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Old 08-22-2008, 02:13 PM   #301
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
To Repair:

Fix hip actuator on Cicada.

No ammo needed
3 tons of armor needed
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Old 08-22-2008, 02:47 PM   #302
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Elizabeth Smythe orders the company and vehicles to move at full speed. With a head start of some time, plus the natural distance between the warehouse and the convoy, she hopes to outrun them.

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

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

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

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

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

It is after dark when the discovery is made, and the Swift Wind is ordered back. Perhaps there is a way to take advantage of this information.
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Old 08-22-2008, 06:37 PM   #303
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
May 6, 3036 - The Boomerang arrives, and now Elizabeth’s plan can be set. She orders the Boomerang to swing to the west for dozens of klicks before flying over their camp. In the meantime, her mechs are ordered out, while recon units show that the enemy is still at their camp, minus a lance that is probably out scouting.

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

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

The first turn arrives, and we position ourselves. Out of a local mine come a company of vehicles, and Smythe orders her troops to immediately retreat. 22 mechs and 12 tanks are just too much. As they move to follow, the two Ferrets fly overhead, firing into the faster vehicles. Using the Ferrets and Savannah Masters as fast harassing units, Trinity Company manages to escape. Unfortunately one of the Savannah Masters was destroyed.
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Old 08-22-2008, 06:40 PM   #304
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
May 7, 3036 - Knowing that they are exposed on the plains, and realizing that their foe will be searching for their location, Lieutenant Smythe orders their company to move back to the mining complex. There are no surprises along the way.
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Old 08-22-2008, 07:10 PM   #305
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
May 17, 3036 - The past ten days have been very quiet, when suddenly, their whole remaining battalion is discovered by a recon Swift Wind. It is moving on their position. Elizabeth orders the supply and extra recon units to immediately head for a fall back position back down the mountain trail, while her mechs fight a rearguard action.

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

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

Trinity company arrives back at he beach area, and now is moving southwards along it. However, they have naval assets here, and we are going to have to destroy their naval assets before we move on. They were obviously expecting us to retreat this way, but perhaps without all of our mechs. We’ll show them.
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Old 08-22-2008, 08:54 PM   #306
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Their assets:

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




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


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

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

All of their hover tanks are medium size, between 35 and 55 tons. This should be very quick. They’ll probably run in just a few turns.
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Old 08-22-2008, 11:58 PM   #307
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
On the first turn, one of our Trebuchets kills a Saracen by destroying its movement, which condemns it to a watery grave. Our Catapult destroys a Monitor’s left side.

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

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

With half of their forces destroyed, they sail back into the ocean. We gather the Thunderbolt’s arm and continue on.
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Old 08-23-2008, 09:52 AM   #308
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
To Fix:

Cicada RA, engine, gyro
Thunderbolt RA reattached

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


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

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

An hour later Elizabeth Smythe is radioed about a thick dense copse of trees that will suit us as a temporary shelter until we can dig deeper into the continent.
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Old 08-25-2008, 02:57 PM   #309
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
May 25, 3036 - It has been almost a week without any sign of the enemy. We holed up here, reduced our heat and light output, and have only sent out skeleton recon units in a close radius. We hope to wait a while, and then come out and strike the Isle of Skye dissidents.

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

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

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

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

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

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

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

That was close.
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Old 08-25-2008, 07:42 PM   #310
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Their scout lance:

Phoenix Hawk
Cicada
Valkyrie
Locust


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

We exchange fire and nothing more happens.

More fire is exchanged.

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

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

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

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

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

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

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

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

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

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

The next turn, the gyro on the Cicada is again hit by the Ostscout, giving it a confirmed kill as the Cicada can no longer move. It falls and destroys its CT, just in case there was any doubt. Our Hatchetman dices into the Phoenix Hawk and destroys its CT section.
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Old 08-26-2008, 11:51 AM   #311
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Salvage:

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


Valkyrie RA, LT
Catapult RA, LT
Cicada LA


Armor:

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

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

We lost a mech, but took out four, and salvaged three of those for later use.
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Old 08-26-2008, 12:06 PM   #312
Tellistto
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Join Date: Apr 2002
Location: Whitman, MA
Guerilla warfare against the guerilla warfarers? Awesome! Is going to be a long wait of hit and run if you have to stick around the 6 weeks for them to show up.

Good luck!

Tell
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Old 08-26-2008, 01:03 PM   #313
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
July 1, 3036 - We have stored the salvaged mechs in our current location in a mine, similar to the mine shaft we used in the south for the other mechs. We move on back to the south.

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

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

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

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

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

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

Time to settle up.
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Old 08-26-2008, 01:04 PM   #314
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Quote:
Originally Posted by Tellistto View Post
Guerilla warfare against the guerilla warfarers? Awesome! Is going to be a long wait of hit and run if you have to stick around the 6 weeks for them to show up.

Good luck!

Tell

Thanks, but I rolled and we were able to get by the last month and get out. Still, I enjoyed this campaign a lot.
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Old 08-26-2008, 06:05 PM   #315
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We have Full Salvage, so we get:


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

Pieces:

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



Armor:

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


Total Cost:

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

To Fix:

Cicada RA - 140,000
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Old 08-26-2008, 06:10 PM   #316
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Costs:

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


Salaries:

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

We lost 427,725, but gained so much


War Chest: 3,767,476




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


August 18, 3036 - Trinity Company arrives back at Outreach after a few quick jumps.
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Old 08-26-2008, 09:54 PM   #317
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
EVENT

April 21, 3036 - After continuing a spiral into madness after he lost so many planets and systems in the Fourth Succession War, Capellan Confederation Chancellor Maximilian Liao commits suicide. Of his three children, his original heir, Tormano Liao, left to join the Federated Suns while his other heir, Candace Liao, seceded the St. Ives Compact from the state. That leaves cruel and crazy Romano Liao and her consort as the rules of the realm. Romano is paranoid, vicious, and a poor administrator, but she trusts her consort, and he will rule from the behind the scenes, keeping the Confederation steady during the spiraling madness of Maximilian Liao and now the paranoia of Romano.
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Old 08-27-2008, 11:48 AM   #318
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
April 26, 3036 - Commandos Company arrives back at Outreach after its first post-Ted Izumo mission was a success. Lieutenant Martin Fitzgerald gets one chance for a recruit before moving to contract offers.

Aurelia Yevgina, veteran, MechWarrior, Dervish

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


Contract Offers:

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

Offer #2: Federated Suns, Recon Raid


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

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

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


Contract Terms Briefly:

Exchange Salvage. 72.
50% Transport. 77
No Remuneration. 87
Salary 3.4. 62
Battle Loss 50%: 27
Liaison: 27
Length: 4 months. 17 points left.
8.5% signing bonus
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Old 08-27-2008, 12:48 PM   #319
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
June 28, 3036 - We cross borders to the Duchy of Andurien and are making our way to the world of Shiro III, currently under assault by the LCCC.

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

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

Three Free Worlds League regiments assaulted the planet:

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

There are just two Andurien Regiments:

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

Although they are outnumbered, six years of constant warfare have hardened the soldiers.
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Old 08-27-2008, 12:52 PM   #320
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
June 30, 3036 - We land at Shiro III just as the Atrean Hussars blast off. We are given a sitrep by our Andurien allies. Apparently, so confident that they could destroy an Andurien regiment on their own, the Hussars took on the Fifth Andurien Defenders and were summarily bounced back by a savage counterattack. Only the intervention of the First Marik Militia prevented the Atrean Hussars retreat from being a full out rout, and they have just blasted off planet.

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

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

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

The numbers are against us. The elite Fusiliers feature a full regiment of nine companies, and we have around six companies with our support. However, in a war, the defense is often benefited by strong terrain, knowledge of the area, and a tactical advantage.
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Old 08-27-2008, 03:25 PM   #321
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
July 1, 3036 - The first raid against the defenses by the Fusiliers has occurred, and repelled by the Defenders. They are trying to test the lines and probe for weaknesses.

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

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


Their forces:

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

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

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

However, if we can repel them by taking out a mech or three, then it should be good.
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Old 08-27-2008, 05:01 PM   #322
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
We are fighting on a map with some pavement, a few small industrial buildings in an abandoned outer district of Mina, and a small hill.

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

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

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

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

With that, more Marik mechs appear at the edge of our HUDs and the current units begin to retreat. They destroyed one of our assault mechs, and savaged two more mechs, including another assault mech. We destroyed their Hermes, Stinger and Cyclops, plus we were beginning to severely damage many of their other mechs
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Old 08-31-2008, 12:14 PM   #323
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Salvage:

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


Longbow LA
Javelin RA
Whitworth RA


To Fix:

Awesome PPC, RA
Javelin, 3 leg actuators
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Old 08-31-2008, 12:22 PM   #324
Abe Sargent
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Join Date: Dec 2001
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We fix the Jav and Awesome quickly. The Awesome is missing a RA and will be out of battle until we can get a replacement PPC and RA. The Jav is back into the fray in one day. We also fix the Cyclops’ gyro, engine and actuator. We can get parts to the Stinger from on planet, since Shiro III has a factory that makes the Wasp, and the Stinger’s parts are identical (they even use the same chassis, engine, etc). However, since we do not know if we or the Duchy will be getting the Cyclops, Stinger and Hermes, we can’t afford to fix them up. So, although we could have the mech up and running in just a few days, since we don’t know if it will be ours, or not, we cannot spend the money needed.

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

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


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

Armor: 220,000
Ammo: 215,000

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

I also order parts for the Awesome. 725,000 for the arm and PPC.
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Old 08-31-2008, 12:27 PM   #325
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
They will arrive in about two weeks (we are closer to mech parts for an Awesome here in the FWL, where the design is very common, than we were at Outreach).

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

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



Marik Forces:

Phoenix Hawk
Stinger
Locust
Firestarter

All elite

Our Lance:

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

The Battle Value favors our opponents who are all elite, whereas we have one elite, one vet, and two regular. Our mechs are better than theirs, except for their Phoenix Hawk which is better than any of ours. I want to focus on taking out one mech as quickly as possible. If we can zap a Locust or Stinger, then they’ll probably leave and we can move on.
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Old 08-31-2008, 07:01 PM   #326
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Join Date: Dec 2001
Location: Catonsville, MD
We are fighting on the border of a large pond. There are a few trees in the area. There is also a landscaped hill in the area.

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

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

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

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

They withdraw, and with a damaged Phoenix Hawk, we choose to let them go
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Old 08-31-2008, 08:29 PM   #327
law90026
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Still reading and still enjoying it.
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Old 09-01-2008, 11:29 AM   #328
Abe Sargent
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We traded a Stinger arm and torso for a Phoenix Hawk, because I exposed the Stinger twice in order to get around the rear and tear out its armor. It was a good swap.


Salvage:

Phoenix Hawk, gyro x2

To Fix:

Stinger RA, RT

Assassin shoulder and medium laser



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

175,000 to fix the Stinger, and it should be up in a few days. We managed to fix the Phoenix Hawk’s gyro but it won’t be up for two days.
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Old 09-01-2008, 11:29 AM   #329
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Quote:
Originally Posted by law90026 View Post
Still reading and still enjoying it.

Thanks!
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Old 09-01-2008, 12:22 PM   #330
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
July 10, 3036 - We get news that the First Marik Militia has blasted the Fifth Andurien Defenders and they are leaving the planet bound for Xanthe III, another Andurien stronghold. Although we were holding off the recon raids here despite being outnumbered and against elite forces, the soon to be addition of the First Marik Militia, even damaged, will tip the scales in their direction.

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

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

Shiro III has fallen back to the Free Worlds League.


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

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

18 July, 3036 - We arrive along with the First Defenders on the planet of Ryerson.
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Old 09-01-2008, 03:25 PM   #331
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
30 October, 3036 - After quiet on the front, our contract is up. The Duchy of Andurien does not activate the Emergency Powers Clauses in our contract but they offer us a new contract immediately. They need forces bad, and we have proven ourselves an ally to the Duchy twice. After consideration, we decide to negotiate a new contract.


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

No bonus

Let’s settle up from the old contract:

Salvage Value:

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

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

Total Salvage Value: 16,342,000

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

Since we cannot get the Cyclops, we get the Stinger, Phoenix Hawk, and Hermes, plus the body parts.
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Old 09-01-2008, 03:25 PM   #332
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Costs:

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


Incomes:

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

Total Gain: 5,583,324

War Chest: 10,446,332

LEVEL UP - Aaron Cohen, now assigned to the Phoenix Hawk, has notched four kills and his piloting skill is dropped by one.
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Old 09-01-2008, 06:47 PM   #333
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
November 4, 3036 - We arrive at our new assignment in the Xanthe system, 3rd planet. This is the second most valuable of the Duchy after Andurien itself. Xanthe III is the home system of the Humphreys, the ruling family of the Duchy. It is the symbolic home while Andurien is the current capital.

Now let’s pop back to a previous company.

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

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

We rolled well, getting two elevens.


Time for some Contracts

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

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

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


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

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

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

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


Contract:

We have 126 points

Salvage - Exchange. 116
Transport - 50% 121
Length - 2 months - 106
Remuneration Yes. 96
Support - 50% Battle Loss Compensation. 61
Independent Command - 51.
Salary 3.7. 26
13% bonus.
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Old 09-01-2008, 10:44 PM   #334
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
June 19, 3036 - We arrive at Syrma in a merchant DropShip so as not to arose suspicions that a military force has landed. I check our intel.


Their Command Lance:

Atlas
Wolfhound
Quickdraw
Grasshopper


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

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

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

Time for using our opponent’s strategy against themselves.

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

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

My Ambushers:

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

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


The first battle initiated is the diversion, but I don’t want to run it first. Three rounds of it will go by before we ambush the command lance. I need to know how many rounds the ambush takes before knowing on what round I break off the diversionary unit.
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Old 09-02-2008, 02:05 PM   #335
Abe Sargent
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Location: Catonsville, MD
Ambush!

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

We are in thick woods, but we close quickly.

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

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

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

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

The fifth round we exchanged fire.

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

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

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

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

The diversionary attack will not last more than 12 turns (it could take less but no more). Now let’s play it.
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Old 09-03-2008, 12:31 PM   #336
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Salvage:

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


Quickdraw RL
Atlas RA


To Fix:


Wolverine AC5

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


Armor: 300,000
Ammo: 34,000


Diversion Attack:


Their Company

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


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

The Zeus is their best mech, and it’s a Lyran Commonwealth specialty mech that cannot normally be found in other militaries. It’d be nice to grab it. What I want to do is stand in the back and wait away the turns, but we attacked at a lighter woods area, so we will not be able to do so.
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Old 09-07-2008, 01:45 PM   #337
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Sorry I've not been around for a few days. I was best man at a wedding this weekend, so I was focused on that stuff with wedding, reception, bachelor party, rehearsal, etc. Anyway, i'm back and will pick this up today.
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Old 09-07-2008, 04:18 PM   #338
Abe Sargent
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Location: Catonsville, MD
Here we go:

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

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

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

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

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

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

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

We exchange fire

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

This is the 11th turn. We have two turns left before we retreat. Luckily, they do not know that. They take stock. They begin with three heavy mechs, all are destroyed. They began with three assault mechs, two are destroyed. They’ve also lost one of their two medium mechs. All they have left are four lights, a medium, and an assault. The Assault mech is overheat and can barely fire any weapons until it cools down. Two of the light mechs are missing legs, weakening them significantly. The Griffin has some serious damage reducing its mobility. Therefore, they are choosing to retreat. We let them go and focus on recovering salvage.
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Old 09-07-2008, 05:00 PM   #339
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Salvage:

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


Parts:


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

To Fix:




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


Salvage in Detail:

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



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


Total Salvage Value: 29,975,000

Shared Value: 14,987,500

I absolutely want the assault Zeus. I grab that. That leaves me more than seven million. Atlas or Warhammer? That’s easy enough, I add the Atlas. I also take the Rifleman and Stinger and Quickdraw parts.
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Old 09-07-2008, 05:31 PM   #340
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Costs:

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


Incomes:

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

Total Increase: 7,143,925

Current War Chest: 17,336,733


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

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

We have a Firestarter in storage in our garrison at Episilon Eridani. Since we have the schematics for the modifications we made to the Firestarter, I order our techs to modify the Firestarter to the same specifics as we had, and ship the modified mech to Outreach. It will be there when we arrive.
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Old 09-07-2008, 07:40 PM   #341
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
July 24, 3036 - Kilts Company arrives back on Outreach. I have assigned dispossessed MechWarrior Adrick Lee to the Atlas, which is a major upgrade. From mechless to the lord of the battlefield. Trinity company is on the way back from their last assignment and they are down a few mechs. I order the Zeus and Rifleman held here in storage for a month until they get here. I put dispossessed Barbara Morse in the Zeus and Maeve Vega in the Rifleman from that company.

Recruitment by Braham Essex.

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

Recruitment by Adele Thompson:

Damon Adkins, elite, dispossessed

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

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

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

However, I am not going to mess with such a classic design.
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Old 09-07-2008, 08:19 PM   #342
law90026
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Very nice salvage on that last mission.
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Old 09-07-2008, 11:35 PM   #343
Abe Sargent
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Quote:
Originally Posted by law90026 View Post
Very nice salvage on that last mission.

Yeah, it enabled me to get a couple of good mechs, so I'm happy.
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Old 09-08-2008, 12:14 PM   #344
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Time for a new REORGANIZATION:


Aleph Company (Formerly known as Kilts Company):


Anvil Lance:

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

Hammer Lance:

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


Thunder Lance:

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




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

The name is the play on the normal nomenclature of Alpha Company, Beta Company, etc. I named it in Hebrew instead.
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Old 09-08-2008, 12:53 PM   #345
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Typhon Company (Formerly known as Commandos Company):


Anvil Lance:

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


Hammer Lance:

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


Thunder Lance:

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


* - New in the Company. I replaced a second Javelin and second Awesome to prevent confusion. Named after the many headed serpent and God of Wind in Greek Mythology who claimed to bathe in the Eridanus river and dueled with Zeus. Four Lights, four mediums, three heavies and one assault.
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Old 09-08-2008, 01:32 PM   #346
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Trinity Company:


Anvil Lance:

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


Hammer Lance:

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


Thunder Lance:

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

* - I replaced a Trebuchet with the Goliath in order to prevent having two Trebuchets in the company. This company is rocking just two lights, four mediums, three heavies and three assaults giving it some heft.
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Old 09-08-2008, 01:59 PM   #347
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Phaeton Company:


Anvil Lance:

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

Hammer Lance:

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


Thunder Lance:

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


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

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

This company is named after Phaeton, a minor character in Greek Mythology, who was tossed into the Eridanus, a mythological river which was also one of the largest constellations in the night sky when viewed from Terra. Episilon Eridani, our homeworld, is one of the brighter starts in the Eridanus constellations.
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Old 09-08-2008, 02:51 PM   #348
Tellistto
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Join Date: Apr 2002
Location: Whitman, MA
Pretty soon your goinna have so many companies that time will move very slowly. Your not planning on combining any of these in the future, are you? Or will you just begin fine tuning your four companies in the future with better and better mechs?

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

Good stuff, still reading and enjoying it immensely.

Tell

Last edited by Tellistto : 09-08-2008 at 02:52 PM.
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Old 09-08-2008, 09:18 PM   #349
Abe Sargent
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Quote:
Originally Posted by Tellistto View Post
Pretty soon your goinna have so many companies that time will move very slowly. Your not planning on combining any of these in the future, are you? Or will you just begin fine tuning your four companies in the future with better and better mechs?

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

Good stuff, still reading and enjoying it immensely.

Tell


I suspect that I'll have active units and garrison units, much like the vehicle company is just doing garrison work. I want to get to regiment size, 9 companies, which is where a lot of mercs are at, plus most house units are regiment sized. Then I can simulate some bigger battles, much like I did with the two recent campaigns, one in that small continent against Skye Dissidents and the other in Andurien.
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Old 09-08-2008, 09:20 PM   #350
Abe Sargent
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Join Date: Dec 2001
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I take some contract offers for Aleph Company.

Offer #1: Lyrans want us for a Security Contract

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

I see which is closer.

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


Contract:

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



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

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

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


Costs:

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


Incomes:

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

Loss: -114,700

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


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