is their Banshee.
Turn 2 – We win init 12-10! Vulcan behind their Cicada, Phoenix Hawk behind their Shadow Hawk. More fire on their Banshee. Our Archer hits the PPC on their Banshee. Our Banshee blows off the RA and it’s on the ground. Our Battlemaster’s La blown off too. It falls and hit’s the engine once. We destroyed it’s RT
Turn 3 – We win init!! Their Banshee goes Hull Down. Shadow Hawk by our Javelin, Grasshopper by it. PXH behind their Centurion. BattleMaster bases their Cicada, Vulcan retreats. Our Hopper hits two actuators in their Shadow Hawk’s LA. Our Jav hits a hip in their LL. Our Atlas hits the sensors in their Banshee’s head. Our BattleMaster hits the LL actuator on their Cicada. It falls. Our Hopper kicks the Shadow Hawk’s and destroy the LL. Our BM destroys the RL of their Cicada and RT.
Turn 4 - We win init!!! Their Shadow Hawk doesn’t rise. I hop the Vulcan, PXH over. They eject the Cicada! Their Banshee stands and shows their back to us. Our Vulcan destroy the Shadow Hawk’s RA; Our Jav his LA and one gyro, 2 engine hits. Our BattleMaster destroys the Banshee’s CT, Dead mech!!! We knock their Catapult down and hits its Foot actuator on the LL
Turn 5 - We win again! They eject the Shadow Hawk. Their Catapult rises. I focus fire on it. Our Bm hits it’s engine 2 times, gyro twice too, dead mech!! Another engine and gyro hit by our JagerMech. Our Atlas had a few actuators and they savaged our BattleMaster good! They destroyed it’s LA.
They flee. We won in five turns, but we’ll have to see if we hold and salvage or are needed as a reserve.
Salvage:
Banshee RA, LA, H, LL, LT,
Shadow Hawk missing LL, RA, LA, 2 engine, 1 gyro hit
Cicada missing RL and RT
Catapult with 3 engine, 3 gyro hits,
Us:
Atlas -hit ML, three arm actuators,
BattleMaster – Destroyed LA.
Our infantry grabs the salvage and loads it up.
The 2nd battle is against Vee Company #1. They send lighter units not expecting much.
Here are our foes:
Quickdraw
Trebuchet
Vulcan 5T
Crusader
Stalker STK-3F – assault with 2 LRM10, 2 LL, 4 ML, 2 SRm6s, 20 sinks,
Phoenix Hawk
Panther
Valkyrie
Wolverine
Blackjack
Dragon
Jenner
All vets, we also have our infantry here too. Same map
This is their Stalker:
https://cfw.sarna.net/wiki/images/e/ea/Stalker_RGilClan_v24.png?timestamp=20220226184827
It’s very common here!
Abe Sargent
12-17-2024, 11:54 PM
Turn 1 – We lose init. I start my squad on the north side fully. Our target is that Blackjack after I walk with my big stuff and move much with my hover stuff. Backup targets their Valkyrie and Panther. Their Blackjack slows our Plainsman movement -1. Our Brutus smashes the LRm 10 on their Valkyrie. Our 2nd Hetzer destroys the LT of their Blackjack. Both it and the Panther fall.
Turn 2 – We owned that init 12-6. Double theirs! Their BJ Rises and turns it’s back to us. I run the Plainsman back. Their Valkyrie rises. Some long range fire on the Crusader. I fire at the Vulcan on the south and BJ on the center. Our Patton destroys it’s RT of the BJ. Their BJ and Vulcan drop our Patton -2 movement. Javelin nails our Pegasus engine too. -1 movement. Our Maxim hits the engine once on their BJ. Behemoth destroys the CT – dead mech! We destroy the Valkyrie’s LT. Their Crusader falls.
Turn 3 – We win init 5-4…sorry… their Crusader rises. Their Javelin hops next to our Von Lucker and Manticore. They hopped their Vulcan behind a building, I focus on the Wolverine on southern side. I want to finish the Valkyrie and drop the Crusader again this turn. Their Wolverine drops the movement on our Hetzer. They destroy it’s left side. Our 2nd Maxim destroys the CT on their Valkyrie, dead mech. Their Crusader fell.
Turn 4 – They keep pushing. They hop their Vulcan in the south back. I position. Their Crusader stays level. If I can take out the Crusader and Vulcan this turn they’d probably leave. They hop the Jav next to our Behemoth and Brutus. Wolverine hits Condor for -1 movement. Our other Hetzer destroys the RA of their Vulcan. Their Trebuchet hit our Behemoth’s engine lightly.
Turn 5 – We win init. They immobilize the Behemoth. They keep pushing. They stand the Crusader. They hop the Vulcan away near the Condor. Backup fire on the Trebuchet. Our Brutus blows off the CRD’s LL on the ground then destroys the CT, dead mech! Our Condor nails a JJ and Ml on their Vulcan. Their TBT and Vulcan don’t fall.
Turn 6 – They win init. I eject the Behemoth. I flee with the Condor at max speed. Their TBT tries to flee. I chase it down. Their Vulcan hops back. Their Jav hops next to my Hetzer. Only our Brutus can see their TBT. I fire my southern troops at the Jav. Our Brutus hits the ammo in their Trebuchet’s LRM 15 ammo, but just one shot, so they ejected since it was auto-eject, but the mech survived. The RT is gone and one engine and gyro hit too. Our Von Luckner hits their Jav’s gyro and engine once each and then destroys the CT, dead mech. We also destroy it’s RA. Can they claw back in the physical attack step? Nope!
We took out five mechs and their Vulcan is savaged and barely holding on. They flee.
Salvage:
Blackjack – RA ,LA, RL, LL, H
Valkyrie – LA, RT, H, RA, RL, LL
Crusader – LL, RT, RA, H, LT, LL, LA
Trebuchet – RA
Javelin – RT, RL, LL, LT, LA, H
Trebuchet missing RT, 1 hit of engine and gyro
Since the TBT ejected and can walk out, it just takes a few minutes to get it up. See below for later what happens…
Us:
Plainsman - -1 movement fix.
Patton - immobile
Pegasus - -1 engine
Hetzer – destroyed LS, we can recover (I tossed a 10)
Condor – -1 movement.
Von Luckner - -1 movement
Behemoth – immobile
Hetzer - -2 movement.
We were savaged in the heavy vees with vees, two immobile and lots of movement gone. We focused our techs on the Patton and Behemoth first since we need to leave and roll out. We can repair the Patton in a few hours and the Behemoth in 6 hours. We cannot do it on the battlefield unless we keep it. Our infantry and tank squads and techs stars grabbing salvage.
Abe Sargent
12-18-2024, 12:17 AM
The next flank is the 2nd Vee Company. We have here the three captured and salvaged Vees from the convoy like the extra Demolisher, Rommel and Harasser Missile Platform. We were able to find local dispossessed tank crews to pilot them. This squad already had a Demolisher, I am assigning whatever levels the game gives me from 4/4 to 2/4- it’s random, just like them.
Since this was a lighter vee squad without our CO in the Patton, it’s got even fewer respect.
Here is what we are facing:
Longbow
JagerMech,JM6-A – this Is the variant with 2 LRM15s, 4/6, 128 armor, 10 sinks, 2 AC2s, 2 ML,
Merlin – This is a newly made mech like the Hatchetman, heavy, 168 armor, 1 PPC, LRm5, 2 ML, 1 Mg and Flamer, 18 sinks
Rifleman – 2 LL, AC5, and ML, 10 sinks, 120 armor,
Vindicator
Whitworth
Hermes II HER-2S,
Centurion
Griffin
Spider
Locust 1E
Commando
Nasty!
Here is their and our JagerMech! It emphases strong range but low armor with AC2 the longest ranged weapon in the era.
https://cfw.sarna.net/wiki/images/2/21/JagerMech_RGilClan_v32.jpg?timestamp=20230423200722
Abe Sargent
12-18-2024, 11:21 AM
Yes the infantry are here this time too! We also have the VTOLs and on the City Park map too.
Turn 1 – We lose init badly 11-5. Their Longbow at the top and +1 to movement is our target of opportunity in the north. It’s at medium range for long range weapons and long range for medium ones like ML and AC20. Their Commando hits our Von Luckner -1 move, our Hunter hits the Longbow’s LRM 20. It falls.
Turn 2 – We win 8-7 init! They are open on my Harasser, I eject it. They are flanking the Vindicator north, I move there with a Galleon and Saracen, their Griffin hops on top of the Saracen next to our Galleon in the woods. It looks like their Longbow tried to stand and broke it’s H cockpit the pilot died but it also destroyed the RA. I could move my tanks around to answer the Vindicator and Griffin north. Or push for that Commando which has yet to move. I move the Ontos north. I back up the Demolisher their Commando moves north too, the other Demolisher and Rommel by it. The Commando’s double SRM is rough vs tanks and it only moved +1. I will fire at it and the Demolisher and Rommel that can see it. Target of opportunity for that Centurion. Everything else north at the Vindicator.
Demolisher #2 destroyed the Commando’s RA, hit the ammo in the RT, boom, dead mech - FIRST SHOT!!!
It hit our movement on the 2nd Demolisher – 1 movement
Our Ontos hit two leg actuators in the LL of their Vindicator
Their JagerMech - 1 movement for Hunter.
Their Griffin and Vindicator fall – no kicks! The Griffin destroyed it’s RA falling.
Turn 3 – We win init. I back up our Hunter. They move the Centurion forward. Their VND stays on the ground. Rommel to it’s rear. Their Griffin rises and moves one. I move up. Ontos, Saladin and Demolisher to it’s rear! They charge our position in the north feeling this is about to end and needing to change things up. I target the damaged Centurion on folks in the center flank.
Our Behemoth blew off the CNT’s LL; hit the ammo in the LT and it blows up – dead mech!!!
Their JagerMech hurts the movement of our Shrek.
Their Merlin lightly damaged our 1st Demolisher engine again and +1 to PSR and -1move
Our Maxim destroys the LA of their Griffin this time.
Our 2nd Demolisher destroys the Griff’s LT and CT – dead mech!!!
Our Rommel destroys VND’s LA.
They eject the Vindicator and we took out five mechs in three rounds, that would shock them.
Salvage:
Longbow with destroyed RA, hit cockpit
Vindicator with destroyed LA, hit hip in each leg, rough to stand and move around.
Commando – LL, LA
Centurion LL, LA, H, RL, RT
Griffin -RT, RL, LL, H
Ours:
Von Luckner - -2 move
Demolisher - -2 move
Hunter - -1 move
Schrek PPC Carrier - -1 move
We savaged them good and strong, with one more kill faster than the other two flanks. We load it up!
Abe Sargent
12-18-2024, 02:13 PM
They saw that we had a Command Company that didn’t fight and the two random extra BattleMechs Cataphract and Vindicator here guarding the southern entrance. They moved in a Mech company to oversmash us. Heavier like the one on the northern flank, better than the tanks, but worse than the Smash one. Then after they have fully committed out pop all captured Mechs that we had here from this planet, save for the Vulcan 5T it’s with our main company for our Wolfhound.
Here is what we have:
Trebuchet 7K
Hatchetman
Panther
Phoenix Hawk 1kx2
Quickdraw
Wolverine 6K
Plus, Cataphract, Enforcer, Vindicator, Marauder, Valkyrie and Zeus.
They also are in random stuff like the three vees from last flank.
Here is who we are facing:
Goliath
Victor
Thunderbolt – Heavy punch face mech with 208 armor, 4/6, 16 sinks, 2 MG, 3 ML, SRM 2, LRM 15, LL - love it loads!!!
Warhammer – WHM-6R – 160 tons, 2 PPC, 1 SRM6, 2 MG, 2 ML, 2 SL, 18 sinks – 4/6
Scorpion
Cicada
Clint – CLNT2-3T – 1 LL, 2 ML, 78 armor, 6/9/6
Phoenix Hawk
Whitworth
Wolverine
Stinger STG-3R -2 MG, 1 ML
Firestarter – FS9-H – 88 armor, 2 Ml, 2 MG, 4 Flamer one rear – 6/9/6 movement
Here is their Warhammer, an iconic battlefield mech!!!
https://cfw.sarna.net/wiki/images/thumb/9/9b/Warhammer_RGilClan_v07.png/578px-d0ehv7817kc9ocnmcmzaqg0eu9vmeow.png?timestamp=20210106234750
No infantry – yes on the City Park Map. All vet. I’d love to capture that Thunderbolt and Whitworth! And Warhammer too, but it’s lightly armored you need to protect it or do a variant instead. Remember the Thunderbolt is what their CO uses, so I thought it made sense here. Love the Firestarter and they are pretty unique, that’s the lighter armored one too.
Abe Sargent
12-18-2024, 05:17 PM
Just as a heads up, we named this the Vee Squad, so you'll see that name popping up on sheets moving forward. Our symbol is a grey tank faced left on a black and red ribbon. Our colors are grey, black and red.
Abe Sargent
12-18-2024, 10:48 PM
We don’t have any infantry or VTOL/tanks to use as extra early initiative while I wait their stuff, just me and them all up and down, and make that choo choo sound, so we need that initiative here. This is an ad hoc company, not something designed to work together with traditional fire support, smash and scouts, since they are all from the 5th faster medium mechs. Many of these mechs are weaker in armor like the Quickdraw.
Turn 1 – We win init 7-6. We needed that!!! Their Whitworth is at +1 to hit on the northern flank, I target it. Some fire at the Thunderbolt +2 around 12 hexes away for those with no LOS to it. Our Cataphract’s AC10 destroys their Whitworth’s RA. It stands as does one of our PXH1K.
Turn 2 – We win 5-4. Their Whitworth jumps north on the left flank of our Quickdraw; Enforcer next to it. They are coming up the south flank. Stinger by the Enforcer. Hatchetman by their Stinger. Wolverine by their Whitworth north flank, I pullback my inner world. They set t heavy woods my Vindicator jumped too on fire. Our Zues hit’s the MG and arm actuator on their Stinger. Our Panther hit’s their Whitworth’s hip. It falls – no kicks there! Hatchet misses, no one falls from kicks.
Turn 3 – We win init 11-7. Not by one. They charge with the Thunderbolt. Their Whitworth fails to stand. Their Cicada bases my Quickdraw from the south flank. Our Hatchetman destroys the LL of the Whitworth. Limb blown off on it’s LA, on the ground. CT Destroyed by him. Dead mech! Enforcer on their Thunderbolt hits a hand actuator and a limb blown off crit for the RA weapon hand. Our MAD destroys it’s LA. Armless mech! Their Goliath gets a limb blown off crit on our PXH 1k holding the south flank. They destroy it’s CT, dead mech. We are each down a mech now. Their T Bolt falls and destroys it’s LT. They destroyed our mech keeping the south flank collapsing.
Turn 4 – Back to wining by one 10-9. I cannot find the TDR, did they eject it? I move forward and cannot find it. I back up my TBT. Their PXH bases it. Their Victor jumps north near the building. Wolverine the rear of their PXH. Quickdraw behind the Wolverine. Stinger and Scorpion next to Enforcer and PXH ours. Just sandblasts and our TBT fell.
Turn 5 – We win init, 11-9. We need to clear off some mechs soon like that Stinger. They hop their Victor to the north back rear turn to the side line so no back attacks next to Cataphract. That was savaged last round by the Victor’s AC20 and such so I back it up. Zeus and Goliath base. Their Cicada charges the north flank. PXH it’s rear next to it. Their Scorpion bases our Marauder and Wolverine. They hop the Stinger away, but my Quickdraw hops 5 to base it. Our TBT rises and rushes back.
Our QKD destroys the ML in their Stinger and destroys LT. Arm on the ground.
Our Cataphract hits the gyro once on their Victor
Our Wolverine destroys the Stinger’s CT.
Their Victor falls.
Our Trebuchet one level above their Firestarter kicks and destroys it’s LA. – it falls.
Our Marauder kicks and blows off the FRR of their Scorpion and it falls but it’s there.
With a legged Scorpion, gyro hit Victor, dead Thunderbolt, Whitty and Stinger, they eject the Scorpion and Victor and stand up the FS and flee. We let them go, we took out two big units in TBolt and Victor.
Salvage:
Whitworth – LA, H, RT, RL, LL
Stinger - LA, RA, RT, H, LL, RL
Thunderbolt missing LT, LA, RA reattached
Victor with – 1 hit gyro,
Scorpion with missing FRR, needs reattached.
Us:
PXH 1k – LA, RA, RT, LT, H, LL, RL
It’s destroyed.
Our techs reattach the leg in minutes and the quad mech is pilotable.
Abe Sargent
12-18-2024, 11:29 PM
In that day of fighting, we spent 1.2 mil in armor and 750k in ammo.
June 30, 3025 – The Command Company that attacked Sir Dobson’s mech and troops was destroyed as a unit. He waited until the CO’s TDR was in range and then fired at it over and over again until it died. Their company was thrown and just attacked all out, no fleeing. They were destroyed to a mech. The various Lone Wolf units won and we did too. The retreating 2nd Amphigeans Light Assault Group give us a few moments to gather and get ready because we thumped them and they lost their CO. We already loaded up the CargoMechs and Sherpas with salvage and such, and then we load up battlefield stuff too.
Then they call down Air Strikes to force us off the battlefield since they cannot dislodge us with mechs. Sir Dobson doesn’t eject, his Awesome holds the line and orders us to our fallback spot. We have all of our mobile mechs even ones that are missing arms or torsos like the Wolfhound manned by dispossessed MWs already there, or that Scorpion with our PXH pilot and Trebuchet. All mechs with hand actuators grab and carry salvage. Some salvage and mechs will be hit, we’ll throw to see what later.
We coordinate leaving with the Lone Wolfs. We move into lines cannot be strafed or bombed easily. We both have DropShips at the port, and we’ll both combine and try to break through the fighter screen to get out together and pool our resources. We march slowly enough for our tanks and 3/5 CargoMechs, and then retreat for the DropPort.
We arrive at the DropPort, load our stuff, and blast our for the fallout position, which is the real Star League base.
We have heading out our two Avengers, all of our carry DropShips the Fortress, Overlord and Condor, 4 Fighters, and a surprise… They have just their three transport Drops. No fighters.
We head out and then they attack in a big wave, no additional Aerospace support like DropShips. Our Avengers kill two fighters and their fighters one of my fighters are killed. And then in their rear an attack happens, and another fighter of theirs dies. They see our captured and healed Leopard CV and fighter we fixed in space to their rear, and the Leopard CV is still painted in Draconis Combine colors and logo so it was slipping in. They are flanked. And another fighter will die to the CV and then more to our Avengers and us and the Wolf DropShips. They flee and we are able to escape.
We cannot salvage the lost fighter. We took around another 6 mill in damage to the Avengers and our Drops for armor lost.
We make it to the backup spot.
New Derry City fell.
The Combine captured the DropPort.
July 2, 3025 – After hearing of the fall and war crime at New Derry City, the Suns are galvanized.
July 9, 3025 – No battles or skirmishes it seems folks are grinding to a halt. Peace talks are held.
July16, 3025 – The ceasefire is agreed to and in 2 weeks, the forces will retreat off planet.
August 10, 3025 – Our contract ends, and since hostilities have ended, we are not extended with the Emergency Extension Clause.
Now let’s settle up!
Abe Sargent
12-19-2024, 12:51 AM
Savage April 21st Battle we didn’t fix up, and cash:
Jenner missing LA, RT,- current value – 2.5 mill – to fix – 618k
Jenner – missing RL, RA – current value 2.6 mill – to fix 518k
Shadow Hawk 2K missing RA – current – 4.15 mill – to fix – 375k
Panther, missing LL, LT, - current - 1.8 mill, to fix 626k
Trebuchet 7K – Missing RT, LA, - current – 3.2 mill – to fix 805k
Pieces:
Hunchback – Hx2,RL, RT, Rax2, LT, LLx2, LA
Trebuchet TBT-7K - LA, RL, H
Clint – LT, LL
Centurion – RA, LA, H, LL
Scorpion – H, RRL, LFL, LLL, LT
Salvage from May 22 Raid Not Fixed Up:
Victor – H, LA, RA, LT
Archer 2k – H, LA, RA, LL
Dervish – RA, LL , H, LT
Centurion missing RT – fixed. See below.
Salvage, June 30th Battle
Thunderbolt missing LT, LA, RA reattached – current - 4.5 mill, to fix 950k
Victor with 1 hit gyro,
Scorpion with missing FRR, needs reattached.
Longbow with destroyed RA, hit cockpit
Vindicator with destroyed LA, hit hip in each leg, rough to stand and move around. – current – 2.65 mill, to fix 618k
Trebuchet missing RT, 1 hit of engine and gyro – fixed, see below
Cicada missing RL, RT, RA – fixed see below
Catapult with 3 engine, 3 gyro hits,
Pieces:
Commando – LA
Centurion LL, LA, H, RL, RT
Griffin -RT, RL, LL, H
Whitworth – LA, H, RT, RL, LL
Stinger - LA, RA, RT, H, LL, RL
Blackjack – RA ,LA, RL, LL, H
Valkyrie – LA, RT, H, RA, RL, LL
Crusader – LL, RT, RA, H, LT, LL, LA
Trebuchet – RA
Javelin – RT, RL, LL, LT, LA, H
Banshee RA, LA, H, LL,
Shadow Hawk – H, RL, RT, LT
These things were damaged I am rolling that the badly damaged Shadow Hawk and Scorpion had their CT destroyed and are now just parts. Also a few loose parts were destroyed (Commando LL, Banshee LT, Clint LL and Centurion LL). Also a few salvaged mechs lost pieces. (2nd Jenner RA, Shadow Hawk 2k LL, Cicada RA). Also on the raids, I am assuming another 500k armor lost.
We fix the Victor in two days, the Catapult’s engine and gyro in 7, the hips in the Vindicator in 12 hours, the Trebuchet engine and gyro in 3 days, the Longbow’s cockpit hit in one day, what is the weight on a Longbow? 85 tons, can we use the Stalker arm? Both are 85 tons, yes, I toss an 8, we can get it in 8 days. I use the Centurion RT we salvaged to fix the one we have in 2 days. I attach the SHD RL to the one we salvaged. I use the Hunchback RT we salvaged for the Trebuchet normal, three days later it’ll be done. I use the Clint Ra and Whitworth RT and RL for that Cicada and in a few days.
Without spending cash I am leaving with Victor, Cicada, Trebuchet, Centurion, Catapult, Vindicator, Longbow, Scorpion, from the salvage or what we grabbed. Not bad!!
Contract:
Relief Duty for Fed Suns on Galtor III
Payment – 1.3 for Suns, 3.4 for negotiation, 1.5 for style of contract
Salvage – Full
Length – 4 months
Command – House
Transport - 50%
Support – 50% Battle Loss AND 50% Straight Support
Remuneration – None
Our Salary for one month is 183,138.
Costs:
Salary for 4 months and upkeep – 732,552
Renting Avenger – 750k
Damage to Ships 6 mill
Armor on way out – 500k
To fix Leopard CV – 9 mill
To fix Sholagar – 1.5 mill
On the Fall of New Derry City - 1.2 mil in armor and 750k in ammo –
From Supply Raid – 750k armor, 500k ammo
To repair Corsair: 1 mill
From City Defense - 2.5 mill on armor and 1.75 mill on ammo
Total Spent – 26,932,552 cash
We lost:
Corsair twice – 2.75 millx2
PXH 1k – 3.6 mill
Total lost – 9.1 mill
They pay us:
50% Battle Loss - 4,550,000
50% Support – 6,975,000
Salary – 4,856,819
Total Paid – 16,381,819
Total lost – -10,550,732
Current War Chest – 11399996
END OF THE GALTOR III CAMPAIGN!!!
Abe Sargent
12-19-2024, 01:28 PM
Please note that in story, the Lone Wolves broke out of the New Derry City fighter screen with just their three JumpShips and nothing else with no losses, so adding us made sense. But I added in the lost Fighter.
I spend that 950k to fix up that Thunderbolt all up and good. Love it loads. We fixed in waiting for the end of our deal with our war chest. I also spent 750k to fix up a Jenner and turn it into a JR7-F that’s the variant one with 4 ML and removes the SRMs and then adds that to armor to increase survivability as well a s removing the ammo explosion possibility. I pull that 1.7 mill from that war chest.
Aug 27, 3025 – We arrive back at the Mercenary’s Star after 250k spent on recharges. I need to fill a bunch of stuff.
We have these transport assets:
JumpShips:
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
DropShips:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, two free.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, has none
We rechristened the Leopard CV the “Avenger’s Assistance” since it was captured by them. I have space for 32 vees and with my captured that’s 33 with the VTOLs. I sell the four CargoMechs for 10 mill. I keep the Sherpas and J-27s.
I have space for 15 infantry and I have 11, so four free.
I have space for 12 fighters but just 4.
I have space for 48 mechs and with the salvage and fixed ones, I have 36 including the open salvaged ones and the Griffin 2N Star League era thing we got paid on Galtor III. That’s basically an Overlord Battalion one shy. I could add some assault mechs to round out my TOE and make another two Mech companies and then have a nice fun Battalion of mechs. I also need more DropShips for vees since once I filled the open salvage, we’ll be one more. I also could just split up and do two contracts. We could send the Fortress, Leopard CV and JumpShip for one contract with our main company just 12 mechs and three infantry like normal and company of tanks too and then do another with the Overlord, and Condor. I could send CO Flavia with the Fortress and then 2nd tank company and then the CO Stephen Marsh with the first tank company and then all other mechs and 6 Fighter and infantry too.
So I need to bring in 8 fighters with them, a few MechWarriors with assaults, and smashing high armor stuff like our Atlas, BattleMaster and salvaged Thunderbolt mechs since most of our salvage faster and lighter, even the Victor and Quickdraw, and disposed for the Mechs we capture and vees too. Then a DropShip for more Vees would be great too, or maybe an escort or Assault like the Avenger.
I am heading out to recruit! As a reminder when I head out I can recruit once for each influence of my recruiter, and then all of my starters I spent two influence points on can also recruit for their influence too. Then my other starters one influence can make one attempt only, but only if it’s for their own unit. Stephen has 5 influence, Flavia 7 influence, Evan 5 influence, so that’s 17 recruiting attempts I can make now. Then I roll two D6 and my base is 7, + or -based on type, but tanks have none, then -4 for dispossessed, no changes for the same type (elite, veteran), +1 for Mechs, +2 for fighters, weight class pluses and such. I go for fighters first, since that’s our biggest need.
Fighters:
Elite, Andrew Tomito, Slayer, heavy
Veteran, Rachel Radcliffe, Riever, heavy
Elite, Midge Monroe, Shilone, medium
Veteran, Etienne Martineau, Stingray, medium,
Veteran, Helga Svensdottir, Lucifer, medium
Veteran, Martin McEnroe, Shilone, medium
Veteran, Thelma Mangiest, Sparrowhawk, light
Elite, Jeffrey Sinclair, Chippewa, heavy
Welcome to the team!!!
Dispossessed MechWarriors:
Elite, Wesley Weston, Thunderbolt
Elite, Donny Alvarez, Trebuchet
Elite, Min-Ji Cho, Vulcan 5T
Elite, Swee-Chun Tai, Catapult
Elite, Asitadhvaja Tarkhan, Griffin 2N
Elite, Rogelli Coloccia, Victor
New Ones:
Elite, Kenny Chase, Stalker
Elite, Michelle Guegan, Crusader, CRD-3D
Dispossessed Tank Crew:
Elite, Marsha Tawsonna, Demolisher
Here are my first 17 recruits. There is a recruiting rule called Settling for Less so If you are trying for elite assault but roll one fewer you can try for elite heavy or veteran assault. I got one number too bad for a dispossessed good MW, but crew instead! A Stalker ain’t exactly a powerhouse at closing, but it’s better than my other salvaged mechs. That Crusader’s the variant we already had with better sinks but worse SRMs and minus 2 MLs.
Abe Sargent
12-19-2024, 02:01 PM
Do I send out Flavia and Tank Company #2 and 6 fighters on a deal now, and then on the 1st recruit a new DropShip? Or wait until the 1st for another batch of 17 recruits with the extra 7 she brings? And then a DropShip on the Oct1st? Either make tons of sense…
Let’s look at contracts to see what we can uncover? Maybe that’ll keep us knowing.
With 90 points we are now rated B!!!
3 offers:
1. The Suns want us to Objective Raid a world that has a mixed battalion of tanks and infantry and mechs for the area they want us to hit.
2. Company in periphery wants us to pirate hunting for long enough to take them out months, they’ve been hit bad.
3. Lyran Commonwealth needs us to do security for 4 months,
Let’s talk Suns! Their world they want us to hit is 6 jumps away at the Draconis Combine border world of Cylene which exchanged hands a few times the last few years, and was reconquered by them in 3020. They want us to smash them hard, and then to punish them for their attacks on Galtor III two jumps away. It’s 11 days to the Jump point, doesn’t have a station. It’s defended by the 9th Dieron Regulars that are regular, not the vets we are used to from Galtor. It’s pretty quiet world with little here like minerals, vegetation or industry. Hence it being regular home. We just need to destroy a base and then head back out.
Negotiation: We have 90 point and +10% for Suns who are nice trying to get merc deals and +10% for elite negotiator. 108 total points, we put up salvage and spend 50 to get full 58. They grab length and offer 2 months we spend 5 points and make it one, 53. We want support next, 25 points for 50% Support and Battle Loss, 28. They grab salary, -25 x3.7. 3 points. We snag remuneration, no, 13 points. They choose Command - Liaison, no points. We want transport rights 50%, 3 points left 1% signing bonus.
Contract #4:
Federated Suns Objective Raid on Cylene
Salvage - Full
Salary - x3.7; x 1.6;1.3
Remuneration - Nope
Support – 50% Battle Loss AND Support
Command – Liaison
Transport- 50%
Length – One Month
We can be on world on Oct 15. We take the Fortress, and Leopard CV
Sept 1st, 3025 – We try to bring in a DropShip with some more tanks with our Condor and Overlord. Or I could just try for an escorting s ship like an Avenger. Here you cannot settle for less, if I roll less or better, nope. An Avenger is 4 on a d12. An Achilles is 5. It can carry 2 fighters, 2 small craft and is nasty. I try to bring it In and…8 tossed.
Meet:
DropShip – Achilles, named “March of Glory”. Has 57.5 tons of armor, 2 Small Craft that are DropShuttles, 6 PPC, 3 AC20, 2 AC10, 4 AC5, 1 LRm10, 6 LRM 20, 4 LL, 12 ML. Nasty! 2 empty Fighters.
We look for deals!
We are offered 2.
1. CC wants us to Recon Raid. It’s the Lyran world of the Isle of Skye called
Summer one jump away. No battle is needed. We cannot be noticed.
2. Marik wants us to Security for an unpopular governor about to announce he is not stepping down for three months until things cool down. It’s on the world of New Hope, a world so boring nothing is written about it near the Lyran border 1 jump from Solaris VII, hence nothing really here defending them.
I like both! I negotiate for each:
Negotiation for CC: They also give us +10% because they love us. Then +10% for elite 108 points. I put up salvage, we want full, they agree, 58. They pull 25 for salary 3.7. 33. We pull for transport, 50: because I ‘ll have to rent a JumpShip. They offer Liaison. 15 points for 50% Support and Battle Loss, just in case things go wrong. 13. One month, remuneration yes, 1% signing bonus
Contract #5:
Capellan Confederation Recon Raid on Summer
Salvage - Full
Salary - x3.7; x 1.3;1.2
Remuneration - Yes
Support – 50% Support
Command – Liaison
Transport- 50%
Length – One Month
We’ll be there on Sept 10, Charging Station at Nadir point. It’s just 2 days and we are 6We are renting a JumpShip and taking all infantry and then a Leopard with a Lance, Alice Sanchez’s Command Lance from the Mech company for emergencies, and we are buying:
2 Boomerang Spotter Planes – 100k for 2 of them
2 Swift Wind Scout Car – 190k for both
For scouting.
I am paying for the JumpShip and Leopard for one jump 120k there and 120k back, I am renting a Mule for 30k too for storage in case we come across some good stuff.
Negotiation for FWL: We have 99 points. We spend 50 on full salvage but they spend 25 and pull to Shared. 74. They spend 25 to rise salary to 3.7. 49. We spend 25 for 50% battle loss and support. 24, they want Command to be integrated +5 to us. 29. We want transport and we agree to just pay our, and then they grab remuneration. 3 months, no changes. 8% signing bonus
Contract #6:
Free Worlds League, Security on New Hope
Salvage - Shared
Salary - x3.7; x 1.4;1.3
Remuneration - Yes
Support – 50% Support and 50% Battle Loss
Command – Integrated
Transport- None
Length – 3 Month
8% signing bonus
We are sending everything else there, Condor, Overlord, Achilles - we’ll be there Oct 3rd.
Abe Sargent
12-19-2024, 03:10 PM
Let’s do these in order. I will hit up each contract and then just do it, and then rotate back for each one, make sense? Gotcha!!!
The Objective Raid on Cylene
Oct 3, 3025 - We arrive in the system of Cylene at the Nadir point. No massive traffic here, we unfurl the bad stuff and head to planet.
Oct 14, 3025 – We are on planet, it’s 11 days away. Our fighters are out and screen us down. We land our DropShips by a DropPort about an hour from the base we need to hit up.
We load up and head out!
They send in 12 normal fighters (not Aerospace) ones to protect our presence so they head out to fight.
Our intel looks to be mostly right at their HQ. They do have one company of mechs and tanks just like us, and a company infantry too which is three platoons like us too. But they have a quartet of VTOLS to scout around and face us.
Flavia and Sven unload their weapons and move in hot!
Here is what we are running into:
4 Warrior VTOLS
Three infantry –
Mechs:
Awesome
Dragon
Crusader 3K variant
Orion – ON1-K Nasty smash mech with 4/6, 231 armor, 10 sinks, 2 ML, 1 AC 10, 1 LRm 15, SRM4,
Griffin
Trebuchet K variant
Shadow Hawk 2K
Panther
Jenner
Wasp
All regular. They are on the north and us on the south. The Orion is a vet.
Vees:
Partisanx2 – 4 AC5s each
Bulldog
LRM Carrier
Condor
Goblin
Hetzer
Vedette – AC10 variant
Galleon
J. Edgar
Hunter
All regular.
This is their Orion, which I’d love to bring in!!!
https://cfw.sarna.net/wiki/images/1/12/Orion_RGilClan_v19.png?timestamp=20211216020156
On the map are bigger buildings, concrete, roads and some light woods.
Abe Sargent
12-20-2024, 12:06 AM
I put most of my heavy units on the left flank.
Turn 1 – We win init 11-9. I charge down the left flank. Their Orion on the right flank. They flank a VOTL to my rear. I fire at the Condor short range and Crusader long range on the left flank. Our Archer immobilizes their Condor. Their Crusader falls.
Turn 2 – We win init 9-7. They eject the Condor. They bring the Crusader stand and on the right flank. Our PXH-1 in the rear next to their Orion, Wolfhound behind him. Their Dragon fell while turning and running on a street. Jav next to it in the rear. I fire at the Dragon on this flank. Our Anti-Mech Jump hit the J. Edgar and halved it’s movement, our Awesome hits the AC10 on their Orion, and then the head and smashes the cockpit, dead mech! Flavia’s Atlas hits the ammo in their Dragon and it blows up, dead mech! Our Atlas and PXh fall from damage, sad face no kick on the Orion. Our BM destroys the Rl on the Jenner and it falls.
Turn 3 – We killed two mechs and a tank, they keep pushing. We win init 9 -5. I move my Archer to the right flank to help there. Atlas rises and walks 3. Jav next to their LRM Carrier. Grasshopper behind and next to Crusader also two Maxims and Saracen. Pixie rises. I go overheat with the Jav to try and take out the LRM Carrier. Also I flanked over the Saladin. Wasp next to our Demolisher in the woods. Some firing at the Griffin and Atlas. Our Jav destroys the LRM Carriers left side. Our infantry hit the slower J. Edgar again and dropped movement another -2. Their Awesome fell with the onslaught of damage, Crusader sill standing. No one falls during the physical attack phase.
Turn 4 – We killed another tank, no losses, they keep coming. We lose init 6-8. Their Awesome stands. Atlas and our Awesome next to it! CRD too. Their CRD stands still. PXH moves and Grasshopper does too.
Our Saracen drops their Bulldog’s speed -2 and stuns the crew, our Behemoth 2 more turns of stunned crew.
Anti-Mech inf hit J. Edgar for another -1 speed.
Their Hetzer hits an arm actuator in our Atlas.
Our Ontos blows off the LA of their Awesome, it’s on the ground
Their Partisan hits 2 heat sinks on our Atlas
Their Jenner hit our Demolisher’s engine and dropped it’s speed 1
Our Maxim armor explosion on their Crusader dead mech.
Our Schrek smashes and destroys their Wasp 1k’s RL
Our BM destroys their Awesome’s LT and then hits the gyro once
Awesome’s hip on LL hit by Von Luckner.
The Awesome falls and hits it’s gyro once more, dead mech!!! They knock over the Atlas again
Our Crusader kicks their Hetzer, -1 movement.
I assign the Awesome kill to the BM since that started the gyro hit. With two more mechs dying and a legged Wasp, they eject the legged mechs and we capture the stunned crew Bulldog.
Salvage:
Mech:
Orion ON1K with a hit cockpit
Awesome with missing LT, 2 gyro hits – current value – 5,900,000 and to fix 625k
Jenner https://forums.operationsports.com/fofc/images/editor/separator.gifwith missing RL – current value 2.75 mil, to fix 350k
Wasp 1K with missing RL, current value 1.25 mill, to fix 350k
Dragon – RA, LT, H, LA
Crusader – RA, H, RL, LT
Tanks:
Condor – immobile
LRM Carrier – not salvageable tossed a 6.
Bulldog – damaged engine -2 speed
Us:
Atlas - HSs sink
Demolisher -1 speed
We captured two tanks and four mechs, great deal!!! We can heal the Orion in two days, the Awesome gyro in 4. We fix the Atlas and Demolisher of ours in a few days, and the immobile Condor in 4, but the Bulldog fails a few times, so 7 days for it.
We destroy the HQ after raiding 2.5 mill worth of supplies as well.
We spent only 300,000 on armor and 150k on ammo, no battle losses. We blast out on the 16th and leave on the 27th.
Contract Stuff:
Federated Suns Objective Raid on Cylene
Salvage - Full
Salary - x3.7; x 1.6;1.3 -
Remuneration - Nope
Support – 50% Battle Loss AND Support
Command – Liaison
Transport- 50%
Length – One Month
Our salary for this month is 133,364.
We spent:
Salary - 2 months here and then this month: 266,728
Armor and Ammo – 450k
Total – 716,728
We were paid:
Salary – 833,925
Strait Support – 225k
Total – 1,058,925
We made 342,197
I spend 625k to get the Awesome up and running. We lost 282,803 after. War chest is 21,418,193 after selling 2.5 mill supplies.
End of Contract #4.
Abe Sargent
12-20-2024, 01:07 AM
Begin of Contract #5:
Sept 10, 3025 – Our infantry and Evan Marsh’s mech lance and scouting vees arrive at Summer and unload. We are tasked here with scouting the defenses of a few places on the mineral rich and germanium deposits of 8945mill. It’s a rocky hard world to raise planets on with a low ozone layer We are to infiltrate it’s defenses. We land on the captial of Curitiba on the Lestrade Continent.
They make JumpShip parts here locally and there is garrison here protecting it. We begin to scout out the local defenses here at the DropPort, and then the capital too here on this continent. We use infantry to find out more about it and then the Boomerang’s camera to do the same. We scout with the Swift Wind. They use the same patrol times and places at the DropPort, a local fort and garrison at the factory and more and then the capital proper, making an attack and ambush vary likely
Sept 19, 3025 – We arrive at the DropPort at another continent and then scout out, we notice the same here at a factory defense and fort and DropPorts too. Always taking the same time, and directions from one location to another.
Sept 28, 3025 – We arrive at another continent and then unfurl our scout stuff and continue to scout! Here we check a base by the mines, the DropPort and the local cites and such more, all with the same weaknesses, open to an ambush
Oct 10,3025 – We finish on Summer and report our findings with the Liaison. He has been taking note this time with us and agrees. He hands Evan Marsh an envelope. They want to sign us to an Objective Raid here at the Lestrade base by the mines and destroy it before they change up things. They will offer us 10 mill CBills for this as well as the same deal. We also agree to 50% Battle Loss. We contact the group on the Fortress and Leopard CV and they will head here, one jump away from home. They use charge stations, and spend 250k
Nov 15 – The group returns from Cylene and then unloads here with Fighter and Leopard CV cover and the Fortress by the mine base DropPort. No one challenges us. We sent out our unit to attack them when one company is out patrolling at its furthest away spot and an hour away later that day. Just two to garrison it. We can destroy the defenders, raid the base and then destroy it with bombs from my infantry long before they get back.
We have all infantry and then the 16 mechs and 12 vees against 24 good numbers:
Mechs:
Zeus ZEU-6S
Goliath
JagerMech
Rifleman
Marauder – MAD-3R
Hunchback
Trebuchet TBT-5S – SRM one
Phoenix Hawk
Hermes II – HER-2S
Locust 1S
Spider
Stinger
Our foes are regular mostly, the Zeus is a veteran.
Vees:
Partisan
Puma Assault Tank – veteran here
Brutus
Pike
Vedette
Goblin
Maxim
Drillson
J. Edgar
Hunter
2 Saracen
I’d love to salvage another Brutus and Puma. That Trebuchet is a tank nasty one with the SRMs and should be an early opportunity of killing them.
This is their and our Zeus:
https://cfw.sarna.net/wiki/images/thumb/9/9d/Zeus_RGilClan_v02.png/600px-ntzha9rwd3oekmj6505szwkrf89iala.png?timestamp=20210515233013
It’s okay armor, okay weapons and okay sinks, nothing amazing, but it’s beloved by the Commonwealth and House Steiner. We have one too!
We are fighting in hills by a mine with roads. There are some sparse woods here, not much.
Abe Sargent
12-20-2024, 12:44 PM
Turn 1 – I lose init 6-5. We have one hex pass in the roughly middle of the south I set up m heavy stuff to smash into like Atlas and BattleMaster and Banshee with that big tank under us. I move Wolfhound next to their Maxim. A Spider bases our PXH on the west flank. It’s +6 tohi for my long range support due to Forests. I split west flank fire with the Spider, Brutus and Rifleman. Center flank their Zeus. +0 to hit. Saracen on the east flank target. Their Marauder hit our Demolisher and gave it +1 PSR. Our Von Luckner hits their Zeus’s gyro once. Our Zeus hit their Saracen and it’s immobile. Their Zeus falls the pilot blacks out after 3 hits.
Turn 2 – We lose init 6-5 again. They eject the Saracen. They back up their right flank. Center flank on their JagerMech. Scouts on the Brutus again if they can see it. A few randomly at the Pike. I try to decapitate the Zeus. Our JagerMech stuns their Pike crew for two turns. Our Crusader ignites the AC ammo on their JM, boom!!! Dead mech! Their Zeus still alive. We started a fire in it’s hex though.
Turn 3 – We lose init 10 to 12. They leap their PXH next to ours. Our Javelin behind their Brutus. Spider next to it, PXH next to the Spider. Our Enforcer bases their other Saracen. Drillson in our Grasshopper’s rear. Long range fire on the Spider, scout mechs on the Brutus, I fire at the Marauder on the east flank. It’s more durable than the JagerMech, and it’s behind a hill. And I still need to split fire with decapitating the Zeus.
Our Archer hits the engine 2 on their Spider
Our Valkyrie drops their Brutus speed -1, Our Jav another -1
Their MAD another -1 movement on our Demolisher
Our Banshee hits their Zeus gyro once more and then engine once. Dead Zeus!
Their Drillson -1 movement our Behemoth and jammed our turret
We stun their Pike for another round
Turn 4 – With their CO dead I am giving them one turn of revenge to turn this around. We win init 10-4. They turn the Brutus. I move out my Archer. Their MAD moves further behind the hill. Their Spider retreats. Our Awesome bases their Drillson. Valkyrie and Hopper near the Brutus. Our Zeus bases their MAD. Everything that sees their MAD targets it.
Our Atlas destroys the MAD’s LA, hits the AC5 ammo in the KLT, boom, dead mech!!!
Our Jav drops the movement on their Pike -2; stuns crew another 2 rounds
Our Anti-Mech infantry hit the LL in their Stinger and two leg actuators
Our Grasshopper immobilizes their Brutus!!!
Our Demolisher hits the Pike another -1 movement
Our Behemoth – destroys it.
Our Hunch -2 movements their Drillson
Our Ontos destroys the side of their other Saracen.
Their Stinger fell
Nothing else wounded from our Zeus and Awesome kicks on their Drillson and Goblin.
With none of our tanks even immobile and none of our mechs with a missing arm, they flee.
Salvage:
Zeus with 2 gyro hits; 1 engine, hit LRM15.
JagerMech - RA, H, LL
Marauder – H, RA, RT
Tanks:
Saracen - immobile
Brutus – Immobile
Pike - -3 movement, not salvageable.
Saracen – not salvageable
Us:
Demolisher – fix engine, -1 movement
Behemoth - -1 movement, unjam turret
They are going to reloads, rearmor and join the company. Remember this is the one with the rented Mule. We load up some goods with our infantry and carry with arms of mechs, have fighter support to keep them off our backs, and then load up and blow up the base with explosives planted by our infantry.
Abe Sargent
12-20-2024, 02:50 PM
We fix the Zeus gyro hit in 4 days and the engine another 2. But fixing the LRM15 is harder than we thought and that’s another 4 days. 10 days total. That Marauder death is common since it’s AC5 ammo in the LT is the only thing there. Many MWs will just eject the ammo as soon as the 1st turn.
Finances Stuff:
Capellan Confederation Recon/Obj Raid on Summer
Salvage - Full
Salary - x3.7; x 1.3;1.6
Remuneration - Yes
Support – 50% Support and Battle Loss Too
Command – Liaison
Transport- 50%
Length – Two Month
We spent:
2 months of Salary - 272,750
Transport: 240k - 80k Mule, 160K DropShip, JumpShip
Support - 550k - 250k armor and 300k ammo – light day little touched
Total Spent – 1,062,750
Paid:
Salary – 1,049,542
Transport – 120k
Support – 275k
Sale of Goods – 575k
Bonus – 10 mill
Total Paid – 12,019,542
We made 10,956,792
Our warchest is 32418193
End of Contract #5!!
Abe Sargent
12-20-2024, 08:45 PM
Contract #6:
October 3, 3025 – We arrive at New Hope in the FWL! We unload and get ready and begin to tour around the elected Governor’s mansion. He is not popular, not because of graft or corruption, but because his planet is going through a financial crises, and the austerity measures he introduced to cut into them. They have asked him to resign for another party but he feels this is the best option for the planet’s economy.
October 4 – He announces that he is not stepping down after we have gotten unloaded and on patrol. Vandalism acts increase.
In order to see what happens, in month 1, if I roll a 7, yes, month 2 8, and then month 9 3. Then we head home, make sense?
October 9 – More police cars are begun to be overturned.
Quiet begins to unfold as people begin to take it in. (I tossed 6)
November 5 - A rival politician of a local party that would take over if the Governor resigns, has begun to call for the violent ouster of the current guy.
Signs of violence increase
November 12 – His troops move to take out the Governor and violently overthrow him. (I tossed a 11). We move out to interrupt him. They have a reinforced company of mechs and tanks mixed.
Remember we have 1st Tank Company without the infantry, with the Demolisher and Mechs we grabbed and filled in Galatea.
This is our foe:
Mechs:
Banshee BNC-3M - 2 PPC, 2 Ml, 1 Sl, 240 armor, 16 sinks, 4/6 movement
Marauder MAD-3M – 2 LL, 20 sinks, AC5, 2 ML, 4/6, 184 armor
Hermes II 2M
Locust 1M – With LRM5s
The Banshee has a veteran. The rest regular
Vees:
Schrek PPC Carrier – veteran
Rhino Fire Support Vee
AC2 Carrier
Bulldog
Condor
Gladius Medium Hovertank – Ac10, 98 armor
Goblin
Hetzer
J. Edger Light Hovertank
Hunter
Scorpion Light Tank
Striker Light Tank
They are charging us from the south.
This is our Vulcan 5T a 40 ton variant we captured in Galtor III that’s pretty good at close range with 6/9/6 movement, 112 armor, 12 sinks, 4 ML, 1 Flamer and one MG
https://cfw.sarna.net/wiki/images/6/6a/Vulcan_RGilClan_v30.jpg?timestamp=20230322013710
Abe Sargent
12-21-2024, 12:30 AM
We are on a Grasslands map, I charge down the center. I would love to get that Rhino, but this is shared salvage, remember.
Turn 1 – We lose init 3-9. Three times our roll!!! Their J. Edgar skidded and is +6 to hit, but his turret is jammed. Fire Support at the Goblin. I focus on the Rhino on the flank. Our Crusader hits it and drops movement 1. Our Bulldog halves it’s movement. Our Maxim stuns the crew for 2 turns and then destroys the LS. Dead tank! They halve our movement on a Hetzer
Turn 2 – We lose init 5-10 – ouch!!! I eject the Hetzer, Their MAD flanks our left. I split fire with the Rhino and Marauder.
Our Plainsman -2s the movement of their Rhino
Our Golbin destroys the engine on their Rhino
Our Bulldog hit the AC5 on their MAD
Their MAD fell and critted the AC5 ammo and it booms – dead mech!
Turn 3 – We win init 7-3. They eject the Rhino. Vulcan rear and behind their Banshee, also Condor and Plainsman. Our Griffin next to their Locust’s flank. I need that PPC Carrier and Banshee out if I want to win the field. If I can target both, I choose the easier one from that spot.
Our Plainsman hit the hip and leg actuator on the LL of the Banshee
Srms from our Griffin hit the Head twice on their Locust.
Our Maxim destroys the Locust’s RL; then the engine and gyro once each
Their Shrek halves our Patton’s movement
Our Bulldog kills the driver of their Shrek
Their Banshee and Locust fall, and the pilot of the Locust passes out from three damage.
I don’t kick the downed Locust I am liable to destroy it.
Our Vulcan kicks and get’s a limb blown off the Banshee’s LA, it’s on the ground
Are they going to push it? We killed three tanks and a Marauder and then blacked out the Locust. 5 of their starting 14 are out. Right now their leader, the Banshee is able to leave slowly with hip and leg actuator hit. We only lost a Hetzer and we had to eject it, it’s fine. They push it.
Turn 4 – We lose init 7-8. His Banshee doesn’t rise. I charge it’s position with everything. Their Hermes II bases my Hunter and Crusader and our Griffin it. I split fire with the Hunter on the flank. A little on the Bulldog for those with no LOS.
Our Hetzer destroys the Hunter’s side.
Their Bulldog hurst our Brutus engine, with worse PSRs
Our Manticore hits the movement twice on their Bulldog and then destroys side.
Their Hunter hit our Condor’s movement once
All kicks land, none fall.
Our Crusader savages their AC2 Carrier and destroys the front,
Their Locust didn’t wake up. They call it, but when they try to leave, we strafe them and keep them from moving so they surrender the wounded Banshee that cannot break from their cover since is just has the one movement. He ejects and Is picked up by his men and flees.
Salvage:
Goblin – ½ movement, destroyed side, reparable, value is 607k
Rhino – destroyed engine – current value 3.25 mil; to fix – 1 mill
Shrek – Dead crew; current value – 3,828,000
Hunter – destroyed side; salvageable – current value - 1,135,000
Bulldog - -2 movement, destroys side, I tossed a 7, unrecoverable.
AC/2 Carrier – destroyed front, yes, salvageable – current value 1,086,000
Locust 1M with a destroyed RL, value of – 1.375 mill, to fix 300k
Marauder 3M – RA, H, LL, LT – 820 mill
Banshee 3M – With a LA needing reattached, hit hip, leg actuator, hit PPC and ML – current value 9,824,000
Total value of salvage – 21,925,000
We get 10,962,500
We can salvage that much, which is the Banshee and Hunter or all four tanks and Locust and parts. I do the four tanks and Locust.
Us:
Hetzer – ½ movement
Patton – ½ movement
Brutus – engine
Condor - -1 movement
We repair the movement damaged Goblin, in 3 days and then our stuff in a few days each, the Brutus was 12 so that’s super fast. We will have to replace the Rhino engine which is a 240 engine. It’s got 272 armor, 2 LRM 20s, one LRM10, 2 Mls and 3/5 movement love it much. That engine is fusion. We fix the Banshee back to pristine condition in a few days.
Abe Sargent
12-21-2024, 12:49 AM
January 3, 3026 – Everything else was quiet on the world after we put them down hard and fast.
Contract Time:
Free Worlds League, Security on New Hope
Salvage - Shared
Salary - x3.7; x 1.4;1.3
Remuneration - Yes
Support – 50% Support and 50% Battle Loss
Command – Integrated
Transport- None
Length – 3 Month
8% signing bonus
Our monthly salary is 75,541
We spent:
Salary – 377,705 – 5 months one there, one back and 3 here
Support – 800k- We spent 350k on armor and 450k on ammo this was missile heavy.
Total Spent – 1,177,705
Paid:
Salary – 1,156,079
Bonus – 122,086
Support – 400k
Shared Salvage - 10,962,500
Total Paid – 12,640,665
Total Made after Costs – 11,462,960
Our war chest is 43,881,153
I spend 1 mil to fix that Rhino!
End of Contract #6!!!
Abe Sargent
12-21-2024, 11:55 AM
Nov 25, 3025 – We arrive back on Galatea! This is our first big rewind from one campaign or contract. Both Evan Marsh and Flavia Obed-Marsh are here, so they can do some recruiting together, with 12 total options. We have free our captured Orion, Awesome, Zeus, Brutus Assault Tank, Saracen tank, Condor and Bulldog Tanks and then the legged but not fixed Jenner and Wasp. We also need two fighters for the Achilles. We fix up the damaged Jenner and convert it to a Jenner JR7F for 500k.
Here are my recruits!
Fighters:
Elite, Megan Algave, Chippewa, heavy
Elite, Rachel Plamontine, Transgressor, heavy
Dispossessed Mechwarriors:
Elite, Orion 1K, Abdul Reis el Drogman
Elite, Awesome, Shirley Myers
Elite, Zeus ZEU-6T, Zedorik Kusmierz
Elite, Jenner JKR7-F, Vixen Victor,
Dispossessed Tanks:
Elite, Jumaana Latif, Brutus
Elite, Condor, Ammuc Juta
Elite, Bulldog, Gary Kerrison
Elite, Saracen Tank, Varuni Sethi
That’s 10, I could hire two more Dispossessed MWs or infantry or just possessed ones. I don’t have the dispossessed Mechs they are with the Overlord. I hire two more dispossessed MWs.
Elite, Jeff Ioannou, MW
Elite, Avantika Sekariapuram, MW
I make a new company for my MWs:
I rename the first company Alpha.
Mech Deux Company:
Leftenant Palmiro Umbari, Cataphract 1-X, elite,
Abdul Reis el Drogman, Orion-1K, elite
Kenny Chase, Stalker, elite
Wesley Weston, Thunderbolt, elite
Leftenant Shirley Myers, Awesome, elite
Kgosi Baard, Marauder MAD-3D, Veteran
Groeht de la Boer, Zeus ZEU-6S, veteran
Michelle Guegan, Crusader CRD-3D, elite
CO, Major Evan Marsh, Enforcer, veteran
Amy Mikkelborg , Vindicator, elite
Yamato Ason , Valkyrie, Veteran
Min-Ji Cho, Vulcan 5T, elite
Because we are elite and have jump/drop ships, we start at B rating.
I could send to New Hope the two elites, the people in the Zeus 6T, the JR7-F and rest to join up, and meet up with a newly rented Union with 2 fighters that are for the Achilles and then they should be there and back on Dec 27. Or should I just go ahead and have us all join together them with the Overlord and then head out in bigger numbers once their deal is done? That will cost 400k there and back. This does have Evan’s five influence each time. I’ll wait until Dec. 1st to try for a Drop/Jump ship.
Our BattleMaster leveled up and gains edge 1 since they are already elite.
1 Dec, 3025 – I spend the recruiting trying to bring in a new JumpShip, another Invader. This time I toss the number needed precisely, so they are joining as an Auxiliary. This means that if we don’t treat them well or pay them, they could leave at any time.
Meet the:
JumpShip – Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
We take contracts. Is there something that Evan and Flavia could do, either together or separately, or then have Evan join New Hope with rented Union and come back on Jan 2nd, or just join folks all up and down the block.
Contracts!
We are offered 3:
#1. Periphery – Magistracy of Canopus wants us to do Pirate Hunting
#2. Company in the Combine needs us to do an Extraction Raid on Lyran world here in the Isle of Skye Menkat, one jump away.
#3. ComStar wants us for Objective Raid in the Free Worlds League Zion Province world of Ventabren on the border with the Suns and CC and about 6 jumps away. We could be there in Jan 15, 3026.
Alright company, talk to us. This world has 5 days to the jump point, pretty dry and arid with mining on the map, but lesser known stuff not the higher quality stuff. On planet there are more than 3.1 billion people, despite that. No charging station at all. They want us to hit a mining garrison warehouse that ‘s got a few mining companies together pooled their resources. It’s also garrisoned by a battalion of mechs and tanks and infantry with everything pooled together by mercs. This Combine mining company wants us to hit them hard, extract the mining stuff and ore and stuff and then turn it over to them back here at Galatea. We would arrive there on the 6th and then on the planet on the 11th.
Let’s do it!
Negotiation: We have 95 points with our completed mission and another 9.5 added, so 104. We put up Salvage and want it all. 54. They want salary and drop to 3.7 to get rid of some points, 29. We want support both 50% Battle Loss and Support – 4 point. They offer command of Liaison. We want points so we offer remuneration, no, 14. They want length, one month. We get no transport support and 7% signing bonus.
Contract #7:
Extraction Raid for Company in the Combine, target Menkat
Salvage: Full
Transport Support: None
Support: 50% Battle Loss AND 50% Strait Support
Salary: x3.7, x.1.2, x 1.6
Remuneration: Nope
Length: 1 Month
Command: Liaison
Signing Bonus – 7%
We are sending the Fortress, Invader we just recruited and then Leopard CV. We are also taking with us the 8 Sherpas we captured on Galtor III.
Abe Sargent
12-21-2024, 12:48 PM
Beginning of Contract #7:
December 6, 3025 – We arrive at the Zenith point here at the Menkat system and do scans. No one is attacking or coming our way. We are also sending a Mule transport DropShip for 80k each way.
December 11, 3025 - We unload at the continent of Terrasota, with the captial of Blackstone and petty well populated. We head to the mining site and begin scouting with our infantry to confirm everything. We are about one and a half hours from the warehouse
December 13, 3025 – It looks like the location was correct, but the guards are 16 Mechs, not 12, and then a company of vees. They don’t patrol so we cannot catch them with a lance out and away. We head in to smash them since they are supposed to be regular.
Here are our merc foes. Expect them to be from a variety of places in the Inner Sphere.
Mechs:
BattleMaster - veteran
Striker STC-2S – Assault mech designed for cheap garrison work with 216 armor, AC10, PPC, 3 ML, 4/6 movement and 15 heat sinks
Victor VTR-9A – We know them
Grasshopper - We know them, durable scout heavies with 4/6/4 movement
Warhammer
Quickdraw
Vindicator
Centurion
Hunchback – Nasty
Phoenix Hawk
Whitworth
Commando - COM2D
Javelin – uh oh…
UrbanMech
Wasp
Locust 1E
The COM and Javelin have multiple SRMs and those are rough against vees. And on fast stuff, not easy to hit is rough too. I need to take out and would love that BattleMaster and Grasshopper that we use well, but the COM and Jav have to be targets of opportunity.
Vees:
Puma Assault Tank - veteran
Partisan
Zhukov – nasty
Manticore – Uh oh, we have one, nasty
Vedette
Goblin
Whirlwind Scout Hovertank – 2 AC2, 2 ML, speed 8/12, 104 armor
Falcon Hovertank – 9/14 movement, 88 armor, 2 SRM6s and ML. Ouch.
Striker
Scimitar
Galleon
Savannah Master
The Falcon was introduced in 3023, don’t know how it’s on garrison duty, but mercs will merc. We also gotta answer that with 2 SRMS 6s but…9/14 movement? Nasty!!! I’d love that Puma and Zhukov and another Manticore too. But again, targets of opportunity. All regular save the Puma
Here's their Striker:
https://cfw.sarna.net/wiki/images/thumb/7/7e/Striker.jpg/606px-ivfl9jvyejjh8m343vugtv60ozrnukh.jpg?timestamp=20210118230007
Abe Sargent
12-21-2024, 04:10 PM
We are on a mine map with them on top, and a pool at the south end and then many woods and then roads here. There are a few ruins and rubble here and there. The Mines aren’t up levels but down in the ground.
I am on the water side, not as many places deploy. The water is down at level -5. I will set up power on each flank of the water down by the central mine.
Turn 1 – We win init 12 to 6. The right flank will fire at the Falcon and the left at the Striker with long range with it’s +0 movement and Manticore with long range weapons. We set the Manticore hex on fire. Our Atlas hit the Manticore’s movement twice and it’s -2. Our Crusader another -1 movement. Their Striker falls and the pilot blacks out.
Turn 2 -We lose init 5-4. On the west flank I keep at that Manticore and the east trying to hit the H of their Striker. Then my missile stuff targets the Striker too, and their BM a bit here and there. Our Atlas another -1 movement to the Manticore. Our Ontos destroys the front side. Our Behemoth hits their Striker’s engine once. Our JagerMech hits another engine there. Our Archer hits the engine once more, dead mech! Our Schrek also destroys the H later. Our PXH falls under damage and blacks out.
Turn 3 – We win init 12-11. Wowzer… the next key unit by the left mine is the Puma and the BattleMaster on the right one. Their PXH charges our left flank. Their Infantry destroys the LA of my PXH, our Atlas jams the turret and – 1 movement to the Puma. Their Wasp destroys the PXH’s LT. their Urbie hits the gyro twice and engine once. Our Hunter -1 movements their Falcon, their Hunchback destroys our PXH’s CT> dead mech. Our Demolisher hits their BattleMaster PPC and shoulder actuator. Our Von Lucker destroys it’s RA. Our Maxim destroys the Puma’s side armor. We kill the crew on their Falcon Yay! No one falls.
Turn 4 – We lose init 7-5. Our Grasshopper to the rear of their Victor and behind it. Wolfhound to the rear of their Striker Light Tank. On the right, fire on the Victor, left the BattleMaster still. Our Behemoth gets a limb blown off of their BM’s RL on the ground. It hits the head with an AC10. Our BattleMaster’s ML destroys theirs, dead mech! We also destroy its RT. Our Ontos is hit by their Grasshopper and lost movement. Our Awesome fell. Many kicks and misses, none fall.
We lost a PXh, they lost a BM and a Striker assault and a trio of tanks, one with their XO and two more assaults. Since we killed their CO and drove their XO from battle and have won this hard, they are shaken and flee.
Salvage:
Striker STC2S with hit engine x3 and destroyed H. Current value – 6,721,000 - to fix 1 mill.
BattleMaster with destroyed H, RA, RT, and RL needs reattached, current value - 4.5 mill – to fix 4 mill.
Tanks:
Manticore - can be salvaged, damaged engine,
Puma – -1 movement, can be salvaged.
Falcon Hover Tank – dead crew
Ours:
PXH – H, RL, LL, RT, RA
Atlas – AC20 hit
Ontos – ½ movement.
We can repair our Atlas and Ontos in 4 days and 3. The Striker engine in 4. I spend the 5 mill to get assaults up and running!!! The tanks are fixed in 3-5 days each.
Abe Sargent
12-21-2024, 08:06 PM
We have our infantry load up the Sherpas and then convoy them back to the Mule dropship a few times with a garrison here and guards on the way, they don’t attack us. I also had my BattleMechs carry things in their arms too to help use out. We have our fighters ready and zooming in a flight of 2 in case on 8 hour shift in case they try something funny.
Dec 16, 3025 – We blast off of Menkat grabbing everything from the warehouse and our liaison was good to go.
Dec 21, 3025 – We arrive in the Galatea System at the Zenith JumpPoint with the charge station and where we agreed to meet them. Their JumpShip is here. Our rented Mule unfurls from our Invader to theirs, and they will pay the cost for it from here. Their liaison heads out too.
Dec 27, 3025 - We arrive and drop off and unload our stuff!
Contract stuff!!!
We lost a PXH-1 for our green pilot fully. I don’t want to give him a good mech like a Vulcan 5T or Javelin 10F. I could give him the Kurita version of the PXh but it’s got no jump jets and I like that for a green pilot. I could hand him the other Jenner 7F or repair a normal one. I hand him the Jr7F. I spend 500k to bring back the Jenner as an F too.
We spent:
Transport of Mule: 160k
Ammo and Armor: 660k – 310k armor and 350k ammo
One Month Salary: 117,513
Total Spent – 937,513
We Made:
Support: 330k
Battle Loss: 2,033,770
Salary: 678,285
Singing Bonus - 54,262
Total Paid – 3,096,317
Total - 2,158,804
War Chest – 38,539,957
End of Contract #7!!!
Abe Sargent
12-21-2024, 10:38 PM
Dec 27, 3025 – Since we already recruited this month on the first, we’ll wait until the 1st for it. Although since Evan gets back on the 2nd, we’ll wait until then for recruiting so we can combine our efforts.
Event - The 3rd Succession War has ended. The Capellan Confederation replaced Hanse Davion with a dupe in Operation Doppelganger and then replaced back by Hanse proper and with the mass bloodshed at Galtor, things are dying down.
This year in military technology, the Drillson tank was introduced, the Savannah Master we ran into later was introduced, and then then the Cataphract hit widespread acclaim we captured early.
Dec 30, 3025 – The next child of Stephen and Flavia is born. It’s another boy named Roger Marsh. He is born looking healthy! They bring in Sean from Mallory’s World to meet him.
Jan 2, 3026 – Evan returns! Him and Flavia wait a week to do some recruiting.
Jan 3, 3026 - Stephen Marsh leaves New Hope and we’ll use Jump Stations to get here on the 12th at a cost of 300k to visit Flavia, Roger, Stephen and Sean too. They wait for him.
January 12, 3026 – Everyone is here and Sean too, Roger’s older brother. They spend a week together celebrating and giving the unit some vacation time.
January 16, 3026 – Sean Marsh turns 5.
January 20, 3026 – Sean heads home to Mallory’s World. Recruiting time! After combining all of our stuff, we now have 17 recruiting rolls for dispossessed MWs and tank pilots. We assign to the:
Striker STC 2C, elite, Avantika Sekariapuram
BattleMaster, elite, Jeff Ioannou
We hire:
Longbow LGB-OW, elite, Lesley Karsumaatmaja
Centurion, CN9-A, elite, Suzette Floyd
Hatchetman HCT-3F, elite, Arwarh Seif al Din
Quickdraw QKD4H, elite, Cathasach Megino
Phoenix Hawk, PXh-1K, elite, Edemariam Kamoga
We have another Mech Company I am naming the Tres Company:
CO, Captain BattleMaster, elite, Jeff Ioannou
Elite, Rogelli Coloccia, Victor
Centurion, CN9-A, elite, Suzette Floyd
Hatchetman HCT-3F, elite, Arwarh Seif al Din
Leftenant Longbow LGB-OW, elite, Lesley Karsumaatmaja
Elite, Swee-Chun Tai, Catapult
Striker STC 2C, elite, Avantika Sekariapuram
Elite, Zeus ZEU-6T, Zedorik Kusmierz
Leftenant Elite, Asitadhvaja Tarkhan, Griffin 2N
Elite, Jenner JR7-F, Vixen Victor
Quickdraw QKD4H, elite, Cathasach Megino
Phoenix Hawk, PXh-1K, elite, Edemariam Kamoga
Tanks:
Elite, Rhino Support Tank, Roger Walters
Elite, Manticore, Roderick Wessex
Elite, Hunter, Victoria Magister
Elite, Puma, Max Sanchez
Elite, Shreck PPC Carrier, Mordecai Buscemi
Elite, AC2 Carrier, Maggie Oslin
Elite, Falcon, Nathan Lewis,
Elite, Goblin, Iovilla Madson
Elite, Rommel, Anne Tigranian
Elite, Harasser Missile Platform, Berta Villamarin
I add them to the 2nd Demolisher with Marsha Tawsonna the CO, for a 3rd Vee Squad Company. And purchase a Condor for 1.3 mill for elite Richard Nicholson.
And two infantry for the 2nd Mech Company:
Elite, SRM, Jump, Alexandr Sevski
Elite, Flamer, Jump, Tai Zhang
Abe Sargent
12-22-2024, 01:03 AM
EVENT – The Fed Suns and Lyran Commonwealth announce they are starting exercises to build up their alliance.
We don’t take contracts, I want everyone here until the 1st to recruit a DropShip. We have space for 12 Tanks on the Fortress and in the Condor 12 infantry and 20 vees – total 32 vees and I now have 40 vees. I could grab a Triumph for 53 vees and 4 infantry and have them all save for the Fortress and then send them in one space.
For Mechs, I have 36 and 12 in the Fortress and 24 in the Overlord. If I wanted to split off the 2nd Mech Company with Evan I could grab a Union for him.
I have right now:
JumpShips:
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
DropShips:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Achilles - Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
I could bring in a Union for 2nd Mech Company, or a another Condor, Triumph. Let’s look at the contracts first maybe they’ll let me know…
I am offered 2 deals:
1. The Combine wants us to Objective Raid the Lyran world of the Tamar Domains border world of Sevren which is about…10 jumps away. Pretty far away we could be there in April 27.
2. The Fed Suns want us to Objective Raid too, this time the CC border world of Pleione to raid and check their defenses. It’s four jumps from Mallory’s World and then 7 from us. We could be there on Mar 16.
Let’s do them both. I’ll send the Fortress and Leopard CV to Sevren and the Overlord, Condor and Achilles to Pleione. I’ll be taking Evan’s 2nd and 3rd Mech company in the Overlord, so we try for a Condor and…
Meet:
DropShop – Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
I will bring all vees with me, save for the 2nd company ditto mechs save the first
Contract Negotiation: I have 100 points, 110 total, We do full savage 60, then they want 2 months, 5 points to 1. 55. We grab 50% Support and Battle Loss, 30 points, they 5 points for 3.7 salary, we choose not remuneration, 15 points, they grab liaison, then us transport, none, 7% signing bonus
Contract #8:
Objective Raid for Combine on Sevren
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.3
Support – 50% Battle Loss and Straight Support
Transport – None
Command – Liaison
Remuneration – none
7% Signing bonus
Contract Negotiation: 120 points with the Suns! We do full (70), salary 3.7 (45), Command liaison, Transport – 50%, Support both Battle Loss and support 50%, remuneration yes, 10% signing bonus, length of 1 month.
Contract #9.:
Objective Raid for Suns on Pleione
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.4
Support – 50% Battle Loss and Straight Support
Transport –50%
Command – Liaison
Remuneration – Yes
10% Signing bonus
Do I want to hire an Avenger and Leopard CV with stocked fighters? Since this is on the border, it might be hot, and I’d love to defend myself and then also capture DropShips for our navy. Doing both would be around 2.2 mill there and back again total. I do it, I’d love to grab some stuff.
Contract #8:
April 22, 3026 – We arrive at the Sevren Nadir Jump Point….any business here I can see? Nope! We head to the planet!
April 27, 3026 – We land at the Sevren DropPort by the HQ, the Lyrans pushed off Drac resistance two years ago, and they want us to come here and smash them all up and down to punish them for it.
April 29, 3026 – We head to the Fort to smash the defenders which are a company each of mechs and tanks. We are to smash them all up and down the block.
They are:
Charger 1A5 – 3/5, AC 20, 240 armor, 13 sinks, 2 SRM6, 1 Ml and Sl
Banshee BNC-3E
Goliath
JagerMech – JM6A – the good variant with the LRms
Thunderbolt
Rifleman
Cicada
Griffin 1S – with 152 armor, 5/8/5 movement, 1 LL,2 ML, 1 LRM5
Hermes II 2S
Firestarter
Stinger
Wasp
That Charger is a nasty veteran variant.
Vees:
Devastator – 2 AC20s, 144 armor, 2 SRM6, 2 Sl, Flamer
Schrek
SturmFeur
Bulldog
Rommel
LRM Carrier
Vedette
Maxim
Goblin
Hunter
Packrat
Saracen
We start. This is their Charger a variant I’d love to bring in:
https://cfw.sarna.net/wiki/images/c/ce/Charger_RGilClan_v29.jpg?timestamp=20230311222454
Yay Chargers!!! They normally suck, but not this one!!!
Abe Sargent
12-22-2024, 11:50 PM
We have roads, rubble, buildings and pavement but few trees. Heavy stuff up the left flank, right the lighter stuff.
Turn 1 – We lose init 7-8. I fire on the right flank at the good JagerMech and the left one at the Banshee. Our Shrek hits their Maxim’s movement -1. Our Archer destroys the RS of their Maxim. That’s that pilot’s 4th kill! Their JagerMech falls, hits the ammo and explodes, dead mech! I would have preferred salvage. Dead mech and tank!
Turn 2 – We win init 10-9. I pull our Archer, Crusader and Hunter from snipe to the left flank where I can aid them. Their Firestarter next to my Grasshopper, our Jenner and Wolfhound to it’s rear. I fire at the Firestarter on the right flank, and their Schrek on the other side long range and Goliath shorter. Their Shrek hits our Wolfhound’s H with a PPC and hits nothing. Our Schrek destroys the LT of their Firestarter. Our Maxim immobilizes their Shrek and then destroys the LS. Our Von Luckner hits the engine once on their Goliath. No falls. Kicks time! Our Grasshopper kicks and destroys their Firestarter’s RL it falls, I missed a kick on the Wasp with our Awesome, not legged.
Turn 3 - We win init 12-7, bigger there. They eject the FS. I backup the Wolfhound to keep it from SRM hits. They have nothing left on the right flank, we destroyed them all. They walked back the Goliath. I charge from the right flank. Our BattleMaster bases their Goliath. Our Banshee their Charger, Jav next to their Packrat. I fire on the wounded Goliath, and then some short range stuff on the Charger. Their Banshee -1 movement’s our Von Luckner, Our Saracen -1 movements their Packrat. Our BattleMaster ignites the MG ammo on the Goliath, boom, dead mech. Our Ontos hits the RA Actuator on their Charger. Our Atlas destroys the RA all told of the Charger and hits the AC20 three times, it’s big gun is out! Their Charger falls and hits the RT and destroys it. We kick their Packrat with our Jav and BattleMaster, stunned crew for three turns. Our Banshee’s kick on the Charger hit the gyro and engine once each on the Charger.
Nasty turn for us to kill a Goliath and savage a Charger. They keep coming.
Turn 4 – We win init 8-6. They eject the savaged Charger. I eject our Von Luckner. Their Thunderbolt is south of a building and I cannot bring that into my oeuvre since I cannot focus on it so I don’t move to it. In the north is the Devastator and LRM Carrier maybe I could try them? Our BattleMaster bases the Devastator. Our Behemoth cannot get there in view, so it charges the TBolt. Griffin by my Behemoth. They move their Banshee up to my BattleMaster. I fire my Fire Support at the TBolt and the rest at their Devastator or LRM Carrier that are north of the building but don’t have LOS like our Atlas. Well I could try the Banshee, but I doubt I can kill it in one round splitting targets with the Devastator.
Their Cicada hits our BM’s gyro once
Our Archer -1 movement’s their Vedette.
Our Grasshopper -1s their Devastator’s engine; our BM another -1
Our Maxim hits the LRM Carrire and drops engine -1
Our Banshee destroys the Devastator’s front. Dead tank!!!
Our Atlas destroys the LS of their LRM Carrier – dead tank!!!
Our Demolisher destroys the LA of their Wasp.
Our BM and their TBolt fall.
Kicks! Nothing hurt, fell, or badly damage
They rise the Thunderbolt and flee. We claimed the field!
Salvage:
JagerMech JM6-A – RA, H, LL, LA
Goliath – FLL, BLL, H
Firestarter FS9A is missing LT, RL needs LA reattached – current value – 2.35 mill, needs 750k to fix it up.
Charger 1A5 – With destroyed RA, RT, and gyro and engine once hit each. – current value is 5.65 mill, to fix 1.4 mill.
Schrek PPC Carrier - Immobile, destroyed side, reparable, tossed 9
Maxim - -1 engine, destroyed side . Not reparable, tossed 6.
Devastator - -2 movement, destroyed front, yes salvageable – toss a 10.
LRM Carrier – damaged engine, destroyed side, not salvageable I tossed a 7.
Us:
Von Luckner - -1 movement
BattleMaster – 1 hit gyro
We fix our BM and Von Luckner in 3 and 1 day respectively. The Schrek PPC Carrier is fixed the engine in 4 days, the Devastator’s lesser damage in 3 days. We fix the engine and gyro in the salvaged Charger in 3 and 5 days respectively – 8 total.
I love that unique scouting 6/9/6 Firestarter with the quad flamers (one rear facing) and 104 armor, 10 sinks, and 2 ML and SL, no ammo to explode. I pay the 750k for it.
That variant Charger is amazing like our Banshee variant. I spend the 1.4 mil for it too!
Nice! 2 assault/heavy tanks, one assault and light mech added.
Abe Sargent
12-23-2024, 12:11 AM
April 29, 3026 – We begin raiding the base and then will destroy it in a few days
May 3, 3026 - We destroy the HQ and then raid 3.5 mill of stuff to sell on the market. We launch! We should be back in Galatea on July 27.
Contract Stuff!
Objective Raid for Combine on Sevren
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.3
Support – 50% Battle Loss and Straight Support
Transport – None
Command – Liaison
Remuneration – none
7% Signing bonus
Salary is 120,613
We Spent:
Salary – 603,065 – 5 months
Support – 450k - 200k armor and 250k ammo they barely touched us
Total We Spent – 1,053,065
We Were Paid:
Support – 225k
Salary – 928,237
Bonus – 64,976
Total Paid – 1,218,213
Total Made – 165,148, plus 3.5 mill for stuff raided, 3,665,148 and the current War Chest is now 40,575,105.
Levels Up:
Archer pilot Mitch Raymond is now 2/4 and gained a gunnery skill.
END OF CONTRACT #8!!!
Abe Sargent
12-23-2024, 01:05 AM
Beginning of Contract #9:
Feb 14, 3026 – On the way there to the planet of Pleione, founding member Alice Sanchez and her husband Roger Sanchez give birth to their first child, named Margaret Sanchez, who everyone calls “Margie”. This battle Alice will not be in the battle with her Manticore on maternity leave.
Mar 14, 3026 – We arrive in the Pleione jump point at the Nadir point and scan. This world is defended by the McCrimmon’s 3rd Battalion of their Light Cavalry a regular and faster unit. As you may recall I have an Achilles nasty escort and DropShip, 6 fighters on our Overlord, two on the Achilles, a rented Avenger and Leopard CV with 6 more fighter as well as my two Condors with tanks. They have on the border world a pair of JumpShips with military DropShips, one with the sigil of the Light Cavalry, the other the Warrior House of Liao. After seeing our huge flotilla, the Warrior House Merchant with a Union and a Leopard CV jumps. It might be passing on word of our arrival or jumping to save it.
That leaves here a Merchant JumpShip with a Leopard CV, and two drop rings against all of our flotilla. They head out with the 6 fighters, put up a token and promise to turn them back over after we hit their base and they surrender the Leopard CV after little damage and most of their fighters are gone. We lost one fighter, and can salvage theirs though.
We have secured the Nadir jump point and are two days from the planet proper.
Mar 16 – We land on the planet. Our goal is to hit the key HQ of the light cavalry and then leave. We are here to test their defenses and not to raid or destroy their stuff. Just to smash and leave.
Mar 17 – We arrive at their base, and all three companies are here, so we have our fighters protecting us from a flank or rear attack or them from fleeing or surprising us.
Here they are!
McCrimmon’s 3rd Battalion of their Light Cavalry:
3 Vindicators
3 Catapults
3 UrbanMechs
Cataphact 1X with a veteran
3 Wasp 1L
2 CRD-2L Crusader with 192 armor, 2 LRm 10, 2 SRM4, 4 ML, 12 sinks
3 MAD-3L Marauder – with AC5, PPC, LL, 2 ML, 184 armor and 18 sinks
Centurion
Cicada
Wolverine
Commando
2 Javelin
Spider
3 Locust
2 Victors – veteran
Quickdraw
2 Warhammer 6L
Stinger
Griffin
2 Phoenix Hawk
They are regular! We are fighting with Tank Company #1, 3, and Mech Company Deux and Tres.
They are in the North us in the south.
We are on a map with stuff.
This is their Centurion, it’s a 50 ton mech with 10 sinks, 4/6 movement, AC10, LRM10 2 ML, and solid armor.
https://cfw.sarna.net/wiki/images/thumb/f/ff/Centurion_Shrapnel002.png/487px-ed9b4zqyzmw3dbfran63oi2emjs28p2.png?timestamp=20210213020031
Abe Sargent
12-23-2024, 10:42 PM
I have no trees to deploy our infantry into, but we do have loads of rubble. I’ll deploy them there. No +1s to hit me but cover from fire for them. There is a building in the south central with level 4 size I can deploy behind. I’ll split my forces on each side. It’s about 1/3 of the way down the side from the left flank, so my lighter stuff will scout and guard that. We are on a larger 20x20 map by the by. There are bunches of 3 level high to block mech/vee LOS stuff here and there.
I deploy some snipe units on top of the building with good armor.
Turn 1 - We win init 12-8. I have central, right and left flanks. I fire at their +0 movement Vindicator, -1 Marauder and +1 Locust in a few places. Our Manticore hits their Vindicator’s 2 Heat Sinks. Sir Stephen Marsh’s Patton destroys their RA on the Locust. Our Von Luckner destroys it’s RT. Our CTF1X it’s CT, dead Locust!!! Our Hunter destroys the LT of their Marauder’s 3L, arm on the ground. Their Marauder and Wolverine on the left flank fall, the Vindicator doesn’t.
Turn 2 – We win init 8-4. Another thumping by us. Their MAD wounded rises. Their Wolverine does too. Their Spider bases the right arc of my Puma and Marauder. Vulcan and Bulldog to it’s rear. Their Spider is +4 so just the Vulcan /Bulldog will fire at it, since that’s pretty hard to hit. But back attacks? Nasty! Their Victor on the right side is -1 to be hit. That’s my target there. Those that can see the Vindicator fire at it. Left flank at the wounded Marauder, central at the +0 Warhammer.
Our Rhino hits the AC20 on their Victor
Our Zeus 6T hits the ammo on it and it explodes, dead mech!!!
Our Longbow with indirect fire destroys the LA of their UrbieMech
Our Plainsman hit their wounded Marauder engine twice
Our Falcon Hover Tank another engine, three engine hits shutdown mech! It’s engine explodes and the next door and wounded Wolverine took 30 and hit the AC5 ammo, explodes, another dead mech; their Catapult here took damage to a leg actuator and hip and fell.
Our Manticore hits their Warhammer’s engine once.
Their Centurion hits our Jenner’s RA and hits a ML and shoulder actuator there
Our Thunderbolt hit the Warhammer’s engine twice more and gyro once, shut down, dead mech!!!
Their Catapult and Vindicator fell. The Cat hit it’s hip three legs hit. Can they equalize with kicks by the Spider?
We each connect nothing happens.
We’ve taken out FIVE Mechs in just two salvos of fire! Are they going to keep coming my way or retreat and give us their HQ? They try to turn it around.
Turn 3 – We lose init 7-6. I eject the Jenner, their Vindicator rises. I cannot find the damaged Catapult did they eject? I’m trying to find it and cannot. Their PXH bases my Valkyrie’s side. On the left side they have a Crusader and Vindicator. By themselves, I send over my stuff to try and take one down. They hop their Spider by our Hunter, our Enforcer bases their Valkyrie on the flank. Quickdraw to the Spider’s rear. Jav by our Bulldog. Vulcan and Zeus by their Wasp. Get ready for a lot of melee! My right flank fires on the damaged Urbie, my middle at the damaged Vindicator and +0 Locust and +1Commando and left the undamaged Vindicator. I have two Hetzer AC20 and the Victor on that Vindicator. Wasp by our Manticore.
Our Victor’s AC20 glancing blow to their Vindicator’s H on the flank.
Our Enforcer destroys it’s LL; Our PXH1K hits the engine twice of it;
Their Jav hits our gyro once an engine twice on our Zeus 6T. it’s standing
Our Condor destroys the H of their Vindicator on the flank.
Our Hatchetman hits the ammo of an UrbanMech and it explodes -dead mech!!!
Our Quickdraw destroys the LT of their Spider, arm on the ground
Our Manticore hits three leg actuators on the wounded central flank Vindicator.
Our Striker hits and destroys it’s LL. Then ammo explosion, dead mech!
Our Harasser hits the LL actuator on their Spider.
Our BattleMaster destroys the Locust’s RA.
Our Rommel destroys the Commando’s LT arm on the ground.
Our Thunderbolt destroys the Commando’s CT, dead mech!!!
Our Cataphract destroys the Locust’s H. Dead mech!!!! He adds 2 engine hits too.
Their Spider falls.
They try kicks to bring this thing back…our Quickdraw’s kick destroys their Spiders CT dead mech. Sad I’d love it. Our Zeus missed the kick on a7, sad. No one else lost or fell.
They stand up everything and flee. They did eject the Catapult after it tried to stand and ell and broke it’s leg off with a limb blown off crit.
Salvage:
Parts:
Locust 1V – H, LL, Rl, LT, LA
Marauder – LA, H
Victor – RA, H, LL
Wolverine – RA, H, LL, LT
UrbanMech – H, RA, RL
Spider LA, H, RT, RL, RA, LL
Vindicator – RA, LL, LA, H
Commando LA, H, LL, RL,
Mechs:
Warhammer 6L with 3 engine hits, one gyro
Vindicator with destroyed H, LL, 3 engine hits, RT, LT, current value – with repaired engine, H and LL – 2 mill, to fix 1.8 mill
Locust 1V missing H, RA, RT, 2 engine hits, - after fixing H, engine, 950k current value, 500k to fix.
Catapult – Missing RL on the ground, three actuators hit too
Us:
Damaged Jenner’s ML and shoulder
Zeus 6T - 2 engine; one gyro hit
We repair the Warhammer’s engine and gyro in 11 days for the engine after four rolls and 2 for the gyro – 13 total. The Vindicator’s three engines are on the 5th roll – 14 days, Locust’s are 5 days total, and then Catapult’s legs are done in a few hours, the leg is ready to go. We fix the wounded Vindicator with the H, LL from the parts and then I take the salvaged LA and replace the damaged one in stock and that’s up and running. I use the salvaged Locust H for that damaged one, and then the salvaged RL to fix the Locust 1M but I spend 250k to make it an LCT-1E the energy weapon version.
We fix our Zeus and Jenner in 9 and 2 days respectively
Abe Sargent
12-23-2024, 11:49 PM
Mar 19, 3026 - We spend two day getting rearmored, reammoed, and scouting. We blast.
Mar 20 – While we are on the way to the JumpPoint, the Warrior House has arrived at the Nadir to force us back out. But we are leaving…are they going to attack us and take damage.
They have:
Invader:
Leopard CV
Overlord
Avenger
Merchant:
Leopard
Union
That’s 14 fighters against our 14, the Avenger against ours and an Achilles on their side. Since we are leaving, they don’t face us. That’d be close for fighters, but our Achilles pushes it to us. We call them and turn over the captured personnel.
Mar 21 - We load and jump back to Galatea!
We added the captured:
Merchant JumpShip – 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory” we keep
Leopard CV DropShip – 6 Fighters, rechristened the “War’s Art”
It was lightly damaged and put up token resistance. Just 2.5 mill to fix all damaged Aerospace stuff.
Contract Stuff:
Our salary for these four companies for a month is 282,239
Objective Raid for Suns on Pleione
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.4
Support – 50% Battle Loss and Straight Support
Transport –50%
Command – Liaison
Remuneration – Yes
10% Signing bonus
We Spent:
Salary – 846,717 for 3 months
Support - 270k - Armor 100k and ammo just 170k. Light use
Aerospace Stuff – 2.5 mill repair. Half was the new stuff and the rest ours.
Transport: 2.2 mill for Leopard CV full and Avenger here.
Total Spent – 5,816,717
We’re Paid:
Salary – 2,339,176
Remuneration – 116,959
Bonus – 233,919
Support – 135,000 and 625k
Transport – 1.1 mill
Total Paid – 4,550,054
Total Lost – 1,266,663
War Chest – 38,958,442
We’ll get back on May 7, 3026.
End of Contract #9!!!
Abe Sargent
12-24-2024, 01:05 AM
May 7, 3026 – We arrive on Galatea. I grab new recruits, since everyone is here from Evan and Stephen save Flavia in Sevren campaign. We have 10 total recruits, and we’ll try 6 occupied fighters for the Leopard CV we captured.
Here are our 10 recruits!
Fighters:
Veteran, Corsair, medium, Marvin McAllister
Elite, Riever, heavy, Billy Walter
Veteran, Stingray, medium, Greg Steppe
Elite, Slayer, heavy, Maria Alvarez
Veteran, Chippewa, heavy, Steve Rogers
Elite, Chippewa, heavy, Rachel Rogers
Rachel and Steve are married and from the Lyran Commonwealth.
Dispossessed Mechs:
Elite, Warhammer 6L, Amalia Ricci
Elite, Catapult C1, Sammy MacOmish
Dispossessed Tanks:
Elite, Brutus, Rogier du Champ
Infantry:
Elite, Motorized, Laser, Marc Blatte
I take contracts!
We are offered 2!
#1. Fed Suns to another Objective Raid. They want us to hit the Marik world in the Duchy of Andurien way out there.
#2. Lyran offer us an Objective Raid too. They want us to raid another Marik world this time closer in the Silver Hawk’s Coalition border world of Rochelle. It’s one jump from LC worlds like Zaniah. It’s closer to us than New Hope. 3 jumps, we can be there on May 20. We don’t need our huge four companies their garrison we need to hit is just two companies in a mining, one each tanks and vees. I could send the Condor and a rented Union and then send Deux Mech and the 3rd Vee company to take them out and wait until June 1st to do more recruiting and then another deal then, but Flavia gets here July 27. But that would give me June to do so, but we’d probably be back around June 4th or 5th or so, so I send all of my stuff here to Rochelle!
Negotiation: 95 point -10% for Lyran, +10% for Elite, 95 total, 50 for full salvage, 45 left. They do salary and pull 25 for 3.7, 20 left. We do no remuneration, 30. They want two months we drop to one for 5 point, we pull 25 for 50% Battle Loss and Support, 0. They offer Liaison Command Rights, no transport, 0 points left,
Contract #10:
Objective Raid for Lyran Commonwealth for the Free Worlds League World of Rochelle
Salvage – Full
Salary – x3.7, x1.6, x1.5
Length – 1 Month
Command – Liaison
Support – 50% Battle Loss and Straight Support
Transport - None
Remuneration - None
We’ll be there soon!
Abe Sargent
12-24-2024, 02:04 AM
Begin of Contract #10:
May 16, 3026 – We arrive at the Zenith JumpPoint. There are no charge stations here, with everything including our new Leopard CV. We scout, and FWL tends to have more open borders. We see some military DropShips, and none move to smash us. We move to the planet.
May 20, 3026 – We land in Rochelle. This is a world that has strong mining interest, and industry too, but hit hard in wars like the Succession Wars. It’s twice been successfully defended against Lyran attacks recently in 2980 and 3007. We are here to raid them, test defenses, and then do some damage. I have brought out 8 Armored Sherpas to grab stuff.
Our target is the local mining base staffed by the local Marik Militia. They are supposed to have there one company each of tanks and mechs, and then three infantry so a mixed battalion.
We unload, set up, and then check with our Boomerang Spotter Planes, yes, the defense is as expected. Their fighters are buzzing us, both conventional and Aerospace. We send our 14 to face them
We arrive a few hours, I am facing them with three companies and then keeping one in reserve. We are using 1st Vee, 3rd Vee and Tres Mech Company. Then the big boys of Evan’s company are free in case needed.
Here is who we are facing:
Mechs:
Banshee BNC-3M
Cyclops – CP-10-Z – AC20, 1 LRM 10, 1 SRM4, 2 ML, 4/6, 12 sinks, 160 armor
BattleMaster 1G
Stalker STF3F
Awesome
Archer 2R
MAD3M Marauder
Thunderbolt
Griffin
Dervish
Assassin ASN- 21
Wasp
WOW!!! I rolled 5 assaults! We just get one with a 6 on a d6. Nasty!!! I am making them all veteran and then BM is elite.
Tanks:
Partisan
SturmFuer
Schrek PPC Carrier
Ontos
Bulldog
Brutus
Goblin
Maxim
Condor
Gladius
Hetzer with an AC20
Harasser Missile Platform
Another 4 assaults. I assign vets to all four. I’d love to capture that nasty Ontos tank.
3 Infantry
4 Warrior VTOLs too
This is their and our Ontos an assault vee weighing 95 tons with 2 LRM 5s and then EIGHT Mls! With solid armor too.
https://cfw.sarna.net/wiki/images/thumb/f/fc/Ontos_RGilClan_v29.jpg/800px-ti6nhsl3myyr3n0re7cld4n9i4e2etw.jpg?timestamp=20230709204839
Abe Sargent
12-25-2024, 12:51 AM
I gave them the same map rough for us on the bottom with the three mines that are underground and then the large depth -5 lake there. I felt I should push this as far as it can go with their size.
Turn 1 – We win init 4-3. Their BM is on the right left where ours is, plus their Banshee and Ontos. On the left side is their Thunderbolt, Awesome and Marauder. I fire at the Ontos and Thunderbolt. Most of my left side is far away like the Demolisher. Their BM short range fire on the edge since some cannot see or have range to the Ontos.
Our Harasser hits their Maxsim and drops the movement by 1.
Their Archer drops our Behemoth’s speed by 1
Our BM fell with just needing a 5 to stand, their BM and TBolt fall. Their Ontos barely scratched. Their Thunderbolt pilot passes out.
Turn 2 – We win 9-6. Our BM stands and moves into woods. Their BM rose. I continue to fire at the Thunderbolt and Ontos.
Their Bulldog destroys the left side of our Harasser’s LS. It’s got that 10!
They immobilize our Behemoth
Our Bulldog hits their movement on their Ontos - -1 movement
Our Brutus destroys it. – That’s her fourth kill!!!
Our Hunter destroys the LA of their Thunderbolt and gets limb blown off for RA and the RT destroyed.
Our Goblin hits the MG ammo on it and it explodes, dead mech!
Our BM falls again.
We swapped a Harasser for an Ontos and Thunderbolt!!!
Turn 3 – We win init 9-7. On the left flank I could try the Cyclops or the injured BattleMaster. Our PXH by their Maxim. Falcon under it, Plainsman next. I go for the BattleMaster. The Awesome on the right flank. Our BM rises, and then misses and goes unconscious. Uh uh…
Our Hatchetman gets a limb blown off the LA of their BM
Our Bulldog hits it’s gyro once, it falls and hits it’s engine once.
Our Falcon immobilizes their Maxim!
Their VTOL blows off our BM’s LL
Our Maxim destroys the LT of their BM.
They destroy our BM;’s RL
Our Plainsman reduces their PPC Carriers movement
Their SturmFeur destroys our BM’s RT and hits the engine three times, shut down
Their Awesome falls!
I don’t kick the Maxim since it’s immobile and I want that sweet sweet salvage.
Turn 4 – They steal init for the first time 11-8. They eject the Maxim, we salvaged it if we win! They stand their Awesome and pass with the BattleMaster. I’m shocked they didn’t eject the BM with one point in CT internal and a gyro hit. I move towards the Cyclops on the left flank. Also on that side are the Banshee and Stalker and Archer. Our PXH next to their Shrek. Assassin by a Manticore. Our Jenner on their Schrek in the rear arc of their Bulldog.
Our Griffin 2N destroyed their BM’s CT with SRMs. Dead mech!
Their Condor reduces our Patton’s speed by 1
Our Brutus hits the leg actuator in the LL of their Cyclops
Our Jenner halves their Bulldog’s movement
Our Plainsman destroys their Schrek’s engine Then our Schrek it’s front
Their Warrior VTOL slots our Puma’s movement one.
Our Rhino halves the movement of their Hetzer
Our Striker destroys their Awesome’s LT and hits the engine once. Then hits the gyro twice, down mech!!! Then our Demolisher takes out the CT, dead mech no salvage.
Their Archer halves our Rommel movement
They immobilize our Behemoth with their SturmFeur
Their Cyclops falls, gets a destroyed RL and it’s down.
We kick their Bulldog to -1
They eject the Cyclops pilot and then flee. That was a rough match and we lost a BM and Harasser and took tons of damage from them. But they lost an Awesome, BattleMaster Thunderbolt and legged a Cyclops and then a Shrek, Maxim and Ontos in just for turns. They pull out!
Salvage:
Ontos - -2 movement, destroyed side, we toss a 9 and can recover
Maxim – Immobile
Shrek PPC Carrier – destroyed engine and side. Can’t be recovered.
Cyclops – CP-10-Z missing RL. Current value – 8.6 mill, to fix 500k
Awesome – H, LA, RA, RL, LT
Thunderbolt – RA, RL, H
BattleMaster – LA, H, RT, RL, RA, LL
We fix their immobile Maxim for 2 days and then the Ontos movement in 4
Us:
Harasser – destroyed side. Tossed an 8, can be salvaged.
Patton - -1 move
Behemoth - immobile
BattleMaster - has engine x3, destroyed RT, RL LT, LA – See below – current value is 7 mill, 1.5 to fix.
Puma - -1 move
Rommel – ½ movement
They savaged our BattleMaster but it’s salvageable! We fix the engine in 3 days and the Patton in 2, the Behemoth in 7, and the Puma in 4 and the Rommel in 6. Then the BattleMaster is missing tons of parts. We salvaged the RT, RL and LA but it’s missing a LT. Do I have any LTs for 85 ton mechs in my storage? Nope! I spend the 1.5 mill to get it back.
Abe Sargent
12-25-2024, 01:35 AM
May 20, 3026 - The Cyclops is not considered a well designed mech! It’s got weapons to close, but just the 10 tons of amor. Not great for an assault mech.
We load up stuff on the Sherpas and steal less this time, just around 425k value since this was a pretty minor base.
May 22 – We blast off world and head back to the JumpPoint. Good stuff!! We destroy the base.
Contract Stuff!
Objective Raid for Lyran Commonwealth for the Free Worlds League World of Rochelle
Salvage – Full
Salary – x3.7, x1.6, x1.5
Length – 1 Month
Command – Liaison
Support – 50% Battle Loss and Straight Support
Transport - None
Remuneration - None
We Spent:
Salary – 285,429
Support – 760k - Ammo just 250k but armor massive at 510k
Battle Loss - 1.5 Mill to restore our BM
Total Spent – 2,545,429
What we were paid:
Salary – 2,534,609
Support – 380k
Battle Loss – 750,000
Total Paid – 3,664,609
Total Made – 1,119,180
War Chest - 40,594,285
We’ll arrive back on June 6.
END OF CONTRACT #10!!!
Abe Sargent
12-25-2024, 02:40 AM
June, 6, 3026 – We are here again at Galatea. We don’t have a lot of new stuff, I am thinking about trying for another naval vessel DropShip. Flavia can recruit for 7 next month when she gets here. I leave behind some mechs to fill – a Firestarter, Charger, Locust 1E and such.
Here are our Jump/Drop Ships:
JumpShip:
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
DropShip
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
We have a few different methods of delivery of assets and then 7 total Droppies. We could use a Union to carry 12 mechs and 2 fighters for separately Deux Mech Company contracts like the Fortress and Leopard CV with Flavia under Evan Marsh to do himself. I also really like here another Achilles the most powerful assault DropShip out there!!!
Lets do contracts, and if we have two, I can try and recruit an Union otherwise that Achilles!!!
We have…2 offers:
1. Lyran want us again for a garrison deal
2. ComStar wants us to do an O Raid target FWL world in the Zion Province called Menkalinan on the border with the CC. It’s claimed by both FWl and CC. It’s two jumps from Procyon and another to LC world of Chara and then 2 more. Total 5 jumps. We could be here on July 13.
I try and recruit I needed a 5 for that Achilles! We have an 8. Meet the:
Achilles – DropShip, “Guns Amok”, ”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. I grab the DropShuttles and then we’ll recruit fighters later!
Negotiation: We have 100 points, 110 after boosts. We spend 50 for full salvage. They spend 25 for Salary at 3.7, 35 left. We spend to get to 50% Transport in order to bring in more assets since that could be hot. 20 left, they grab Liaison, we grab remuneration no, 30, they want length of 2 we grab it to one with 5 points and then 25 for Support of 50% and Battle Loss too!
Contract #11:
Objective Raid by ComStar on Menkalinan
Salvage – Full
Salary – x3.7, x1.6, x 1.25
Support - 50% Battle Loss and Strait Support
Remuneration – none
Length – 1 month
Command – Liaison
Travel: 50%
Abe Sargent
12-25-2024, 11:04 AM
Beginning of Contract #11:
I hire an Avenger – 10 jumps there and back, for 2.5 mill total.
July 9, 3026 – We arrive at the Zenith JumpPoint! We unfurl the aerial assets. We check out, and here on the border in the not-very valuable shared world with tons of timber is. The world’s continents are divided each one under the control and our goal is to smash and try to upend the fragile alliance. We are changing up our colors and logo to help do that. We’ll divide our forces and then smash one continent under their control of 5 each and flee.
The Free Worlds League does have some military flotillas here in the system, but they don’t seem to be coming our way. The CC on the other hand are sending to the Zenith Jump Point en route some naval assets to an JumpShips with six Drop Rings called a Star Lord with a pair of Leopard CVs and an Achilles, and then coming up are a Union, Leopard CV and an Avenger. They are about 20 hours out.
We out class the ones here and the ones coming. They decide to jump out rather than facing us seeing us move towards them, That does leave us their tasty trio of stuff with 6 fighters on the Leopard CV and 2 in the Union. We offer them surrender and will turn them over, but they decline.
We unfurl everything but will keep the rented Avenger for a reserve since I’d hate to lose this. We lose two fighters, and destroy their Conder and Avenger, but do salvage the Union for a cost of 12.5 mill to fix it up and the stuff we lost.
Damage Loss - We lost two fighters – they cannot be salvaged, d but we do salvage their Transgressor and Transit. We spend 950k to fix them up – damage loss 5.15 mill from fighters
We captured the Union with the name “Green Together.” We rename it the “Jade Lion” to keep that idea.
July 14, 3026 – After spending a day waiting for the to arrive, we land proper at two DropPorts on Menkalinan proper. The first is in the Marik controlled space with a garrison of a reinforced company of mechs (16). Then the second is in the space controlled by House Liao with a garrison with one company of mechs and another of tanks. Our scouts of infantry and Boomerangs confirm those numbers. We’ll send out to the 16 mechs from FWL Tres Company Mechs and Vee Squad Company #1 since the former lack heavier units the latter has tons of. It’ll be led by the CO Stephen Johnson. Then the Deux Company and 3rd Tank Company are next with Evan Marsh leading against the Caps and then bringing us back together.
We are not to do a deep raid taking their stuff to remove their ability to recover and fight. Just blast them with the colors of the other side, and then head back out.
The Marik Flank:
This is the reinforced company vs Tank #1 and Mechs #3.
Here they are:
Banshee 3M – vet
Striker 2C - we’ve got that
Goliath
MAD 3M Marauder
Merlin
Rifleman
Hermes II 2M
Cicada
Hunchback – uh oh
Griffin
Valkyrie
Locust 1M
Commando
Javelin
They are regular.
This is their beloved Hermes II medium scout mech!
https://cfw.sarna.net/wiki/images/5/56/Hermes_II_RGilClan_v26.jpg?timestamp=20230113003953 it’s got 10 sinks, 3 Ml, 2MG 1 SL. Strong movement too.
Abe Sargent
12-26-2024, 10:20 AM
I only added 14 mechs, so I tossed in a PXH and Wasp. The map has buildings, concrete, woods light and roads!
Turn 1 – We win init 7-6. I flank my heavy stuff on the left and the light on the right. I target the Goliath for long range and closer faster stuff for lesser range. Light dusting of mechs, their Goliath falls.
Turn 2 – We lose init 8-7. Their Goliath rose! I focus fire on it again. Our PXH destroys it’s LT, both legs on the ground. Our Catapult hits the ammo and it explodes!!! Their Merlin hits our engine on our Goblin and reduces it’s speed. They again knock down our BM like last time.
Turn 3 – We get init back 12-7. They back up the Striker to the right flank. PXH behind it. Jenner it’s flank. Our BM gets up and backs up two. Their Hunch, Banshee and Valkyrie are flanking our left side. Our Hatchetman bases their Valkyrie. Griffin next to it to. I back up some units. They run their Jav and Commando this side. Zeus bases their Commando. All of my right flank fire at the Striker to help, and then my left flank with goods shots on the Hunchback take that and then some with better shots on the Commando and Valkyrie take them.
Our Condor hits the enginex2, and gyro once on their Striker.
Our Plainsman hits the LL actuator and blows off the LA. On the ground.
Our Longbow hits the AC 20 ammo on their Hunchy and it explodes, dead mech!
They focus on our Hatchetman but nothing too big happens.
Their Valkyrie falls but the Commando doesn’t! The Striker does too, obviously.
Our Zeus kicks and destroys the Commando’s RL, destroyed the RT and then the ammo there, boom dead mech!!!
Our Hatchetman destroys the LA of their LA.
They eject the Striker and flee! We win the battlefield with a destroyed three and a savaged two more in just three rounds! We are not raiding or destroying, but salvaging, repairing and leaving.
Salvage:
Goliath - FLL, RLL, H, RFL
Hunchback H, LA, RA, LL
Commando – RA, H, LL
Striker STF-2C with a 2 engine and one gyro hit.
Us:
Goblin - -1 speed
Our techs reattach the LA, and then fix the engine in a day and the gyro in 5 days. We salvaged a largely undamaged mech!!!
Abe Sargent
12-26-2024, 10:58 AM
The Liao Flank:
We unload Evan’s Deux Company of Mechs and then the 3rd Company of vees to take them out.
Here they are, by the by:
Mechs:
Charger 1L – LL, 2 ML, 10 sinks, 88 armor
Stalker - veteran
Cataphract -
Warhammer 6L
Catapult
Vindicator
Wolverine
Blackjack
Shadow Hawk – 2H – That’s the one with real armor at 152 points, AC5, LRm5, Srm2, ML, 12 sinks and the base 5/8/3 movement.
UrbanMech
Wasp 1L
Javelin
Most regular a few vets here and there like the Cataphract.
Tanks:
Partisan
Devastator – Ouch! Veteran
Schrek PPC Carrier
Zhukov
Von Luckner
Bulldog
Goblin
Kanga Medium Hovertank – AC10, MG, LRM10, 72 armor, 8/12 movement
Maxim
Striker Light Tank
Scorpion
J. Edgar Hovertank
Three infantry.
They come out of their Fort to attack us away from it to protect the folks inside and to use their woods as cover we are on a wooded hills with a river at the bottom. They are on the west, us at the east.
This is the Kanga!
https://cfw.sarna.net/wiki/images/thumb/4/45/Kanga_TRO2750.jpg/800px-2jhpwouy0romuyqxr9qw8655o54ktwu.jpg?timestamp=20170305191238
Abe Sargent
12-26-2024, 11:01 PM
We deploy our heavy stuff at the top no water there and scouts and jumpers at the bottom. They flank the south with their hover and hoppers.
Turn 1 - We win init, 9-7. Their Maxim skids and it’s engine is destroyed and the crew abandon it. We focus if rein the south on their Kanga with +2 and in the north beyond the woods and river on just what they can see, like the +2 Charger. Our Goblin destroys the front side! Dead tank! Our Manticore hits the LL on their Charger two actuators. Our TBolt destroys it’s RA and LL too. They target our Awesome. Their legged Charger falls!
Turn 2 – We lose 7=9 init. They eject their Charger! Their Wasp bases our Condor and Falcon. Their SDH next to our Goblin. Our Vindy and Valkyrie next to their Wasp. Our Enforcer and Vulcan next to their Shadow Hawk. Their Jav next to our Zeus. I fire at the Wolverine in the north and in the south at Wasp that can see it. The Shadow Hawk otherwise. I fire at the Jav too. They focus on our TDR. Our VND destroys the LA of their Wasp. Our Falcon it’s LT and the gyro and engine once each. Their Wasp falls and destroys the CT – dead mech! No one else falls. Kicks time! Everyone lands their kicks, them too, no falls or damage.
Turn 3 – We wrest init back 7-6. Their Wolvie next to my TDR. Their Shadow next to our Marauder. Vulcan and Enforcer follow back. South targets the Shadow Hawk, north their Scorpion and Striker. Their Scorpion stuns the crew in our Demolisher for 2 turn and -1 movement. Our MAD destroys the LA of their Shadow Hawk. Our Demolisher destroys the Front side of their Scorpion, dead tank. No one fell. Our Vulcan’s kick on their SHD causes it to break and destroy the Rl , damage transfer to the RT crit, boom ammo and dead mech! Kill Vulcan!!!
We have destroyed three mechs, and three tanks in three turns…will they press their luck or flee with losing 25% of their initial non-INF forces? I toss dice…they stay.
Turn 4 – We keep init 7-8. Their BJ next to my Puma and Rommel, our Stalker bases it. I unjam our Enforcer’s AC. Orion next to their BJ. Their Wolvie hops by my Hunter. Our Thunderbolt next to their Striker, no one on the south side jumps or hovered over the river to me, so we are firing on that PPC Carrier if we can see it. Their Urbie otherwise. Our Valkyrie 1/2s their Schrek’s speed. Our AC2 Carrier legs the Wolverine and destroys it’s LL. Our Puma destroys their BJ’s RT. Our Orion it’s LA. Our Crusader hits it’s engine 3 times and gyro twice, doubly dead!! We also destroy the LT. Only the Wolverine falls. Kicks happen, nothing else damaged or falls.
They lost a Blackjack and got a legged Wolverine, they flee. They eject the Wolverine.
Salvage:
Charger 1L lost LL and RA. – current value – 6.55 mill, to fix 1.05 mill
Wasp 1l - H, RT, LL, RL, RA
Shadow Hawk 2H -H, RA, LL, LT
Blackjack with 2 gyro, 3 engine, missing RT, LT and LA. Current value 1.65, to fix 1.5 mill
Wolverine missing a LL, - current value 4.5 mil to fix 450k.
Maxim – with a damaged engine
Kanga – cannot be salvaged
Scorpion – can’t be salvaged
Us:
Demolisher -1 movement
We fix the Demolisher in 2 days, the Blackjack’s savaged gyro in 5 days and engine in just 2. We fix the salvaged Maxim in 3 days. I spend the 450k for the Wolverine 6R and then I spend 1.55 mill to update the captured Charger to an CGR-1A5 the smasher one we’ve fought before and already have one of. 2 mill total spent.
Abe Sargent
12-27-2024, 12:03 AM
14 July, 3026 – We finish taking out both garrisons with each other’s colors. We cannot raid, so with fighter cover on each flank, we return and load up and head back out!
Contract Stuff!
One month salary is 285,429
We spent:
Salary – 856,287 for three months
To Fix Fighters – 950k
To Repair Damage to DropShips – 5.15 in combat
To Repair the Battle Damaged salvaged Union – 12.5 mill
Support – 850k – 500k armor, 350k ammo
Transit of Avenger – 2.5 mill
Total Spent – 22,806,287 cash
We were paid:
Salary – 2,112,174
Travel – 1.25 mill
Support – 425k
Support of Damage to Droppies – 2,575,000
50% Battle Loss of Fighters – 4.56 mill
Total Paid – 10,922,174
Total Lost - 11,884,113
We raided around 650k worth of stuff from the space battle while fighting that defrays that to 11,234,113. I sell some salvaged body parts for a 10% hit like our salvaged Locust, Stalker and Dragon from the first mission for around 6 mill to drop that too 5,234,113
War Chest – 31,490,992
We’ll arrive on Galatea on Aug 22, 3026!
END OF CONTRACT #11!!!
Abe Sargent
12-27-2024, 12:44 AM
July 27, 3026 – Flavia’s Fortress and Leopard CV come back from the Sevren battle! She has 7 influence needs 2 fighters for the Union we just captured and then the Achilles we recruited too and then three others. Let’s toss some dice!!
Fighters:
Regular, Lucifer, Maddy McNair, medium
Elite, Stingray, medium, Raven Marshall,
Veteran, Transit, medium, Nancy Stevens,
Elite, Transgressor, heavy, Lei Chen
Dispossessed MWs:
Elite, Javier Salazar; Charger 1A5,
Elite, Firestarter FS9-A, Toan Wattu
Elite, Brenda Harrington for the Striker 2C when it gets back.
We take deals!
We have 100 points!
Offers – we have 3 offer:
1 – This is from the CC and they want us to O Raid a target in the Marik of Procyon right by us around a few jump away.
2 – The FWL wants us to Diversion Raid. No thanks
3- This is also by the FWL who want us to garrison for a few months.
We’ll take the Cap raid!!!
Procyon is on the border with the Caps, Suns and Combine. It’s three jumps from Galatea and we’ll be there in on August 19 since it’s long to the planet.
Negotiation: We have 120 points! We spend 50 on full salvage, 70, they spend 25 for 3.7 salary, 45 points left. We spend 25 for battle and support at 50% each. 20 points, They offer liaison, us one month them no remuneration and us no transport. We have 12% Signing Bonus
Contract #12:
CC Objective Raid on FWL World of Procyon
Support – 50% Battle Loss AND Straight
Salvage – Full
Transport – None
Remuneration – None
Length – One month
Command – Liaison
Signing Bonus – 12%
Abe Sargent
12-27-2024, 10:16 AM
Beginning of Contract #12:
August, 4, 3026 – We arrive in the Procyon system at their Nadir JumpPoint, nothing near us or attacks us. We’ll arrive in 15 days. We took the Invader with our normal two Dropsies on this mission and an extra surprise in case we are attacked in space. We weren’t but I hold onto them incase we are! I also have our flotilla on notice to jump here in case we are attacked in space on the way here since they can come through here and get here days before an attack on planet would arrive.
We are also taking the Armored Sherpa’s ehre.
August 19, 3026 – We land in Procyon for our raid!! We are here to smash a reinforced mech company with Alpha Mech Regiment and 2nd Vee Company and our three infantry in our Fortress and fighters in the Leopard CV to give us cover. Procyon has loads of agricultural stuff like farmland and stuff, and then Earthwerks-Procyon Engineering Vehicles is here too. We are raiding and destroying a base on the continent of Greene with all of the farmlands and such. The CC wants us to smash hammer an outpost and then retreat after taking it’s stuff and destroying it. It’s in the farming city of Goodland on the Wantu River about 2.5 hours south of the capital on the same river.
We unload at the Goodland City DropPort, and get our bearings! Our infantry and fighters confirm their numbers, and they apparently are off. They have less mechs than told,12, but some tanks too. Around 8 more, so 20 total foes, but 12 mechs and 8 vees should be pretty simple for our 27 units assuming they aren’t assault heavy like the previous Marik garrison. We radio them and offer to meet them away from the base and city of Goodland in order to prevent civilian deaths. They agree. We’ll meet them in a Grasslands map.
Here they are:
Mechs:
Awesome - has a vet
Goliath
Grasshopper
Marauder 3M
Centurion
Dervish
Hermes II 2M
Spider
Stinger, STG-3G – The one with 2 ML and max armor
Javelin
Locust 1M
Commando
Vees:
Partisan
Schrek PPC Carrier- has a vet
LRM Carrier
Manticore
Vedette
Plainsman
Galleon Light Tank
Harasser Laser Platform - With 2 ML
Six PPCs in two things and they are vets and then that LRM Carrier is nasty too, they have to be early targets of removal! Luckily not much buildings, rocks, or hills o hide behind here in the Grasslands.
There are some light and heavy woods here, but mostly flat and open.
Here Is their Dervish, a common Marik medium long range mech with 5/8/5 movement, 10 sinks, 2 LRM10s, 2 SRM2s, 2 ML , 7.5 tons of armor.
https://cfw.sarna.net/wiki/images/e/e2/Dervish_RGilClan_v29.jpg?timestamp=20230311221820
Abe Sargent
12-27-2024, 03:04 PM
Turn 1 – We win init 6-4. I send my heavy stuff down the middle at 5 hexes speared by our Atlas. Spinder in woods next to our Archer. Our Jenner to it’s rear adjacent and Wolfhound two away. It’s in an infantry space too, so I can try to swarm it. My center flank their Awesome. Our Wolfhound hits a Spider’s JJ. Their Awesome drops our Behemoth’s movement by one. Their Awesome tumbles, physical attacks turn. We all make our punches and kicks, no one falls on the north flank.
Turn 2 – We keep init 10-6. Their Awesome rises. Grasshopper to the rear of the Locust. Their Spider bases our Battlemaster, good luck…their Schrek immobilizes our Behemoth. Our Saracen destroys their Schrek’s Turret, dead tank! Our Schrek destroys their Awesome’s RA. Our Maxim destroys the LRM Carrire’s front, dead tank! Our Atlas hits their Awesome engine once, Our Behemoth destroys the RT of it. Our Ontos destroys it’s LL and CT, dead mech! That’s Marsha Otone’s 4th kill she’ll level up. Instead of kicking their Locust 1M our Grasshopper fell. Our BattleMaster kicks and destroys the RL of their Spider, it’s on the ground!
With both their CO Awesome and XO in the Schrek out that turn, I give them a vengeance round to try and pull this out.
Turn 3 – They win init, that needs to be the only thing they’ll win! I eject the behemoth I don’t want to give them a chance to even the odds. They turn the Spider but leave it, I won’t take it out, since it’s just 2 MLs and they could leave it later. Our Hopper rises, I base their Goliath with my Awesome, Hunchback, Ontos, and such. Their Centurion bases our Awesome in the arc so no kicks by us. The Jav and Hermes II charge our shooters in the woods on the north flank, Jenner and Galleon, Saracen and our Jav10F to it’s rear arc. Their Dervish next to our BattleMaster’s flank, I cannot kick.
Our Hunchy hits the hip and leg actuator on the Goliath’s RRL and blows off the FRL on the ground
Our Maxim destroys the Goliath’s RT, immobile mech! Then hits the ammo, boom, dead mech!!! That’s Ryan Oliver’s 4th kill! He’ll level up too
Their Grasshopper destroys our Jav 10F H, dead mech and MW
Our Awesome falls.
Our Archer kicks the LL of f their Hermes II 2M its on the ground
They eject the legged Hermes II and Spider and flee, we claim the ground.
Salvage:
Schrek PPC Carrier - destroyed side - We cannot salvage
LRM Carrier – destroyed front, we cannot salvage
Awesome – H, LT, RL
Goliath – FRL; FRL, H
Hermes II HER-2M reattach LL
Spider SDR-5V – 2 ML, 8/12/8 movement, destroyed RL – current value 2.65 mill, to fix 350k – see below
Us:
Behemoth – immobile
Jav 10F destroyed LA, H, dead MW – current value 1.5 mill, to fix 836k
We fix the Behemoth in a day. The Hermes II 2M is done in a few moments. I love me a Spider it’s the fastest Mech in the era with just 56 armor though. Love it since the lasers aren’t; in the arms so you can punch or push or grab a tree to smash with. I have a RL in storage I use to get it up and running now.
Abe Sargent
12-27-2024, 08:47 PM
August 21, 3026 – We spend a couple of days raiding and rearming, rearmoring and fixing our stuff and funneling supplies with our Sherpas. Then we head out! We destroy the HQ and then fly out. We’ll jump out at September 5 and then arrive at September 19.
Sepr 5 – We arrive, no surprises, I guess my hidden surprise won’t be needed. See you next drop!!! We leave the Procyon system!!! See you on the 19th!
Contract Stuff!
Our salary for this group is 120,613
We Spent:
Salary – 241,226 – 2 months!
To Fix Jav – 836k
Support – 475k - 200k armor and 275k ammo
Total – 1,552,226
We were paid:
Salary – 999,640
Jav – 418,000
Support – 237,500
Total – 1,655,140
We made 102, 914, so basically a wash!
Level’s Up!
Brutus – Sorenella Capecci +1 gunnery
Ontos – Marsha Otone - +1 gunnery
Maxim – Ryan Oliver - +1 gunnery
END OF CONTRACT 12!!!!!!!!!!!!
Abe Sargent
12-27-2024, 11:03 PM
EVENT - August 1, 3026 - Operation Galahad begins with various movements of military from the middle to the border in the Federated Suns for exercises. The adjacent three realms go on full alert to prepare for defense! The Suns conscript many Aerospace assets to move them out to the border like Drop and JumpShips.
August 22, 3026 – Evan and Stephen Marsh arrive back at Galatea! They have10 recruits, or a Drop/Jump ship style. Do I want to bring in dispossessed or a Ship? We got our Union Droppies with the capture for Evan to do a different jorb. Here are our current Fleets:
JumpShip:
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
DropShip:
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
Achilles “Guns Amok”, ”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. Full!
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters
The Union can carry Evan’s 2nd Mech Company called Deux Company. I have Flavia coming back from Procyon on Sept 19, so I’ll try to gab another Ship and she can with her 7 recruits grab stuff. I leave behind some unfilled Mechs and tanks for her. What do I need? Another Achilles they are the premier assault so we push that more? Another Fighter Carrier Leopard CV for Evan’s group so each could take 6 fighters? I like both, but let’s turn to the contracts so see if that’s needed?
Contract Time! We have 105 points!
We have…3 offers!
1. The FWL wants us to Pirate Hunting, in the periphery
2. The LC wants us to O. Raid the FWl at the border world of Concord. It’s 2 jumps from Rochelle where we raided prior, and we could be on planet on Sept 30.
3. The Fed Suns want us for an O. Raid on the border CC world of Gan Singh which is near the FWL and 2 jumps from Menkalinan we raided too. We could be there on Oct 12.
I take both Raids!! The one for Concord only has a garrison of mechs to smash, so Evan’s Union can head there. The other has a mixed garrison to smash hammer!
Negotiation with LC: I have 105 points, 105 to spend, 50 for Full Salvage! They want three months, 10 points to drop to one month 45. We pull 25 for 50% Battle Loss and support. 20 points left. They pull them all for salary, x3.7. We grab remuneration, nope, 10 points back, they want Liasian, we want 50% transit to grab a support Ship if needed.
Contract #13:
Objective Raid for Lyran Commonwealth for the FWL of Concord
Salary – x3.7, x.1.6, x1.4,
Remuneration – Nope
Command – Liaison
Length - 1 Month
Salvage – Full
Support – 50% Battle Loss and Support
Transport – 50%
It’s six jumps to Concord. I’ll take the Invader, Union, and a rented Achilles, and then a Leopard CV empty if we bring it in, since the FWL tends to have open borders, just in case.
Negotiation with the FS: I have 110 points. 50 for Full too, 60 left. They want salary, 3.7, 25 more gone, 35 left, we grab 50% Battle Loss and Support, 10 left they grab remuneration , yes, no points left. We get no transport, but everything is normal.
Contract #14:
Objective Raid for the Suns for the CC world of Gan Singh.
Salary – x3.7, x.1.6, x1.3,
Remuneration – Yes
Command – Liaison
Length - 1 Month
Salvage – Full
Support – 50% Battle Loss and Support
Transport – None
I’ll send the full Leopard CV, and then the full flotilla of two Achilles, Overlord and Condors. That’s 16 Fighters and the surprise not needed before from our JumpShip is here…they and the Combine can be pretty nasty at the border, even the Marik one for them.
DropShip Recruit time!
Is there a bigger fighter Carrier than a Leopard CV but not the 40 Fighter Vengeance I could bring in? Nope, so I try for that Leopard CV. I toss an 8, easily ours!
Meet the:
Leopard CV – carries 6 fighters, empty, named the “Panthera Pardus Melas”.
Abe Sargent
12-28-2024, 12:13 AM
Begin Contract #13:
We hire the Achilles escort. 6 jumps away, it’ll be 1.8 mill there and back too.
Sept 27, 3026 – We arrive at the Zenith JumpPoint in Concord and begin to scout out and around. There are some traffic here at the Zenith Point mostly civilian and then there are military assets at the Nadir one, but none are coming our way.
Sept 30 – We arrive at the DropPort by an industrial complex with a combined group of folks here. We are going to destroy the HQ and thus increase the military presence here a boring world. We land, scout around, and then we see that the garrison is exactly 12 mechs. Let’s just hope they aren’t super size like the 12 ones with the 5 assaults before which was also in Marik space.
We unfurl, and our foes are:
Atlas –Uh oh, veteran
Longbow – LGB-7Q - better armor with 232 points, less ammo though – vet here too
Rifleman
Quickdraw
Assassin
Centurion
Chameleon TRC-4C – This is a medium designed for learning BattleMechs in schools with 96 armor, 6/9/6, 10 sinks, 1 LL, 2 Ml, 4 SL, 2 MG
Clint CLNT 2-3T
Wolverine 6M
Commando
Firestarter FS9M – max armor, 11 sinks, 6/9/6, 2 Ml, 2 SL, 2 MG -swaps out the flamers
Wasp
Wow that’s a nasty Atlas and Longbow there, I am ruling the Atlas their CO and Longbow XO. That Rifleman and Quickdraw are lightly armored so taking them out could turn the tide, but if I let the Atlas/Longbow dominate? Nasty. But if I spend three turns taking out the Atlas, problems would emerge. Not an easy foe.
This is their Chameleon:
https://cfw.sarna.net/wiki/images/thumb/3/3f/Chameleon_RGilClan_v25.jpg/550px-m7o8d5xaalet4hkzc022q36es3cguxx.jpg?timestamp=20221230163046
a training mech someone has using in the garrison.
We are on a city map the Citytech one with building.
Abe Sargent
12-28-2024, 11:40 AM
Turn 1 – We win init 11-5. Their Commando charges our flank. They didn’t charge the Atlas. I moved my heavy stuff down the center. It and the Longbow are in the left corner of the map. I fire long range weapons at the Atlas and then short at the Commando. The Atlas fell, and the pilot blacked out! We’ll have a chance next turn to advance and then head shot it to death.
Turn 2 – We win a closer one 10-9. Their Longbow moves forward now to cover for their fallen Atlas. Their Firestarter next to our Orion’s flank, I move over to help my Vulcan bases it. Their Assassin bases our Vulcan’s flank. I try to kill the Atlas’s head and short range on the Firestarter. Our Valkyrie’s LRM smashes and ignites the Atlas’s ammo, dead mech – boom! Kicks, none fall.
Turn 3 – We keep init 12-8 – all of our rolls are double digits!!! Their Rifleman flanks to my fire support’s spot. Should I advance my Stalker next to their Longbow and try to end this now or backup and be safe? Try to end it now. Orion next to their Commando flanking it, their Wolverine in the Orion’s flank next, Thunderbolt next to their Clint. Assassin next to it, Marauder next to that, Vulcan to the Assassin’s rear. Cataphract next to their Longbow. Our Stalker a limb blown off on their Longbow’s RA, on the ground. Our Thunderbolt hit the gyro once. Our Crusader hit it again, dead mech! It falls. Our Orion kicks the Commando’s RL and destroys it. Our Stalker it’s LL. It falls, legless. It fell and destroyed it’s ammo, boom, dead mech!
We just got three kills and their CO and XO in back to back turns. Are they frightened or coming back for more? I toss dice…they flee. They have no assault or heavy armor heavies left to rally around like an Orion or Thunderbolt. We have one of each.
Salvage:
Atlas H, LA, RL, RA
Longbow LGB-7Q with 2 gyro hits,
Commando - H, LA, RA
We fix the Longbow all up and down the block in 4 days!
Abe Sargent
12-28-2024, 11:59 AM
Sept 31, 3026 – We ferry out some supplies and grab around 725k mill in stuff. We blast off for the DropShip after armoring and rearming our stuff and gathering salvage. The HQ is destroyed, with the idea of making Marik increase border here on the boring border world complete.
Oct 3, 3026 – We arrive at the JumpPoint and blast back to Galatea! See you on the 8th of November!
Contract Stuff!!!
This was just for Deux Company. Their salary is 81,265
What we Spent:
Salary – 162,530 – two months worth
Support – 330k - 150k for armor, 180k for ammo
Transit – 1.8 mill for Achilles rental
Total Spent – 2,292,530
What we were Paid:
Salary – 673,524
Transit – 900k
Support - 115k
Total Paid – 1,688,524
Total Loss – 604,005
War Chest – 32,988,900
END OF CONTRACT #13!!! And it wasn’t unlucky!
Abe Sargent
12-28-2024, 02:05 PM
Begin of Contract #14:
Our O. Raid against Gan Singh in the Caps is next! This massively mineral wealthy world supplies the goods for the Confederation. It’s defended by the Gan Singh Militia which are mostly infantry with some vee and mech support. We are going to strike at an HQ with a company of mechs, and vees. We’ll send out all three of my companies since Tres Company in mechs is light in armor other than the BattleMaster with it’s heavier units lacking true armor like the Victor and Quickdraw. It also has the lighter armored Longbow and five Assaults, but he Zeus, Victor, Longbow and Striker aren’t heavily armored punch you in the face ones.
Sept 29, 3026 – We arrive at the Gan Singh system hot! We are at the Nadir point. We scan and unfurl, and have two Achilles, a Leopard CV with 6 fighters, the Overlord with 6 too and the Achilles’s two each, 4 so 16 fighters. We also have my secret…
At the JumpPoint are an Invader JumpShip with two Leopard CVs and then and then an Overlord – 18 total, plus a Merchant with an Avenger and an open DropRing, and coming from the planet is a Union. They challenge us. I get go my secret! I have moved from Drop Shuttles in my JumpShips to Aquarius Escort Small Craft. They are basically 200 ton Aerospace Fighters. They have 2 LL, 2 LRM 10, 2 SRM6, and 4 Ml, with 4/6 movement and 608 points of armor! They do nasty work to people and can absorb loads.
We add them to the battle already ours with our two Achilles to their one Avenger. All they had was a +2 fighter, and now we are up in Small Craft too. We blow them out and force them to retreat. We lost 6 fighters, three are salvageable for a cost of 1.8 mill. We capture four Liao fighters, two Transgressors, one each Thrush and Transit. We can fix for 2.5 mill total
We destroy their Overlord and a Leopard CV and the other two join the Merchant and it jumps out. We can salvage the Leopard CV for 8.25 mill total. It’ll take around 4.25 mil to fix our stuff
Battle Loss – 3 fighters,; 1.8 mill to fix ours; 4.25 to fix
8.25 mill to fix their Leopard CV and 2.5 mill their fighters
We salvaged 1.3 mil in stuff
Oct 13, 3026 – We delayed a day for the battle and repairs and salvaging. We are smashing one of their HQs with more than just infantry guarding it. We scout with the Boomerangs and rent trucks to get us stuff. Our goal is to check defenses too, not to destroy the HQ but their stuff. Since the Gan Singh are supposed to be infantry with some vees, why are there mechs here?
We scout and agree that their key HQ here is with mechs and vees, one company each. But the mechs have a weird symbol, not the militia…mercs? We also have infantry at the base too, not on record, that are not the normal company of 3, but a battalion of 9 squads.
We arrive and attack!
Here are our foes!
Mechs:
Longbow LGB-OW – The light armor one we have vet here
Stalker 3F – veteran
Zeus ZEU-6T, veteran, we’ve got one.
Guillotine GLT-4L – 192 armor, 4/6/4 movement, 22 sinks, 1 LL,4 ML, 1 SRM6,
JagerMech – JM6-A -The one with LRms and good armor
Cicada
Enforcer
Griffin
Vulcan 2T
Javelin
Stinger
UrbanMech
That Guillotine would be a great punchy addition to us as well as the good JagerMech.
Tanks:
Ontos – Veteran
Puma - veteran
LRM Carrier
Zhukov
Kanga
Maxim
Sabaku Kaze Hovertank- 9/14 movement, 136 armor, 2 SRM 4, 2 SL, 4 ML in turret
Vedette
Scimitar
Scorpion
Skulker Wheeled Scout
Striker
Uh oh, Ontos… That hover tank is nasty again vees with that SRM coverage, ditto the Javelin above.
9 platoons of random infantry. All regular save for those noted above. 3 each jump, motored and foot
We‘re on the city map!
This is their smash mech called the Guillotine which is down tech from the Star League era mech:
https://cfw.sarna.net/wiki/images/d/db/Guillotine_RGilClan_v23.png?timestamp=20220226175151
Abe Sargent
12-29-2024, 12:34 AM
Turn 1 – We lose init 5-3. Their Kanga, Sabutu Kaze, Scimitar and Maxim flank us on the left. Our PXH and Griffin by them. They move up their Vulcan to protect and Cicada too. Do I try a vulnerable Vulcan or the strong better armored tank? I focus on the Kanga with the lightest armor. Short range fire at it, long range on their Longbow. Our PXH immobilizes their Kanga. Our Von Luckner hit the ammo in their Longbow – boom, dead mech! None fall! -1 movement to my Behemoth
Turn 2 – We win 12-9 init. They eject the Kanga. I am flanking hover craft on the right flank to take out that LRM Carrier. They keep flanking our west by our Hunter I send over lights and jumps to help. Jenner next to their Maxim and Scimitar. Our PXH next to their Vulcan. I fire hovers at the LRM Carriei, the far right south corner at the Vulcan, the rest at the central mech of their Zhukov or Zeus…Zhukov, I’d love to bring in another. Their Infantry immobilizes a Condor of ours. Our Plainsman destroy their engine on the LRM Carrier. Our Condor it’s side! Our Hetzer immobilizes a Zhukov. Our Brutus destroys the front, dead tank. No falls. Our PXH kicks their Vulcan and damaged a leg actuator. It stands!
Turn 3 -They take back init 6-5. I eject the Condor. They charge in their Stalker and base our Demolisher, Zeus 6T to it’s rear and adjacent. Bulldog too. Hatchetman next to their Vulcan. PXh too. Quickdraw next to Maxim and Scimitar. PXh and Hatchetman try to finish that Vulcan, Quick draw on the Scimitar. Everyone else fires on the Stalker.
Their Infantry jam our Von Lucker’s turret
Our Hatchetman destroys the Vulcan’s LL, legged mech
Their Scimitar -1 movement to Hunter.
Their Jav stuns our Puma crew for a turn
Our Griffin hits the engine on their Stalker 2; Our Condor destroys it’s LL; our Catapult it’s RA
Their Stalker hit’s our Puma for -1 movement
Our Schrek hits the engine 3rd and destroys the LT, dead mech!
Our Behemoth takes out the CT not salvageable
Our Brutus -1 movement’s their Ontos.
They destroy our Puma’s front side.
Our BattleMaster fell needing a 4.
Their Vulcan pilot blacked out. Do I try and kick it with the Hatchetman and Pixie? We’ll probably destroy it. I don’t really need a horrible Vulcan 2T, but I could try for the 5T upgrade. I don’t
Our Quickdraw destroys the side of their Scimitar, dead tank!
We took out an assault mech, legged a medium one and then a tank too. But we just lost a Puma. They push forward.
Turn 4 – They keep initiative. Our BattleMaster rises and turns his right side to everyone and backs up. They hop their Guillotine over some trees. Can I get a shot at it? I base it with the Zeus and Striker. Centurion by their Ontos and Puma. Griffin too. Sabatu Kaze to my Centurion. Cicada on our Schrek and AC2 Carrier. Our infantry attack the wounded Striker.
Our Hetzer destroys an UrbanMech’s RT.
Our Patton hits the Guillotine’s H
Our Centurion destroys it’s LT.
Their Ontos immobilizes our Brutus
Our Plainsman hits the Guillotine gyro twice, engine four times. And Cockpit on the head, dead mech THREE ways!!!
Our Rhino destroys it’s RL and H fully.
No falls
Our Griffin kicks an immobilizes the Ontos!
They flee! Their Vulcan pilot didn’t wakey.
Salvage:
LRM Carrier – destroyed engine, side cannot be salvaged.
Kanga – immobile
Zhukov -immobile and destroyed side. Can be recovered.
Scimitar – destroyed side, cannot recover, tossed 7
Ontos – Immobile
We grabbed an Ontos, Zhukov and Kanga! We’ll fix up the first in hours, the middle in a pair of ay and the latter in 6 days.
Longbow RA, LA, H, LL
Stalker H, RL, RT, LA
UrbanMech RA
Guillotine GLT-4L missing H, RT LL, LT, -four engine and 2 gyro hits – current value is 3.5 mill, to fix 2.35 mill – see below
Vulcan 2T – Missing LL, RA – current value 2.8 mill to fix 650k – see below.
We salvaged two mechs!!! We fix the engine in 3 days and the gyro in 4.
Us:
Behemoth fix engine
Condor – immobile
Von Lucker – unjam turret, -1 movement
Hunter - -1 movement
Puma --1 movement, destroyed side. Cannot salvage. Value 5.9 mill
Brutus - immobile
We fixed all immobile tanks in 6 days for the Condor and Brutus 2. The movements of those savaged are done and fixed. We also unjammed the turret in a few hours.
Can I find Guillotine sized H, RT, LT, and RL? It’s 70 tons, those are also Archer, Cataphract, Grasshopper and Warhammer – common stuff. I do have an Archer K H and LL, I just need the Ts. I attach them and that drops our cost to 1.15 mill. Do I have parts for the Vulcan? It’s 40 tons. I got a Clint LL, that works and drops replacement to 325k. Nothing else.
I spend the 1.15 mill for the 4L Guillotine.
Abe Sargent
12-29-2024, 01:42 PM
Oct 15, 3026 – We spend two days repairing our stuff, salvaging and moving things here from their HQ into our Condor’s two holds of 1651 tons each! Good stuff. It’s mostly things for infantry like mobile rifles and MG and SRM/Inferno packs such like that. The mercs left behind some stuff to and vees too, but less so, so it’s around 1.4 mill overall, not that much.
With that information, we know that the defending mechs were part of a Merc company called “Robert’s Regulators”. Our liaison gets all of that intel from the HQ and then we head out and leave everything undestroyed.. We are not destroying anything our target was them, not the stuff around them or the base or planet.
Finances!!!
We captured a 4th Leopard CV. I was hoping for that Avenger…nope. We rechristen it the “Panthera Pardus Nimr”. We spend 8.25 mill to fix it back up.
Battle Loss – 3 fighters,; 1.8 mill to fix ours; 4.25 to fix; Puma, 5.9 mill, our fighters cost 12.2 mill
8.25 mill to fix their Leopard CV and 2.5 mill their fighters done and spent.
We salvaged 1.3 mil in stuff from the space battle
Our one month salary for these three companies is 192,352
What We Spent:
Salary – 595,056
Support – 525k - 250k armor and 275 ammo
Battle Loss: 1.8 mill to fix our fighters
Damage in Fight - 4.25 mill to fix space flight
Total Spent: 7,170,056
What we were Paid:
Salary -1,594,213
Support – 262,500
Battle Loss – 900k for fighters
Damage in Space Flight: 2,125,000
Loss of Puma – 2.95 Mill
Loss of 3 Fighters – 6.1 mill
Total Paid: 13,931,713
We Made: 6,761,657
War Chest: 27,900,557
30,600,557 after adding in 2.7 mill salvage from space and HQ
I replace the Puma in our ranks with their salvaged Zhukov.
We’ll get back on Dec 2, 3026.
I replace the Puma in our ranks with their salvaged Zhukov.
END OF CONTRACT 14!!!!
Abe Sargent
12-29-2024, 02:44 PM
EVENT, Aug 31, 3026 – Operation Galahad ends.
Sept 19, 3026 – Flavia’s Fortress and Leopard CV arrive at Galatea! She unpacks and needs to hire 6 fighters for the Pantera Pardus melas (The Javan Leopard) sent with Evan’s group. She has 7 rolls, so she’ll have one low roll for a displaced MW.
Fighters:
Elite, Seydlitz, light, Roger Stephens
Elite, Thrush, light, Marguerite Stephens
Elite, Reiver, heavy, Heather Rachel
Elite, Corsair, medium, Dave Drake
Veteran, Corsair, medium, Mike Drake
Elite, Chippewa, heavy, Elia Cogswell
Mike Drake is Dave Drake’s son, and Roger and Marguerite are married.
Dispossessed MW:
Elite, the other Charger CGR-1A5, Frank Cignetti
Time for Contracts!!!
This is for our contract with Alpha Mechs and 2nd Vee and then some infantry too.
We roll 2! They are:
1. The Lyrans want us to Recon Raid the Marik world of Wasat, which is on the border with the Suns. It’s two jumps from Lyran space of New Earth and then about 4 from us. We could be there on Oct 11.
2. The Suns want us to O Raid and test the defenses of the CC world of New Canton which is 2 jumps from Wasat. 11 days to the JumpPoint, we could be there on Oct 15 In system and the 26th on the planet.
We like heading out and knocking out the O Raid in CC or Recon Raid two jumps away. We ask if we can combine them and then add in the AeroSpace Units of the 2 Achilles and have them join us in Wasat on October 6th when we arrive in the system, and then stay until the O Raid next door, and then get them up and done. If we do that, we can combine and such each side paying the bill, but they want all of Tres Mech Company and both Vee Companies 1 and 3 to join.
Ready:
Negotiation: We start with 110 base points, 120 for our elite negotiator. Full Salvage – 50, 70 left. They want 1 month recon raid and then one month O Raid on New Canton. We want 50% Battle Loss and Straight Support – 25 points, 45 left. They pull 25 for x3.7 salary. 20 left. They’ll liaison. We’ll say no to rumination, +10 points, 15% signing bonus!
Contract #15 AND #16:
Recon Raid by LC against FWL World of Wasat; O Raid by FS against CC World of New Canton,
Salvage: Full
Length: 1 month each
Support: 50% Battle Loss AND Support
Travel: None
Remuneration: No
Salary: x3.7, x1.6, x1.4,
Signing Bonus – 15%
They are each covering their halves, so for example, on the Recon Raid, the Lyrans will pay battle loss and on the New Canton the Feds.
Abe Sargent
12-30-2024, 09:44 AM
Begin of Contract #15:
Oct 7, 3026 – We arrive at the Nadir JumpPoint at the boring world of Wasat for our Recon Raid on the defenses here! We grabbed the Boomerang and Scout Cars. We arrive and no one questions our arrival.
Oct 11, 3026 – We land at the capital where the 15th Marik Militia are HQd! Easy landing, we launch out and use our men and scouts to verify the number and type of each one has like one in a Banshee 3M. The 15th are a reliable unit but I cannot find what their expertise is online like veteran or regular ditto this planet. I don’t even know if there are continents here!
Oct 18 – We arrive in other places and start scouting.
Oct 20 – The full flotilla arrives and the units arrive to join scouting and then the O. Raid
Oct 25 – Another week passes and more scouting at a new locations happens!!
Oct 22 – We spent another week at a new place and checking things out.
Oct 29 – Another week finished, we spend some time moving to a new one and unloading and scouting around.
Nov 7 - We finish scouting the units hand over our report to the Lyran liaison, and then leave this world.
Nov 11 – We blast out of Wasat and finish the Recon Raid with no battle. That’s what you want!
EVENT - Nov 12, 3026 – Flavia is pregnant again with another child. Her and Stephen’s third child should arrive June-July 3027.
END OF CONTRACT #15!!! (We’ll settle up the finances again for this after the next one finishes!!!)
Abe Sargent
12-30-2024, 10:28 AM
Beginning of Contract #16:
I assign the Charger 1A5 guy with recruited, Frank Cignetti to the dead Javelin 10F in Alpha Company.
Nov 21, 3026 – We arrive at the New Canton Zenith JumpPoint and start to unload our stuff and scan. At this are a few JumpShips, several jump out in a few minutes with no DropShips on them to risk capture by us. One unfurls a Leopard CV and then jumps. There are ships left one an Invader left one a Merchant with the local forces of 4th Confederation Reserve Cavalry on one and Trimaldi's Secutors on the other. The Trimaldi's Secutors has a Battalion of troops on world, and then the 4th also has a Battalion on planet too. The one with the 4th logo has a Leopard CV and an Avenger and an open DropRing, likely for the Overlord of troops. The Merchant also has an Avenger and a Leopard CV, and they can load the wounded Leopard CV left behind and jump in the open ring.
We have:
2 Achilles – 2 fighters each
3 Leopard CVs – 6 fighters each, everyone but Evan’s one is here.
1 Overlord – 6 fighters
Our Jumps have 2 Small Craft Aquarius each.
1 Fortress with an assault style of weapons and armor
2 Condors
They Have:
3 Leopard CV - 6 fighters each
2 Avengers – A worse Achilles
But, here’s the thing…one of our Leopard’s we captured from the CC’s recently, and it wasn’t stocked, since we sent the 6 for Evan’s Leopard instead. That means we have 22 to their 18, lesser numbers, plus the Aquarius Small Craft which are basically 200 ton fighters. They are in for a battle!
We order our fighters to push them away from the fighting since it’s close and then let our DropShips engage theirs since that’s the battle there for us. Our Aquarius are keeping them from flanking us. We focus fire on the Avenger since it’s a problem. We take it out, and then the other one too, and then one Leopard CV is savaged and retreats but dies fleeing, the other link up with the Merchant and jump out after loading some fighters, we let them.
We start salvaging the battlefield. We destroyed 9 of their fighters, and can fix up 5 for 4.5 mill. We lost 7, four permanently, and then 3 can be fixed for 2.25 mil. We need 5.5 mil to fix up our Achilles that they were attacking and to fix our flying Aerospace Fighters. Can we salvage the Avengers or CV? Yes to the first Avenger, nope to the other two. It’ll cost around 8.5 mill to fix it up.
We can salvage 1.25 mill from the armor, weapons and parts.
We secured the Zenith JumpPoint!!!
Abe Sargent
12-30-2024, 11:28 AM
December 2, 3026 – We spent a day securing the JumpPoint and have arrived at the temperate planet of New Canton with most of its population in urban cities. Its two continents big, with a huge island chain here and 85% is water. This has a bunch of nicer places, and on each continent are the 4th and the Secutors. We are to launch separate attacks on each one, and then to test their defense, not to destroy them or anything else. We unload near the HQ of the Trimaldi's Secutors and they have one battalion of mechs garrisoning in. We have fighter coverage since we sandblasted them off world with a bunch of stuff and then they fled with their fighters and Leopards. We use it to scout them out all up and down the block to ensure the intel is correct. It is! We have here on planet these forces:
Alpha Mech Company
Tres Mech Company
All three vee Companies
I’ll send out to the assault on the Trimaldi's Secutors the two Mech companies and then our 1st Company led by Stephen Marsh with the heavy armored Patton, Von Luckner, Manticore, Behemoth, and Brutus. The other two vee companies are arrayed as reserve and guarding the flanks. I’ve got our fighters overhead, but no bombing since I want to keep the base intact. We’ll also be taking in our 7 infantry in these companies.
Here are our foes:
Assaults:
Atlas – veteran
Charger 1L
Cyclops CP-10-Z
Goliath
Stalker - veteran
Victor
THREE Assaults with AC20s…
Heavy:
Cataphract
Catapult
Marauder 3L
Orion
Quickdraw
Warhammer 6L
Two nasty face punchers in the Cataphract and Orion.
Medium:
Blackjack
Centurion
Cicada
Dervish
Griffin
Hatchback
Phoenix Hawk
Shadow Hawk
Vindicator x3
Wolverine
Another AC20 with the Hunch.
Light:
2 Commando
Firestarter
2 Javelin
3 Locust
2 Stinger 3G
3 UrbanMech
3 Wasp 1L
They are on the north, us on the south of a city map. They are regular.
This is their and our Locust a pacey 8/12 20 ton mech with 2 MGs and a ML. Light armor.
https://cfw.sarna.net/wiki/images/thumb/9/92/Locust_LCT-1V_FSW.jpg/498px-5o4298delhq00b44349s3nidmc5i9kh.png?timestamp=20241125124050
Abe Sargent
12-30-2024, 09:59 PM
There are some level 2 buildings in the map. I deploy the Atlas and heavy stuff on the right and another on the left of those buildings. They have most of their big stuff on the left and the light stuff right.
Turn 1 – We win init 10-3. They charge a bunch of lights and mediums to the front of the flanks to distract us. Their Locust bases my 1st of two BattleMasters and Manticore. Everyone who can see their Atlas fires. Short range fire on the left flank to huh, looks like that Shadow Hawk I added was a low lech Sentinel STN-3K. So that’s out there. The Javelin is good there on that’s flank short range, and on the right short range it’s the Dervish I suppose, not that many slower speed targets. Actually, UrbanMech instead. Our Manticore blows off the RA of the Atlas it’s on the ground. Our BattleMaster hits it’s AC20 twice. It falls and destroys it’s RT. No other falls. Our BM kicks and destroys their Locust’ RL. It falls. None other fall.
Turn 2 – We lose init 12-6. They DON’T eject the Locust. Weird. Their Atlas rises. They charge with their Goliath our BattleMaster and Hetzer and Striker. They are charging us HARD down the center between the building and the left. Our Hopper next to their Shadow Hawk. Our Pixie next to their Commando’s flank. Jenner to the rear of their Dervish. Plainsman too. Their Jav on my Behemoth. Our Grif next to their Commando. The other Jenner two back from the Dervish and net to their Damaged Urbie. Pegasus too. Both Maxims rear arc of the Sentinel. Their Wasp bases them, my Jav 10F bases their Sentinels’’ side. I focus on finishing that Atlas and then stuff on that Commando, Sentinel and Dervish from rear arcs, and then short range stuff on the Shadow Hawk.
Our Jav hits the hip of their Sentinel.
Our Jenner hit the gyro on their Dervish twice and engine once, dead mech!
Our Banshee hits the gyro and engine once each on their Atlas.
Our Brutus tacks that gyro again, dead Atlas! Our Archer destroys the CT, so it cannot be recovered.
The engine EXPLODES, only their team took damage from it’s death.
Our Atlas and their Shadow Hawk fall.
Melee attacks!
Our Hopper destroys the LA of their Shadow Hawk
Our Hunch punches their Wasp in the head, it’s alive.
Their PXH drops our Behemoth’s movement -1.
Our Griffin legs their Commando’s RL. Our Pxh 1K it’s RT after it also hit the RL.
Only their Commando fell.
Turn 3 – We get init back 10-9. They eject the Commando but still not the Locust. They probably just want it as a border for us to go around, but not them. I’d love to bring down that Orion or Cataphract, but we’ll just do targets of opportunity likely. Jenner to the rear of their MAD-3l and next to their wounded Urbie. Their Vindy next to our Awesome in kick range. Their Shadow Hawk rises, Hatchetman next to it rear. Hopper stays next to it too. Plainsman and Jenner rear of their wounded Wasp. PXH next to their Sentinel still. Our Victor too. Our Griffin to the rear of their Jav and next. Our Jav 10F behind that. I want to bring down that Cyclops, but only one half can see it, not the heavy right half. I fire at the Cyclops with the lighter armor. Let’s see what happens. If they cannot hit the Cyclops, the Cataphract is next.
Our Victor destroys the Sentinels’ RL.
Our Foot Platoon Laser hit the ammo on it and it explodes!!
They hit our Longbow LRM20
Our Centurion hits their Cyclops’ hip
Our Pegasus destroys the LA on their Wasp.
Our Awesome destroys their Cataphract’s LA too
Their Centurion destroys our Atlas’s LT.
Our Atlas destroys the LT of their Cataphract
Our Archer destroys the LA of their Cyclops and the engine hit 2 times
Our Longbow destroys the Cataphract’s CT – dead mech!
They destroy our Atlas’s ammo, dead mech!
Their Cyclops fell and the pilot blacked out. They hit their hip and leg on the way down
Melee time!
Our Jenner kicks and destroys the RL on their Urbie. No one else fell
We radio their XO in the Stalker and will let them keep the Cyclops pilot if they let us get it, and they agree. They eject the Urbie and Locust and then take the pilots off the field. In three turns we destroyed an Atlas, Cataphract, Cyclops, Dervish, and savaged and legged an Urbie and Locust and the Commando they ejected too.
Salvage:
Atlas RA, H,LT, LL, RL
Sentinel RA, H, LA, LL
Cataphract H, RT, RA, RL, LL
Dervish with 2 gyro hits, 1 engine,
Commando missing RL, RT – see below.
Locust 1V missing RL - see below
UrbanMech missing RL – see below
Cyclops CP-10-Z with destroyed LA, 2 engine hits, hip hit, internal everywhere. Current value 8.6 mill to fix 600k
We fix the Dervish for a few days for the gyro and 2 for the engine. We’ve got a Commando RL in storage to fix it and then that’s now 350k to fix. We’ve got a Locust RL and fix it too in a few days. I’ll spend 250k to swap it to an 1E. I fix the UrbanMech with a leg for free. We fix the engine on the Cyclops in 5 days. The hip and legs are fixed by then too. It’s a rare 90 ton mech, so we cannot fit in in our reserve.
Us:
Behemoth -1 engine
Longbow – LRM 20
Atlas LA, H, RA, RT,
We lost an Atlas, book value 9.626 mill. We fix the Longbow in hours and the Behemoth in that too. After that, we launch our attack on the other continent.
I replace it with the unmanned Charger 1A5 for the next battle.
Abe Sargent
12-30-2024, 10:26 PM
We arrive at the HQ of the 4th Confederation Reserve Cavalry. They are also a battalion strong. They have a preponderance for lights and mediums.
Here are their 36 units:
Assault:
Charger 1L
Victor – Veteran their CO is here.
Heavy:
Catapult
Crusader 3L
Grasshopper
Quickdraw
Medium:
Assassin
Blackjack
Centurion
Cicada
Clint 3T
Dervish
Griffin
Hunchback
Phoenix Hawk
Scorpion
Shadow Hawk
Wolverine
3 Vindicator
Whitworth
Vulcan 2T
Light:
2 Commando
Firestarter
2 Javelin
2 Locust
Spider
2 Stinger
2 UrbanMech
Wasp
This is their and our Crusader – they weigh 65 tons, typically have two LRM racks, in this case 2 Lrms 10s, ours have LRM15, and then sRMs for short range they have two SRM 4s, we have 6s. They have 2 ML and MG too. They also have Jump Jets and can move 4/6/4, and 192 armor and 12 sinks.
https://cfw.sarna.net/wiki/images/thumb/d/dc/Crusader_RGilClan_v17.png/555px-1ca4zzfqukkoiur1bl8yxfi5ominyno.png?timestamp=20210804200356
I deploy the same units and keep Vee 2nd and 3rd company as reserve and flanks. Our fighters are buzzing overhead!
Abe Sargent
12-31-2024, 12:18 PM
We are on the city map here too with tons of concrete and such, but few roads. No major course correcting buildings, I set up my smashes four hexes wide inside of behind the Atlas Spear since it’s got so much more armor.
Turn 1 – I lose init 7-5. Their Scorpion next to my Vedette. Their Locust next to my two Maxims. Condor in its rear arc. On the right flank, I fire at the short range Scorpion or long range Hunchback. Our Center flank the Hunchback too and then short range can still reach the Scorpion. On the left flank the long range Urbie is my short range target at 77 to 9 hexes away, the long range one is the Whitworth. Our Behemoth hits the H and sensors and life support on the Hunchback. Our Archer blows off the RL on the ground. Then hits the gyro twice, and engine twice too. Dead mech!!! Our Manticore destroys the CT, it’s not salvageable. Their Whitworth needs an 8 to keep standing, makes it. No falls from melee
Turn 2 – We win 5-4. They jump the WW hops into the corner. I flank my hover stuff down the right flank to their BJ. Condor behind their Commando. Our PXH bases it too. Wolfhound behind the Scorpion and next to it. Jenner by their Commando, and the other in the Scorpion’s rear arc. Our Griffin next to their Shadow Hawk. Left flank their Whitty targeted. Right flank and hover at the BJ. Central push on their Victor.
Our Hatchetman destroys their Whitworth’s LL; our Catapult it’s LT, LA on the ground
Our Crusader cracks its gyro and engine once each.
Our Maxim gets a limb blown off the Bj’s RA
Our Archer destroys it’s CT, dead Mech!!!
Our Striker hits the Victor’s gyro three times, dead mech!!
Our Brutus destroys it’s CT,< not salvageable
Their Whitworth fell and hit it’s engine once more.
They stunned our Behemoth for a round
Melee time! No falls
Turn 3 – We lose init again 8-6, They eject their Whitworth! Do I back up or base with my center flank? They haven’t really touched me. My two BattleMasters and Atlas were savaged by two rounds in last game, but they are fast with better medium and short range stuff, so I back up to force them out and to stop them surrounding me with back attacks. Their Stinger bases our Vedette. They hop their Firestarter next to our Maxims. Do I leap my Hatchetman next to their 2 Urbies and Wasp? But it's close to everyone else, nope. I back it out. Jenner next to their wounded slightly Commando. Our PXH next to their Stinger on the Vedette. I fire right flank at the Charger in the woods, the center flank at the Quickdraw for long range and Firestarter close, and left flank the UrbanMech and FS too. I’d love to leg and destroy three of the Charger, FS, Urbie and QD. Their Spider behind our Centurion.
Our PXh hit the foot actuator on their Charger 1L
Our Archer hits the ammo on their Quickdraw, dead mech.
Their Centurion hits our PPC and shoulder on our BattleMaster.
Our BattleMaster destroys the LL on their Firestarter.
Their Charger 1L fell and the pilot blacked out
Their Urbie barely touched despite it being +1 to hit to the FSs +3.
Melee!
We kick their Stinger with our PXH and destroy its RL
Nothing else happens.
We agree to give them the Charger pilot and then they us the mech. They eject the FSsr and Stinger.
Salvage:
Whitworth missing LL, LT, and 1 gyro and 2 engine hit each – current value, 2.4 mill - to repair 500k – see below
Charger 1L – foot hit
Stinger 3G destroyed RL
Firestarter FS9-A destroyed LL – current value 2.65 mill, to fix 350k
Blackjack RA, H, LT, LL, LA
Hunchback RL, LL, H
Victor – RT, LT, H, Rl, LL, LA
Quickdraw – RA, LL, H
We fix the Whitworth gyro on the 3rd try in 6 days and then the engine in 2 days. The Charger 1L is back and running today. I have in salvage a WW LL and fix in and then it’s a 40 ton, so do I have a 40 ton LT? That’s Vulcan, Assassin, Clint and Cicada and Sentinel weight, too. Nope, none in storage. That’s 500k after. Do I have the RL for the Stinger and LL for the Firestarter? I do have the Stinger and fix it. Nope to the FS. It weighs 35 tons, the same as a Jenner, Panther, Wolfhound and Raven. None stored.
Us:
BattleMaster – PPc, shoulder actuator
Fixed today!
Levels Up:
Mitch Raymond, Archer pilot, he’s now elite!
Abe Sargent
12-31-2024, 12:49 PM
Dec 4, 3026 – We spend two repairing, rearming and rearmoring our stuff! We raid 2.6 mill in stuff from the two HQs.
We blast off, and head to the JumpPoint before we become persona non grata here.
Dec 15, 3026 – We meet up with our flotilla and blast home! No issues leaving. We’ll arrive on Galatea on January 8, 3027.
Contract Stuff!!
Contract #15 AND #16:
Recon Raid by LC against FWL World of Wasat; O Raid by FS against CC World of New Canton,
Salvage: Full
Length: 1 month each
Support: 50% Battle Loss AND Support
Travel: None
Remuneration: No
Salary: x3.7, x1.6, x1.4,
Signing Bonus – 15%
One month salary for all of this is 335,169
What we spent:
Salary – 1,005,507; 3 months salary
To Repair Fighters: 2.25 mill
To Repair Achilles - 5.5 mill
Support – 900k total- 500k armor and 400k ammo 0 faster, the first battle nailed us but the latter didn’t go internal anywhere.
Total Spent: 8,655,507
What we were Paid:
Salvage – 3.85 mill total - 1.25 mill from space battle; 2.6 mill from HQs.
Salary – 5,555,761
Repair of Fighters and Achilles – 1.125 mill and 2.75 mill
Signing Bonus: 833,364
Support – 450k
Battle Loss – Atlas - 4,813,000
Battle Loss Fighters – 7.5 mill
Total Paid: 26,877,125
Total Made: 18,221,618
To Fix an Avenger:
8.5 mill; their 5 fighters 4.5 mill
I spend that 13 mill.
Total Made after fixing their Avenger and fighters: 5,221,618
I pull 500k for the Whitworth WTH-1 and 350k for the FS. It’s now 4,371,618
War Chest - 34,722,175
END OF CONTRACT #15 AND #16!!!
Abe Sargent
12-31-2024, 01:34 PM
We rename the Avenger the “Hawkeye” since that’s an Avenger.
8 November, 3026 – Evan Marsh’s Deux Company, and Leopard CV, and Union arrive back at Galatea! We had it filled when Flavia was here, and they are here waiting and they join us. We still have a salvaged CV not full at all. Evan only has 5 recruits but we could grab up to 5 and send them to New Canton, or do normal recruits instead. Or I could try to bring in another JumpShip, those are harder. New Jump or 5 new MW/pilots? I try to bring in an Invader and toss a 10, it’s ours!
Meet:
Invader - JumpShip with 3 rings and two Small Craft, we rename it the “Jade Camel” since it’s carrying our “Jade Lion” Union.
Contracts!
We head to contracts, and are offered 2:
1. ComStar wants us again, this time for another Objective Raid on the Suns Capellan Marsh World of Smolensk which is about 12 jumps away and we could be there on Feb 17, 3027 pretty far away.
2. The Suns want us for another Objective Raid this time on the FWL world of Castor which is very close by just 3 jumps away, we could be there in system at 22 Nov and on planet on the 30th.
I take it!
Negotiation: I have 105 points for Deux company plus 21 for stuff for 126 points total. I pull 50 for Full, 76, left, they offer 3 months I spend 10 to drop to one. 66. I pull 25 for 50% Battle Loss and Support. 41 they pull 25 points for x3.7. 16 left. I pull Command, liaison they give us remuneration, and pull 10, we don’t take transit and add 16 left.
Contract #17:
FS Objective Raid on FWL World of Castor
Salvage – Full
Support – 50% Battle Loss and Support
Salary, x3.7, x1.6, x1.3
Remuneration – Yes
Length – One Month
Command – Liaison
Transport - None
8% Signing Bonus
We’ll see you on the 22nd!
Abe Sargent
12-31-2024, 02:00 PM
Beginning of Contract #17:
Nov 22, 3026 – We arrive at Castor’s Zenith JumpPoint!!! No people caring since Castor is a huge trade planet with tons of bazaars and such.
Nov 30, 3026 – We land at a DropPort – our target is a one company of Mechs and vees big to smash and bash. It’s supposed to be one lance of mechs and then a company of vees. We scout with our infantry and verify the numbers, that’s who we are up against!!! We are allowed to raid and such but they want all infrastructure kept in line.
We unload and move in to strike.
Here are our foes:
Mechs:
Banshee 3M – veteran, CO
Marauder 3M
Hermes II 2M
Locust 1M
Tanks:
Demolisher – 2 AC20s ouch
SturmFuer – Veteran, XO
Bulldog
Manticore
Rommel
Goblin
Hetzer – another, ouch
Vedette with AC10
Hunter
Pegasus
Plainsman
Scorpion
We are in the Military Base map, they the center, us the flanks.
This is their and our Marauder we have a MAD 3D that removes the AC5 ammo for a LL they have pulled the PPCs for LL but left in the AC5. Theirs also adds +4 sinks and 2 ML.
https://cfw.sarna.net/wiki/images/thumb/2/27/Marauder_RGilClan_v06.png/541px-qengbqjfsx517vx2vegubv0elu840vg.png?timestamp=20241125063007
Abe Sargent
12-31-2024, 09:53 PM
Turn 1 – We lose init 5-4. Our Awesome bases their Demolisher and Scorpion. Our Stalker too. Our Vindicator by their Rommel and Banshee. Vulcan and Enforcer above their Banshee to try and punt the head. Our Crusader destroys the Demolisher’s front. Our Orion fell. We kick their Banshee to the ground!
Turn 2 – We win init 6-4, yay! Their Banshee rises. Vindicator to its rear and Enforcer and Vulcan too. Rear attack on Banshee, the rest on their MAD! Our Crusader halves the movement of their Plainsman. Their MAD fell. We double kick their Manticore. They drop our internal H armor to our Orion to 1 so I’ll eject it.
Turn 3 – We keep init 11-6. Yay! Our Thunderbolt next to their Plainsman. Their MAD hulls down. Our Awesome next to its rear. Zeus by Plainsman too. Our Stalker bases their MAD front. Our Cataphract on thier Patton and SturmFuer. Our Vulcan to their Banshee’s rear and behind hit for kicks. Our Zeus hits the AC ammo on their MAD boom! Dead mech! Their Goblin’s LL hits our Stalker’s Head and takes out the H, dead Stalker and pilot. Our Crusader stuns the Manticore crew. No one falls. Our Vulcan get’s a limb blown off LA of their Banshee. We missed the 4 kick on the Plainsman to finish it. No falls.
Turn 4 – We lose init 11-7. Zeus next to their Hermes II. Vulcan in the flank of their Banshee next to it again. Our Vulcan hits a leg actuator on their Banshee and blows of the RL on the ground like the LA. Our Jump Platoon SRms gets limb blown off for the RA too. Our Thunderbolt immobilizes their Hetzer and our Cataphract destroys the side, dead tank!!! Their Banshee hits our gyro once and engine twice on our MAD3D. Our Crusader destroy the left side of that Manticore, dead tank!!! That’s her 4th kill for us! We immobilize their Plainsman. Their Banshee falls and hits the other leg and a hip actuator and our Zeus falls, no kicks on the Hermes II. Kick time! I skip the Vulcan on the legged and hipped Banshee. It’s the Co and I’d like to not annoy everyone by further damaging their units. Nothing destroyed or immobile or falls.
They jettison the Banshee and Plainsman and then they head out!
Salvage:
Demolisher - Missing front, we can salvage it!
Hetzer – immobile, destroyed side. We…cannot salvage it.
Manticore – destroyed left, we cannot salvage, sad.
Plainsman – immobile
We fix the immobile tank in a day. We salvaged a Demolisher and Plainsman!
Marauder MAD3M – H, LA, RA,
Banshee 3M – hit hip
It’s fixed in a few hours.
Us:
Stalker – missing H.
MAD3D – 2 engine, 1 gyro hit
We repair our engine in 2 days and gyro in 5. To repair we have a Stalker H in our storage. We’ll just need to replace the pilot!
Level Up:
Michelle Guegan in the Crusader gets Edge 1
Battle Loss Stalker H, 1.1 mill
Abe Sargent
12-31-2024, 10:12 PM
Dec 1, 3026 – We load up around 1.2 million of stuff and finish rearming and armoring and reloading. We get no contention, and then blast out from the planet.
Dec 9, 3026 – We arrive back at the JumpPoint and launch and will return to Galatea on Dec 28, 3026.
Contract Stuff!!
FS Objective Raid on FWL World of Castor
Salvage – Full
Support – 50% Battle Loss and Support
Salary, x3.7, x1.6, x1.3
Remuneration – Yes
Length – One Month
Command – Liaison
Transport - None
8% Signing Bonus
What We Spent:
Salary – 81,265
Support – 750k total - 600K armor and 150k ammo rough armor bot not strong ammo needs
Total Spent: 831,265
What We Were Paid:
Salary - 673,524
Remuneration – 33,676
Signing Bonus – 53,881
Battle Loss – 550,000
Support – 375k
Raided – 1.2 mill
Total Paid: 2,886,081
Total Made: 2,054,816
War Chest: 36,776,991
END OF CONTRACT #17!!!
Abe Sargent
01-01-2025, 12:03 AM
This year the Rifleman 3C variant introduced,
December 28, 3026 - We arrive back at Galatea is Evan and his Union, Leopard CV and both Jumps. He has just Deux Mech Company and then their 2 infantry squads. We need to replace our dead Stalker Pilot Kenny Chase! Then I’ll try and snag fighters with my other stuff for the salvaged CV with 6 open spots for his other four grabs!!!
Fighters:
Elite, Lucifer, medium, Raven Hallstead
Elite, Stingray, medium, Holly Michaels
MW:
Elite, Alessandro Gollunucci, Stalker
Elite, Jorg Svensson, assigned later.
Elite, Roger Morton, assigned later
Contract Times!!!
We get 2 offer, we are now at 110 points
#1. ComStar wants us to Cadre/Garrison for 3 months at LC world of just a few jumps away in Eilenburg. 5 jumps away.
#2. The FWL wants us to Garrison for a year,
ComStar or wait for raids next month? I can be there on February 1, 3027 in 33 days. Then three months later on May 1st, and then back on June 1st. Even if we got hit there, it’s unlikely we’ll get more than one raid in just 3 months. I’ll wait.
Jan 1, 3027 – I get 5 more recruits!
I recruit:
Juan Dumont
Lubomir Gautsh
Uni Yi
Kerwin Fleetwood
Roy Hernández
All are elite dispossessed MWs.
I make this new 4th Mech Company named Arba Company (Arabic for 4)
Elite, Capt. Javier Salazar; Charger 1A5,
Elite, Jorg Svensson, Guillotine GLT-4L
Elite, Warhammer 6L, Amalia Ricci
Elite, Wolverine 6K, Uni Yi
Elite, Catapult C1, Left. Sammy MacOmish
Elite, Brenda Harrington, Striker 2C,
Elite, Juan Dumont, WTH-1 Whitworth, Juan Dumont
Elite, Kerwin Fleetwood, Longbow LGB-7Q
Elite, Firestarter FS9-A, Left. Toan Wattu
Elite, Lubomir Gautsh, Spider
Elite, Locust 1E, Roger Morton
Elite, Roy Hernández, Hermes II 2M
We have an elite and Jumps, so our score is 90 B rating.
Abe Sargent
01-01-2025, 12:28 AM
Contracts!!!
I get offered 3!
#1. Fed Suns want us to Cadre for 3 months
#2. The Suns also want us to Cadre/Garrison 3 months
#3. The Taurian’s want us for pirate hunting. They have three pirates each with around a company we need to take out on three separate worlds. This would take me 6 months to get to and back from. I would be committing a unit for a year long deal, but at least three fights. I could send Arba Company with our Union and Leopard CV and then Invader Jumps and then this would be a shake down mission.
I need combat, so I take it.
Negotiation: We’ve got 99 point, 50 for full salvage, 49 left, three months is next, then we can pull 25 for Battle Loss and Support at 24 points. They want Liaison Command, we want no remuneration, 10 points 34. They pull 25 for x3.7 and 9 points, no transport, 19, 10% signing bonus.
Contract #18:
Pirate Hunting for the Taurian Concordat
Salvage: Full
Transport: None
Remuneration: None
Support: 50% Battle Loss and Straight Support
Command: Liaison
Salary: x3.7, x1.2, x1.5
Length: 3 months
We’ll arrive and land on May 25 at the system of the Pirates Haven Cluster on a planet to wage war.
I am taking our salvaged Avenger as an escort too. I’ll leave Evan here until Flavia and Stephen get here on January 8.
Abe Sargent
01-01-2025, 01:03 AM
Beginning of Contract #18:
May 3, 3026 – We arrive in the system of the pirate company we are hunting. At the Zenith JumpPoint, we spent 250k on jump charging stations to get us here earlier. Here there is an Invader JumpShip with northing on it. We launch and move to take it out and then they jump out. No capture here! We head to the planet on the 6th.
May 6, 3026 – We land on this abandoned planet that looks like a Moon with craters and such. It’s being run as a pirate haven and our 8 fighters are in the air with our Leopard’s, and Unions 2 plus the Avenger and two Aquarius. They contest our landing with their own 8 fighters and a Leopard CV to and a Union and Mule on the ground to keep save. We are up an Avenger and 2 Aquarius. We destroy their Leopard CV with our Avenger, but it took 4 mill damage from it and the fighters too. Then we lost 4 fighters and can recover 2, and three of theirs for 2.5 the flee into the atmosphere and have no landing harbor like a CV or others.
Battle Loss – 4 mill, which I spend now, to ensure our ship is ready, and then 2 fighters, 2 recovered and three of theirs for 1.5 mill ours and 2.5 mil theirs I do that now to ensure they are ready when we leave.
We land at their HQ, and then they have their Union and Mule here, and we forced their Invader JumpShip away too.
We use our fighter control to verify that they have a company of mechs. They do!
Here they are:
Charger
Goliath - veteran
Dragon
Grasshopper
Clint 2-3T
Dervish
Griffin 1S – 5/8/5, 152 armor, 16 sinks, 1 LL, 2 ML, LRM5
Wolverine 6M
Commando
Locust
Panther
Stinger
Fast for raids like you’d expect. I am on roads and concrete.
This is their Wolverine 6M, and we have a 6K in our force too: it normally goes 5/8/5 although ours swaps JJ for armor and sinks. Thiers has a LL, SRM6, 2 more sinks and ML too.
https://cfw.sarna.net/wiki/images/thumb/7/79/Wolverine_WVR-6R_FSW.jpg/554px-o310e8fnjyhge3nehwdmf0oypcvtb39.png?timestamp=20210820031925
Abe Sargent
01-01-2025, 12:37 PM
There are some level 1 buildings here and there, all clear no woods. Roads too, I deploy a spear movement around the Charger 1A5 with the Guillotine and Striker to either side. Luckily this is the Longbow with good armor.
Turn 1 – I win initiative 7-6, close! I charge down the middle. Their Charger comes down the left flank with buildings between but I think we can shoot it with level 1. I move the Locust 1E behind the Charger and one away. Their Locust bases me, the Longbow. I fire long range at the Grasshopper +0 to hit around 10-14 hexes away. I’d love to grab it. Short range at the Locust +4 but right next to us. Our Charger destroys the LA of their Locust. It falls. None else do. Our Longbow kicks and destroys its CT, dead mech!
Turn 2 – We keep init 9-4, not close that time. They hop their Grasshopper back outta the way. My GLT bases their Panther. Our Catapult bases their Griffin. Our Warhammer bases their Dervish. Spider to the rear of their Charger. Locust to their Clint’s rear. Their Goliath bases our Striker. I concentrate on that Hopper save for back attacks. Our Wolverine destroys the LT of it, LA on the ground. It fell and destroyed it’s CT, dead mech! Kicks! Our Guillotine hits the Panther’s hip, it and their Griffin fell, none of ours did.
Turn 3 – We lose init 8 – 6. They turn the Panther but don’t get up. Their Dervish to the rear of my Guillotine. Hermes II to it’s rear, but I cannot kick I am flanking it. Whitworth jumps behind the Hermes II and can see it too. Warhammer next to their Dervish’s flank. Catapult next to and behind their Panther. Locust behind it. Their Griffin cannot rise it failed and it’s pilot blacked out. Striker behind the Locust and Panther rear arc too. Firestarter to their Commando’s rear. I am focusing rear fire on the Panther and Commando and Dervish, the rest of my fire on the Griffin’s H, if I can take it out I can add a great mech.
Our Catapult hits the Panther’s engine once,
Our Locust destroys it’s CT, dead mech!!!
Our Whitworth’s ML ignites the Dervish ammo, dead mech!!!
Our Charger’s AC20? Destroys the H of their Griffin!
Melee time! Can they claw back?
Their Charger kicks our Guillotine in the leg and hits a Hip and foot, it falls.
They lost three mechs that turn plus the Locust and Grasshopper so 5 of 12 mechs. They flee towards the Union and lifts off but our Avenger and fighters are there’s stopping fleeing, and start attacking it, and knock it down, and it’s destroyed.
Salvage:
Locust 1V – H, RT, RL, RA, LT,
Grasshopper – LA, RT, RL, H, RA, LL
Panther – H, LT, LL, LA, RT
Dervish – RA, H, LL
Griffin 1S missing Head and LL current value 3.75 mill, to fix 1 mill. The Dreshivh and Griffin are both 55 tons, so we use it’s H and LL for our damaged Griffin. They both work in 4 days time it’ll be ready to go!!
Us:
Guillotine – hit hip and leg.
We fix the Guillotine today.
Abe Sargent
01-01-2025, 02:06 PM
May 6, 3037 - We captured their cargo vessel a Mule that can carry 2715 tons x in each of three bays. We rename it “Salvage Holder”. We spend a few days salvaging their base with 2 mill and then the crashed stuff, 2.5 mil and the JumpPoint 450k. They Taurians send a JumpShip here to grab it and come with us.
May 10 – We blast off from the planet and destroy the HQ to remove their chance of returning and using it again.
May 13 -We leave the system and arrive at our next JumpPoint’s a Zenith one at another system. Here there are no Jump/Drop ships at the point waiting. We are 5 days from the planet!
May 18 – We arrive at the planet’s orbit, and here there are nothing here, but as we approach the base of the pirates on planet, a group of 6 fighters and a Leopard CV move in to take us out. They try to distract us and we send them elsewhere on the planet and land our Avenger and Union. They have no official DropPort here, so we are just at their base with a bit of road for the Avenger where their Leopard CV was parked, and then our Union just sits down anywhere since it’s not aerodyne but a globe style.
This area is cold.
We send out our company to take out their unit but no scouting first to very of numbers since our fighters are dancing in the air away from here.
Here they are:
Longbow LBG-0W – the light armored one, veteran
Cyclops 10-z – veteran
Quickdraw
Warhammer 6R
Assassin
Blackjack
Enforcer
Wolverine 6M
Stinger
Valkyrie
Wasp 1k
Wolfhound
Three Infantry one each jump, motorized and foot.
2 Warrior VTOLs
They are on an Artic Map base, with a few buildings level 1 and then roads and such too, won’t block LOS for mechs. They are in the center and us in the edges.
This is their and our Wolfhound a Fed Suns light mech that’s 35 tons, 1 LL, 3 ML all energy weapons so no blows ups or leaving early to get reloaded, and then 6/9 movement and 11 heat sinks and max armor. I‘d love to grab another!!!
https://cfw.sarna.net/wiki/images/0/08/Wolfhound_RGilClan_v17.png?timestamp=20210804203758
Abe Sargent
01-01-2025, 10:56 PM
These buildings are level 5 and 3, sort, not 1. There are woods here and there.
Turn 1 – We blow them out in init 11-5. They backed up what I wanted to fire at that Longbow or Cyclops. Can’t see them. I fire at the Warhammer instead. If I cannot see it, their Assassin instead. Nothing major, just sprinkling of paint.
Turn 2 – We win 11-8. Closer for them. Locust to their Warhammer’s rear. And Hermes II to it’s’ flank. Thire Assassin flees our FS chases it. I focus on their Warhammer with who can see it and their Assassin who cannot. Their Warhammer fell, another sprinkling of armor. Our Whitworth kicks and destroys their RL on their Assassin. We also hit the hip and leg on the Warhammer’s leg with kicks. The Assassin fells and hit the LL and the lower leg too.
Turn 3 – We win init 10-8. Yay!!! They eject the Warhammer and Assassin, their Cyclops withdraw after I charged it. Our Locust by their Wasp. I doubt many have LOS to where their Cyclops fled to. We target their +3 movement Quickdraw, not what I’d like. I fire at their Wolfhound in the south too not the Wasp. A Through armor crit on my Striker hit a ML and gyro, it’s got 33 armor left. Their Wolf fell.
Turn 4 – We keep init 11-6, we’ve gotten 10+ in them all!!! They back up their Cyclops first. Our Hermes II to it’s rear. Locust too. Our Warhammer next to their Enforcer. Their Quickdraw by my Longbow, our Spider to it’s rear. I fire everything I can on the Cyclops. Our Guillotine destroys the Cyclops’s LA. Our Locust hits the engine 3 times, dead mech!!! We then destroy the CT so it’s not salvageable. Our Warhammer kicks their Enforcer to the ground.
I believe they’ll come at us for one last ditch effort since we just took out their CO.
Turn 5 – We keep init 10-3…weird…Spider to their Quickdraw’s rear. Warhammer next to their Wasp. Their Enforcer turns after falling. Our Spider by their Enforcer’s flank, FS by their Longbow. Our Spider hits the foot actuator on their Enforcer. Our Charger hits the upper leg actuator on their Longbow then our Catapult it’s foot one and 2 engines; one gyro hit. Our Hermes II hits the lower leg one. They fall and hit another foot one on the other leg. Our Warhammer kicks and destroys the RL of their Wasp.
They eject the savaged Longbow and legged Wasp, rise the Enforcer and leave. Sorry Wolfhound….next dance!
Salvage:
Cyclops H, RA, RT, RL, LL
Warhammer 6R – with hip and leg actuator
Assassin 21 – with missing RL and lower leg actuator – current value 3.25 mill, 450k to fix
Wasp 1k missing RL – current value 1.3 mill, to fix 350k
Longbow 0W With all of the actuators hit, two engine 1 gyro hit
We fix the Warhammer 6R in two days, the Assassin 21 actuator in moments, the Longbow engine in 5 days, gyro in 6 more, and then the actuators in a few days total. The Longbow and Warhammer need no parts.
Us:
Striker – hit gyro and ML
We fix the gyro in 7 days and the ML in hours.
Abe Sargent
01-02-2025, 12:08 AM
There is no DropShip on planet for their unit, and this HQ is the only one here, so after the space battle, our fighters chase them and force them to surrender to our liaison and they’ll take the mechs too.
Battle Loss - We destroyed their CV, and fighters. It’s crashed and unrecoverable. We lost 2 fighters and can salvage 1 of their but not ours. It’ll cost 650k to fix ours, we can use the extra one we captured and then lost 4.5 mill for this fighters, We lost around 2 mill in battle damage to our stuff. I fix it now.
May 22, 3027 - We find in the HQ around 2.15 mill stuff and then destroy it. We load up after a few and fixing, salvaging, rearming and armoring inspecting the planet to ensure none more and we call it, we head to the JumpPoint!
May 27 - We blast out of this system to our next one!
We arrive at the Nadir JumpPoint, unfurl and look around. We have at the Zenith one here an Invader JumpShip with a Leopard CV and then empty rings. We begin to make for the planet, 11 days away, and they do too.
June 6 - We both arrive at the planet at around the same time. They attack us with 2 fighters form the planet too from a Union to our 8 plus Avenger and Leopard CV and two Aquarius Small Craft. We then attack them and destroy them in space around the planet. Their Leopard CV flees back to the Zenith one. We destroy the fighters, salvage 2 of theirs for 1.2 mil and lost just one we cannot salvage at a cost of 4.8 mill, we are back to one more salvaged and spend 1.75 mill to fix our stuff like Droppies and more.
Battle Loss – another fighter at 4.8 mill
We arrive at their home. We find here a Leopard normal protecting the Drop zone and that’s the extra two fighters, figured it was a Union since this was supposed to be a company. Also here is a Gazelle DropShip for 15 vees.
They come out to protest our landing. This is a lance of meches and a company of vees.
Here they are!
Mechs:
Goliath – veteran
Thunderbolt 5D – 14 sinks, 4/6, max armor, AC20 and LRM10.
Wolverine 6M
Javelin
Vees:
Devastator – veteran…uh oh…
Partisan
Brutus
Laser Carrier – light armor but 8 MLs
Goblin
Kanga
Maxim
Vedette
J. Edgar
Saracen
Scorpion
Striker
That’s three AC20s in two heavily armored units…uh oh…
This is our Firestarter FS9-A with 4 flamers one rear facing, 6/9/6 movement, two ML, 2 SL 35 tons, one more ton of armor than the base one with 2 MGs.
https://cfw.sarna.net/wiki/images/a/a4/Firestarter_RGilClan_v28.jpg?timestamp=20230221000619
Abe Sargent
01-02-2025, 10:54 AM
Turn 1 – We lose init 7-5. Our Hermes II next to their Saracen. Their TDR is behind woods and didn’t emerge. Our Long Range fire on their Laser Carrier now to shut that down, and then some at the Brutus and others at the Kanga. Our Catapult destroys it’s front side, dead tank! Our Wolverine reduces their Saracen’s movement and our Locust it twice. Our Charger stuns their Striker’s crew for a few turns and then -1 movement. Our Longbow stuns the Brutus crew for two turns too. No firing.
Turn 2 – We win init 9-8. They move their Devastator out on the first move. Their Kanga flanks my long range support stuff. Our Spider bases it’s rear. Their Saracen flees our Hermes II chases it into our corner behind some hills. Our FS Leaps next to their Striker and Vedette. Their Jav next to and in the flank of our Guillotine, Locust in its rear next to it. I fire everything that can target that Devastator to do so. Our Hermes II another -1 movement for the Saracen. Our Warhammer destroyed the Devastator’s front side. Dead tank! Their Kanga destroys our Whitworth’s LA. Our FS halves their Striker’s movement. Kick time! Our Spider halves the movement of their Kanga, our Locust kicks their Jav to the ground after hitting two feet actuators, and our Hermes II destroys the side of their Harasser, dead tank!
Turn 3 – They come at us hard to turn this around. We keep init 7-4. I eject the Whitworth. They still haven’t moved their Goliath or TDR against us from the woods and back rank, maybe they will now. Should I tempt them by charging their Partisan with our Guillotine or Wolverine? Our Charger bases their Brutus instead, near the Goliath. They leave their Thunderbolt in woods, Striker next to the Brutus. Guillotine by their Partisan, Spider to rear of their fleeing Kanga but cannot kick since it’s up a level and Hermes II in it’s left flank. Wolverine next to their Partisan. Warhammer next to Striker. Their Goliath finally leaves and bases our Striker’s flank, no kicks. Their Jav doesn’t rise. Longbow bases it. Our Locust runs and bases it again. Can I finish off a savaged Kanga and Striker and lighter damaged Brutus sand then a fresh Partisan while Locust fires at the downed Javelin and it and the Longbow kick?
Our Spider destroys the Kanga’s rear!
Our Locust hit two more leg actuators on their Jav.
Our first shot at the Brutus, the Charger’s AC20 destroyed it, everything else was wasted attacks.
Our Longbow fell, no kicksies. Our Warhammer kick doesn’t destroy their savaged Striker.
Our Locust kicked and destroyed their Jav’s RA
They call it and their Jav ejects and their other mechs head to the Leopard and then the 7 tanks left head to their Gazelle under their guns. They are going to fly out to the JumpPoint we aren’t at and join their CV. They both flee successfully to space although seriously damaged and then leave. I tossed snake eyes.
Salvage:
Laser Carrier – destroyed front, can salvage
Devastator – destroyed front, can salvage
Harasser – destroyed side, can’t salvage tossed a 7
Kanga – destroyed rear, ½ movement, also a 7, sorry
Brutus – destroyed side, can’t salvage, insert sad face here.
Javelin 10N – 5 hit actuators, missing RA. Current value 2 mill, to fix is 400k.
We added a Devastator and Laser Carrier but not that awesome Brutus. Do I have that 30 ton mech RA part in our captured storage? That’s also Spiders and Urbies. Nope!
Us:
Whitworth – destroyed LA – 550k to fix since it’s got weapons.
No LAs in storage of 40 tonners either. Or any mediums for that matter. I’ll move Juan to our Griffin 1S until it’s fixed.
Battle Loss – Whitworth arm - 550k
Abe Sargent
01-02-2025, 12:02 PM
June 9, 3027 – We finish rearmoring, rearming and scouring the HQ of 1.7 mill stuff, and then it explodes. Our liaison has a lead on a 4th place but it’s two jumps away we’ll head out there now!
June 20 – We leave this system
June 27 - We arrive in the system with the 4th group of pirates from Taurian intel. We are at the Nadir JumpPoint. Here is a Merchant JumpShip with a Leopard CV. They see us coming and launch all fighters and then they also have two Aquarius against our two, plus a Leopard CV and six fighters to ours and 8 fighters and then our Avenger too.
We destroy their Leopard CV and it can’t be salvaged, but also their fighters and the Aquarius pair too, but it was costly. We lost one of our Aquarius and then 4 fighter, we can salvage two for 1.25 mill I pay now and then 4.5 mill damage. We can salvage 3 of theirs for 4.15 mill
Battle Loss – 1 Aquarius – 14.221 mill; two fighters at 5.5 mill
We capture their Merchant JumpShip! We rename it the “Serendipitous Balance.”
We head to the planet.
July 4 – We arrive at the planet with our fleet, and airspace superiority. They have two fighters meet us to put up a front, but nothing happen, they flee to low orbit.
Their HQ has s Union DropShip here with nothing else according to our captured crew on the Merchant. Just 12 mechs between us and victory! Their HQ has an Aerobase, we land there and they meet us at the Aerobase. This is a premade map with one building on the north, west and south each on the border and loads of empty space on concrete.
Here they are:
Awesome – veteran
Stalker 3H – Variant with 2 LRM20s, 2 SRM6, 4 ML, 216 armor and 20 sinks, nasty change up, with a veteran
Archer 2S – Variant has 2 LRM15s, 2 SRm4, 4 ML, 2 rear facing,
Dragon
Centurion
Phoenix Hawk
Whitworth!!!
Wolverine 6D
Jenner
Locust 1V
UrbanMech
Wasp 1L
That Archer is more like a Crusader. It and the Stalker are awesome to capture, or that…Awesome…would be awesome possum as well! We could capture another Whiteworth or salvage an arm for our damaged one!!!
This is their and our Whitworth, a 40 ton medium fire support mech with two racks of LRM10s and 3 ML. 10 sinks, 4/6/4 movement and okay armor.
https://cfw.sarna.net/wiki/images/c/c1/Whitworth_RGilClan_v30.jpg?timestamp=20230322013931
Abe Sargent
01-02-2025, 02:43 PM
The buildings here are height 4 at the top and bottom but different ones in the middle since it’s a courtyard with a 2 level height building around it and 1, 5, and 3 at various places. 1 doesn’t block LOS. No woods here, just buildings blocking LOS.
Turn 1 – They win init 9-7. I charge down the middle. Their Stalker didn’t move, and is on the back wall. Their Dragon flanks the east. Long range at the Stalker, short at the Dragon. Our Charger’s AC20 in the Stalker’s H, but it’s a glancing blow, so just 10 taken. The pilot took damage and blacked out and then fell and took more damage. It’s RL is destroyed.
Turn 2 – We steal init 4-3. Take it! They bring up the Archer. Their Dragon flees behind a building, our FS bases its flank. Griffin and Wolverine base their Archer. I aim at the Stalker’s head. It has just 2 so I also fire SRMs at it too. The rest at that Archer. Our Hermes II destroys the H! Also one engine hit and two gyro ones. Their Centurion’s AC10 hits our Wolverine in the H and hits the cockpit, dead mech and MW. We each have one. Their Archer falls. Kicks! Our Longbow kicks and legs their Locust 1V and destroys it’s LL, we hit two actuators and a hip in the Archer. No other falls
Turn 3 – We keep init 10-6. They ejected Archer. Their Locust didn’t rise or eject. I chase that Awesome, I got my two variations. Our Catapult next to their Wolverine next to our Guillotine. Our Griffin by the Jenner’s rear, our Locust and Hermes II in the Awesome’s rear arc but not next to it. Their Centurion bases our Longbow. Our Spider is next to their Dragon. Everything not named Spider/Firestarter on their Dragon and Griffin in the Jenner’s rear fire at that Awesome. But it’s 6 or 7 away, so it might not be dropped this turn. Their Awesome cracks our Longbow’s H with a PPC and hits the sensors. Close to losing back to back mechs to head shots. Our Longbow hit’s its engine once. Their Dragon and Awesome fall. Kicks time! No one falls.
Turn 4 – We win init 7-4. They turn the Locust but still don’t rise it. I chare, their Awesome rises and bases my Guillotine. Our Striker bases it’s flank. Their Centurion to our Charger’s rear; Warhammer next to their Centurion. Locust to Awesome’s rear adjacent. Their Dragon rises. Spider next to their Whitworth. FS bases their Urbie. Our Griffin bases their Whitworth. I back up the Longbow and want to do so with the Catapult since they are savaged, but that Whitworth has one more space I base it. Do I split with the Dragon or just on this damaged one for an overkill? If I didn’t kill it weapons phase, the kick one with Striker, Guillotine and Locust would. I just send LRMs at the Dragon from the Longbow.
Our Charger destroys the LT and LA.
Then hit SRM6 missile hits the H, and gets a 12 head blown off, they survive. Dead mech!
Our Guillotine a LL limb blown off too
Then it fell and destroyed it’ CT, it’s not salvageable.
Their Dragon fell again.
Kicks!!!
Our Warhammer legs their Centurion’s Rl, it falls
Our Spider kicks the Whitworth and get’s a limb blown off on the LL its on the ground and falls.
Their Urbie and our Warhammer fall.
We grab the XO in the blown off H, and they agree to surrender and eject from legged mechs of the Locust, Whitworth and Centurion, but they get the savaged Dragon and the rest.
Salvage:
Stalker 3H missing H and RL 1 engine and 2 gyro hits too – see below
Archer 2S – hit hip and legs
Locust 1V missing Rl – see below
Whitworth 1 – reattach LL
Centurion with destroyed RL. See below
Awesome H, LL, RT, RL, RA
We have the salvaged RL for the Locust, it’s fixed. We fix the hip of the Archer in 4 days and the legs in a few hours. It’s up and running. Our Stalker engine done fast and the gyro in 7 days. I do have an RL in storage back home from a Stalker and an 85 ton Longbow H in storage I’ll do when I get back, but the Awesome is an 80 tonner so it cannot be used. Or the 90 tons Cyclops parts. I do have a Centurion RL at home so we’ll fix that upon arrival.
Us:
Wolverine with hit cockpit
Longbow – hit sensors
We lost a mech warrior! I fix the cockpit today, the Longbow’s sensors in a few hours too.
They offer us to keep on going and try to find a fifth Pirate company or head home.
Abe Sargent
01-02-2025, 03:51 PM
Because we are down a MechWarrior I am unsure, although it’s just a Wolverine I could give the Whitworth pilot that Archer 2S to give us heft or the Warhammer 6R we salvaged previously. I decide to give it a go with the Archer 2S for our Whitworth as a bit of a closer and ranger with strong armor.
July 8, 3027 – We finish destroying their HQ and raiding it’s stuff. We turn the surrendered Union over to the Taurians since we don’t get surrendered stuff. We scout around to ensure that everything is back to order and nothing is left on planet. We salvage 1.65 mill from the base and 2.3 mill from the fight in space,
July 15 – We arrive back at the JumpPoint. We are hunting for another Pirate Company, they have intel on a few places.
We blast in at the Nadir JumpPoint and find nothing there o r at the other one or sign of recent activity.
July 19 – We land on the only planet here in the life ring and find nothing in the planet.
July 23 – We blast out of the system! We arrive at the Zenith JumpPoint of the next system on their radar…and...ping ping.
We have at the Zenith point with us an Invader JumpShip with on it and a Leopard CV. We unload our Aquarius left, 8 fighters to their 6. We each have a Leopard CV and Avenger but we have two more fighters and an Aquarius. This is a longer battle, we destroy their Leopard CV and Avenger, and the JumpShip jumps away. We salvaged their Avenger with a cost of 12.5 mill. But not their Leopard CV. We lost 4 of our fighters and 2 permanently, and can salvage the two for 1.25 mill, and then just one of their fighters is salvageable for 850k cash. We took around 7 mill damage to our ships and we salvaged 2.3 mill from the ships and DropShip.
Battle Loss – 2 fighters for 3.75 mill;
We captured an Avenger we call the “Black Panther”.
We secured the Zenith JumpPoint!
July 29 – We arrive on the planet with all of our stuff. We have fighter security and they send out two to threaten us but they are destroyed fast.
We verify their location and catch them fleeing from their HQ. Not smart since you won’t have air cover to keep you clean.
They’re on a grasslands plains with light trees and hills.
Here they are:
Banshee 3S - veteran
BattleMaster 1G – veteran
JagerMech JM6-A – the good one with LRMs
Warhammer 6D
Cicada
Hatchetman
Shadow Hawk 2K
Vulcan 2T
Javelin
Panther PNt-8Z – Variant with LL instead of PPC and 14 sinks, 4/6/4 movement and max armor
Valkyrie
Wasp 1W with 6 SL
That BattleMaster would be a sexy keen addition to our unit. We have Juan Dumont in the Archer 2S.
This is their JagerMech variant we have the base one with 2 AC2s, AC5s and 2 Mls on 10 sinks and 96 armor, but theirs swaps in two LRM 15s for those AC5s and keeps the two AC2s and Mls. It adds 128 armor, better, but not amazing, still 10 sinks. I’d pull off an AC2 for more armor and sinks:
https://cfw.sarna.net/wiki/images/2/21/JagerMech_RGilClan_v32.jpg?timestamp=20230423200722
Abe Sargent
01-02-2025, 10:21 PM
I set up in the middle, they have woods to hire far left corner most of them are behind. I cannot see most.
Turn 1 – I win init 8-4. I charge at them. Their Jav and Wasp come at the west flank where they are. Their Cicada bases my Archer and Catapult, Spider to it’s rear. Long range at the Hatchetman if they can see it. Our Archer blows off their Cicada’s LA on the ground. No one took 20+ damage to fall. Our Spider kicks their Cicada to the ground.
Turn 2 – We win init 7-5 we each went closer by one. We charge at them!!!! Locust behind their Wasp next door, Hermes II behind their Vulcan. Their Cicada rises and runs, our Spider bases it. They keep hiding behind their woods, I target the JagerMech. Our Guillotine hits the JagerMech’s ammo- boom!!! Dead mech.
Turn 3 – We win 10-8. Our Charger bases their Banshee. Their Cicada backs up. Their BattleMaster finally emerges from the corner and bases our Charger. Our FS by their Cicada. Spider to the rear of their Banshee right behind it. Do I fire at the BattleMaster +3 to be hit in the woods or the Banshee +0 outside them? Banshee. Our Catapult hits the hip on their Cicada and destroys the LL and RL, legless! It’s immobile. Our Locust destroys the Wasp’s LA. Our Charger hit the gyro on their Banshee once. Our Hermes II again, 2 gyro hit, shut down mech!!! I don’t kick the Banshee or Cicada they are mine, I kick others. The Charger and BM kick each other both hit, no falls.
They come forward for vengeance for their XO.
Turn 4 – We lose init 10-9. They eject the Banshee and Cicada. Their Panther bases my Catapult’s flank and our FS bases it. Their Hatchetman my Spider. Because they had initiative, they waited to move the BM last and then based my Archer’s flank behind our lines. Their BM and Panther fall. Their Hatchetman missed a kick and fell. No one else does.
Turn 5 – They keep init 10-4. Not great for us. Their Hatchetman rises. I charge the downed BattleMaster. Their Jav and Vulcan base my Catapult. FS behind their Jav. Their BM rises and bases our Archer. Our Guillotines in it’s back arc back two. Spider by their Wasp. Our Locust destroys the RA of their Jav. Our Catapult hits the Jav’s ammo…boom!!! Dead Jav. Our Charger destroys the LL on the BattleMaster. Our Guillotine hits it’s engine 2x. Our Catapult took an ML to the head and blacked out. It fell just like their BM. I don’t kick it with the Archer since it may kill the CT. Our Spider kicks the Wasp with a lower leg hit and the Vulcan tries to take out our Catapult but cannot.
They concede. They eject the savaged and legged BM and flee. Their JumpShip fled, so they surrender and we turn them over to the Taurians and they also get the mechs. They give us the Union as a thanks since we took down four pirates and sandblasted a 5th but it fled. They also got other Unions and surrendered Drops.
Salvage:
Cicada missing RL, LL – see below – current value 3.35 and to fix is 400k
Banshee 3S with 2 gyro hits,
BattleMaster 3S with 2 engines, one LL destroyed and the leg actuator on RL hit; see below
JagerMech – RA, H, LA, LL
Javelin – LA, H, LL
We fix the 3S Banshee in a pair of days, the BM engine and leg in 4 days. We have a Sentinel RL in storage but no 40 ton LL. I have a Longbow LL in storage back home we’ll fix that BM up with!!!
Us:
We escaped!!! Loads of armor lost, but nothing major
We name their captured Union the “Ruby Lion” like our “Jade Lion” one
Abe Sargent
01-03-2025, 12:44 AM
29 July, 3027 – We finish the final battle, scour around, and load things up. We find here another 2.2 mill cash.
2 Aug, 3027 – We blast off the planet and blow up that HQ all night and day!!!
We’ll get back on Feb 02, 3028 and then that’s with spend 300k on charging stations.
Contract Stuff!!!
Our salary for Arba Company is 79,487 monthly
Pirate Hunting for the Taurian Concordat
Salvage: Full
Transport: None
Remuneration: None
Support: 50% Battle Loss and Straight Support
Command: Liaison
Salary: x3.7, x1.2, x1.5
Length: 3 months
What we Spent:
Salary - 1,033,331 - 13 months
Charging Stations here and back – 550k
Support in 5 Battles – 3.75 mil total - 3 mil armor, 750k ammo – very big hits armor and savaged in three battles but two were barely touched.
Battle Loss - To Repair/Salvage Our Damaged Fighters – 1.5 mill; 650k; 1.25 mill; 1.25
To Salvage Theirs: 2.5 mill; 4.15 mill;
Space Battle Damage Repairs – 4 mill; 2 mill; 4.5 mill; 7 mill;
To Fix Salvaged Avenger – 12.5 mill
Total Spent - 46,633,331
What we were Paid:
Salary - 1,588,150
Salvage – Total -17,200,000 - 4.95 mill; 1.7 mill; 2.15 mill; 2.3; 1.6; 2.3 mill again; 2.2 mill
Battle Loss – Fighters Lost 3.6 mill, 4.5 mill; 4.8 mill; 3.75 mill - 7,825,000 50%
Battle Loss of WW Arm – 550k – 225k
Battle Loss – Aquarius – 14.221 mill; 7,110,500
Total Paid - 33,948,650
Total Lost - 12,684,681
I sell some body parts for 6 mill like the Marauder, 3 dead Victor parts, Banshee, Thunderbolt and Goliath.
War Chest - 28,037,494
But that’s all the Avenger salvage cost. Without it broke even.
END OF CONTRACT #18!!!
Our Current Drop/Jump Ship Fleet:
JumpShips:
Merchant – 2 DropRings, 2 Small Craft, “Serendipitous Balance”
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
Invader – “Jade Camel” 3 DropRings and two Small Craft which are Aquarius.
DropShip:
Assaults:
Avenger ”Black Panther” – Assault and escort DropShip
Avenger, “Hawkeye” – Assault and escort DropShip
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
Achilles “Guns Amok”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. Full!
Cargo:
Mule – “Salvage Holder” Cargo Spheroid; carries 3 bays of 2715 tons each
Fighter Transport:
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full
Leopard CV “Avenger’s Assistance” - Can hold 6 fighters full
Leopard CV “Panthera Pardus Melas” – Can hold six fighters, full
Leopard CV “Panthera Pardus Nimr” - Can hold six fighters, full, captured from the CC
Military Transport:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, Assault style craft.
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Union DropShip, “Ruby Lion” Captured from pirates, carries 12 Mechs, 2 Fighters, spheroid
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters, spheroid
Abe Sargent
01-03-2025, 01:06 PM
Jan 8, 3057 – Flavia and Stephen arrive in Galatea where Evan didn’t do the contract. They have 12 recruits. As a reminder, they have just finished recruiting for and sending out Arba Company that was all salvage. Evan recruited 2 fighters for the Panthera Pardus Nimr and then we had four spots open, and then recruited for the 4th Company. We need 4 more fighters, then we have 9 tanks that we didn’t capture on that campaign the Lasser Carrier and Devastator, those are a Demolisher, 2 Maxims, another Devastator, Brutus, Schrek, Saracen, Ontos, Plainsman and we could round that out with a group of people not dispossessed to make another tank company or we could just try to get a new DropShip like another Union for Evan’s company, since the Jade Lion is with them and the Ruby Lion won’t be back soon. But he can travel in the Overlord with Tres Company if everyone is needed.
Or I could just do the Cadre/Garrison deal for three months and then recruit a DropShip when he gets back. Where? Cassias, way too far away edge of Draconis March space on the other side, close I might have done it.
Let’s pull contracts first:
Contracts!!!
I pull 2:
1. The Lyrans want us for an O Raid against the FWL world in the Silver Hawk’s Coalition of Uhuru just one jump from Rochelle we already hit and also one from Solaris VII. 4 jumps away - we could be there on Feb 7.
2. The Fed Suns want us to O Raid the CC World of Menkib. Its on the border 2 jumps from Gan Singh we hit before and around Mar 2nd.
We’ll take both!!
We have 125 points and are now rated A!!!
Negotiations with the Lyrans: We have 125 points to spend! 50 for full salvage, 75 left. They grab length, 3 months, we drop to 1 for 10 points 65, 25 pulled for both Straight Support and Battle Loss at 50%. 40 left. They pull 25 for x4.0 salary. 15. We grab no remuneration, 25. They offer liaison, us not transit, 35 points. 17% signing bonus
Contract #19:
Objective Raid for Lyrans against FWL World of Uhuru
Salvage – Full
Command – Liaison
Length – 1 Month
Support – 50% for Battle Loss and Support
Salary – x4.0, x.1.4, x1.6
Remuneration – None
Transit – None
17% Signing Bonus
We are striking a company of mechs and tanks, and will take Flavia’s Fortress and Leopard CV the “War’s Art”.
Negotiations with the Federated Suns: We have 150 points to spend! We pull 50% for Full salvage, they do three months, down to one, 90 left. Then we grab 25 for our typical Battle Loss and Support at 50%. 65 left, they grab 25 for x4.0. 40 left. They add liaison, we add remuneration none – 50 points, and transit none 60points, 30% Signing bonus!
Contract #20:
Objective Raid for FS against CC world of Menkib
Salvage: Full
Command: Liaison
Length – 1 Month
Support – 50% Battle Loss and Support
Salary – x4.0, x1.2, x1.6
Remuneration – None
Transit- None
30% Signing Bonus
We’ll take everything else from the fleet like our two Achilles to our 2 other Mech companies and vee stuff too.
Now that I don’t need a Union, we’ll just do those recruits:
Fighters:
Elite, Stuka (heavy), Steve Marist
Elite, Chippewa (heavy), David MacAlister
Elite, Transgressor (heavy), Caroline Dahl
Elite, Riever (heavy), Heather Stevens
All heavies!
Dispossessed Tanks:
Elite, Christopher bin Mika'il, Devastator
Elite, Yannick Salazar, Brutus
Elite, Adrian Laishevtsev, Ontos
Elite, Wu See-to, Schrek PPC Carrier
Elite, Aila MacAlister, Demolisher
Elite, Connor Copestake, Plainsman
Elite, Fatima Vonguru, Maxim
Alia is David’s wife.
Tank:
Elite, SturmFuer SRM Tank - Zarqaa Edo-Khel – this variant has LRM20 in front with 4 SRM 4 and 3 MGs in a turret, with 312 armor, the most on a standard tank. Welcome to the unit!!
I could add these 8 vees and then the extra Hunter, Maxim, Plainsman and Hetzer into a new tank unit. Let’s do it!
Vee Company #4:
Major Elite, Christopher bin Mika'il, Devastator
Elite, Aila MacAlister, Demolisher
Elite, Adrian Laishevtsev, Ontos
Elite, Jasmine Acharya, Hetzer
Left. SturmFuer SRM Tank - Zarqaa Edo-Khel
Elite, Wu See-to, Schrek PPC Carrier
Elite, Yannick Salazar, Brutus
Regular, Hunter, Ujjal Singh
Left. Ursula Kolehmainen, Plainsman, Elite
Elite, Connor Copestake, Plainsman
Elite, Fatima Vonguru, Maxim
Elite, Ghaaliya bin Nadhir, Maxim
That works!!!
Abe Sargent
01-03-2025, 02:41 PM
Beginning of Contract #19:
February 2, 3027 – We arrive in the Uhuru System’s Zenith JumpPoint and get no major traffic issues. This is a more boring world than the trading one we hit before , buts still, there is a few JumpShips with military assets attached or on the way at both JumpPoints. Not much chatter comes our way, the typical stuff, we head to the planet.
Feb 7 - We arrive at the DropPort closest to our target. We use our scout tanks and infantry to verify they are there. As expected, one company each of tanks and mechs.
We head out and take them out and hit them around 45 minutes after we arrive. They have no Aerospace Fighters, but some conventional ones arrive for a dogfight in the air.
Here are our Marik-y foes guarding this small city HQ outside the city proper though. I thought the Artic Base was fair for them, so they are there again.
As a reminder, this is our Alpha Mech Company with Flavia and Tank Company #2. Both starters, so they tend to be a bit uneven in mech/vee ability and skill.
Mechs:
Striker 2C – we’ve got one, veteran
Victor – veteran, we’ve got one too
Zeus 6S – We’ve got one, veteran
Crusader 3R
Warhammer 6R
Dervish
Griffin 1S
Vulcan 5T – Love it, yay, we have this variant we love.
Wolverine 6M
Commando
Stinger 3G
Wasp
Vees:
Behemoth – veteran, we have them
Partisan – veteran
Manticore
Von Luckner
Zhukov
Condor
Goblin
Gladius
Vedette
Hunter
Saladin
Scimitar
They have some tanks I’d love to grab, hat’s Manticore, Zhukov and Von Luckner is okay too. They rolled three assault mechs, none nasty closers like Atlas or BattleMasters.
This is their and our Behemoth, a 100 ton 2/3 sloooow moving powerhouse with 208 armor, 4 LRM5s,4 MG, 3 SRR2 and then in turret - 2 AC10s, 2 SRm6s , It’s got great armor but since it’s slow it’s easy to hit and reduce the speed even further.
https://cfw.sarna.net/wiki/images/thumb/e/e9/Behemoth_tank_RGilClan_v31.jpg/800px-7vrgzyakvklg3vikd0izwr5jhklk7co.jpg?timestamp=20230408010121
Abe Sargent
01-03-2025, 11:55 PM
Turn 1 – We win init 8-7. Our Atlas next to their Von Luckner. Our BM next to their Warhammer. Our Awesome too. Their Striker near our Behemoth. Our Jav bases their Striker’s flank with no kicks back. I focus on that Striker. I fire right flank on that Wasp. Our Atlas falls and they savage my Behemoth and stun our crew. Our Saladin destroys the LA of their Wasp. Our Hunter it’s LL. Our Atlas immobilizes their Von Luckner. Our Demolisher destroys it’s side, dead tank!!! That’s that person’s 4th kill! Their Striker and Wasp fell and the Wasp blacked out. Kicks! We kick their Warhammer to the ground!
Turn 2 – We win init 11-8. Their Striker Rises. It bases my unmoved mechs and exposes the back. Our BM to it’s rear. I rise our Atlas and back up to a wall. Our Banshee bases a Partisan. Saracen to Victor’s rear. Saladin’s AC20 too! Their Warhammer rose and bases our Schrek. Hunchback to their Warhammer’s rear. Jenner in the Victor’s. Crusader next to the Warhammer. Jav by it too. Our BM destroys the Striker’s RA, our Hunch the gyro and engine once each on the Warhammer. Their Behemoth immobilizes our Von Luckner. Our Anti-Mech infantry destroy the Striker CT, dead mech! Our Demolisher destroys the Partisan’s front, dead tank!!! Our Atlas destroys their Zhukov’s side with an AC20 shot. Dead tank! The Hammer and Victor fall, the latter hits a foot actuator. Kicks time! Our Crusader legs their Hammer and our Jav kicks it’s H hit the cockpit and that’s a kill. Literally. Their Victor lost it’s RA.
They come after us trying to turn it around.
Turn 3 – Well they don’t win init 11-5. I eject our Von Luckner, no moral victories. Ditto our Behemoth. Their Victor couldn’t rise. Our Atlas next to their Condor. Awesome next to it. Grasshopper too. Our Banshee next to their Manticore, but they are up one, no kicks. Also next to their Hunter and Commando on that level. Our Wolfhound next to their Vulcan. Saracen too. Jenner next to it too. Both Maxims too.
Our Galleon destroyed Victor’s LA
Our Archer destroyed the Condor’s LS! Dead tank!
Our Saladin destroyed a Manticore side! Dead tankx2!
Their Crusader halved my Ontos’s speed.
Our BM hit the AC20 ammo with his MG on their Victor, boom dead mech!
Our Warrior -1s their Behemoth, the other half movements it
Sadly, their Vulcan fell, no easy chance to leg it.
Kicks!
Our Banshee destroys the Hunter my Ontos fired at.
They head out and flee. We took out half of their tanks and a third of their mechs, with no losses.
Salvage:
Wasp – with a destroyed LL and LA -
Warhammer 6R with a destroyed LL and hit cockpit
Striker H, RA, LL, RL
Victor – H, LL
We fix the Warhammer cockpit in a couple of days. We have no Warhammer parts, but it’s 70, the same weight as an Archer, Cataphract, and Grasshopper. I use my Archer LL to fix it. I have both Wasp leg and LA and use them both to fix it up.
Partisan – destroyed front, salvageable,
Von Luckner – immobile, destroyed front. Not salvageable
Zhukov – destroyed side, salvageable
Condor – destroyed side, not salvageable
Manticore – destroyed side, tossed a 7, not salvageable
Hunter – destroyed front, not salvageable
We salvaged a Partisan and Zhukov! Hoping for that Manticore, Von Luckner or Hunter, not to be sadly.
Us:
Von Luckner – Immobile
Ontos – halved speed
We fix the immobile mega fast and the Ontos one today!
Abe Sargent
01-04-2025, 12:14 AM
Feb 8, 3027 – We fix up our stuff and rearm, and stuff. We find around 1.45 mill in the base and salvaged 450k from the fighter battles.
Feb 10 - We blow up the base and head out!
Feb 15 – We hit the JumpPoint and head out, we’ll be in Galatea on March 10.
Contract Stuff!!!
Objective Raid for Lyrans against FWL World of Uhuru
Salvage – Full
Command – Liaison
Length – 1 Month
Support – 50% for Battle Loss and Support
Salary – x4.0, x.1.4, x1.6
Remuneration – None
Transit – None
17% Signing Bonus
Our salary for both is 129,945 for a month!
What We Spent:
Salary - 389,835 for three months
Support – 350k, - 250 for armor, 100 for weapons.
Total Spent - 739,835
What We Were Paid:
Salary - 1,164,307
Support – 175k
Total Paid - 1,339,307
Total Made – 599,472
Salvage – 1.9 mill – 2,499,472 total
War Chest - 30,536,966
Level Up:
Charlie Okere in the Demolisher. He got 5 kills, and is a veteran, so his gunnery improved one.
END OF CONTRACT #19!!!!!!!!
Abe Sargent
01-04-2025, 10:34 AM
Beginning of Contract #20!
Feb 27, 3027 – We arrive in the Nadir JumpPoint at the Menkib system. This planet is protected by the Menkib Militia. We are here to check things out and test their defense with an O Raid! At the Nadir point here are just a few JumpShips, but one with the Menkib Regulars, another at the Zenith point. They are both Invaders with an Avenger, Leopard CV and open drop ring. The Avenger and Leopard CV here unfurl and approach us. The other pair release from the JumpPoint and begin to make for the world.
We have two Leopards, 2 Achilles, an Overlord with 6 fighters, and then 22 total fighters, the Achilles better than an Avenger and then two of them, to their 6 fighters. We head to the first battle!
We finish off the Avenger and tossed a 12 it’s salvageable, and then the 6 fighters and then the Fighter Carrier CV, and it flees and the JumpShip jumps, and it’s gone. We have secured the JumpPoint!!
Battle Loss – We lost 2 fighters at a cost of 4.2 mill we cannot salvage. 1.35 to salvage lost ones on our team, and 2.4 to salvage their. Our battle damage was lighter, just 3.5 mill total.
To fix their Avenger is 7.9 mill
We spend a day gathering salvage and such and repairing and rearming. We found here 2.25 mill in stuff.
Mar 3, 3027 – We arrive at the planet’s orbit and have our presence protested by an Avenger, Leopard CV, two Overlord of fighters so 18 total and then we have 18 fighters too, plus a pair of Achilles, two CVs to their one and a few Aquarius Small Craft. The Overlords aren’t here though. We take out the Avenger fast, it can’t be salvaged, tossed a 7, and then our Achilles turn to their Leopard CV and destroy it a few turns later. It is salvageable (tossed a 9, that’s what I need). Our fighters had been even, but with our Leopard CV and Achilles smashing them after finishing off them, that even odds change fast. We destroy 11 fighters and the last 7 flee to the planet.
Battle Loss – We lost 6 fighters; three are gone with a value of 6.2 mil, and then the others are salvaged for 2.85 mill, we can salvage three of theirs for 2.72 mill, another 2 for 2.1. Our damage here is much more with their bigger numbers, and the Drop that didn’t flee at us destroying it’s escort and fighters. 8 mill easy
We have secured the planet, and their fleeing 7 fighters won’t matter against us. With the destroyed stuff we salvage more here at 3.4 mill. We spend a couple of days gathering it with our stuff.
We can salvage their Leopard CV for just 6 mill, not bad.
March 5, 3027 – We arrive at the HQ we need to raid.
They have here a battalion of defenders, all meches, with some infantry support. We arrive and unload our Overlord with two companies of mechs, not the three it has space for and the two Condors with space for 15 vees each totally full with Vee companies 1, 3 and 4, and realize that we aren’t matched with them Mech wise, but their higher mech numbers won’t work against us with the Vees if they just stayed in one place defending as a mass, so they split off into companies on each of three flanks leaving the base at the Airbase, and we’ll have to move against them with a company each of Mechs and then one of Vees to give them numbers on one flank.
We’ll be keeping Vee Company #3 and #4 in reserve to attack if we lose on one.
Here is the first of three flanks with Evan’s Duez Company with much better stuff like the Orion, Stalker, Thunderbolt and Cataphract for smashing in face stuff and Awesome in the fire support one.
Here’s the first (of three) flanks:
Cyclops – CP-10-Q - this is a variant with 2 LRM10s, SRM4, 3 ML, max armor, 14 sinks, veteran, 4/6
Zeus 6A = PPc, 3 SRM6s, 1 LL, 2 ML, one rear facing, 184 armor – veteran; 17 sinks
Cataphract
Crusader CRD-3L
Centurion
Dervish
Griffin
Vindicator
Locust
Stinger
UrbanMech
Wasp 1L
That’s a nice Cyclops variant, but still not the best, nice Zeus too. We’re on the Aerobase map again since they met us here. This is the Cyclops:
https://cfw.sarna.net/wiki/images/d/da/Cyclops_RGilClan_v21.png?timestamp=20220113005222
It normally has an AC20, 10 tons of armor, so that’s not great, and then 12 sinks and 2 ML and an LRm 10 and SRM4. The weapons are good for it, but that armor? Ungood for a closer mentality, just like the Victor, but this one actually has armor, but a less distinct personality. It’s not all about closing, but 2 LRM 10s seem like range since they have a minimum range and then 3 Ml and SRM4 for closing. Weird…it should have better range or better closer with that armor increase.
Abe Sargent
01-04-2025, 12:42 PM
Turn 1 – No trees to hide in, just smash and dash. I won init 10-7. I charge 5 hexes each, and then fire at their Zeus with everything. It’s +2 to hit. Our Awesome’s PPC hits it’s Head, no crit, We blew off it’s RA on the ground. Our TBolt hit a leg actuator; it stood in TWO 9s. Nasty.
Turn 2 – We lose init 8-9. Our TDR bases their Cataphract as does our Cataphract. Their Crusader our TDR. Our Orion bases their Stinger and Vindicator. Our MAD bases their Wasp which bases our Orion. Our Vindicator bases their Griffin that bases my Cataphract. Their Zeus doesn’t move, I base it with our Awesome. I split attacks with their Cataphract on that end that cannot draw LOS to their Zeus. Our Jump Platoon hits the LL weapon on their Zeus. Our Valkyrie destroys it’s LT, La on the ground. Our Marauder hits it’s engine and gyro once each. Our Crusader destroys the LT On the Cataphract, LA on the ground. Their Zeus falls and hits the gyro and engine once each, dead mech!!! Their Cataphract falls, the mech’s pilot blacks out. Melee attack time! Do I kick the Cataphract that’s blacked out but maybe ruin salvage with my TDR and own Cat? If it were standing I’d want to take out a leg but on the ground? Nope. Our MAD legs their Wasp’s LL, it falls and blacks out. Our Vindicator fell to kicks, we kicked their Locust to the ground with our Zeus, but glancing blow so it’s leg made it.
We offer them to leave and take the pilots and we’ll take the mechs, but they don’t wanna.
Turn 3 – We lose init again 6-5. They eject the Zeus, Our Vindicator rises and backs up two. They stood up the Locust it failed and blacked out. Our TDR behind their UrbanMech. They move their Cyclops. Can I draw LOS to it? Our Cat bases it’s flank. Their Crusader bases my TDR. Our Orion to it’s flank to kick. Our Zeus bases their Cyclops. Our Crusader bases their Centurion. Our Valkyrie hit an engine on their Wasp trying to decapitate it. Their Cyclops needed a TEN to stand and got it, no fall on the Urbie either. Our MAD Falls! Melee attack!!! Our TDR kicks their Urbie to the ground, hit a hip, it fell and destroyed it’s ammo boom dead mech! We kick their Cyclops to the ground with a pair of LL actuators hit.
They slowly stand their Cyclops, and agree, and then all three blacked out pilots leave.
Salvage:
Zeus 6A missing LT, with two gyro and engine hits
Wasp 1L missing LL, 1 engine hit.
Locust 1V with damaged RL with a leg actuator hit
Cataphract missing LT - current value 5.38 mill, to fix 600k
UrbanMech – LA, RA, H
We fix the gyro on the Zeus in two days, the engine in 5. I use an Awesome LT to fix in in a few more days. The Wasp is fixed with a Wasp 1l leg ironically. The Locust fixed today. I don’t have any 70 to LTs in storage. I spend 600k to fix it up.
We won the first flank!
The 2nd Flank will be our hardest since this has meches sure but lighter armored stuff like a Quickdraw, Longbow and Victor. Only the BattleMaster slugs and punches.
Here they are:
Awesome - veteran
Goliath – veteran
Archer -
Quickdraw 4H
Clint 3T
Dervish
Shadow Hawk 2H
Vindicator
Commando
Javelin
UrbanMech
Wasp 1L
That Archer/Awesome fire support is rough since they have amazing armor so you cannot easily exploit that.
Here’s each of our Quickdraw: 60tons, 5/8/5 movement, 4 Ml, LRM 10, SRM4, 128 armor and 13 sinks, one Qucikdraw has rear facing SRM4 the other a rear facing 2 ML. Neither are great at opening holes with a big gun, want to close and don’t have the armor for it.
https://cfw.sarna.net/wiki/images/e/e2/Quickdraw_RGilClan_v26.jpg?timestamp=20230113001954
Abe Sargent
01-04-2025, 08:36 PM
We are on the Aerobase map again!
Turn 1 - They win init 8-2. I charge 5 hexes down. I target the +1 to hit Archer with long range stuff. The +3 Clint short range stuff. Their Archer falls!
Turn 2 – We win init 12-8. They move their Awesome out. We walk back three since I can’t over expose our armor. They charge and expose the Vindicator. Their Archer rises but moves behind a building. Their Goliath too. Jenner to Clint’s rear. If they can see the Archer they are firing at it. Otherwise that Goliath. Our Striker hits the Archer’s ammo, boom!!! That’s their fourth kill!!! Our Jenner kicks their Clint to the ground with a hit on the Foot actuator of their LL. It hit its engine once in the fall. They savaged my BM that turn and last.
Turn 3 – We keep init 12-6. We’ve gotten 2 or 12 in every init roll! I want to move 5 btu we’d hit their stuff before they moved. They keep their Awesome out. I charge five. Their Jav bases our BM our Hatchetman it. Our Catapult too. Their VND to our Zeus’s flank, in order to move 5 our Longbow bases it. Smart by them. Their Goliath next to my Catapult, Their Clint stands and moves. Our Griffin to it’s rear. Jenner to their Shadow Hawk’s rear next to our Longbow. Victor by their Vindicator. I want to give it two Assault low armor targets. I fire everything at the Goliath save rear attacks and LRMs at the Commando.
Our Hatchetman gets a limb blown off of their Goliath’s RFL on the ground.
Our Zeus hits the Commando’s ammo – boom, dead mech!
Without a leg, their Goliath falls!
Melee attacks!
Our Longbow legs their Vindicator’s Rl.
No one else is missing any body parts.
They eject the legged Vindicator and Goliath and head back.
We killed or legged four in three rounds and savaged that Clint.
Salvage:
Archer RA, LA, H, LL
Commando – RA, H, LL
Goliath reattach RFL
Vindicator Missing RL.
We attach the leg for the Goliath! I don’t have an RL for Vindicators’ but it’s 45 tons like Blackjack and Hatchetman and PXhs. I use a Blackjack RL to fix it in a few days
Level’s Up:
Avantika Sekariapuram in Tres Company’s Striker gets their 4th kill and now has edge 1
We’ve won the 2nd flank! The third one is with our first Vee Company.
They have:
Banshee 3E – Veteran
Striker 2S – Veteran
Archer
Cataphract
Assassin
Cicada
Dervish
Hermes II
Vindicator
Javelin
Stinger
Wasp 1L
This is their 20 ton mega-common Wasp variant with a single SR4. Plus basic 6/9/6 movement.
https://cfw.sarna.net/wiki/images/thumb/f/f1/Wasp_WSP-1S_FSW.jpg/534px-b0ll3mrud3unwh779awnii3066l80nd.jpg?timestamp=20180323161039
Abe Sargent
01-04-2025, 10:28 PM
Back to the Aerobase map!
With the extra four tanks given away to the 4th Company this could use some more armor power. Only the Brutus, Behemoth, Patton, Von Luckner and Manticore have strong armor.
Turn 1 – We win init 7-6. Close. I drive 5, they hop and move but don’t come out. Their Cicada on my Pegasus and next to our Brutus and Bulldog, Condor and Maxim to it’s rear. Long Range fire at the Archer, close to the Cicada. Nothing major, light peppering of their Archer, Cicada fell.
Turn 2 – We win init 8-5, each increased by one. Will next be 9-4? Their Dervish comes out. Condor behind their Wasp 1L. Maxim too. Their Cicada fails to stand and passes out. More fire at the Archer!
Our Hetzer hits the Wasp’s CT, dead mech! That’s her 4th kill!!!
Their Cataphract -1s Movement of our Maxim
Our Patton hits the ammo on their Archer, boom, dead mech! That’s Stephen Marsh’s FIRST kill with us!
Two kills, can they return the favor with Dervish kicks? Nope, just 5 damage
We took out three mechs in two turns, can they fix it next turn?
Turn 3 – We win 9-5, close! Their Banshee moves up. I move my stuff up to their Cataphract. I fire at it. Our Brutus hits the Cataphract’s engine once and gyro twice, dead mech! Our Maxim destroys it’s LA. Melee time, can their kicks even things? Nope
We’ve killed four and only have a damaged Behemoth with full speed. They leave.
Salvage:
Cicada with a destroyed LA
Cataphract with 3 gyro and 3 engine hits; missing LA;
Wasp 1L – H, LL, RA; RT, LT, RL
Archer - H, RL, RA, LA
I don’t have a Cicada LA, any other 40 tonners? I use a Sentinel one. It takes a week. We fix the gyro on the Cat in 11 days, the engine in 3. I have no Cataphract LA, any other? I use the Archer LA we just salvaged and it’ll be ready in a few days.
Us:
Maxim s-1 movement
Fixed today!!
We took them out and won on all flanks!!
Abe Sargent
01-04-2025, 11:52 PM
March 5, 3027 – We get through the battles and raid the HQ here on Menkib! We no blow them up, just raid and then head out. This was about the testing their defenses. We raid around 3.75 mill since this is a Battalion of Mechs HQ they are worth more.
Mar 8 – We blast off the world after the typical post-combat fun thangs!
Mar 13 - We leave the Menkib system behind! We’ll get back to Galatea on May 6, 3026.
Money Stuff!!!
Objective Raid for FS against CC world of Menkib
Salvage: Full
Command: Liaison
Length – 1 Month
Support – 50% Battle Loss and Support
Salary – x4.0, x1.2, x1.6
Remuneration – None
Transit- None
30% Signing Bonus
Our salary for them for one month is 330,993
What we Spent:
Salary - 1,323,972– 4 months
Support in Land Battles – 900k - 650k armor and 250k ammo. The first battle light armor the last two loads of damage.
Support in Space Battles – 11.5 mill to fix us
Support for Our Fighters – 4,200,000 : 1.35 mill and 2.85 mill
Salvage Their Fighters - 7,220,000
Salvage their Leopard CV – 6 mill
Salvage their Avenger – 7.9 mill
Total Spent - 38,828,972
What We Were Paid:
Salary - 2,753,861
Signing Bonus – 826,158
Battle Loss Fighters – 5.2 mill
Battle Loss to Fix Them – 2.1 mill
Support land battle – 450k
Support Space Battle Damage – 5.75 mill
Salvage – 3.75 mill; 2.25 mill; 3.4 mill
Total Paid w/ Salvage - 26,480,019
Total Loss - 12,348,953
I sell some assault body parts like Longbow, two dead Atlas parts, Stalker, two Awesome bodies and then get around 6 mill to drop that that to -6,348,953
Without us salvaging the fighters of them or their two Drops, that would be okay.
War Chest: 23,717,958
END OF CONTRACT #20!!!!!!!!!!!!!!!!!
Abe Sargent
01-05-2025, 12:50 AM
We captured and fixed another Avenger and Leopard CV!
Meet them:
Leopard CV - We change it’s name to “Panthera pardus fusca” (Indian Leopard). It’s a fighter carrier with 6 fighters, none right now.
Avenger - Assault and Escort DropShip – We change its name to “Marvelous” a play on Captain and Ms. Marvel, avengers.
March 9, 3027 – Flavia and her Fortress and Leopard CV and battalion of mechs, infantry and vees one company each arrive at Galatea! She’s got 7 recruits. Or we could try for a DropShip/JumpShip instead. Since she arrives around when we are leaving Menkib, she knows we captured another Leopard CV so she’ll try to grab fighters for it right now.
Fighters:
Veteran, Megan Stowers, Riever (heavy)
Elite, Elyse Ghani, Stuka (heavy)
Veteran, Eloisa Bracciolini, Lucifer (medium)
Veteran, Ivan Nikezic, Sparrowhawk, (light)
Elite, Mike Stowers, Riever (heavy)
Elite, Finley Murdoch, Shilone (medium)
Mike and Megan are married.
Dispossessed MW:
Elite, Mortimer Kyle, to be assigned later.
Contracts!!!
We get…3:
#1. The Fed Suns want us to O Raid the CC world of Sakhalin, one jump from Menkib, to test their defenses too. There is a recharge station at both points.
#2. The CC wants us to O Raid the Lyran world of Alioth one jumps away.
#3. The Draconis Combine wants us for a Recon Raid on the Lyran world of Tomans around 7 jumps away.
I call up the FS offer, we’ll send the group from Menkib over now to help out since they are a jump away. We agree.
We’ll also take the Cap Raid on Alioth since we do so many against them, it’s only fair to do others.
We have 130 points!
Negotiation with FS: We start with 156 points. Full Salvage 1st, 106. 3 months dropped to 1, 96, Support like we want it, 25 points used, 71 left. They pull 25 for x4 salary 46 left. We grab no transit, They grab liaison, we take no remuneration 66 points, 33% Bonus
Contract #21:
Objective Raid by FS to CC World of Sakhalin
Salvage: Full
Support: Battle Loss 50% and Support
Length: One Month
Command: Liaison
Remuneration: None
Salary: x4, x1.6, x1.3
Transit: None
33% Signing Bonus
We’ll be there in system on Mar 13.
Negotiation for CC: We also have 156 points. Everything the same.
Contract #22:
Objective Raid by CC to LC World of Alioth
Salvage: Full
Support: Battle Loss 50% and Support
Length: One Month
Command: Liaison
Remuneration: None
Salary: x4, x1.6, x1.3
Transit: None
33% Signing Bonus
We’ll be there in system Mar 14.
See you soon!!!
Abe Sargent
01-05-2025, 01:30 PM
Just as ahead up, storm right now might be power outagges later.
Abe Sargent
01-05-2025, 09:58 PM
Beginning of Contract #21:
March 13, 3027 – We arrive in the CC system of Sakhalin! We are here to raid and check on Defense! We are 4 days from planet. We arrive at the Zenith recharging station. Since we are NOT on the border the defenses ehre are minor, just a pair of Leopard CV with 12 fighters against our 22. We blow them out of the water and defeat 7 fighters, 5 fighters and the Leopard’ jump out of the system
Battle Loss – We lost 2 fighters, can salvaged one for 600 k and hten lost the other for 3.2 mill. We took 2 mill damage to secure the point! We can salvage 3 of theirs for 1.35 mill.
We found 600k in salvage here.
March 17 – We arrive at the planet. The CC doesn’t care about this place to have Mechs defending it, just the Sakhalin Militia that are tanks and infantry. We don’t expect real resistance landing at their HQ. However there is an Achilles, and Leopard CV and 14 fighters here. Huh….
We blow through them with our 2 Achilles, Avenger 2 Leopards and more. We destroy them both I’d love a 3rd Achilles can we salvage it? I need a 9. Got a 6, how about the Leopard? Got a 3 ,nope not salvageable.
Battle Loss at the Planet – We lost 4 more fighters, two full at a cost of 5.25 and then salvaging for 1.25 mill. We can salvage their three fighters for 2.25 mill and took 5 mill in damage .
We found here 3.4 mil in salvage with two dead Droppies.
We land on the planet at their HQ and there are a BATTALION of Mechs here…we don’t recognize their logo but our FS liaison tells us that they are the Kamakura's Hussars with a rep for crazy and lethal maneuvers. They have an entire battalion of mechs here guarding this planet, Sakhalin does have good mining so it makes sense
I send out our two mech companies and Vee Company #1 with the other two reserves and holding the flanks and line.
Here they are!
Assault:
Banshee
Charger 1L
Goliath
Longbow LGB-7Q - the good one with armor
Stalker
Victor
All Vets
Heavy:
Archer
Cataphract
Crusader 3L
Marauder 3L
Merlin
Orion 1K
I’d love to grab another Orion!
Medium:
Blackjack
Hatchetman
Hunchback…
Phoenix Hawk
Scorpion
Shadow Hawk
Trebuchet
3 Vindicator
Whitworth
Wolverine
Ditto another Hunchy!
Light:
Commando
Javelin
2 Locust
Spider
2 Stinger
3 UrbanMech
2 Wasp 1L
This is ours and their Orion. A heavy mech designed to close with 10 sinks, 4/6 movement, 1 AC 10, LRM 15, 2 Ml and an SRM4. Max armor! Love it loads, you probably do too!
https://cfw.sarna.net/wiki/images/1/12/Orion_RGilClan_v19.png?timestamp=20211216020156
Abe Sargent
01-06-2025, 03:58 PM
We set up on a map with small woods and hills on the corners of each map and concrete and streets in the middle, I thought about a bigger map like 20x20, but felt that could add an hour or two to these resolutions since the longer this goes on for an hour or so per turn for a 36 vs 36 battle like this is rough, and we have our infantry in Vee Squad #1 and Deux Company.
I set up a wave of heavies not my normal spear maneuver.
Turn 1 – We lose init 6-5. Close. I move all of my heavies 5 hexes and faster stuff 7. They are mostly not coming for me out of their pods early. They flank their Wolverine and Scorpion down our left flank. Pixie too. Their Commando on the right flank. Wasp on the left too. Spider too. I hop over the Vulcan and Vindicator to help out as well as our Griffin, Hatchetman, PXK1K and Valkyrie to hold them. Long range weapons at the -1 Orion, and then short range to the Trebuchet center flank, Commando east and Wolverine on the west flank at +4, rough.
Their Commando gets a limb blown off crit on our Jenner ‘s LA on the ground
Their Crusader immobilizes our Behemoth.
Our Orion hits theirs Gyro once
Our Zeus 6T hits it a 2nd time, dead mech! That’s Zedorik Kusmierz’s 4th kill!
Their Trebuchet fell, hit It; s leg in the LL and blacked out
Their Wolverine fell and hit it’s hip and leg too in the RL.
None of ours fell.
Turn 2 – We win init 7-5 this time. They eject the Orion. I eject the Behemoth, no free kills. They bring out the Banshee. Stalker next to their Archer. Their MAD next to us. Our Awesome next to it. Our MAD next to their Commando. Maxim to the rear of their Commando. Pegasus too. Their Wolverine hulls down. They flank back on the left. I surround it with kicks like the Hatchetman, Valkyrie, Vulcan and our PXH 1k . Vindicator to the rear of their Spider. Griffin 2N too. Jenner next to their Locust. I fire everything at that Banshee which is +1 to hit. Save for short range fire at stuff at the flanks. I aim at the Trebuchet’s LL in case the pilot wakes up to eject next turn.
Our Jump Platoon SRMs got a limb blown off RL on their down Wolverine, it’s on the ground.
Our Maxim hit the ammo on their Commando, boom, dead mech!!! That’s Roger Sanchez, Allice’s husband’s 4th kill, level up time!!!
Their Hunch destroys our Brutus.
Our Von Luckner blows off the Banshee’s LL on the ground
Their Vindicator’s PPC hit the head of my marauder, it services but almost died.
Our Thunderbolt destroys their Trebuchet’s LL, it’s legless.
Our Crusader hits the Banshee’s AC10 ammo – boom, dead mech!!!
Our Marauder falls. I don’t kick the legged Wolverine since that’s already salvage.
Our Griffin kicks and destroys the RL in their Spider legged mech.
Our Jenner kicks their Locust to the ground, no other falls.
We have legged or destroyed six mechs in two turns. I’ll give them another turn of fury.
They savaged my Stalker and BattleMaster. We need to pull them back.
Turn 3 – We keep init 10-9. Close. They eject the Wolverine and Trebuchet. They leave the Spider rice it’s next to my Catapult. Our Striker bases their Vindicator. Our Orion bases their Urban and Hunchy. Pegasus behind our based Vindicator. They back up the Marauder. Our Thunderbolt bases their Longbow, our Awesome their based Vindicator, our Zeus 6T bases their Scorpion, our Cataphract base their Vindicator, our Zeus 6S their Scorpion. Their Locust didn’t get up. I fire on that Longbow, It’s the good one with better HS and armor.
Our Goblin Medium Tank’s LL hits the grounded Locust in the H and knocks out their pilot.
Our Awesome PPC destroys the Longbow’s H. Dead mech!!!
Our Hetzer’s AC20 hits the AC20 ammo on their Hunch, boom, dead mech.
Their Victor destroyed our Von Luckner’s front side.
Our Centurion gets a limb blown off their Urbie’s RA
We destroy the Longbow’s CT, dead mech. Not salvageable.
Our Stalker fell. Nothing else did. Kicks!
Does my Awesome kick the Vindicator like our Cat and Striker did or try to leg the adjacent Stinger? We could leg in in one hit. It’s 6 to hit vs the 5 for the Vindicator, both pretty likely. I do the Vindicator.
Our Orion legs the armless Urbie and we’ve destroyed it’s RL.
Our Cat legs the Vindicator Rl.
We could have legged the Stinger too. Ah well.
They eject from the legged mechs and flee. We captured the Locust blacked out pilot.
Salvage:
Orion 1K – 2 gyro hits.
Wolverine 6R – reattach RL,
Trebuchet – destroyed LL – see below
Spider with a destroyed RL – see below
Locust 1V with a few leg actuators hit.
UrbanMech with a destroyed RL; current value of 1.27 to fix 210k
Vindicator with a destroyed Rl. Current value 2.7 mill, to fix 400k
Hunchback – RA, H, LA, LL
Commando – RA, LA, H
Banshee – LL, RA, LA, H
Longbow – RT, LT, LL, RL, RA, LA
We fix the Orion’s gyro in 13 days. We reattach the leg to the Wolverine and then the actuators fixed in the Locust. That Trebuchet is an idea long range missile bucket, I’d love to get up and running. Any LLs in our queue? Nope, it’s 50 tons, the same as the captured LL of the Hunchy, we fit it on in a duo of days. Next is the legged Spider one of my favorite scout with 8/12/8 movement and 2 MLs. Do I have any RL? Not for them, it’s 30 tons, any RLs there? Javelin or Urbie there at that weight. We find a Jav RL that works, it’s done today. What about that Vindicator’s RL? Nope, how about other 45 tonners? Nope! What about that Urbie’s RL? None at that weight class or that mech either.
Us:
Jenner – reattach LA
Behemoth - immobile
Brutus – destroyed front, cannot be salvaged. Value – 3.69 mill
Von Luckner – we can salvage it for 775k
We fix the Behemoth in three days.
Level Up:
Zedorik Kusmierz in Tres Company’s Zeus 6T notched his fourth kill and is already elite so he’ll get edge: 1.
Roger Sanchez – Maxim pilot in the Vee Company #1 grabbed his 4th kill and we give him edge too since he’s elite.
Abe Sargent
01-06-2025, 08:24 PM
March 20, 3027 – We finish scouring the battlefield for salvage (450k) and the HQ for supplies (3.1 mil) and them load them up into our two Condors’ storage bays. We blast off of Sakhalin with the information about new mech defenders for our payers
We blast off planet!
March 24 – We arrive at the JumpPoint and leave Sakhalin! We’ll arrive at Galatea on May 16, 3027.
Contract stuff!!!
Objective Raid by FS to CC World of Sakhalin
Salvage: Full
Support: Battle Loss 50% and Support
Length: One Month
Command: Liaison
Remuneration: None
Salary: x4, x1.6, x1.3
Transit: None
33% Signing Bonus
Our salary for everything is 330,993
What we Spent:
Salary - 661,986 - 2 months getting back.
Battle Loss and Support for Ground Battle – 725k - 600k armor and 125k ammo. They savaged us armor wise. Our Behemoth alone lost like 200 points of armor on it’s front and side.
Replacement for Brutus – 3.69 mill
Space Damage – 7 mill
To Repair Fighters, Ours – 1.85 mill
To Repair Fighters, Thiers - 3,600,000
Total Spent - 17,526,986
What we were Paid:
Salary – 2,753,861
Signing Bonus - 908,774
Support for Ground Battle - 362,500
Battle Loss – Brutus - 1,845,000
Space Battle Damage – 3.5 mill
Fighter Repair - 925,000
Battle Loss - Fighters - 4,225,000
Salvage: - 7.55 mill
Total Paid - 22,070,135
Total Made - 4,543,149
War Chest - 28,261,107
END OF CONTRACT #21!!!!
Abe Sargent
01-06-2025, 08:53 PM
Beginning of Contract #22:
March 14, 3027 – Flavia arrives in the system called Alioth near Galatea in LC space against the Lyrans for a raid by the CC. We are at the Zenith JumpPoint. This won’t have any defenses in space against us since we are coming from inside the LC space and then we have our stuff.
Mar 24 – We land on the planet! We are supposed to hit a HQ with a mixed company of tanks, mechs and infantry one each, one battalion total, right here at the DropPoint. Our infantry scout out and find that there is a battalion here, but no mechs, just 24 vees and 3 infantry.
Here’s our foes:
Behemoth - veteran
Demolisher – veteran
Ontos - veteran
Puma – veteran
Bulldog
Manticore
Pike
Von Luckner
Condor
2 Goblin
Hetzer
Maxim
Sabaku Kaze
2 Vedette
Harasser Laser Platform
Harasser Missile Platform
Hunter
Pegasus
Scorpion
Striker x2
Skulker
I’d love to bring in another Demolisher or Ontos, or Manticore too.
We are fighting on a DropPort map.
This is their and our Ontos, a 95 ton vee with 8 ML, 2LRM5 in turret, and powerful in medium range tank.
https://cfw.sarna.net/wiki/images/thumb/f/fc/Ontos_RGilClan_v29.jpg/800px-ti6nhsl3myyr3n0re7cld4n9i4e2etw.jpg?timestamp=20230709204839
Abe Sargent
01-06-2025, 10:37 PM
Turn 1 – We have buildings on the west flank of size 2. With a road in between, I’ll just have my stuff on the center and right flank. We win init 8-7. Close!!! They deploy behind the buildings, I charge 5 down the center. They charge with their Maxim. Our Awesome next to their Sabaku Kaze. Wolfhound too. Long range at that Ontos if I can see it, +0, and then the near stuff at their Pegasus or Sabaku Kaze.
They got a through armor cirt on our Atlas and hit the gyro engine one each.
Our Atlas fell.
Our Ontos immobilizes their Maxim.
Our Archer destroyed their Ontos’s front, dead tank!!!
Our Saladin destroyed their Maxims’ front! Dead tank!
Our Demolisher immobilizes their Sabaku Kaze!
Our Archer kicks and destroys he left side of the Harasser Missile Platform! Two kills in one turn by him! 4 Kos!!! Our Awesome falls after missing a kick on the Harasser.
Turn 2 – We thump them 10-2 in init. They eject their Sabatu Kaze. Their Vedette bases our Jav. I hop our Grasshopper by it. I fire at that Demolisher with long range weapons.
Our Maxim slows their Pegasus by one movement.
Our Wolfhound destroys the front of their Harasser Laser Platform. Dead tank!!!
They half our Behemoth’s speed
Our Demolisher destroys the Condor’s front, dead tank!!
Our Behemoth immobilizes their Demolisher; then our Behemoth destroyed it’s right side. Dead tank!! Don’t half my speed!!!
Our Grasshopper kicks the front dead of their Vedette, dead tank!!!
Normally after a powerful wiping of their units early I’d let them get another turn or two of attacks to try to swing, but we destroyed TWO lances of tanks in two turns, only our Behemoth is badly damaged seems like discretion is the better part of valor. They retreat.
Salvage:
Maxim – immobile and destroyed front side. We cannot salvage
Ontos – destroyed front, salvageable
Sabaku Kaze – immobile
Harasser Missile – destroyed side, not salvageable
Harasser Laser – destroyed side, not salvageable
Condor- destroyed side, I can recover and salvage it.
Demolisher – destroyed right side, I can salvage it!
Vedette – dead front side, I cannot salvage
We salvage a Sabaku Kaze, Ontos, Condor and Demolisher, nice!!!
Us:
Atlas – repair gyro and engine.
Behemoth - engine fixed
I fix the Atlas’s gyro in a day and the engine in hours. I fix the Behemoth’s engine too!!!
Abe Sargent
01-06-2025, 11:15 PM
March 24, 3027 – We finish taking them out and they scatter. We grabbed from the battlefield and dead tanks 1.3 mill and their HQ around 1.7mill since they are tanks cheaper stuff to support.
We spend three days grabbing, fixing, rearming and armoring our stuff. And then we destroy their HQ and blast out to the planet’s JumpPoint 12 days away.
April 8 – We load up and blast out!!!
We’ll get back today!!!
Contract Stuff!!!
Objective Raid by CC to LC World of Alioth
Salvage: Full
Support: Battle Loss 50% and Support
Length: One Month
Command: Liaison
Remuneration: None
Salary: x4, x1.6, x1.3
Transit: None
33% Signing Bonus
Our salary is 130,125 for a month
What we Spent:
Salary - 260,250 - Mar and April’s salary
Support: 450k – 350k Armor and 100k ammo – fast they barely touched me.
Total Spent: 710,250
What we were Paid:
Salary - 1,082,640
Signing Bonus – 357,271
Salvage – 3 mill
Support – 225k
Total Paid - 4,664,911
Total Made - 3,954,661
War Chest - 32,215,768
END OF CONTRACT #22!!!!
Abe Sargent
01-07-2025, 12:03 AM
April 8, 3027 - Flavia arrives at Galatea! The rest minus Arba Company are here next month on May 16, next month. Let’s do some recruiting while here, I am going to just snag up six more MechWarriors, should they have Mechs or dispossessed and then I can give them ours?
I’ll do dispossessed, they are:
Kazi Mashwanis
Roz Pitowski
May-Yin Kichikawa
Paula Gooderham
Fernando Franco
Kristie Sabola
Sofia Gonzalez
All elite! To be assigned later.
Contracts! We get 4!
1. The Fed Suns want us to Objective Raid the CC World of Tsinghai. It’s on the Marik border and around 4 jumps from Outreach and 7 jumps away, we can be there on June 10, but we’d need more than just our Leopard CV for a battle there on the border.
2. The Lyrans want us to Cadre/Garrison 3 months.
3. Comstar wants us to O Raid the FWL world of Bernardo which is three jumps from Outreach and we could be there on June 1st.
4. A company wants us for an O Raid on the Lyran world of Caledonia about three jumps away and we could be there on April 20, and on planet 4 days later on the 24th. Done!
We have 130 points, with 143 with +10% for Elite negotiator.
Negotiation with Company: We pay 50 for full salvage, 93 left. We pay 10 to drop length to a month. 83 left. We pay 25 for Battle Loss and Support. They drop 25 points for x4. 33 left. We don’t do transit 43 left, they give us liaison, no remuneration, 53 left, 26% Bonus.
Contract #23:
Objective Raid for Company against LC World of Caledonia
Salvage: Full
Support: Battle Loss and Support at 50%
Transit: None
Salary: x4, x1.6, x1.1
Length: 1 Month
Command: Liaison
Remuneration: None
Signing Bonus: - 26%
We head out to Caledonia!!!
Abe Sargent
01-07-2025, 12:26 AM
Beginning of Contract #23:
April 20, 3027 – We arrive at the Caledonia Zenith JumpPoint all quiet here on the Southern Front. We launch to the world. We are expected to take out a lance of mechs and a company of vees guarding a rival agri-company here.
April 24 – We land at the DropPort! It’s about an hour to their garrison! We scout with our VTOLS and it’s expected, battle begins! They have some more than 16 units though
Here they are!
Mechs:
Atlas - veteran
Banshee 3S - veteran
Grasshopper
Assassin
Dervish
Stinger
Uh oh Atlas…
Tanks:
Puma - vet
Shrek – vet
Bulldog
Pike
Von Luckner
Zhukov
Hetzer
Goblin
Maxim
Vedette
Hunter
J. Edgar Hovertank
Saracen
Skulker
This is their and our Atlas! It’s max armor 100 mech with 3/5 movement, AC20, LRm20 SRM6, 20 heat sinks, a quartet of MLs. It’s a nasty beast!!! I’d love to grab it!!!
https://cfw.sarna.net/wiki/images/thumb/c/c6/Atlas_RGilClan_v24.png/541px-66y81tw2o4i7ufe7yan0zx3ndigj3lu.png?timestamp=20220226182249
Abe Sargent
01-07-2025, 01:40 PM
We are on a treeless base with buildings and concrete! We have a few buildings here and there. Not blocking our LOS. No rubble for my infantry to hide in or mechs like our JagerMech to hide. I deploy my normal arrow with the Atlas center. Their PPC Carrier and Hunter are on the east flank by a building, the Banshee behind the building to the north.
Turn 1 - We lose init 6-7. Close!!! I charge 5 hexes. Their Maxim flanks us on the right. Our Jenner next to it! Their Assassin and J. Edgar arrive to flank us too. If I can target their Atlas I do so. Otherwise that Assassin. Our Jav halves their Skulker’s movement, our Warrier hit the Atlas’s engine twice and get’s a limb blown off crit of their RA on the ground. Our Saladin destroys the Maxim’s turret – dead tank! Their Atlas falls.
Turn 2 – We lose init 12-10. Uh oh. That means their Atlas can move last. They ejected their Atlas!!! Jenner by their Schrek. Their Assassin by our Behemoth. Our Jav to it’s rear and Wolfhound next to it. Our Hopper next to their Skulker. I target their Banshee that came out. I also fire at that Shrek with my hover assets and Jenner. Our Saracen destroys the front on their Schrek, dead tank! Our Demolisher destroys their Banshee’s RA. Our Archer hit the Banshee’s gyro once and then our Behemoth it’s gyro twice more, dead mech! That’s Robin Ling’s 4th kill! Our Ontos halves and then -1s their movement on the Zhukov. Melee attacks!!! Our Wolfhound hits the Assassin’s RL leg actuator and it falls. Our Hopper destroys the Skulker’s side, dead tank!!!
Turn 3 – We win init 9-7. Their Banshee ejects. We’ve taken both Assaults and the Shrek too. I’d love to snag that Grasshopper and Hunter too. I eject our badly damaged Behemoth, no cheap kills for them. Their Hunter in the far corner. They eject the Zhukov looks like. They hop their Grasshopper into the far away corner by their building, I move in towards it. Our Banshee bases their Pike. Our BM too, our Awesome next to their Bulldog. Jenner next to Hunter. Atlas by their Hetzer and Goblin. Their Assassin rises, Grasshopper by it. Jav to its rear. Crusader on their Goblin next to their Von Luckner. I fire at the Hunter with the right flank.
Our Maxim destroyed the LS of their Hunter! Dead tank!
Our Jav10F hit the engine on their Assassin 1 time
Their Von Luckner hit our Atlas’s LRM 20 and engine once
Our Von Luckner destroys the side of their Bulldog dead tank!!!
Their Hopper fell and broke its’ H and it’s dead!
Their Assassin fell and destroyed it’s RL.
Their Vedette made immobile by our JagerMech,
Their Pike survived our kicks
They flee all up and down the coast!!! We capture their HQ!!!
Salvage:
Maxim – Destroyed turret. We cannot salvage
Shreck – Destroyed front, we cannot salvage
Skulker – destroyed side we cannot salvage.
Zhukov – savaged engine
Hunter – destroyed LS. We can salvage
Bulldog – Destroyed side, and we can salvage
Vedette - immobile
We captured their Vedette, which we fix tomorrow, Zhukov in three days, Hunter and Bulldog too.
Grasshopper with a missing H
Atlas – Hit engine 2x.
Banshee 3S – missing LA, LT and 3 hit gyros, engine once; current value 8.1 mill, to fix 700k, see below
Assassin with a destroyed RL, engine one hit; current value 3.25 mill, 450k to fix
We fix their Atlas in 7 days. The Banshee’s gyro in two, and engine in three. Assassin engine that day. Can we find parts for the Grasshopper? It’s a 70 ton mech. We have a H in storage, fixed. The Banshee’s LA and LT? I do have a LA from it, LT no. It’s the only commonly run 95 ton mech. Assassin? Nope, 40 tons? Nope! I spend the 700k for Banshee now.
Us:
Atlas hit LRM20 and engine
Fixed today!
Abe Sargent
01-07-2025, 02:44 PM
April 24, 3027 – They flee, we salvage the battle with many tanks not coming with us we found 2.5 mill, and then in their HQ since it’s just mainly tanks, around 625k.
April 26, 3027 _ We load up our salvage, destroy the HQ and blast for the JumpPoint
May 8 – We leave Alioth, see you at Galatea on May 13!
Contract Stuff!!!
Objective Raid for Company against LC World of Caledonia
Salvage: Full
Support: Battle Loss and Support at 50%
Transit: None
Salary: x4, x1.6, x1.1
Length: 1 Month
Command: Liaison
Remuneration: None
Signing Bonus: - 26%
What we Spent:
Salary - 129,945 – just one month
Support – 450k total – 300k armor 150k ammo my Atlas and Behemoth hit, that’s it though.
Total Spent - 579,945
What we were Paid:
Salary - 914,812
Signing Bonus - 237,851
Support – 225k
Salvage – 3.125 mill
Total Paid - 4,502,663
What we Made - 3,922,718
I spent 700k for getting Banshee up and running
War Chest - 35,438,486
Levels Up:
Robin Ling in Vee Company #2 Behemoth got her fourth kill and gets +1 gunnery!
END OF CONTRACT #23!!!!
Abe Sargent
01-07-2025, 04:03 PM
May 13, 3027 – Flavia and her Fortress, Leopard CV and Alpha Mech Company and Vee Company #2 arrive at Galatea! Her family are here from Mallory’s World, and her kids Sean and Roger. Everyone else will be back on the 16th in three days. She has 7 recruits:
Dispossessed MWs:
Corazon Parinas
Melek Matacena
Shmavon Meghrian
Dilgassa Muthemba
All elite, to be assigned later
Dispossessed Tank Crew:
Elite, Juana Bruncevici, Demolisher
Elite, Carolina Laws, Ontos
Elite, Rachel Soylu, Sabaku Kaze
May 16 – Everyone else save for their Arba Company Pirate Hunting in the Periphery for the Taurian Concordant.
Our Current Drop/Jump Ship Fleet:
JumpShips:
Merchant – 2 DropRings, 2 Small Craft, “Serendipitous Balance”, Captured by Arba Company, returns on Feb 02, 3058
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles, With Arba Company, returns on Feb 02, 3058
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
Invader – “Jade Camel” 3 DropRings and two Small Craft which are Aquarius.
DropShip:
Assaults:
Avenger ”Black Panther” – Assault and escort DropShip, Captured by Arba Company, returns on Feb 02, 3058
Avenger, “Hawkeye” – Assault and escort DropShip, with Arba Company, returns on Feb 02, 3058
Avenger, “Marvelous” - Assault and escort DropShip,
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
Achilles “Guns Amok”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. Full!
Cargo:
Mule – “Salvage Holder” Cargo Spheroid; carries 3 bays of 2715 tons each; Captured by Arba Company, returns on Feb 02, 3058
Fighter Transport:
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full; With Arba Company, returns on Feb 02, 3058
Leopard CV “Avenger’s Assistance” - Can hold 6 fighters full
Leopard CV “Panthera Pardus Melas” – Can hold six fighters, full
Leopard CV “Panthera Pardus Nimr” - Can hold six fighters, full, captured from the CC
Leopard CV “Panthera Pardus Fusca” Captured from CC, full
Military Transport:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, Assault style craft.
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Union DropShip, “Ruby Lion” Captured from pirates, carries 12 Mechs, 2 Fighters, spheroid – Captured by Arba Company, returns on Feb 02, 3058,
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters, spheroid
I normally send the Fortress and Leopard CV with Alpha and Vee 2 and an Invader. I normally send the Overlord and Condors with three Leopards and two Achilles and now one Avenger. But I could send an Avenger with Flavia and then the rest with our main, but Evan has a company and does stuff in another Union. We could grab another Union, or a JumpShip since right now I’ve got full Invader with Flavia now with the Avenger, and the two with Arba either there or captured leaves us one Merchant and two Invaders with 8 DropRings. We’ve got 8 DropShips with 3 Leopard, 2 Condors, 2 Achilles and 1 Overlord after loaning Flavia our extra Avenger we just grabbed. Another union or Jump? Another JumpShip:
We bring in a:
Star Lord JumpShip, “Starry Valley,” 6 DropRings, 4 Small Craft that are DropShuttles
I tossed a 9, which would have given us an 8 DropRing Monolith!
I create a new company with our 12 new MechWarriors, called “Khamésh Company” which is Hebrew for 5.
The Vee Squad Mech Khamésh Company:
Captain Mortimer Kyle, AS7-D Atlas
Corazon Parinas, Orion 1K
Melek Matacena, BattleMaster 3S
Shmavon Meghrian, Banshee 3S
Left. Dilgassa Muthemba, Stalker 3H- variant with 2 LRM20s
Kazi Mashwanis, Trebuchet, TBT5N
Roz Pitowski, Whitworth
May-Yin Kichikawa, Warhammer 6R
Left. Paula Gooderham, Grasshopper
Fernando Franco, Jenner JR7-F
Kristie Sabola, Locust 1E
Sofia Gonzalez, Phoenix Hawk 1
I bought the PIXIE for 4 mill. All Elite!
They have 90 points and B rating!!!
Abe Sargent
01-07-2025, 04:28 PM
With a full 5 company of Mechs and 4 of Vees, we have a Regiment Stephen Marsh is now a Leftenant Colonel.
June 13, 3027 – Flavia recruits another 7 dispossessed Tanks:
Elite, Condor, Shyanne Louter
Elite, Zhukov, Elizabeth Qing
Elite, Maxim, Bryan Ramadani
Elite, Hunter, Vera Sasaki
Elite, Bulldog, Kathlene O'Flannery
Elite, Saracen, Brian Frey
Elite, Brutus, Lars Hess, bought it.
10 assigned, 2 away from another company!
June 16, 3027 – We do another round of recruiting, I want a Union DropShip for Evan’s or Khamesh Company.
We: Grab it! Meet:
Union, “Sapphire Lion”, carries 12 Mechs, 2 Fighters, spheroid
EVENT - June 19, 3027 – Flavia and Stephen Marsh give birth to twins! They are boys and named Michael and Julian! Sean and Roger were here for the birth.
Birth Order:
1st Born – Sir Sean Marsh, Age 6
2nd Born – Sir Roger Marsh, Age 1
3rd Born – Sir Michael Marsh
4th Born – Sir Julian Marsh
Flavia will miss the next mission!!!
Abe Sargent
01-07-2025, 08:20 PM
We’ll give everyone until the end of the month to spend together.
July 1, 3027 – Contracts!!!
We have 4!
1. The Fed Suns still want us to raid the CC World of Tsinghai. We could be there on Sept 3.
2. The CC want us to Pirate Hunt for Pirates raiding their Periphery Border World of Rollis, like the one with Arba Company there are a few different pirate bands they want us to hit. We’ll be there on August 7th with some recharge station and some command circuit help since they are about to be attacked again. Since the Tauran’s really have been bragging about our success on that border they can help us get there fast.
3. A company wants us to O Raid the FWL world of Hamilton which is about 2 jumps from Menkalinan we hit earlier for ComStar. 2 jumps from Outreach and Elgin we O Raided before. We could be there on August 11th
4. The Suns also want us to Cadre/Garrison for three months at Rio, on the border with CC, and it’s the homebase for raids against the CC and they tried to take it in 2980 and failed and often hit it back.. With our great success records against House Liao we are going to train up the locals into a better fighting force and then also garrison the world for three months in case of raids. It’s 2 jumps from Mallory’s World our home base, and then we could take it and then drop off everyone on the way there. We’d be there on Aug 12,
I like all of them!
I could send our new Khamésh Company Pirate Hunting like Arba to get it’s feet wet, I’d want to send the spare Avenger and Leopard CV and spare Union. We could raid Tsinghai for the FedSuns with the Overlord and a Condor and Deux, Tres Mechs and Vee Company #1 since they have a battalion. Then we could either send the Fortress and raid the FWL world of Hamilton and hten the other Condor could drop off Vee Company at Rio, although they’d probably want someone better. Maybe I could send in Vee Company #1 with Stephen Marsh and then with the raid Vee Squad #4 Company with the 2nd and 3rd Mech ones since it doesn’t have the AC2 Carrier although the rest is fine.
We have 135 base points!
Negotiation with FS for Raid: We start with 162. We grab full salvage, 112 they grab length, we spend ten to drop to one month, 102, we spend 25 for our Support, they spend 25 of salary of x.4; 52 points left. We grab transit, none, 62, liaison command, and then no remuneration, 72, 36% signing bonus,
Contract #24:
Objective Raid for FS against CC world of Tsinghai.
Salvage – Full
Command – Liaison
Length – One Month
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.6, x1.3
Signing Bonus – 36%
I send all fighting and stuff mentioned above.
Negotiations with CC for Pirate Hunting: Everything the same with 162 points, but with three month deal so +10 points and 41% Signing Bonus
Contract #25:
Pirate Hunting for CC against Raiders of Rochelle
Salvage – Full
Command – Liaison
Length – Three Months
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.5, x1.3
Signing Bonus – 36%
We are taking the free Avenger, Union we just grabbed and then the Leopard CV. We transfer two Fighters from the one heading to the FWL to their Union to be full.
Negotiation for Company Raid: We have 148 points. Full Salvage? 98. Length one month? 88. 50% Battle Loss and Support? 63. X4 Salary? 38. Command Liaison? No Transit, no remuneration? 58. 27% Signing Bonus.
Contract #26:
Objective Raid for Company against FWL world of Hamiliton.
Salvage – Full
Command – Liaison
Length – One Month
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.6, x1.3
Signing Bonus – 27%
We are taking Fortress and Leopard CV
Negotiation for FS For Cadre/Garrison on Rio: We have 162 points, same deal as CC Pirate Hunting since three months old.
Contract #27:
FS Cadre/Garrison for World of Rio
Salvage – Full
Command – Liaison
Length – Three Months
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.5, x1.3
Signing Bonus – 36%
We are taking the Condor and Stephen’s Vee Company #1.
Abe Sargent
01-07-2025, 09:11 PM
July 13, 3027 – Flavia’s recruiting of 7:
Fighters:
Elite, Jose Moga, Stuka, heavy
Elite, Riever, heavy, Ulla Pleijt
These are for the new Union we grabbed we swapped fighters too for Pirate Hunting.
New Tanks:
Elite, Assault, Daniel Fudail, Ontos
Elite, Assault, Barnabá Brendl, Rhino Fire Support Tank
Elite, Heavy, Wilber bin Ghassan, Manticore
We’ve used up my last great tanks and we could use some with armor. We only have the Brutus and Demolisher with great armor, maybe you’d consider the Zhukov too. I am looking for two occupied high quality level tanks. Daniel is another Ontos one, great closer, but just 128 armor, a bit light for 95 ton closer. The Rhino has great armor at 272 with three LRM stuff, great Fire Support, but not the closer I was hoping for. That Manticore is what I was hoping for.
Dispossessed MWs:
Elite, Michele Ho, unassigned
Elite, Pat Sutherland, unassigned
We create a new Vee Company #5:
Captain Elite, Juana Bruncevici, Demolisher
Elite, Heavy, Wilber bin Ghassan, Manticore
Elite, Carolina Laws, Ontos
Elite, Brutus, Lars Hess,
Left. Elite, Assault, Barnabá Brendl, Rhino Fire Support Tank
Elite, Zhukov, Elizabeth Qing
Elite, Hunter, Vera Sasaki
Elite, Bulldog, Kathlene O'Flannery
Left. Elite, Rachel Soylu, Sabaku Kaze
Elite, Condor, Shyanne Louter
Elite, Maxim, Bryan Ramadani
Elite, Saracen, Brian Frey
EVENT: August 1st, 3027 – Operation Galahad II starts with the Suns learning different preps and moving inner military units to the borders for exercises but leaving some behind and annexing Jump and Drop ships for the maneuvers but will keep some in their pocket super secretly.
The Lyrans start their own version called Operation Thor to teach them things, vassalize Drop/Jump ships, move things to the border and then leave them back while also doing exercises.
Abe Sargent
01-07-2025, 10:32 PM
Beginning of Contract #24:
August 29, 3027 – We arrive in the Tsinghai Zenith JumpPoint where a Charging Station is! This is a border planet next to the FWL who are allies right now, but still closed border. This is a strong mining world with uranium and such here. We are here to test the defenses, not destroy stuff. A regiment of Sian Reserve Troops are garrisoning the world against Marik Raids. Also here are a Battalion of the 5th Confederation Reserve Cavalry and a battalion of the Preston’s First, both strong and frontline foes. We are raiding the 5th Confederation Reserve Cavalry.
They have here at the charging station JumpPoint a pair of Leopard CVs and Achilles on a pair of Invaders. They unfurl them and head to us. As a reminder, an Achilles has two fighters
Here are them:
2 Achilles – The nastiest commonly available assault and escort Drop
2 Leopard Cv – Solid Fighter carrier with 6 fighters each
20 Fighters – Their Invaders have converted their Small Craft to fighters
We have:
3 Leopard CV
2 Achilles
1 Overlord with 6 Fighters
28 Fighters
6 Aquarius
We don’t bring out the Overlord and Condor for battle they could kill with that nasty double Achilles.
I need some dice!
Battle Loss - We defeated one of their Achilles and then one Leopard Cv, the others fled and their JumpShip jumped. However we lost a Leopard CV. Can we recover it? Nope. We lost 8 fighters and 2 Aquarius, we can recover half of each for 2.14 mill and 950k each. We destroyed 12 of theirs, and then can salvage 5 for 2.25 mill. We CAN Salvage that Achilles for just 5 mill (I tossed a 10 to get it, and then 3 for cost), we can also salvage that Leopard CV (12 then 6 5) 7 mill. I do so now to send our fighters after salvage from this battle.
Battle Loss – Leopard CV - 168,084,000
Get ready for the cash from 50% Battle Loss.
Sept 5, 3027 – We spent two days fixing up stuff salvaging the space battle for 3.5 mill for loads of destroyed stuff, and arrived at the planet. No additional forces are here, we scared them away.
We land. Our DropPort is around 10 klicks from the base. We use our fighters to scout, and verify that this is the right place, and it is. We are also facing a battalion of mechs here with 24 Mechs and 12 vees like normal. We arrive and they unfurl and get ready to fight us!
Here they are!!!
Assault:
BattleMaster – BLR-1G – elite – nasty if I get that mech I earned it! This is their CO.
Cyclops, 10Z - elite
Stalker – elite – this is their XO
Striker - elite
Victor – elite
Zeus ZEU6A elite
Very strong elite with Cyclops and Victors AC20s each in an elite pilot
Heavy:
Cataphract
Catapult
Marauder MAD3L
Rifleman
Thunderbolt 5S
Warhammer 6L
I’d love that TDR! It’s a heavy armored closer.
Medium:
Assassin 21
Centurion
Griffin
Hunchback
Scorpion
Shadow Hawk
Trebuchet
3 Vindicator
Whitworth
Wolverine 6R
Light:
Commando
Javelin
2 Locust 1V
Raven 1X
2 Stinger
3 UrbanMech
2 Wasp 1L
They are all veteran unless otherwise stated.
This is their Raven 1X an experimental mech with new ECM suites and such. It’s 35 tons, 4 tons of armor, SRm 6, 2 ML, and 7.5 tons of ECW experimental equipment.
https://cfw.sarna.net/wiki/images/9/97/Raven_RGilClan_v06.png?timestamp=20210420230341
We are fighting on the city map with buildings, concrete, and streets, minor woods and light hills too.
Abe Sargent
01-09-2025, 12:45 AM
Turn 1 – We lose init 6-5. Close! I formed a flank four hexes distance. I charge 5. They have submitted heavily in the corners and far front on the center side at the far rear. They flank their Hunchback on the left flank. Their Raven and Trebuchet follows. I took the three nearby woods with Victor, Quickdraw and Hatchetman jumping. Their Shadow Hawk follows. Their Scorpion bases by QD. Our Vulcan, Valkyrie and Enforcer hop over to help. They flank their Commando on our right side. Their Assassin bases our Maxim. Their BM stayed in it’s far left corner, but’s -1 to hit, do I target it with long range weapons and then short range like that’s closest? I do it, like that Hunchback.
Their Marauder’s PPC smashed the Head of our BattleMaster, hit nothing
Our Maxim destroys the LA on their Hunchy
Our Hunter hit the BMs gyro twice, dead mech!!
It and their Hunchy fell and destoryed it’s savaged RA; none of ours did
Turn 2 – We lose init 7-6, still close! They eject the BM! Their Hunchy rises and charges us. I base it with the Griffin now before they build a wall around it. Then our PXH1K. I backup my BM to prevent SRMs from head hitting, but move forward with everyone else. Their Warhammer bases my Stalker’s flank, no kicks, I base it with my Orion. Their Cat bases my Stalker’s front, kicks. They are moving out from the walls. Like their Whiteworth and MAD3L. Maxim and Plasiman behind their MAD. Their Jav on my Ontos. Striker and Zeus next to it. Jenner by their Wasp’s rear. Maxim too. Locust by us. Vulcan behind their Hunchback. Our Hatchetman by their Scorpion. Quickdraw by their Stinger. Our central flank attacks their Stalker, their west flank the MAD3L with weapons, the Hunch and Scorpion with physical attacks.
Our Jenner blows off the Wasp’s Arm on the ground
Their Locust hits our Maxim’s movement twice.
Our Maxim hit’s their MAD’s lower leg actuator
Our Ontos destroys the Stalker’s RL, our Zeus it’s RT, RA on the ground
Our Crusader hits the engine and gyro on it once each
Their Trebuchet destroys our PXh’s H. Dead mech and warrior.
Our Orion hits the Stalker’s engine twice more, dead Mech!!!
Their MAD falls and the pilot blacks out.
Melee attacks!!!
Our Victor kicks and legs their Scorpion, damage travels to the torso, this the ammo, boom, dead mech
We kick their Hunch to the ground; Our Enforcer falls
Turn 3 - We win 8-7. Still close! Our TDR bases their Cyclops. Our Striker bases their Catapult and Urbie. Our Awesome too! Our ENF rises and moves into woods. Their Hunch rises. Vulcan behind their Rifleman. Our Vindicator by their Hunchy. Our Crusader by their Griffin, our Zeus to their Cat’s rear which is next to our Striker and Crusader. Our Griffin by their MAD and Trebuchet. Centurion by the MAD. Our Hatchetman by their Hunchy. Orion by their Warhammer, Jenner by their Locust’s rear. Zeus to rear of their ‘Hammer. Our Cataphract by theirs and Wolverine too. I fire at the MAD’s damaged RL with 10 points left. After that I like the Catapult and Warhammer I divide my attacks there.
Our Centurion legs the Maraduer’s RL
Our Enforcer it’s RT. RA on the ground
Our Griffin hit’s the gyro twice, engine one, dead mech!
We also destroy it’s LA
Their Shadow Hawk destroys our Stalkers LL
Their Wasp hit’s our Devastator -1 movement; Their Warhammer halves it’s speed
Their Rifleman destroys our Stalker’s LT, LA on the ground.
Their Striker -1’s our Brutus.
Our Orion cracks their Warhammer’s H, hits the cockpit dead mech and pilot
Their Cyclops destroys our Brutus’s front.
Thire Thunderbolt get’s a limb blown off on our Jenner’s RA
Our Ontos destroys their Warhammer’s LL and hits the engine and gyro once each
Our Zeus hits the engine and gyro once each too.
Our SturmFeur ignites the ammo on their Catapult, dead mech.
Our Stalker destroys the RL of their Rifleman.
Our TBolt hits their Cyclops RA actuators
Legged mechs fall, our Stalker and their Rifleman none others fall our Stalker destroys it’s LA.
Melee!
Our Striker legs their Urbie’s LL, it falls.
Our Hatchetman kicks and destroys the RL on their Armless Hunchback.
We kick their Trebuchet to the ground and our Tbolt hits a hip on their Cyclops but it’s standing.
They kick and immobilize our Devastator.
They keep pushing forward, they have taken out our medium mech Phoenix Hawk and Brutus heavy, we are about to eject that Stalker. But they have lost a BattleMaster, Stalker of their own, a Marauder and Warhammer heavies, and have legged a Rifleman, UrbanMech, and Hunch. They are the worst for wear, but they feel they can rally around the untouched Thunderbolt, Victor and Striker.
Turn 4 – We win init 7-6, still one point. I eject the Stalker. They eject the Hunchy. I eject our rear saved Maxim with 2 points left. Their Rifleman stays, probably to be in our way ditto their UrbanMech. I eject the Devastator with immobile. Their TBT didn’t rise. Our Griffin next to their Whitworths flank, Enforcer bases that TBT, and Vindicator too. QD too. Many of their Mechs stand like their Cataphract and Cyclops and Victors and TBolt. Valkyrie behind their wounded Locust. Our Awesome bases the Cataphract. I back up our TBolt from their Cyclops. I base it with our Zeus 6S. Our Orion bases their Cataphract too. I fire on their Cyclops and Striker too. Raven too.
Our Maxim hits the engine in their Locust
-1 Movement to our Ontos
Our Enforcer destroys their RT in their Raven RA on the ground
Their Cataphract got a through armor crit on my Zeus’s CT and hit the gyro twice.
Our Catapult hits the gyro on their Raven once
Their Cyclops destroys our Zeus’s LA
Our Striker hits the ammo in the Cyclops, boom, dead mech!!!
Their Centurion immobilized our Ontos
Their Striker fell, hit it’s head and knocked itself out.
Melee!
Our Orion legged their Cataphract’s RL
They eject the legged stuff and flee. We finished them off but that was a rough battle. Vets and elites are no joke.
Salvage:
Wasp 1L - LA
Scorpion – H, RLL, RT,
Catapult – LA, RA, H, LL
Cyclops – LA, RA, H,
BattleMaster 1G – hit gyro x2
Stalker with enginex3, gyro x1,missing RL and RT, see below
Marauder 3L - missing RT, RL, and LA with two gyro and one engine hit; current value is 4.46, to fix 2 mill
Warhammer 6L with hit cockpit, destroyed LL, and LT. Engine and gyro hit twice each. See below – current value 5.27 mill, to fix 800k
Rifleman 3N missing it’s RL; current value – 4.48 mill; too fix 400k
UrbanMech missing LL; current value is 1.25 mil, to fix 300k
Hunchback missing RL, RA and LA; see below
Cataphract missing RL; see below
Striker 2C, blacked out pilot
We fix the BattleMaster gyro tomorrow. We fix the Stalker’s in two days, its engine in 6. The MAD gyro in 8 days and engine in 3. The Warhammer cockpit repaired and engine and gyro in 7 days total. Do I have that Stalker RL and RT? Nope. How about another 85 ton one? Longbow one, yes! It’s fixed. What about that MAD 3ls; right side? None from Marauder what about 75 ton ones? That’s just Orion’s. Nope! Warhammer 6L’s LL and LT? No parts, 70 tonners? That’s Grasshopper, Archer and Cataphract. LL from Cataphract and no LT. Rifleman is 60 tons like QD and Dragon for it’s RL. None. Hunch? Got both arms. RL? Yup. Fixed. Cat RL? Yup! Fixed!
I spend 800k to get Warhammer up and running.
Us:
Phoenix Hawk 1K missing head – to fix 750k,
Maxim -2 movement
Devastator – engine speed, immobile,
Stalker missing LL; LT, LA; to fix 2.25 mill
Brutus – movement, front, We can salvage it, tossed an 8
Jenner reattach RA
Ontos - immobile
Zeus 6S – 2 gyro hit; LA destroyed; to fix 650k
Battle Loss – 750k from PXH H; 2.25 mill Stalker; 650k Zeus.
Can I find a head for the PXH? It’s 45 tons like Blackjack, Vindicator and Hatchetman. Vindy yes. Stalker’s Left side? Longbow parts, yup! We fix the Zeus’ gyro in 5 days. No Zeus. It weighs 80 tons like their Victor, Awesome and Charger. I find a Victor replacement. We reattach the Jenner’s arm, the immobile Ontos and Devastator, and Brutus movement.
Abe Sargent
01-09-2025, 09:41 AM
Sept 5, 3027 - We find in their HQ around 3.15 mill in stuff and then no destroys, we are here to test their defense. We spend two days repairing, rearming, rearmoring and salvaging as much as possible then we blast off to the JumpPoint.
Sept 9 – We arrive, blast off, and head back home!! We’ll be at Galatea on Nov 11, 3027.
Money Stuff!!!
Objective Raid for FS against CC world of Tsinghai.
Salvage – Full
Command – Liaison
Length – One Month
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.6, x1.3
Signing Bonus – 36%
Our Salary for this mission is 222,195
What we Spent:
Salary - 1,110,975 – July through November.
Support in Land Battle – 1.15 mil total - 1 mill armor and 150k ammo – they savaged us armor wise and we’ll need a lot of armor to fix it. Vets and elites will do that.
Support in Space Battle – 6 mill
Battle Loss - Lost Fighter, Aquarius Salvage - 3,090,000
To Salvage their Fighters – 2.25 mill
To Salvage their Achilles and Leopard CV – 12 mill
Total Spent - 25,600,975
What we were Paid:
Salary - 1,848,662
Signing Bonus - 665,518
Support in Land Battle - 575,000
Battle Loss in Land Battle - 1,825,000
Battle Loss from Aquarius and 4 Fighters - 11,185,750
Support Space Battle – 3 Mill
Battle Loss – Leopard CV - 84,042,000
Salvage – 3.15 mill
Total Paid - 106,291,930
Total Made - 80,690,955
War Chest - 115,329,441
Since I am flush with cash I spend a million to fix up our Vulcan 2T chassis into Vulcan 5T, 626k to fix our salvaged Panther, 400k to fix a Vindicator, and 400k for a Cicada. 2,426,000 total spent, War Chest moves to 112,903,441
END OF CONTRACT #24!!!!
Abe Sargent
01-09-2025, 10:56 AM
We have gained:
A 3rd Achilles escort and assault DropShip named the “Ares Rules of War” named after the Ares Convention all major powers signed to keep battle away from civs and then not use Mass Destruction stuff like Nukes or chemical weapons. We move two fighters here from the salvaged stuff, since we have a few more.
We replaced the damaged Leopard CV we named “II”
Beginning of Contract #25:
July 30, 3027 - We arrive at the Rollis System with some charge stations and some Command Circuit – we spent 450k to get here and back again. They will help us back too for the same cost. We have arrived at their Nadir JumpPoint. No recharge station here. We are 9 days from planet. Our 3 month contract begins.
Here there is a JumpShip with pirate logos of a Merchant style ship. They have nothing here, but heading to the planet 2 days away are a Union and Leopard CV; we charge their JumpShip with our fighters and it’s been here for two days, 50 hours, is that long enough to charge? Nope it takes 174 here, we captured it.
Meet our:
Merchant JumpShip 2 DropRings, 2 Small Craft which are DropShuttles not here, named “Pirate’s Pouch” we renamed “The Star Carrier.”
We unleash our stuff to chase them to the planet. We communicate with the locals and are here to stop the Pirates and we need them slowed down.
We have 8 fighters and 2 Aquarius, and an Avenger, Union, and Leopard CV to their Union, Leopard CV and 8 fighters too. That Avenger should help tons.
August 5, 3027 – They land at a DropPort near their target.
August 6 – They arrive at their raid target at a local industrial target warehouse near the capital of New Harmon. They win and spend the day raiding supplies and then…
August 7– We arrive there with our fleet and battle begins! Save for our Avenger and Aquarii this is close. With no JumpShip to return too, they’ll be here until battle finishes. We destroyed their Leopard CV and then took a ton of damage from the even battling, 8 mill total, we cannot salvage their ship.
Battle Loss – 8 mill from battle damage, we lost 3 fighters and can salvage 2 for 1.25 mill. One lost at 2.6 mill. We can salvage three of their fighters for 1.85 mill.
We salvage here in the space fight 3.15 mill of salvage.
We land at the warehouse where they just finished raiding. With our fighters keeping them from fleeing and unleashing a guerrilla campaign. They are retreating to their Union and 2 DropShuttles with the stuff they took, and we hit them.
Here they are:
Victor 9B – This has better armor at 184 point, 15 sinks, 4/6/4 movement still, AC20, 2 ML, SRM. It’s a veteran
Zeus 6T - veteran
Dragon
Thunderbolt – nice!
Blackjack
Hunchback – nice
Shadow Hawk 2D
Wolverine 6R
Javelin 10F – NICE!!! My favorite scout mech from this era!
Stinger 3G
Valkyrie
Remember fighting them is Khamésh Company with it’s Atlas, Orion, BattleMaster, Banshee, Warhammer, Stalker, Whitworth, Trebuchet, PXH, Locust 1E, Grasshopper and Jenner JR7F. Pretty solid stuff, all elite. I’d love to capture that TBolt and Javelin and Hunchy.
One of their Mechs was destroyed in the raid, so just 11. That number is correct.
This is their and ours too in our debut company Valkyrie – a 30 ton light mech with LRM10, ML, 5/8/5 movement, and 11 sinks.
https://cfw.sarna.net/wiki/images/thumb/4/44/Valkyrie_VLK-QA_FSW.jpg/592px-dh7mbuqdjuglug87cql6gd6qnyokqc9.jpg?timestamp=20190310224308
We are at a road intersection map with light woods and hills. No hill higher than 1 level, so no blocking LOS.
Abe Sargent
01-09-2025, 01:31 PM
I deploy my Spear with the Atlas leading.
Turn 1 – We lose init 11-6. Uh oh, hopefully that’s the only thing we are losing that badly!!! I charge five. Their TDR charges our right flank. I target it if they can see it, but behind hills and woods many cannot. Those target the Jav. Their TDR’s LRm15 hits our Trebuchet’s head. It’s barely touched, their Jav falls over, no lost body parts, but our BM hit it’s engine once.
Turn 2 – We win 10-8 init. We base their downed Jav in case it fails to rise with our Banshee and BM that moved 5, their Victor emerges. Their TDR moves to our center flank too. Our PXH Jumps to the rear of their Shadow Hawk. Our Locust to it’s flank, no kicks back, Our Hammer next to their Stinger. Their Jav rises and moves next to our Pixie. Our Jenner bases it and their Valkyrie. Our Atlas their Victor. I focus fire on their barely touched TBolt. I fire at the Shadow Hawk on the left side. My TBT Cannot see much I need to bring it up next turn. Our Jenner blows off the Shadow Hawk’s LL on the ground. Our BM hits the cockpit in their TBolt’s H, dead mech!!! Our Grasshopper destroys it’s RA. Our Atlas falls. Melee! Our Banshee punches their Stingers H, dead mech! We also destroyed it's RA and LL. Our Pixie kicks and destroys their Javelin 10F’s RL. The legged Javelin falls and hits it’s engine. Their Stinger kicked over our Banshee.
Turn 3 – We win init 10-6. They eject the Shadow Hawk. But not the Jav. Hopper to their Zeus’s rear and BJ’s side. Our Jenner by their Wolverine’s flank. Their Hunch bases our Hopper but it’s back is exposed. Our Pixie in their Wolverine’s rear. Their Victor bases our Stalker that hasn’t moved. Our BM bases it. Locust by their Wolverine’s other flank. Our Orion bases their Victor. Our Banshee bases their Victor and Stalker moves too up a level to try and kick it’s head off. I fire my left flank at their Wolverine, the center at the Victor. Our Stalker hits their Victor’s ammo and it goes boom! Dead mech! Our Altas tearing into the fragile Hunch’s rear armor hits the AC20 ammo, boom dead mech!! Their Wolverine falls. Melee attacks! No more falls their Wolverine is fine
We killed their unwounded Hunchback and Victor this turn and lost those rally points. They eject the legged Jav, and surrender. We turn them over to the Caps. They also got their Union.
Salvage:
Shadow Hawk 2D reattach LL
Thunderbolt H hit cockpit, missing RA, see below
Javelin 10F missing RL hit engine 1 time, see below
Stinger 3G with missing H and RA and LL, see below
Victor – RA, LL, LA
Hunchback – H, LL, RA, LA
We reattach the Shadow Hawk 2D. We fix the Jav engine today. And the TBolt cockpit in a couple of days. Do I have a TBolt RA? No parts by them, it’s 65 tons the weight of Catapults and JM and Crusaders. Crusader yup! Javelin 10F RL? No Jav, any other 30 tons? Valkyrie one though! Stinger? All Stinger parts though from it!
Us:
Nothing, quiet day!!!
Abe Sargent
01-09-2025, 02:07 PM
August 9, 3027 – We spent two days fixing, scouring the battlefield for salvage and found 420k.
August 10, 3027 -While on planet, a Raid from the Fed Suns happens they arrive at a Pirate Point, this is their unit called the “5th Syrtis Fusiliers” that are here to raid and bloody their new folks. Since we are closest they ask us to help out. Now we aren’t on a garrison or retainer deal. So we agree to help them out if they’ll still cover our stuff, they agree and we will meet them in Vidalia Bay! (This actually happens in 3027, but they just sent a lance, so I’m upgrading it to a company)
August 11, they arrive!
Here they are:
BattleMaster 2D - veteran CO – 24 sinks, PPC,4 ML, 2 Mg, 248 armor, 4/6 move
Stalker – veteran XO
Crusader 3D
Marauder 3D
Centurion
Enforcer
Phoenix Hawk
Trebuchet
Commando 2D
Locust
Valkyrie
Wolfhound – love it!!!
They are regular since they are new recruits save their CO and XO.
I’d love another Wolfhound and their Crusaders and BMs are good too.
We are on a Coast map with roads, trees and coast and hills too.
This is each of our Wolfhounds, a 35 ton Davion exclusive scout mech with 6/9 movement 10 sinks, 4 Ml 1 LL, max armor, and great scouting ability.
https://cfw.sarna.net/wiki/images/0/08/Wolfhound_RGilClan_v17.png?timestamp=20210804203758
Abe Sargent
01-09-2025, 11:56 PM
This map has hills at level 2 on their side to hide behind. They deploy behind the hill mostly.
Turn 1 – We win init 12-11. SORRY!!! I charge 5. Their Locust charges our right flank. If I can see it, I fire at it. That Marauder is +3 with woods and 9 away, I cannot see their better stuff. Many can only see their Commando and Locust. I split their fire. Our Banshee hits the Commandos ammo, boom, dead mech, just peppering of Mechs, none fall
Turn 2 – We win init 11-10. Sorry again!!!!!! I focus fire on that Marauder again if they can see it. No internal damage or things hit, and the Marauder stands. Just peppering.
Turn 3 – We lost init 4-7. I move the Atlas into woods. I charge and they pull back behind the hill more. They pulled their MAD back, this turn I focus on it from the Missile Boats and some can only see and fire on the Wolfhound and Crusader. Our PXH bases their Crusader up a level to try for a head punt. We hit a bunch of hand weapons, it falls and then blacks out, it only needed a 5 it won’t be out for long. No missing parts. It’s lived a blessed life. We kick the Crusader, it stands.
Turn 4 – We get init back 12-4. They move their Stalker forward out of the back corner. Our Atlas bases it. Our Hopper bases their MAD. Our Banshee behind the Atlas bases their Enforcer. Our Pixie bases their Wolfhound. Our BM bases their Enforcer. Our Stalker their BM’s flank after he leaves too. I fire at the MAD’s RL. With 14 points left internal. Our Hopper destroys the Marauder’s RL, RT RA on the ground. Our PXh hits it’s gyro and engine each three times, shut down mech. Our Whitworth destroys the Lt on their Wolfhound. Our BM hits the ammo in the Enforcer, boom, dead mech!!! Our Atlas falls. No falls from kicks
Turn 5 – We keep init 9-7. I rise and move back our Atlas and move our Banshee to it’s spot next to their Stalker and Crusader. Hopper by their Wolfhound. Their BM bases our Atlas, our Stalker and Orion base it. Our Jenner by their Locust. We hit their Crusader’s leg actuator and SRM4 there. They hit our Atlas’s AC20. Our Banshee hits the Crusader’s hip too. It falls, nothing else does. Their Bm needed a TEN to stand and made it. Our Banshee kicks and destroys the Crusader’s ammo, boom, dead mech! Our Hopper legs their Wolfhound! We destroyed it’s LL! We kick their BM and Locust to the ground, our Banshee falls too.
Turn 6 – They have an unwounded Stalker, and our Atlas is savaged, with no Ac20 our Banshee is on the ground and our Orion’s armor is gone, so they keep on. We win init 11-7. They fail to stand their BM. They eject the Wolfhound! Their PXH by our Whitworth. They back up the Stalker. Our Banshee rises and bases it. Their TBT sac plays next to my Atlas preventing it from moving in to support them. Our BM bases theirs on the ground, Stalker moves it’s rear arc. They knock out the Locust trying to rise it. Our Pixie bases their Stalker’s flank – no kicks. Our BM destroys the LL of theirs! No falls. Kicks time, I don’t kick their BM. No falls, we kicked their Trebuchet and hit the leg not damaged.
They eject the legged BM and hobble back to their AeroSpace Union and head out.
Salvage:
Marauder 3D, missing RT, RL, with 3 hits each gyro and engine; current value 5.057 mill, to fix 1.5 mill.
Wolfhound missing LL, and LT. Current value – 4.7 mill, to repair, 1 mill
Locust 1V with a blacked out pilot
BattleMaster 1D missing LL. Current value – 7.346 mill, to fix 800k
Commando – RA, LL, H, LT
Enforcer – RA, H, LL
Crusader – RL, LA, RA
We capture that Locust 1Vs pilot and such. The Marauder’s gyro and engine are repaired as fast as possible and in a week respectively. That Wolfhound is key, it’s a strong scouter. No parts of it, but it’s a 35 ton mech the weight class of Panthers, Jenners and Firestarter’s. No parts. I pay the mill. BattleMaster? 85 tons for it’s LL, the weight of a Stalker, Longbow, no parts. I pay the 800k for it. Do I have a Marauder RT and L in storage? Nope, Orion weight parts, those? Nope. I pay the1.5 mill for it.
Us:
Atlas AC20 hit, 1 ML too.
Abe Sargent
01-10-2025, 12:48 AM
Aug 13, 3027 – We spend two days fixing, repairing, rearming and scouring for battlefield salvage, we found 625k.
We blast to the JumpPoint to hit the Pirates home base,
Aug 21, we leave Rollis!
Aug 28 – We arrive in a system two jumps away the homes of a company of Pirates according to CC intel. We arrive here at the Zenith JumpPoint and then begin scanning. Here there is an Invader JumpShip at the Nadir JumpPoint with nothing attached. We head to the planet
Sept 2 - At the planet are a Union and Leopard CV with 8 fighters and that’s against our 8 fighters, Leopard CV and Avenger and 2 Aquairii too. We…savage their Union, it flees to their JumpShip, we destroy their Leopard CV and… I tossed a 7 not salvageable. We destroy all of their fighters save two that fled to the Union.
Battle Loss - We lost three fighters, one permanently at a value of 3.2 mil and then the other two for a cost of 1.2 mil. We spend 2.2 mil to recover 3 of theirs to be up two. Battle Damage of 4.5 mill.
We found 2.6 mill in battle damage salvage.
We land at their HQ, and here is a cargo Mule. We use our fighters to confirm their numbers, done. A company! But…they are a bit unusual…
Here they are:
Crockett – CRK-5003-0 – Star League era mech with down tech of 3/5/3, 263 armor, AC10, 2 SRM6s, 2 LL, 2 SL, 15 sinks
Highlander 732 – vet Star League era mech with Gauss Rifle, 2 ML, SRM6,LRM20, 3/5/3 movement, max armor with ferro fib
Bombardier – BMB12D – Star League era mech with 2 LRM20, SRM4 ,and Anti-Missile system, 10/20 sinks, 200 armor
Guillotine 4L – We’ve fought this and have one
Crab CRB 20 – Medium Mech from Star League down tech, 2 LL, 1 ML and SL, 16 sinks, 5/8 movement and 148 armor.
Kintaro KTO-18 - Medium down tech Star League with mech with 5/8 movement, 3 SRM6 , LRM 5, and 2 ML, 176 armor, 10 sinks
Starslayer STY2C – Star League era mech, NOT Downtech, 5/8/5, 125 ferro fib armor, 11/22 heat, 2 LL, 2 ML, 1 SL, SRM4
Wyvern WVY6N – Star League low tech, 4/6/4 12 sinks, 136 armor, with LRm10, LL, SRM6 and two SL
Hermes 1S _- Star league scout mech, actually that, with endo, ferro, 9/14 movement, 2 ML, 1 flamer, 89 armor.
Mercury MCY98 – Star league down tech 8/12 basically a Locust IE.
Ostscout – 8/12/8 scout with a ML
Thorn THE-F – Star league light mech with down tech of 2 ML, LRM5, 64 armor, 6/9 and 10 sinks
It looks like someone found a Star League storage depot here!
Bold are Star League era stuff.
This is their Highlander – a classic of that bygone era!!!
https://cfw.sarna.net/wiki/images/thumb/6/6e/Highlander_RGilClan_v10.png/600px-442a03pwyimokv463k9j7onxvxl7oqo.jpeg?timestamp=20241028101815
I’d love that Highlander, Kintaro, Crockett, Starslayer and even that Bombardier
Abe Sargent
01-10-2025, 03:04 PM
We are on a map with a base for them and buildings on the sides. No trees.
Turn 1 - I lose init 9-7. I charge 5. Their Highlander is in the far left corner. Their Kintaro emerges. Their Thorn and Mercery charge us too. I base their Mercury with our PXH. Their Ostscout bases my Stalker. Our Locust their Mercury too. I target the +3 Kintaro with mid—range stuff and that Highlander -1 to hit with long range stuff. Our Locust and PXH at that Mercury though. Our Jenner destroys it’s LL. It and their Highlander fall. I don’t kick it since we already legged it. Our Stalker kicks and legs their Ostscout’s LL too!!! It falls.
Turn 2 – We grab init 11-8. They turn the Ostscout no ejects. Their Mercury tries to rise, fails, and gets knocked out. Their Highlander rises successfully. Their Guillotine bases our Stalker’s flank. Their Starslayer bases and jumps to our Stalker and Banshee, my Hopper bases it. but their Guillotine to,o so they placed that well. Our Jenner bases it’s flank. Their Kintaro bases our Warhammer’s Flank, our PXh it’s rear. I focus fire on the +0 Highlander. Our PXH hits the gyro on their Highlander; our Jenner hit it’s engine once. It falls and hits the cockpit and dies. Dead mech!!! Melee! Our Banshee punches their Starslayer in the head and hit the life support and sensors. No falls.
Turn 3 – We keep init 9-5. They turn the Ostscout. I base their Crockett with our Atlas, Orion and Banshee. Our BM bases their Kintaro. Our Pxh to it rear and basing their SS. Our Jenner in their SS rear. Their Guillotine to our BM’ s rear and next to our PXH. Our Stalker and Hopper next to it. I fire at the Crockett. It’s +2 to hit. It ate a turn of damage and still stands. Melee! We kick their Guillotine down. But not that Crockett.
Turn 4 – We keep init 8-6. Their Bombardier bases my Orion. I back it up for a kick angle on it. Their Guillotine rises and bases my savaged BM. Our Stalker bases it. Our PXH by their Starslayer’s right flank with the savaged leg. Grasshopper by it. They jump the Crockett away from us with a +2 to hit. Our Banshee and Atlas base it. Now, do I fire at the Crockett with just 8 left internal or fire at the Guillotine and then kick it twice and hope one hits? I do the latter and force my fire on their Guillotine and then my PXHs on the SS’s right arc to destroy that leg. We savage the Guillotine’s RA Actuators and weapons, it falls and destroys it’s RL. Melee attacks! Can we leg their Crockett and Starslayer? Our Banshee destroyed the RL of their Crockett!!! Our Pixie leg their Starslayer’s RL and the Grasshopper it’s LL.
We’ve taken out or legged six mechs, and then they eject the legged ones and flee with the others. Our fighters follow and they cannot flee off world with their Union gone, so they surrender and we turn over the other six to the CC.
Salvage:
Mercury 98 missing it’s LL. Current value – 1.35; to fix 250k
Ostscout missing it’s LL; current value 3.14 mill, to fix 350k
Guillotine 4L missing RL and hit actuators and weapons; current value 5.5 mil, to fix 500k
Crockett – CRK-5003-0 missing RL, current value 7.1 mill, to fix 500k
Starslayer STY2C with a missing RL and LL- current value – 3.9 – to fix 800k – see below
Highlander 732 with gyro, engine and cockpit hit
We fix the Highlander in three days. The Guillotine savaged arm too. We spend the cash to refit all Mercury, Crockett and Guillotine here now, so they’ll be ready and we can fix them now away from home. 1.25 mil total. I’d love that Starslayer, but we don’t have the Endo Steel parts or on the market either. We’ll hold onto it and the Ostscout too.
Abe Sargent
01-10-2025, 08:38 PM
Sept 6, 3027 – We spend the last four days scouring for salvage since Lost Level 2 tech from the Star League is pretty valuable for us and the market, we find 5.1 mill of stuff like ferro fib armor and such. We also scour their HQ for stuff and find around 1.45 mill of stuff, and we captured another Mule! We blow up their base!
Meet our new Mule cargo carrier Droppy!
It’s named the “Profits of Piracy” we change it to the “Profits of Merc Life”
We blast off the world.
Sept 11 - We arrive with our new Drops on the new Merchant we grabbed. We leave the system, our next target is two drops away.
Sept 22 – We arrive in the new system at the Nadir JumpPoint which Liao intel has as the place their Jump is in system. It has another Invader with nothing. We begin to approach them and they breakoff and jump outta the system. Then we head to the planet.
Sept 29 - We arrive at the quiet periphery pirate home, with a Leopard, Gazelle and Leopard CV approaching us from the world with 8 fighters. We dispatch our normal stuff, and intercede. We take out all of their defenses and two fighters fled. Can we salvage their Leopards CV or Gazelle? ion? Yes the Leopard CV, no to the regular Leopard and the Gazelle a tank carrier? Yes!
Battle Loss – We lost an Aquarius, and 4 fighters, 2 permanently at a value of 3.5 mill, we salvaged 2 of ours for 1.6 mill and their 3 for 2 mill even.
To salvage the Gazelle is 4 mill (I toss a 12,) which carries 15 tanks and the CV is 9 mill. 13 mill total, I spend it now.
We spend two days clearing out the space battle salvage from the destroyed Drops and such and found 3.25 mill
Oct 1, 3027 - We use fighters to verify their numbers. They have 4 Mechs, 12 tanks. We land and face the forces. Here they are:
Mechs:
Victor – veteran
Dragon
Centurion
Panther
Tanks:
Demolisher - veteran
Schrek PPC Carrier – veteran
Manticore
Pike – AC5 variant
Zhukov
Goblin
Hetzer
Maxim
Vedette
J. Edgar,
Scorpion
Striker
They meet us on their Aerobase and are on that map,
This is their Dragon:
https://cfw.sarna.net/wiki/images/6/68/Grand_Dragon_RGilClan_v24.png?timestamp=20220226184210
It’s 60 tons, 5/8 movement, 10 sinks, LRm10, AC5, 2 ML, it an iconic BattleMech of the Draconis Combine.
Abe Sargent
01-10-2025, 10:16 PM
They are deploying in the far corner. I create a 5 hex wide flank, no spear. We need to get to the right fire lanes here against the vees.
Turn 1 - We win init 8-5. Our Jenner bases their Vedette. Our Locust too. I target it with them, the others long range stuff at their Demolisher +1 and short at the Dragon +3 who is medium or long range for things like ML. Their J. Edgar flanks us. Our BM immobilizes the Demolisher. Our Grasshopper immobile their Maxim, we stun the crew on the Vedette a few turns. Melee! We kicked the Vedette, it survived
Turn 2 – We win 9-8. They eject the Maxim. They cannot eject the Demolisher since we killed the crew. We charge 5. Our PXH bases their Schrek. Their Victor bases my Orion. Our Jenner and Locust bases their Schrek too. I target the Victor and Shrek with the based stuff…Our Jenner destroys the engine on their Schrek. Our Stalker hit the ammo on their Victor boom! No falls. Kicks! No kick on the Schrek. We kick the Hetzer instead.
They need to rally, they have another shot this turn having lost their three AC20 carriers in the first two turns.
Turn 3 – We keep init 12-3, Ouch! They eject the Schrek! Our Pxh bases their Manticore and AC5 Pike. Our Locust by their Vedette’s wounded left side. Jenner by the Manticore and Pike too. Our Orion bases their Zhukov. Atlas too. Our Hopper in their Dragon’s rear arc. I fire at the Manticore long range and short range at the Dragon and Zhukov with the Atlas and Orion. Our Locust immobilizes their Vedette, then destroys it too…Our Banshee hits the AC 20 in their Hetzer with a Small laser. Our Warhammer hits the Head of their Dragon twice with SRMs, the pilot blacked out. Our Stalker hits ammo in the Manticore boom, dead tank, no change of recovery. It hit the AC20 on my Atlas before it died. Our Atlas immobilizes the Zhukov, then the side dead tank. Our Atlas fell and destroyed it’s LT, LA on the ground. Kicks!!! I don’t kick the Dragon it’s salvage pristine. All kickson vees landed, no major damage done
We have taken out in three turns all three Assault stuff, both good heavy vees, and the Dragon is down. They flee, and our fighters chase them, they surrender and we turn them over to the CC.
Salvage:
Demolisher – immobile
Maxim - immobile
Schrek – Destroyed engine, current value – 2.85 mill, to fix 1 mill.
Vedette - immobile, destroyed side, we cannot salvage tossed a 7
Zhukov – immobile and destroyed side. We can salvage with a 12 tossed.
We captured a Demolisher, Maxim, Schrek and Zhukov!!! We fix them in a few days. But we’ll need to fix the engine on the Schrek and replace it. I spend that mill to fix it up.
Dragon 1N – blacked out pilot.
Victor – H, LL, RA, LA
Yay we captured a Dragon!
Us:
Atlas - They destroyed our LT – current value 8.4 mill, to fix 1.2 mill. I spend it.
Battle Loss - 1.2 mill for Atlas.
Abe Sargent
01-10-2025, 11:23 PM
Oct 4, 3027 – We finish scouring the battlefield and HQ for salvage (975k total). We blow up the HQ and double check all of the pirates are off this rock.
We blast off to the JumpPoint.
Oct 11, 3027 – We reattach to our JumpShps including one brought for our Salvaged Leopard CV and Gazelle and then we jump out to Rollis!
Oct 26, 3027 – We arrive in the Rollis system JumpPoint. We finish up, and get that Command Circuit sorta and recharging stations. We’ll be back on November 28.
The Money Stuff!!!
Contract #25:
Pirate Hunting for CC against Raiders of Rochelle
Salvage – Full
Command – Liaison
Length – Three Months
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.5, x1.3
Signing Bonus – 36%
78,521 is our monthly salary.
What we Spent:
Salary - 392,605 – one month on the way, one back, three here.
Battle Loss – Atlas – 1.2 mill
Support – Ground Battles - 5 mill, 4 mill armor and 1 mil ammo for five battles
Support – Space Battles - 18,500,000
Battle Loss – Fighters I salvaged - 4,050,000
Salvage – Enemy Fighters - 6,050,000
Salvage Enemy DropShips – 13 mill
Total we Spent - 2,588,004
What we were Paid:
Salary – 1,837,391
Signing Bonus – 661,460
Battle Loss – Fighters - 4,650,000
Battle Loss – Aquarius – 7,110,750
Support – Space – 9.25 mill
Support Our Fighters Salvage - 2,025,000
Support – Ground – 2.5 mill
Salvage – 17,570,000
Total we were Paid - 45,604,601
What we Lost - 2,588,004
War Chest - 105,515,437
END OF CONTRACT #25!!!
Abe Sargent
01-11-2025, 12:26 AM
Ships we grabbed:
Merchant JumpShip named “The Star Carrier.” With 2 DropRings and Small Craft. We captured in Rollis from Pirates, Returns on Nov 28, 3027 to Galatea.
Mule Cargo Carrier DropShop we captured from Pirates, we named the ”Profits of Merc Life” we captured from pirates will arrive on Nov 28, 3027 too.
Leopard CV – Fighter carrier DropShip with space for 6 fighters, empty, we renamed “Panthera Pardus Tulliana” (The name of the Persian Leopard). Captured from Pirates, arrives Nov 28, too.
Gazelle DropShip, named “Turrets of Diplomacy” vee carrier for 15 vees, Captured from Pirates, arrives Nov 28, too.
Beginning of Contract #26:
August 11, 3027 – Our Fortress, and Leopard CV arrives in the FWL world of Hamilton (there are two, the other is in Lyrsn space) Zenith JumpPoint with Alpha Regiment and Vee Squad #2. This is the O Raid for that company. They are supposed to have a Battalion of Vees, Infantry and Mechs and we’ve taken that to hit them with. No one protests our arriving.
We head to the planet.
August 17 - We land at their medium city DropPort near a large theater complex since that is what this world is known for. The performance arts. We land and are going to attack mercs guarding a nearby city HQ and then send them packing and destroy the HQ and leave.
We verify with scouts and VTOLS that they are what we are supposed to be fighting – correct!
Here are the Mercs!!!
Mechs:
Awesome - Veteran
Zeus 6S – Veteran
Rifleman
Thunderbolt
Chameleon
Dervish
Enforcer
Trebuchet 5S – This swaps the 2 LRM15s for 2 SRM6s, and then 18 sinks vs 10.
Firestarter
Locust
Stinger 3R
UrbanMech
I’d love to grab that Awesome or TBolt.
Vees:
Ontos - vet
SturmFeur Heavy Tank - vet
Brutus – Yay!
Bulldog
LRM Carrier – Uh oh
Condor
Goblin
Vedette (Liao version with 2 ML and 1 MG)
Hunter
Pegasus
Scimitar
Skulker
Ditto that Brutus and Ontos baby. We got to take out that LRM Carrier and Ontos fast with that massive power.
Three infantry. All regular unless otherwise stated.
Let’s use the City Park Map again.
This is their Awesome! Its an Assault mech with 80 tons 3/5 movement, three PPCs, one backup Small laser 28 sinks for heat dispersals and tons of armor to make them earn the kill without ammo explosions.
https://cfw.sarna.net/wiki/images/thumb/5/56/Awesome_BTRSAGoAC.jpg/617px-7dsv4c0xoeeerob8wn9lhahab2yar0c.jpg?timestamp=20190527181952
Abe Sargent
01-11-2025, 09:45 PM
I set up at the top.
Turn 1 – We win init 7-3. I move five where possible, some have +1 to hit like our Banshee. Many don’t have LOS to their stuff, so I am just taking targets of opportunity. Our Crusader -1s their SturmFeur. Our Shrek destroyed the front of their Ontos. Our BM destroyed their LRM Carrier’s side too. No falls or melee attacks, we took out an assault and heavy tank!
Turn 2 – We keep 7-4 this time. They backup their Awesome in the north, I move towards it. Our Hopper next to their Scimitar but it’s one level below, so no kicks, just punches. Our scouts at their Stinger! The rest the Awesome. Our Archer destroys their Awesome’s RT, RA on the ground. Our Saracen destroys it’s CT, dead mech! That was faster than I thought, I was hoping salvage. Their Stinger fell and destroyed it’s RA. Melee! Our Hopper punches the Scimitar and halves its movement
They push forward but this is their final turn to change things around with losing an Awesome in one turn.
Turn 3 – We thump init 12-3. Our BM bases their Urbie, Zeus and Brutus. I flee with a savaged VTOl. Their Dervish bases our Behemoth. Our Hopper bases their Scimitar again. Their Stinger rises. I chase and base it with the Wolfhound and Jenner. Our Jav hops and bases a Condor. Their Rifleman by my Von Luckner. Do I target their Zeus or Brutus? The Zeus. It’s in a far corner I’m not sure everyone can see it.
Our Warrior -1s their SturmFeur movement
Our Schrek destroys the Dervish’s RA
Our Hunchback destroys the Rifleman’s RA
Our Demolisher destroys the Zeus’s LT, the LA on the ground.
Our Banshee hits the gyro twice, dead mech!
Our Maxim hits the Stinger’s H and hits the sensor and life support. The pilot blacks out and falls.
Our other Maxim hits AC ammo in UrbanMech, boom, dead mech! That’s Mary Okere’s 4th kill! They also destroy the Stinger’s LL.
Their Brutus destroys our Atlas’s Rt by hitting ammo, but just the one with one shot left, so the torso is destroyed, RA on the ground, the pilot takes 3 damage.
Our Behemoth hit on their Dervish a foot.
We finish off the Zeus’s CT.
Falling – their Rifleman, Dervish but NOT our Atlas. Their Dervish pilot passes out.
We kick the Brutus with the BM since the mechs died.
Our BM destroys the Brutus’s turret! Dead tank!!! That’s her 8th kill, time for levels up!!!
Our Grasshopper punches their Scimitar’ side all dead, and stuff, dead tank! That’s Rakesh Venkatachala’s 4th kill for us, level up time!!!
With us taking out TWO Assault mechs, two heavies and an assault Tank and three more mechs, and a scout tank, they call it and flee. We capture the base!!!
Salvage:
Ontos – destroyed front. Not salvageable
LRM Carrier – destroyed side, this is not salvageable, tossed a 7.
Brutus – destroyed turret, we can salvage
Scimitar – destroyed front, we cannot salvage
We captured a Brutus!
Zeus LA, H, RT, RL,RA
Awesome – RA, H, LL, RL, LT, LA
UrbanMech – H, LA, RA, LL
Stinger 3R – Hit sensors, life support, destroyed LL and RA. See below
Dervish with destroyed RA, hit leg. Blacked out pilot. See below.
We restore the Stinger’s sensors and life support in a few days each. Can we grab those parts? Not in Stinger form, but Wasps, sure, those work and it’ll be ready in a few days. The Dervish’s RA? Done we’ve got that part in storage.
Us:
Atlas – missing RT; current value is 7.2 mill, to fix 850k
Do I have an RT in storage? Nope!
Abe Sargent
01-11-2025, 10:26 PM
August 20, 3027 – We spend a few days transferring their stuff, scouring the battlefield for salvage (1.25 mill since most tanks aren’t coming with us), their HQ for stuff (1.1 mill). 2.35 mill total.
We blast out after blowing up their HQ and then will arrive back home on Sept 30.
Levels Up:
Alpha BattleMaster – Meghan Morton – already elite, another edge.
Vee Company #2 - Maxim - Mary Okere - vet so +1 gunnery
Alpha Company - Grasshopper - Rakesh Venkatachala – he’s a vet, so +1 gunnery
Money Stuff!!!!!!
Contract #26:
Objective Raid for Company against FWL world of Hamiliton.
Salvage – Full
Command – Liaison
Length – One Month
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.6, x1.3
Signing Bonus – 27%
Salary for them is 134,215
What we Spent:
Salary - 402,645 – 1 month here, one here and back
Battle Loss - Atlas – 850k
Support – 450k – 350k armor – they barely touched us and hit the Atlas on a through armor crit. 100k ammo for just three turns of fire.
Total we Spent: 1,702,645
What we were Paid:
Salary - 858,977
Signing Bonus – 231,923
Battle Loss – Atlas – 425k
Support – 225k
Total we were Paid: 1,740,900
What we Made: 38,255
Basically even!!
END OF CONTRACT #26!!!
Abe Sargent
01-12-2025, 07:38 PM
Beginning of Contract #27:
August 12,, 3027 – We arrive in Rio for the three month long Cadre/Garrison mission after dropping off the kids at Mallory’s World. I’ll roll a 2d6 for each month we are here, on a 9 or more, raids happen. We are to teach them anti-CC methods for fighting since we’ve never lost to them.
August 19, (I toss a 10) – They arrive at a Pirate Point that’s not the typical 12 days to the planet that we used. They’ll be here in three days.
August 22 – They attack us and basically want see what we are made of. Attacking our garrison point are a company of Vees unloaded from a Gazelle. Defending is Vee Company #1 with CO Stephen Marsh. They must have known we were here.
Here they are:
Demolisher - veteran
Shreck PPC Carrier – veteran
Bulldog
Manticore
Zhukov
Condor (Liao) 4 ML
Goblin
Maxim
Vedette (Liao)
Harasser – uh oh, 2 SRM6s
Scorpion
Striker
This is each of ours Manticore a heavy tank weighing 60 tons and 1 PPC, SRm6, LRM 10 and Ml.
https://cfw.sarna.net/wiki/images/0/09/Manticore_RGilClan_v31.jpg?timestamp=20230408010836
We are on a map with buildings, concrete and just open space, nowhere to hide.
Abe Sargent
01-13-2025, 12:21 AM
Turn 1 - We lose init 6-7, I charge 5, their Harasser bases my Vedette, I fire at that Shrek with long range stuff and close range at the Condor. Our Brutus -1 speed the Schrek and stuns the crew for a few turns.
Turn 2 – We win init 9-6. They eject the savaged PPC Carrier. They bring out the Demolisher from the building it was hiding in. But it’s still behind the building, so many of my tanks cannot draw a LOS, but those that can fire at it. Otherwise targets of opportunity. Our Brutus destroys the Demolisher’s front dead tank!! That’s her 8th Kill! Our Pegasus destroyed the engine on their Condor (Liao).
They’ve lost both assaults, and a random scout, they’ll try to turn it around this turn.
Turn 3 - They get init back 9-4. They eject the immobile Condor. I charge the Zhukov and Manticore they have left good tanks. Do I target the higher armored Zhukov or the better weapons lighter Manticore? I do the Zhukov with everything. It’s -1 to hit. Their Zhukov -1 movements our Patton. Our Brutus destroys the Zhukov’s turret, dead tank!!! Two kills this battle for her!!! Our Maxim destroyed their Scorpion’s turret too!!
With three exchanges of fire, they lose more than a quarter of their forces and they flee.
Salvage:
Schrek PPC Carrier – ejected, -1 movement.
Demolisher – front destroyed. Salvaged! I tossed an 11.
Condor (Liao) – Destroyed engine; current value 788k, to fix 400k
Zhukov – destroyed turret. Not salvageable I tossed a 7.
Scorpion – destroyed turret we toss a 10, salvageable
We salvaged a Scorpion, Schrek, Condor Liao and Demolisher! I spend the money for that fixed Condor!
Us:
Patton – fix engine speed.
We fix it!
Level Up:
Sorenella Capecci – Brutus,1st Vee Company – she’s veteran, now she’ elite!!!
Abe Sargent
01-13-2025, 01:59 PM
Aug 22, 3027 – We interview and it looks like this was sent here to see if we were as good on defense as on offense!
We spend a couple of days scouring the battlefield since tanks, and we did grab that unsalvageable Zhukov we took apart. We find 845k of salvage.
EVENT Aug 28, 3027 - Alice and Roger Sanchez have their 2nd kid, a girl. They name her Maria Sanchez.
Nov 12, 3027 - They don’t hit us again, probably because of how efficiently we handled them! We finish up!
We’ll arrive on Galatea on Dec 23.
That Money Stuff!
FS Cadre/Garrison for World of Rio
Salvage – Full
Command – Liaison
Length – Three Months
Support - 50% Battle loss and Support
Transport – None
Remuneration - None
Salary – x4.0, x.1.5, x1.3
Signing Bonus – 36%
Our salary is 65,622/month
What we Spent:
Salary - 393,732 - July until December
Battle Loss – 450k – 350k armor, 100k ammo - not long or any major armor losses.
Total Spent: 843,732
What we were Paid:
Salary - 1,535,554
Signing Bonus - 552,799
Battle Loss - 225k
Total we were Paid: 2,313,353
Total Made: 1,469,621
War Chest: 109,173,062
END OF CONTRACT #27!!!!!!
Abe Sargent
01-13-2025, 02:36 PM
August 1st, 3027 – At Galatea, we look for missions for 3rd and 5th Tank Company!
We get…1
It’s from a company that wants us to do an O Raid in the Periphery, too far away, otherwise yuppers!
August 13, 3027 – Flavia Obed-Marsh uses her 7 recruits!
They are all dispossessed MWs! Elite too.
They are:
Robert Suydam
Albert Du Monde
Angela Stobert
Tobias Hoset
Ghaaliba Sadaqat
Robin Applebaum
Leilani Taylor
None in anything!!!
Sept 1st, 3027 – Missions?
I get 1!
#1. The Fed Suns want us to O Raid the FWL border world of Wasat one just from Outreach and we could be there on Sept 26.
I take it for our newly formed 5th Vee Company!
We have 135 base points, for this 162 total!
Negotiations with the FS: We spend 50 for full salvage. 112 left! We spend 10 for one month, 102! They spend 25 for x4 salary, us 25 for 50% Battle Loss and Support 52. 37 for 50% Transit, no remuneration, 47, lisison.27% signing bonus.
Contract #28:
O. Raid by FS targeting FWL World of Wasat.
Salvage: Full
Support: 50% Battle Loss and Straight Support
Length: 1 month
Command: Liaison
Salary: x4,x.1.6, x1.2
Transport - 50%
Remuneration – None
27% Signing Bonus.
They’ll have just a vee company defending!.
Abe Sargent
01-13-2025, 03:22 PM
Sept 13, 3027 – Recruits by Flavia: All elite , dispossessed MWs with unassigned thang!
Here they are:
Pavla Laman
Hidehira Tanaka
Omako Kichikawa
Eiric Begley
Lyubov Amiranashvili
Sára Kondziolka
Lavinia Guzmán
I need to create my 6th Mech company!
‘Eono Company – This is Hawaiian for 6.
Capt. Robert Suydam, elite, BattleMaster 1G
Banshee 3S, elite, Pavla Laman
Thunderbolt 5S, elite, Hidehira Tanaka
Charger 1A5, elite, Omako Kichikawa
Left. Albert Du Monde, elite, Crusader 3R (I bought it)
Warhammer 6R, elite, Eiric Begley
Catapult C1, elite, Lyubov Amiranashvili (I bought it)
Goliath, Sára Kondziolka, elite
Left. Dervish, Lavinia Guzmán, elite
Vulcan 5T, Angela Stobert, elite
Javelin 10F, Tobias Hoset , elite
Locust 1E, elite, Ghaaliba Sadaqat
Yay!
Abe Sargent
01-13-2025, 08:31 PM
Beginning of Contract #28:
We rent a Gazelle with us to Wasat! It costs 500k there and back again.
Sept 26, 3027 - We arrive at the Wasat Zenith Jumppoint! No major issues with arrival. We head to the planet.
Oct 2 – We arrive at the planet, no major contestation of our arrival here too! We are raiding a company of vees on the garrison duty at a minor industrial complex. We land and unfurls our stuff too at a nearby DropPort, they head out to meet us!
Here they are:
Devastator - vet
Schrek AC Carrier - vet
Shrek PPC Carrier – vet
Manticore
Von Luckner
Goblin
Hetzer
Maxim
Vedette
Galleon Light Tank
Hunter
Saladin
FOUR AC20s rolled!!! Nasty…they are all regular save for the three assaults.
Here is their Devastator, an 80 ton 3/5 movement, with 2 AC20s, 1 SRM 6, 1 Flamer, 3 Sl and 144 armor. It’s nasty!
https://cfw.sarna.net/wiki/images/thumb/d/d4/Demolisher_RGilClan_v25.jpg/664px-k8rk1w5lpzlsjxz7b8byf9k44m2ybn9.jpg?timestamp=20221230163017
We are on the DropPort where they met us.
Abe Sargent
01-13-2025, 09:48 PM
Turn 1 – We win init 10-7 good buddy. I focus short range fire on that AC Carrier Shrek that closed and long range fire on their Devastator. Our Rhino halves that Devastator’s movement. So does our Manticore. Our Demolisher’s AC20 hits and destroys their Hutner’s side. Our Bulldog’s their AC Carrier’s front, dead tank!
Turn 2 – We win 9-3! They back up their Devastator. Their Hetzer charges us. Maxim next, their Saladin moves up, Saracen to it’s rear. It’s in front of my Brutus and Zhukov and is a sac play to save their Devastator. I stay north near the Hetzer and Saladin and try to take them out this turn with short range fire. Our Rhino destroys their Devastator’s front side. Dead tank! Our Bulldog destroys their Hetzer’s side! Dead tankx2! Our Ontos destroys the Saladin’s front, dead tankx3!!!!
And in one turn we destroy ALL FOUR AC20 units. They have one turn to try and turn this around, they still have the PPC Carrier, Von Luckner and Manticore against us to try and spin this around. I did do some damage to that Shrek last turn.
Turn 3 – They grab init 11-5. Hopefully that’ll be the one thing they win this turn!!! They charge with the Von Luckner, their Manticore is in a street we find. Their Shrek advances. Our Sabakuto Kaze basses their Manticore. Our Condor too. Their Galleon on the other side. Saracen and Maxim two away. I target their Von Luncker with long range stuff, Shrek short range and Manticore the stuff that can see it. Our Demolisher destroys their Von Luckner’s left side! Our Saracen’s destroyed the right on their Manticore!
Their Schrek PPC Carrier survives and leads a retreat, we won!!!
Salvage:
Hunter – destroyed side, we tossed an 9 yes we can salvage, happy!
Schrek AC Carrier – destroyed front, not salvageable, tossed a 5
Devastator – Destroyed front tossed an 8, salvageable!
Hetzer – destroyed side! Tossed a 12, salvageable!
Saladin – destroyed front! Tossed a 3, nope!
Von Luckner – Destroyed left side, we toss a 10, yuppers puppers!!!
Manticore – destroyed right, we tossed a 6, not salvageable.
We captured a Von Luckner, Devastator, Hetzer and Hunter!!!
Abe Sargent
01-13-2025, 10:05 PM
Oct 6, 3027 – We spend some time scouring the battlefield and taking apart the Shrek AC Carrier, Saladin and Manticore into parts. We found 2.65 mill there. We salvage the stuff from their HQ, lower value since it’s tanks, just 750k there.
We destroy their HQ and blast off!
Oct 12, 3027 – We settle and head back to Galatea! We’ll arrive on Nov 19.
Is it….Contract Time???????
O. Raid by FS targeting FWL World of Wasat.
Salvage: Full
Support: 50% Battle Loss and Straight Support
Length: 1 month
Command: Liaison
Salary: x4,x.1.6, x1.2
Transport - 50%
Remuneration – None
27% Signing Bonus.
Our salary is 49,702 per month.
What we Spent:
Salary – 149,106 – Sept to Nov.
Rental of Gazelle – 40k per jump – 320k total
Battle Loss – 400k – 300k armor, 100k ammo short battle, but a bunch of missile vees.
Total Spent: 869,106
What we were Paid:
Salary - 381,711
Signing Bonus - 103,062
Battle Loss – 200k
Transit – 160k
Total Paid: 844,773
We basically broke even but then add in that 3,400,000 from salvage, yay cash!
END OF CONTRACT #28!!!
Abe Sargent
01-13-2025, 11:23 PM
Sept 30, 3027 – Back at Galatea, the Company Raid on the FWL World of Hamilton! This is Alpha Company Mech Squad and Vee Squad Company #2 with their Fortress and Leopard CV and infantry too. Flavia, normally the head of it, would normally recruit, and would now rejoin them after taking time off, but earlier this month we heard of the capture of another Leopard CV with 6 fighters we need to fill. We’ll wait until Oct 13 to do that.
Contracts for now though, since we could get something for ‘Eono Company or this stuff too or Vee #3.
We get 3!
#1. ComStar wants us for an O Raid on the Draconis Combine border world of Scheat which is on the Fed Suns border and around 4 from our HW of Malloy’s World, and then we could be there on Nov 18th.
#2. The Lyrans want us for a O Raid too on the Drac border world, too, of Alrakis, which is just three jumps away, we could be there on Oct 16.
#3. The Combine wants us for an Extract Raid on the Lyran border world of Ryde which is also three jumps away. We could be there on Oct 16 too since I’d jump to the same place
I’d love the 2nd and 3rd. I just need a company of mechs for the Ryde one and then a battalion for Alrakis. But I don’t have the powerful aerial stuff since that needs a fleet just like we encounters with the CC raids. They get back on Nov 11, and we ask if we can push the Drac raid for the LS until then and we’ve done a round of recruiting, and they agree. This was Vee Company #4 and Deux and Tres Company in the raid on the CC world of Tsingtai. With Evan Marsh and our Overlord, captured Achilles, two others, three Leopard CVs and a Condor for the vees
I go ahead and negotiate both #2 and #3.
Negotiate with Lyrans for O. Raid: We start with 135 points. We pull 50 for Full Salvage, then 10 for a one month deal and then 25 for 50% Battle Loss and Strait Support and then they 25 points for x4 salary. Total left 25. They give us liaison, no remuneration and no transit, 45 total for 22% signing bonus
Contract #29:
O. Raid for LS against Drac world of Alrakis
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary – x4, x1.6. x1.4
Remuneration – None
Command – Liaison
Transport - None
22% Signing Bonus
Negotiate with Draconis Combine: We start with 148 points. I pull 50 for Full salvage, 98 left! They want 3 months, we drop to one 10 points – 88 left. We pull 25 for 50% Battle Loss and Support they 25 for salary,48 left. We pull 15 for 50% transit since we’ll need to rent a Union for the trip for ‘Eono Company. 33 left. They give us liaison, us no remuneration 43 left, 21% signing bonus.
Contract #30:
Extract Raid for DC against LS world of Ryde
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary – x4, x1.6. x1.3
Remuneration – None
Command – Liaison
Transport – 50%
21% Signing Bonus
Yay!
Abe Sargent
01-14-2025, 12:39 AM
Beginning of Contract #29:
Nov 11, 3027 – Evan arrives at Galatea with his group which is hitting Alrakis. We can do a round of recruiting first. He can recruit 5 or for a DropShip instead. We could grab a 4th Achilles, a Union to carry a company of Mechs, or another Leopard CV Fighter carrier. I really like the Achilles and Union.
I do a 4th Achilles!
Meet our newest Assault/Escort powerhouse!
Named the “Frontier Escort!” It has two small craft and fighters, I transfer over two we snagged and salved and paid for but are looking for space.
We jump to Alrakis and will be there in system on Nov 27.
Nov 27, 3027 – We arrive at the Nadir JumpPoint where there is traffic according to Lyran intel. Defending this mineral rich and industrial border world are a veteran unit. Here at the Nadir JumpPoint are two Invader Jumps with DropRings on them of two Achilles, two Leopard CV and two empty spots and the defender’s logo on it. They unfurl as they send them to us.
They have:
2 Leopard CVs, two Achilles, 16 fighters, 4 Aquarii’s in the Achilles
We have:
Three Leopard CVs, 4 Achilles, 1 Overlord, 1 Condor, 30 fighters, 4 Aquarii from our JumpShips
We have everything save Aquarii.
We win! We destroy their two Achilles and one Leopard CV the other fled in a JumpShip and then two Aquarii and 10 fighters, the rest tucked into the Leopard. Can we salvage an Achilles? One, and then the Leopard CV? A 7, nope. It’ll cost us 4.5 mill to salvage their the Achilles.
Battle Loss at the JumpPoint – We took 9.75 mill in a longer battle damage. We lose an Aquarius permanently, we lost 6 fighters, 3 full at a cost of 5.25 mill. We can salvage the others for 1.25 mill of ours. We can salvage four of their fighters for 2.7 mill.
Since it’ll take us 20 days to get to the planet, we’ll do repairs on the way, and we found 4.5 mill in stuff.
Dec 15 - We arrive at the planet. They have another defensive cordon of another 2 Achilles, 2 Leopard CV and this time an Overlord from the surface’s fighters too.
They add 6 more fighters to the mix. 22 total fighters for them to our 30. And we are down an Aquarius.
We win, it takes longer, but one Achilles and Leopard CV are defeated, and the others flee. Can I salvage either? The Leopard CV, yes! But for a pricier 12 mill.
Battle Loss at the Planet: We took another 10 mill in damage, we lost 8 fighters, 5 permanently for a cost of 7.25 mill and then can salvage 3 of ours for 925k, and then we can salvage 5 of theirs for 4.2 mill.
Dec 15, 3027 We land and we have air support so we use it to verify that they are who they are supposed to be. Yuppers, the exact numbers
We land, unload, and headout!
Here are our foes! Remember, they are veteran unless otherwise stated. You know how nasty they were in the past. Also remember we have a Vee squad and in our numbers. Also remember Tres Mech Company has lighter armored stuff…
Assault:
Awesome - elite
Charger 1A5 - elite
Cyclops 10-Z - elite
Stalker – elite
Striker 2C - elite
Zeus 6T – elite
Heavy:
Archer 2k
Crusader 3K
Dragon
Marauder
Orion 1K
Warhammer 6K
Medium:
Assassin
Centurion
Hatchetman
Hermes II 4K
Hunchback
Griffin
2 Phoenix Hawk 1K
Shadow Hawk 2K
Trebuchet 7K
2 Wolverine 6K
Light:
Commando
3 Jenner
Locust
2 Panther
Spider
Stinger
UrbanMech
2 Wasp 1K
I’d love to snag that Awesome, Spider, Charger and Orion!
This is both of ours Stalker, an 85 ton assault Mech with 20 heat sinks, 2 LL, 2 LRm10, 2 SRM6,and 4 ML.
https://cfw.sarna.net/wiki/images/e/ea/Stalker_RGilClan_v24.png?timestamp=20220226184827
Abe Sargent
01-15-2025, 01:13 AM
Turn 1 – We lose init 4-3. Close. They set up in an arc around us. I charge 5! I jump and take the woods on the left flank. They flank the Trebuchet and Griffin on the east flank. Our Vulcan bases their Stinger. Their Jenner flanks on that side too. Their PXh bases our Jenner too east flank. Our Maxims to it’s rear. Plainsman’s next to it. Their Spider and Locust on the west flank. Long range fire on the Charger at +0 to hit, and then short range on targets of opportunity,
Our Maxim hit the PXh’s gyro twice dead mech!
Our Hunter blows off their Cyclops LA on the ground
Our Longbow does the same with the RL. On the ground.
They hit our Stalker’s engine through a through armor crit.
Our Brutus hits the engine and gyro twice on their Cyclops – dead mech!!
Our Ontos destroys the RL of their Hunchback.
They hit our SRM ammo in our Bm, boom, it dies uh oh…
Our Vulcan kicks and legs their Stinger’s LL destroyed! It kicked me over too.
We hit their Hunchs AC20 too, so it’s not working either.
Turn 2 – We grab init 10-4. We took too AC20s off the board! The eject the Cyclops. They also ejected the PXH and Hunch!!! They turn but don’t eject the Stinger. They move out their Stalker! I stand up our Vulcan and move it back. Our Striker bases their Griffin basing our SturmFeur. Our Jenner to their Trebuchet’s rear. Ditto our scout hover lance of Plainsman and Maxims. Their Wasp jumps next to my Zeus. Our Hatchetman bases it. Their Spider next to my Catapult’s flank. Our Griffin bases it’s rear. Vindicator too it’s flank. Their Awesome advances the left flank and their savaged Jenner pulls back by him. Our Enforcer by their Spider. Our Valkyrie bases their Wasp. I split fire from their Archer 2K and Cyclops, to take out the last AC20 unit to rally behind. Each are +0 to hit.
Our Devastator hits their Cyclops and destroys it’s LA
Their Awesome hit our Stalker’s gyro twic,e dead mech
They’ll also hit the engine twice more.
Their Dragon destroys it’s RA.
They -1 movement on our Ontos
Our Marauder hits the ammo on their Archer, boom, dead mech!
Their Cyclops blacked out and falls. They’ve taken 5 damage, likely not to wake up. Their Spider fell.
Melee!!!!
Our Griffin destroys the LL on their Spider! The rest the Left side.
Our Hatchetman hatchets their Wasp in the head dead mech! Kill!!!
We kick their Griffin to the ground, it reduced our speed on our SturmFuer by -1.
We blacked out the Cyclops, blew up the Archer legged a Spider and head killed a Wasp, four more mechs blacked out, killed or legged, but they took out a 2nd mech on our side, so they’ll keep on coming.
Turn 3 – We keep init 10-9. Close!!! I eject the Stalker. They don’t eject the Spider since it’s next to our Catapult and can fire at it. They still don’t eject the Stinger. I move away from the Spider. Our Orion bases theirs. Devastator too. Our Griffin bases their savaged Jenner, Vulcan too. They back up their Stalker. I go after the Stalker, instead of the harder to hit Orion. Both Zeuses base it. Our Crusader and TBolt too. They hull down the Griffin. Our Cataphract is based by their Hatchetman. I attack their Stalker with everything save minor fire at their Hermes II, Wasp and Trebuchet. Our Cat punches their Hatchetman in the head but he’s fine.
Our Plainsmen gets a limb blown off crit for their TBT’s RL it’s on the ground.
Our Demolisher destroys their Stalker’s LT, the LA on the ground.
Our Schrek destroys it’s CT, dead mech!!!
Their Wolverine destroys our Hetzer,
They hit our MAD’s hip, It falls.
Their Hermes II fell and the pilot blacked out.
Melee!
Our Griffin destroys the LL of their Jenner!
They eject from the legged mechs and we captured the blacked out Cyclops and Hermes II.
Salvage:
Charger 1A5 missing LT, LA, RT, and with 2 hits each gyro and engine; see below.
PXH1K – 2 gyro hits
Hunchback missing RL hit AC20; see below
Stinger missing LL; see below
Cyclops 10-Z missing LA, blacked out pilot. See below
Spider missing it’s LL, LT and LA; see below
Jenner missing LL; see below
Wasp 1K, missing H; see below
Trebuchet 7K reattach leg
Hermes II 4K, blacked out pilot.
Archer 2K – RA, LA, H, LL
Stalker LA, H, RL, LL
We fix the gyro on their Charger today and then it’s engine in 4 days. We fix the Phoenix Hawk’s gyro in 4 days, it’s ready to go. We also have the reattached leg for the TBT and Hermes II 4K ready to go. We fix the Hunchy’s AC20. Fixes! I cannot find the Charger parts, any other 80 tonners like Awesome or Victor or Zeus or Striker?? All the Victor parts, they all work. Hunchy missing RL? Yup, with that model too! It’s ready. Stinger LL? Wasp, yes. Cyclops? We’ve got it’s LA in storage! Spider’s left side? I have a Spider LL and LA. Not LT though, any other Javelin weights? Yup! It’s working in a few days. Jenner LL? Nope! That weight? Panther! I spend 500k to convert it to a JR7F. How about the Wasp head? Got hit!!!
Us:
BattleMaster 1G RA, LA, H, – battle loss is 8,501,243
Stalker hit engine x3 and gyro x3, destroyed RA; battle loss is 750k
SturmFeur - -2 movement.
Ontos – -1 movement
Hetzer – destroyed side and I cannot salvage it. Tossed a 7. Battle Loss - 664,000
Marauder – hip and savaged leg.
They savaged us good. We fix the Stalker’s engine and gyro in 7 and 2 days respectively. I need a Stalker RA to replace ours. I don’t have any of it…I use a Longbow RA, that’s the same weight. We fi the tanks. We fix the Marauder. I could replace the Hetzer with one in storage, but this company has a Demolisher and Devastator already, is a 5th one needed? I add the Zhukov from storage!!!
Abe Sargent
01-15-2025, 01:50 AM
While I am thinking about it, I send 750k per Trebuchet 7K I have to convert them to normal ones. That’s 1.5 mil for both of them.
Dec 18, 3027 – We spend three days rearming, armoring, taking apart the Hetzer, scouring the field and then raiding them too. We grabbed 5.5 mill from all three. Then we destroy their HQ and head to the JumpPoint!
January 8th, 2028 – We arrive at the JumpPoint and jump out! We’ll be in Galatea on Jan the 25th.
See you then!!!
Money Stuff!
O. Raid for LS against Drac world of Alrakis
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary – x4, x1.6. x1.4
Remuneration – None
Command – Liaison
Transport - None
22% Signing Bonus
Our salary for a month is 222,565
What we Spent:
Salary - 667,695 – Nov – Jan.
To Replace the BM - 8,501,243
Ground Battle Support – 850k total – 700k armor and 150k ammo
Battle Support – To fix aerospace stuff. 19.75 mill space stuff
Battle Loss - To Repair Our Fighters - 2,175,000
Salvage Their Fighters – 6.9 mill
To Salvage the Achilles and Leopard CV – 16.5 mill
Total we Spent: 55,343,938
What we were Paid:
Salary - 1,994,182
Singing Bonus: 438,720
Battle Loss Atlas and Stalker - 4,625,621
Battle Loss – Aquarius - 7,110,750
Battle Loss – Fighters - 6,250,000
Support – Ground – 425k
Support Air – 9,875,000
Total we were Paid: 30,719,273
Salvage - 12,250,000
42,969,273 off of that spending, so we are down 12,374,665!
War Chest: 87,233,397
END OF CONTRACT #29!!!!!!!!!!
Abe Sargent
01-15-2025, 12:29 PM
Meet our newest DropShips!!!
Achilles #5 – An escort and attack ship with 2 Small Craft and fighters. Named “Peacepact.” Captured from the DC in Alrakis, Captured from the DC in Alrakis, will be available at Galatea on Jan 25, 3058.
Leopard CV – Fighter Carrier with six spots, named “Panthera Pardus Pardus” (African Leopard genus name). Captured from the DC in Alrakis, will be available at Galatea on Jan 25, 3058.
Here are all of them right now!
JumpShips:
Merchant JumpShip named “The Star Carrier.” With 2 DropRings and Small Craft. We captured in Rollis from Pirates, Returns on Nov 28, 3027 to Galatea.
Merchant – 2 DropRings, 2 Small Craft, “Serendipitous Balance”, Captured by Arba Company, returns on Feb 02, 3058
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles, With Arba Company, returns on Feb 02, 3058
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
Invader – “Jade Camel” 3 DropRings and two Small Craft which are Aquarius.
Star Lord JumpShip, “Starry Valley,” 6 DropRings, 4 Small Craft that are DropShuttles
DropShips:
Cargo Carriers:
Mule Cargo Carrier DropShop we captured from Pirates, we named the ”Profits of Merc Life” we captured from pirates will arrive on Nov 28, 3027 too.
Mule – “Salvage Holder” Cargo Spheroid; carries 3 bays of 2715 tons each; Captured by Arba Company, returns on Feb 02, 3058
Assault Drops:
Achilles #3 - Escort and assault DropShip named the “Ares Rules of War” named after the Ares Convention all major powers signed to keep battle away from civs and then not use Mass Destruction stuff like Nukes or chemical weapons. Captured from CC world of Tsinghai.
Achilles #4 - Named the “Frontier Escort!” It has two small craft and fighters,
Achilles #5 – An escort and attack ship with 2 Small Craft and fighters. Named “Peacepact.” Captured from the DC in Alrakis, Captured from the DC in Alrakis, will be available at Galatea on Jan 25, 3058.
Avenger ”Black Panther” – Assault and escort DropShip, Captured by Arba Company, returns on Feb 02, 3058
Avenger, “Hawkeye” – Assault and escort DropShip, with Arba Company, returns on Feb 02, 3058
Avenger, “Marvelous” - Assault and escort DropShip, with Khamésh Company returns Nov 28 too.
Fighter Carriers:
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full; With Arba Company, returns on Feb 02, 3058
Leopard CV “Avenger’s Assistance” - Can hold 6 fighters full
Leopard CV “Panthera Pardus Melas” – Can hold six fighters, full
Leopard CV “Panthera Pardus Nimr” - Can hold six fighters, full, captured from the CC
Leopard CV “Panthera Pardus Fusca II” Captured from CC, full
Leopard CV – Fighter carrier DropShip with space for 6 fighters, empty, we renamed “Panthera Pardus Tulliana” (The name of the Persian Leopard). Captured from Pirates, arrives Nov 28, too.
Leopard CV – Fighter Carrier with six spots, named “Panthera Pardus Pardus” (African Leopard genus name). Captured from the DC in Alrakis, will be available at Galatea on Jan 25, 3058.
Military Carriers:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, Assault style craft.
Gazelle DropShip, named “Turrets of Diplomacy” vee carrier for 15 vees, Captured from Pirates, arrives Nov 28, too.
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters full
Union, “Sapphire Lion”, carries 12 Mechs, 2 Fighters, spheroid, used by Khamésh Company returns Nov 28.
Union DropShip, “Ruby Lion” Captured from pirates, carries 12 Mechs, 2 Fighters, spheroid – Captured by Arba Company, returns on Feb 02, 3058,
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters, spheroid
Abe Sargent
01-15-2025, 01:11 PM
Beginning of Contract #30:
We rent a Union for ῾Eono Company’s recon raid three drops away in Ryde right here in Lyran space. We will be spending 600k there and back again total. This planet is rich in Chemical industries, like making pharmaceuticals and industrial explosives and fuel.
Oct 16, 3027 – We arrive at the Zenith JumpPoint where there is a recharge station. No major issues or resistance.
Oct 27 – We arrive at the planet! We are raiding a warehouse for a new type of pharmaceutical and bringing it back to the Combine’s liaison. They have infantry and a liaison and such to secure and bring it back and ensure it’s the correct thing. No blowing it up though.
We land and secure the DropPort at a city on the Kade Continent. We use scouts to secure the garrison at the warehouse is as expecting since I don’t have fighters or the Boomerang. They’re there and a company of mechs!
We arrive an hour later and smash them all up down the block.
Here they are!
Awesome 8T – the one with 2 LRM15s and 2 LL instead of 3 PPCs. veteran
Zeus 6S – veteran
Grasshopper
Orion 1K
Centurion
Dervish
Enforcer
Hunchback
Wolverine
Commando
Wasp
Wolfhound
This is ῾Eono Company’s shakedown mission, with all elite against them as regulars. Should be easy. We are on a map with buildings, roads. trees and concrete. I‘d love to add that Grasshopper, Orion and Awesome and Hunchy to my stables. Wolfhound too!!!
This is both of ours medium mech Dervish: 55 tons, 5/8/5 movement, 10 sinks, 2 LRM10s for long range and 2 SRM2s and MLs each to give inner range bite. 7.5 tons of armor, it should be more and more sinks as well for a jumper. If you jump 5, that 5 heat and you can only fire a ML and SRM2.
https://cfw.sarna.net/wiki/images/e/e2/Dervish_RGilClan_v29.jpg?timestamp=20230311221820
Abe Sargent
01-15-2025, 10:32 PM
I create a spear formation led by our Charger. They set up on the right flank mostly,
Turn 1 – I lose init 8-7 we charge 5. Their Dervish bases our Javelin. I target that Awesome!!! We barely hurt it, it stands.
Turn 2 – We gain init 12-6. They backup their Awesome. Their Wolverine bases my Goliath’s flank. Our Vulcan to it’s rear. Their Dervish to our Catapult’s rear. I base it’s rear with our Javelin. Their asp to our BMs; rear, their Zeus bases us in the front. I target that Awesome again. Our Jav hit the engine in their Dervish. Their Awesome hits our hip in our BM which falls. Our Warhammer destroys the LL in their Awesome, which also falls. Do I kick the Dervish again or punch and try for the open CT and hit a gyro or engine again? Punch. We do punch it’s gyro once, but it stands…nasty. We also punched it’s head once…wow. Good punches!!
Turn 3 – We keep init 10-9. They don’t eject the Awesome since it’s still got weaps. Their Dervish spins and reveals it’s back to me…my BM has 7 armor left internal on it’s LL and 3 left internal on the LT so I eject it. Our Locust 1E to the rear of their Dervish. They back up their Hunch. Our Banshee bases their Grasshopper. Our Charger too. TBolt too. It’s +2 to hit I target it with everything not in a rear arc like the Locust 1E. Our Locust hits the ammo and boom, dead Dervish. Our first kill!!! It explodes and smashes our nearby stuff like the Locust that killed it badly. We hit a Hip in their Grasshopper and it falls. It’s only got 8 armor in that leg. I am going to kick it with all three adjunct and hope we finish it off but be salvageable. Our Banshee kicks off it’s head, dead mech and MW, they aren’t going to like that!!! We also destroyed it’s LA. Their Wasp fell funnily after missing a kick,
They come hot.
Turn 4 – We win init 9-6. They savaged our Banshee that turn and then we had our Locust get a rough hit. They turn the Awesome. Our Charger bases their Orion. Our Vulcan bases their Wolfhound’s rear. Ditto our Javelin and Warhammer. Our TBolt bases their Orion. Their Wolverine bases our Hammer. Their Wasp rises and moves. I back up the savaged Banshee. Other than the based Wolfhounds, ever thing at the Orion. Our Warhammer destroys the LA of their Wolfhound. Our Crusader hits a foot in the leg of their Orion. Our Banshee’s AC10 hits the H of their Orion, but no cockpit and nothing else hit it. Their Orion fell. Kicks on the Orion and Wolfhound!!! Our Charger kicks and hit the LRM ammo on the Orion, boom, dead mech!!! Our Warhammer destroys their LL on the Wolfhound and then the LT destroyed too legged!
They call it with those additional kills/legs. They eject the Awesome and Wolfhound and pull out!!!
Salvage:
Awesome 8T – with a missing LL. See below!
Grasshopper missing H and LA. See below
Wolfhound missing LL, LA and LT. See below – current value is 5,422,893 – 400k to fix
Dervish RA, H, LA, LL
Orion, H, LL, LA, RA
The Awesome is an 80 tonner. Can we get ether it’s or another’s LL? We have an Awesome part proper. The Grasshopper? No head, but yes to LA. It weighs 70 the same as an Archer, Warhammer and Cataphract. We have a Cataphract head that works!!! The Wolfhound’s left side? None, it weighs 35 tons, the same as Jenner, Panther, and the Firestarter too. I have a Panther LT and LL . no LAs by anyone else. I pay the 400k to get it operable. Yay for a new Grasshopper, Wolfhound and Awesome!!!!!!!!!!!!!!!
Us:
BattleMaster – hip, more legs stuff hit.
Abe Sargent
01-15-2025, 11:22 PM
Oct 27, 3027 – We secure the warehouse, the infantry from the Combine got the new pharmaceutical and we head back.
Nov 7, 3037 – We blast out!
We’ll arrive back at Galatea on Nov 24!
Finances!!!
Extract Raid for DC against LS world of Ryde
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary – x4, x1.6. x1.3
Remuneration – None
Command – Liaison
Transport – 50%
21% Signing Bonus
Our company costs 78,641 / month.
What we Spent:
Salary – 2 months - 157,282
Support - 850k - 700k armor they savaged us, 150k ammo
Union Rental – 600k
Total Spent - 1,607,282
What we were Paid:
Salary - 654,293
Signing Bonus – 137,401
Support - 425k
Transit – 300k
Total we were Paid - 1,516,694
We lost 90,587 not much
END OF CONTRACT #30!!!!!!!!!!!!!
Abe Sargent
01-16-2025, 12:11 AM
Oct 13, 3027 – Flavia at Galatea has her 7 recruits! Or I could try to recruit another Union for 12 MechWarriors more MechWarriors for another company, since we could probably do another. Hmmm….transport or another 7 recruits??
I recruit 7 more!
Here they are:
Erich Zann
Crystal Good
Doris Rockmeier
Aythe Zaganos
Nelle Poldermans
Yvette Coleman
Aidan Boyle
All elite.
Is that enough for another company with our previous ones?
I also have:
Robin Applebaum
Leilani Taylor
Michele Ho
Pat Sutherland
So that’s 11, I could go ahead and do an 11 unit one, but I hold off.
EVENT: October, 22, 3027 – Hanse Davion announces his marriage to Katrina Steiner’s first born daughter Melissa Steiner. Since Hanse isn’t married and has no kids, their heir will inherit both realms. They will be married on August 20th of next year. They’ll be married on Terra.
October 30 – Contracts for the Fortress, Alpha Company and Vee #2 and Leopard CV!!!!
I toss three!!!
They are:
#1. A company wants us for an Extract Raid on the Drac world of Yorii, we could be there on Nov 13. But I’d need help since it’s not open border.
#2. The Fed Suns want us for an Objective Raid against the FWL border world of Concord, two jumps from Rochelle we hit before and we could be there on Dec 12.
#3. ComStar wants us to O. Raid the Lyran world of Eaton, three jumps from Skye and we could be there on Nov 14. It’s a boring world away from everything poorly defended.
The FS or CS Raid? I’ll do the one closest on Nov 14. The ComStar one!!!!
We negotiate with CS: We’ve got 154 points. Full salvage is -50. They offer three, we counter with 1 month, 60 points used. We grab 50% Battle Loss and Support, another 25 is used, they pull 25 for x4 salary. 44 left. We do no remuneration, no transit and Liaison command. 64 left, 32% signing bonus!!!
Contract #31:
Objective Raid by ComStar on LS World of Eaton
Salvage – Full
Support – 50% Battle Loss and Straight
Length - 1 month
Command – Liaison
Transmit – None
Remuneration – None
Salary – x4. x1.6.,x1.25
Signing Bonus – 32%
See you at Eaton!!!!
Abe Sargent
01-16-2025, 12:44 AM
Beginning of Contract #31:
Nov 14, 3027 – We arrive in Eaton! We are at the Nadir JumpPoint with no traffic of a military nature at either side. We head to the planet!!!
Nov 21 – We arrive at the planet. We land and unload at a DropPort near our target. This is supposed to be a battalion like us of 12 vees, mechs, and 3 infantry. Then we can raid and destroy the target for ComStar which is a local military HQ, This world is so boring that the defenders are minor and not well done.
Our scouts and infantry arrive and verify their numbers. They are as expected!!!
They are below!
Mechs:
Awesome - vet
Victor 9B – vet
Archer 2S
Rifleman
Warhammer 6D
Centurion
Griffin
Hatchetman
Scorpion Mech -
Locust 1S
Stinger
UrbanMech
Vees:
Partisan - vet
SturmFeur - vet
Bulldog
SRM Carrier - nasty vee killer
Von Luckner
Drillson
Goblin
Hetzer
AC10 Vedette variant
Hunter
Scorpion Light vee
Striker
All regular unless stated otherwise. Weird both Scorpions are here!
Here is their and our Von Lucker, a heavy vee with 75 tons, 3/5 movement, an AC10, PPC, SRm4, rear facing LRM10, flamer and MG.
https://cfw.sarna.net/wiki/images/thumb/4/44/Von_Luckner_RGilClan_v32.jpg/800px-nca56iteknz769safl7kxq0hmcmesjy.jpg?timestamp=20230423193940
Abe Sargent
01-16-2025, 03:58 PM
We are on a map with concrete, pools, woods, hills and light rubble. I set up my spear with my Atlas prong leading!!! They set up mostly on the left corner away from us.
Turn 1 – We win init closely 10-9. I plunge 5 hexes with the spear. They flank their Warhammer down the left flank. Their Drillson flanks that side too. Their Scorpion flanks the east side and bases my Warrior VTOl hex. They kept the Victor in hills on the right side, none can see him. Can I hit that Awesome? It’s not in medium range of anything, and +0 to hit. Their SturmFuer and SRM are in the back woods I cannot easily make them out. Their Locust bases my Hopper. The Awesome can see the SRM Carrier. It’s +1 to hit. I fire at it with a few, the rest long range stuff at the Awesome, and then short range stuff at the nearest target of opportunity.
Their Scorpion tank halves our movement on the Behemoth
Our Wolfhound halves their Drillson’s movement
Our BM hits their Awesome’s gyro once
Our Warrior destroys their Hunter’s engine!!!
Our Behemoth destroyed the SRM Carrier’s front. Dead tank!!
Their Scorpion mech and Awesome fall.
Melee! No falls
Turn 2 - We lose init 9-8. I charge 5 again. They ejected the Hunter. I eject the Behemoth with savaged armor and halved speed. Their Awesome Hull Downs. Their Scorpion rises. Warrior VTols to it’s rear and Saracen and Jenner too and Maxims too. Grasshopper next to their Warhammer’s rear. Our Jav and Wolfhound next to their halved movement’s Drillson. Our Crusader to the rear of their Stinger. I target the Drillson with my Jav and Hound, the rear arc stuff to the Stinger from Crusader and their Scorpion mech. Their Awesome only has 18 left in CT, so I don’t want to overkill, I only fire at it things like SRMs with hitting that CT again for another gyro hit kill. I still can’t see their Victor, so long range at that +2 Archer in woods.
Their Vedette -1s our Von Luckner’s movement ditto their Awesome
Our Wolfhound immobilizes a Drillson!!!
Our Maxim hit the ammo in their Scorpion, mech, boom, kill!
Their Warhammer’s PPC hit our Crusader’s H, nothing internal hit.
Our Anti-Mech infantry blow the LL off the Stinger on the ground.
An SRM hits their Awesome in the head and the pilot blacks out
Their Warhammer and our Crusader fall
Turn 3 – We get back init 10-5. They eject the Drillson and Stinger. Their Urbie jumps in front of the Awesome on a sac play to save it. I hull down my Crusader. I eject the savaged Von Luckner. Our Atlas bases their Griffin. They jump in their Victor from the hidden corner, focus on it? I base it with the BattleMaster and Banshee. Their Hetzer in front of my Awesome and turns its rear to it. Our Hunch also bases their Griffin. Our Archer by the Hetzer’s rear. Our Jenner to the Victor’s rear. Saracen and VTols too. Their Warhammer rises, Jav to it’s rear again. Our Wolfhound next to their Paristain and Von Luckner,s I focus everything on that Victor i need to bring it down.
Our Demolisher destroys their Victor’s LL
Our Atlas gets a limb blown off on it to, LA.
Our Javelin hits their Warhammer’s gyro once.
Our Wolfhound immobilizes their Partisan.
Our Grasshopper destroys it’s side.
Our BM hits the ammo in their Victor – it explodes!!
Their Warhammer falls and blacked out.
No major drops from melee
They flee and we get their blacked out pilots.
Salvage:
Hunter - missing engine
SRM Carrier – We can salvage it!!! Tossed a 9.
Drillson – immobile
Partisan – immobile, destroyed side, cannot salvage tossed a 7
We capture three vees!!!
Stinger – reattach LL
Warhammer 6D with 1 gyro hit, blacked out pilot.
Awesome blacked out pilot
Victor LA, RA, H, RT
Scorpion – H, LLR, LLL, RT
We fixed the Warhammer 6D all up and down!!! The Awesome is free. We reattach the Stinger leg.
Us:
Behemoth – half movement
Von Luckner -2 movement
All done.
Abe Sargent
01-16-2025, 08:37 PM
Nov 23, 3027 – We finish rearming, armoring, and taking apart that unsalvageable Partisan (1.5 mill). Then we salvage the local HQ for 2.8 Mill too (4.3 total). Love it loads. Then we blow up the HQ!
We head back to the JumpPoint
Nov 30 – We arrive back here, and then we jump back to Galatea, see you there on Dec 14!!!
Financial Fun Times!!!
Objective Raid by ComStar on LS World of Eaton
Salvage – Full
Support – 50% Battle Loss and Straight
Length - 1 month
Command – Liaison
Transmit – None
Remuneration – None
Salary – x4. x1.6.,x1.25
Signing Bonus – 32%
Our salary for both is monthly? 129,945!!
What we Spent:
Salary - 259,890 – 2 months
Support – 1.15 Mill – 1 mil armor, 150k ammo – We were savaged armor wise as well as our Behemoth and Von Luckner and loads more.
Total Spent - 1,409,890
What we were Paid:
Salary – 1,039,560
Signing Bonus – 332,659
Support – 612,500
Salvage – 4.3 mill.
Total Paid and Salvaged - 6,284,719
What we Made – 4,874,829
War Chest – 91,708,226
END OF CONTRACT #31!!!!!!
Abe Sargent
01-16-2025, 09:49 PM
Nov 13, 3027 – At Galatea, I can grab 7 new recruits with Flavia!
Here they are:
Nieve Nierpont
Seamus Kilkenny
Mechwarriors! Elite!!!
Tanks:
Barbara Zaimukhes
Evangelia van Dam
Tonik Rabi
Ricardo Kodo
Paulie Dato
All elite to be assigned later!!!
I make a new Mech Company!!!
This is our 7th Mech Company, and it’s named Sieben Company (German for 7).
Here they are:
Capt. Nieve Nierpont, Charger 1A5, elite
BattleMaster 1D, Pat Sutherland, elite,
Michele Ho, elite, Banshee 3S
Hunchback, elite, Leilani Taylor
Left. Seamus Kilkenny, elite, Awesome
Robin Applebaum, elite, Trebuchet
Aidan Boyle, Warhammer 6D, elite,
Yvette Coleman, elite, Catapult
Left. Erich Zann, elite, Grasshopper
Nelle Poldermans, elite, Wolfhound
Aythe Zaganos, elite, Jenner JR7F
Doris Rockmeier, elite, Phoenix Hawk 1
I bought the Catapult on the 2ndry market for 6 mill.
Abe Sargent
01-16-2025, 10:08 PM
Contracts for them? I could send them out to the 2 we didn’t take! We negotiate the Fed Suns O Raid on the FWL world of Concord.
Negotiate with FS: We have 174 points for the negotiation stuff. We pull 50 for Full Salvage. 124 left. We pull 10 for countering three month length to one, 114 points left. They pull 25 for a x4 salary. 89 left. We pull 25 too for both 50% Battle Loss and Support, 64 left. They do Liaison, we add 50% Transit to hire a Union. 49 left. They don’t do Remuneration, we do 59 left. 29% Signing bonus.
Contract #32:
Objective Raid for Fed Suns for FWL of Concord
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.3
Command – Liaison
Transport – 50%
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 29%
We will arrive on Dec 25. Happy Christmas!!!
Abe Sargent
01-16-2025, 10:38 PM
Beginning of Contract #32:
December 25, 3027 - We arrive at Concord! We are in the FWL with open borders and such. No issues arriving or landing.
Our rental of the Union costs 1.2 mill total.
Dec 29 – We land on the planet uncontested by our foes. We have here on Concord nothing known like industrial, mining or agriculture or anything else. So this is a military op! We land at a DropPort around an hour and a half from their HQ Base we are heading to knock them out and smash and dash. We use scouts to verify their numbers. They are a Mech Company!
Here they are:
Stalker - veteran
Victor 9B – veteran
Marauder 3M
Orion 1K
Cicada
Hermes II 2M
Hunchback
Shadow Hawk
Wolverine 6M
Firestarter
Javelin
Locust 1M
We are on a Base map on the east side and they in the center. They are regular unless otherwise stated.
This is their beloved scout mech medium size Hermes II 2M!!!! It’s 40 tons, has a fast 8/12 movement, has 3 Mls, a Flamer and 2 MGs. We have one in Arba Company and it works well too.
https://cfw.sarna.net/wiki/images/5/56/Hermes_II_RGilClan_v26.jpg?timestamp=20230113003953
This is a nice debut battle for our latest Company!!!
Abe Sargent
01-17-2025, 09:30 PM
I set up a pincer in the middle, since there is no forest or anything to block LOS here, it’s all big stuff.
Turn 1 – We lose init 9-6. Our Charger bases their Stalker. Banshee too. Our BM and Awesome their Orion. They leap that Victor back. Our Hopper bases their Hunch. Our Hunch too. Our Warhammer to their SHD’s rear. I fire at that Stalker save for the rear attack on the SHD. Our BM hit the ammo on their Stalker, boom, it explodes, dead mech!!!!! The mech’s engine also explodes and savages us. That’s our first KO in our new company!!! Melee stuff! Their Shadow Hawk fell. Our Banshee punches the Orion in the Head and it has 2 left, hit’s nothing internal. It and their Hunch fall, none of ours do though.
Turn 2 – We grab init 10-9. Our Banshee and Charger base their Victor. Their Hunch rises and bases our Charger. Our Grasshopper to its rear. Our Hunch to it’s side. Their Shadow Hawk rises, our Wolfhound in it’s rear. Our PXH to the Cicada’s rear. Their Orion tried to stand, failed, and blacked out!!!! I move my Warhammer to it to destroy the Head with two damage left. Our Charger hit the RL lower leg on their Victor. Our Warhammer took out the head of their Orion, dead mech!!! Then it’s PPc hit their Victor in the H, again, no crit, but just 2 armor left. Our Hunch hit a engine on their Victor. Our Hopper this the AC20 ammo on it’s rear attack on their Hunch boom, dead mech!!! Their Victor hit our Banshee’s head in a through armor crit but hit nothing. Our Awesome destroys it’s RL. Our Banshee annoyed at the head hit from it hit their Victor in the head too, and it’s down. Dead mech!!! Our Hopper fell. Melee!!! Their Shadow Hawk fell again, our PXh it the Hip in their Cicada, but it’s standing
Normally, after savaging them like that I feel most units would try to turn it around, but with both Assaults and both AC20s and their Orion gone and three units in one turn, all they have left with any size is that Marauder, and it cannot stand up to punishment, a Thunderbolt or another Assault sure, but we’ve lost nothing. They flee.
Salvage:
Stalker – RA, LT, H, LL
Hunchback – RA, LA, LL, H
Orion 1K – Missing H; see below.
Victor 9B – Missing H, RL, with hit engine; see below,
We repair the engine on the Victor 9B in 2 days. Do we have its H and RL? Yes to both! This is the more durable 9B with AC20,15 sinks, 2 Ml and an SRM4 with 184 armor to the 9As’ 136 armor, and MG and 2 Flamers. The 9B is actually the default base version over the 9A, weirdly enough. The Orion mech? Got it’s Head, it’s fixed too. Love that Orion as you can tell.
Us:
We had armor savaged in explosion and kicks and two AC20s and close range. Nothing major though elsewise.
Abe Sargent
01-17-2025, 09:47 PM
Dec 31, 3027 – We finish spending two days salvaging their HQ and blowing it up. We grabbed 1.65 mill
We head back to the JumpPoint, find nothing and will be back on Feb 12, 3028.
Money Stuff!!
Objective Raid for Fed Suns for FWL of Concord
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.3
Command – Liaison
Transport – 50%
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 29%
Our salary is 78,461 per month
What we Spent:
Salary - 156,922 – 2 months
Support – 800k total 750k armor and 50k ammo
Renting Union – 1.2 mill
Total we Spent: 2,156,922
Total we were Paid:
Salary - 652,795
Signing Bonus – 189,310
Support - 400k
Transport – 600,000
Salvage – 1.65 mill
Total we were Paid and Salvaged: 3,492,105
Total Made: 1,335,183
War Chest: 84,543,409
Good job!!!
END OF CONTRACT #32!!!
Abe Sargent
01-17-2025, 10:31 PM
Nov 24, 3027 – ‘Eono Company returns. They are coming back from their initial contract!!!
Nov 28, 3027 - Khamésh Company and their captured stuff arrives. This was their initial contract against the Pirates and all of that stuff is now back and free to use like that Highlander or Guillotine 4L. Plus our captured Drops/Jumps, like that Vee Carrier Gazelle we hand them out. They had their own Union we had not rented called the “Sapphire Lion” plus a Leopard CV and Avenger we sent with them.
Nov 30 – Flavia takes contracts for ‘Eono and Khamésh!
We get…3!!!
#1. The Fed Suns wants us to Extract Raid a FWL world of Savannah which is the home of Shipyards to land and extract info. We could be there on Dec 27
#2. ComStar wants us to O Raid the Lyran world of Thorin which is 3 jumps we could be there on Dec 13.
#3. The Lyrans want us to O Raid the FWL border with them world of Megrez. It’s pretty far away, we could be there on Jan 12, 3028.
Let’s do the first two!!!
Negotiate with FS: We have 174 points. We negotiate full salvage, 124 left. They want 3 months, we talk them to1, 114 left. We do 50% Battle Loss and Straight Support, they do x4 salary 64 left. We are sending our Union here, we add 10 74 left. Then they do Liaison, us no remuneration. 74, 37% signing bonus
Contract #33:
Extract Raid for Fed Suns for FWL of world of Savannah
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.3
Command – Liaison
Transport – NA
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 37%
I’ll send everything from Khamésh Company‘s fleet.
Negotiate with ComStar: We start with 156. We do full salvage for 50, one month for 10 (96), 25 for Battle Loss and Support (71), x4 salary 25 points, (46), Liaison, we grab 15 points for 50% to rent a Union for three jumps. (31) no remuneration (41) 20% signing bonus
Contract #34:
Obj. Raid for ComStar against Lyran world of Thorin
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.2
Command – Liaison
Transport – 50%
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 37%
I’ll send ‘Eono with a rented Union for a three jumps (300k there and another 300k back).
Abe Sargent
01-18-2025, 12:05 AM
Beginning of Contract #33:
Dec 26, 3027 - Khamésh Company and their Invader JumpShip, Leopard CV, Avenger and Union with 2 fighters and 12 mechs arrive in Savannah. Since it’s not on the border it’s less patrolled. Our goal is to land on the planet, raid a HQ with plans and stuff for their latest ship yards and then leave. Also on planet is a factory of Technicron Engineering that makes QuickDraws and Awesome, but we are extracting that info on it instead. No one attacks us but since we aren’t aimed at the Technicron Engineering factory or the Shipyards.
Jan 4, 3028 – We land at the DropPort HQ with the plans and such. We don’t want to be too obvious so no scouting with fighters here. We scout with our mechs and find out that this is as expected. One company of mechs here defending.
Here they are:
Awesome – elite
Goliath – elite
Grasshopper
Quickdraw
Rifleman
Assassin
Dervish
Hatchetman
Whitworth
Javelin
UrbanMech
Wasp
All vets since this place is pretty valuable. I didn’t roll the Quickdraw or Awesome, I just included them.
This is our Whitworth and theirs too, a 40 ton Medium mech with 4/6/4 movement, 2 LRM10s, 10 heat sinks, strong 128 armor, and three backup MLs. Love them.
https://cfw.sarna.net/wiki/images/c/c1/Whitworth_RGilClan_v30.jpg?timestamp=20230322013931
We are using the same base map as the one in the Pirates first base, with craters and such. All buildings are level 1 and don’t block LOS. There are roads and such though.
Abe Sargent
01-18-2025, 10:24 PM
Since I don’t have much space, I do add my folks into a Trident with my Atlas and BM on the edges and the Banshee in the middle.
Turn 1 – We win init 10-5. Wowzer Bowzer!!!! I move five for my stuff. Their Dervish flanks our right flank fast. Their Assassin bases my Trebuchet. I focus fire on that Awesome. It falls.
Turn 2 - We keep init 6-5. Huh. I move five here too. Our Orion bases their Hatchetman. Their Hopper bases my Stalker. Their Assassin bases my Warhammer’s flank. Our Hopper bases it. Our PXH too. Their Jav to our Atlas’s rear. Our Jenner bases it. Their Wasp bases our Orion’s rear flank, our Locust it. Their Awesome stood. I focus all fire on the Awesome save for rear arcs on it that can see it. It moved next our BM. Our Stalker destroys it’s LA. Our Warhammer hits it’s gyro and engine once each. Our Stalker two more times, immobile mech!!! That’s his 4th kill!!! It falls and destroys the RT, RA on the ground. Melee!!! We kick and get a LL destroyed on the Assassin, damaged rises to the LT, hits the ammo, boom!!! Kill by PXH!!! No falls.
Turn 3 – We keep init 9-3. No 5!!! They eject the Awesome. My Atlas bases their Whitworth. Our BM on the other side bases it. Their QD bases my Atlas, our Banshee bases it. Their Dervish bases the Banshee’s rear, our PXH to its rear. Their Hopper our Banshee’s flank, our Stalker it and the Dervish, their Jav our Stalker and PXH, our Orion the Hopper’s rear. Their Hatchetman us still. Our Jenner in the Jav’s rear. Their Wasp to our Orion’s flank. Our Locust near their Jav too. Our Hopper bases their’s flank. If I can leg a Hopper, Jav and Whitworth this turn that’d be great. I focus fire on that +3 QD. My range mechs on their Rifleman, like Warhammer, and such.
Our PXH hit the Dervish’s ammo from rear attacks, boom, dead mech!!!
Our BM hit the QD’s ammo, boom dead mech! That’s his 4th kill!!!
Our Orion fell, we’ll need to leg the Hopper with just the Stalker and Hopper.
Melee kick time!!!
Good news and bad news! Their Hopper fell but wasn’t legged, because we only had two kicks a they hit a different leg. Our Locust did leg their Jav though’s LL and that’s nice. Their Whitworth survived both assault kicks, wasn’t legged and didn’t even fall!!!
They flee and eject the legged Jav and hit the hay. We capture the field with 5 mechs killed or legged!!!
Salvage:
Assassin 21 LA, RA, H, RT,
Dervish – RA, H, LL, LA,
Quickdraw – H, LL, LA, RA
Awesome missing LA, RT, three gyros, two engine. See below.
Javelin 10N – missing LL. See below.
We fix that Awesome’s gyro in 4 days and the engine in 2. Do we have Awesome parts? None of them, other 80s? I have both on a Victor’s body. They work!!! We’ve got a Javelin LL in storage. I spend 250k to convert it to Jav 10F.
Abe Sargent
01-18-2025, 11:21 PM
Level Up:
Dilgassa Muthemba in the Stalker 3H killed his 4th kill, is elite, and will get edge: 1
Melek Matacena in the BattleMaster 1S killed his fourth with the QD, is elite and will get edge: 1 too.
While I am thinking about it, I update Tres Company’s Victor 9A to a 9B and Longbow OW to 7Q. This costs 2 mill. Then for 750k I update Alpha’s bad base JagerMech JM6-S to the one with armor and LRM15s called JM6-A. I also spend 805k to fix the Trebuchet K and then 500k to convert it to the normal one and upgrade a Longbow in storage too for 1 mill. Total spent – 5,055,000. War Chest - 79,248,409
Jan 6, 3028 – We spent a couple of days salvaging their HQ for stuff and found 1.95 mill we can take that aren’t part of what they need. We blow it up and then leave for the JumpPoint!!!
Jan 15 – We leave Savannah!!! We’ll return on Mar 8 on Galatea!!!
Contract Stuff???
Extract Raid for Fed Suns for FWL of world of Savannah
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.3
Command – Liaison
Transport – NA
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 37%
What we Spent:
Salary - 314,084 – two months here and back but fast here.
Support – 750k total – 650k armor, 100k ammo
Total Spent - 1,064,084
What we were Paid:
Salary - 653,294
Signing Bonus - 241,719
Support – 375k
Salvage – 1.95 mill
Total Paid and Salvaged - 3,220,013
Total Made - 2,155,929
War Chest – 81,404,338
END OF CONTRACT #33!!!!!!!!!
Abe Sargent
01-18-2025, 11:53 PM
Beginning of Contract #34:
Dec 13, 3027 – We arrive in Thorin with our rented Union and ‘Eono Company!!! It’s Lyran so nothing major here to face us.
Dec 19 – We arrive at the planet and begin to scout out stuff to verify that they have stuff. Thorin was a very great early colony due to it’s closeness to Terra, the University of Thorin and much more. Our scouts confirm they have the company for us to take out and then we’ll smash them.
Here they are!
BattleMaster - veteran
Stalker - veteran
Archer 2S
Marauder
Centurion
Shadow Hawk
Trebuchet
Vulcan 5T – yay!!!
Wolverine
Commando
Valkyrie
Wasp
This is their and our Vulcan 5T a medium mech with 40 weight, 5/8/5 movement, variant close range with 4 ML, 12 sinks, 1 flamer and MG and 2 more tons than then 2T.
https://cfw.sarna.net/wiki/images/6/6a/Vulcan_RGilClan_v30.jpg?timestamp=20230322013710
We are on a base with no trees and such.
Abe Sargent
01-19-2025, 12:01 PM
Turn 1 - I set up on the west side, they on the east. I have my Banshee in the center position flanked by BM and Charger 1A5. Their mass stuff on the south flank, just the Stalker and a few lights and mediums in the north. They win init 11-7. I charge 5. Their BM doesn’t charge me on the south flank but heads south. I fire at that BM with a +2 to hit. An SRM Missile hits the head of it, it falls, and gets knocked out. Chance for killing it with head shots
Turn 2 – We win init this time, 8-7. I get near their grounded BM to shoot it’s head in. Our Charger BM and Thunderbolt base it. Our Banshee bases their Stalker. I need to keep it distracted. Their Archer bases my Charger’s flank. Our Goliath to it’s rear our CRD to it’s flank, no kicks. Their Vulcan and Wolverine in the top base our Banshee. Our Dervish to the Wolverine’s flank. Our Vulcan in their Archer’s flank with jumps. Our Catapult to their Wasp’s rear. Our Locust to their Wasp and flank of Wolverine, their Shadow Hawk bases our Catapult. Our Jav to their Vulcan’s rear. I focus fire in the south on the BM if it’s aimed like lasers or ballistic. Everything else into that Archer there. Weapons fire on the north on that Stalker or rear arcs they’ll always win. Our BattleMaster destroys it’s head. Our Warhammer blows off the RA of the Stalker on the ground. Their Stalker stood and needed a 9. We kick their Stalker, Vulcan and Archer to the ground, they kick our Catapult to it. No legs lost. They destroy our Banshee’s RA.
Turn 3 – This is their turn of vengeance. We keep init 11-9. Our BM bases their Marauder. Their Archer rises. I base it with my Thunderbolt in it’s left where it’s savaged LL is left with 15 internal armor, for kicks and such too. I get up and back up my Catapult. Their Stalker hulls down. Our Crusader to their Archer’s rear. Our Charger bases their Marauder our Vulcan it’s rear. Their Vulcan rises. For my Banshee I have just 3 internal left on the LL and the destroyed RA. I eject it. Our Locust next to their Vulcan’s left flank with the bad LL. Their Wasp hops on a building, with the savaged Legs, our Jav leaps up after. I split fire with the Archer, Marauder on the south and at the Stalker on the north save for the Locust at their Vulcan.
Our Tbolt hit the hip on the LL of their Archer. It stands
Our Goliath hit their Stalker’s H, dead mech!!!
Our Warhammer hit the ammo and it explodes and isn’t salvageable
Their Valkyrie hit a foot on our Warhammer’s leg.
We dropped their Archer to 2 internal on the LL. Their Marauder stands.
Melee time!!!
Our TBolt kicked and legged their Archer’s LL.
Our BM kicked, destroyed their Marauder’s LL, it went to the Lt, hit the ammo and explodes, dead mech!!
Our Javelin legged their Wasp’s LL on the ground.
Our Locust kicks their Vulcan to ground, on the way it hits the savaged LL and breaks it, legged mech.
With two Assaults dead, one heavy dead and the other on the ground and a pair of legged scouts, they call it. They eject the Vulcan, Wasp, and Archer and leave. We have won the field of battle with half of them savaged, or missing legs.
Salvage:
Marauder RA, H, LA, RT
Stalker RA, LA, RL
BattleMaster 1G – Missing H, see below
Archer 2S missing LL; see below
Wasp 1A missing LL; see below
Vulcan 5T missing LL; current value – 3.108 – to fix 450k
Lots of LLs taken out!!! Do we have a BM head in storage? Nope! Any other 85 tonners? That’s Longbows and also other Stalkers, but that didn’t have a head salvaged. We have another Stalker Head, yup! Archer leg? Yeah we have one in Archer2K style, it’s ready. Wasp left leg? Nope, other 20 tonners like Stinger? Nope but Locust yes. It’s ready. Vulcan 5T’s LL? Nope other 40 tonners? Nope! I spend 450k to fix it. We grabbed a BM, Archer and Vulcan!!!
Us:
Banshee missing RA; Battle Loss cost – to fix 900k.
Warhammer foot actuator
Do I have a spare RA for our Banshee? Got it! Fixed!!!
Abe Sargent
01-19-2025, 01:51 PM
Dec 21, 3027 – We salvage and blow up the HQ. We find about 1.75 mill of stuff to sell!!!
I blast out and return on Jan 8, 3028.
Contract Stuff!!!
Obj. Raid for ComStar against Lyran world of Thorin
Salvage – Full
Length – 1 Month
Salary – x4, x1.6, x1.2
Command – Liaison
Transport – 50%
Support – 50% Battle Loss and Straight Support
Remuneration – N/A
Signing Bonus – 37%
Our salary monthly is 78,641.
What we Spent:
Salary – 157,282 – 2 months total
Transport – 600k
Support – 650k, 550k armor, they savaged our Banshee, but less so other stuff. 100k ammo
Total Spent: 1,407,282
What we were Paid:
Salary – 603,962
Signing Bonus - 223,466
Battle Loss – Banshee Arm – 450k
Transport – 300k
Salvage – 1.75 mill
Battle Damage – 325k
Total Paid and Salvaged: 3,652,428
Total Made - 2,245,146
War Chest - 83,245,484
Nice rise in mechs and cash too!!!!!
END OF CONTRACT #33!!!
Abe Sargent
01-19-2025, 02:45 PM
Dec 13, 3027 – At Galatea, Flavia’s recruitment hits again. This is the month we captured the Leopard CV in the DC Attack, so we’ll need to recruit Fighters with folks for it. I wanted to finish our tanks company we were building or a Union, but that’s not going to happen.
Flavia’s Recruits:
Veteran, Shilone, (Medium), Elida Hasegawa
Veteran, Lucifer (Medium), Nathan Sommers
Veteran, Transit (Medium), Ioan Burtescu
Elite, Stuka, heavy, Anaghadru Junanker
Veteran, Walter Fafaiol, light, Seydlitz
Elite, Arsinee Perrier, Riever,m heavy
Welcome!
I also grabbed another Tank Guy:
Elite Dispossessed tank guy named Magnus Angell
Dec 14, 3027 – Alpha and Vee #2 arrive and their Fortress, Avenger and Leopard CV
Dec 23, 3027 – Stephen’s tank Company returned from his Cadre/Garrison work! He recruits some more tank guys:
Elite, Tank, Dispossessed:
Vedvalli Wadekar
Linda Berndsson
Bryan Barerra
Afraah Hanbal
Ealga Donaldson
Rosabella Carlos
Plus:
Barbara Zaimukhes
Evangelia van Dam
Tonik Rabi
Ricardo Kodo
Paulie Dato
12 total! We make another Vee Company!!!
Vee Company #6:
Capt. Devastator, Vedvalli Wadekar, elite
Demolisher, Linda Berndsson, elite
Brutus, Magnus Angell, elite
Von Luckner, elite, Rosabella Carlos
Left. Schrek PPC Carrier, elite, Afraah Hanbal
Hunter, elite, Ealga Donaldson
Zhukov, Bryan Barerra, elite
Rhino, Barbara Zaimukhes, elite
Left. Evangelia van Dam, Drillson, elite
Maxim, Tonik Rabi, elite
Condor (Liao), elite, Ricardo Kodo
J. Edgar Hovertank, elite, Paulie Dato
I bought the Rhino for 4.5 mill and J. Edgar for 800k.
Abe Sargent
01-19-2025, 09:01 PM
Dec 30, 3027 – Contracts!!! We take contracts for Alpha, Vee #2, #6 and other tank stuff. Flavia and Stephen!!!
I toss and we’ve got…2
Contracts:
#1. The Combine wants us to O Raid the Fed Suns border world of Mara one jump from our Home World of Mallory’s World, we could be there on Feb 2.
#2. The Lyrans want us to O Raid the border FWL world of Uhuru, we could be there on Jan 30.
I’ve got tons of vees, but just one company of mechs. It looks like the Mara one could be done with vees since it’s a lance of mechs and 12 vees, so I could in Vee #1 or #5 or #6. Or two. Then I can do our battalion against the Uhuru which all have similar sizes of one company o’ mechs, vees and infantry each.
I do both!!!
Negotiate with DC: I start with 165 points! We pull 50 for Full Salvage, 115. They ask for 3, we pull to 1 month, 105. We pull 25 for 50% Battle Loss and Support too. 80 left. They pull 25 for x4 salary 55 left, no transit, 65 left. They want Liaison, we do no remuneration, 75 left – signing bonus of 37%.
Contract #34:
Obj. Raid by Draconis Combine for Fed Suns world of Mara
Salvage – 50%
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Transit – None
Salary – x4, x1.6, x1.2
Command - Liaison
Remuneration - None
Signing Bonus of 37%
I will send our Condor and Gazelle Drops with space for 35 vees and then both vees of #6 to give them a battle damage stuff and #5 too for similar reasons to bloody them. Although #1 has loads of non-elites, so I send in #1 and #6. Stephen won’t be going with them and stating here to recruit with Flavia and help their kid.
Negotiate with LC: We start with 150 points. We do all of the same as the Combine, but a 30% signing bonus.
Contract #35:
Obj. Raid by Lyran Commonwealth for Free Worlds League world of Uhuru
Salvage – 50%
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Transit – None
Salary – x4, x1.6, x1.4
Command - Liaison
Remuneration - None
Signing Bonus of 30%
We will take our battalion and Alpha Company, Vee Company #2, infantry and Leopard CV and Avenger to head out.
EVENT End of 3027 – By the end of this year, the new vee called “Cellco Ranger UPU-3000” is widely available now. It’s a light vee with designed for law enforcement. Also super secretly this year the Black Box FTL communication device outside of ComStar use was developed by the alliance of the Federated Suns and Lyran Commonwealth to use behind the scenes for off-grid communication.
Abe Sargent
01-19-2025, 09:38 PM
Beginning of Contract #34:
Feb 1, 3028 – We arrive in Mara at their Zenith JumpPoint with a charging station. There’s a ton of traffic here. There’s tons of traffic there but no one is coming at us. We head to the planet.
Feb 17 – We arrive at the planet!!! Mara is a big breadbasket world for the Suns and makes tons of food for exports and Industrial Mech. We are here to destroy a garrison around a company that makes ForestyMechs. We can raid and capture them and sell them and then destroy the HQ and leave. They have Chainsaws as weapons. We land very our foes with infantry and vees and unload and attack!!!
Here are our foes!!!!
Mechs:
Awesome – veteran
Crusader 3D
Enforcer
Wasp 1D
I’d love to capture that Crusader variant with the better heat sinks and maybe another Awesome.
Vees:
Behemoth – veteran
Ontos - veteran
Schrek AC Carrier – veteran
Von Lucker – K100- variant with 2 AC20s, and then SRM 6 and less armor at 144 vs 176 for ours.
Zhukov
Condor (Davion) – 2 AC2s, and 2 MGs.
Goblin
Maxim
Vedette
Scorpion
Skulker
Striker
They are regular unless otherwise mentioned. I’d love that Von Luckner or Ontos.
We are on a city map with trees, light woods, concreate and rubble.
This is their and our Zhukov, it’s a 75 ton heavy tank with 2 AC10s, 1 SRM6, and 3/5 movement:
https://cfw.sarna.net/wiki/images/thumb/c/c9/Zhukov.jpg/800px-1tgi1k3ya4jnj1t3833mdg67h2m5ews.jpg?timestamp=20191014010538
It looks like it was introduced in 3030, so we’ll stop using it, don’t know why it’s showing up in my MegaMek for this era.
Abe Sargent
01-20-2025, 10:20 PM
They are setting up in the far right corner, but us around the center leftish with a few windows.
Turn 1 – We win init 9-4. I charge 5. Only their Awesome and Crusader on the left side. Their Maxim flanks us. I flank my Condors and Maxims to it. Their Crusader bases my Condor and Drillson. I fire at the Crusader which is +3 to hit in forest and around 3 to 5 hexes away. Ideally I can take it down without an ammo explosion. Should I split targets with the tanks here like their Condor and Maxim? The Maxim is +4 and the Condor +5 and they’ve got solid armor. Their Wasp is in the middle at +3 but further away. I target the Ontos and Schrek with long range stuff, since it’s one better than the Condor and lighter armor.
Our Drillson -1s their Maxim movement
They -1 movement our Patton
Our Rhino destroys their Ontos
Their Crusader fell and blacked out with two hits..
Turn 2 – We…win 7-6. I move up to the Crusader and try to shoot off it’s damaged RL with 6 left external and 15 internal. I’ll leave their H. I don’t want to annoy them if we kill it. I charge 5 elsewhere. They move up the Zhukov. Their Awesome charges, uh oh. I flank down the right side.
Our Von Luckner destroys their Crusader’s RA.
We hit the hip in it’s RL.
Our Maxim halves the speed of their Condor
We turret lock their Zhukov
Our Brutus #2 halves and -1 speeds their Zhukov.
Our Behemoth immobilizes their Maxim
Our Pegasus immobilizes their Schrek AC Carrier
They Destroy our Brutus #2’s front.
Our Rhino destroys the front of their Von Luckner!
We didn’t destroy the Crusader leg, but it’s at 2.
They broke my Devastator’s turret
Turn 3 – This is their turn to try and turn things around. We win init 10-7. They eject the Schrek and Maxim. I creep three. They ejected the Zhukov too. They turn their Awesome, I put tanks in it’s rear arc. Their Condor is -1 to be hit, so everyone will be firing at that Awesome and Condor.
Our Devastator hits their Vedette’s front, dead tank
It halves the movement of their Behemoth
Our Zhukov destroyed their Awesome CT, dead Mech!!!
Our Vedette destroyed the Crusader’s RL. Legged!!!
Our Maxim destroyed their Behemoth’s engine!!!
Their Wasp immobilizes our Devastator
Our Rhino destroys the left side of their Condor!! Dead tank!!!!
Their Wasp kicks and destroys our Devastator.
They have destroyed two of our tanks and we’ve taken out two of their Mechs, one Assault, and all assault and heavy vee and then also a Maxim, Vedette, Condor too. They flee. We capture the blacked out Crusader pilot.
Salvage:
Ontos – destroyed front, we…..can salvage it!
Maxim - immobile
Schrek – immobile
Von Luckner – destroyed front, we cannot salvage it
Zhukov – halved speed and -1, turret locked, ejected
Vedette – Destroyed front dead tank. I cannot salvage it had a 7.
Behemoth – Destroyed engine; current value is 2.4 mill; to fix 700k
Condor (Davion) – destroyed left side, we can salvage it.
We grabbed a new Ontos, Maxim, Schrek AC Carrier, Zhukov, Condor (Davion). I pay that 700k to fix up the Behemoth too, we cannot salvage the AC20 dual wielder Von Luckner or Vedette. I spend 300k to change that Condor to a Condor (Liao).
Awesome – LT, LL, RT, RL
Crusader 3D missing RL, RA; See below
Do I have Crusader RL and RA? Both!!! It’s added.
Us:
Patton speed
Brutus #2 from #6 company destroyed, I can salvage it, tossed an 8.
Devastator – unjam turret -1 speed, immobile, destroyed rear. I tossed a 7 and cannot salvage it.
We cannot salvage the Devastator. We replace it with one from storage.
Battle Loss Devastator - 4,127,850
Abe Sargent
01-20-2025, 11:26 PM
Feb 20, 3028 - We salvage the battlefield and take apart the Vedette and Von Luckner. We find around 850k, and then captured a lance of ForestryMechs and sell them for 1 mill each (they are worth 1.1). 4 Mill made, we also destroyed the area as per our request.
We salvaged and sold 4.85 mill.
We blast out and will return on March 25, 3028
Is it time for a…Contract?!?!?
Obj. Raid by Draconis Combine for Fed Suns world of Mara
Salvage – 50%
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Transit – None
Salary – x4, x1.6, x1.2
Command - Liaison
Remuneration - None
Signing Bonus of 37%
Our Salary for Vees 1 and 6 per month is 116,868
What we Spent:
Salary – 350,604, 3 months, Jan - Mar
Support – 650k – 550k armor and 100k ammo
Total Spent: 1,000,604
What we were Paid:
Salary -897,546
Signing Bonus – 332,092
Battle Loss of Devastator: 2,063,925
Support – 325k
Salvage and Sales – 4.85 mill
Total Paid and Salvaged: 8,468,563
Total Made: 7,467,959
War Chest: 85,213,443
END OF CONTRACT #34!!!!!!!!!!!
Abe Sargent
01-21-2025, 12:05 AM
Beginning of Contract #35:
Jan 30, 3028 - Our Fortress, Leopard CV, Avenger, Invader and Alpha and Vee Company #2 arrive in the Uhuru system at their Nadir JumpPoint, no major stresses here.
Feb 05 - We land on the planet of Uhuru. We are here to raid an HQ by someone fun. This is their HQ of a mixed Battalion like ours. We scour and verify their numbers, here they are!!! All correct!
Marik Defenders at Uhuru!
Mech:
Banshee 3M - veteran
Zeus 6T – veteran
Marauder 3M
Thunderbolt – yay!
Warhammer 6R
Blackjack
Centurion
Cicada
Vulcan 2T
Locust 1M
Spider
UrbanMech
Vees:
Partisan - veteran
SturmFeur – veteran
Brutus
LRM Carrier
Von Luckner K70
Condor
Goblin
Vedette
Harasser Laser Platform
Hunter
Scorpion
Skulker
All regular unless otherwise stated. We are on the 2nd AeroBase map. I’d love me another TBolt!! Or Banshee 3M to turn to 3S which we adore or Vulcan 2T to 5T or another Spider one of my fav scout Mechs. I’d also love that Brutus and SturmFeur. Or even a Hunter.
This is our and their Banshee in Alpha Company. It’s an assault 95 ton mech! Their 3M aren’t has 2 PPC, 2 ML, 1 Sl, 4/6 movement and just 16 sinks. Our 3S drops the engine to 3/5, AC10, 2 PPCs, 21 sinks, 4 ML, 2 SL, and an SRm6 to find those holes. We started with one on our group and love it loads!!!
https://cfw.sarna.net/wiki/images/thumb/5/58/3025_Banshee1.jpg/332px-8jjt9bhsp9cudeg39f6t1m0xcqa0bkf.png?timestamp=20221127143235
Abe Sargent
01-21-2025, 10:43 PM
I deploy my Atlas spear. No trees to hide in, but now my JagerMech has armor! They deploy their heavy stuff in the south and lighter stuff in the north.
Turn 1 – We lose init 7-4. I charge 5 in the southern flank. Our Archer on their Condor, our Awesome and Crusader base it in the northern flank. Their Banshee crosses to the northern flank and bases my Awesome’s right flank. They are moving the Thunderbolt and Warhammer north. Our Grasshopper to their Basnhee’s flank but I cannot kick it. I fire short range weapons at that Banshee and long range at the LRM Carrier and Partisan. Try to take out them both, and then extra fire at that Hunter.
Their Partisan halves our Behemoth’s movement; their Warhammer the other half reduced
Our Banshee destroys the Partisan’s front - dead tank! That’s Thebe Medupe’’s 4th kill!!!
Our Saracen destroys the LRM Carrier front, dead tank!! That’s her 4th kill she’ll level up!!!
Our Crusader destroys the front of their Hunter, dead tank!!!!
Our Javelin destroys their Banshee’s LL it falls and is legged!!!
Melee! If I can kick kill a Condor that would be awesome possum!!!
Their Condor survived four kicks, no minuses to speed or anything.
They lost a quartet of stuff and cannot keep this up long.
Turn 2 – We grab init 9-6! They eject the Banshee, yay!!! I eject our Behemoth. I charge our southern pointed flank 5 towards their Marauder, Von Luckner and SturmFeur. Saracen and Wolfhound to their Zeus’s rear. My Archer bases their Centurion and Brutus. Crusader too. Our Hunchback bases their bad Vulcan. Our Jenner bases their Condor and Cicada and Vedette and Scorpion. Their Spider bases our Awesome that could only move three since it was hot. I base it with our Grasshopper. Our Jav next to their Locust. On the south I focus on that Thunderbolt, north and such targets of opportunity but usually that TBolt too.
Our Demolisher’s AC 20 hits the TBolts head, dead mech!!! We also destroy it’s LA and CT, dead mech.
Our Wolfhound hit the gyro on their Zeus in the rear attack once. Our Saracen another gyro hit, dead mech!!!
Our Jav destroyed their Locust’s LL, LA, LT and hit the gyro once and engine once too.
Anti-Mech infantry hit it’s RA and another engine hit.
Our Saladin AC20 destroyed their Skulker’s side - That’s Morgan Tall’s 4thkill too.
Our Archer fell, no kicking the Brutus.
Their Locust fell and destroyed it’s CT.
Melee! Can we leg the Spider? Or destroy that lucky Condor?
Our Hunch kicks their Vulcan to the ground with a hip hit
Our Crusader -1s their Brutus’s movement
Our Awesome legs their Spider and destroyed it’s RL
Our Jenner immobilizes their Condor.
Normally, I feel that a group would want at least three turns to try this. The first turn they lost an Assault tank, heavy vee, light vee and their Banshee was legged and was ejected. Who are they rallying around this turn? The unwounded Thunderbolt and Zeus. Now we gyro killed the latter, destroyed the CT and H of the former and then also legged a Spider, destroyed a Locust and a Skulker and immobilized a Condor. Are they going to keep throwing in meat into that grinder?
We ejected the Behemoth but none of our units have been badly damaged and they just don’t see the rally point, a Warhammer’s 10 tons of armor or a Marauder? That Von Luckner or SturmFeur, not enough, so they fade.
We win this battle!!!
Salvage:
Partisan, destroyed front, we can salvage it, tossed a 10.
LRM Carrier destroyed front, we toss an 11 and can salvage it.
Hunter – destroyed front and I cannot savage tossed a 5.
Skulker – We can salvage it and tossed a 8.
Condor – immobile
We can salvage everything not the Hunter, insert sad face here.
Spider missing RL; current value of 2.452 mill, to fix 500k.
Banshee 3M missing LL; see below
Zeus 6T with two gyro hits
Thunderbolt RL, RA, RT, LT, LL
Locust 1M H, RL, RT
Can we fix the Spider’s RL? None of theirs, but it’s 30 tons any of them like Javelins or Urbies? None, Valkyries either. I spend that 500k to fix and get ready!!! Banshee LL? Yup! Got that part. I spend 1 mill to turn into a 3S. We fix the Zeus today.
Us:
Behemoth movement
Fixed!!!
Abe Sargent
01-21-2025, 11:44 PM
Level Up:
Racheal Alvarez in the Saracen. She was veteran, now she’s got +1 gunnery
Thebe Medupe in the Banshee fourth kill!!! They are regular, so +1 gunnery
Morgan Tall in the Saladin is elite, so she’s getting +1 piloting to 2/2
Feb 08 ,3028 – We spend three days taking apart the Hunter for parts and salvaging their HQ for parts. We grab 2.15 mil total from them all.
We blow up the HQ and head back to the JumpPoint here in Uhuru.
Feb 14 – We arrive at the JumpPoint and load up and head back to Galatea, we’ll be there on Mar 14.
Contract time??????????????????????????????
Obj. Raid by Lyran Commonwealth for Free Worlds League world of Uhuru
Salvage – 50%
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Transit – None
Salary – x4, x1.6, x1.4
Command - Liaison
Remuneration - None
Signing Bonus of 30%
Our salary monthly for these two are 129,945 total.
What we Spent:
Salary – 3 months - 389,835
Support – 400k total – 300k armor, barely touched save for the Behemoth and 100k ammo
Total Spent - 789,835
What we were Paid:
Salary - 1,164,307
Signing Bonus – 349,292
Support - 200k
Salvage – 2.15 mill
Total Paid and Salvaged - 3,863,599
Total Made - 3,073,764
War Chest - 87,787,207
END OF CONTRACT #35!!!!!!!!!!!!!
Abe Sargent
01-22-2025, 12:38 AM
Jan 08, 3028 – ‘Eono Company returns to Galatea! They had that raid.
Jan 13, 3028 – At Galatea, our monthly recruit is here with Flavia and Stephen. We can either get a Drop/JumpShip like a Union or Invader or 12 dispossessed enough for another company.
I do a Union, which we’ll name:
Jan 25, 3028 – The fleet from the big raid returns, Evan is back! He recruits 2 fighters for the Diamond Lion.
He also recruits three MWs:
Agata Gilling, elite, to be assigned later
Kristina Moy, ditto
Sonja Moljevic, ditto
Jan 30 – Contracts!!!
We get…3!!!
Here they are:
#1. ComStar wants us to O. Raid the Lyran World of Ellengurg, we could be there on Mar 11.
#2. The FWl wants us to O Raid the Lyran border world of Gacrux which is 3 jumps, we could be there on Feb 15.
#3. The FWL also want us for a very special contract to…a Riot and Garrison for three months to help out with some political stuff. It’s on the nearby world of Shiloh two jumps from Solaris VII. They are looking for our vees for that one. I could send Vee #3 and #5 to them. With a Command Circuit to help us get there now we could be there on Feb 3.
I negotiate all three!!!!
Negotiate with ComStar – We start with 170 points. Full salvage drops us to 120. They grab 3 months, we drop to 1 for 110 left. We grab 50% Battle Loss and Strait Support for 25, 85 left, they pay us x4 for another 25 points, 60 left. We grab remuneration, none, 70, they go liaison and we finish with no transport 80, 40% singing bonus.
We are sending here the ‘Eono Company with a Union the “Diamond Lion” and a Leopard CV too. Since this isn’t on the border, they only have a mech company here to prevent issues.
Contract #36:
Objective Raid for ComStar against Lyran World of Ellengurg.
Salvage – Full
Length – 1 Month
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.6, 1.25
Transport – None
Remuneration – None
40% Signing Bonus
Negotiate with FWL #1: We start with 175 too. Everything the same.
Contract #37:
Objective Raid for FWL against Lyran World of Gacrux
Salvage – Full
Length – 1 Month
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.6, 1.3
Transport – None
Remuneration – None
40% Signing Bonus
Since this is on the border we are sending our flotilla and Deux, Tres, and Vee #4 like normal against a Battalion of defenses. I normally send this against the DC or CC since they got closed border. Since this is just against us in the Lyran space, I am not taking our flotilla, just our Overlord, Condor, a Leopard CV on an Invader and leaving the rest of Achilles and Avengers and Leopards and such here.
Negotiate with FWL #2: We start with 175 here too. Here is a key difference, we are not spending 10 to drop length to 1 month. That increases our signing bonus by 5%.
Contract #37:
Riot/Garrion for FWL on the world of Shiloh
Salvage – Full
Length – 3 Months
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.6, 1.3
Transport – None
Remuneration – None
45% Signing Bonus
We will be sending in Vee #3 and #5. They will be sending us back with a Command Circuit on May 9.
Abe Sargent
01-22-2025, 01:11 AM
Beginning of Contract #36:
Mar 11, 3028 - ‘Eono Company arrives at the Zenith JumpPoint at Ellengurg! It’s so boring that we don’t know anything about it!!! No one attacks us. We are here to destroy a military complex of a politically connected but anti-ComStar local to send them a message.
Mar 16 – We land at the DropPort around a few hours from them. We scout with fighters to verify a company of mechs, yuppers puppers!!!
Here they are:
Atlas - veteran - CO
Zeus 6S – veteran, XO
Archer 2S
Rifleman
Warhammer 6D – the one with fewer weapons but better armor and sinks.
Clint
Hatchetman
Hunchback
Wolverine
Javelin
Locust 1E
Valkyrie
They are all regular save for those noted above. I’d love another Atlas, love them much!!! We have one Archer 2S in storage just getting back now. It’s the one that’s more like a Crusader. That Hunch is sexy too, and they have two AC20s.
As a reminder, ‘Eono has a BattleMaster, Thunderbolt, Banshee 3S, Charger 1A5 for close in and then Crusader, Warhammer, Goliath and Catapult for range and then scouts are Dervish, Vulcan 5T, Javelin 10F and Locust 1E.
We are on a base with level 1 buildings that don’t block LOS, roads, concrete, but no woods or hills.
Since we both have Javelins, here they are! 30 ton lights with 6/9/6 movement. Theirs has two SRm6s for strong critical finder and murder on vees. Ours has max armor, 12 heat sinks and 4 MLs instead. It’s one of my favorite level 1 scout mechs since it cannot blow up or run outta ammo.
https://cfw.sarna.net/wiki/images/4/48/Javelin_RGilClan_v31.jpg?timestamp=20230408011136
Abe Sargent
01-22-2025, 10:33 PM
I deploy a spear with my Banshee in the point. They set up their Atlas in the left corner, the Zeus in the center and the heavies in the right corner.
Turn 1 – We win init 10-4, good buddy. Their Atlas stayed in the corner, the Archer and Zeus didn’t move either. I fire long range at the Atlas which is like 12 or 13 hexes away and -1 to be hit. Short range at that +4 Locust. Our Thunderbolt’s LRm15 hit the Atlas’s head. Our Goliath’s PPC hits it too, dead mech!!! We also destroy it’s LA.
Turn 2 – We lost init 8-6. I charge 5 again. Our Warhammer bases their Clint. Our Jav to their Locust’s rear after it bases my Warhammer. Their Wolverine leaps in and bases my Catapult. Our Vulcan to it’s flank and next to the Locust too. Our Dervish bases their Jav. Our Locust next to their Valkyrie. I fire at their Hunchy. +1 to hit, short range. Our Crusader destroys its CT, dead mech! We also destroy it’s LT and LA. We took out both AC20s!!! Melee time!!! Our Vulcan destroys the RL of their Locust, it’s legged and falls. We kick down their Clint, Javelin and Wolverine!
Turn 3 – We grab back init 7-5. They tried to stand the Locust 1E failed and it blacks out. Our Charger bases their Rifleman. Our Banshee their Warhammer. Their Jav rises, I jump my Dervish to stay based with it and our Vulcan bases it too to try to leg it. They rose their Wolverine. Not their Clint. I move to it. Our BM to their Zeus’s rear, Our Crusader to it’s flank. They retreat their Archer. Our Catapult bases their Valkyrie. Jav to their Wolverine’s rear. I fire at that Zeus and Archer. Our Dervish legs their Javelin’s RL. Our BM in the Zeus rear armor hit ammo, boom, dead mech!! Their Archer and our BM fall. Melee! Our Catapult kicks their Valkyrie to the ground after destroys it’s LL. We kick their Rifleman to the ground.
With the head shot to their Atlas and the ammo death of their Zeus this round they know they need to turn this around next round or flee.
Turn 4 - They win init back 6-5. With my BM with 2 left on the H savaged I eject it and internal in two places. They actually rise that Javelin!!! Our Thunderbolt in front of their Archer not stood up. Our Charger next to it and the Catapult too. Our Locust moves next to it +4 as a sac play so it cannot flee. It rises and turns to face the Locust. Their Clint rises. Their Rifleman stays on the ground, I base it with our Banshee. Our Crusader bases their Hatchetman. Their Warhammer bases our Banshee’s flank, our Jav it’s flank. Their Wolverine bases our Crusader. I focus on that Archer. Our Charger destroys it’s RA. Our Crusader hit’s the ammo, boom, dead Archer!!!! Our Javelin destroys the LL of their Rifleman, I won’t kick it with the Banshee. Melee!!! We kick their Hatchetman to the ground
They rise it and flee with what they can and they eject the legged mechs. We capture the battlefield!!!
Salvage:
Atlas missing H and LA; Current value - 8,126,000 – to fix 1.5 mill.
Locust 1E missing RL, see below
Javelin 10N missing RL, current value – 2.15 to fix 350k
Valkyrie missing LL. See below.
Rifleman missing LL, see below.
Zeus 6S – H, RA, LA
Hunchback – H, RT, RA, RL, LL
Archer 2 S – LL, LA, H,
Do I have Atlas head and LA? Nope! I spend 1.5 mill to fix up. Locust RL? Yes, fixed. Javelin? Not them other 30 tonners? Nope. I spend 350k for it. I do have a Valkyrie LL. Rifleman LL too? Nope, other 60 tonners? Dragon or Quickdraws too. Got a QD one, fixed!!!
Abe Sargent
01-22-2025, 11:30 PM
Mar 18, 3028 – We spend two days clearing out their HQ and adding them to our stuff. We salvaged around 1.35 mill. We blow up their base and flee to the JumpPoint. No issues there either.
We’ll return on April 30, 3028.
Time for that Contract Stuff!!!
Objective Raid for ComStar against Lyran World of Ellengurg.
Salvage – Full
Length – 1 Month
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.6, 1.25
Transport – None
Remuneration – None
40% Signing Bonus
Our salary is 78,641
What we Spent:
Salary – 235,923
Support – 650k – 550k armor, 100k ammo
Total Spent - 885,923
What we were Paid:
Salary - 629,128
Signing Bonus - 251,651
Support – 325k
Salvage – 1.35 mill
Total Paid and Salvaged - 2,555,779
Total Made - 1,669,856
War Chest - 87,607,063
END OF CONTRACT #36!!!
Abe Sargent
01-23-2025, 12:32 AM
Beginning of Contract #37:
Feb 15, 3028 – We arrive at Gacrux’s Nadir JumpPoint. We have the Deuz, Tres Company and Vee Company #4 for the Objective Raid by the FWL! Gacrux is on the border with the FWL in Lyran space and has loads of industry. We are hitting a local industrial plant and destroying it.
Feb 20, 3028 – We arrive at their planet. No major issues we land at their DropPort by the industrial plant. We are around 50 minutes from them, our scouts verify that this is a battalion of units yup!!! But, like us, they are a mixed company and we weren’t expecting that so they have 12 vees, 3 infantry and 24 mechs.
Here are our merc defenders!!!
Merc Mechs!
Assault:
Awesome – veteran
Charger
Cyclops
Stalker – veteran
Striker 2S - veteran
Heavy:
Dragon
Grasshopper - yayaya
JagerMech
Quickdraw
Thunderbolt – yayya!!!
Medium:
Blackjack
Centurion
Enforcer
Phoenix Hawk 1D
Scorpion BattleMech
Shadow Hawk
Trebuchet
Vindicator
Light:
Commando
Jenner
Panther
UrbanMech
Wasp 1K
Woflhound!! Yaya!!!
They are regular.
Tanks:
Devastator – veteran
Puma Assault – veteran
Bulldog
Manticore
Pike
Condor (Flamer) – this variant has 2 flamers, 2 Mg and 3 Ml
Hetzer
Maxim
Galleon
Hunter – yayya!!
Pegasus - uh oh. Tank killer 2 SRM6s
Scorpion light vee
I’d love to grab a TBolt, Grasshopper, Wolfhound, Hunter and that Condor is sexy too. The Awesome is nice too.
Here is both Tres Company and their Striker, an 80 assault mech with 13.5 tons of armor, 4/6 movement, ours is a 2C with 15 sinks and AC5, 1 LL, 1 PPC and 3 ML. Theirs is a 2S with PPC, AC10, 3 Ml. It’s better on heat.
https://cfw.sarna.net/wiki/images/thumb/7/7e/Striker.jpg/606px-ivfl9jvyejjh8m343vugtv60ozrnukh.jpg?timestamp=20210118230007
Abe Sargent
01-25-2025, 02:45 PM
We are on the CityTech map with light trees, light hills, concrete and small ponds of three hexes each as well as three wood hexes in the left middle area of the map and in front of the pond.
This is the map!
https://cfw.sarna.net/wiki/images/thumb/f/fb/MapPack_-_CityTech_Map.jpg/1200px-iw2d8doh1umuf7obxr0whl4osddfq15.jpg?timestamp=20190314154638
I don’t set up a spear, but put a top Assault mech in my top one of the south end. Many Assault here aren’t great closers with strong armor. I have here in Deux Company closers of Stalker, TBolt, Orion and Cataphract and then fire support of Awesome, Zeus, Marauder and Crusader. In Tres it’s a Victor 9B, BattleMaster and Centurion and Hatchetman and then fire support is Longbow9Q, Catapult, Striker and another Zeus, and then scouting are the Griffin 2N, Jenner, QD and PXH. They have their Awesome and Stalker on the far left, the Thunderbolt and Grassjhopper in the far right and the Cyclops in the middle.
Turn 1 – We lose init 8-7, Close!!! I charge 5 hexes. They have setup most in the top left corner. They charge their JagerMech on the left flank. Our Jenner next to their Condor Flamer and Pegasus. Our Griffin bases their JM. Our Vulcan bases their Maxim. Their Charger charges our right flank. Their Panther bases our Vulcan. Their QB bases my Vulcan. Their Awesome and Stalker didn’t move. I target their Stalker at -1 with long range fire, and then short range at local stuff.
Our Plainsman immobilizes a Pegasus. That’s Ursula Kolehmainen’s 4th KO.
Our Zeus 6T -1 movements their Pike
Our Vindicator immobilizes their Maxim!!!
Our Crusader hit the ammo in their Stalker, boom, dead mech!!!
Their Centurion halves the movement of our Brutus
Our Valkyrie hit the ammo on their JagerMech boom, dead mech!!!
No falls, hand to hand!!! Their QD Misses our Vulcan, our Griffin punches their Panther in the head, no falls.
We took out or immobilized four units!!!
Turn 2 – We grab that sweet init 12-7. They eject that Maxim and Pegasus. I eject that Brutus, no easy kills! I move 5. Our Striker and Cataphract bases their Enforcer. They emerge their TDR and Hopper. Their PXH bases my Cataphract. Their Condor to our Zeus’s rear, I want to it base it with my Jenner, but their Charger will base me, I’ll wait. I do jump my QD to their Striker’s flank. Actually, if I move my Jenner to the Condor I could jump over the Victor to base the Charger, that’s the 5 SL laser Charger and our good armor Victor. I bait them and run my Jenner 9. I really bait them and move my Hatchetman onto their Condor. His Charger doesn’t base us but the right flank of our good armored Longbow. Our Victor bases it. Our PXh next to the Condor but not Charger. Maxims and Plainsmans near the Condor too. Their QB bases my Marauder’s flank. Our Griffin to it’s rear and the basing their Commando and it too. Our Centurion to their Scorpion mech’s flank but cannot kick, wrong side. Their Awesome is up near trees, +2 and harder to hit. Many cannot see it at all, so instead I focus on that Thunderbolt, and then Devastator with long range fire that can see it, but it’s in woods so many cannot. Then the Condor and rear arcs like the QD by my Griffin and such. Ideally I can take out or immobilize a Condor, and then the Devastator and TBolt.
Our PXH -1 movements their Condor and our Jenner too and Plainsman each -1 too and then half movement
Our SturmFeur destroys the Devastator’s engine, quiet tank then the right side of the tank too.
Our Demolisher’s AC20 destroys the head of their Thunderbolt, dead mech walking. We also destroy it’s LA
Our Centurion hits the hip in their Scorpion RLL.
Our Zeus 6S destroys their Pike’s front side - dead tank!!!
Our Crusader -1s their Manticore
Their Scorpion mech falls, melee!
Our PXH destroys the engine on their Condor!!!
We kick their QD and Enforcer to the ground.
This turn? The Condor, Devastator, TBolt and Pike are gone, another four units, They need to turn this around fast.
Turn 3 – We keep init 11-9. They eject the Condor. They leave their Awesome there. Our Orion next to their Centurion. Our QD to their Striker’s rear who based our Centurion. Their QD rose and moved little. Our Victor to it’s rear, nasty with that AC20. Our Vindicator next to their Striker’s flank. Maxims to the rear of their QD too. Their Charger pulls out. Our PXH in the Striker’s rear but two back, our TBolt bases their Centurion’s front. Our Stalker bases their Vindicator. Our Vulcan to their Striker’s flank. They move their Cyclops from out of the words to the left flank. I charge it. Our BM bases their Vindicator. They retreat the Grasshopper. Our Zeus 6T bases their Centurion too. They rise the Enforcer and flee. Our Zeus6S and MAD bases their Blackjack. They rise their Scorpion fine. Griffin next to their BJ too, I focus fie on their Cyclops a bit on the wounded Manticore with little front side, and then that Quickdraw and Striker with nearby and rear stuff.
Our Victor destroys the QD’s RT; RA on the ground then it hit the ammo, boom, dead QD!!!
Their Wasp halves our Devastator’s movement.
Our Demolisher destroys the Manticore’s front!!! Dead tank!!!
Our Zhukov immobilizes their Galleon then destroys the front side too.
Their Cyclops hits our MAD’s hip
Our Orion hits the ammo on their Cyclops, boom, dead mech!!!
Our TBolt and MAD and BM fall. No kicks from them. Their Striker fell no kicks on our Centurion either. The BM broke two Mls in the fasll.
Melee!!
We kick, our PXH kicks the Scorpion it falls and the pilot blacks out…
They get up and flee! We took out 6 Mechs and 7 vees in three turns. We ejected a damaged Brutus and that’s it for units gone. We took out a lance a turn!
Salvage:
Pegasus – immobilized
Maxim – immobile too
Devastator – destroyed engine and right side. Can we salvage? Tossed an 11, yes!!! Current value – 3.32 mill – to fix 800k
Pike destroyed front, we toss a 6 and cannot salvage.
Condor (Flamer) – destroyed Engine – current value is 550k, to fix 500k
Manticore – destroyed front, we toss a 10 and can salvage!!!!
Galleon – immobile destroyed front side, We toss 11 it’s salvageable
We captured everything or can salvage it save a Pike! We captured that Pegasus, Maxim and Condor (Flamer) and salvaged a Devastator, Manticore and Galleon. I spend 1.3 mill to replace the engines.
Thunderbolt missing H and LA
Scorpion – blacked out pilot mech is fine.
Stalker – RA, H, LA, LL
JagerMech – RA, LA, H, RL
Quickdraw – RA, LA, H, LL
Cyclops – RA, LA, H, LT
We destroyed most of the mechs with booms. Do I have an LA and H for that TBolt? Not that chassis other 65 tonners? That’s Crusaders and JagerMechs too. I use those JM we salvaged and we’ve got a brand new Thunderbolt and Scorpion!!!
Us:
Brutus – half movement
Devastator - half movement.
Marauder - Hip
BM – 2 MLs hit in the wall
We fix the Brutus on the 3rd try in 5 days, the Devastator in 3, and the MAD hip today. The BM MLs. In a few days!!!
Yay!!!
Abe Sargent
01-25-2025, 03:05 PM
Level Up!
Plainsmen tanker in Vee #4 Ursula Kolehmainen got her 4th kill and is elite so I give her +1 piloting.
Feb 22, 3028 – We spend two days dissembling the Pike, scouring the battlefield for stuff and then rearming, armoring and repairing and grabbing stuff from the HQ prior to explosions. With a battalion here that’s 2.85 mill in stuff to keep it up and running as well as 500k from the tanks and 3.35 mill total.
We blast off and head to the Zenith JumpPoint see you at Galatea at Mar 12.
Contract Time!!!
Objective Raid for FWL against Lyran World of Gacrux
Salvage – Full
Length – 1 Month
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.6, 1.3
Transport – None
Remuneration – None
40% Signing Bonus
Our salary/month is 222,165
What we Spent:
Salary - 444,330
Support – 700k – 600k armor in three salvos early little but late and falls much worse. 100k ammo
Total Spent: 1,144,330
What we were Paid:
Salary – 1,848,412
Signing Bonus – 739,365
Support - 350k
Salvage – 3.35 mill
Total Paid and Salvaged: 6,287,777
Total Made: 5,143,447
War Chest: 91,450,510
END OF CONTRACT #37!!!
Abe Sargent
01-25-2025, 03:41 PM
Beginning of Contract #38:
Feb 03, 3028 – All three Vee companies not doing stuff arrive at the FWL world of Shiloh with Command Circuits to help with Riot/Garrison. Here are Vee #1, 3, and 5, a battalion of vees. Our contract begins and will end on May 3.
We land in the capital of Randerville. The planet’s governor announces some rough fiscal measures ahead due to inflation and such, now that we’ve arrived. We also have with them all of the outstanding infantry from Alpha and Deux companies – 5 more infantry squad than normal
Here’s our plan. We have 9 infantry and 36 vees, we will always have patrolling a company of vees here in the captial to check against riots and garrison the ruler and Governor too. I also always have three infantry on guard at the HQ on duty with three on call.
I am going to roll for each month to see if we are needed. 8 the first month, yes, 9 the 2nd month year, 10 the last month yes. And then they will be a mixed company of vees, VTOLS and infantry that hit us.
Ready?
Month One? ( I toss a 9)
Feb 18, 3028 – We are patrolling when signs of riot are growing we head out and advance to the area where the riots are and then see some unmarked tanks and civs that are clearly military trained. We radio them to step back and instead they attack us.
Who was out on patrol? Vee #3.
This is Us:
Demolisher
Manticore
Zhukov
Rommel
Rhino Support Tank
Schrek PPC Carrier
Hunter
AC2 Carrier
Condor Hover Tank
Falcon
Goblin
Harasser Missile Platform
This is them:
Puma – veteran
Shrek PPC Carrier - veteran
Brutus
Bulldog
Condor
Hetzer
Hunter
Pegasus
Scimitar
Scorpion
3 infantry
This is both of ours Schrek PPC Carrier the Awesome of vee world! It rocks three of them, then no backup weapons and okay armor. 3/5 movement on an 80 ton frame!!!
https://cfw.sarna.net/wiki/images/thumb/e/e4/Schrek_RGilClan_v32.jpg/773px-6kyhe430wm9jkcvzg9u4fychzqmlpr2.jpg?timestamp=20230423194404
Abe Sargent
01-25-2025, 09:06 PM
We are on a map with a building in the south level 1 and 2 high.
Turn 1 - We win init 7-6. I set up left of the building. I charge 5 and run 10 with my scouts. I focus on that Shrek and Brutus short range fire. Our Condor destroys it’s front, dead tank!!! Our Zhukov immobilizes that Brutus!!!
Turn 2 – We lose init 10-11. Close! I charge 5 again. They eject the Brutus. I charge their Bulldog with my AC20 stuff. I blast it with three and then the hovers to it’s flank. The rest their Puma. Our Demolisher destroys the Bulldog’s front! Dead tank! Their Pegasus stuns our Demolisher for 2 turns. Their infantry halves the movement of our Harasser. Our Rhino destroyed the right side of their Puma! Dead tank!!!
We killed one lance and both assaults and heavies! They flee and we defended successfully!!!
Salvage:
Brutus - Immobile
Bulldog – destroyed front, can we salvage? Yup!
Puma – Destroyed right side, we cannot salvage.
Schrek PPC Carrier – Destroyed side, can we salvage? Yup tossed an 11.
We captured a Brutus, Bulldog and Schrek.
Us:
Harasser Missile Platform – halved movement.
We fix the Missile Platform’s movement tomorrow!!
Abe Sargent
01-25-2025, 09:49 PM
Feb 19, 3028 – We take apart the Puma Assault tank, and then we have captured from the battlefield 450k.
Because we thumped them, I am ruling that a +1 is getting added to month 2 and 3 to make it harder. Month 2? I toss a 9, needed a 10, Month 3? Toss a 7. All quiet
May 03, 3028 we finish up and then blast off! See you at Galatea on May 8.
Contract Stuff!!!
Our total salary for Vee 1, 3 and 5 is 165,446 per month
Riot/Garrion for FWL on the world of Shiloh
Salvage – Full
Length – 3 Months
Support – 50% Battle Loss and Straight Support
Command – Liaison
Salary – x4, x1.5, 1.3
Transport – None
Remuneration – None
45% Signing Bonus
What we Spent:
Salary - 661,784
Battle Support – 300k – They barely touched us, 250k armor and 50k ammo.
Total Spent - 961,784
What we were Paid:
Salary – 3,871,436
Signing Bonus – 1,742,146
Support – 150k
Salvage - 450k
Total we were Paid and Salvaged - 6,213,582
Total Made - 5,251,798
War Chest – 96,702,308
END OF CONTRACT #38!!!!!!!!
Abe Sargent
01-25-2025, 10:32 PM
Feb 02, 3028 – Arba Company and captured stuff arrive back at Galatea with all of the naval captures and more like that extra Union we captured and Mule and more.
Feb 12, 3028 - Sieben Company returns.
Feb 13, 3028 – Recruiting Time! Flavia and Stephen have 12 recruits and do another 12 MWs that are dispossessed.
Here they are:
Ian Chester
Graeme Morris
Torra MacLeish
Sunand Joshi
Liam Kinkaid
Hoa-Xinh Liu
Laurent Cruz
Sweeney MacElfrish
Farhana Syeda
Mahdhoodha Nii
Aurelio Isted
Maggie Moreau
All elite.
Plus, these three from before:
Agata Gilling, elite, to be assigned later
Kristina Moy, ditto
Sonja Moljevic, ditto
I make our 8th Mech Company, named Oitavo Company (Portuguese for 8).
Capt. Graeme Morris, Atlas, AS7D, elite
Agata Gilling, BattleMaster, elite
Kristina Moy, Thunderbolt 5S, elite
Sonja Moljevic, Guillotine 4L, elite
Left. Sunand Joshi, Awesome, elite
Torra MacLeish, Archer 2S, elite
Ian Chester Crusader 3D, elite
Hoa-Xinh Liu, TBT5N Trebuchet, elite
Left. Liam Kinkaid, Vulcan 5T, elite
Laurent Cruz, Javelin 10F, elite
Sweeney MacElfrish, Spider, elite
Farhana Syeda, Griffin 1S, elite
They can head out in the new Union the Ruby Lion.
Abe Sargent
01-25-2025, 11:50 PM
Feb 28, 3028 – Contracts!!! We’ve got Arba, Oitavo and Sieben ready for deals!!!!
We get 3!!!
#1. From the Lyrans they want us to O Raid the nearby Drac World of Atria which is two jumps away we could be there on Mar 8. We could take our naval flotilla with us like Achilles and Avengers and such. They have one mech company defending.
#2. For the Lyrans again they want us to O Raid the FWL border world of Pollux we could be there on Mar 22. Just a company of mechs there defending too.
#3. The Suns want us for a deal to O Raid the Drac border world of Cylene which is one jump from our HW of Mallory’s World and we could be there on April 2. We would also need the flotilla since it’s a border world like Atria. They have a mixed battalion of one company each of mechs, vees and infantry, so two could be fine there.
We could reach out and do all three and just go from Atria to Cylene. The Lyrans and Fed Suns agree to combine Offers #1 and #3. We’ll send our entire flotilla and Arba and Stieben and then Oitavao at the FWL.
We are sent a message by our Fed Suns liaison to be done by July. Just as a heads up from them for the follow up from the Galtor III campaign.
Negotiation with LC and FS: We have 180 points. We spend 50 for Full Salvage (130) and then two month deal is offered, and then we pull 25 for 50% Battle Loss and Support and then they 25 for x4 salary, 80 left. We put up remuneration, none, 90 they do Liaison for Command, us no transport and then 100 left, so 50% signing bonus.
Contract #39 AND #40:
Objective Raid by LC and FS against the DC worlds of Atria and Cylene
Salvage: Full
Length – 2 months
Support – 50% Battle Loss and Strait Support
Salary, x4, x1.6, x1.5
Command – Liaison
Remuneration – None
Transport – None
50% Signing Bonus
Negotiation with LC: We have 165 points. We spend 50 on full salvage, 115 left they offer 3 months we drop to 1 with 10 points, 105 left. We pull 25 for 50% Battle Loss and Straight Support. They 25 too for x40 salary, 55 left. Then we pull 15 for transport we need to hire a Union which will cost us 900k there and back. 40 left. They grab Liaison, we grab no remuneration 50 left 25% signing bonus.
Contract #41:
Objective Raid by LC against the FWL world of Pollux
Salvage: Full
Length – 1 month
Support – 50% Battle Loss and Strait Support
Salary, x4, x1.6, x1.5
Command – Liaison
Remuneration – None
Transport – None
25% Signing Bonus
We’re sending in Oitavo, see you in a few weeks!!!
Abe Sargent
01-26-2025, 12:44 AM
Beginning of Contract #39 AND #40:
March 8, 3028 – Our flotilla arrives at Atria’s Nadir JumpPoints, it’s defended by little, alto a border planet the planet here isn’t worth that much. An Invader here with a Leopard CV and Avenger at each JumpPoint. They unfurl at us, but we have 5 Achilles, and all of our extra Avengers and all extra Leopard CVs plus the fighters in our two Unions
We have total:
5 Achilles
2 Unions not launching with fighters,
2 Leopard CVs
2 Avenger
10 Aquarius
26 fighters
To their Avenger, Leopard and 6 fighters here and the same at the other Jump Point, they send them to the planet to meet us there. My goal is to capture them if possible. We destroy them both and all six fighters. Can we salvage them? I toss a 5 for the Avenger, nope, the Leopard? 10 yes! It’s 8 mil to fix up. Their JumpShip flees. I spend it now…
Battle Loss at JumpPoint – We lost 1 fighters that we can recover for 1.1 mill, we took 2.5 mill in damage to fix up. We salvage 2 of their fighters for 900k.
We salvage 3.2 mill in lost stuff from the battle.
Mar 13 – We arrive at the planet, here are another Avenger, Union, Leopard CV with 8 fighters this time. We again blow through them, the Union retreats to the planet, the Avenger is destroyed, the Leopard CV flees to the Zenith JumpPoint and with 3 fighters.
Can we salvage that Avenger? I toss an 8, nope. Need a 9.
Battle Loss at the Planet – We lost 2 fighters, one permanently with a value of 3.15 mill. The other can be repaired for 360k. We took 2.25 mill since they left earlier. We can salvage 2 fighters for another 750k.
We salvage 1.8 mill from the Avenger and dead fighters,
We land with total superiority
We follow their Union to the DropPort on the southern island at the poles of Aitrakops. They land and out emerge their 12 mechs form their HQ to meet it. We land, and one company will surround them and keep them from fleeing and act as support while the other attacks them. Atria is a warm island planet with beaches and stuff everywhere. We are on a coast with a base.
We’ll send out Arba, this is the first time you’ve seen them in a while here they are again.
Charger CGR-1A5
Guillotine GLT-4L
WHM-6L Warhammer
Wolverine 6K
CLPT-1C Catapult
STC-2C Striker
WTH-1 Whitworth
Longbow LGB-7Q
FS9-A Firestarter
Spider SDR-5V
Locust 1E
Hermes II 2M
Here are our defenders!!!
Atlas - veteran
Stalker – veteran
Dragon
Rifleman
Centurion
Cicada
Hunchback
Shadow Hawk 2K
Jenner
Panther
UrbanMech
Wasp 1K
This is their beloved scout mech the Jenner a 35 ton 7/11/5 mech with 10 heat sinks, 4 ML and an SRM4, and 64 points of armor, pretty light. We have some Fire variants with more armor and pull the SRM4. This isn’t that. They are regular, love that Atlas and Hunch.
https://cfw.sarna.net/wiki/images/b/bc/Jenner_RGilClan_v18.jpg?timestamp=20230121233538
Abe Sargent
01-27-2025, 12:42 PM
In the island coast, there is a hill in the center around 3 hexes high which will block LOS, and then they have buildings on their north side and a bridge to us. I have trees here and there too. I deploy on the east of it near the flank, and I place my dorks as a spear with the Charger leading. I need to swap that Warhammer with a better one, that’s the 10 ton armor one not the 6D one with better armor. They deploy on the island and on the far side of the hill. Remind me to swap that Wolverine with a Hunchback a better mech in the closing role. It doesn’t have JJ.
Turn 1 – We lose init 7-6. I send my troops 5 hexes. They aren’t moving off the island, only their Jenner deployed off it. They run in the Jenner and hop over their Wasp. I cannot see the island mostly, short range at the Jenner, long range at their +0 to hit Atlas. Our Charger’s AC20 destroys heir Jenner’s LL, legged! Our Longbow gets a through hit on their CT Atlas for an engine hit. It’s barely touched.
Turn 2 – We gain init 8-3. They turn but don’t eject the Jenner. I charge 5. Their Shadow Hawk leaps into the water. Our FS next to their Wasp up a hex for a Head punt kick. Their Atlas backed up and is 10 away from our Charger. I fire at that -1 Rifleman for 7 hexes away instead. Our Charger hit the RL of their Rifleman and hit two fee actuators. It falls. It’s got 2 left. Just peppering of their Atlas more. Our FS kicks and destroys their Wasp’s LA.
Turn 3 – We keep init 7-3, all 7s tossed by someone. Their Rifleman fails to stand. I leap my Guillotine into the drink. Our FS to their Wasp’s rear. Our Spider by it too. I fire long range at that Atlas and SRMs at that Rifleman to finish off it’s RL. Their Atlas is +2 to be hit by being in woods and smoke. Many cannot see it with the Smoke now. Our Charger destroys their Rifleman’s RL. Their Atlas fell. Our Firestarter destroys the Wasp’s RL with a kick!!!
Turn 4 – We lose init 12-4, no more 7s tossed. They don’t eject the Rifleman. They turn the Wasp. Their Atlas rises. Their Hunchback charges. I focus on that Atlas long range and short range the Hunchy. Just an exchange of fire but they savage our Guillotine. Their Atlas standing in Fire and firing is at +18 heat.
Turn 5 – We get init back 10-7, another 7! Do I eject the Guillotine or sac play it? It’s got 1 left CT external and is internal in both Arms with 9 and 11 left. I cannot only leap it two, so I cannot leap it behind the mountain with a +4 since it’s in water and two of its JJ are in the legs. I eject it. They keep their Hunchback there in woods. Our Spider to it’s flank so no kicks back. I also run my Hermes II over the bridge with +3 to hit. I fire at that Atlas again. An SRM pops it in the Head and it blacks out and falls and takes more damage to it. That Hunchy falls. Their Atlas is at 14 heat
We offer them to surrender the Atlas and keep their pilot but they don’t respond.
Turn 6 – We keep init 11-10. Close. They hull down their Hunch. They savaged my Charger’s RT it’s got 7 left internal. I eject it. Our FS goes where the Spider was to kick the Hunchy. I fire at that Hunchy and Atlas’s LL. Our Striker hit the Atlas in the head with a LL dead mech! I was aiming at the LL but didn’t hit it. Our Whitworth hit the Ammo on their Hunchy, boom, dead mech. Our Striker fell.
We just took out both of their AC20s. With now three legged mechs and the destroyed Atlas and Hunchback and only that Stalker left to rally around, are they going to flee or try to change things around next turn? They are angry with the death of their CO last turn, and I’m giving them one more turn then they’ll get back their senses.
Turn 7 – We win init 12-9. They try to stand up their Rifleman, it falls and blacks out. Our Hermes II bases it. They stand their Stalker, it doesn’t move towards us or back. Our Striker rises. Our FS next to their Stalker’s flank. Our Spider next to their Cicada. I focus fire on that Stalker. If they can see it they are firing at it. Our Longbow gets a limb blown off the Stalker’s RA on the ground. That’s where most of it’s weapons are in the arms. It stays standing. We kick it and it stays standing. We kick their Cicada down though.
They stand the Cicada and flee with a savaged one-armed Stalker. We captured their base!!!
Salvage:
Jenner missing LL, current value – 2.78 mill, to fix 400k
Rifleman missing RL – pilot blacked out. Current value – 3.26 mill, to fix 500k.
Wasp 1K missing RL, LA see below
Atlas missing H, current value of 8,626,000 to fix 1 mill,
Hunchback LA, LL, LA, H,
Stalker RA
Do we have a LL for a Jenner? Nope, it’s 35 tons the same weight as a Panther and Firestarter. No parts. I pay 400k to fix and another 250k to turn into a JR7F. Rifleman RL? No parts, it weighs 60 tons the weight of Dragons, Quickdraw, Merlin, no parts. I don’t spend it. The Wasp RL and LA? I have an Arm, no RL though, Stinger? Nope, Locust? Yup! Atlas H? No parts for Atlases. I pay that 1 mill for a new Atlas and then 650k for our JR7F.
War Chest after that and 8 mill to fix up Drop is 87,052,308
Us:
None, we were savaged bad though armor wise
Abe Sargent
01-27-2025, 04:37 PM
Mar 13, 3058 - They try to load into the Union and then run the gauntlet. We destroy it can we salvage it? Yes, I tossed a 12. It’ll cost us 4 mill (I tossed 4 on a 2d6). I spend it now. 83,052,308 left.
March 15, 3028 – We spend 2 days fixing, repairing, and rearming. We salvaged from their HQ 1.6 mill since it was just a company support. We blow up their HQ and head back to the JumpPoint
Mar 19, 3028 – We arrive, load up and blast out!!! We head for the next Drac system of Cylene.
Apr 21 - We arrive in the border system of Cylene after jumping through Mallory’s World. We are at the Nadir JumpPoint, 11 days from planet. They have here an Invader with a pair of Avengers and a Leopard CV. They unfurl them and attack us. The Invader also has two Aquarius.
We destroy the two Avengers and their Leopard CV loads up the 3 surviving fighter and then returns and they jump away.
Can we salvage an Avenger? I toss 8 and 7, nope.
Battle Loss at JumpPoint – We lost 3.5 mill to fix ( I tossed a 3 on 2d6). We lost 3 fighters, and can salvage 2 at 1.2 mill, the lost one was a light Sparrowhawk for just 1,684,222. We can salvage their 2 fighters for 1.4 mill.
From two destroyed Avengers and their fighters we can salvage 7 mill.
May 2, 3028 – We arrive at the planet of Cylene with another pair of Avengers, one Leopard CV from the Zenith JumpPoint and then another one from the planet. They have 12 fighters and 2 Aquarius.
We unfurl and plow into them!
We destroy one Avenger and Leopard CV the others flee back to the Zenith JumpPoint to load. Can we salvage either one? Not the Leopard CV, but yes the Avenger! We toss a 9 for it, but 5 for the CV. How much? 6 mill, spend it now (War Chest is 77,052,308).
Battle Loss at Cylene – We lost 9 mill damage here, we lost 4 fighters, and then 2 permanently for 3.6 mill and then two to get up and running at 925k cash. We can salvage three of theirs for 1.8 mill. We also can salvage an Aquarius for 1.2 mill.
We salvage another 5 mill.
We land at the mixed battalion location with their 12 mechs and vees and 3 infantry. We do have aerial support for this battle. They come out and meet us at the DropPort, we are on that official map for today’s battle.
Here are the Drac Defenders!
Mechs:
Charger - veteran
Goliath - veteran
Marauder
Orion 1K
Centurion
Chameleon 4B
Scorpion
Shadow Hawk 2K
Firestarter FS9K
Javelin 10F!!!!!
Panther
UrbanMech
All regular. Would love that Orion.
Tanks:
Devastator - veteran
Ontos - veteran
Schrek PPC Carrier - veteran
AC2 Carrier
LRM Carrier
Von Luckner K100 – the 2 AC20 lighter armor one.
Maxim
Vedette
Hunter
Pegasus
Saladin
Striker
I’d love that trio of assault vees, and Von Luckner too. They have FIVE AC20s in their tanks with that Saladin too. Love another Hunter too.
We have against them Arba and Stieben so 24 mechs. That’s not great for them BV or on the map wise.
We each have a Wolverine 6K – it’s a medium 55 ton with no JJ like the others, 5/8 movement, 14 heat sinks, max armor, a LL, 2 Mls, 1 SRM6 and SL.
https://cfw.sarna.net/wiki/images/thumb/7/79/Wolverine_WVR-6R_FSW.jpg/554px-o310e8fnjyhge3nehwdmf0oypcvtb39.png?timestamp=20210820031925
Let me see if I can find the DropPort official map.
https://cfw.sarna.net/wiki/images/1/16/MapDropPort2.jpg?timestamp=20110625100941
Abe Sargent
01-28-2025, 12:28 AM
I deploy on the west flank with our two Chargers in the center and then our BattleMaster and Banshee to their sides. They deploy their heavy mechs to the south and tanks to the north.
Turn 1 – We lose init 6-5. Close. I charge 5. Their Charger bases my Wolverines front. Our Pixie to it’s flank. Their Goliath bases our southern Charger. I fire long range at the Schrek and Ontos o the north flank and try to take them both out. Some can only see that Devastator like our Awesome. Short range fire at the Charger. Our Awesome destroys that Devastator’s front. Dead tank!!! Pour Longbow -3s the movement of their Ontos. Our Guillotine stunned their crew. Grasshopper destroys the Charger’s LA. Our Wolverine destroys the Charger’s Ct, dead mech, cannot salvage. Melee! Nothing major happens.
Turn 2 – We grab init from them 10-7. They eject the savaged and 1/2 Ontos. I charge 5. Our Charger bases their Von Luckner in the south. I cannot find their Schrek. Their Orion bases my Charger’s flank. Our Guillotine’s bases his flank. Their Panther bases my Guillotine’s flank. Our Warhammer 6D and Striker the Panther. Our Wolverine bases their Pegasus. Our Jenner leaps to the front of their Jav. Their Goliath bases our Charger in the south flank. Our Spider next to their hiding LRM Carrier and Hunter in the corner of the building. Their Chameleon bases our Catapult and Warhammer, our Locust to it’s rear and Hermes II to it’s flank. PXH by their Panther too. I focus fire on that Shrek, LRM Carrer if they can see it and then Von Luckner in the south. Short range in the north at their Scorpion.
Our Wolverine destroys the LRM Carrier’s left side, dead tank!
Our Banshee destroys the Schrek’s front, dead tankx2!!
Our BM destroys their Von Luckner’s left side, dead tankx3!
Our Warhammer 6L destroys their Scorpion’s RT, the RLF on the ground it falls and blacks out.
Our Charger in the south flanked by their Goliath and Orion falls, not great
Melee!!!
Our Wolverine halves the speed on their Pegasus
Our Warhammer destroys the Panther’s RL, it falls
Our Jenner kicks their Jav to the ground.
We have taken out one mech blacked out another and legged a third, and destroyed 5 vees so that’s 8 kills or legs in 2 turns. I am giving them a turn to turn this around.
Turn 3 – We keep init 6-5. Just like our loss the 1st turn. I eject our savaged Charger to the ground that ate 2 AC20s from the Von Lockner. They don’t eject the Panther to keep it in front of me likely. Our Banshee bases their Urbie. Our Hopper next to their Hunter. Their Pegasus bases our Hunch’s rear. Our Wolverine bases it. Our BM bases their Goliath. Our Catapult and Warhammer next to their Maxim. Our Awesome next to their Pegasus. Guillotine by their Goliath. Our Hermes II to the rear of their Centurion. Our Striker and Warhammer 6D by it too. Our Locust in the Maxim’s rear, and the PXH next to it. Wolfhound by their Urbie. Their Jav fails to rise. Our Jenner and Firestarter next to it. I fire at the Goliath and then their Hunter in the north. Then targets of opportunity.
Our Banshee destroys their AC2 Carrier’s front side. Dead tank!!
Our Hunchback destroys their Hunter, dead tank!!
Our Firestarter destroys their Javelin’s LL, it’s legged!!!
Our PXH hits the UrbanMech’s ammo, it booms, dead mech!!!
Our Locust halves the speed of their Maxim.
Our Guillotine hit the ammo in their Goliath it lights up, boom dead mech!!!
Their Chameleon falls. Melee!!!
Our Warhammer destroys the Centurion’s LL and it falls. Legged mech!
Our Jenner kicks and destroys their Firestarter’s RL, legged mech!!!
Their Maxim and Pegasus survived kicks.
They eject from legged mechs and flee! We took out 7 vees and legged or destroyed 8 more for 15 total dead or legged!
Salvage:
Devastator – Destroyed front, We cannot salvage (tossed a 6)
Ontos – savaged movement, ejected
LRM Carrier – destroyed side we toss 10 and can salvage
Schrek destroyed front we toss a 8 and can salvage
Von Luckner V100, destroyed left, we toss a 5 and cannot salvage
AC2 Carrier front done we can salvage, tossed a 9
Hunter front, we toss an 8 and can salvage it
We captured a Devastator and Ontos, we fix it’s engine soon. The LRM Carrier and Schrek PPC Carrier and AC Carrier and Hunter all salvaged.
UrbanMech – RA, LL, LA, H
Charger – H, RL, RA, RT, LT, LL
Goliath – H, RT, RLR, LLR,
Centurion missing LL; see below
Scorpion missing RT, see below
Panther missing RL, current value 2.135 mill, to fix 350k
Javelin 10F missing LL; see below
Firestarter FS9K missing RL, current value is 2.55 mill, to fix 450k.
No Assaults or heavies captured this time though. Do we have that Centurion LL? We sure do, it’s fixed! Scorpion RT? It’s a quad so only that torso will do. We sure do, all done!!! Panther Rl? Nope! Not the other two either. Ditto our Firestarter RL. The same weight. That Javelin LL? Got it in stock!! I add it. I spend 450k for repairing the FS.
Our stuff was fine.
Abe Sargent
01-28-2025, 01:06 AM
They flee. They were in a Fortress. They load up with their Long Tom artillery helping to keep them secure. We blitz it with our fighters and Drops. They launch and….they break through, and we cannot catch them. They flee. I would have loved another Fortress they are awesome.
May 5, 3028 – We spend three days taking care of taking about that Von Luckner, scouring the battlefield for cash and then salving their base. We find here 2.7 mill total from the tank and supplies.
We destroy their base and head back to the JumpPoint!
May 16, 3028 – We leave and launch to Mallory’s World one jump away today we’ll arrive there. I am going to stay there unless our navy is needed. They’ll hang out here getting things ready until July 1 when our contract. It’s possible we might use them, but doubtful.
Contract Time!!!!!!!
Objective Raid by LC and FS against the DC worlds of Atria and Cylene
Salvage: Full
Length – 2 months
Support – 50% Battle Loss and Strait Support
Salary, x4, x1.6, x1.5
Command – Liaison
Remuneration – None
Transport – None
50% Signing Bonus
Our salary is: 158,144
What we Spent:
Salary - 474,432 – 3 months
Support - Ground – 1.65 mill – 1.15 mill first battle and 500k 2nd.
Support Air Battles – 17.25 mill
Battle Loss Fighter Repair - 6,375,000
To Salvage Fighters from them and Aquarius – 6.50 mill
Total Spent - 31,799,432
What we were Paid:
Salary - 3,036,364
Signing Bonus - 1,518,182
Support Ground - 825,000
Support Air - 8,625,000
Battle Loss Fighter Repair - 3,187,500
Battle Loss Fighters - 4,217,111
Salvage – Space - 18 mill
Salvage - Ground -4.3 mill
Total we were Paid and Salvaged - 43,709,157
Total Made - 11,909,725
War Chest - 88,512,033
END OF CONTRACTS #39 and #40!!!!!!
Meet the Droppsies we captured!!!
Leopard CV DropShip with 6 fighters not full, we renamed the “Panthera Pardus Orientalis” (The Amur Leopard). Captured from DC in Atria.
Union DropShip with 12 mechs and 2 fighters, not full, we renamed it the “Amber Lion.” Captured from the DC in Atria.
Avenger DropShip – Escort and attack DropShip, we captured from DC in Cylene, renamed “Turrets of Justice”
Abe Sargent
01-28-2025, 01:35 AM
Beginning of Contract #41:
This is the debut battle of the latest mech company named Oitavo.
March 17, 3028 – We arrive in the FWL system of Pollux which is just 2 Jumps from Galatea. We’re at the JumpPoinp at the Nadir spot. They have nothing contentious. We launch to the planet.
March 22 – We arrive at the planet. We unfurl at their DropPort and then defending here are the company of Marik Mechs we were expecting.
Here they are:
Cyclops, veteran
Victor 9B – veteran
Grasshopper – yay!!
Marauder 3M
Quickdraw
Centurion
Cicada
Hatchetman
Vulcan 2T
Locust 1M
Stinger
Wasp
Wow, TWO assaults with AC20….they are regular. Love another Grasshopper.
We hit them on flat grassland with some light trees. We both have Vulcans, ours is the 5T variant. Here is their Grasshopper, a heavy 70 ton mech with 4/6/4 movement good armor, 22 sinks, a LL and LRM5 for long range and then 4 ML for closer. It’s a fun mech!!!!
https://cfw.sarna.net/wiki/images/thumb/1/13/Grasshopper_RGilClan_v01.png/600px-mwgjseys23t3m2d3tmax50ijxqikc58.png?timestamp=20210516002506
Abe Sargent
01-28-2025, 11:15 PM
I make an Atlas spear. They deploy their assaults and MAD in the rear left corner.
Turn 1 - We lose init 12-11. Ouch! I charge 5. Our Griffin bases their Cicada. I fire on that +2 Cyclops if they can see it. Some like our Awesome are on that Quickdraw instead. Our Awesome hits the SRM ammo in the Quickdraw, boom, dead mech!!!!!! Their Cyclops didn’t fall. That’s our first kill from this company!!! I kick the Cicada. We hit a leg actuator in the LL. No falls.
Turn 2 – We win init 10-8. I charge 5 too. Their Victor bases our Atlas, our Tbolt bases it’s flank. Their Cicada bases my Guillotine. Spider to Cicada’s rear our Javelin to it’s flank. Our Vulcan to their Locust’s rear. I focus fire on their Cyclops and then rear attacks on their Locust and such, I also will send some at the Victor since their Cyclops was hit bad. Our Vulcan destroys the RT of their Locust. RA on the ground. Their Cyclops hit our Awesome’s PPc once. Our Jav hits its AC20 twice and destroys the RA. It falls and destroys it’s LL. Legged mech!!! Melee! Our Vulcan destroys the LL of their Locust on the ground. Our Guillotine destroys their Cicada’s LL, legged mech!!!
We have three legged mechs that turn and then the destroyed QD from last one. They need to turn this around fast! We took out a lance!
Turn 3 – We keep init 11-10. Close! They eject the Cyclops and Cicada and Locust. I eject our savaged Awesome from the rapid speed AC20. No cheap kills or rallies. Our Guillotine next to their Centurion. Their Wasp next to our Guillotine’s flank. Our Jav to it’s rear! Our Spider to the flank of their Hopper the mech I’d most love to snag. Their Victor hops away. Our Atlas bases it. Nope! Our BM bases their Marauder. Do I base the MAD and Victor with my Tbolt?I think I can destroy or drop the Victor, let’s do it. I’ll be in woods. I fire it all at the Victor. It should blow up to my mind. Our TDR does hit the ammo, boom, dead mech!!!!!!! Melee!!! Our BM and TBolt both kick their Marauder in the LL, one left, we hit two actuators there it falls. We also kick the Wasp and Grasshopper to the ground.
We took out a wounded Victor, now what? Keep on coming or flee? I toss an 11, they keep on coming one more round.
Turn 4 - We keep init 11-8. They won’t even win that!!! They rise and turn the Marauder. I’ll keep it based since then we can leg kill it. No attacks. Our Griffin bases it. Their Stinger bases our Griffin’s flank. Spider next to it. Their Wasp Hull Downs. Their Hopper rises. Our Atlas and Guillotine base it. Their Vulcan bases our Atlas’s flank. Do I move my Tbolt and base it and try to for a kick legged or move to the Marauder for a 3rd kick? I move to the Vulcan. I move our BM to woods where the TDR was and next to the MAD! I want to take out the Hopper salvageable this turn and leg that MAD. If they can see it they fire at it, but few can see it. Our BM, Archer, TBT and Crusader cannot see it. I fire at that Centurion instead. Our Vulcan 5T hits the Grasshopper’s gyro twice, immobile! Our Jav destroys their Wasp’s RA and RT. Our Spider it’s RL, legged Wasp! Their hopper hit it’s engine twice as it fell. Their Centurion fell. Melee! Our BM and Griffin destroy the LL of their Marauder! We salvaged with just kicks!!!
They eject from legged mechs and flee! We didn’t finish that Centurion. Durable little thing.
Salvage:
Quickdraw - LA, RA, H, LT, LL
Victor – RA, H, LL, LA,
Cyclops missing RA and LL; see below
Cicada missing LL; current value is 3.25 mill to fix 500k
Locust 1M missing RT and LL. See below, current value is 1.300 mill, to fix 200k
Grasshopper with 2 gyro and engine hits
Wasp 1A missing RL, RT, and RA; current value 946 – to fix 700k.
Marauder 3M – missing LL
We fix the Hoppers gyro on the first try and then the engine on the 5th. Yay Grasshopper! Welcome to the club!! The Cyclops RA and LL? It’s the only common 90 tonner, so just it’s parts. I do have it’s RA and LL too in storage, fixed! Cicada LL this time? Nope, other 40 tonners like Assassin, and Clint? Nope! Locust 1M? It’s missing a RT and LL. RT yes, LL of other 20s? Nope. Wasp missing it’s ride side? Nope. The LL of that Marauder? Nope! Other 75 tonners? An Orion! It’s up and going.
Us:
Awesome PPC
Abe Sargent
01-29-2025, 12:04 AM
Mar 24, 3028 – We finish salvaging and find in stuff 1.6 mill.
We blow up their building and head back to the JumpPoint!
We’ll be back at Galatea on Apr 11. See you then!
Contract stuff!!!
Objective Raid by LC against the FWL world of Pollux
Salvage: Full
Length – 1 month
Support – 50% Battle Loss and Strait Support
Salary, x4, x1.6, x1.5
Command – Liaison
Remuneration – None
Transport – None
25% Signing Bonus
Our salary for Oitavo is 78,641.
What we Spent:
Salary - 157,282
Support – 600k – 500k for armor, 100k for ammo
Total spent: 757,282
What we were Paid:
Salary - 754,953
Singing Bonus - 188,738
Support – 300k
Salvage- 1.6 mill
Total we were Paid and Salvaged: 2,843,691
Total we Made: 2,086,409
War Chest: 90,598,442
END OF CONTRACT #41!!!!!!!!!!!!
Abe Sargent
01-29-2025, 01:10 AM
Mar 8, 3028 – Khamésh Company and stuff arrives.
Mar 12, 3028 – Vee #4, and Deux and Tres Companies arrive at Galatea. This is from the assault with the Overlord and such. Evan is back!
Mar 13, 3028 – Another recruiting at Galatea with the three since Evan is here. We can grab a DropShip like another Union. Actually I’ve been misreading the Merc Handbook for transport, either they’ll pay for the minimum cost there fully for a cost 15 points or you’ll pay for +10. There isn’t a 50% either way. So I am swapping a bit, I am going to make full transport 25 points instead of 15 and keeping 15 for 50%. Instead with all 17 recruits this month, I am going to use 6 for fighters for our new captured Leopard CV and then 11 dispossessed MW to combine with the 3 left other to make a new company. Our 9th!!!
Our 6 new Fighters and pilots:
Elite, Riever (heavy), Vennie Chudy
Elite, Chippewa, (heavy), Dara Pannett
Elite, Lucifer (medium), Timuçin Berkes
Veteran, Shilone (Medium), Gjèrgji Rrustemi
Elite, Slayer, heavy, Azhar Abdul-Wadud
Elite, Sparrowhawk, light, Yamato Sakai
Our new 11 elite dispossessed MWs!
Yanis Lopez
Kazunari White
Martha Moore
Hakeem Pummy
Rhys Quinton
Alina van der Meijden
Mehwish More
Kifaaya Jabbar
Isibeal Toplady
Johanne Wittman
Luke Smith
These are the three others too not yet assigned:
Mahdhoodha Nii
Aurelio Isted
Maggie Moreau
Here’s our 9th Mech Company Named Nove Company (Italian for 9)
Capt. Yanis Lopez, elite, Atlas
Mahdhoodha Nii, Banshee 3S, elite
Kazunari White, Orion 1K, elite
Martha Moore, Hunchback, elite
Left. Aurelio Isted, Awesome 8T, elite – that’s the one with 2 LL and 2 LRM15s
Archer 2S, Hakeem Pummy, elite
Trebuchet, elite, Rhys Quinton
Warhammer 6D, elite, Alina van der Meijden
Left. Maggie Moreau, elite, Grasshopper
Jav 10F, elite, Mehwish More
Jenner 7F, elite, Kifaaya Jabbar
Phoenix Hawk 1D, (the one with two more heat sinks but no MGs). Elite, Isibeal Toplady
I bought that Warhammer for 6.2 mill and PXH for 4.5 mill.
War chest of 79,898,436 after purchases.
Abe Sargent
01-29-2025, 09:48 PM
Mar 14, 3028 – Alpha, vee Company #2 and their stuff arrives at Galatea
Mar 25, 3028 - Vee Company #1 and #6 return to Galatea
Mar 28, 3028 – We take contracts! Again, we’ll need to be done by early July to get into the retainer but that’s 90 days, more than enough time for faster O Raids that are near.
I get three offers!!!
#1. The Lyrans want us to O Raid the FWL border world of Amity, we could be there on April 26. We would need a mixed battalion since it’s a border world, so Alpha and Vee #2 would work.
#2. The Fed Suns want us to raid the CC border world of New Macao. We could be there on May 11 but we’d need just a company of mechs, since it’s not a major world and the Militia don’t have mechs, but our naval flotilla that arrive at Mallory’s World on May 16 would be needed. We could send their Nove for their shakedown mission.
#3. The FWL want us to O raid the Lyran border world of Arcadia, we could be there on May 1. We would need another mixed battalion of vees and mechs, or just two mechs. I could send there Evan’s two mechs of Deux and Tres and then also the Vee as backup in his Overlord or the vee and Khamésh Company too.
I do all three deals after the Fed Suns agree to delay our New Macao raid for adding in the naval flotilla from Mallory’s World. We’ll arrive at May 30.
Negotiation with the LC: We begin with 160 points. We spend 50 points for full salvage, 110, they want three months, drop to one, 10 points, 100 left, we pull 25 for 50% Battle Loss and Strait support. 75 left, they pull 25 for their x4 salary, 50 left, we have no remuneration, they want liaison, no transport, 70 left: 35% bonus.
I am sending our Fortress and with it our stuff.
Contract #42:
O. Raid for the Lyrans on the FWL World of Amity
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.5
Transit – None
Command – Liaison
Remuneration – None
35% Signing Bonus
Negotiation with the FS: We have 192 points. Same as their deal but with 50% signing bonus.
Contract #43:
O. Raid for the FS on the CC World of New Macao
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.3
Transit – None
Command – Liaison
Remuneration – None
50% Signing Bonus
I am sending in Nove with our captured Union the “Amber Lion”.
Negotiation with FWL: We have 176 points. We have the same deal, but with 43% signing bonus.
Contract #44:
O. Raid for the FWL on the LS World of Arcadia
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.4
Transit – None
Command – Liaison
Remuneration – None
43% Signing Bonus
I am sending in Vee #6 and Khamésh Company.
Abe Sargent
01-29-2025, 11:35 PM
Beginning of Contract #42:
April 26, 3028 – Our Fortress and Alpha and Vee #2 and infantry arrive at the FWL border world of Amity, we are at the Nadir JumpPoint where there is a Charging station, and no one challenges us and we head to the planet.
April 29 – We arrive at Amity’s surface, still no one is stopping us. We land at a DropPort by their HQ where are striking. Their base is with a local noble mansion.
We unload and get everything ready. We scout up, and find what was expected. They meet us on the way in a desert with few of anything to keep battle away from the mansion.
Here are the Marik Defenders!
Mechs:
Atlas – veteran – uh oh
Banshee 3M – veteran
Catapult - yay!
Marauder 3M
Blackjack
Hermes II 2M
Shadow Hawk
Vulcan 2T
Whitworth 1S
Locust – 1M
Spider – yay!
Stinger
All regular, love that Atlas, Banshee, Catapult and Spider.
Tanks:
Ontos – veteran
Puma – veteran
Schrek PPC Carrier - veteran
Brutus
Pike
Goblin
Hetzer
Harasser Laser Platform
J. Edgar
Saracen
Scimitar
Scorpion (LRM) - that’ s a variant with LRM10 and LRM 5 too in the turret.
Also love that Brutus!
Three Infantry regular.
We are on a desert map with light foliage, and nothing else.
This is it:
https://cfw.sarna.net/wiki/images/thumb/8/86/Desert_1.jpg/489px-a65n64imkg0yvcgeo718fm83ro56yhb.png?timestamp=20230911192052
We have an Atlas too! This 100 ton machine of death rules the world with 3/5 speed max armor, AC20, SRM6, LRM20 and some Mls with 20 sinks. Here’s a pic:
https://cfw.sarna.net/wiki/images/thumb/c/c6/Atlas_RGilClan_v24.png/541px-66y81tw2o4i7ufe7yan0zx3ndigj3lu.png?timestamp=20220226182249
Abe Sargent
01-31-2025, 12:02 AM
I deploy my Atlas flank four wide and then vees too. They deploy their Atlas and Banshee in the far left corner, the Ontos and Schrek there too.
Turn 1 – We lose init 9-8. Close! I charge 5. Their Harasser flanks us. We base it with our Jenner for kick kills, they don’t bring out the Atlas or Banshee. Their Hermes II bases our Jenner. I spit long range fire at the Shrek and Ontos to kill them, short range at the Hermes II +3 and Harasser +4. Their Catapult -1s our Behemoth’s movement. Our Archer destroys their Ontos’s front, dead tank! That’s his 12th kill! Level up time! Our Banshee destroys their Schrek’s left side. Dead tank! No falls, melee time! Their Hermes II was barely touched with FOUR AC20s fired his way. Our Jenner kicks and destroys their Harasser’s turret side, dead tank! That’s Mohammed Kunya’s green pilot’s 3rd kill, one more and his gunnery rises to regular!
Turn 2 – We thump them in init this time 10-5. Their Atlas backs up, I run 5 again. Our Jenner bases a SHD’s flank and their Scimitar. The Saracen joins it. Their Hermes II is on my Galleon. Our Wolfhound it’s flank. Their Spider bases my Jenner. I fire long range if they can see it at that Atlas in the far corner of the map and then short range at their Brutus on one side and the Banshee on the other. Their Goblin halves our Behemoth’s movement. Our Maxim halves the movement of their Saracen. Then it hits the ammo in it and it explodes, dead Saracen, not recoverable. Another Maxim halves the movement of their Brutus. Their Saracen also reduces the speed on my Behemoth pre-dying. Our Ontos destroys their Alas’s head, dead mech and CO. They’ll be not happy. Dead Atlas!!! No falls! Melee! No falls or bad stuff. Their Banshee has left just 6 LL external but is fine elsewhere.
Turn 3 – We keep init 11-6. Same gap. They eject the Brutus, we do the Behemoth. No cheap kills. I’ll give them this turn to get right, and then who knows? Their Banshee backs up to the Atlas’s far corner spot. I charge it. Our Atlas bases their Blackjack on the way. Oh uh! Jav to the rear of their Pike. Saracen too and Grasshopper too. Their WW bases my Hunch’s flank. Our Awesome and Crusader base it. Archer next to their Pike. Our Wolfhound by their Hermes II flank. I fire everything at that Banshee.
Their Pike halves my Ontos movement
Our Banshee destroys theirs RT, RA on the ground
Our Ontos hit’s a gyro and engine on it.
Our Archer another gyro hit and 2 more engine hits, shut down, another Archer kill!
Our Maxim destroys their Pike’s turret, dead tank!
Our Atlas fell so no felling the BJ.
Melee!
Nothing major is lost.
They flee with both assault mechs and two tanks taken out. No issues there.
Salvage:
Ontos – destroyed front, and I cannot salvage, I tossed a 3.
Schrek PPC Carrier – destroyed left side and…I tossed a 7 and cannot salvage
Harasser Laser Carrier – Destroyed turret and I toss another 7 no salvage
Brutus – ½ movement. Ejected.
Pike – dead turret we can salvage tossed a 9
We salvaged a Brutus and Pike!
Atlas missing H; current value - 8,826,000 – to fix 800k
Banshee 3M missing RT, RL, LL, RL, two gyro and 3 engine hits. Current value - 5,824,327 – to fix 3 mill.
We fix the Banshee’s gyro in three days and engine in 7. I don’t have Atlas parts. The Banshee is a unique 95 tons. Any of those? No parts, sorry. I pay the costs to fix both and then 1 mil to make that Banshee a 3S. Total spent 4.8 mill.
Us:
Behemoth – 1 and halved movement
Ontos – halved movement
We fix the Behemoth on the 2nd try and the Ontos on the 1st easy.
Abe Sargent
01-31-2025, 12:18 AM
Level Up:
Alpha Company Archer elite pilot Mitch Raymond got his 13th kill, and gets edge.
April 30, 3028 – We take apart all of the tanks we couldn’t salvage and then convoy stuff to the cargo for their cash and then blow up the HQ! We salvaged from both 3.2 mill. We’ll be back on June 2. 3028.
Contract??!??!??!??
Our salary is 129,945
O. Raid for the Lyrans on the FWL World of Amity
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.5
Transit – None
Command – Liaison
Remuneration – None
35% Signing Bonus
What we Spent:
Salary - 259,890
Support – 600k – 500k armor, 100k ammo
Total we Spent: 859,890
What we were Paid:
Salary - 1,247,472
Signing Bonus – 436,615
Support - 300k
Salvage – 3.2 mill
Total we were Paid and Salvaged: 5,184,087
Total we Made: 4,324,197
War Chest: 79,422,633
END OF CONTRACT #42!!!!!!!!!!!!
Abe Sargent
01-31-2025, 10:18 AM
Beginning of Contract #43:
May 29, 3028 – Nove Company arrives in the CC System of New Macao with the O Raid by the FS on the world with no mechs. We are at the Zenith JumpPoint. This is a border world, so more defenses are needed, and then we have the flotilla here to drop them down, but the world isn’t that valuable, many CC border worlds we’ve arrived at with lesser value might only have minor stuff. We also have the repaired Avenger and Leopard CV with fighters here too. We are on the “Amber Lion.” Union.
We check and at the JumpPoint are a CC Military logo of the New Macao Militia Invader with an open DropRing and an Leopard CV and am escort Achilles. The nastier one to the Avenger. It carries two fighters, 2 small craft and the best weapons/armor of an assault/escort stuff. We have five.
Here’s what they have:
1 Achilles
1 Leopard CV
8 fighters
4 Aquarius
We own that easy with one Invader DropShip!! We have 30 fighters, 14 Aquarius, 3 Leopard CVs, an Avenger and five Achilles, We destroy them both, the Leopard CV as it flees. Can we salvage either? The Leopard CV no (tossed a 6) but the Achilles yes (tossed a 10). How much? 4 mill to fix. I spend it now.
Battle Loss at the JumpPoint – We took 5 mill from a longer battle and had to fight better stuff. We lost just 2 fighters, and one is not salvageable, it’s a Shilone at 3.4 mill. We can spend 450k to fix our and they lost all 8 and we can salvage 3 for 1.35 mill. We salvage an Aquarius for 950k.
Their JumpShip jumps
We find here at the JumpPoint from the destroyed stuff salvaged 2.25 mill.
June 3, 3028 – We arrive at New Macao and the local ships from the Nadir JumpPoint and planet arrive. Here are another Achilles, Leopard CV, and a 2nd Leopard CV and a normal Leopard and Gazelle. They have 16 fighters, 3 total Leopards, an Achilles and 4 more Aquarius.
We beat, them, but this is harder and longer. We destroyed their pair of Leopard CVs their Achilles dies too and then the Leopard normal and Gazelle head to the planet. Their JumpShip flees.
We cannot salvage that other Achilles (tossed a 2) or one Leopard CV (3) but yes to the other one! (9 precisely). It costs to fix up 7 mill I also spend now.
Battle Loss at the Planet of New Macao – We took 7 mill in damage, and then we lost another 5 fighters, 2 permanently with costs of 10,605,553 (Riever and Slayer lost). The others repaired for 1.26 mill. We can salvage 5 of their fighters for 4.15 milk and another Aquarius for 1 mill.
We land at New Macao. The HQ of the local New Macao Militia is there the Drops fled too. We follow them, land and then head out. They have here a lance of mechs, and 12 vees, so it seems they have some mechs here, but that’s nothing. We do have air superiority here.
Here are the New Macao Militia!!!
Mechs:
Stalker – veteran
Thunderbolt – yay
Vindicator
Wasp 1L
Tanks:
Devastator – veteran
Ontos – veteran
Brutus
LRM Carrier
Von Luckner K70
Condor (Liao)
Goblin (LRM) - variant with 2 LRM 10s instead of a LL.
Galleon
Harasser Missile Platform
Hunter
Skulker
Striker
We are on the “Desert Runway” map. It’s here:
https://cfw.sarna.net/wiki/images/a/ac/Desert_Runway_%28Prefinal%29.jpg?timestamp=20210912011735
Here is their Thunderbolt an ugly but powerful punch your face in 65 tonner with 4/6 movement, LL, LRM 15, 2 MG, SRM2, 3 MLs I’d love to grab!!!!!
https://cfw.sarna.net/wiki/images/thumb/3/35/Thunderbolt_TDR5S_SSW.jpg/532px-8eg8chdp5zoz3k7pf1ikfzok3fx0fyk.png?timestamp=20210707212430
All regular!! I’d also be happy with a 2nd Stalker in our garrison or that Devastator. I need to take out that LRM Carrier and Ontos first and then either the TBolt or Devastator next.
Abe Sargent
02-01-2025, 12:32 PM
Turn 1 – We win init 7-6. We charge 5. They flank their Harasser and Condor to us. Most of my mechs cannot see the LRM Carrier and Ontos, I fire at the Brutus for those who can see it, and then short range at that Condor. My Archer, Trebuchet and Hopper can see and fire at their LRM Carrier. Our Atlas -1s the movement on their Brutus, Our Archer destroys the LRM Carrier’s left side. Dead tank!!! That’s Nove’s 1st kill!!!! Our Jav 10F destroys their Condor’s left side too, dead tank!!!z Good jorb scout!!!
Turn 2 – We annihilate them in init 12-2. Ouch, sorry. I feel bad. I charge 5. Where is their savaged Harasser? Did they eject it? Our Jav next to their Thunderbolt’s flank on their Hunter up a level for a head punt. Our PXH on the other side flank, and then rear of the Wasp 1L. I don’t base their Thunderbolt’s front with my Grasshopper since it has damaged legs. Jenner next to their Brutus. I fire on that Thunderbolt who can see it and otherwise that Devastator that moved in. Our Orion destroyed the Devastator’s front. Dead tank!!! Our Jenner hit the ammo on their Brutus, boom, dead tank! Their Von Luckner hit our Banshee in the head and destroyed it, dead mech uh oh! Their Thunderbolt made a 9 to stay standing, we rocked it. Melee! Our Archer kicks and destroyed the leg of their Wasp 1L’s RL, it’s down and blacked out too. Their Thunderbolt kicked in the head by our Javelin, it has 1 left external since it wasn’t damaged prior, it stands and doesn’t fall, sad.
We killed or legged three units that turn, an assault vee, a heavy vee and a light mech too. But that Assault mech of ours helps to even things a bit.
Turn 3 – We keep init 8-5. Our Atlas bases their Von Luckner. Our Orion too. Their Ontos in my Atlas’s space. Our Hunchback next to it. Their Thunderbolt moves and backs up and turns his back to us. Our Archer in his rear arc. Our Warhammer by their Hunter and our Hopper in its rear arc. Their Vindicator by our Warhammer’s flank. Our Jav to their Thunderbolt’s rear next to it. Our Jenner next to their Von Luckner. Our PXH remains by their Thunderbolt’s flank. I fire my north flank at their Von Luckner. Our Jenner destroys it’s turret, dead tank! Their TBolt again needed an 8 and stood, but an SRM hit the head and he’s got 2 left internal so in melee I’ll try to punch him dead. Our Awesome kicks and destroys their Ontos’s right side, dead tank! Our Jav punches their TBolt in the head, dead mech and MechWarrior.
We have taken out their Smashmouth TBolt, six tanks and the assaults of the Ontos and Devastator and Brutus and Von Luckner and LRM Carrier heavies. They should leave…will they? They took out our Banshee but that head shot on their closer this turn evens. We have 11 meches and units, but they have an untouched assault Stalker to build around. I toss dice. I toss a 9. They will fight for one more turn, angry at our head kill trying to even things, and then if they haven’t swung things around, they’ll flee.
Their Wasp wakes up.
Turn 4 – We lose init 9-5. That needs to be the only thing they win this turn. Their Wasp turns. Jenner next to their Striker’s rear. Our Hopper to the rear of their Hunter. Our PXh on top of it. Their Stalker bases our Atlas. I stay here and base it with our Awesome. Our Orion to it’s rear, our Hunchy to it’s flank. Our Jav by their Goblin. Our Warhammer to the rear and next to their Vindicator. I fire at the Stalker if they can see some can only see their Vindicator. Our Orion destroys it’s head, dead Stalker! No falls. I kick! Our Grasshopper destroys their Hunter’s rear, our Warhammer kicks their Vindicator in the wounded RL, and would drop leg it but it’s a glancing blow on a 4.
They flee and eject from the Wasp. It looks like they did eject the Harasser.
Salvage:
Condor (Liao) – destroyed left side, I can salvage it, tossed a9.
LRM Carrier – destroyed left side, I can…not salvage it tossed a 6.
Devastator – destroyed front, we toss a 7, cannot salvage
Von Luckner – destroyed turret – We can salvage, tossed a 9.
Ontos – destroyed right side, we tossed a 2 and cannot salvage.
Hunter – destroyed rear. We toss a 4 and cannot salvage.
Harasser Missile Platform – ejected.
We can salvage the Von Luckner, Condor and ejected Harasser.
Wasp 1L – lost RL; see below
Thunderbolt missing H, RA; see below
Stalker missing H; see below
Any spare Wasp right legs? Yup! It’s even a 1L model too fixed! Thunderbolt H and RA? Got the RA but not a H. It weighs 65 tons and I can use JagerMechs, Crusaders, Catapults and more. Got me a Catapult head, I toss a 9, it’ll work! Stalker H? Got it too!!!
Us:
Banshee lost Head. Battle Loss – 800k.
Any in storage? Yup got one! I’ll just make 400k from it.
Abe Sargent
02-01-2025, 01:49 PM
June 3, 3028 – They flee in their Leopard and Gazelle to the JumpPoint. We try to take them out on the way and…we take out Leopard and their Gazelle too, hard to slip past 5 Achilles and then escape the fighters fast too. Can we salvage the Leopard or Gazelle? I toss a 6 for the leopard, nope there. The Gazelle? 9 precisely, grabbed it!
We salvage 5 mill from the Leopard’s carcass, we can spend 6 mill to fix up our Gazelle, done now.
June 6, 3028 – We take apart the tanks we couldn’t salvage and grab that cash from their base, but no blowing it up, this was about testing them out.
We find and salvage 3.25 mill on the field and their HQ.
We head out from New Macao planet and head to the JumpPoint.
We will arrive at Mallory’s World on June 26, 3028.
Contract Stuff!!!!!!!!!(!!!)
O. Raid for the FS on the CC World of New Macao
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.3
Transit – None
Command – Liaison
Remuneration – None
50% Signing Bonus
The salary for Nove is 78,641
What we Spent:
Salary - 157,282
Support, Ground – 500k - 400k armor, very little done, 100k ammo
Support Space – 12 mill
Battle Loss – Fighters salvage - 1.650k
To salvage their Fighters – 5.5 mill
Total Spent: 19,807,282
What we were Paid:
Salary – 654,293
Singing Bonus –327,146
Support Ground – 250k
Battle Loss Banshee – 400k
Support Space – 6 mill
Battle Loss Fighters salvage - 825,000
Battle Loss Fighters Loss - 7,002,776
Salvage, ground – 3.25 mil
Salvage, space – 11.25 mill
Total we were Paid and Salvaged: 29,959,215
Total Made: 10,151,933
War Chest: 79,574,566
END OF CONTRACT #43!!!!!!!!!!
Meet our new Drops!
Achilles #6, escort/attack DropShip captured from CC at New Macao, named “The Majesty of War” carries 2 fighters and small craft, empty.
Leopard CV DropShip, fighter carrier with room for 6. Empty. Captured from CC at New Macao We renamed the “Panthera Pardus Delacouri” (The Indochinese Leopard)
Gazelle DropShip, tank carrier carries 15 vees; Captured from CC at New Macao. We renamed it “Joys of Tank”
Abe Sargent
02-01-2025, 02:44 PM
Beginning of Contract #44:
May 1, 3028 – Vee #6 and Khamésh Companies arrive at the Lyran Border world of Arcadia. Everything is clear, we are directed to land on planet.
May 6 – We arrive at the planet and unload. We check the defenders are what are expected a mixed battalion of one company each of mechs, tanks and infantry. Intel looks good.
We arrive at their base, here are the Lyran Defenders!!!
Mechs:
BattleMaster 1S – veteran – nasty, love to get it!
Charger – veteran
Archer 2S – It’s okay, I just ran one in the previous game. Not my favorite variant, not bad, needs better heat sinks though
JagerMech
Rifleman
Centurion
Hatchetman
Shadow Hawk 2D
Whitworth
Javelin
Locust 1S
Valkyrie
Vees:
Demolisher - veteran
Puma – veteran
Bulldog
Manticore
Von Luckner – K70
Hetzer
Maxim
Vedette
Harasser Laser Platform
J. Edgar
Scorpion
Skulker
All regular. We are on the Second AeroBase map. No woods to hide around. It’s here:
https://cfw.sarna.net/wiki/images/thumb/8/89/AeroBase_-2_%28Prefinal%29.jpg/499px-t5i8kdj9hi0jobsqcrbvlscctm4k1n1.jpg?timestamp=20210912012025
We start on the south and they on the north.
This is each of our BattleMaster 1S on this battlefield. It’s an 85 ton mech with 4/6 movement and this variant is with 20 heat sinks, strong armor. And for weapons an LRM15 and 5, 4 front facing mediums and then an SRM2.
https://cfw.sarna.net/wiki/images/thumb/9/9f/BattleMaster_RGilClan_v03.jpg/625px-ctr2cd34eudmgxxjbx2fhqao12wcrsp.jpg?timestamp=20241118013540
I’d love another BattleMaster even this weird variant. That’s the normal JagerMech not the good one. I’d love another Manticore and Demolisher. The Archer is fine too.
Abe Sargent
02-02-2025, 11:36 PM
I set up my Atlas flank on the south side. I lost set up 4-3, wow bad. This is the company with an Altas, BattleMaster, Stalker 3H variant with LRM20s, Banshee, Orion, Whitworth, Trebuchet and Warhammer 6R for long range and then scouts of Grasshopper, Jenner JR7F, Phoenix Hawk and Locust 1E. It’s weird and I really need that Warhammer 6R at the back with it’s lighter armor to swap to a 6D. Only their BattleMaster isn’t behind that building.
Turn 1 – We win init 11-8. I charge 5. They flank their Maxim. Our J. Edgar bases it. They flank down their Shadow Hawk too. Their Harasser Laser and J Edgar flanks me too. Their Locust flanks our Atlas. Our Locust to its rear. I focus fire on their BattleMaster. It’s 6-7 hexes away and +2 to be hit. Our Devastator hits their BattleMaster’s head with an AC20 dead mech and warrior. Sorry!!! Our Condor -1 movements their Manticore. Our Jenner stuns it’s crew for a few turns. Our Brutus destroys the BM’s RL too so we legged it this turn, and then the RA too. Our Atlas fell. Melee!!!
Turn 2 – They grab init 9-8. I charge 5 for everyone not an Atlas. I stand it up and move 3. They don’t move their Manticore. They charge their Puma from the building. Jenner to it’s rear. Condor too. Their Valkyrie jumps on their Puma. Our Maxim to it’s rear. Their Archer emerges. Our Hopper next to their Locust. Their Scorpion tank flanks us. Their Jav next to our Maxim. Our PXH next to their Scorpion. Our Locust next to their Harasser. Our Orion next to their Maxim and Harasser. Our J Edgar in their Archer’s rear. I fire everything at that +2 Archer around 4-6 hexes away. This time I am splitting my stuff at attacking the Puma on that flank and then targeting the Maxim on the other.
Our Jenner destroys the Puma’s rear armor. Dead tank!!
Our Locust destroys their Harasser Laser Carrier’s fuel tank and it blew up, dead tank!!
Their Hatchetman halves our Maxim’s speed
Our Zhukov hit their Archer’s ammo, boom, dead mech.
Our Hunter destroys their Hetzer’s front, dead tank!!!
4 units killed, melee time!!!
Our Orion -1s movement their Maxim
Our Grasshopper destroys their Locust’s RL, legged and falls
We haven’t lost a unit, just a half speed Maxim. They’ve lost an assault vee, mech, heavy mech and AC20 medium one and a light and a legged light mech. They have one round to turn this around next round.
Turn 3 – We steal init 11-3! Nasty! They turn but don’t eject their Locust. I Eject my Maxim. We charge in. I see their Demolisher. Our Pxh remains next to their Scorpion. Our BM bases their Bulldog and Centurion. Our Locust bases their Maxim. I target their Manticore and Scorpion on the south flank and Bulldog and Demolisher north one above the building.
Our Drillson halves the movement of their Von Luckner
It then destroys the left side of the Scorpion - dead tank!!!
Our Demolisher missed 2 7s on the Bulldog, it’s standing
Our Locust destroys their Maxim’s front side! Dead tank!
Our Stalker destroys their Demolisher’s side, dead tank!!!!
Our Brutus -1s their Bulldog’s movement
Our Orion halves the movement of their Manticore
Their Whitworth stuns our Demolisher crew and destroys its engine
Our Schrek destroys the front of their Manticore, dead tank!!
Our Rhino Support Tank hits the ammo in their Shadow Hawk, boom, dead mech!
We stand! Melee! Can our BM finish off the Bulldog with a kick? Nope, we stun them and -1s their movement.
With a savaged Von Luckner, and Bulldog they have left just three other vees , their Vedette, J. Edgar and Skulker, we killed 7. They lost an Assault and two other mechs and then a legged and immobile Locust, so that’s 11 dead of 24. It’s time to fade out. They eject the Locust and we capture it!!
Salvage:
BattleMaster 1S – missing H, RA and RL; see below
Locust 1S missing RL; current value - 1,343,600; to fix 200k
Archer 2S – RA, H, LA, LL
Shadow Hawk 2D – RA, LA, H, LL
Puma – Missing rear armor we cannot salvage tossed 7.
Hetzer – destroyed front, we tossed 7 again, no salvage
Scorpion -destroyed left side we tossed a 3 and no salvage
Maxim – destroyed front, we tossed a 4 and can’t salvage
Demolisher – missing side. We toss another 8 and can salvage
Manticore – destroys front, we toss a 9 and can salvage
We captured a Demolisher and Manticore. Not great rerolling. The BM head and missing Right limbs are needed. Any from that design? I do have a Head and arm, but not a BM RL. Any other 85 tonners? That’s the weight of Longbows and Stalkers too. Got a Stalker one! I toss a 9 and repair it, it works, new BM! The Locust RL too? None from those, Stingers or Wasps? None! I don’t repair it.
Us:
Maxim – half movement
Demolisher – destroyed engine, battle loss -
We fix the Maxim’s movement today. The Battle loss engine they destroyed on the Demolisher costs not that much since it’s an ICE (Internal Combustion Engine) the entire tank costs 2.151 mill. Just 500k should get it back up and running.
Abe Sargent
02-02-2025, 11:55 PM
May 9, 3028 – We take apart the many vees we cannot salvage, and then transfer their stuff and then blow up their HQ after rearming, armoring, and repairing our stuff.
We salvaged from both around 2.5 mill.
We head back to the JumpPoint, no one bothers us, we get back June 27 at Mallory’s World.
Contract Time!!!!!!!(!!!)
O. Raid for the FWL on the LS World of Arcadia
Salvage – Full
Support – 50% Battle Loss and Support
Length – 1 month
Salary - x4, x1.6, x1.4
Transit – None
Command – Liaison
Remuneration – None
43% Signing Bonus
Our salary is 130,197
What we Spent:
Salary - 520,788 (2 months here and back and then just a few days blowing stuff up)
Battle Loss – Demolisher – 500k
Support – 700k – 550k armor, 150k ammo – they barely touched me
Total Spent - 1,720,788
What we were Paid:
Salary – 1,166,565
Signing Bonus – 501,623
Support – 350k
Battle Loss – 250k
Salvage – 2.5 mill
Total we were Paid and Salvaged – 4,768,188
What we Made - 3,047,400
War Chest - 82,621,966
END OF CONTRACT #44!!!!!
Abe Sargent
02-03-2025, 12:48 AM
April 11, 3028 – Oitavo Company returns.
EVENT April 12, 3028 – Founding member Alice Sanchez and Roger Sanchez has a 2nd child, a girl named Marybelle Sanchez.
Apr 13, 3028 - Recruiting time for us! Flavia, Evan, and Stephen are here at Galatea. I have enough salvage for another Mech or Vee company.
I grab 11 new MWs and then 6 new vee pilots, all elite and dispossessed:
11 New MWs:
Salimah Shivji, elite
Takashi Miike, elite,
Joe Wolf, elite
Cal Phoenix, elite
Gregory Gaye; elite
Errol Oliver; elite
Leslie LePorte; elite,
Ailin Morrison, elite
Yi-Sun Vázquez, elite
Nasimah Ragha, elite
Ken Sivakumar, elite
Plus these unassigned:
Johanne Wittman
Luke Smith
Tanks:
Khairiya Barre, elite
Anice Flowers, elite
Herb bin Gamali, elite
Vratislav Hilas, elite
Silvia Cho, elite
Labib Wemusa, elite
To be assigned later!
We create a 10th Vee Squad Mech Company named Deich!!! (Irish for 10)
Capt. Salimah Shivji, elite, AS7D Atlas
Takashi Miike, Banshee 3S, elite
Joe Wolf, BattleMaster 1S, elite
Cal Phoenix, Thunderbolt, elite
Left. Johanne Wittman, elite, Stalker
Gregory Gaye, Striker 2C, elite
Errol Oliver, elite, Archer 2R, 6.5 mill spent to grab it.
Leslie LePorte, Catapult C1, elite, 6 mill spent for it.
Left. Luke Smith, elite, Grasshopper 6.5 mill paid
Ailin Morrison, Wolverine 6R, elite
Yi-Sun Vázquez, Wolfhound, elite
Nasimah Ragha, Spider, elite, 3.5 mill paid for it.
I paid in total 22.5 mill for my 4 mechs to drop our War Chest to 60,121,966
Abe Sargent
02-03-2025, 01:30 AM
Here is our Fleet!!!
JumpShips:
Merchant – 2 DropRings, 2 Small Craft, “Serendipitous Balance”, Captured by Arba Company, returns on Feb 02, 3058
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles, With Arba Company, returns on Feb 02, 3058
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary
Invader – “Jade Camel” 3 DropRings and two Small Craft which are Aquarius.
Star Lord JumpShip, “Starry Valley,” 6 DropRings, 4 Small Craft that are DropShuttles
DropShips:
Cargo Carriers:
Mule Cargo Carrier DropShop we captured from Pirates, we named the ”Profits of Merc Life” we captured from pirates will arrive on Nov 28, 3027 too.
Mule – “Salvage Holder” Cargo Spheroid; carries 3 bays of 2715 tons each; Captured by Arba Company, returns on Feb 02, 3058
Assault:
Avenger ”Black Panther” – Assault and escort DropShip, Captured by Arba Company, returns on Feb 02, 3058
Avenger, “Hawkeye” – Assault and escort DropShip, with Arba Company, returns on Feb 02, 3058
Avenger, “Marvelous” - Assault and escort DropShip,
Avenger DropShip – Escort and attack DropShip, we captured from DC in Cylene, renamed “Firebird” who is an Avenger.
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
Achilles “Guns Amok”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. Full!
Achilles - Escort and assault DropShip named the “Ares Rules of War” named after the Ares Convention all major powers signed to keep battle away from civs and then not use Mass Destruction stuff like Nukes or chemical weapons. Captured from CC world of Tsinghai.
Achilles Named the “Frontier Escort!” It has two small craft and fighters,
Achilles – An escort and attack ship with 2 Small Craft and fighters. Named “Peacepact.” Captured from the DC in Alrakis, Captured from the DC in Alraki
Achilles #6, escort/attack DropShip captured from CC at New Macao, named “The Majesty of War” carries 2 fighters and small craft, empty.
Fighter Carriers:
Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full; With Arba Company, returns on Feb 02, 3058
Leopard CV “Avenger’s Assistance” - Can hold 6 fighters full, captured by rented Avengers
Leopard CV “Panthera Pardus Melas” – Can hold six fighters, full
Leopard CV “Panthera Pardus Nimr” - Can hold six fighters, full, captured from the CC
Leopard CV “Panthera Pardus Fusca II” Captured from CC, full
Leopard CV – Fighter carrier DropShip with space for 6 fighters, full, we named “Panthera Pardus Tulliana” Captured from Pirates.
Leopard CV – Fighter Carrier with six spots, named “Panthera Pardus Pardus”. Captured from the DC in Alrakis.
Leopard CV DropShip with 6 fighters not full, we renamed the “Panthera Pardus Orientalis” (The Amur Leopard). Captured from DC in Atria
Leopard CV DropShip, fighter carrier with room for 6. Empty. Captured from CC at New Macao We renamed the “Panthera Pardus Delacouri”
Military Carriers:
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, Assault style craft.
Gazelle DropShip, named “Turrets of Diplomacy” vee carrier for 15 vees, Captured from Pirates
Gazelle DropShip, tank carrier carries 15 vees; Captured from CC at New Macao. We renamed it “Joys of Tanking”
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters full
Union, “Sapphire Lion”, carries 12 Mechs, 2 Fighters, spheroid, used by Khamésh Company returns Nov 28.
Union DropShip, “Ruby Lion” Captured from pirates, carries 12 Mechs, 2 Fighters, spheroid – Captured by Arba Company, returns on Feb 02, 3058,
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters, spheroid
Union DropShip with 12 mechs and 2 fighters, not full, we renamed it the “Amber Lion.” Captured from the DC in Atria.
Union DropShip with 12 mechs and 2 fighters, full named “Diamond Lion.”
I have 6 companies of Vees which will fit one in the Fortress, 2 in Gazelles and 2 and a half in my Condors. I have 10 of mechs and 5 Union for half of them, an Overlord for 3 more then another in that Fortress just one empty. I could use more Jumps too. I only have 24 rings, and 32 DropShips. I’ll grab more next.
Abe Sargent
02-03-2025, 12:25 PM
April 28, 3028 – Contracts time at Galatea! Flavia, Stephen and Evan take them!!!
Now like last time we can only do stuff that gets us back by July 1st. This time we have just 60 days. I’m sure that any from the Fed Suns that need us by then would be fine, as might Lyran stuff.
I get 3!!
Here they are:
#1. The CC want us for a Cadre/Garrison for 3 months in the Davion Border world of Menkar. We decline, too much time. We ask if we could do a Lyran nearby O Raid instead, can our Well Connected Evan and famous Stephen and elite negotiator convince them? I toss a 10. They agree to have us raid the two jumps away system of Carsphairn. We are to destroy a small mining HQ for defending them of a company of merc mechs. We can be there May 10th.
#2. The FWL want us to security 4 months. No thanks, too long.
#3. The Lyran want us to O Raid the nearby border Marik world of Zosma, it’s 36 days to the JumpPoint and thus hard to attack and doesn’t need as much to defend, so a Pirate JumpPoint is opening 4 days away that gives us a chance to raid them and test their defense, like the CC raids we often do for the FS. It’s 2 jumps from Galatea, so we could be their on May 9, and land on the 13th. We will need one mech company.
I take the 1st and 3rd.
Negotiation with CC: We start with 198 points, 50 is spent for full salvage, 148, then 10 points to drop 3 months to 1. 138. 25 for 50% Battle Loss and Straight Support and they pull the same for x4 salary, so 88 left. We grab no remuneration, 98, they take Liaison Command and then no transport, so that’s 108. 54% Signing Bonus
Contract #45:
Obj. Raid for Cap. Confederation against the Lyran world of Menkar
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary - x4, x1.6, x1.3
Command – Liaison
Renumeration – None
Transport – None
54% Signing Bonus
I will send Oitavo Company
Negotiation with LC: We start with 180 points, everything the same but the length starts at one month since they need us back fast. So, 50% signing bonus here.
Contract #46:
Obj. Raid for Lyrans against Free Worlds League world of Zosma
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary - x4, x1.6, x1.3
Command – Liaison
Renumeration – None
Transport – None
54% Signing Bonus
We are sending ‘Eono Company who gets back on the 30th, and we’ll now arrive on May 11.
Abe Sargent
02-03-2025, 01:25 PM
Beginning of Contract #45:
May 10, 3028 - Oitavo Company arrives at the Nadir JumpPoint, no major traffic here is attacking us.
May 15 – We land on Carsphairn near their mining areas. We unload at a nearby DropPort around 5 hours away. We check out the defending merc mech company here and it’s as expected.
As a reminder, here is our Oitavo Company:
AS7D Atlas
BattleMaster 1G
Thunderbolt 5S
Guillotine 4L
Awesome 8Q
ARC2S Archer
Crusader 3D
Trebuchet 5N
Vulcan 5T
Spider
Javelin 10F
Griffin1S
Nasty close lance, and Awesome, Archer and Crusader are great high armor long range stuff and then solid scout lance too.
Here are the Merc Mining HQ Defenders!
It’s totally random what we could be against!!!
Banshee 3S - Uh oh…veteran
Stalker - veteran
Merlin
Marauder 3R
Thunderbolt – uh oh…
Blackjack
Centurion
Vulcan 2T
Vindicator
Commando
Jenner
Locust 1E
All other pilots are what are randomly assigned by the game. It looks like the Thunderbolt is veteran.
What map? There is the Arctic Base I could do again. It’s a bit slower paced since the buildings are real. I do it, they start in the center, and then us on the north or south…. Let’s try the north this time and mix it up.
Here is their Merlin, a 60 ton 4/6/4 jumper with 168 armor and then 18 heat sinks and then a PPC, LRm 5, 2 ML 1MG and Flamer. It debuted in 3010!
https://cfw.sarna.net/wiki/images/thumb/d/d8/Merlin_RGilClan_v26.jpg/489px-41war0e59tzpcijs7h0saoww0nipsex.jpg?timestamp=20230113005227
Abe Sargent
02-03-2025, 10:12 PM
We lose set up 9-8. I set up my Atlas Spear. I’d love to snag that Thunderbolt and Banshee! It starts on the other side of the building. Most of their stuff on the south side of the building.
Turn 1 – We lose init 11-8. I charge five. Their Banshee charges but TBolt withdraws. Our BM Bases their Banshee, their Stalker our BM, Our Guillotine (GLT) it’s rear. I fire at their Banshee with everything save the GLT and TBT and Griffin to it’s rear to try for a rear kill now. Our TBT hits the hip on their Stalker’s RL. Our BM hits the Banshee’s engine twice and gyro once. They both fall. Melee! Our GLT hits the Stalker’s RL another leg actuators and our BM destroyed the Banshee’s RA.
Turn 2 – We win init 9-5, they eject the Stalker and Banshee!!! I charge with the Atlas, their Tbolt moves in. Our BM bases it. And our GLT too. Our Griffin bases their Locust, and our Spider to its rear. Our Vulcan bases their Commando and then is to the rear of their Centurion. Our Jav next to the Commando too. I fire my main stuff at their T Bolt and some at the Locust and Centurion and Commando. Their Jenner next to my Awesome. Our BM destroys their TBolt’s H, dead mech! We also destroy it’s LT and LA. Our Archer hit it’s gyro once too. No falls, melee time! Our Archer kicks their Vulcan to the ground and it blacks out. Our Griffin destroys their Locust’s LL, legged mech it falls. We also drop their Commando.
They need to turn this around now. They are mad that we killed their TBolt vet pilot but after next turn heads will clear.
Turn 3 – We keep init 10-8. They try to stand up the Locust, it falls and blacks out. Our Griffin bases their Vindicator. Our BM bases their Merlin. Our GLT to it’s rear. Their Commando rises, our Jav bases it and our Spider it too and the Centurion’s rear. Their Mad emerges and bases my Jav. Our Atlas and Archer to it’s rear arc, but back a couple of spaces. I fire rear attacks on them, and then mostly at the Merlin. Both their Marauder and Merlin fall, the former blacks out. Melee!! Our Guillotine kicks and destroys their Merlin’s H, dead mech! Our BM destroys it’s LA. Our Archer destroys their Centurion’s LL, legged and fell. We double destroyed the Commando’s legs with our Jav and Spider.
They eject from the legged mechs and flee, and we captured tons.
Salvage:
Stalker with hip and leg hit
Banshee 3S – with 2 engine, 1 gyro hit, missing RA. Current value - 8,370,745 - to fix 500k.
Thunderbolt missing H, LT and LA, gyro hit. See below.
Locust 1E missing LL. Current value - 1,324,200 - To fix- 250k.
Marauder 3R – blacked out pilot
Merlin - missing H, LA; see below
Vulcan 2T _- blacked out pilot
Centurion – missing LL; see below.
Commando – missing RL and LL; see below
We fix the Stalker and got a new Vulcan 2T and Marauder 3R. We fix the Banshee engine in just hours and the gyro in 4 days. Do I have a RA for it? Nope – I spend 500k for it all up and down the block. We fix the TBolt’s gyro on the third try. Then we need an H, LT, or LA! Got them? None of them, but this is a 65 tonner that’s the weight of a Catapult, Crusader, and JagerMech. I do have a JM H and LA, they work. LT? Crusader got it. New TBolt!!! How about the Locust LL? Nope, ,and neither Wasp or Stinger either. I spend 250k to fix it. Merlin time!!! No parts, any 60 tonners? That’s Dragons, QDraws, and Rifleman. Got them both in QD form! They each work, got a Merlin! The Centurion LL too? Got it! Commando? Got them both! Added! We added 9 units!
Abe Sargent
02-03-2025, 10:27 PM
May 17, 3028 – We rearm, armor, repair and then salvage their Mining HQ.
We salvage from it 1.75 mill total
We destroy their HQ, blast out and then head home! We’ll arrive at Galatea on May 29.
Contract Time!!
Obj. Raid for Cap. Confederation against the Lyran world of Menkar
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary - x4, x1.6, x1.3
Command – Liaison
Renumeration – None
Transport – None
54% Signing Bonus
What we Spent:
Salary - 78,641
Battle Loss – 400k - We were barely touched, rarely kicked and ended fast - 300k armor and 100k ammo.
Total Spent - 478,641
What we were Paid:
Salary - 654,293
Signing Bonus - 353,318
Support – 200k
Salvage - 1.75 mill
Total we were Paid and Salvaged - 2,957,611
Total Made - 2,478,970
War Chest after paying 750k to fix Banshee and Locust - 61,850,936
END OF CONTRACT #45!!!!!!!!
Abe Sargent
02-03-2025, 11:30 PM
Beginning of Contract #46:
May 11, 3028 – ‘Eono Company arrives at a Pirate Point at Zosma. We get little traffic. They are too far away and in the FWL too, so nothing will matter much. We launch for their planet.
May 15, 3028 - We land on Zosma! We are here to test their D not to too much damage to them.
We land at a DropPort right by them!
Here is ‘Eono Company, by the by:
BattleMaster 1G
Banshee 3S
Thunderbolt 5S
Charger 1A5
Crusader 3R
Catapult C1
Goliath 1N
Warhammer 6R
Dervish 5M
Vulcan 5T
Javelin 10F
Locust 1E
Here are the Marik Defenders!
Awesome – veteran – yay for Salvage!
Charger 1A5 - veteran ditto, although I have one left.
Crusader 3R – yeah!!!
Warhammer 6R
Centurion
Trebuchet
Whitworth 1S
Wolverine 6M
Javelin 10F!!!!!!!!!!!!!!!!
Stinger
UrbanMech
Wasp
I’ll have to snag that Charger the rough way! In battle! Ditto Jav 10F. All regular.
This is each of us Charger 1A5. It’s an 80 ton mech with 4/6 speed, 13 sinks, max armor, AC20, 2 SRM6s, ML and Sl. Here’s it’s picture:
https://cfw.sarna.net/wiki/images/c/ce/Charger_RGilClan_v29.jpg?timestamp=20230311222454
We are on the south side and they the north.
Abe Sargent
02-04-2025, 09:49 PM
I make a BM spear. Their Awesome in the far left corner their Charger in woods on the other side.
Turn 1 – We lose init 4-3. Wow. We charge 5. Their Wasp flanks me. Their Fire Jav bases my Devish in woods, Their Charger stays in the heavy woods far away. Long range weapons at their Awesome, short range at the Wasp. We pepper their Awesome. Kicks! We kick they don’t drop.
Turn 2 - We win 10-7. I charge 5. Their Charger charges our flank. Our Vulcan bases their Centurions flank. Our Jav bases their’s flank, our Dervish and Locust to the Wasp’s rear. I fire at the Awesome and then the rear at their Wasp. Our Locust hit it’s ammo, boom, dead mech! Our Banshee destroys the Awesome’s RA; our Warhammer it’s RT. Our Catapult hit it’s engine once and gyro twice, immobile mech! No falls. Melee! Our Jav kicks their Jav in the RL and legs it!!! They savaged my BM and it’s internal in the LA.
Turn 3 – We keep init 9-3. Ouch! They eject their Awesome. I move around. They turn but don’t eject the Jav. They back up the Charger, behind their Warhammer. We charge it. Our Banshee bases it. Our Dervish bases their Centurion’s rear. Our TDR bases their Whitworth. Our BM too, I keep it out as a decoy. Our Vulcan does too. Our Jav to the Centurion’s flank. Our Crusader bases their Warhammer and our Catapult it’s flank. I focus on their Charger save for rear attacks by our Dervish and Jav. Our Charger hit it for two engine hits. Our Warhammer 2 gyros, down mech! Our Crusader added 2 more engine hits, so doubly shut down! It also destroyed it’s RA. Our Catapult it’s LA. Melee! Their Warhammer hit an actuator on our Banshee’s RL. Our Thunderbolt destroyed their Whitworth’s LL! It’s on the ground. Their Hammer and Centurion fall too.
They retreat and pull back! We have defeated them!!!
Salvage:
Awesome missing RT, RA, and 2 gyro 1 engine hit. See below.
Javelin 10F – missing Rl! See below;
Charger 1A5 – missing RA, LA with 2 gyro and 4 engines. See below.
Whitworth 1S – missing LL; current value 2,559,733 – to fix 300k.
Wasp – LA, RA, LL, H
We fix the Awesome gyro that day and engine in 2 days. Do we have those parts? Got them both!!! Our beloved Jav 10F leg? Nope, not that part of Javs. Other 30 tonners? Got an Urbie one, and…it works! I add it. We fix the Charger gyro on the 4th try and the engine on the 1st with a 12. Can we find it’s arm replacements? Got it’s LA, the RA from other 80s? Got a Striker one. It’ll work! Added! Whitworth 1S LL? Nope. Other 40s? Nope! I spend 300k to try it out. (61,550,936 – war chest).
Us:
Banshee – RL actuator
Abe Sargent
02-04-2025, 10:42 PM
May 17, 3028 – We finish rearming, armoring and fixing and salvaging it, but no exploding or destroying anything. We find here 1.8 mill.
We blast out, and then will arrive at Galatea on May 26.
Financial Stuff!!!!!
Obj. Raid for Lyrans against Free Worlds League world of Zosma
Salvage – Full
Support – 50% Battle Loss and Straight Support
Length – 1 Month
Salary - x4, x1.6, x1.3
Command – Liaison
Renumeration – None
Transport – None
50% Signing Bonus
Our salary was 78,461
What we Spent:
Salary – 78,461 - fast
Support - 600k – 500k for armor and 100k armor
Total Spent: 678,461
What we were Paid:
Salary - 753,225
Signing Bonus - 376,612
Support – 300k
Salvage 1.8 mill
Total we were Paid and Salvaged: 3,229,837
Total Made: 2,551,376
War Chest: 64,102,312
END OF CONTRACT #46!!!!!
Abe Sargent
02-04-2025, 11:48 PM
May 13, 3028 – At Galatea Flavia, Stephen and Evan we recruit 17! This is the month we grabbed that extra Leopard CV so we need to pick up 6 occupied fighters for it.
Fighters for Leopard CV:
Elite, heavy, Riever, Jeannie Bataille
Elite, heavy, Stuka, Fyfa MacFarlane
Elite, heavy, Stuka, Nana Prokhorov
Elite, heavy, Chippewa, Mitchell Botfield
Elite, medium, Shilone, Ulani Zharnov
Elite, medium, Transit, Arsen Park
11 left!
I snag 6 dispossessed tank crew and 5 MWs.
Tank:
Elite, Cheung Shiu
Elite, Young-Nae Kim
Elite, Sylwester Dugas
Elite, Julita Ignis
Elite, Gheorghe Ganea
Elite, Nestor Ocaya
Also:
Khairiya Barre, elite
Anice Flowers, elite
Herb bin Gamali, elite
Vratislav Hilas, elite
Silvia Cho, elite
Labib Wemusa, elite
MW:
Elite, Mardea Minoru
Elite, Ophelia Løseth
Elite, Dawn Tavira
Elite, Neves Elaine
Elite, Kaumudi Narang
We make a 7th Vee Company!!!
Capt. Khairiya Barre, elite, Demolisher
Cheung Shiu, elite, Devastator
Anice Flowers, elite, Brutus
Young-Nae Kim, elite, Ontos
Left. Herb bin Gamali, elite, Schrek PPC Carrier
Sylwester Dugas, elite, Manticore
Julita Ignis, elite, Hunter
Vratislav Hilas, elite, Rhino (I spent 4.5 mill to buy this)
Left. Silvia Cho, elite, Condor (Liao)
Labib Wemusa, elite, Maxim
Gheorghe Ganea, elite, Pegasus
Nestor Ocaya , elite, Saracen
Yay!!!
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