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Other Projects => Other Games => Play With Your Buddies => Topic started by: Fishbreath on September 23, 2017, 10:54:30 am

Title: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Fishbreath on September 23, 2017, 10:54:30 am
Table of Contents
Dates given are the start date of the entry. The date in the thread title is the current date.

Introduction

Welcome to what I hope will be the start of a long-running Let's Play: a mercenary campaign, more or less following the Against the Bot campaign rules, using MekHQ and MegaMek to handle the bookkeeping.

That's a lot to unpack. We'll start with MegaMek. This is MegaMek:

(https://i.imgur.com/XUbcVDV.png)

MegaMek is an open-source implementation of the BattleTech rules, which greatly simplifies playing out battles. It covers just about everything in the BattleTech rulebooks, but it's also a little on the dense and questionably-documented side, as open source projects are wont to be. (See also: my very own OpenTafl.)

Next up, MekHQ. This is MekHQ:

(https://i.imgur.com/ZVlopB6.png)

MegaMek runs battles; MekHQ runs campaigns. It implements some of the many, many variations in BattleTech's rules for maintenance costs, mercenary contract generation, and so on and so forth.

Finally, Against the Bot. No screenshot here. Against the Bot is simply a set of rules on top of those implemented in MekHQ, concerning the generation of a mercenary company and some of the mechanics of running one left untouched by BattleTech's rulebooks.

I have a few house rules I plan to layer on top. First, a set of rules I cooked up for pre-existing enemy damage. Especially in the Third Succession War era, it's hard to come by spares and time for maintenance, but the Against the Bot rules have no provision for setting up the enemy forces to be as battered as yours. The pre-existing damage rules present a mechanism for wearing down the enemy force over the length of a campaign, an important part of warfare.

Second, I have a litany of little tweaks to the Against the Bot rules.

Process and Participation

I, as the company commander, will play roughly a month of game time per week of real time (my time permitting). I'll be using a customized build of MekHQ which contains some brand-new features; you can download the source from this branch (https://github.com/jslater89/mekhq/tree/local-fullfeatured) on Github.

You, as the readers (either at my website or at the Bay12 forums) have a few participation options. You can pick a mechwarrior, aerospace pilot, or vehicle crewman to follow, and give me guidance on how that person ought to develop his or her skills (and possibly input on mech refitting, if that happens). Whether or not you do that, you can also vote on the contract to take.

Company Generation

Now we come to the fun part. Given that my blog is the primary venue for this Let's Play, I've decided we will be known as the [cur]Opinionated Bastards[/cur]. We still have a few things to figure out, though. First off, time period.

Furthermore, we have to pick a flavor of company.

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: GentlemanRaptor on September 23, 2017, 11:37:22 am
I love MegaMek, and ATB especially, so this is pretty neat. My vote goes for 3050, nice and cozy near Clanner spearheads, with the merc vet background.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: A Thing on September 23, 2017, 02:23:32 pm
Ahhh, MekHQ. One day I'll finish that 2400-3100 game, but probably not soon.

I'll vote for the 3050 start also, but I think I'd rather the Adventure Merchant background. It takes a lot less time to get decent Mechwarriors then high-quality meks at the start.

I think we should go up into the Draconis Combine and get some contracts against Clan Smoke Jaguar. Other dirty clanners are acceptable fodder, but obliterated Smoke Jaguar meks would be ideal.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Hanzoku on September 23, 2017, 02:29:05 pm
3050, Merc Vet background. I had fun with my run, I mostly ran into issues with not having planned enough structure to provide a decent background. The only mission type I hated were chases as defender. Especially when its my assault lance being 'chased'... oh, and the one where you have to protect civilians, mostly because they're suicidal idiots.

One bit of advice: when facing Clanners, trim their numbers to matching BV values to represent the bidding process. Since the bot can't handle Clanner tactics, their hardware and training edge means that also coming with higher numbers will slaughter the unit. Equal BV makes it fairly reasonable matchups.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Fishbreath on September 24, 2017, 08:46:23 am
One bit of advice: when facing Clanners, trim their numbers to matching BV values to represent the bidding process. Since the bot can't handle Clanner tactics, their hardware and training edge means that also coming with higher numbers will slaughter the unit. Equal BV makes it fairly reasonable matchups.

Thanks, that's a good tip, and (kind of) reduces my reticence to take on the Clans.

It looks like there's a strong consensus on 3050 in the region of the Clans, so barring any major changes in the voting, that seems like the place to be. I'll let votes come in until Wednesday or Thursday, then get an initial update ready for Saturday, with unit information and contract options.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Fishbreath on September 27, 2017, 06:20:57 am
I'll be rolling up the company tonight. Votes after that time aren't strictly forbidden, but probably won't mean much.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Fishbreath on September 30, 2017, 08:18:13 am
I rolled up the Opinionated Bastards a few nights ago. Let's dig in.

BattleTech Notes

For most things, BattleTech rolls 2d6 against a target number. Bonuses and penalties change the target number. Bonuses are therefore negative numbers, whereas penalties are positive numbers. Combat skills in the pilot dossiers will be listed as N+, which means that the roll is made against a target number of N before modifiers.

The Company

Per the vote, we're a company of mercenary veterans operating in the Draconis Combine, not far from the Clan spearhead. Our home world is Piedmont (http://www.sarna.net/wiki/Piedmont), which has an interesting and slightly terrifying history.

The Mechwarriors

They're pretty fantastic. The dice were kind, and we have a fine set of pilots to kick things off with.

Captain Huri Halit

(https://i.imgur.com/r2h6JcP.png)

Huri Halit is the commander of the Opinionated Bastards, hailing from the Draconis Combine (http://www.sarna.net/wiki/Draconis_Combine). He is the most talented mech pilot I've seen in my days playing BattleTech via MekHQ. In the 'abilities' section, he has Hopping Jack (+2 instead of +3 penalty for shooting after using jumpjets) and Pain Resistance (-1 bonus to all remain-conscious rolls, never takes more than 1 damage from ammunition explosions).

Lieutenant SG Mariamu Ishikawa

(https://i.imgur.com/jJDhNV6.png)

She's not half bad, either. Hailing from the Lyran Commonwealth (http://www.sarna.net/wiki/Lyran_Commonwealth), she has excellent piloting and gunnery skills. Her Dodge ability allows her to use the Dodge action against physical attacks, which adds a +2 penalty to physical attack rolls against her mech. Maneuvering Ace allows her to sidestep.

Lieutenant SG George Atkinson

(https://i.imgur.com/XBin58J.png)

Lieutenant Atkinson has similar piloting skills to Lieutenant Ishikawa. Amusingly, he's also a fairly competent aerospace tech, which may come in handy. He's from the Capellan Confederation (http://www.sarna.net/wiki/Capellan_Confederation).

His abilities push him from superb to whatever's beyond superb. Melee Specialist means his melee attacks have a -1 to-hit bonus and do 1 extra point of damage. Gunnery/Ballistic adds a -1 bonus to hit with all ballistic weapons. I think Sensor Geek only comes into play when playing with fog of war on, which we aren't.

Lieutenant JG Sung-min Dare

(https://i.imgur.com/Petnm85.png)

A workmanlike pilot and gunner, he's most interesting for his background: he is one of two of the Opinionated Bastards who comes from ComStar (http://www.sarna.net/wiki/Comstar). As such, he brings a high-tech mech to the unit, a Rifleman RFL-3N. That also means that he can't be reassigned, and if he dies or retires, the mech goes with him.

Private Tedris Jamil

(https://i.imgur.com/rTxtetc.png)

Another workmanlike pilot and gunner. A mercenary with no known home state, he brought a custom mech with him, a Vulcan VL-2T with the flamer replaced by a second medium laser. Same deal as Lieutenant Dare: if he dies or retires, the mech goes too.

Private E-Shei Ec

(https://i.imgur.com/qdiHBCq.png)

The oddly-named E-Shei Ec is another former resident of the Draconis Combine.

Private Jose Ortega

(https://i.imgur.com/ws8wqlL.png)

Jose Ortega comes from the Periphery, specifically the Rim Collection (http://www.sarna.net/wiki/Rim_Collection), a small, independent coalition of worlds to the galactic west of the Inner Sphere.

Private Damayanti Ngo

(https://i.imgur.com/vCTJb5M.png)

Private Ngo is another Capellan and another average mech pilot.

Private Ik-jun Frajtov

(https://i.imgur.com/l4wkH5O.png)

Private Frajtov is the first of our truly green pilots; piloting and gunnery skills 6+/6+ and above mark a novice. He's another resident of the Draconis Combine.

Private Ferdinand Kohler

(https://i.imgur.com/5tMel3e.png)

Private Kohler is another rookie and another Periphery man, although he hails from the Lothian League (http://www.sarna.net/wiki/Lothian_League), a long-lived periphery state adjacent to the Marian Hegemony.

Private Jan Kojic

(https://i.imgur.com/r6mxiOs.png)

A rookie and a Capellan.

Private Cathrine Payne

(https://i.imgur.com/eeV81TY.png)

Another ComStar veteran, Private Payne is a little less hopeless than our other rookies based on her history with that august organization. She brought along a Locust LCT-1M, with the same caveat as our other ComStar pilot.

The Mechs

The dice were still my friend here. Confession time: I forgot to change the faction for each pilot's background. I only remembered when I got to the ComStar pilots. So, I made nine rolls on the Draconis Combine random unit table and two on the ComStar table. (One of the Against the Bot mech generation rolls failed altogether, so we have 11 mechs and 12 pilots.)

Thunderbolt TDR-5S

(https://i.imgur.com/HpacKGv.png)

An energy-heavy heavy mech. The missiles are a bonus, and the large laser is always nice to reach out and touch the enemy. It may have issues closing with foes—it isn't all that fast, and it doesn't have much long-ranged weaponry beyond the LRM and large laser. If it can bring all its armaments to bear, it'll melt things pretty quick.

Lancelot LNC25-02 (x2)

(https://i.imgur.com/iYSu4Zy.png)

That's right, we have two of them. The Lancelot is even more energy-focused than the Thunderbolt. The PPC is a wonderful long-range weapon which is no less heat efficient than a large laser. The large lasers provide a workable punch at close range where the PPC's damage falls off.

Flashman FLS-7K

(https://i.imgur.com/fz8rKzJ.png)

The Flashman is our heaviest heavy mech by tonnage. Again, it has an overwhelming focus on energy weapons. Unlike the other mechs, it has the heat dissipation capacity to fire almost all of them almost every round.

Rifleman RFL-3N

(https://i.imgur.com/XjLNUMV.png)

A heavy mech with a balanced loadout. The twin AC/5s provide a heat-efficient punch, at the cost of ammo explosion risk. Owing to its limited number of heat sinks, the lasers are nice to have but not really main weapon material.

Vulcan VL-2T Custom

(https://i.imgur.com/IPo7kwe.png)

A medium mech mounting a machine gun and AC/2, as well as a pair of medium lasers. (One medium laser used to be a flamer; that's the custom part.) Has jump jets and decent mobility, but also lacks in survivability.

Phoenix Hawk PXH-1

(https://i.imgur.com/S8c7QJg.png)

A medium mech with excellent armor, armament, and (for its armor and armament), mobility. One of my favorite middleweight mechs for its combination of desirable characteristics.

Trebuchet TBT-5S

(https://i.imgur.com/ocBDDYA.png)

The close combat variant of the middleweight Trebuchet chassis. Fairly slow, but decently protected and possessed of a powerful alpha strike, thanks to the pair of SRM-6s, and superb heat characteristics.

Trebuchet TBT-5N

(https://i.imgur.com/qtNSler.png)

The long-range variant of the Trebuchet chassis. Just as slow, with similar protection. In place of the twin SRM-6 packs, it mounts twin LRM-15s for a powerful long-range punch. It has fewer heat sinks, but that isn't an issue in practice—the medium lasers are useful at close range, and the LRMs aren't.

Crab CRB-20

(https://i.imgur.com/OCG6qjQ.png)

A medium mech with tremendous firepower, but limited speed and average protection. Two large lasers punch well above its weight class.

Locust LCT-1M

(https://i.imgur.com/x7kOuis.png)

Our only light mech, the LCT-1M is another LRM spitter, mounting a pair of LRM-5s.

This is not a good thing.

The Vulcan up above, with its poor armor, has 10 points on the center torso and 6 points on the rear center torso, for a total of 16. The LCT-1M has 16 points of armor total, protecting... 120 LRM-5 missiles.

A good sneeze would blow it sky-high. Heck, a bad sneeze would blow it sky-high. I don't want to cheese off ComStar, necessarily, but this magical Exploding Locust is probably a good candidate for a refit, as painful as that is in tech time, cost, and so on.

Mech Assignments

House Steiner would be proud of us. We have five heavy mechs, five medium mechs, and one light mech.

Owing to my past experiences, I've arranged the Opinionated Bastards into two lances of five and six mechs. This Clan-like arrangement yields a stronger force at the point of contact, and ought to translate into reduced losses in the long run. Given that we pay for things we lose, this is good. The TO&E below has the details. I'm willing to rearrange the lances to divide the heavy mechs between the two, if the voting goes that way.

(https://i.imgur.com/J5KDNOU.png)

Finances

Given the pretty enormous value of the Opinionated Bastards' assets, we started with a decent pile of cash, enough to cover operations for a year or two (after I buy parts).

(https://i.imgur.com/Y0jBVvQ.png)

Supplies

We have none of them. Owing to our lack of standing in the mercenary world, we can buy neither parts nor ammo at present. Certain contracts—objective defense, garrison duty, and so on—will open employer markets to us, so we can build our supplies for harder contracts.

On the plus side, we're using very little cargo space right now.

Contracts

We have five contracts available this month.

Action Items/Voting

I'll handle any items not voted upon.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: A Thing on September 30, 2017, 03:10:15 pm
Action Items/Voting

I'll handle any items not voted upon.

  • We need to take a contract. I [cur]strongly[/cur] recommend the Pirate Hunting contract. We're also short a tech or two. We need some time on a softball contract to build up a stock of spare parts and ammunition to last us through a tougher contract.
  • Should I rearrange the lances to be two formations of roughly even weight?
  • Should I refit the Explosive Locust? I need to check the rules to see if that's plausible while the contract is ongoing. It might have to wait until we return to Piedmont after it's over.
  • Any changes to mech assignments? The two ComStar pilots, Dare and Payne, can't be reassigned. Neither can Jamil, who drives the custom Vulcan VL-2T.
  • You can claim a mechwarrior and give him or her a nickname. I'll try to follow claimed mechwarriors more closely in future updates. Available mechwarriors:
    • Captain Halit
    • Lt. SG Ishikawa
    • Lt. SG Atkinson
    • Lt. JG Dare
    • Pvt. Jamil
    • Pvt. Ec
    • Pvt. Ortega
    • Pvt. Ngo
    • Pvt. Frajtov
    • Pvt. Kohler
    • Pvt. Kojic
    • Pvt. Payne

Pirate hunting sounds fine.

Don't really have an opinion on the lances.

Locust definitely needs to be refit, though I don't think it should be high priority.

Mek assignments seem fine.

I'll take Kohler and give him the callsign "Woad" because Lothian is an area of Scotland, and we all know space Scots are highly effective.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: Hanzoku on September 30, 2017, 03:46:40 pm
Honestly, I wouldn't deploy that Locust until it has a refit. The 1M is a death trap.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: Fishbreath on October 02, 2017, 07:36:40 am
Okay, on Wednesday I plan to play:

1. Transit to our contract destination, which should take about two months for any
2. The first month of the contract, including...
3. Any battles which crop up.

Mech pilots may be claimed at any time, but voting on the other action items will close on Wednesday at noon.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: Happerry on October 02, 2017, 07:38:41 pm
That plan has my vote.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: Hasek10 on October 04, 2017, 01:10:44 pm
I'll take Lt. Atkinson and make his callsign 'Linebuster', on account of his melee prowess. In terms of Action Items,

1. I agree with the Pirate contract decision. The 30% salvage rights offers a solid path to build up spare parts beyond what you find on the market.
2. IIRC the ATB rules generate OpFor based on the BV of the deployed unit that it has determined is required to participate in the battle. Larger base formations mean you'll end up with slightly tougher fights and possibly better salvage, while risking more of the unit at once. I say go for it, but make sure you order up enough spare parts for the unit before you start advancing time.
3. TBH it shouldn't be too expensive to refit that locust, but if it starts eating up your tech hours, consider doing it after this contract.
4. Fine with mech assignments.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: Fishbreath on October 07, 2017, 08:04:51 am
The Opinionated Bastards sign on the dotted line, and will be employed by the Federated Commonwealth hunting pirates until July 7, 3050 (or earlier, if we're very successful).

En Route

To save on transit costs, I had the techs mothball the light lance. With only five mechs in mech bays, we fit into a smaller combat dropship; the mechs in mothballs go in a small cargo dropship. Mothballing takes two days, but a tech can unmothball a mech in a single working day, so we should be deployed as soon as we hit the ground on Gacrux.

Along the way, our human resources division makes a few paid recruitment rolls, spending 100,000 C-bills per week to load up on mech techs and administrators in the other categories. The Opinionated Bastards now have a fully-stocked tech division, as well as administrators and doctors fit for a unit of our size. In all, the Opinionated Bastards total 121 personnel, including the 72 local astechs and 12 local medics supporting our tech teams and medical staff.

(https://i.imgur.com/35q2JTM.png)
Rick Papatamelis is one of our new administrators. Hi, Rick!

(Note that since this is my first campaign following the Campaign Operations payment and maintenance rules, I'm using Campaign Operations rules for administration and tech support too; I had to triple the administrator allowance to get a reasonable starting position.)

Finally, I ordered some parts for delivery at Gacrux: ammunition, armor, and heat sinks, all of which are consumables after a fashion. (Heat sinks don't get used up, of course, but they're the most common part in our force and therefore the most likely to take critical hits.) I also bought some hand and foot actuators before I realized that's probably a good thing to vote on, so check the action items for more.

(https://i.imgur.com/DLI2nlA.png)
The seven-jump path from Piedmont to Gacrux. The top of the map, in blue, is the Free Rasalhague Republic. The four colors just above it are the start of the Clan invasion. Terra is the white dot just below Yorii.

Monthly Happenings

Gacrux (http://www.sarna.net/wiki/Gacrux), our destination, is a fascinating place. We arrive on March 7, 3050. I deploy the heavy lance to seek out action right away to fulfill the terms of the contract, and set about unpacking the light lance. The latter, hosting all of our rookies, goes on training duty, in the hopes of bringing some of them up to a slightly higher standard of performance.

Nothing much goes on in March. The pirates won't come out to play, which is quite a shame.

We do pick up a local; an astech by the name of Kian-zhi Ewerlof signs on permanently. He'll apprentice under one of our proper techs for a while, and perhaps someday he'll grow into a proper tech himself.

Status

It is now April 7, 3050.

Personnel

As mentioned above, we're fully manned as far as administrators, techs, and support personnel go. Since we have administrators with an HR specialty, we can make paid recruitment rolls to find candidates for specific positions at a cost of 100,000 C-bills per weekly recruitment cycle.

Mission Progress

(https://i.imgur.com/FX7nNiB.png)

The heavy lance is searching out the enemy. The light lance (such as it is) is training. Enemy morale is now Low. If it reaches Rout, we win, and we can collect the remaining payment and hit the road.

The Locust LCT-1M is refitting to a variant which mounts three medium lasers, a solid punch for such a lightweight mech.

Finances

(https://i.imgur.com/SC1ahWu.png)

After transit to Gacrux and the first month's payout, we have 2.378 million C-bills. Our net income before share payment is 1.106 million C-bills. After shares, the company nets 884,800 C-bills per month. The May, June, and July payouts remain, for a total of 2.654 million C-bills remaining to be paid. At the end of the contract, discounting salvage sales and battle damage repairs, we should have 5.032 million C-bills. Transit back to Piedmont should cost about 1.7 million C-bills. We should therefore have about 3.332 million C-bills after all is said and done for this contract.

Supplies

(https://i.imgur.com/HqJiRxv.png)

Armor, ammo, heat sinks, and cheapo actuators make up the majority of our supplies right now. (Note that LRM ammo and SRM ammo are interchangeable. 240 shots of LRM 5 ammo is 720 missiles, or 60 shots of LRM 20 ammo.)

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: EuchreJack on October 08, 2017, 02:53:40 pm
Glad to see someone getting back into this, I've been thinking about Against The Bot campaigns lately.

I'll take Private Jan Kojic, nickname Euchre, he he.  Let me know what I'm driving currently.

Since we have one less mek than pilot, we should be looking towards buying a (cheap) mek.  After the contract, since we might get lucky and snag one as salvage.

How did you get this started?  Has there been any updates since 2015?  The hardest part of Against the Bot is getting the thing.
EDIT: Nevermind, turns out that the latest versions of MekHQ apparently has everything.

https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf (https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf) seems like useful link

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 8, 3050)
Post by: a1s on October 09, 2017, 05:52:20 am
Transit back to Piedmont should cost about 1.7 million C-bills.
Why not look for more contracts in this part of space?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Fishbreath on October 09, 2017, 07:47:34 am
I'll take Private Jan Kojic, nickname Euchre, he he.  Let me know what I'm driving currently.

Since we have one less mek than pilot, we should be looking towards buying a (cheap) mek.  After the contract, since we might get lucky and snag one as salvage.

How did you get this started?  Has there been any updates since 2015?  The hardest part of Against the Bot is getting the thing.
EDIT: Nevermind, turns out that the latest versions of MekHQ apparently has everything.

https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf (https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf) seems like useful link

Private Kojic is currently the odd man out, sitting on the sidelines sans mech. I can leave him there, or I can put him into one of the Trebuchets, if you'd like.

Why not look for more contracts in this part of space?

It's much harder to find contracts off of our homeworld (or another suitably well-known, well-traveled mercenary world, like Outreach or Solaris VII).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: a1s on October 09, 2017, 08:48:02 am
I will take Lieutenant JG Sung-min "Double Dog" Dare
It's much harder to find contracts off of our homeworld (or another suitably well-known, well-traveled mercenary world, like Outreach or Solaris VII).
I don't know how the engine handles this, but we have a full staff of admins, and 3 months to do this (from what I gather including months-long waiting/travel times is standard on contracts, so we're not jumping the gun that much, by starting early.) I'm not saying we have to take it, but it might be a good idea to assign someone to keeping an ear out.

Our net income before share payment is 1.106 million C-bills. After shares, the company nets 884,800 C-bills per month.
Also, I hate to argue for reduction of my own shares, but if we are sure we need to spend 1.7 for transport as part of the contract, shouldn't we take those expenses into account, before splitting our profits? That's the way they taught us in ComStar Personal Accounting for Du Pilots.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Hanzoku on October 09, 2017, 09:36:35 am
Generally speaking, contracts will generate only very rarely unless you're on a capital world for one of the major or minor powers or a mercenary recruiting world such as Outreach or Galatea.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Fishbreath on October 09, 2017, 10:13:43 am
I don't know how the engine handles this, but we have a full staff of admins, and 3 months to do this (from what I gather including months-long waiting/travel times is standard on contracts, so we're not jumping the gun that much, by starting early.) I'm not saying we have to take it, but it might be a good idea to assign someone to keeping an ear out.

Once we sign a contract, the date we're expected onworld is exactly the travel time between where we signed it and where we're headed, so we can't stack up contracts.

Hanzoku is correct in general; until we build our reputation somewhat, we won't get many offers unless we're on an interesting world. (The Against the Bot rules aren't set up to take advantage of the Campaign Ops rating method, and I don't believe the MekHQ implementation has modifiers for faction homeworlds. I cheat it somewhat to give us more interesting decisions. To pick the number of contracts we get, I roll 1d6-2 plus our campaign rating, which is currently 0, plus 1 if we're on our homeworld, plus 2 if we're at a hiring hall or a faction capital, and minus 1 if we're more than five jumps from a border between Inner Sphere states or on a world owned by a Periphery power.)

Also, I hate to argue for reduction of my own shares, but if we are sure we need to spend 1.7 for transport as part of the contract, shouldn't we take those expenses into account, before splitting our profits? That's the way they taught us in ComStar Personal Accounting for Du Pilots.

Mercenary accounting is largely beyond my control; it's baked into MekHQ. To sum up:

1. A contract offer has a bunch of clauses. The ones with direct financial impact are base payment, transport reimbursement, and support (either straight support or the more desirable battle loss compensation).
2. The base payment begins at 75% of our monthly operating costs, plus 5% of the value of our combat equipment, and is further modified by contract type and employer. Multiply by the number of months on-world, plus twice the number of travel months (that is, we're paid for our operating costs to and from the destination).
3. Transport reimbursement pays for leased large spacecraft (DropShips and JumpShips) to and from the destination world. (It's given as a percentage of total costs. Obviously, 100% is best; travel is expensive.)
4. Straight support pays a percentage of our monthly operating costs, multiplied by the time we'll be on-world.
5. Battle loss compensation provides us with cash enough to re-purchase units and parts destroyed in battle. No restitution, however, is made for pilots. Pilots don't receive shares out of battle loss compensation.
6. The total contract value is the sum of the base payment, transport payment, and any applicable support payments. That amount is multiplied by our signing bonus (1.1, for our 10% mercenary reputation bonus).
7. On contract signing, we immediately receive an advance on the total contract value (currently set to 25%). Shares are not taken out of the advance.
8. The remaining contract value is divided by the number of months we'll be on-world. On the first of each month, we get that amount, less shares.

I suppose I can modify things somewhat by using the GM tools (as I'm already doing for contract generation), but it's my understanding that the above system is pretty typical.

Edit: I forgot the Mercenary Review Board fee, 5% of the total contract value paid to the MRB, the arm of ComStar which legitimizes private warfighters such as ourselves.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Hasek10 on October 09, 2017, 01:13:48 pm
Action Items

  • First up, deployment. Should the light lance remain in training, or deploy? Units actively seeking out combat have a much higher chance of finding it. On the other hand, Hasek10 is correct in saying that the game will generate roughly even forces. (Not quite BV-equivalence, but approximately weight-equivalent for sure.) That could make for a tough fight, given the light lance's actual weight and inexperience in piloting.
  • Next, ongoing procurement. I want to have about four million C-bills in hand before we leave; that leaves room for transit back, transit to the next world, and some downtime if we roll a bunch of undesirable contracts. Should we save the money, or secure sufficient spares and ammunition for a long, independent operation? In either case, I'll get spares for commonly-used weapons and so on. If we're planning on taking a long, independent contract, I'll also likely want to get more actuators and some spare arms and legs. The latter would set us up for a longer contract out of contact with friendlies. The former might yield a treasury which can absorb the price of a light or medium mech.
  • Mechwarriors are still available to claim; all you need to do is say so and give me a callsign. I'll try to follow claimed mechwarriors more closely in future updates. Available mechwarriors:
    • Captain Halit
    • Lt. SG Ishikawa
    • Lt. JG Dare
    • Pvt. Jamil
    • Pvt. Ec
    • Pvt. Ortega
    • Pvt. Ngo
    • Pvt. Frajtov
    • Pvt. Kohler
    • Pvt. Kojic
    • Pvt. Payne

In terms of deployment, I think we leave the light lance on training duty. A lot of those guys and gals are so green its painful, and it'll be painful for us if they get their hardware beat up before they can use it properly. Consider trying to send them in as reinforcements for particularly dangerous or lucrative (read: turkey shoot) engagements though.

Next, Ongoing Procurement. This is a very interesting topic that I've been dealing with after being inspired by your post to start up my own ATB campaign. In regards to spending or saving money, I would actually do our best to SAVE as much money as you can. In terms of a stockpile, only purchase in advance some of the more common replaceables. JJs, Heat Sinks, Medium Lasers, extra ammo for our most common missile/ballistic weapons, some spare arms and legs, actuators, and enough armor to cover a battle or two worth of damage are probably all we need.

After that, I would actually spend 100,000 or more on trying to drum up a mechanic or two that we can use to salvage the vehicle hulks you'll undoubtedly retrieve from the battlefield. The armor, weapons, and ammunition that you can recover from them are all transferable to your Mechs, and they're generally a great source of spare parts if you're not interested in bringing every one you recover back in to operation. A stripped vehicle is worth a very small amount of c-bills, but you'll be happy that you didn't need to wait for a Large Laser or AC/10 to be delivered.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: a1s on October 09, 2017, 02:17:59 pm
offer us 30% salvage rights
Does that mean we have to pay 70% for any salvage we get? Or that they pay us 30% for stuff we don't get? (or both?)
Or does it mean that we can get strictly 30% of salvaged parts/'mechs, and they get the other 70%?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Fishbreath on October 09, 2017, 03:10:13 pm
Salvage rights primer:

Full/none: what it says on the tin.
e.g. 30%: after a battle, we get first crack at what we want to keep, but can only take 30% of the mechs/vehicles available according to C-Bill value. The salvaged units are ours to do with what we want. Some-to-most of them will be suitable for salvage only, too heavily damaged to rebuild.
e.g. 30% (exchange): the employer takes all the materiel, but provides us with 30% of the C-Bill value thereof.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Hasek10 on October 09, 2017, 03:15:08 pm
Salvage rights primer:

Full/none: what it says on the tin.
e.g. 30%: after a battle, we get first crack at what we want to keep, but can only take 30% of the mechs/vehicles available according to C-Bill value. The salvaged units are ours to do with what we want. Some-to-most of them will be suitable for salvage only, too heavily damaged to rebuild.
e.g. 30% (exchange): the employer takes all the materiel, but provides us with 30% of the C-Bill value thereof.


Fishbreath has it right with the different types of salvage. Its interesting to note that percentage based salvage is across the whole campaign and not per mission. It can lead to situations where we might not actually be able to salvage anything if there's no way to split the salvage in a way that keeps us at or below our 30% salvage threshold. On the other hand, we can also forego taking salvage during a mission if it's not particularly valuable in the hopes that future missions will provide more valuable chassis' to recover.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: EuchreJack on October 09, 2017, 04:45:21 pm
I'll take Private Jan Kojic, nickname Euchre, he he.  Let me know what I'm driving currently.

Since we have one less mek than pilot, we should be looking towards buying a (cheap) mek.  After the contract, since we might get lucky and snag one as salvage.

How did you get this started?  Has there been any updates since 2015?  The hardest part of Against the Bot is getting the thing.
EDIT: Nevermind, turns out that the latest versions of MekHQ apparently has everything.

https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf (https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf) seems like useful link

Private Kojic is currently the odd man out, sitting on the sidelines sans mech. I can leave him there, or I can put him into one of the Trebuchets, if you'd like.

Why not look for more contracts in this part of space?

It's much harder to find contracts off of our homeworld (or another suitably well-known, well-traveled mercenary world, like Outreach or Solaris VII).

Give me a little training time, please.  But overall I am content to wait until we're up one mech.

Oh, and I updated my Instant Company Creator, based upon the RAT tables that someone was nice enough to make.  Last table in the document will be all the random mechs to outfit a 12 person starting company.  Unfortunately, I had to make a couple of changes to the Random Mercenaries in order to use the RATs (no comstar/WOB, compensated by moving Clan to rolls of 19 and 20, with each roll being a different clan).  Star League works by notifying the user that a character qualifies for Star League equipment, then the player scrolls down to the bottom to see what they get.
link (https://ufile.io/v2r77)

Brief explanation on Clan rolls: While the RATS used are Clan Diamond Shark and Clan Jade Falcon, this does not necessarily mean that those clans are the actual origin of the character or mech.  Instead, I used Clan Diamond Shark as the proxy for Clan 2nd line units, as the Clan garrison troops historically shored up their forces with purchases from Clan Diamond Shark.  Clan Jade Falcon, as one of the leaders of the Clan Invasion, is a proxy for Clan Front Line units.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Burnt Pies on October 10, 2017, 07:53:00 pm
I'll take Private Payne, please. Callsign 'Severe'

Spending a bit more time in training before looking for a fight sounds sensible. Once that's done, would it be a good idea to spread out the inexperienced pilots between the lances so that no matter which one finds combat, there'll be a few competent pilots on the ground? Or is it better to concentrate the skill in the heavy lance and just use the light lance for training new pilots?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: Fishbreath on October 13, 2017, 02:52:55 pm
Running this a little early here; I'm out of town over the weekend, so I wanted to be sure it was up for Saturday.

Last Month's Action Items

Hasek10 took the lead this time, so I went with his plans. The light lance remains on training duty. We'll discuss procurement at the end of the month.

The Action of April 19, 3050

On April 14, the unit intelligence officer receives word of a pirate concentration near a grassland town some distance from our base of operations. Happily, the light lance is training locally rather than on an exercise elsewhere, so they join in the deployment.

We'll probably need them, too. This is some battle. A full six lances of mixed enemy mechs and vehicles are facing our ten mechs (Private 'Severe' Pain's Locust is currently in refit, adding some armor and two more medium lasers). Happily, when they catch wind of our approach, they flee. We'll have to chase down and destroy half their force before we can declare victory.

Captain Halit has four levels in the Tactics skill, which means we get to reroll battlefield conditions up to four times. The end result is this: muddy grassland with a town in the center, in moderate rain, on a moonlit night.

Because this is a chase battle, units deploy in order of speed, fastest units in early rounds and slower units later on. Attached to our lance is a Lyran Phoenix Hawk. Since the contract stipulated House command rights, the Lyran pilot is not under our direct command.

Rounds 1-4

Nothing happens.

Round 5

The Lyran mech deploys, along with the rest of the enemy light mechs. In total, they have four Wasps, a Spider, and a Stinger.

The mud is proving tricky.

(https://i.imgur.com/a3BoJQh.png)

Round 6

Our two fastest mechs take the field: our Phoenix Hawk (piloted by Jose Ortega) and our Vulcan (piloted by Tedros Jamil). They both fire on a Stinger stuck in the mud a few hexes to the north, but do limited damage.

Round 7

The remainder of our 'light' lance arrives on the field. Our two Trebuchets come first; Private Frajtov is driving the short-range TBT-5S, while Woad has the LRM-equipped TBT-5N. Damayanti Ngo rounds out the deployment, piloting our Crab.

(https://i.imgur.com/ABEdyuo.png)

The pirates deploy a number of Vedette medium tanks in a flanking position. Fortunately, the weather will make it very hard for them to hit our mechs at any distance, and Vedettes are slow at the best of times. They may have trouble moving at all.

The light lance concentrates its firepower on a stuck Wasp, the Stinger having escaped the sucking mud and jumped further away. (Ortega pursues him in the Phoenix Hawk, but can't line up a good shot.) They do a good job, hitting the Wasp for more than 20 damage. Its pilot fails to keep his balance under the barrage, and the Wasp tips over into the mud.

(https://i.imgur.com/Jv2bf0n.png)

Round 8

Our heavy lance hits the field. Expert gunners with long-range weapons should begin to tell here. Three of them (Captain Halit's Flashman, Double Dog's Rifleman, and Linebuster's Lancelot) deploy with the light lance, while two of them (Lieutenant Ishikawa's Thunderbolt and Private Ec's Lancelot) deploy further east, behind the enemy vehicle line.

(https://i.imgur.com/YseFIh3.png)

The pirates deploy their lone heavy mech, an Orion, just to the southwest of our forces. Double Dog turns to face it, ready to engage.

In the Phoenix Hawk, Ortega has run up too much heat from weapons fire and jump jet use, and forgoes firing this turn. The western heavies engage the Wasp, and the eastern heavies focus on the enemy vehicles, including two PPC-equipped Manticore heavy tanks. The mediums (and the Rifleman) divide their fire between the Orion and the vehicle line.

Captain Halit proves his worth on his first turn in battle. Lighting up the stuck Wasp with his large lasers, he draws first blood, neatly coring the enemy mech.

The eastern heavies badly damage the pair of Manticores, knocking out the nearer tank's engine and scything into the more distant tank's armor.

The Orion, unfortunately, aims true and hits Woad's rear center torso with an AC/10. The Trebuchet's engine and gyro both take hits, and Woad is unable to keep the mech's legs beneath him. The Trebuchet bogs down in the mud, and rattling around the cockpit like a pinball does Woad no good, either. He's alive and conscious, but it seems unlikely he'll be able to get unstuck and stand back up, especially with an ailing gyro.

Round 9

Let's talk about a particularly devilish foe: the SRM carrier. A simple tracked vehicle with an enormous box of SRM launchers on the back, the SRM carrier has one of the most devastating alpha strikes in the BattleTech universe. It mounts ten SRM-6 launchers, each of which fires six missiles, each of which does two damage. That's a potential total of 120 damage; for comparison, the Flashman, the most heavily armored mech in our hangar, has 216 points of armor altogether. It's altogether possible for a lucky SRM carrier to blow up a mech in a single turn.

Why do I bring this up? Well, our piratical friends have laid their hands on five of them, all of which are part of the rearguard with which we're currently engaged. We'll come back to the SRM carriers.

This rearguard, by my count, contains enough enemy force to fulfill our mission requirements, so rather than pursue the enemy across the map (and allow the rearguard to fire on us from behind), I decide to focus on beating down the enemy here. That means nobody moves very much, although the medium mechs move closer to the vehicle line to the east of our main body to secure better shots.

Woad is still prone and unable to stand up. His mech takes some light fire from the Orion, but weathers it without further drama. Double Dog, running hot, takes an ineffectual medium laser shot at the Orion, but successfully kicks an SRM carrier, stripping its armor. The Lyran Phoenix Hawk, standing next to him, finishes the job with a kick of its own.

Linebuster destroys a second SRM carrier with well-aimed laser fire from his Lancelot, while Lieutenant Ishikawa and Private Ec in the Thunderbolt and other Lancelot make short work of a Manticore heavy tank and the lone LRM carrier.

Then the SRM carriers shoot back.

Three shoot at Captain Halit's Flashman, but he's moving, and the range, darkness, and rain conspire to protect him. He takes a pounding, but his armor holds.

Two shoot at Private Ec's Lancelot. She's not moving, and she's much closer. Missile after missile slams into her mech's armor. Holes begin to open up, and the explosions move inward to the mech's frame. The dust settles. In all, 61 missiles hit Private Ec's mech, destroying weapons and heat sinks, and damaging leg actuators. Several missiles hit the cockpit. The armor holds, but the shock knocks Ec out cold. Her mech collapses into the mud.

SRM carriers remaining: 3.

Round 10

Well, we should probably do something about those. Captain Halit and Private Frajtov will continue shooting at the Orion, in the hopes of bringing it down. Frajtov places his mech directly in the Orion's path.

Everyone else is going to set up to shoot at an SRM carrier.

Linebuster hits one, knocking out its engine but leaving it alive. Lieutenant Ishikawa destroys one outright. The others survive unmolested.

Surprisingly, it's Private Frajtov who takes home the trophy for largest mech destroyed to date. A simple medium laser shot at point blank range penetrates the Orion's armor and lights off its AC/10 ammunition. Fire blossoms within the pirate mech, then bursts forth in a tremendous fireball which leaves very little of the Orion left.

Then the SRM carriers shoot back.

Private Ec's mech takes the brunt of the barrage. Happily—she was basically doomed anyway. In the end, there isn't much left of her mech besides a frame and, surprisingly, a cockpit. (It survived with one internal structure point remaining; happily, she did not die in her first battle.)

Double Dog takes fire from the final SRM carrier, and it's a doozy. It gets into his Rifleman's internal structure, knocking out several weapons and damaging a leg actuator. He can't keep his mech upright, and it topples, getting stuck in the mud.

That's bad. Hitting an immobilized target is easier, and Lieutenant Dare's mech is still in relatively good shape. It would be a shame to lose it.

SRM carriers remaining: 2.

(https://i.imgur.com/NVp5yPq.png)
The mud-soaked battlefield as it stands now.

Round 11

We're winning, per the objective; we only have to destroy half of the enemy's starting force before it escapes, and we're currently up to 45%. Mopping up here in the south should suffice to win.

As far as positioning goes, it's pretty static. Now that the Orion is dead, Captain Halit can turn around to help with the vehicles. He hits a Manticore and kills it. Linebuster destroys another SRM carrier.

Unfortunately, Private Ortega, the only pilot with a clear shot at the last SRM carrier, misses altogether. Hopefully that won't come back to haunt us next round.

One SRM carrier shoots at the Lyran Phoenix Hawk; the other shoots at the Rifleman. The Rifleman survives, somehow, amidst a bevy of internal structure damage. It's alive, but I don't know how much longer it can take this kind of beating.

SRM carriers remaining: 1.

Round 12

Captain Halit accounts for the final SRM carrier with a hail of laser fire. Just before it goes up in a towering explosion, it gets off a shot at the Rifleman.

The Rifleman eats it. Its engine is destroyed, its head is destroyed, and its AC/5 ammo explodes just to really clarify that yes, it's gone. Happily, the autoeject system works, flinging Double Dog free of the flaming wreckage just before the ammo goes off. He's badly wounded and unconscious, but he's alive.

(https://i.imgur.com/Vh7zlir.png)

To add indignity to our vaguely Pyrrhic victory, Woad finally gets himself unstuck from the mud, but doesn't risk standing with his damaged gyro. Wouldn't want to set ourselves up for yet more repairs.

SRM carriers remaining: 0. Thank God.

Rounds 13-22

With the SRM carriers dead, there isn't much else left in the south; a few damaged Vedettes, mostly. They go down much more easily, and don't obliterate our mechs in the space of seconds.

Private Frajtov walks his Trebuchet past the still-burning Rifleman, pops out, and brings Double Dog up to the cockpit. At least he isn't in the rain anymore. Private Ec, still unconscious in the cockpit of her very dead Lancelot, remains there for now.

An ad-hoc lance comprising Captain Halit, Lieutenant Ishikawa, Linebuster, and Private Ngo heads north to chase the pirates, now in full retreat, off of the map.

Further in that direction, the Lyran Phoenix Hawk beats up on an immobilized transport hovercraft.

(https://i.imgur.com/z3pMMIy.png)
At least someone's having a good day.

Eventually, the pirates make it to the north end of the map, and I call it a day.

Damage Report

(https://i.imgur.com/UOuNAKS.png)

Man, it would have been nice to have some battle loss compensation in this contract.

There are some bright spots. Miraculously, Private Ec's Lancelot is not a total write-off; it has enough internal structure left to rebuild. We are, therefore, only down one mech.

(https://i.imgur.com/KRlRFGY.png)
It's going to take a lot of work, though.

Four of our ten pilots are wounded, including Double Dog and Woad. Only Double Dog's wounds are serious enough to impact his piloting skills, but he should be fine in a few weeks.

(https://i.imgur.com/RqfzNNY.png)
(https://i.imgur.com/EG65ONx.png)

Salvage Report

The Wasp Captain Halit nailed is a total loss, so I took as salvage an SRM carrier and a Manticore heavy tank. We'll strip the weapons and armor and sell the chassis.

In doing so, we make nearly 800,000 C-bills, and add a spare PPC, some armor, a medium laser or two, and a ton of SRM-6 launchers (even after selling half of them).

The husk of Double Dog's Rifleman yields an arm and a leg, along with a few actuators and a heat sink or two.

The salvage we took comes to 35% against our total allowed of 30%. We'll have to pay the employer back for the overage if we don't get our salvage percentage down below the 30% mark; the payment required at present is about 185,000 C-bills.

Kill Board

Last Mission

(https://i.imgur.com/cPooYD0.png)

All-Time Leaders

Repairs and Refits

The Rifleman is good for an arm and a leg, which simplifies getting the second Lancelot back in action.

Unfortunately, we need some expensive parts. The damaged Lancelot's gyroscope is a total loss, and a new one sets us back 900,000 C-bills. Other parts come to about 200,000, eating into last month's payout a bit.

By the end of the month, we've rebuilt the mech, which has earned the name Frankenstein from its tech teams.

(https://i.imgur.com/T2lmuJp.png)

Status

It is now May 1, 3050. I decided against advancing the game further because...

Mission Progress

(https://i.imgur.com/zj85UfD.png)
After taking such heavy losses in equipment, morale among the pirates here on Gacrux has collapsed, and they've made overtures to the planetary authorities about surrendering. At the same time, the local government has located the pirates' main base of operations and passed that information on to us. See the action items for more.

Personnel

(https://i.imgur.com/LkJ4lf0.png)

All pilots except for Double Dog are in good health. Lieutenant Dare's concussion symptoms are lingering. The doctors estimate he'll be back to 100% in a week's time.

Captain Halit's Negotiation has improved, which increases our company's reputation.

Finances

We kick off May with 2.881 million C-bills in the bank, and two payments of 884,800 C-bills remaining in this contract. That leaves us with an expected balance of 4.6 million C-bills after this contract, and about 2.9 million C-bills after transit back home.

Supplies

Per Hasek10's directions, I've obtained spare ammunition and armor suitable for a deployment of moderate length and intensity, and laid in stocks of common weapons and equipment.

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: A Thing on October 13, 2017, 03:30:35 pm

  • As far as this contract goes, we have two options. We can attack the pirate base, or accept the pirates' surrender and head home. In both cases, we'll be paid the remaining balance of the contract. In the former case, we have a chance at more salvage, although there are no heavy mechs among the enemy's known forces. In the latter case, we don't risk losing any further mechs in a costly battle, but we'll have to pay 185,000 C-bills to the employer to cover our over-salvaging.
I think we should accept the surrender. I don't think the salvage is worth the risk of losing more to SRM/LRM carriers.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 7, 3050)
Post by: a1s on October 13, 2017, 04:34:40 pm

  • As far as this contract goes, we have two options. We can attack the pirate base, or accept the pirates' surrender and head home. In both cases, we'll be paid the remaining balance of the contract. In the former case, we have a chance at more salvage, although there are no heavy mechs among the enemy's known forces. In the latter case, we don't risk losing any further mechs in a costly battle, but we'll have to pay 185,000 C-bills to the employer to cover our over-salvaging.
I think we should accept the surrender. I don't think the salvage is worth the risk of losing more to SRM/LRM carriers.
Seconded. Getting salavge is good, but getting paid without having to actually put yourself in harm's way is better (especially seeing as how we don't get loss compensation on this contract.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hasek10 on October 13, 2017, 07:05:40 pm

  • As far as this contract goes, we have two options. We can attack the pirate base, or accept the pirates' surrender and head home. In both cases, we'll be paid the remaining balance of the contract. In the former case, we have a chance at more salvage, although there are no heavy mechs among the enemy's known forces. In the latter case, we don't risk losing any further mechs in a costly battle, but we'll have to pay 185,000 C-bills to the employer to cover our over-salvaging.
I think we should accept the surrender. I don't think the salvage is worth the risk of losing more to SRM/LRM carriers.
Seconded. Getting salavge is good, but getting paid without having to actually put yourself in harm's way is better (especially seeing as how we don't get loss compensation on this contract.)

While Base Attacks often give us a decent opportunity for salvage, I would vote to keep ourselves out of the fight this time too. The salvage rights don't feel good enough to risk more of the unit, especially with the over-salvage we're paying for already. Lets take the victory and look for a better contract with some experience under our belt.

I'll think about a lance reorganization solution and maybe post something regarding it (and a little roleplay story? who knows) this weekend.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: milspec on October 14, 2017, 02:17:30 am
Really enjoying this. Can I please have Pvt. “Milspec” Ortega please?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Culise on October 14, 2017, 03:33:09 am
I'll pull Mariamu "Rook" Ishikawa, if it is alright.  This looks rather interesting; I looked at various BattleTech freeware utilities once or twice, but I never really tried it since I thought all of these were multiplayer-only.  Also, I'll vote to stand back for a moment and accept the surrender, for the reasons outlined. 
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 14, 2017, 10:19:28 am
I'll take Ec and the Frankenstein, callsign Ker-Ker. The Lancelot has really terrible armor layout, so if at some point you could afford to move some of that rear armor elsewhere, that'd be great. Enough head armor to survive a PPC to the face would be ideal, a bit more leg armor wouldn't hurt either, but might take too long refit-wise.

As for the pirates, I say we fight 'em. We can get paid, or we can get paid and get salvage? Seems an easy choice.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hanzoku on October 14, 2017, 12:16:56 pm
The problem is that with base fights, you're going into a masive brawl against an entrenched enemy, and while your allies put a bit more effort into it, you're still stuck doing the heavy lifting.

I vote to accept their surrender
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 14, 2017, 02:20:23 pm
So you've got a lot of enemy units to provide XP for killing, a lot of enemy units to salvage, and a bunch of friendly cannon fodder...

What's not to like?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hanzoku on October 14, 2017, 03:15:12 pm
The chase mission gave the wrong impression. There, the AI's main focus is fleeing off the map, and any damage dealing is incidental. A base assault means they're fighting for survival, and the victory conditions mean you basically have to destroy them all. It is very easy to take a lot of casualties, and we don't earn enough salvage on this contract to make it worthwhile.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 14, 2017, 03:23:03 pm
30% isn't that bad. It's not great, but we still pulled out over an entire month's worth of pay from the last mission. Drop a couple of heavies and maybe some tank support and a single battle could potentially yield more salvage than the actual payment for the entire mission.

Of course, that depends on what's defending the base, how much of it, and how confident one is on actually beating it without suffering too many losses
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: EuchreJack on October 14, 2017, 06:38:45 pm
I vote take the free money, accept the surrender.

Mainly, the base assault is a pain in the butt, even if we might profit, so might as well skip it.  When I play MekWars, I cheat the software so I don't have to play base assault (either declare victory if attack or defeat if defense, they're just painful missions to play).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Dorsidwarf on October 14, 2017, 06:40:42 pm
30% isn't that bad. It's not great, but we still pulled out over an entire month's worth of pay from the last mission. Drop a couple of heavies and maybe some tank support and a single battle could potentially yield more salvage than the actual payment for the entire mission.

Of course, that depends on what's defending the base, how much of it, and how confident one is on actually beating it without suffering too many losses

Even If the pirates only field a force identical to the last one to defend their base, we'all almost certainly get a couple of seriously crippled or destroyed mechs. That SRM group was really nasty, and encountering a second one as well as actually having to fight the pirates mechs at the same time (rather than spraying fire as they legged it) could be disastrous. There's no battle damage compensation on this contract, and if I'm not mistaken the *repairs* to a single mech from that battle are most of the salvage C-bills (not counting the parts we put in storage or used to fix the SRM'd one )

Like, that broken gyroscope alone was 900,000 c-bills? That battle didn't really pay for itself even if you pretend one of our mechs didn't turn into a firework display
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 14, 2017, 07:08:51 pm
That SRM group was really nasty, and encountering a second one as well as actually having to fight the pirates mechs at the same time (rather than spraying fire as they legged it) could be disastrous.

SRM carriers are 3/5 speed and have 12 armor. While they demand respect, they aren't typically very threatening. Of course, when you get a chase battle and 5 of them phase in out of thin air right next to your units, that is a problem, but not one you'd expect to see in a non-chase battle.

We didn't get a screenshot of the pirate base defense, so we don't know what's there. Lacking that information, I'm always going to go with attack, because salvage is great.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: EuchreJack on October 14, 2017, 07:22:45 pm
That SRM group was really nasty, and encountering a second one as well as actually having to fight the pirates mechs at the same time (rather than spraying fire as they legged it) could be disastrous.

SRM carriers are 3/5 speed and have 12 armor. While they demand respect, they aren't typically very threatening. Of course, when you get a chase battle and 5 of them phase in out of thin air right next to your units, that is a problem, but not one you'd expect to see in a non-chase battle.

We didn't get a screenshot of the pirate base defense, so we don't know what's there. Lacking that information, I'm always going to go with attack, because salvage is great.

To be fair, the chase battle occurred in the mud, which really hurt mobility.  The way you fight SRM carriers, and any vehicles really, is to run/jump on top of them really fast (use lots of movement), then kick them into oblivion.  Night missions are bad because while visibility makes it harder to hit, you can't run as fast without risking a fall (although you can jump just fine, which is what I'd recommend).  It is not typical of a vehicle battle.

I always sing "Lets get Physical" when fighting vehicles (https://www.youtube.com/watch?v=vWz9VN40nCA)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 14, 2017, 07:28:21 pm
Just make sure you're not standing on a Demolisher when you lose init. That really ruins your day in a hurry.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Fishbreath on October 15, 2017, 04:30:23 pm
The real trouble is that the AI seems to use its initiative pretty intelligently; it's hard to end up on top of vehicles at all times, and being next to but not directly on top of some of BattleTech's vehicles is infinitely worse than having to shoot it out with them at longer ranges.

I've gone ahead and added the various mechwarrior claims since the last update. Remaining are Captain Halit, Private Ngo, and Private Frajtov.

Edit: the pirate base defenders include 18 vehicles, two medium mechs, and 10 civilian vehicles, split between industrial mechs and armed trucks and personnel carriers.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hasek10 on October 16, 2017, 10:23:27 am
The real trouble is that the AI seems to use its initiative pretty intelligently; it's hard to end up on top of vehicles at all times, and being next to but not directly on top of some of BattleTech's vehicles is infinitely worse than having to shoot it out with them at longer ranges.

I've gone ahead and added the various mechwarrior claims since the last update. Remaining are Captain Halit, Private Ngo, and Private Frajtov.

Edit: the pirate base defenders include 18 vehicles, two medium mechs, and 10 civilian vehicles, split between industrial mechs and armed trucks and personnel carriers.

Yeah I've noticed that too. Say what you will about the Princess AI bot, but it generally utilizes initiative extremely well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hanzoku on October 16, 2017, 11:22:25 am
I just wish they would merge the handling of VTOLs from TestBot to Princess so she'd stop slideslipping them off the map all the time.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Fishbreath on October 16, 2017, 11:47:00 am
Chatter in the public developer Slack suggests that Princess may be getting some improved VTOL handling down the line. I'm mostly in the MekHQ channel/github project, though, so take that with a grain of salt.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Mephansteras on October 16, 2017, 11:16:13 pm
I guess I'll grab Captain Halit and give him the codename 'Drake'.

I'm good with not fighting. Free money is nice and fighting cornered rats sounds like a good way to lose mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Fishbreath on October 18, 2017, 08:12:04 am
I plan to play out the update tonight or tomorrow, taking us back to Piedmont and rolling up the next batch of contracts. Here's what I'm hearing as far as action items:

First, there's a strong consensus on taking the money and heading out.

Second, I believe Hasek10 had some reorganization ideas, but I didn't hear anything on that topic otherwise. Reorganization doesn't need to happen immediately, but should be discussed if it's desired.

Either way, speak soon or forever hold your peace, until Saturday when the next entry runs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hasek10 on October 18, 2017, 12:03:36 pm
I plan to play out the update tonight or tomorrow, taking us back to Piedmont and rolling up the next batch of contracts. Here's what I'm hearing as far as action items:

First, there's a strong consensus on taking the money and heading out.

Second, I believe Hasek10 had some reorganization ideas, but I didn't hear anything on that topic otherwise. Reorganization doesn't need to happen immediately, but should be discussed if it's desired.

Either way, speak soon or forever hold your peace, until Saturday when the next entry runs.

Thanks for the reminder Fish. So the way that MekHQ generates OpFor is based on your lance's weight as well as your opponents experience and technology rating as defined in the contract. (ie: A Green unit with technology rating 'A' is generally more dangerous than a Regular unit with technology rating 'D'). Your lance classifications break down as below:

 0-130 tons     - Light Lance
 131-200 tons - Medium Lance
 201-280 tons - Heavy Lance
 281-380+ tons - Assault Lance

To maximize our effectiveness, we generally want to organize our forces towards the upper end of each of these categories.  If a 200 ton medium lance would face the same enemy as a 135 ton medium lance, I know what I would choose.

Current Organization

Flashman
TBolt
Lancelot
Lancelot

weight: 260 (Heavy)

PHawk
Treb
Crab
Treb
Vulcan
Locust
weight: 260 (Heavy)

Proposed Organization
Flashman (75)
TBolt (65)
Lancelot (60)
Lancelot (60)
Locust (20)

weight: 280 (Heavy)

PHawk (45)
Treb (50)
Crab (50)
Treb (50)

weight: 195 (Medium)

Storage/Underneath camouflage tarps: Vulcan

Rationale

The proposed organization maximizes our lance tonnage compositions, and leaves us a spare mech to slot in to either of our lances should we experience casualties. The Locust assigned to our Heavy lance  also provides us some flexibility in that we could conceivably deploy it on scouting duty and successfully complete missions like recon raids. We would have the choice to leave early vis a vis the Locust or slug it out if there's a chance we can control the battlefield.

I would recommend we look to outfit another medium or heavy lance should we start to come in to more mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Mephansteras on October 18, 2017, 12:46:28 pm
Makes sense to me.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hanzoku on October 19, 2017, 01:12:11 am
Not for me, actually. That Locust is a death trap waiting to happen, because it simply CANNOT go against the opposition a heavy lance faces. Its nice to hit the weight limit for the weight class you want to be in, but it's better to do so by using designs in that weight class or just above. Sticking a light mech into a heavy lance means that it'll face heavy and assault designs that will chew it to bits.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: a1s on October 19, 2017, 04:24:58 am
Not necesarily. A light design with long range weapons (LRMs I guess? I'm not sure a gauss cannon even fits on a Locust) and high maneurability could be a reasoble asset to the team. The problem is, ours is armed with lasers, so it is meant to get up close (unless I'm mistaken, my BT knowledge is rusty and based off of a video game to begin with.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Hasek10 on October 19, 2017, 12:03:18 pm
Not for me, actually. That Locust is a death trap waiting to happen, because it simply CANNOT go against the opposition a heavy lance faces. Its nice to hit the weight limit for the weight class you want to be in, but it's better to do so by using designs in that weight class or just above. Sticking a light mech into a heavy lance means that it'll face heavy and assault designs that will chew it to bits.

I definitely understand not wanting to get the locust shot down in it's first deployment. After re-reading Fishbreath's house rules for reinforcements, we could probably pair the Locust with the Vulcan in an understrength lance and bring them in when their maneuverability would be useful.

edit: It's also thematically appropriate, with our two comstar pilots on duty assignment together. Well I guess both the mechs are custom jobs. That's got to count for something?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Kanil on October 19, 2017, 05:20:52 pm
I'm not too worried about sticking the Locust in the heavy lance, 3 ML is a solid design and it can do some work backstabbing or squirreling.

Obviously it can't just walk up to a heavy and get kicked by it, and a 2 gun pilot or something will be very dangerous, but it's still reasonably survivable.

'course I think a Lance should be 4 'mechs, so I'm entirely okay with leaving it as a spare part. Actively choosing to deploy it should also mean you keep it away from things it isn't suited to dealing with, like a swamp or a 2/3 AWS-8Q.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: Fishbreath on October 21, 2017, 10:54:15 am
Last Month's Action Items

Hasek10 presented a proposed reorganization, but discussion is still ongoing. Continue the discussion, and we'll finalize our organization before the next deployment.

A strong consensus emerged on taking the money, packing up, and heading out, so that's what we'll do.

Packing Up, Heading Out

The Opinionated Bastards remain on-world for the ceremony around the pirates' surrender, mechs serving as the honor guard. The tech teams mothball our mechs, the administrators accept the final payment and pay out shares, and before we know it, we're packed into a creaky old Buccaneer-class DropShip, headed for the jump point and, eventually, Piedmont.

On the way back, we make a very interesting pickup. An man odd in speech and dress, Ed Yuksel approaches Captain Halit at the Telos IV jump point and says his only desire is to die honorably in battle. He shows us a mech, an unusual-looking Locust painted with a red wolf's head (http://cfw.sarna.net/wiki/images/thumb/c/c4/ClanWolf.gif/279px-g8lvb97u2qhdv5b4cmqa5rc14xhb518.png?timestamp=20110628214301). Despite Halit's attempts to weasel more information out of him, he says nothing else of consequence.

(https://i.imgur.com/o65y8JF.png)
(https://i.imgur.com/o48rAj3.png)

Eventually, Halit welcomes him aboard as a private and promises him combat aplenty.

House Rules (Early Clans)

That's right, our first Clanner. There are several special rules around him (and other Clanners with which we may associate until, say, 3055).

First, his mech is packed with Clan tech, which we can neither obtain nor readily repair. I'll figure out how to represent that mechanically when the time comes. He can't be reassigned, and if he's injured, nobody else is allowed to pilot his mech.

Second, he's here early, before the Clans did much in the way of associating with the Inner Sphere at large. He must therefore be disgraced in some way, cast out by his people. Yuksel's main goal (as mentioned) is to redeem himself with a fighting death on the battlefield. Whenever he's deployed, he'll fight just shy of suicidal.

Finally, since he has no connections to anyone, we won't be required to pay out the cost of his mech on his death. If his mech is destroyed but he survives, he'll expect another one. If we refuse, he'll demand payment and hit the road.

Contract Offers

We return to Piedmont in late June, and unpack the mechs for some training in between contracts. On July 1st, the following offers come in. (Note: I'm still tweaking the game settings to find contract generation options which are neither insultingly bad, like last time, or unbelievably generous, like this time.)

We have six contracts available, all of which have at least something to recommend them.

As ever, I'm partial to low risk, but we'll see how the voting turns out.

Kill Board

I'm going to leave this in every post, because it saves me having to dig through old ones to find the up-to-date version.

All-Time Leaders

Status

It is now July 1, 3050.

Finances

We have 3.343 million C-bills in the bank right now. Our current operating costs are 135,810 C-bills per month.

Supplies

The Opinionated Bastards are back to eleven mechs. We have supplies which enable us to embark on a mission with below-average parts availability, but I'd probably still want to bulk up the stocks a bit if we do.

Unit Market

There are several mechs for sale on the unit market at present, but they're all on the black market, which has a one in six chance of turning out to be a scam. There's a Thunderbolt, a Commando, a Centurion, and a Shadow Hawk; I'll post variants and prices if there's interest in purchasing a new unit.

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Mephansteras on October 21, 2017, 11:11:56 am
I'm inclined to go with this one:

The Federated Commonwealth offers a five-month objective raid, fighting poorly-equipped Capellan regulars on Propus, 11 jumps away. 10% battle loss compensation; profit of 27.2 million C-bills along with a 14 million C-bill advance.

Good profit, and should be fairly low risk all things considered. The advance also means we can stock up on supplies before heading out. (Which I gather is easier at our home base then during a mission?)

I'm open to getting a new mech if people think we need one, though the possibility of a scam worries me a bit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Kanil on October 21, 2017, 11:21:23 am
I say we take the contract that offers the most salvage. :P (Edit: Guess that means I'm going with the raid on Surcin! 70% vs 30 at best is a massive difference.)

The FWL raid on Laiaka seems most appealing. The primary reason being that having allied units under our command basically sees us get a free unit for each mission, and it actually follows orders instead of doing it's own (typically not very helpful) thing.

Secondary consideration is that fighting better equipped enemies gives us more chance to salvage something worthwhile (unless
the salvage rights are terrible?)

Conversely the raid on the FRR at Thun should be avoided, skilled troops with bad 'mechs is both very dangerous and not very rewarding.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Mephansteras on October 21, 2017, 11:25:29 am
I guess that's a good point. You didn't mention what the salvage rights were on any of those contracts.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Fishbreath on October 21, 2017, 12:02:00 pm
Oh man, you're absolutely right. Don't know how I missed that. I'll go back and edit the post with salvage rights.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Mephansteras on October 21, 2017, 12:11:22 pm
Still going to go with this one:

The Federated Commonwealth offers a five-month objective raid, fighting poorly-equipped Capellan regulars on Propus, 11 jumps away. 30% salvage rights. 10% battle loss compensation; profit of 27.2 million C-bills along with a 14 million C-bill advance.

Between salvage and blc we should make up for any losses incurred and it should be a fairly easy mission all things considered. With that payout we should make a very good profit off of it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: A Thing on October 21, 2017, 12:13:49 pm
I'll go with the FedCom Capellan raid too.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Burnt Pies on October 21, 2017, 12:51:42 pm
I'm leaning towards the Fedcom raid on Propus. 30% seems acceptable on salvage, the money otherwise is also good. 10% battle loss comp seems low, but 27.2 million profit sounds like it should suffice to make up for that. The relatively poor equipment of the enemy sounds pretty nice to face as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: EuchreJack on October 21, 2017, 04:03:36 pm
Eh, let's pick on the Capellans. 

I wonder, by "poorly equiped Capellans", if that means "Poorly equipped for Capellans" or "Adequately equipped for Capellans, which means horribly equipped by every else's standards".  :P

Lets not risk the Black Market: Our employer should have something to offer that would suffice.  We really can't afford to be scammed.
I should point out, that as far as I can tell, I'm the one that needs a mech.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: a1s on October 21, 2017, 04:23:23 pm
I should point out, that as far as I can tell, I'm the one that needs a mech.
Not really. Lieutenant Dare (me) is also out of a 'mech. I would suggest that we take risk buy a 'mech with the money from an advance on a contract. Otherwise I must (respectfully) request to be assigned a 'mech currently piloted one of the enlisted men on a temporary basis.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: EuchreJack on October 21, 2017, 04:38:33 pm
I should point out, that as far as I can tell, I'm the one that needs a mech.
Not really. Lieutenant Dare (me) is also out of a 'mech. I would suggest that we take risk buy a 'mech with the money from an advance on a contract. Otherwise I must (respectfully) request to be assigned a 'mech currently piloted one of the enlisted men on a temporary basis.

Ah, nice to not be the only Dispossessed pilot.  A rotation would make sense.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Kanil on October 21, 2017, 04:51:47 pm
I wonder, by "poorly equiped Capellans", if that means "Poorly equipped for Capellans" or "Adequately equipped for Capellans, which means horribly equipped by every else's standards".  :P
It would roll on the Capellan RAT table of the appropriate grade. So poorly equipped by Capellan standards. Expect UrbanMechs.

I'd rather punt unclaimed pilots out of their rides than buy 'mechs, although if that's not an option then getting one for one of our claimed guys makes sense. Preferably one that isn't an ammo explosion waiting to happen -- this is somewhat hard with the current selection. A TDR-5SS/SE would work very well, as would a CN9-AL. The standard versions of those 'mechs would be preferable to the mediocre Shadow Hawk, and while I adore Commandos and love using them, they absolutely do not last and we'd be back to having this problem in a mission or two, tops.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Fishbreath on October 21, 2017, 05:32:18 pm
For the moment, I went ahead and rearranged things a bit; Lt. Dare moves into the Trebuchet TBT-5N, replacing Pvt. Frajtov. That leaves Pvt. Kojic (once again) as the only 'mechless pilot. That's one reason why I want to find a mech; that would let me put Kojic into the line without evicting any of the unclaimed pilots who are house-ruled as un-evictable.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Hasek10 on October 23, 2017, 05:22:34 pm
I'm going to go with Kanil here and suggest we take the Guerrilla Warfare contract on Surcin. 70% salvage rights would almost certainly make up the difference in base pay between the two. In BOTH cases, we're heavily restricted in terms of parts ordering and need to rely on our existing part stockpiles to repair and rearm. 30% salvage on Propis makes it noticeably harder to reel in replacement parts.

While the advance payment in both cases gives us enough money to increase our spare part stockpile (And we'll definitely want LOTs of extra parts), It would be nice to have the option of taking some of the more valuable enemy chassis' back with us after the contract is done.

Either way, we need to make sure we're loaded to the gills in terms of spare parts for this next contract or else run the risk of getting ground down without resupply.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: a1s on October 24, 2017, 02:14:57 am
Salvage might be 70%, but it's from a poorly equipped enemy. We are unlikely to find anything really worth 1.5 million/month (and we're giving up loss compensation.) My vote goes to Propus.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Hanzoku on October 24, 2017, 08:15:13 am
I don't know, the main source of income from my games is salvaging and selling enemy vehicles in droves, it far outweighs whatever the contract pays.

That said, guerilla campaigns are brutal because of the complete lack of supply. If the consensus is to go for it, I suggest tripling whatever we think we need in way of supply, and make sure to bring plenty of limbs for all the mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: a1s on October 24, 2017, 12:58:01 pm
How does one fight a guerilla campaign in a 15m high combat vehicle? ???
Also, does buying more parts increase our transportation costs? If not, what are the drawbacks?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Hanzoku on October 24, 2017, 01:47:40 pm
orbital satallite networks aren't a thing in battletech, so long as patrols don't sight you, its quite possible to manage it, funny enough :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Kanil on October 24, 2017, 02:04:52 pm
Salvage might be 70%, but it's from a poorly equipped enemy. We are unlikely to find anything really worth 1.5 million/month (and we're giving up loss compensation.) My vote goes to Propus.

I think you are highly overestimating the impact of the "poorly equipped enemy" here, and also underestimating the resale value of a mediocre unit. A Wasp really sucks, but it still sells for like 700,000 C-Bills. You only need to scrap two of them to get to your 1.5m mark.

Vedettes are a common and mediocre tank, but still sell for 250k. The 10 SRM launchers on a SRM carrier sell for a pretty penny. Ditto the AC/20 on a Hetzer.

Based off my current games, I would estimate the difference between 30% salvage and 70% salvage being worth at least 15 million C-Bills. That is way larger of a factor than 3m larger contract or 10% battle loss compensation.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Fishbreath on October 24, 2017, 02:12:35 pm
Votes so far...

FedCom raid on Propus
Mephansteras
A Thing
Burnt Pies
EuchreJack
a1s

Guerilla warfare on Surcin
Kanil
Hasek10

Also, does buying more parts increase our transportation costs? If not, what are the drawbacks?

I'm actually well-equipped to answer this one, because I rewrote the code that determines travel costs not long ago. In short, we rent DropShips and pay for transit on JumpShips. JumpShips cost 100,000 C-bills per collar per jump. DropShip costs are determined based on what we have to carry. Since all we carry is cargo (which includes mechs in mothballs), we pay, at present, about 230,000 C-bills per jump—100,000 for the jump, and 130,000 for a Buccaneer (http://www.sarna.net/wiki/Buccaneer_(DropShip)) to get us to and from planets. It has 2300 tons of cargo capacity. If we go above 2300 tons, it's cheaper to rent a Mule (http://www.sarna.net/wiki/Mule), which has about 8000 tons of cargo capacity and costs about 180,000 for a jump.

Eventually, we might be in a financial position to consider buying a DropShip. I'll put an action item about long-term goals in one of the next few updates.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: a1s on October 24, 2017, 04:06:01 pm
Also, does buying more parts increase our transportation costs? If not, what are the drawbacks?

I'm actually well-equipped to answer this one, because I rewrote the code that determines travel costs not long ago. In short, we rent DropShips and pay for transit on JumpShips. JumpShips cost 100,000 C-bills per collar per jump. DropShip costs are determined based on what we have to carry. Since all we carry is cargo (which includes mechs in mothballs), we pay, at present, about 230,000 C-bills per jump—100,000 for the jump, and 130,000 for a Buccaneer (http://www.sarna.net/wiki/Buccaneer_(DropShip)) to get us to and from planets. It has 2300 tons of cargo capacity. If we go above 2300 tons, it's cheaper to rent a Mule (http://www.sarna.net/wiki/Mule), which has about 8000 tons of cargo capacity and costs about 180,000 for a jump.
It sounds like you're saying that it does not increase transport costs ( unless we buy ~1.5k tons of parts in addition to our 0.5k tons of 'mechs.)
So why not buy a lot of spares?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Hanzoku on October 24, 2017, 11:24:34 pm
1. Cost
2. Availability

To expand, some equipment like fusion engines are worth millions of c-bills. Large lasers are 700,000 a pop as well. Most equipment is also gated - depending on your unit's reputation and if you're on a contract, it changes what you can freely buy at any given time.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Hasek10 on October 25, 2017, 12:34:31 pm
I don't know, the main source of income from my games is salvaging and selling enemy vehicles in droves, it far outweighs whatever the contract pays.

That said, guerilla campaigns are brutal because of the complete lack of supply. If the consensus is to go for it, I suggest tripling whatever we think we need in way of supply, and make sure to bring plenty of limbs for all the mechs.

Salvage might be 70%, but it's from a poorly equipped enemy. We are unlikely to find anything really worth 1.5 million/month (and we're giving up loss compensation.) My vote goes to Propus.

I think you are highly overestimating the impact of the "poorly equipped enemy" here, and also underestimating the resale value of a mediocre unit. A Wasp really sucks, but it still sells for like 700,000 C-Bills. You only need to scrap two of them to get to your 1.5m mark.

Vedettes are a common and mediocre tank, but still sell for 250k. The 10 SRM launchers on a SRM carrier sell for a pretty penny. Ditto the AC/20 on a Hetzer.

Based off my current games, I would estimate the difference between 30% salvage and 70% salvage being worth at least 15 million C-Bills. That is way larger of a factor than 3m larger contract or 10% battle loss compensation.

Lets drum up more support for Surcin! Very similar experience on my end also. Even low tech battlemechs are worth refit and repair, and if we luck out, it might be an effective avenue for getting our dispossessed pilots in to a ride of their own.

The only tedious part here would be on Fishbreath's end, purchasing all the extra gear through the parts interface is a bit time-consuming.

orbital satallite networks aren't a thing in battletech, so long as patrols don't sight you, its quite possible to manage it, funny enough :P

Based on the actual Mechwarrior games and other canon sources, I always presumed your employer's aerospace assets generally worked to disable orbital satellite networks as a standard preliminary step for any extended ground-based campaign. See the Mechcommander and Mechwarrior 3 intro/cutscenes for examples.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Fishbreath on October 26, 2017, 07:48:07 am
In the absence of other changed votes, I'm going to go ahead and play out the trip to Propus over my coffee this morning. More salvage next contract, perhaps.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 1, 3050)
Post by: Fishbreath on October 28, 2017, 07:43:50 am
Introduction/Last Month's Action Items

Well, the votes are in, and voters prefer the contract on Propus. The techs mothball the mechs, and we're off.

Changing Contract Details?

For some reason, the contract details changed between the first post and this one. Not sure what's up there, but the upshot is that all the contracts are now worth slightly less. (It may have had to do with some of my experimentation.) It's still a pretty good deal, though; 12 million in advance money is plenty.

In Transit

(https://i.imgur.com/PpasMqA.png)
I'm sure it's a pain to coordinate parts delivery while traveling, but our brave administrators somehow manage.

The parts bill is pretty wild. We now have spare arms and legs for all our mechs, as well as spare leg, arm, hand, and foot actuators. Since we're fairly energy-heavy, we have ten spare medium lasers, two spare PPCs, and three spare large lasers. The parts stock includes more than 100 tons of armor, 15 heat sinks, and in general, at least one spare for nearly every part in use by the company. Notable absences: heads and center torsos (if we need those, we have bigger trouble) and engines. We have one spare gyroscope for medium mechs and one spare gyroscope for heavies, but none for light mechs or assaults.

Why mention the last one? Because...

Mech acquisition!

The Federated Commonwealth has the best toys, and since we're working for them, that means we have the best toys. Available in the FedCom mercenary market is an Awesome AWS-8Q, a superb example of the assault mech class and a brand-new cornerstone for our heavy lance.

(https://i.imgur.com/q5DHkav.png)

Kill Board

All-Time Leaders

Status

It is now September 26, 3050.

Promotions

Congratulations to Sgt. Jose Milspec Ortega, who received a promotion to Sergeant, owing to his new role as lance commander. (See below for more.)

Finances

We have 3.574 million C-bills in the bank right now. Our current operating costs are 141,810 C-bills per month. After shares and monthly expenses, we make 4.255 million C-bills per month. Our expected balance at the end of this contract, prior to travel back home, is 24.850 million C-bills.

Supplies

The Opinionated Bastards now possess, for the first time, a full company of mechs, as well as a large stock of supplies and spare parts. I expect we'll be fine for the duration of this present contract. We can re-evaluate supplies when it's over.

Current Organization

Because we now have a full twelve mechs, I went ahead and rearranged the company. I tried to stick with something in the spirit of Hasek10's organization, aiming to make lances as close to the weight category limits as possible.

(https://i.imgur.com/0aQ50zl.png)
An overview

(https://i.imgur.com/ZYZHXLC.png)
We start off with the Heavy Lance, at 270 tons. Drake moves up to the Awesome. His legendary skill at gunnery should make him a fearsome combatant. Rook steps up into Captain Halit's old mech, the Flashman; Double Dog gets the Thunderbolt. Rounding out the Heavy Lance is Woad, back in the trusty Trebuchet TBT-5N. His primary role will be to act as a screen and bodyguard for the Awesome.

(https://i.imgur.com/9cou3vf.png)
Next up is the Medium Lance, something of a misnomer now. Linebuster Atkinson and Ker-Ker Ec, along with the two Lancelots, take up the first two slots. Clanner Ed Yuksel and his fancy Locust IIC, and Tedros Jamil and his custom Vulcan fill out the lance. The Lancelots are the primary firepower here, both in terms of weight of weapon and of pilot skill.

(https://i.imgur.com/ZsUZFRG.png)
Lastly, the Light Lance, even more of a misnomer. Newly-minted Sergeant Milspec Ortega leads the lance from the Phoenix Hawk, joined by Private Ngo in the Crab, Severe Payne in the Locust, and lastly, Euchre Kojic in the LRM-equipped TBT-5S.

The only mechwarrior without a mech to drive is Private Frajtov, who was evicted from the TBT-5S in favor of Euchre.

Contract Progress

(https://i.imgur.com/29plCan.png)
Updated contract details

We've just started the contract; it lasts until February 25, 3051. At present, the Medium Lance is deployed on Scout duty to fill the terms of the contract. The other two lances are awaiting your direction.

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Mephansteras on October 28, 2017, 10:36:03 am
Training up some of our rookie pilots is probably wise.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: EuchreJack on October 28, 2017, 02:35:07 pm
Training up some of our rookie pilots is probably wise.
Agreed.  To do that, our rookie pilots need to be lead by a Lance Commander of skill Veteran or better.  Currently, our "Light" lance can not train, as the Lance Commander is only a Regular pilot.

Maybe swap Sergeant Milspec Ortega - Phoenix Hawk for Linebuster Atkinson and the Lancelot so our lance can train, and Woad in the Trebuchet TBT-5N for Private Ngo in the Crab so the "Heavy" Lance has more skill and Woad can train.

I would suggest renaming to "Command Lance", "Battle Lance", and "Cadre Lance" to reflect the roles.
...But it might be more fun to got with Dwarf, Elf, and Gobbo
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Kanil on October 28, 2017, 06:41:38 pm
Seems our opponents are going to have a lot of PPC-sized holes in their armor going forward...
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: a1s on October 29, 2017, 06:37:42 am
Seems our opponents are going to have a lot of PPC-sized holes
So, I was looking through pilot's stats (trying to figure out if I was veteran enough to take over training the rookies ;D) when I noticed Linebuster was a specialist in Gunnery/Ballistic, but had a 'mech loaded with what (to my eye) looks like energy weapon systems.
So what counts as "ballistic" in this game?

P.S. If Hasek10 is to be believed, 185 tons is the literal worst tonnage a (now heavy) lance can have.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Fishbreath on October 29, 2017, 07:23:46 am
Machine guns and autocannons primarily, of which we have none after the Rifleman went down.

185 tons is still a medium lance. I don't know exactly what the cutoffs are.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3050)
Post by: a1s on October 29, 2017, 07:30:22 am
185 tons is still a medium lance. I don't know exactly what the cutoffs are.
Right, sorry. What Hasek actually said was 200 (I guess I confused it with 280?):
0-130 tons     - Light Lance
 131-200 tons - Medium Lance
 201-280 tons - Heavy Lance
 281-380+ tons - Assault Lance
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: a1s on October 29, 2017, 08:01:11 am
So, anyway, Linebuster (Hasek10) might look into swapping those lasers for AC/5s (and maybe a Gauss Rifle?) while ripping out some of the heat-sinks to make room. For next contract obviously (As far as I understood, it's a bad idea to try to do major mods in a combat zone/away from trade hubs.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Kanil on October 29, 2017, 05:07:28 pm
swapping those lasers for AC/5s (and maybe a Gauss Rifle?)
AC/5s are quite possibly the worst weapon in the game. Gauss rifles exist in 3050, but are pretty rare (in theory.)

Instead of ruining a reasonably well put together laser boat (armor allotment aside,) it'd probably be better to just get him a new 'mech.

Or just ignore the specialization for now, since ballistic mostly just sucks, until ultras, LBX, and gauss comes out. We should find something suitable in time.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: EuchreJack on October 29, 2017, 06:01:19 pm
swapping those lasers for AC/5s (and maybe a Gauss Rifle?)
AC/5s are quite possibly the worst weapon in the game. Gauss rifles exist in 3050, but are pretty rare (in theory.)

Instead of ruining a reasonably well put together laser boat (armor allotment aside,) it'd probably be better to just get him a new 'mech.

Or just ignore the specialization for now, since ballistic mostly just sucks, until ultras, LBX, and gauss comes out. We should find something suitable in time.

Obviously, we need to buy a Hunchback Urbanmech, dump Linebuster (Hasek10) into that, and give me the Lancelot.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Kanil on October 29, 2017, 06:19:06 pm
Obviously, we need to buy a Hunchback Urbanmech, dump Linebuster (Hasek10) into that, and give me the Lancelot.

A LCT-1V Locust has not one, but two machine guns on it. What more could a ballistic specialist ask for?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Mephansteras on October 29, 2017, 10:11:05 pm
Clearly we need one of those crazy Solaris mechs with like, 10 machine guns on it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Hanzoku on October 30, 2017, 03:04:46 am
Or that clan second-line mech, the Piranha with 12 machineguns. :P

But yeah, I agree that it's better to look for something purpose built. I'd say the only time to really build around one specific weapon is when you get a good weapon specialization, like medium lasers. +2 to hit with one of the most ubiquitous weapons in the game? Yes please!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: a1s on October 30, 2017, 09:44:22 am
He is also a Melee specialist in a slow mech, so maybe something quick with an AC/20 mounted on it?
And gauss rifles are certainly not common in 3050, but they aren't really prototype-artifact type stuff either (the contemporary version of Atlas- AS7K - has one in standard configuration). I am sure we can find one or two in our adventures.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Kanil on October 30, 2017, 04:46:07 pm
And gauss rifles are certainly not common in 3050, but they aren't really prototype-artifact type stuff either (the contemporary version of Atlas- AS7K - has one in standard configuration). I am sure we can find one or two in our adventures.

The A-rank Kuritan RAT has the AS7-K at roughly 1 in 100 assault 'mechs. We'd have to wail on the biggest and the best of the Combine for quite a while to find one, then have to disable the 'mech without critting the damn thing and having it explode.

As the Clan invasion progresses, the amount of new tech ramps up, but the Clan invasion is still probably further away than the nearest Victor or King Crab.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Hasek10 on October 30, 2017, 05:46:37 pm
AC/5s do tend to underperform in a lot of situations. That said, there's a couple reasonable ballistic mechs that I could find my way in to if things go well for us. The Annihilator, King Crab, Mauler are all solid assault candidates with scary ballistic loadouts. Even heavies like the Orion (The ON1-8K with the LBX) or various Jagermech chassis' have enough ballistic weaponry that I would find myself effectively utilized.

Currently, I don't think MekHQ and ATB handles Clan opponents very well. The Princess bot doesn't have any mechanism to enforce Zellbrigen, and My latest ATB campaign involved my Veteran Assault lance up against a Binary + change of extremely dangerous clan mechs. We'd have to figure out a way to bid their force composition down to something reasonable or we'd all be dead pretty fast.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: EuchreJack on October 30, 2017, 07:50:28 pm
AC/5s do tend to underperform in a lot of situations. That said, there's a couple reasonable ballistic mechs that I could find my way in to if things go well for us. The Annihilator, King Crab, Mauler are all solid assault candidates with scary ballistic loadouts. Even heavies like the Orion (The ON1-8K with the LBX) or various Jagermech chassis' have enough ballistic weaponry that I would find myself effectively utilized.

Currently, I don't think MekHQ and ATB handles Clan opponents very well. The Princess bot doesn't have any mechanism to enforce Zellbrigen, and My latest ATB campaign involved my Veteran Assault lance up against a Binary + change of extremely dangerous clan mechs. We'd have to figure out a way to bid their force composition down to something reasonable or we'd all be dead pretty fast.

I hate the Jagermech, so have at it.  :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Hanzoku on October 31, 2017, 02:53:15 am
The Mauler, at least stock, is pretty crap. I mean, 4 long-ranged machine guns? There's far better ways to reach out and touch someone then using an AC/2, much less four of them. Giving someone with ballistic skill an AC/20 is another prospect, especially with how the bot likes to get in close in just about all cases.

My solution to clan opponents is to reduce the clan force count until the battlevalue of both sides is about equal to represent the 'bidding process', and it has lead to tough but fair fights in my opinion.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: a1s on October 31, 2017, 04:52:44 am

The A-rank Kuritan RAT has the AS7-K at roughly 1 in 100 assault 'mechs. We'd have to wail on the biggest and the best of the Combine for quite a while to find one, then have to disable the 'mech without critting the damn thing and having it explode.
I did not mean "let's go out and hunt us some Atlases", I was merely pointing out that while a Gauss Rifle would still be high-tech in 3050 it is no longer the bleeding edge of the Art it was in 3040s, as exemplified by it being mounted out-of-the-box on some of the more expensive mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Kanil on October 31, 2017, 06:04:12 am
I guess my point is that gauss rifles (and L2 tech in general) is still really rare in 3050, so I wouldn't be making plans for how to use it until it actually ends up in the warehouse. But maybe it's more readily available than I'm imagining, I mean we've already got some Clan tech, so perhaps GRs are also a thing.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Fishbreath on October 31, 2017, 06:11:21 am
We have Clan tech because I rolled a 20 on the origin table and missed the note than the 'Clan' result is impossible until 3055, then decided to roll with it anyway. We definitely can't go out and buy Clan tech, and I believe gauss rifles are outside our acquisition ability even on more favorable contracts than this.

Edit: as a heads up, I'm going to start playing on my lunch break today. Now that we're on a contract, there's the possibility of battle, and when there's the possibility of battle, I need extra time to make sure I can get the game played and properly documented.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Hasek10 on November 01, 2017, 10:22:32 am
The Mauler, at least stock, is pretty crap. I mean, 4 long-ranged machine guns? There's far better ways to reach out and touch someone then using an AC/2, much less four of them. Giving someone with ballistic skill an AC/20 is another prospect, especially with how the bot likes to get in close in just about all cases.

My solution to clan opponents is to reduce the clan force count until the battlevalue of both sides is about equal to represent the 'bidding process', and it has lead to tough but fair fights in my opinion.


The stock Mauler isn't worth too much in the field. After this contract or the next though, I imagine any decent chassis' we find are candidates for level 2 variant refits.

edit: Its a good way to keep the unit at company size while still improving everyone's rides.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 26, 3050)
Post by: Fishbreath on November 04, 2017, 08:26:59 am
Last Month's Action Items

The Action of October 6, 3050

(https://i.imgur.com/rtGlnpU.png)
On the first of October, unit intelligence receives reports of a Capellan concentration near a town fifty kilometers from our field base. The Medium Lance, in the field, moves to probe the town. The Heavy Lance reinforces them.

The enemy is, as expected, poorly equipped. Capellan forces arrayed against us include a Blackjack, a Flea, and six vehicles, including a pair of Vedettes and a Saladin assault hovertank. The Medium Lance deploys with a Phoenix Hawk, a Lancelot, a Vulcan, and the Locust IIC.

(https://i.imgur.com/vVZ6sm7.png)

Round 1

Ker-Ker is late to the battlefield, and will deploy before round 2. Sergeant Milspec Ortega, in his first battlefield command, deploys on the southwest of the rectangular battlespace. (It's 25x35 hexes.) The weather is good. The battlefield is split down the middle by a town; trees and small lakes dot the landscape.

Along with Milspec are Privates Yuksel in the Locust and Private Jamil in the Vulcan.

The FedCom liaison mech is a Commando, which deploys to the east of the Medium Lance. The Capellans deploy to the northwest and northeast of the town, in two divisions. Facing us to begin with are vehicles: the Vedettes, the Saladin, a Pegasus hovercraft, and a J. Edgar light hover tank. (Yes, the J. Edgar Hover tank.)

As might be expected, Private Yuksel charges into the battle with a crazed cry over the radio. Milspec and Jamil play it a little more coy, moving more slowly to get better shots off at the approaching hovercraft.

(https://i.imgur.com/4nzPg9W.png)

Yuksel, however, is the only one to score any hits. One of his ER Small Lasers carves into the forward armor of the Pegasus. In return, he takes a few SRMs to the side.

Round 2

Ker-Ker takes the field, moving up toward the enemy to bring the Medium Lance's heaviest weapons to bear. Yuksel falls back toward the rest of the lance, and everyone aims for the AC/20-carrying Saladin hovertank.

Unfortunately, Yuksel is the primary target for the Capellans. The Saladin, which managed to close the range with him due to the annoying mobility of hover vehicles, blows a hole clear through the Locust's center torso. It falls to the ground. It looks as though our mysterious Clanner got his wish, an honorable death in battle.

Round 3

(https://i.imgur.com/Cic2kRP.png)
The Capellan Flea has managed to get in close, which is a mixed bag. It means more enemies nearby to deal with, but the Capellan pilot stopped directly in front of Milspec's Phoenix Hawk and Ker-Ker's Lancelot.

Jamil is in a bit of a tight spot now, alone between the J. Edgar hovertank and the Pegasus scout tank. Fortunately, he manages to evade serious damage. Ker-Ker and Milspec don't do a great job at knocking out the Flea with weapons fire, but they're both in melee range. Milspec's kick knocks it down, falling destroys its left arm and torso, and Ker-Ker's kick removes its right leg. She gets credit for the kill.

Round 4

Down a mech and now suffering from light to moderate damage across the board, the Medium Lance falls back to the west. They'll keep on the move, hoping to dodge the worst of the enemy fire until the Heavy Lance arrives to really lay down the hurt.

(https://i.imgur.com/8AS6K8V.png)

Ker-Ker finds herself in excellent position to beat two enemy vehicles. She stays more or less put while the two medium mechs jump to a better position. Even with the jump jets, they aren't very well placed. The enemy's vehicles are all lightweight hover vehicles; they're more maneuverable than our mechs.

Ker-Ker hits the Vedette but takes a few SRMs for her trouble.

Round 5

The hover vehicles, between the enemy's luck on initiative rolls and superiority in numbers, continue to drive circles around our mechs. Hopefully we'll land some good hits this round; the Pegasus with its annoying SRMs is right in the kill zones for the Lancelot and the Phoenix Hawk.

(https://i.imgur.com/fb1y2lR.png)

As weapons fire, I'm a little concerned about the number of guns pointed at Ker-Ker and the Frankenstein. And I am correct to be! The gyros can't take the stress, and the Lancelot falls. Fortunately, Ker-Ker remains conscious; she can attempt to stand next turn. Unfortunately, the impact dislodged the Lancelot's left arm, and some damage leaked through the center torso armor to hit the engine. It's still functional, but the Lancelot isn't moving quite as fast anymore.

The good news, at least, is that Milspec's weapons fire immobilized the Pegasus, and can leave it behind while we make a tactical withdrawal to the northwest.

Round 6

The medium mechs stand by the Lancelot, screening it as best they can.

(https://i.imgur.com/OYgGRT0.png)

Ker-Ker and Jamil shoot at the damaged Vedette. Milspec takes his chances on destroying the immobilized Pegasus. Neither see great success.

Round 7

Ker-Ker has managed to lose both her Large Lasers. We retreat to the west of the small lake in the earlier screenshots, beset on all sides.

(https://i.imgur.com/D0jwRZ5.png)

Milspec can't fire this round without risking heat trouble—a major flaw in the Phoenix Hawk's design—so it's all on the Lancelot's medium laser. (Ker-Ker won't fire the PPC, her remaining weapon—the range is too close, and she definitely can't risk it blowing up by firing with a disabled field inhibitor.) Ker-Ker hits a nearby Vedette in the side and manages to immobilize it. Given that Jamil is currently standing on top of it, that suggests some high kick potential. Jamil acquits himself well enough, too, hitting the Vedette with an AC/2 and a medium laser and scoring on the immobilized Vedette at his feet with a solid swing from his Vulcan's left leg.

Round 8

Ker-Ker is more or less running for her life now, being out of center torso armor. The mediums continue to screen as they can. The heavy lance arrives after this round.

Ker-Ker makes it through with only minor damage, happily. Milspec kicks a Vedette, but doesn't make it through the armor.

Round 9

(https://i.imgur.com/FqDI0jW.png)

Oh yeah. Heavy lance.

Cunningly, the enemy uses forest to screen itself from Drake's PPCs. He can still hit the Vedette running away to the north of this picture, and that's what he'll do. Rook trains the Flashman's Large Lasers on the disabled Vedette in frame. The two medium mechs from the Medium Lance focus on destroying the J. Edgar hover tank still hassling Ker-Ker. Double Dog is lacking in long-range weapons, with only a Large Laser and an LRM-15, which he trains on the LRM tank shooting at him. Private Ngo, poorly placed, can't shoot at anything for any real effect. Her guns will have to wait until next turn to come into action.

(https://i.imgur.com/UrEsAyH.png)

Round 10

Ker-Ker turns around and runs south now, toward the comfortingly deadly guns of the heavy lance.

The remaining mechs line up; it's going to be a brawl, and we're going to win. Drake and Private Ngo focus on the Blackjack; Rook lines up on the J. Edgar tank, and Double Dog takes aim at the Striker LRM tank. Further north, Jamil and Milspec look to beat up the remaining Vedette, not pictured in the screenshot.

(https://i.imgur.com/I8atsFV.png)

Between her lasers and the foot of her Flashman, Rook knocks out the J. Edgar tank. Drake softens up the Blackjack, and Ngo, moving behind it, destroys its center torso with large laser fire and a solid kick. Double Dog nearly takes down the Striker; its crew is stunned and its turret locked.

The Striker, unfortunately, takes down Ker-Ker's Frankenstein, missiles impacting around the head and shoulders. Somehow, the autoeject system gets her out in time.

Round 11-12

The Opinionated Bastards mop up. Jamil scores the killing blow on the northern Vedette; Double Dog gets it on the immobilized one south of the lake. Private Ngo accounts for the Striker light tank.

Damage Report

(https://i.imgur.com/wGzxGjP.png)

We came out of this one in decent shape. It's a shame we lost the Locust IIC so quickly. Once again, the Frankenstein is rebuildable, although it'll need a new head. The administrators are groaning already, but it does look like they can get it done; the FedCom forces can get a supply drop to us.

Two pilots are wounded: Milspec, who should be right as rain in a week or two, and Ker-Ker, who, among other things, has a concussion and a broken collarbone. The Opinionated Bastards should have her services back in three weks or so.

Surprisingly, Private Yuksel survived the death of his Locust IIC, and emerges from the cockpit as we're cutting it open. He seems displeased by the idea of salvaging it.

Finally, the FedCom Commando liaison mech was destroyed, which isn't earning us any good will with the brass.

Lethal Damage (House Rules)

Since BattleTech is brutal to pilots, I've taken the liberty of assigning each claimed pilot two Edge points. In the BattleTech RPG, Edge points are used to reroll results; here, they represent your luck. If you die in battle, I'll deduct one Edge point from your pilot and keep you alive after the battle. (Ker-Ker now has one Edge point; everyone else has two.) If you don't have any Edge points left, that's that. You can buy edge points back for 10xp.

Salvage Report

(https://i.imgur.com/LxyiWH3.png)

The Flea could be salvaged and returned to service, but it would exceed our salvage rights by 18%, which our employers are not likely to be happy with. Instead, I take the Blackjack (we can't fix it up, but it does have a bunch of medium lasers we can take, and some AC/2s we can sell), and the Pegasus scout hovertank, which has a medium laser and some SRM-6 launchers, and can be sold for a decent penny.

In all, we rake in about 800,000 C-bills after the mission, counting battle loss compensation (primarily for Yuksel's Locust IIC), prisoner ransom, and sale of stripped vehicles and mechs.

Kill Board

Last Mission

(https://i.imgur.com/yaPYCuX.png)

All-Time Leaders

Status

It is now October 26, 3050. Elsewhere in the Inner Sphere, the Clan invasion has advanced rather dramatically in the last few months.

(https://i.imgur.com/jR8lyn4.png)

Contract Progress

We're one month into our five-month contract, and the employer is happy with us so far despite the loss of the Commando in the prior mission.

The Heavy Lance deployed in place of the Medium Lance while the latter was being patched up. There's a new mission on the docket, a recon raid against another mixed Capellan force. The mission victory conditions require us to move to the far side of the map, stay for two rounds, and return. I think, given the Heavy Lance is deployed and the enemy force is all light and medium mechs and vehicles, we should deploy a second lance and make our reconnaissance in traditional Steiner fashion. (That means blowing everything up.)

(https://i.imgur.com/oAW2BAe.png)

Finances

We have 7.569 million C-bills in the bank. Our estimated balance at contract end has gone down slightly, to 24.589 million C-bills.

Supplies

We're doing all right. Thanks to quality administrators and good support from the Federated Commonwealth, we were able to obtain a spare Lancelot head for the Frankenstein.

Repairs and Refits

With the exception of the dead Locust, the Opinionated Bastards' mechs are all in fighting shape.

Unit Market

(https://i.imgur.com/yFjBCMP.png)
That's an SHD-2H Shadowhawk. Sorry for the truncated label.

Being down a unit and in good financial shape, it might be a good time to consider a new mech. Here's what's on the market right now.

Training

(https://i.imgur.com/YEqxjof.png)

The Cadre Lance is serving its purpose; Woad, Euchre, and Severe all improve skills this month. (At 1xp per week, though, it'll take a year or two to get them to 5+ piloting/4+ gunnery regulars.)

Action Items

Please comment on the upcoming battle, if so desired, by Tuesday. I'll be playing it then; it takes longer to write up these updates when there's fighting. I'll likely wait a little longer before playing out the rest of the month.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Hanzoku on November 04, 2017, 11:49:15 am
You know what, I’ll take Yuksel, callsign Hanzoku. If we could snag that Guillotine off the market, I’d appreciate it. It’s one of my favorite heavy designs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Kanil on November 04, 2017, 07:51:16 pm
Already dead already, this is going well.

On the new 'mech front, I'd say either get the Guillotine or don't get anything.

Edit: Forgot to mention, if my minor case of deadness doesn't have any impact on my piloting skill, then I'm fine with getting deployed again... ... but it'd probably be wiser to give the less experienced pilots a chance to help out while the heavy lance is around to do most of the work.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Culise on November 04, 2017, 09:25:09 pm
Look at the bright side: thanks to those Edge points, you're not actually dead.  Your plot armor's just picked up a few dings here and there.  I'm more surprised PFC Leeroy Yuksel Hanzoku didn't lose an Edge point as well after trying to catch autocannon rounds with his teeth. ^_^

I'd say, if we aren't expecting to stand and fight, it might be alright to put Cadre Lance in the field.  On the other hand, I wouldn't say boo to the idea of a good old-fashioned reconnaissance in force.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Mephansteras on November 04, 2017, 11:55:40 pm
Having the Cadre lance go in to get some combat experience could be good, provided the Heavy Lance does most of the actual fighting.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Fishbreath on November 05, 2017, 08:00:57 am
To be clear, this mission requires the Heavy Lance. The question is more about which, if any, lance to deploy with it, as opposed to which lance to deploy independently.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Burnt Pies on November 05, 2017, 08:49:30 am
If the light lance/training cadre can be kept relatively well shielded by the heavies, I think it'd be good to get the rookies some on the job experience.

For mech acquisition, I agree we definitely need a few more. The guillotine sounds like a good option, though we seem to have 2 free pilots, so perhaps picking up a medium and a light would be better? Or picking up the Guillotine now and looking for a better option on a second mech once we get paid, perhaps.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Blaze on November 05, 2017, 04:34:26 pm
I don't have much knowledge of the game, but I'd happily take Frajtov, callsign Wojtek.

I think we have a leftover locust, throw on some leftover MLasers and it should be okay. Can't really see the need to burn our remaining funds if we have something we can use.

Or you can always throw me in an LRM carrier for shiggles.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Hasek10 on November 07, 2017, 03:54:34 pm
Quote from: Fishbreath
Should we deploy a second lance for the upcoming mission? Ker-Ker is still recovering from her wounds, though not in any way that would penalize her piloting or gunnery.
It might be worthwhile to deploy the Cadre Lance. They won't be expected to do much of the heavy lifting, and they're also not down a mech (while the Medium Lance, at present, is). That, and battle is a much more effective teacher than training.
Should we buy a mech? More than one mech?

I really like the idea of deploying the Cadre lance as reinforcements for the Recon Raid. Battle is definitely a much better XP earner than training. Anything to get Linebuster on the field of course :D

That said, the map looks to be a great layout for systematically hunting down the Capellan forces. Heavy Urban+City Dense means you can play hide and seek with the enemy force while waiting for the Cadre lance to arrive if you want.

I'm also a fan of the Guillotine, if simply because of its efficient weapon loadout and resilience to ammo explosions. Its a little above-cost, but I can definitely see it being a huge force multiplier if we give it to a pilot with Energy Weapon specialization. Lets do it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Fishbreath on November 11, 2017, 09:34:36 am
Last Time's Action Items

The Action of October 27, 3050

The Capellan forces arrayed against us are lightweight, as is typical for Capellans. (If I'd known they were such pushovers, I would have recommended tackling them a lot more strongly!)

(https://i.imgur.com/lxHREYt.png)

The only things on the list to be concerned about are the Hetzer (with its AC/20) and the Vindicator, which mounts a PPC.

The battle commences in heavy fog. That has two effects: movement will be much slower, and accurate shooting will be somewhat harder. The terrain is heavy urban; there are no open areas on the map, and most combat is going to take place along streets.

Round 1

Since Heavy Lance is deployed with the Scout duty, they arrive on the battlefield fastest mechs first. Only Private Ngo's Crab is fast enough to make it on the first round. Rook and Double Dog will arrive in the second round. Drake and the Awesome will turn up in the third. We deploy on the north edge of the map; the enemy deploys in the center.

(https://i.imgur.com/2GAODko.png)

Ngo starts off on a side street, out of view of the enemy; the liaison, in a Wasp, tangles with the /Capellan Phoenix Hawk and takes heavy damage.

(https://i.imgur.com/nDWaguk.png)

Round 2

The Flashman and Thunderbolt show up, deployed somewhat to Ngo's west. They take an aggressive tack, moving toward the Phoenix Hawk and firing on it.

(https://i.imgur.com/E11mAsq.png)

Rook hits with most of her weapons, while Double Dog does a lot of missing. He hits with one medium laser, though, which is enough to pierce the Phoenix Hawk's center torso armor.

Ngo exchanges ineffectual fire with the enemies on her side of the map.

Round 3

Drake deploys behind Ngo. As expected, the enemy gets out of his line of sight, except for one poor, unfortunate Hetzer assault gun a full 18 hexes away. He'll take that shot.

On the other side of the map, Rook and Double Dog continue to hammer the Phoenix Hawk.

Alarms go off in the latter's cockpit as the two heavies' shots hit home. It's very nearly dead.

(https://i.imgur.com/ZXa8h7D.png)

At maximum range, Drake hits with two of his three PPCs. Putting him in the Awesome is basically cheating. If he can see it, he can hit it; if he can hit it, he can kill it.

Round 4

The Phoenix Hawk dodges behind Double Dog, but Rook still has a clear shot. Drake is set to take some fire, as enemy vehicles roll out into the street to engage his mech, but he can handle it.

(https://i.imgur.com/ijPGOpb.png)

Drake and Rook tie for first blood. Drake bags a Packrat patrol vehicle, while Rook gets the Phoenix Hawk. Ngo kicks the Vindicator.

Round 5

Drake, who can't back up owing to the heavy fog, remains stationary, aiming for the Vindicator. (It's inside his PPCs' minimum range, but he's a good enough gunner to manage the to-hit penalty.)

On the other side of the map, Rook and Double Dog slowly make their way over to the rest of the fighting.

Drake takes moderate damage, but manages to stay vertical. The Vindicator does not. Ngo kicks it again for good measure.

Round 6

Drake moves up, hoping to kick the Vindicator into submission.

No need. The Vindicator pilot, while attempting to stand, falls down, and...

(https://i.imgur.com/PlomNJi.png)

I'll take it! Ngo, who did the last damage to the mech, gets credit for the kill.

Drake has a shot on the LRM Scorpion hassling the other members of the Heavy Lance, so he takes it. Rook and Double Dog still can't shoot at anything. Ngo can, but she's very unlikely to hit.

Round 7

Cadre Lance takes the field! They're staying mostly out of the way, though Linebuster leads the way.

(https://i.imgur.com/wsxcexC.png)

Once again, buildings block Drake's line of fire. The LRM Scorpion he tagged last round is about to die a brutal death, though. Rook gets credit for the kill. Woad scores a hit, too.

Rounds 8-12

Cleanup at this point. We have a tremendous advantage in firepower and survivability.

Cadre Lance gets to fire its weapons in anger; merely showing up for battle is better for a pilot's skill than a good bit of training.

Drake finishes off the Hetzer he was shooting at earlier. Ngo bags a Scorpion, and Linebuster gets credit for two vehicles.

Damage

None to speak of; the enemy didn't make it through anyone's armor. Nobody was injured, either.

The Action of October 28, 3050

... and before we can do much more than replace damaged armor, there's another battle.

This one's objective is hide and seek: kill half the enemy while losing less than a third of the Opinionated Bastards' deployed force. Or, as I fully expect to do again, destroy the enemy utterly.

The enemy forces this time are a bit heavier than before. Almost everything on the field has something to be cautious of: an AC/10 on the Po tank, PPCs on the Vindicators, AC/20s on the Hetzers, and a large laser on the Grasshopper. Once again, Heavy Lance and Cadre Lance deploy.

(https://i.imgur.com/s5l9r8T.png)

The map is quite small, a 15x25-hex affair with a lot of variation in height. That helps balance out the numbers disadvantage; we can use the terrain to take cover.

Round 1

Again, it's a scouting deployment, so Ngo deploys first. She's at the northeast corner of the map. The allied FedCom mech, a Commando, deploys near the center of the eastern map border.

Ngo takes hits from four of the five AC/2s mounted on the AC/2 carrier, and more damage than that from one of the Vindicator's PPCs. Combined with a few LRMs, that's enough to knock her mech over, but not before she scores a critical hit on the AC/2 carrier, killing its crew. First blood comes early.

Round 2

Rook and Double Dog deploy on the southeastern corner of the map, and open fire on one of the Vindicators with moderate success. Ngo stumbles, but manages to stand, and moves quickly to join her comrades to her south.

(https://i.imgur.com/bB6BddM.png)

Round 3

Drake takes the field. The entirety of Heavy Lance fires on the enemy Grasshopper; Drake hits with all three PPCs. The enemy mech falls.

Round 4

There's very little movement going on. The Opinionated Bastards have a good position, screened in part by the hill, and the enemies don't want to get any closer, either. Everyone focuses on the Grasshopper again; it's the biggest threat and the easiest to hit. It falls down a second time.

(https://i.imgur.com/Ch18eAp.png)

Round 5

The Grasshopper stands again and jumps closer, into medium laser range. *Drake and Rook will take another crack at him, while the other units split their fire to start working on the Vindicator next door.

Drake takes a hit to his gyro through the armor, and one of the Hetzers scores on his right arm with an AC/20, damaging one of his PPCs.

The Grasshopper pilot ejects after taking some engine, gyro, and actuator hits. That's excellent news. We didn't shoot out its core or destroy its limbs. If we can get it as salvage, we can probably save it.

Round 6

The next most dangerous targets are the Hetzers and the Vindicators, so that's where we aim next.

Rook takes out the first Hetzer, with assists from Drake and Ngo.

Round 7

Cadre Lance arrives. Most everyone stays behind our protective hilltop, although the whole formation slides slightly southwest. The remaining Hetzer has one of the better gunners left on the Capellan side, so we'll aim for him first.

(https://i.imgur.com/RjoxqKp.png)

Severe, moving to fire on one of the Vindicators, takes severe damage, and loses control of her mech. It falls. That's no good. On the other hand, it's also behind a hill, so by falling, it's now out of the line of fire.

Rook scores another kill, this time on the Hetzer.

Round 8

The enemy is below half strength, which means we win; I'm going to take a bit more time to blow stuff up, because it's going well and, and the more that's dead, the more likely we are to get a crack at that Grasshopper.

Drake loses his right arm to enemy fire, but that's okay. We can patch him up. We have the parts.

Rook notches yet another kill, this time taking down the Locust south of our force. Double Dog gets in on the action, destroying the Po heavy tank with a hit to the ammunition store.

Round 9-11

Cleanup goes well; all we have left are the two Vindicators, which are looking rather worse for the wear. Rook takes a hit to the gyro, but is otherwise okay. Newcomers to the killboard Woad and Euchre each account for one of the Vindicators. Congratulations!

After-Action Reports

Salvage

(https://i.imgur.com/kYAlONh.png)

We score the Grasshopper! (We also took a Phoenix Hawk in the first battle.) The Grasshopper can be repaired; the Phoenix Hawk is only worth its weight in parts. That puts us at a little north of 40% salvage instead of the negotiated 30%, so we'll have to tread lightly on the next mission or two.

In terms of income, we make 175,000 C-bills on prisoner ransom and about 50,000 on battle loss compensation.

Damage

(https://i.imgur.com/motn6Zj.png)

Nothing is out of commission. Heavy Lance needs some repairs. The Awesome's gyro turns out to be a total loss, but one of the spares we have fits. (I'm still not at all sure how to figure out which of the four different kinds of gyro a given mech requires.)

Nothing else to report on the damage front, except that we can't fully repair the Grasshopper—one of its jump jets was destroyed, and we can't order a new one on this contract.

Despite the damage to our mechs, none of our pilots were wounded.

Training

(https://i.imgur.com/5ct0C6Y.png)

Ngo is now a Veteran, with 4+ piloting/3+ gunnery. Her new trait, Some Like It Hot, allows her to ignore the -1 to-hit penalty for mild overheating, which is useful. The Crab generates a lot of heat.

Ker-Ker also trained to 4+/4+. Woad and Euchre are both 5+/5+ now, which is still technically Green. Next time they raise a mech skill, though, they'll be Regulars.

Changing Mech Assignments

(https://i.imgur.com/mCBuyco.png)

Mech assignments and organization shift a bit, since I had to throw together an undamaged lance to deploy following the mission above.

Woad steps into the Grasshopper and joins Rook, Drake, and Ngo in Heavy Lance. Medium Lance is now Double Dog in the Thunderbolt, Ker-Ker in the Frankenstein Lancelot, Hanzoku in the Guillotine, and Euchre in the TBT-5S.

Linebuster is still in charge of the rookies in Cadre Lance, whose ranks now include Wojtek, taking Woad's previous ride, the TBT-5N.

Kill Board(s)

Rook leaps out to a commanding lead, followed by Drake and the still-unclaimed Private Ngo.

Recon Raid

(https://i.imgur.com/zgS8av0.png)

Hide and Seek

(https://i.imgur.com/5VCceYl.png)

All-Time Leaders

Status

It is now November 5, 3050. I stopped here because there's yet another battle planned for tomorrow, another Hide and Seek. See below for more information.

Finances

Our current balance is 5.225 million C-bills.

Spares

We're out of spare large lasers, and we only have gyros in the two-ton size at present. Owing to combat in orbit, no resupply is possible this month.

Next Mission

The next mission sees us facing an interesting force: no vehicles whatsoever, but two full lances of mechs. The expected Capellan force is primarily light mechs, with some Vindicators and a Wolverine expected. Medium Lance was deployed and therefore must face the enemy first. Given the current distribution of pilots, I'm tempted to bring both Cadre Lance and Heavy Lance along for this deployment. Both will take a while to arrive on the field, since none of our lances are what you'd call fast, but I'm uncomfortable leaving Heavy Lance to face twice its number alone.

MechWarrior Claims and Assignments

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Mephansteras on November 11, 2017, 10:54:28 am
I'm inclined to say we bring in all lances. The Cadre lance can use more experience and should be able to do fine against Light Mechs.


Also, ouch, Drake's Awesome took quite the beating there. That's the disadvantage of an Assault - you make quite the target for everyone to shoot at!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Blaze on November 13, 2017, 02:07:49 am
I say Bring all the lances, unless ammo/armor is becoming an issue.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Dorsidwarf on November 13, 2017, 06:01:06 am
I'll take private Ngo, callsign Carcer.

I also recommend bringing in the cadre lance, the more shots out we make, the fewer shots in we take
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Burnt Pies on November 13, 2017, 09:55:11 pm
I support bringing all the lances. I just hope Payne doesn't manage to fall on her arse this time.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 26, 3050)
Post by: Kanil on November 14, 2017, 02:09:11 am
(I'm still not at all sure how to figure out which of the four different kinds of gyro a given mech requires.)

One ton for every 100 engine rating, rounded up. Engine rating is walk speed * 'mech tonnage. 205-300 rated engines are the most common, so you'll mostly need 3 ton gyros. (You sure seem to go through these things at a pretty high rate.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Hasek10 on November 14, 2017, 08:54:36 pm
Whew, good fights there! Glad the Cadre Lance had a chance to get on the field and take some shots. This next battle should be pretty doable. That first Hetzer looks pretty dangerous though.

 Lets keep up the full deployments for this month and then we can reassess how things are going after the smoke has cleared. Hopefully we'll be able to put some of our battlefield salvage in to service by then and we can start phasing out some of the more fragile level 1 chassis we're rolling with.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Knave on November 17, 2017, 10:18:06 am
Read through the whole thread the last couple days. Love reading BT AARs. Keep up the good work!

May as well report in as Private Tedris Jamil since all the characters should be accounted for. callsign: Teddy Bear

Agree that the whole group should be deployed.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Fishbreath on November 18, 2017, 10:07:03 am
The Action of November 6, 3050

It's going to be a brawl, and it's going to be a brawl almost out of the gate. The map was originally 15x35; that seemed a bit cramped, so I used my reroll to change the map size. Now it's 15 hexes by 25. Oops.

On the plus side, it's a very hilly map with a lot of forest, which means, given initiative (which I never have, and which always seems weighted against the force with fewer units in any case), we can use the trees to protect ourselves.

Medium Lance will deploy near the edge and stay close to it, so that they can retreat in case of emergency.

Round 1

Since, once again, it's a Scout deployment, units deploy by speed; onlyEuchre andHanzoku (in the Trebuchet and the jump-capable Guillotine) arrive in the first round.

(https://i.imgur.com/CDMFKc1.png)
Pictured: basically every mech currently deployed. Happily, almost everyone misses. As usual, the allied Wasp is getting plastered.

Round 2

(https://i.imgur.com/MfdKGzQ.png)

Ker-Ker and Double Dog arrive. This is literally the worst kind of fight.

As seems to be tradition, Ker-Ker takes a pounding from the enemy, and fails to keep her mech on its feet.

The melee phase makes things even worse. Three of our four mechs end up on the ground.

Round 3

Everyone manages to get up. Euchre moves to protect the flank, while the heavier mechs take aim at a Vindicator and a Wolverine.

Ker-Ker, still focused by the enemy, loses a leg to weapons fire from a Wasp behind her. Her mech falls and won't be getting up, but at least she's not wounded or unconscious. The Lancelot still has both its arms, so she can prop herself up and shoot, too. Euchre plants a solid kick on the Wasp that did it and destroys its leg in return.

Round 4

Ker-Ker takes light damage, which isn't bad, all things considered. Since, for once, she's merely prone rather than prone and immobilized, she's actually a harder target for mechs more than one hex away than she would be were she standing.

Euchre bags the Wasp which knocked Ker-Ker's mech down, while Double Dog kicks the Stinger next to him in the torso, knocking it out.

Round 5

The Wolverine jumps next to Ker-Ker, no doubt intending to attempt to kick her downed mech. The rest of Heavy Lance angles to keep that from happening.

(https://i.imgur.com/BvXUa6S.png)

The Lancelot takes heavier damage this time, including a hit or two to the head. The damage knocks Ker-Ker out, so now she's in serious danger. Again.

Round 6

The good news is that everyone seems to be leaving Ker-Ker alone this round. The bad news is that, in attempting to protect her, we're pretty poorly positioned. The good news is, Cadre Lance arrives in two rounds. The bad news is, I'm not sure Ker-Ker will survive that long even if nobody's shooting at her this time.

The brunt of the enemy fire is aimed at Euchre, but catastrophe! It's the Thunderbolt taking a lucky critical hit through the armor. (Fun fact: through-armor crits should happen a little less than 3% of the time. It's happened twice in three turns here, though I didn't mention the first one, since it was less terrible in outcome.)

(https://i.imgur.com/5mZclnU.png)

The allied Wasp proves its worth for once, destroying its opposite number.

Round 7

This time, we focus on one of the enemy Vindicators. Next round, Cadre Lance arrives; the round after, Heavy Lance takes the field to wrap this one up.

(https://i.imgur.com/PoZFykK.png)

The FedCom Wasp falls again, after taking heavy damage from the Vindicator facing it. We knock out the nearer Vindicator's PPC, which renders it more or less harmless. It's also taken heavy center torso damage, and another round of focus fire should fell it.

Round 8*

Cadre Lance arrives. The better elements thereof take the field to the north of the battle, while Wojtek and Severe deploy to the south. They'll work as a team, with Severe spotting for Wojtek's LRMs.

(https://i.imgur.com/moJlygP.png)

Ker-Ker wakes up, somehow still not dead.

Teddy Bear scores his first mech kill, knocking out the Wolverine menacing Ker-Ker with a hit to the ammo reserves. Which is a shame, because other attacks decapitate it; we could have taken the chassis if it hadn't blown up.

Ker-Ker's Frankenstein Lancelot is going to take quite a lot of repairing agin.

Round 9

As Heavy Lance takes the field, the enemy quite wisely begins to retreat. We'll see what we can do to take them down.

(https://i.imgur.com/Onkcn9L.png)

It's Hanzoku in the Guillotine who gets the kill on the Vindicator nearest us, his first as an Opinionated Bastard. Rook, hitting a ridiculous cross-map shot on a damaged Wasp, further cements her place atop the killboard.

Rounds 10+

With only two enemy mechs left, we move to cleanup. Rook bags the Wolverine, while Severe notches her first kill on the enemy Firestarter.

Salvage, Repairs, Injuries

The Thunderbolt is a total loss, so thoroughly destroyed by the ammunition explosion that there's nothing left to salvage. The Frankenstein Lancelot is crippled, but we have enough spare parts to get it back into service. Everything else is undamaged. Ker-Ker is the only pilot to be wounded; she has a concussion again, along with a number of lesser injuries.

We can't take any actual salvage because we're still over our percentage.

We receive battle loss compensation to the tune of 600,000 C-bills, then add 70,000 more in ransom payments for enemy prisoners.

Kill Board(s)

Rook's lead grows. Notably, all the current Opinionated Bastards now have at least one kill.

Last Mission

(Turns out I forgot to take a picture. Oops.)

All-Time Leaders

Status

It is now November 20, 3050.

Contract Status

The Capellan forces are beginning to look worn down as our string of victories takes its toll on them. There's another mission scheduled for tomorrow, a probe against a medium vehicle lance and a mixed mech-and-vehicle light lance, with a second medium vehicle lance in reserve. Heavy Lance and Cadre Lance are currently detailed to the mission, with Cadre Lance arriving late as reinforcements.

Finances

We currently have 5.856 million C-bills in the bank.

Unit Market

(https://i.imgur.com/UdPnU2j.png)

There are a few options to replace the lost Thunderbolt, including another Thunderbolt. Action item below for should-we-buy-something.

Organization

Double Dog, left without a mech, takes Woad's slot in the Grasshopper for the upcoming mission. (Sorry, Woad. It's not that you're a bad pilot, it's that the other guy's a better one.)

Repairs

We're in good shape. Ker-Ker's Frankenstein Lancelot is missing a large laser, and the Grasshopper is still down a jump jet.

Spares

We're out of large lasers, which is a significant blow, especially given Ker-Ker's tendency to get our Lancelots blown up. We are, of course, still out of three-ton gyroscopes, but in good shape otherwise.

MechWarrior Claims and Assignments

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Kanil on November 18, 2017, 10:35:23 am
At least I didn't die. And my 'mech doesn't have ammo, so it didn't go Thunderbolt.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Culise on November 18, 2017, 12:07:14 pm
For Culise, about Rook:
  • Rook now has enough experience to buy a Weapons Specialist trait for large lasers, which will further improve her enemy-shredding ability in the Flashman, but tie her down to mechs with large lasers. Should she buy that trait, or save for improved piloting/gunnery down the line?
I'm not too familiar with the nitty-gritty of the game.  What do folks in the thread generally foresee as being optimum for how we're running now as far as lasers versus guns? 
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Knave on November 18, 2017, 12:30:02 pm

Teddy Bear scores his first mech kill, knocking out the Wolverine menacing Ker-Ker with a hit to the ammo reserves.

Hurray!

Quote
Which is a shame, because other attacks decapitate it; we could have taken the chassis if it hadn't blown up.

...shit.

Having a replacement Thunderbolt might be a good buy, the price doesn't look bad either. But it's a large chunk of our reserve c-bills. I imagine this sort of puts us back to square one.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Kanil on November 18, 2017, 12:59:26 pm
For Culise, about Rook:
  • Rook now has enough experience to buy a Weapons Specialist trait for large lasers, which will further improve her enemy-shredding ability in the Flashman, but tie her down to mechs with large lasers. Should she buy that trait, or save for improved piloting/gunnery down the line?
I'm not too familiar with the nitty-gritty of the game.  What do folks in the thread generally foresee as being optimum for how we're running now as far as lasers versus guns?

I'd probably wait for gunnery, myself. Assuming we're using default skill costs, specialization is 40 XP and going to 1 gun is 60, so it's not that much of a savings.

While some good 'mechs with lots of large lasers do exist they're typically more of a weapon that gets paired with others. Your Flashman for example has two, but it also packs 4 mediums as well, which wouldn't get any better. Also ER and Pulse versions of the large laser are considered different weapons, so in the more distant future you wouldn't really be any better at using the advanced guns, should we happen across them.

Meanwhile a gunnery buff works all the time, everywhere.

Ultimately, it's not a life changing decision, so if you like the idea of melting faces off with LLs, or want to have first dibs on a CGR-SB Charger, go for it. If not, gunnery (or something else entirely) is fine too.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Blaze on November 18, 2017, 03:34:12 pm
Quote
1 unmentioned kill
I Am Credit to Team!

If we've lost a Heavy Mek (oof), then we should definitely get a replacement. Since our only options are a Crusader and Thunderbolt, I'd put money on a T-Bolt any time. But consider stripping the SRM to sell back this time.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Fishbreath on November 21, 2017, 11:54:42 am
As a heads-up, I'm probably going to take this week off for Thanksgiving. I have a lot of cooking planned.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Mephansteras on November 21, 2017, 11:56:57 am
No worries. Enjoy the holiday!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Knave on November 21, 2017, 02:13:34 pm
As a heads-up, I'm probably going to take this week off for Thanksgiving. I have a lot of cooking planned.

Have a happy thanksgiving!

Been trying my hand at my own ATB campaign. Just finished my 2nd mission (they offered me 100% salvage!?  ???). Though getting the maintenance rules just right seems to be a bit of a pain. Bought a new head for a wolverine that I head-shot w/ an AC/20 only to fail the maintenance roll and lose the entire head with a single roll  :(
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Fishbreath on November 21, 2017, 05:02:45 pm
BattleTech is a harsh mistress. Sometimes you get a Frankenstein Lancelot, sometimes a stinking medium laser on a Firestarter crits your Thunderbolt's SRM-2 ammo through the armor.

Also, I'm pleased to see this let's play proving inspirational. I'd love to see notes from other campaigns as they progress.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Kanil on November 21, 2017, 05:32:21 pm
Also, I'm pleased to see this let's play proving inspirational. I'd love to see notes from other campaigns as they progress.

It inspired me to give it a go. Have a couple campaigns going, one kinda casual, do whatever, give everything hatchets, try to use aerospace/laugh when they crash into hostiles, land the Overlord on stuff, etc.

The second, more interesting one, I'm not allowed to buy anything. Ostsol get a left hip crit? Mothball it until you fight another one, and make sure you kick that one's right leg off. Lots of 'mech churn and awkwardly put together lances. Fighting the Capellans has netted me a bunch of Vindicator pieces I can use to keep my Blackjacks running. It's neat.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: EuchreJack on November 21, 2017, 10:19:54 pm
Wow, not only have I moved out of the Cadre lance, but I didn't die!

...seriously, when I read "onlyEuchre andHanzoku (in the Trebuchet and the jump-capable Guillotine) arrive in the first round"
my thought was "I'm so dead"

Trebuchets have a tendency to blow up, hence my concern.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Culise on November 22, 2017, 12:03:43 am
For Culise, about Rook:
  • Rook now has enough experience to buy a Weapons Specialist trait for large lasers, which will further improve her enemy-shredding ability in the Flashman, but tie her down to mechs with large lasers. Should she buy that trait, or save for improved piloting/gunnery down the line?
I'm not too familiar with the nitty-gritty of the game.  What do folks in the thread generally foresee as being optimum for how we're running now as far as lasers versus guns?

I'd probably wait for gunnery, myself. Assuming we're using default skill costs, specialization is 40 XP and going to 1 gun is 60, so it's not that much of a savings.

While some good 'mechs with lots of large lasers do exist they're typically more of a weapon that gets paired with others. Your Flashman for example has two, but it also packs 4 mediums as well, which wouldn't get any better. Also ER and Pulse versions of the large laser are considered different weapons, so in the more distant future you wouldn't really be any better at using the advanced guns, should we happen across them.

Meanwhile a gunnery buff works all the time, everywhere.

Ultimately, it's not a life changing decision, so if you like the idea of melting faces off with LLs, or want to have first dibs on a CGR-SB Charger, go for it. If not, gunnery (or something else entirely) is fine too.
Sounds good. Since no one else seems to have anything else to add and since I've always been a fan of flexibility, I'll go with waiting for Gunnery.  Thank you. ^_^
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Hasek10 on November 26, 2017, 10:15:11 pm
I'd vote for holding our XP at this point on Rook. He could also ostensibly use it to boost his commander traits like Strategy/Leadership, if we think that would be useful.

In terms of replacing our combat losses, lets wait until atleast next month if not a little longer. It's nice to have a C-Bill cushion and I don't think there's anything available that could effectively replace the TBolt. Lets keep our understrength lance in reserve as reinforcements, and hopefully we can find some more salvage to get us back in gear.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Fishbreath on December 02, 2017, 01:28:11 pm
Oh man, it's Saturday and I totally forgot about this. My wife and I are looking at buying a house, you see...

I may have an update for you midweek. We'll see.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Knave on December 04, 2017, 07:54:24 pm
Oh man, it's Saturday and I totally forgot about this. My wife and I are looking at buying a house, you see...

I may have an update for you midweek. We'll see.

Hope the house buying goes well! Living in a very urban area I've resigned myself to never being able to afford one until I move to somewhere cheaper :P

My mercs had a big set back in their most recent mission. 2 of my mechs (Wolverine and a Trebuchet) suffered catastrophic ammo explosions before turn 4 against a squad of vehicles. They even blew up one of my mech jockeys with missles afterwards :(
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: EuchreJack on December 07, 2017, 07:59:49 pm
Oh man, it's Saturday and I totally forgot about this. My wife and I are looking at buying a house, you see...

I may have an update for you midweek. We'll see.

Hope the house buying goes well! Living in a very urban area I've resigned myself to never being able to afford one until I move to somewhere cheaper :P

My mercs had a big set back in their most recent mission. 2 of my mechs (Wolverine and a Trebuchet) suffered catastrophic ammo explosions before turn 4 against a squad of vehicles. They even blew up one of my mech jockeys with missles afterwards :(

Wow, not only have I moved out of the Cadre lance, but I didn't die!

...seriously, when I read "onlyEuchre andHanzoku (in the Trebuchet and the jump-capable Guillotine) arrive in the first round"
my thought was "I'm so dead"

Trebuchets have a tendency to blow up, hence my concern.

Told you so.  :P

Vees can be interesting.  They either kill you with their superior weapon per tonnage ratio, or they die to crits.  And you don't get to salvage cool meks for your recently dispossessed mechwarriors, so they pretty much suck all around.

That being said, I find mixed lances can sometimes be very powerful.  Firepower of the vees plus relative survivability of the meks mean that garbage of both classes can do well when paired up.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Fishbreath on January 03, 2018, 02:57:22 pm
Having moved from 'might be buying a house' to 'buying a house', and therefore moved past much of the attendant stress, I had hoped to play through a mission or two for an update today...

But now I'm waiting for a tow truck, as my car's water pump currently isn't. So that's probably not happening today. Tomorrow, though, I shall return.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3050)
Post by: Fishbreath on January 04, 2018, 10:01:47 pm
And we're back!

The Action of November 21, 3050

(https://i.imgur.com/zCraWCP.png)

Today's terrain is wooded hills, a nice large map with room to maneuver.

Heavy Lance will deploy in the northeast corner, since the Flashman and Awesome aren't due until Rounds 2 and 3.

Round 1

Private Ngo and Double Dog deploy in that northeast corner, behind some trees from the main body of the enemy. They begin to maneuver toward the enemy, still well out of range.

Round 2

(https://i.imgur.com/1N8JMzG.png)

Rook's Flashman takes the field. The enemies are still out of range to the southwest.

(https://i.imgur.com/cRzMt2G.png)

Round 3

Drake arrives in the Awesome. He's just barely out of range with his PPCs. The enemy, having initiative, manages to stay out of Ngo's firing arc, too. Rook and Double Dog have shots, though; Double Dog cracks off a Large Laser shot at an enemy Pegasus, while Rook opens fire on an enemy light mech, a Raven.

Everyone misses everything, except for our brave ally in the Hermes; he cracks the Raven's center torso.

Round 4

(https://i.imgur.com/0VkIS7S.png)

Drake can hit from here; he aims for a Pegasus hover tank. The remainder of Heavy Lance, taking cover behind a convenient hill, has a shot on the same tank. In the hopes of removing it from the field, we focus our fire on it.

Round 5

(https://i.imgur.com/jarJw6G.png)

The friendly Hermes is suddenly in a bit of a jam. It seems likely it's going to die now.

Heavy Lance is solidly in engagement range now. Drake has a solid shot at a Scimitar hovertank, and takes that in preference to a less-solid shot on the Raven. The remainder of Heavy Lance has a better shot on the Raven, and all three take it.

Drake immobilizes the Scimitar, which should make it easy prey going forward.

Round 6

(https://i.imgur.com/ZUSgOmt.png)

The friendly Hermes is now dead.

Cadre Lance will arrive before the next round.

This round, we'll be working on the nearby Pegasus scout tanks; they carry SRM-6s, or what past experience leads me to call 'mech-bane'. Drake and Ngo will shoot for the nearer one, while Rook and Double Dog go for the further one.

Ngo pads her tally with a kill on the nearest Pegasus, while Rook adds to her lead with the kill on the other.

Round 7

Cadre Lance arrives, and with its high speed is already close to the fight.

(https://i.imgur.com/W3rVLpN.png)

Drake aims for the Scimitar he immobilized; at this range against a stationary target, he's automatic, a leisurely kill.

Ngo and Rook look to kill the last Pegasus, while Double Dog aims for the Scimitar hover tank directly in front of him.

Cadre Lance fires at what they can, but they're still largely out of range.

As expected, Drake scores with all three PPCs on the immobilized Scimitar, punching through its armor with the first, cutting deep into its internal structure with the second, and scoring the kill with the third.

Ngo immobilizes the Pegasus, but Rook, everyone's favorite glory hog, gets the kill.

Round 8

(https://i.imgur.com/IHXOSVJ.png)

The enemy reinforcements arrive. At this stage, we've already won per the battle requirements, but once again, we're in a sufficiently good position that I decide to fight it out. Drake, hidden from enemy fire by woodland, shoots at the only enemies he has a line on, a pair of Vedette medium tanks. Rook and Double Dog team up on the Scimitar in front of them.

Cadre Lance is still mostly out of range.

Round 9

Finally, Cadre Lance is mostly close enough to shoot. They, along with Heavy Lance, mainly engage the Raven. Drake and Ngo take aim at a Vedette and the currently-immobilized Scimitar, respectively.

Ngo and Teddy Bear are the only two to hit anything; Ngo finishes off the Scimitar, while Teddy Bear inflicts light damage on the Raven.

Round 10

The battle is truly joined now; not much movement occurs.

(https://i.imgur.com/pmk7myA.png)

Drake polishes off the Raven, Rook scores on a Vedette. Wojtek lands a 15-missile volley on a Bulldog medium tank, nearly destroying it; Milspec, however, lands the killshot, delivering the largest amount of damage I've seen yet.

(https://i.imgur.com/KOiv9Gl.png)

Cleanup

At this point, the enemy is scattered and nearly destroyed. Double Dog finishes off a heavily-damaged Scimitar which limped away from the battle early. Rook (of course) gets the Hetzer. Lastly, Severe scores a critical hit on the enemy Wasp's SRM ammo, knocking it out.

Salvage, Repairs, Injuries

(https://i.imgur.com/28Ucuzt.png)

Drake is moderately wounded, and his Awesome will need a good bit of armor. No mechs took internal damage, and no other pilots got hurt. An easy victory.

Only the Raven is available for salvage, mech-wise; we take that, because it has medium lasers and armor.

We ransom five prisoners for 60,000 C-bills, and make a few thousand more in battle loss compensation.

Kill Board(s)

Rook continues to trounce all comers.

Last Mission

(https://i.imgur.com/x7FRApG.png)

All-Time Leaders

Status

It is now December 1, 3050.

Contract Status

After this month's victories, the Capellan forces break and the contract is complete. Despite the general wimpiness of the Capellan armed forces, this was nevertheless a good test for the Opinionated Bastards. We fought at a very high tempo, and still managed to keep our unit in good fighting trim.

Finances

We have 11,361,817 C-bills in the bank. We'll use a million or two to get home to Piedmont.

Unit Market

We purchased a Thunderbolt.

Organization

Woad gets his Grasshopper back, now that we have a replacement Thunderbolt for Double Dog. Lance tweaks to come.

Spares

Now that the contract is over, we arrange for the following spares from the Federated Commonwealth. (Their price is deducted from the finances note above.)

MechWarrior Claims and Assignments

Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Mephansteras on January 04, 2018, 10:43:24 pm
Neat, glad this is back!

And may all your home-buying experiences be swift and painless. :)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on January 04, 2018, 10:44:52 pm
And may all your home-buying experiences be swift and painless. :)

They have been neither so far, but I think we're through the worst of it now. :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: EuchreJack on January 04, 2018, 11:59:40 pm
Refit the Thunderbolt.  And maybe the Raven.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Kanil on January 05, 2018, 12:05:26 am
Refitting the Thunderbolt to the TDR-5SE or TDR-5SS variants are both valid choices, as is simply leaving the MG/SRM ammo bins empty if refitting is too much work. If you want a custom, I'd drop the MG/SRMs for 4 heatsinks... but there's a lot of other things you could do too.

What matters is that all the ammo is kept in the CT, where it's protected by as much armor as possible, and has lots of crit padding... ... and if you're taking CT crits, you're probably having a bad time anyway. A smoking crater is only marginally worse at fighting than a gyroless 'mech (although there is a lot less to salvage.)

And maybe the Raven.
The Raven is destroyed. "Salvage" in the salvage screen describes a unit destroyed beyond repair, but still having left over stuff. You shoot the torso out of a 'mech, there's still two legs you can strip for parts (unless you shot them off too.) We're just picking over the scraps on that one.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Hasek10 on January 11, 2018, 01:33:35 pm
Good to see you back at it Fishbreath!

I'm always in favor of refit kits whenever possible, simply because the maintenance on custom units tends to be a PitA. I'd say Pick your favorite TBolt variant and do the work on it.

Quick question for FB and others!

In terms of refit/repairs, whats your criteria for selecting the repair site? I usually switch everything to Transport Bay when I'm in the dropship, In the Field when I'm on a raid, Field Workshop for non-raid "offensive" contracts, and maintenance facility on Garrison contracts. I'm considering adding in house rules for mobile field bases and repair trucks/other support units, but I'm not sure exactly what I'd do.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Blaze on January 11, 2018, 11:54:53 pm
Any C-Bills spent on making our newest acquisition less explosive is C-Bills well spent IMO.

What are we looking at in terms of contracts now?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Hanzoku on January 12, 2018, 02:58:09 am
If you are interested in doing a custom build of the Thunderbolt rather then a refit kit, something like this is a pretty good upgrade in my opinion:

Code: (Thunderbolt TDR-5S Yuksel) [Select]
Movement: 4/6
Engine: 260
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro

Internal: 104
Armor: 197/211 (Ferro-Fibrous)
      Internal  Armor
Head     3       9
Center Torso     21       30
Center Torso (rear)       10
Right Torso     15       23
Right Torso (rear)       7
Left Torso     15       23
Left Torso (rear)       7
Right Arm     10       19
Left Arm     10       19
Right Leg     15       25
Left Leg     15       25
 
Weapons   Loc   Heat
Medium Laser   LT   3
Medium Laser   LT   3
Medium Laser   LT   3
LRM 15   RT   5
Small Pulse Laser LA   2
Small Pulse Laser LA   2
Streak SRM 2   HD   2
ER Large Laser   RA   12

Ammo                Loc   Shots
LRM 15 Ammo        RT   8
LRM 15 Ammo        RT   8
Streak SRM 2 Ammo      RT   50

Equipment   Loc
Artemis IV FCS   RT
CASE           RT
C3 Slave   CT


Changes from stock:
- Replace the armor with Ferro Fiberous, which tends to be reasonably available, unlike endosteel structures
- Replace the heatsinks with Doubles
- Replace the machineguns with small pulse lasers
- Replace the SRM2 with a more efficient Streak system
- Replace the large laser with an ER version
- Add Artemis IV FCS to the missile launcher
- Add C3 slave for possible inclusion in a C3 lance
- add CASE for the ammunition, meaning that the mech should generally be recoverable, outside of engine destruction.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 12, 2018, 01:16:57 pm
Most of that stuff is probably way out of reach for some small noname Merc outfit.

I think someone wanted Ngo a couple pages back, but if not I'll take her, callsign Wizard.


I would have bought the Archer, ripped out the rear lasers and replaced them with heatsinks -> fire those LRMs all day long (if you don't move too much)


When you got less than expected for accepting that contract earlier did you mothball mechs in advance? Because payment depends on what is in the To&E at the time of signing the contract. So if you have a clan mech it would be worth showing it off to potential employers, even if you don't intend to field it, same with other expensive gear, like that XL-engined star league mech or whatever.


My own campaign started 3025 and is nearing 3055 now, we have some dropships, even a jumpship, and some clan mechs that are mostly mothballed unless we fight clans (we had an incident recently with loosing a Nova Primes arm and most of the lasers within it. Kinda hard to replace.). It is always a bit strange coming back from the clan front and then fighting someone else, and weeks of fighting give you salve worth less than one good clan heavy.

I also write an LP about it, but in a German forum.


Edit: Did you ever consider changing the AI setting for the liaison mech to cowardly? (right click on it before you click launch mission, though it can be changed in the lobby as well, iirc.) Then it might not die just as often and steal your points.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 6, 3050)
Post by: Fishbreath on January 12, 2018, 05:21:50 pm
You know, you're right. My mistake. Ngo was claimed, and I just forgot to update my notes. It's Carcer Ngo in the future, from Dorsidwarf.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on January 12, 2018, 10:00:16 pm
Homeward Bound Again[/u]

The Opinionated Bastards pack up and head home from Propus, celebrating the New Year on the way through [http://www.sarna.net/wiki/Sichuan](Sichuan). We've all survived 3050, and the company is in better shape now than when we started. 3051 looks bright.

You may recall that Propus was a long way from Piedmont. We keep an eye out for interesting contracts on the way home, but none present themselves.

Arriving on Piedmont, the mechanics get the mechs out of mothballs, training resumes, and the minor damage which accumulated on Propus is finally fixed. Woad's Grasshopper has its last jump jet back, and Ker-Ker's Frankenstein Lancelot once again has a large laser.

The techs put Double-Dog's new Thunderbolt into the repair bay, then spend some time digging through factory plans and archives. Veteran mech tech Kepano Endo finds something interesting in the public records of the Draconis Combine Mustered Soldiery...

(https://i.imgur.com/DcQKKq2.png)

Late in the Third Succession War, the Draconis Combine invaded Galtor III, led by the Bremond Draconis Mustered Militia. That unit's commander, Mary Tallman, had a customized Thunderbolt TDR-5S, retaining the large laser but ditching all the other weapons in exchange for eight medium lasers, four in each side torso. The remaining weight and space was filled with heat sinks.

(https://i.imgur.com/oAbiQIl.png)

This seems like just the thing for money-conscious mercenaries such as ourselves. It takes a few weeks, but soon the

Status[/u]

It is now March 19, 3051.

Finances

We have 9,559,943 C-bils in the bank. Training and other expenses run to about 145,000 C-bils per month.

Training

Among others, Rook improves her gunnery to 1+. Her piloting remains at 3+.

The green pilots have all improved somewhat over the course of the last few months. Euchre and Woad are a mere few battles away from joining the ranks of the regulars, and Wojtek is only a little behind them.

Owing to her superb performance over the contract at Propus, Carcer Ngo has been promoted to Corporal.

Organization

Current lance rosters:
Spares

As far as big-ticket items go, we have two spare large lasers, one spare PPC, one two-ton gyro, and one three-ton gyro. We have a little short of 60 tons of armor; we'd probably want more going forward.

MechWarrior Claims and Assignments

Schedule

It turns out that I will, in fact, be buying a house (or at least, it's overwhelmingly likely that this will be the case). As such, I'll have limited time to spend on BattleTech, what with the packing and things. I hope to stick to one post per week, but bear with me if the schedule slips. I'm not abandoning it or anything.

Action Items[/u]

Contracts Available

Contract time! Our options are...

We can also elect to take no contract and try again next month.

Long-Term Goals

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Blaze on January 12, 2018, 11:29:22 pm
I'm going to tentatively push for the Planetary Assault, but that decision mostly rests on whether the "Transport is fully covered" clause also includes the hiring of a dropship. Nobody wants to take a combat heavy contract and be stuck patching up in a field workshop.

Otherwise, I believe we'll be facing mostly vehicles early on; which should be fairly manageable. Higher salvage limits and full damage compensation means more C-Bills for us, and I think the risk is worth the reward.

I'm going to vote Yes on the more pilots. With the cadre lance moving up to the regulars, we should start training up the next group before the inevitable losses hit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Kanil on January 13, 2018, 12:51:09 am
It's a pretty radical departure from a typical Thunderbolt, but there should probably be enough of it left over after each fight to put it back together.

I'd pass on the Garrison contract. Both because it takes forever, and also because thematically getting raided by the FRR for almost a year after Tukayyid is just silly as hell. The Planetary Assault seems to have pretty much everything you'd want in a contract, but if others want to wait another month, that's fine too.

Adding on another lance is good, either through salvage or through buying new 'mechs. That said, we already have a couple green pilots, so ideally we try to only pick up regulars or better -- adding pilots that are either abysmally bad or require extensive training isn't really a great plan.

Edit:
Of course I'd be in favour of expanding, so I can claim a MechWarrior as well.
Surely we can find him a 4/5 or better guy and a 'mech with our millions?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Mephansteras on January 13, 2018, 02:04:13 am
I vote to do the Planetary assault. The money looks good for a 5 month contract and the rest of the deal sounds amazing.

I also think adding another lance or two sounds like a good strategy.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Culise on January 13, 2018, 04:00:24 am
I'll join the Planetary Assault crowd.  Something like half again as much per month in expected pay, plus better salvage and loss compensation. 
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 13, 2018, 04:33:12 am
As a mere reader I'd vote for the Assault, but stock up on parts.

Of course I'd be in favour of expanding, so I can claim a MechWarrior as well.
Just be away that you will then be required to have more lances an active duty. (I think that just depends on the total number of units in the ToE&E.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Burnt Pies on January 13, 2018, 09:40:42 am
Would getting a vehicle platoon to shore up our weaknesses be a viable idea? Maybe a small group of LRM carriers to provide fire support from behind a hill or something similar? If not, I certainly agree with recruiting more warriors and mechs; the bigger we are the more we get paid.

As for the job, that planetary assault looks fine.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 13, 2018, 10:11:37 am
In my experience you need good gunners for indirect fire because otherwise they just burn lots of ammo on 10s and 11s. The carriers are comparativly expensive as well (because they have so many guns), while they have next to no armor and speed and their weapons are not turreted.

I very much prefer fast hovers like Saracens (http://www.sarna.net/wiki/Saracen) (that can also swoop in and peppers someones back with SRMs) or cheaper tanks like Hunters (http://www.sarna.net/wiki/Hunter_Light_Support_Tank). (Ok, I love Hunters way more than I should. :D)

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Knave on January 13, 2018, 01:05:09 pm
I think I can lend my voice to the chorus and agree that expanding would be a good idea. Cadre lance is looking a little heavy at the moment.

I'm hesitant to agree that assaulting the D.C. would be a great idea if they hold the keys to our Homeworld, but the contract looks okay otherwise. Personally I'd wait for a month and see what else comes, but it seems the majority think are for it!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Kanil on January 13, 2018, 06:47:42 pm
Would getting a vehicle platoon to shore up our weaknesses be a viable idea? Maybe a small group of LRM carriers to provide fire support from behind a hill or something similar?

Tanks? Maybe. LRM Carriers in particular? No. I agree with Rince Wind, they're too expensive for what they are. 1.8 million C-Bills is more expensive than a Locust, and with 12 armor on each side, said Locust can walk up and kill them in one turn. They're really bad with few redeeming qualities.

Given tanks overall fragility, I'd say buying them specifically is probably not a great investment. But salvaging some of the better ones we fight against and repairing them is workable, just don't get too attached to them.

That said, you can sometimes capture and recruit elite tank crews. If we end up with some "free" 1 or 2 gun crews, it makes sense to buy them a really fancy vehicle like a Demolisher (http://www.sarna.net/wiki/Demolisher) or Schrek. (http://www.sarna.net/wiki/Schrek)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: A Thing on January 13, 2018, 07:03:48 pm
I'm voting for planetary assault.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Burnt Pies on January 14, 2018, 09:12:49 am
LRM carriers was meant as an example, I've never played the tabletop and don't know how things stack up against each other. I meant the idea to be a platoon of vehicles to shore up our capabilities if there's a particular area we're lacking in; vehicles seem to be rather more specialised than most mechs and given their seeming fragility I'd expect them to be cheaper as well.

That said, the Schrek looks so cool I almost regret not waiting for tank crews so I can ask for one.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Hanzoku on January 15, 2018, 03:11:18 am
Vehicles can be super handy, I'm with Burnt Pies on that. You don't want to take them as the basis of the lance, they're too fragile for that. But take a pair of Hawk Moth Gunships supporting an assault lance on a Recon Raid* (the Steiner way, the only way to do so!) and let them hang back until the enemy forces are focusing on the assault mechs. Then zip up to the other end of the map in a turn or two, gather data, and headshot some poor fool with their gauss rifles before zipping back home.

Or take a Demolisher with a medium mech lance. Because vehicles only count for 1/2 their weight on deployment, you get 2xAC/20 goodness to wreck some light or medium mech's day.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 15, 2018, 09:24:08 am
I'd only count vees for half weight if enemies vehicles are doubled as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on January 15, 2018, 11:12:42 am
At present both friendly and enemy vehicles are counted at full weight.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Hanzoku on January 15, 2018, 12:22:48 pm
That’s not enforced in the program. At least in one of my games I had double enemy vehicle lances turned off and my assault lance of vehicles was only weighted M for deployment.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on January 20, 2018, 11:11:39 am
Planetary Assault

(https://i.imgur.com/oVRcdts.png)

The Opinionated Bastards load into actual battle DropShips this time, paid for by the Federated Commonwealth. Ordinarily, we'd mothball the mechs and get them back in order when we're on-world, then pocket the difference in transit costs. For a planetary assault, however, we decide to leave everything in fighting trim. It helps that Nashira (http://www.sarna.net/wiki/Nashira), our destination, is only two jumps away; travel still costs about 1.3 million C-bills.

The Draconis Combine defenders don't oppose the landing, and the Bastards quickly set up a field base. Since this is a full-on planetary assault, we have some access to the Federated Commonwealth supply system, which means we can actually buy just about everything required to keep our mechs in factory shape.

Elsewhere in the Inner Sphere, the Clans haven't made much further progress since last I checked. The attacks have come in waves before. Perhaps they're consolidating for another push.

(https://i.imgur.com/GGgfW8T.png)

Kill Board(s)

No changes to report, except that I rearranged the killboard to actually correctly order pilots by kills. (Ties are broken by mech kills. I suppose I could further break ties by weight of mech kills, but that's a lot of work.)

All-Time Leaders

Status

It is now April 14, 3051.

Recruitment

On the journey over, former House Kurita mechwarrior Xue-Min Que joins us. Though a seasoned veteran, she currently lacks a mech.

(https://i.imgur.com/dM4Dl0F.png)

Contract Status

Heavy Lance has a battle upcoming, a breakthrough attack against two mixed lances of Draconis Combine Mustered Militia, plus a reinforcing lance of vehicles. Medium Lance joins them for extra firepower.

Finances

We now have 12,808,564 C-bills in the bank. Monthly payout on this job is 2.834 million C-bills. Note that full battle loss compensation is a pretty sweet deal—as long as pilots don't die, we'll be well-placed financially to replace equipment losses.

Unit Market

Speaking of, now that we have a fourteenth pilot, we should look into a mech. The following mechs and vehicles are available on the unit market.

(https://i.imgur.com/APmpvN0.png)

MechWarrior Claims and Assignments

Action Items

Lastly, a final note: I'm closing on a house in less than a week and moving in less than two, so this is likely going to be the last update until mid-February.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: A Thing on January 20, 2018, 12:47:15 pm
If we buy a mech, I'm partial to the Shadow Hawk. I haven't played Battletech, or very much Megamek though, so not sure how effective the Hawk really is compared to the other mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 20, 2018, 01:25:24 pm
I'd like to claim Xue-Min "Wizard" Que (doesn't sound Japanese at all, if that was what you were implying with her coming from the Combine).

And I vote to buy the Guillotine. It is almost as good as a Grasshopper (personal preference, really), both punch well above most other intro level heavies.

The Shadowhawk is pretty bad. It can do nothing, but that at all ranges.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Mephansteras on January 20, 2018, 02:39:22 pm
I'm good with buying the Guillotine.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on January 20, 2018, 02:46:23 pm
(doesn't sound Japanese at all, if that was what you were implying with her coming from the Combine)

Nope, that's just what I rolled on the origin table in the AtB rules. (I do it for all the mechwarrior hires for a bit of flavor.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: A Thing on January 20, 2018, 04:42:33 pm
I'd like to claim Xue-Min "Wizard" Que (doesn't sound Japanese at all, if that was what you were implying with her coming from the Combine).

And I vote to buy the Guillotine. It is almost as good as a Grasshopper (personal preference, really), both punch well above most other intro level heavies.

The Shadowhawk is pretty bad. It can do nothing, but that at all ranges.

Alright, Guillotine it is.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Hanzoku on January 21, 2018, 09:12:17 am
The Shadow Hawk isn't bad, it's just not very good. It's a solid mech with no heat issues and the ability to fight at every range. It outputs 5-10 damage at long range, and up to 14 damage at close range if it gets a target right at the point of being short range for its laser and short range missiles, and not taking too much close range penalty for its autocannon.

That said, there are other designs that do just as much damage (the Phoenix Hawk, for example) while being far faster and with a much better jump radius.

I like the Guillotine, it's a good solid heavy raider design. It has a hefty short range punch, and the ability to jump behind an enemy and start shredding them is what really give it and the Grasshopper their edge.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Rince Wind on January 21, 2018, 09:50:32 am
Yes, and both Grasshopper and Guillotine have very solid armor, more than the Marauders and Warhammers (unless it is a Guillotine 4P, then it has just as much armor as a Warhammer). They need it, of course, because they can't stand back and fire PPCs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Burnt Pies on January 21, 2018, 04:38:50 pm
I'll vote for buying the Guillotine too. Looks like a decent design and Wizard's got the skills to merit something big.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: GraalOtonami on February 13, 2018, 05:44:38 am
Started my own campaign in 2990, coming up on 3020 now, then I am going to timeskip the next 30 years and get my commander's newborn to a sensible age just as the Clans arrive.
Once I get there, I might just send you a MUL for them. Mayhaps we'll see one another on the field of battle, friends or enemies, only fate can decide.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on February 13, 2018, 03:00:22 pm
Started my own campaign in 2990, coming up on 3020 now, then I am going to timeskip the next 30 years and get my commander's newborn to a sensible age just as the Clans arrive.
Once I get there, I might just send you a MUL for them. Mayhaps we'll see one another on the field of battle, friends or enemies, only fate can decide.

That would be amazing.

In related news, my wife and I are moved, though not unpacked, and although I have some home improvement stuff to do this evening, I also have a few hours to get an update put together for this weekend. Hopefully we'll be back on our weekly schedule going forward.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Mephansteras on February 13, 2018, 05:31:56 pm
Glad to hear it!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 1, 3050)
Post by: Fishbreath on February 16, 2018, 08:41:31 pm
It's good to be back in the saddle. I'm using a new Markdown to BBcode converter, so let me know if there are issues with this post.

The Action of 16 April, 3051

The Opinionated Bastards are deployed on the right flank of the FedCom front line, and have been tasked with breaking through the Draconis Combine defenses at a weak point in a mountain pass. Opposition is expected to be light to moderate; there are a few heavy mechs deployed with a number of vehicles in support. The weather is snowy, and the terrain is predictably rugged.

(https://i.imgur.com/FGtf4pL.png)
That cliff is eleven levels from top to bottom. That's a lot.

Heavy Lance is first on the scene, and deploys to the east side of the map. That'll let us skirt around the peak pictured above to the east; it'll provide cover and a height advantage, and there are patches of pine forest nearby into which our mechs can duck.

The Armed Forces of the Federated Commonwealth chip in a Hunchback HBK-4G, a nice step up from our usual allies. Not only that, but it's under our direct command.

Round 1

(https://i.imgur.com/t6wCmBy.png)

Heavy Lance moves forward. The enemy has deployed in between the peak I showed you in the picture above and the next one further north, with one medium tank a hair to the south. With adroit positioning, several of our mechs have the enemy in range and in their firing arcs. We'll take some PPC and large laser shots to see if we can't start to even the odds.

(https://i.imgur.com/oSAGMg0.png)
This picture shows a peak to the south-southwest of the one in the battlefield description.

Only Drake scores hits; two PPCs strike the enemy tank in the side, knocking its track off. It's now immobile, and a much easier target for everyone else. A solid opening to the battle.

Round 2

Woad moves further up along the edge of the Bastards' assigned sector. His Grasshopper's jump jets made the transit much easier.

Rook stays put; she can't cross the lake in one turn, and moving into the water ahead of her takes the immobilized Bulldog out of her line of fire.

Drake walks slowly forward, aiming now for the Rifleman facing him from the south flank of the peak ahead. He's already immobilized the Bulldog; the others can take care of it from here.

In what is now a predictable outcome, Rook notches the kill on the Bulldog with a precisely-aimed large laser shot.

Round 3

There's nothing for it this time. Rook gingerly moves her Flashman into the lake, taking her out of action for the round.

The remainder of Heavy Lance will aim to get some fire on the nearer of two enemy Riflemen. Drake scores a hit, as does Carcer.

Round 4

(https://i.imgur.com/W2IXPtA.png)

More jockeying for position. Heavy Lance has a big advantage over the enemy in terms of long-range firepower, so unless they show interest in getting closer, we'll keep pounding away at them from a distance.

Speaking of which, the Mustered Militia advances with a Hermes. Heavy Lance is still occupied with the Rifleman somewhat more distant.

Drake scores two hits on three shots, knocking the Rifleman down, but not before it scores with an AC/5 on the allied Hunchback.

Round 5

Heavy Lance slowly draws closer to the enemy, hampered by the rough ground but still moving in. The Rifleman remains the priority target.

(https://i.imgur.com/oYAH0VR.png)

Though Drake fires three PPCs, it's Carcer who scores the most important hit. The two criticals to the Rifleman's center torso destroy its gyro. Tally another kill for Carcer, whose performance in the Crab is nothing short of spectacular.

(https://i.imgur.com/LRO983Z.png)

The Draconis Combine pilot ejects, given that the Rifleman is now entirely immobile. Structurally, it's in good shape. We may be able to take it as salvage at the end of the battle.

Round 6

With the enemy Rifleman down, Heavy Lance continues its slow advance and sets its sights on another enemy Bulldog on the south flank of the central peak.

(https://i.imgur.com/uQMB1hQ.png)

Carcer, taking advantage of the brief lull to enter the lake directly ahead of her, nevertheless finds herself with a target: the enemy Hermes, attempting to flank Heavy Lance to the west. She lines up a shot with her large lasers. Since her mech is in depth-1 water, she can even fire both without building up any excess heat.

She scores a hit, but it's the allied Hunchback who does the lion's share of the work. With an AC/20 shot, its pilot blows off the Hermes' left arm and heavily damages its internals.

(https://i.imgur.com/OYi17Bb.png)

Round 7

(https://i.imgur.com/GhIOGEI.png)

Medium Lance deploys! They'll move up the western edge of our sector and outflank the enemy there.

Heavy Lance continues its advance, while Medium Lance races ahead. Milspec and Severe, in the Phoenix Hawk and Locust, charge ahead, while the two slower heavy mechs hang back.

For the first time this battle, Woad brings the full firepower of his Grasshopper to bear, targeting the Bulldog. The rest of Heavy Lance joins him.

He misses with all his weapons, but Drake steps in and polishes off the Bulldog with a pair of PPC hits.

Round 8

The faster elements of Heavy Lance (Woad and Carcer) move forward to target the second enemy Rifleman. Drake is in range, too, so he lines up on it. Rook, moving through another glacial lake, can't get the Rifleman in her sights.

(https://i.imgur.com/HgUT4fF.png)

Medium Lance continues its advance on the west side of the map, targeting the enemy light mechs. Further north, four Draconis Combine vehicles deploy as reinforcements.

Drake, Woad, and Carcer deal heavy damage to the enemy Rifleman.

Round 9

Again, Heavy Lance aims for the second Rifleman, while Medium Lance is foiled in its light mech hunt by the enemy's crafty use of terrain.

Heavy Lance scores several hits, but not enough to destroy the Rifleman. It does fall, however, and it's looking decidedly less healthy now. Medium Lance continues its push to the west.

(https://i.imgur.com/7wOygQO.png)

Round 10-11

The snow starts to accumulate.

Severe gets herself into a bit of a pickle; she has a good shot on the enemy Hermes, but a J. Edgar hovertank has lined up to shoot into her rear armor.

Medium Lance generally is better placed now, on the peak of the southernmost mountain in our sector, and three of them have shots on the enemy Hermes.

Heavy Lance continues its punishing of the enemy Rifleman.

Severe gets the kill on the Hermes, and Woad scores the last hit on the Rifleman. Severe takes moderate damage from the hovertank, but evades any serious hits.

Round 12

The enemy hovertank maneuvers but stays in the same hex in the end. Severe steps forward a hex to stand on top of it.

Heavy Lance is now badly out of position. It'll take Drake a long time to get back in the fight, but the other mechs are a little more sprightly, and should be in firing positions soon.

Severe and Milspec end up being the only Bastards in any position to take a shot, and do so. Severe kicks off one of the hovertank's tracks; since she took another hit in the process, she'll scarper for the moment.

Round 13

Not a ton going on right now; the Bastards are moving up to get into range, while the enemy is maneuvering to respond.

It's the allied Hunchback which gets the kill on the immobilized J. Edgar tank.

Round 14

Sparser updates from here on out. Severe attempts to move into the water, and ends up falling, which ends up letting water into her mech's structure. Not good. Hopefully she'll be able to make her way out of the lake before she takes any further damage.

Drake and Carcer continue to move along the eastern side of the map, hoping to flank the enemy reinforcements.

Again, the Hunchback proves its worth, immobilizing an enemy Vedette.

Round 15

Severe manages to get out from underwater, though her Locust loses an arm in the process. Drake now can bring his PPCs to bear again, though not on all the enemies. The firepower from the Awesome will be a welcome addition as the Bastards wrap this one up.

Woad destroys the immobilized Vedette with a barrage of laser fire.

Round 16

Fatigue begins to set in for your intrepid correspondent.

The enemy is down to four vehicles and a light mech, which shouldn't pose too much of an obstacle from here on out, especially with the Awesome back in play. I'm going to call it cleanup from here on out.

Cleanup

(https://i.imgur.com/RK9hAxn.png)
The rugged terrain means that jumpjet-equipped mechs, like Milspec's Phoenix Hawk and Woad's Grasshopper, are vastly more mobile than the rest of their lances.

Woad scores a third kill on a wheeled scout tank and a fourth on the Goblin medium tank, while Drake damages the last enemy mech—a Wasp—and Rook knocks out its gyro. Carcer destroys a light tank. Milspec kicks the engine out of a Vedette, and Woad notches his fifth kill today with a hit to its fuel tank. Ace in a day!

Damage, Injuries, Salvage

Milspec's Phoenix Hawk took a number of hits, but nothing which made it through the armor, while Severe's Locust has some moderate internal damage we'll have to see to. No pilots took any hits.

It's a bountiful day for salvage. We take both the crippled Rifleman and the Wasp, as well as a second Rifleman which is only good for spare parts. That puts us 6% above our 60% salvage share, but we can make that up in later battles, and getting two potentially-operational mechs seemed like the right move to me.

We make about 50,000 C-bills in battle loss compensation, and ransom six prisoners for 120,000 more. One prisoner decides to defect to our company. Welcome, Recruit Gwenael Hernandez.

(https://i.imgur.com/pEIPhA9.png)

Kill Board(s)

Woad moves from 12th to 4th on the strength of a magical five-kill performance. Rook has scored nearly twice the kills of her next challenger.

Last Battle

(https://i.imgur.com/CypOJ9v.png)

All-Time Leaders


Status

It is now April 25, 3051.

Contract Status

We have a battle ahead, another attempt to break through House Kurita's lines, scheduled for tomorrow. Heavy Lance is ready to deploy. We'll discuss reinforcements a little later.

Finances

We have 7,080,500 C-bills in the bank. Thanks to battle loss compensation and a well-developed spares stock, we actually made money on the battle.

Training

Woad has enough experience to bump both his piloting and his gunnery. He's graduated from green to a 4+/4+ regular. Severe is at the same level; both are a mere hop, skip, and jump from veteran status. (By which I mean about 20 xp.)

Organization

Wizard's Guillotine has arrived, but lacking a place in the TO&E to slot her in, I put her in a new fourth Reserve lance for now. Recruit Hernandez hops into the captured Wasp and joins Cadre Lance.

I end up shuffling some mechs around. Heavy Lance remains as previously constituted (Drake, Rook, Carcer, Woad), and Medium Lance stays the same too (Double Dog in the Tallman Thunderbolt, Milspec, Ker-Ker in the Frankenstein Lancelot, and Severe's Locust).

Cadre Lance and Reserve Lance, however, see some changes. Cadre Lance is now much more focused on training: Linebuster is the only veteran, with three green pilots (Euchre, Wojtek, and the newcomer Hernandez) under his wing. I may see about rotating Linebuster into one of the primary combat lances to get him some more fighting experience. It would most likely be a pilot swap; Linebuster would hop into someone else's mech for a few months while the other pilot borrows his Lancelot.

In Reserve Lance, Wizard is the most talented pilot but Teddy Bear is the senior Bastard; he gets a promotion to Corporal and leadership of the lance. Rounding out the lance is Hanzoku. It's fairly punchy as medium lances go; the two Guillotines provide a solid backbone. Pity about the Vulcan, though.

Medium Lance is a 190-ton medium lance; Cadre and Reserve Lances are both 180-ton medium lances.

Repairs and Refits

As of April 25, all our mechs are in fighting trim, including the salvaged Rifleman and Wasp. The written-off Rifleman we nevertheless salvaged yielded a decent number of parts, although nothing big-name.

If you're keeping track (and I grant that's pretty hard, given the paucity of information on mech assignments), you may have noticed that the Rifleman we captured is not currently in the lineup. This is for several reasons:

Spares

Our stocks are shrinking a bit. We have one three-ton gyro and one PPC, along with three large lasers, as far as big-ticket items go. There are also a hair over 46.5 tons of armor at our field warehouse. (That's 747 points.) At present, we can't readily lay our hands on PPCs, but the Federated Commonwealth supply lines have our back for everything else.

Mechwarrior Claims and Assignments

The following mechwarriors are claimed.

The following mechwarriors are available.


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: GraalOtonami on February 16, 2018, 11:25:40 pm
Definitely stick with heavier mechs, Hurricanes and Tornados can still trash Light Mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Kanil on February 17, 2018, 12:14:39 am
We could just sell the Rifleman and put that money towards buying something better, there aren't exactly a lot of great Rifleman to choose from...

Also, might as well engage in the tornado. It'll take more than a little wind and darkness to stop Rook from murdering everything.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hanzoku on February 17, 2018, 02:31:56 am
Are you using the setting that ignores darkness penalties to movement? Because otherwise pitch black missions SUCK for any mechs without jumpjets.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: GraalOtonami on February 17, 2018, 07:48:58 am
On a related note, jumpjet laser rifle infantry can do some amazing work in Pitch Black conditions as long as the wind is calm and the air breathable. I've had infantrymen slaughter Mechs and Tanks both.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 17, 2018, 09:23:57 am
Are you using the setting that ignores darkness penalties to movement? Because otherwise pitch black missions SUCK for any mechs without jumpjets.

No, there are still movement penalties for dark conditions.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hanzoku on February 17, 2018, 03:31:07 pm
Delay. Heavy and assault mechs literally cannot move in pitch black without jumpjets.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Kanil on February 17, 2018, 04:49:21 pm
Delay. Heavy and assault mechs literally cannot move in pitch black without jumpjets.
Can't they move at normal speeds, with a PSR?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hanzoku on February 17, 2018, 05:26:58 pm
Not that I know of. Pitch Black means that moving on level ground costs 4MP per hex. Trying to change elevation basically becomes impossible for a 3/5 assault. For a 4/6 heavy, you can move one hex per turn. Maybe.

Unless you have jump jets! Then you can jump without issues.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 17, 2018, 06:09:25 pm
Messing around in Megamek just now in identical, I find that it's possible to move around a pair of Atlases, but only just. Moving one hex forward takes four movement points; moving one hex forward up one level of elevation takes five. There's also a +7 modifier to difficulty between 'pitch dark' and 'tornado'.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Kanil on February 17, 2018, 07:19:03 pm
Testing it myself, you can move as normal in pitch black using the Reckless movement command, at the penalty of having to make a PSR (and having to click Reckless, which is shuffled off on like the third movement menu.)

There's also a +7 modifier to difficulty between 'pitch dark' and 'tornado'.

... this does mean making PSRs is pretty undesirable though.

Still, treacherous conditions favor superior pilots, and we have some top notch folks, so it's probably to our advantage... but very tedious for the actual player.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 17, 2018, 07:40:25 pm
Those are the modifiers for attacks. I didn't think to try Reckless.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Kanil on February 17, 2018, 09:02:38 pm
It's not gonna be much better. Also I don't know how the tornado impacts movement, since I just happened to have a mission with pitch black that I tested on.

I think you should be able to just slowly crawl up to the enemy 'mechs, shoot 'em (or push 'em) until they fall over, and win by virtue of them being unable to stand back up... ... and net a lot of salvage in the process.

If that's too tedious and/or gamey for you, then certainly postpone the attack.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: GraalOtonami on February 18, 2018, 04:34:37 am
They can move 1 hex a turn. Jumpjets are something to avoid in a hurricane
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Rince Wind on February 18, 2018, 10:56:41 pm
You could try with the option to allow normal movement in darkness. Otherwise I would delay, because playing it is just tedious.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hanzoku on February 19, 2018, 12:40:53 am
I suggest using that option for your own sanity, the gunnery penalties are enough on their own withoutnthe frustration of movement in it as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hasek10 on February 19, 2018, 02:04:37 pm
IIRC missile weapons are also inoperable in tornado conditions, so plan accordingly.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Rince Wind on February 19, 2018, 04:37:23 pm
During a Tornado I think even ACs don't work.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Mephansteras on February 19, 2018, 07:00:38 pm
Sounds like it'd be tactically good for us but nasty for the player. I'm fine with delaying.

Seems a bit odd that Drake doesn't get more kills, but then I suppose you use him more to cripple enemies and move on then worry about getting killshots with him. Which makes sense.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 19, 2018, 08:55:03 pm
I have no idea why it's distributed like it is, truthfully; whenever there are a bunch of people shooting at an enemy, it seems like Rook gets the kill.

Drake does do a lot of shifting to targets further away and leaving the rest of the company to clean up, which makes sense to me given his superb effectiveness at long range.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Mephansteras on February 20, 2018, 10:41:52 am
Yeah, having him focus on an already crippled enemy is a bit of a waste of the Awesome's firepower. It's just funny that the guy with the best stats in the best mech isn't at the top of the killboard.

I take it as him being a good leader and not hogging all the glory for himself.  8)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Knave on February 21, 2018, 09:51:31 am
Quote
In Reserve Lance, Wizard is the most talented pilot but Teddy Bear is the senior Bastard; he gets a promotion to Corporal and leadership of the lance.

Ooo I almost missed Teddy Bear's promotion - Will try not to get everyone killed, despite riding in perhaps one of the lightest mechs in the company :P
Think we could use a new name though. Reserve lance isn't punchy enough!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Hanzoku on February 21, 2018, 10:06:52 am
Yuksel suggests calling it the Solahma Lance, but he's been a bit morose ever since his Locust got shot to pieces.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: GraalOtonami on February 21, 2018, 11:06:42 am
Think we could use a new name though. Reserve lance isn't punchy enough!

Personally I use "Sword Lance", "Shield Lance" and "Dagger Lance" for attack, defense and scouting orientated lances.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 21, 2018, 09:42:59 pm
Quote
In Reserve Lance, Wizard is the most talented pilot but Teddy Bear is the senior Bastard; he gets a promotion to Corporal and leadership of the lance.

Ooo I almost missed Teddy Bear's promotion - Will try not to get everyone killed, despite riding in perhaps one of the lightest mechs in the company :P
Think we could use a new name though. Reserve lance isn't punchy enough!

While the name discussion is ongoing, I will present the option of refitting down the line. I believe the VL-5T is readily attainable, replacing the AC/2 with medium lasers and two tons of armor.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Rince Wind on February 22, 2018, 09:49:49 am
As (Teddy) Bear is our lance commander and BT loves alliteration: Bears Bruisers

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Knave on February 23, 2018, 09:10:21 am
Definitely am a big fan of alliteration for sure!

And if the VL-5T is on the table I think it would be a good choice. I think Ac/2s tend to be one of my least favourite weapons in the game. It's hard to say no the M. Lasers and extra armour, yanno?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Fishbreath on February 24, 2018, 10:58:16 am
Another battle kicks off.

The Action of April 26, 3051

Drake, ever the tactical genius in addition to his other fine qualities as a leader, manages to draw the Draconis Combine forces out of the city in which they had established defensive positions as the tornado passes by. We're now engaging the enemy in a valley at dawn, with moderate snowfall covering the battlefield.

(https://i.imgur.com/8Umcx4a.png)

The terrain slopes downhill from west to east, and is dotted by patches of forest. That may be handy for lighter units in the later phases of the battle; woods can screen a small, fast mech from enemy fire with a bit of luck.

Round 1

We deploy on the north edge of the map, along with our FedCom liaison, today a pilot in a Phoenix Hawk. The enemy deploys in the center.

Woad and the Phoenix Hawk deploy to the northwest corner of the map, where they can navigate the rough terrain with jump jets to perhaps flank the enemy. Drake, Rook, and Carcer start in the middle of the north edge, ready to open fire as soon as the enemy shows itself.

The enemy is two mixed lances, two mechs and six vehicles, with an expected mixed lance of reinforcements arriving later. The two mechs on the field right now are Dragons, a fast, low-profile heavy mech. The enemy seems confident in their skill, moving them forward, along with two of the four Vedettes they brought to the field.

Predictably, the enemy targets Drake. Once again, the AI has proven itself to be much better than me at using cover and sightlines; most of our weaponry is impossible to bring to bear.

None of the Bastards besides Drake hit anything; Drake nails a Vedette with two PPCs to the right side and nearly destroys it. He takes a hit from an AC/2 and an AC/5 in return.

Round 2

(https://i.imgur.com/Ea4eN76.png)

Drake manages to get himself in such a position that he can only shoot at the Vedette he damaged on the previous turn. This isn't bad, per se, and might even net him a kill. On the other hand, Rook is shooting at it too.

The rest of Heavy Lance has lined up pretty neatly on the enemy Dragons, and will be prosecuting that advantage for all it's worth.

Rook takes five hits from the AC/2 carrier in the distance, which is hardly anything to worry about, especially since all the shells impact her mech's arms and legs. Nothing really important in there anyway. She and Drake both hit the Vedette, but don't manage to eliminate it.

Woad and Carcer take aim at the two Dragons, but can't combine for more than a low-percentage medium laser hit from Woad's Grasshopper.

Round 3

(https://i.imgur.com/dy45uFC.png)

Heavy Lance has a pretty solid line going, occupying the forest here and benefiting from its defensive bonuses.

Drake has nothing to shoot at, again, but the Vedette he's been whittling away at. Rook has the Vedette right in front of her to take a crack at; she's joined by Carcer. Woad and the Phoenix Hawk fire on the nearer Dragon.

Drake gets his kill, while Rook does not, though she damages her Vedette's track.

Woad gets a pair of medium lasers onto the nearer Grasshopper, taking an AC/5 shot in response.

Round 4

(https://i.imgur.com/RtPnwVe.png)

One of the Dragons moves around behind Woad, who is happy to about-face and take a crack at him. The Phoenix Hawk is able to get enough of a twist on to join the fun.

Drake, Rook, and Carcer all take aim for some of the nearby Vedettes, angling to reduce the enemy tonnage on the field.

Drake puts three PPC shots onto one Vedette, while Rook dispatches another. Woad, the Phoenix Hawk, and the Dragons trade fire ineffectually, but Woad plants a solid kick on the Dragon.

Round 5

(https://i.imgur.com/Hwr3ayt.png)

Finally, Heavy Lance is decently positioned. Woad and the Phoenix Hawk each have a solid shot on a Dragon, while the Awesome, the Crab, and the Flashman can begin to deal with the tanks further away.

Drake will take a crack at the AC/2 carrier in the distance, while Rook dispatches the Vedette in front of her. Both score.

Woad scores some decent damage on the Dragon in front of him, and also manages to land a kick. So does the Phoenix Hawk.

Drake takes several hits from the enemy Manticore heavy tank, and at the end of the round, his left torso armor is gone.

Round 6

The AC/2 carrier and the Vedette destroyed, the enemy Manticore heavy tank now looms largest (besides the mechs, of course).

The enemy's reinforcements, a light lance comprising a Locust, an Ostscout, and two hover tanks, arrives.

Drake and Rook both have clear shots at the enemy Manticore, though both are running a bit hot this turn. Rook fires her large lasers; Drake chances another three-PPC volley. Carcer can manage a good shot, too, and does so.

Round 7

(https://i.imgur.com/rx6HrUa.png)

Medium Lance takes the field, and with enemies to spare and not far out of range, at that. Some kills for our second line, perhaps?

A confused movement phase sees Rook facing off against the Manticore at short range, firing every weapon she can bring to bear. Drake leaves two of his PPCs unfired so he can sink some heat.

Woad and Carcer have a Dragon caught between them.

Medium Lance has split in two. Severe and her repaired Locust and Milspec and his Phoenix Hawk proceed down the west edge of the map, while Ker-Ker and Double Dog advance up the middle.

Between her weapons and her Flashman's foot, Rook destroys the Manticore. Woad and Carcer both shoot at and kick the Dragon between them; Carcer's kick knocks out its leg.

Round 8

The downed Dragon attempts to stand and fails. Woad keeps his eye on it to finish it off, while Carcer heads south to help Rook with the three mechs now near her. (A Dragon, and the two lights from the enemy reinforcements.)

Milspec gets his weapons into action for the first time, though he misses; Drake scores three hits on the enemy Dragon, and Rook adds a large laser hit.

Woad fails to finish his Dragon, and will attempt to complete the job with a kick.

Rook, in melee range of several enemy mechs, elects to dodge this round instead of hit back. An uncharacteristic lack of aggression.

Round 9

(https://i.imgur.com/7VIRi8f.png)

The enemy reinforcements seem to be falling back. Drake and Rook push forward through the center of the map, flanked to the west by elements of both Medium and Heavy lances. Milspec and Severe are in position to eliminate the final Vedette, while Woad continues to wear away at the northern Dragon.

The allied Phoenix Hawk jump jets over a lake and will take a few shots at the southern Dragon.

Round 10

Not much happens on the prior turn; the big guns were out of action. Woad still hasn't killed his Dragon, but this is probably the turn. Severe and Milspec work on the Vedette, while the enemy Ostscout approaches.

Drake, Carcer, Rook, and the allied Phoenix Hawk all shoot at the southern Dragon. Double Dog and Ker-Ker are closing in, nearly in effective range. So far, they've been moving into position too quickly to stop and shoot.

Milspec scores the unlikeliest kill of the day.

(https://i.imgur.com/VNrvkpk.png)

While waiting to kick the Vedette that Milspec just killed, Severe might well have scored us another mech to salvage.

(https://i.imgur.com/X9sIkZr.png)

Cleanup

The enemy appears to be in full retreat now. We'll mop up what we can. (For all our battlefield success, nobody is going to call the Bastards a fast lance.)

Woad gets his kill after all; he just had to aim for a different Dragon. He scores with a kick which blows up the Dragon's AC/5 ammo supplies. Rook wings a hover tank, but Carcer gets the kill with a hit to its fuel tank. Ker-Ker scores a kill on a Locust; kicking it from one elevation level up, she hits it in the head. The whole weight of the Lancelot behind the blow, the poor Locust has no chance.

Two enemy units retreat: the Ostscout and a J. Edgar hover tank.

Damage, Injuries, Salvage

The Awesome and Severe's Locust are mildly damaged, and Severe herself took a knock when the enemy Locust knocked her over. Otherwise, the company is in good health.

We salvage the Dragon DRG-5N Severe headshotted, as well as a Vedette to bring us up to 60% salvage.

Battle loss compensation comes to about 60,000 C-bills, and we ransom prisoners for 120,000 more.

Kill Board(s)

Severe may not be all that high up the kill board, but she is currently the giant-slayer of the bunch. All of her kills are mechs, and in that category she's second only to Rook. Who, incidentally, has now scored 20 kills. Drake gets two, though, to stay at just above half of Rook's total.

Last Battle

(https://i.imgur.com/ZlmfTGG.png)

All-Time Leaders


Status

It is now May 15, 3051.

Contract Status

No battles on the calendar right now; the Bastards get a bit of a break.

At the end of April, the FedCom forces gift us a civilian-use Commando (with a primitive cockpit, limited armor, and a large laser). In addition, we picked up a Dragon this month. At present, we have 18 mechs, though not all of them are worth bringing to the battlefield.

Finances

We have 9,426,500 C-bills in the bank.

Unfortunately, there's nothing in the unit market to spend it on, besides maybe a pair of Hunchback HBK-4Gs.

Recruitment

Another mech pilot comes up on the recruiting market: Abdul-Hafiz Popalzi, of the Free Rasalhague Republic. He's a 4+/4+ regular to boot. He joins the company.

(https://i.imgur.com/EYlOpgn.png)

Training

Wojtek is the only remaining Green-rank pilot; Hernandez and Euchre are now regulars, too.

Organization

Adding the two misfit heavies to Cadre Lance, with Hernandez and the newcomer Popalzi driving, yields a second heavyweight lance. At present, Medium Lance and Bear's Bruisers (if we're sticking with that) are both medium-weight lances.

Repairs and Refits

Everything's in tip-top shape, although the Dragon and Rifleman designs are still questionable.

Our technical teams are a little under-strength compared to our mech strength now. We'll have to see to that.

Spares

We had to use a few more actuators and a spare torso or two to patch up the Dragon.

Mechwarrior Claims and Assignments


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
Post by: Mephansteras on February 24, 2018, 11:34:12 am
Always nice to add some heavies to the roster. If nothing else we can sell them later for a good chunk of c's and buy mechs we prefer.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Kanil on February 24, 2018, 07:43:30 pm
I kicked 'im in the face! :D
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: GraalOtonami on February 24, 2018, 08:44:16 pm
Gotta say, the Dragon's a workhorse. Might be worth keeping it around for later and sell the Rifleman.
As iconic as the latter is, The Dragon has better armour and weapon variety while maintaining the heatsinks necessary to use them.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Rince Wind on February 24, 2018, 09:09:44 pm
I was never able to use Dragons effectivly, though I do like them in theory.
In my last campaign I was really surprised by the Rifleman, that I managed to put to good use. Almost always close to shutdown from firing the lasers, the ACs fire whenever heat lets them (which is whenever the mech has no chance to shutdown or at least no for ammo explosion) to get rid of the ammo and get some extra damage downrange.
It did require a lot of care by the mechtechs after almost every battle though.

The AC/10 Version can be surprisingly effective as well.

But of course there are better mechs out there and in most situations I would take a Griffin 1N over either a Dragon or a Rifleman.

HBK 4G is love. Sure, the 4P does more damage, needs no ammo and consequently has no explodey bits, but it is a bit boring. Though a well made point for the argument that the medium laser is the best intro tech weapon by far.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Hanzoku on February 25, 2018, 06:47:44 am
What's most fun with the Hunchback -4P is to get a veteran pilot with weapon specialization (medium lasers). It just brings a tear to the eye when he starts flaying mechs much bigger then him to death.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Dorsidwarf on February 26, 2018, 08:13:38 pm
Yay, go Carcer!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Fishbreath on February 28, 2018, 11:00:15 am
So, there are four mechs for which refits are on the table.

1. Teddy Bear's Vulcan. The VL-5T, with its medium laser-heavy build, is probably the most effective option. We could even go a little further and strip out the machine gun to add a bit more armor and heat capacity, but it would then gain the difficult-to-maintain trait.
2. The Rifleman. The RFL-4D variant swaps out the ballistic weapons for PPCs, but doesn't improve on protection at all and would basically melt itself after two rounds of alpha strikes. There are advanced-tech variants known to us, but we don't have access to the only-recently-found lostech ER PPCs, double heat sinks, and XL engines we would need to make them. Custom loadouts are possible but would again increase the burden on our tech teams. Alternately, we could sell it in its current configuration for 2.4 million C-bills.
3. The Dragon. The DRG-5N we have in our hangar is already the pinnacle of known Dragon variants, using a weapon (an Ultra AC/5) we actually can't replace. We could sell it for 2.5 million C-bills.
4. The Commando. The COM-1A we have at present is a civilian mech. We could easily upgrade it to a COM-1B, which would remove the civilian-parts penalties. In its current configuration, it would sell for about 800,000 C-bills.

What are we going to do?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: GraalOtonami on February 28, 2018, 02:48:59 pm
I vote for stripping the mechs, keeping the Dragon in reserve for when one of our other mechs get destroyed.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Kanil on February 28, 2018, 09:00:19 pm
Leave the Vulcan as a 5T, sell the Rifleman and Commando, can we buy UAC/5 ammo? If so, I suppose keeping the Dragon sounds alright.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Rince Wind on March 01, 2018, 10:00:34 am
Could you put the current mech of the pilots in your kill list as well?


I'd say sell the Commando, it is not worth the effort to upgrade the primitive design. The Vulcan is currently a -2T, correct? If so upgrade or sell for something better, because the AC/2 is just bad and 5t of armor is not enough.
Mothball the Dragon and upgrade the Rifleman to the 3C and mothball it or sell it for something better.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Hanzoku on March 01, 2018, 10:15:34 am
Sell the Rifleman and Commando, keep the Dragon as they're good fast cavalry mechs. I tend to use them in heavy 'scout' lances because it's funny when they run down a light mech and kick it to pieces.

We could switch Bear into the Dragon, then sell the Vulcan as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Fishbreath on March 01, 2018, 11:07:57 am
The Vulcan is Bear's personal mech, so we can't sell it. (If he leaves the company, he gets to take

I'll see about putting the mech assignments on one of the lists. I had it on the assignments/claims list earlier, but it's annoying to keep up to date.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Rince Wind on March 01, 2018, 01:32:22 pm
If that is the case don't worry about the Mechs. :)
I know what I am piloting, but it seemed convenient.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Fishbreath on March 01, 2018, 02:52:26 pm
To be fair, we lost a few mechs early on, and did a fair bit of pilot shuffling. Now that things are a bit more stable, I'll see if it's easier to keep track over the next few updates.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3051)
Post by: Fishbreath on March 02, 2018, 11:10:54 pm
After a few weeks of downtime, during which our intrepid techs decidedly do not succeed in quickly refitting Teddy Bear's Vulcan to the more effective 5T variant, we end up with a battle.

The Action of May 27, 3051

This time, it's a chase, and we're the defender. We need to eliminate 50% of the enemy before they reach the north edge of the map.

Heavy Lance gets the nod for deployment again. Only Bear's Bruisers are able to make it to the battlefield in time. (I house rule this one—when I'm listed as the attacker, I can deploy whatever I want; when I'm listed as the defender, only the listed lance, lances with a duty of Defend can join in automatically. Other lances have to roll 4+ on a d6.) Happily, Teddy Bear borrowed the new Dragon from Private Popalzi, who's now temporarily driving our Wasp in Cadre Lance.

Besides the Heavy Lance we all know and love, we're bringing another three mechs: Teddy Bear has the Dragon, like I said; Wizard has a Guillotine GLT-4P, and Hanzoku has a Guillotine GLT-4L. Good luck.

There are a full five lances of enemies deployed, largely light forces with a few heavier mechs mixed in. There are several Archers, in particular.

Because it's a chase, and most of the enemy is lighter weight than we are, we'll be fortunate to catch anything, frankly.

Round 1-6

Yes, the enemy gets a seven-round head start. (At least, the lighter things do. All of their speed 6 and slower mechs arrive now too.)

Round 7

A lot of our mechs are about this fast, so a lot of them show up. Taking the field are Woad, Carcer, Wizard, Hanzoku, Teddy Bear, and our liaison unit, a FedCom Blackjack.

After our first round of deployment and movement, there are a number of enemy vehicles we may be able to get some good attacks off against.

(https://i.imgur.com/o7DOsJy.png)

Woad opens up the shooting with a kill on an enemy Packrat patrol vehicle, though he takes a few SRM-6 missiles in response.

Wizard, next to a pair of Vedettes, gets his with three medium lasers and half of an SRM-6 volley, which is sufficient to immobilize the vehicle. She's in good shape to get on the killboard in her first battle.

Hanzoku and Teddy Bear don't miss a beat, either, tagging the second Vedette near Wizard sufficiently to immobilize it, too. A good round.

Round 8

(https://i.imgur.com/by2weWx.png)

Teddy Bear moves up to join Wizard in knocking out the Vedettes. Hanzoku will work on the Archer until Drake arrives next round.

Rook is on the field, to the east; she'll try to knock out the Packrat there while Carcer and Woad move forward.

Rook gets her kill, as does Wizard. Teddy Bear doesn't quite manage to finish his Vedette with his Ultra AC/5, but polishes it off shortly thereafter with a kick to the fuel tank.

Hanzoku makes good progress on the Archer, doing enough damage to knock it down.

Round 9

(https://i.imgur.com/gHzd8aM.png)

Most of the Bastards push north. Drake is too slow to catch up, and leisurely picks apart the Archer with Hanzoku's help.

Round 10

As the company advances, Woad takes down a Maxim heavy hover transport, and Rook bags a J. Edgar hover tank.

Further back, Hanzoku kicks the Archer in the back, and it falls over again.

Round 11

We're well on track to win this one by the victory condition, which I didn't expect. Early kills by the lighter mechs in these two lances helped us out immensely.

Woad and Rook both score kills again this round; Rook finishes off a Vedette, while Woad bags a Scorpion light tank.

Further north, Teddy Bear makes some unlikely hits on a Galleon light tank.

Round 12-13

(https://i.imgur.com/9TNWbIi.png)

The southern Archer falls once more after Hanzoku kicks it; he advances north to join the rest of the lance, while Drake attempts to decapitate the Archer with a few PPC shots.

Wizard, Teddy Bear, and the allied Blackjack are in position to take a shot at the Galleon light tank near the middle of the map.

Drake gets his critical hit, and a little more to boot. He's not likely to see much more action this battle, but he'll gamely run north anyway.

(https://i.imgur.com/bAbrOGp.png)

Round 14

(https://i.imgur.com/9ZNUwoT.png)

Rook finishes off the Galleon, according to the combat telemetry analyzed after the battle, although it would be more accurate to say that the combined weapons fire of a lance vaporized it just about all at once.

A Phoenix Hawk from the Draconis Combine reinforcements moves into range, and we'll start to engage that now.

Round 15

Surprisingly, Drake is catching up and Hanzoku is almost in range. The enemy reinforcements have pushed a bit further south, with a second Archer now roughly in weapons range. We'll finish off the Phoenix Hawk, take down that Archer, and call it a day.

Cleanup

The Phoenix Hawk pilot ejects after the allied Blackjack kicks out its gyro.

Woad is the man of the hour, finishing off the second Archer with a medium laser shot to the head, followed by a large laser shot to the head.

But wait, there's more! A Vedette from the Combine reinforcements moves south in a futile attempt to cover the Archer's escape, and Woad, on a tricky LRM-5 shot, finishes it off after the rest of the company chips away at it.

That's right: two five-kill battles for Woad. Look out, Rook, there's a new challenger.

Damage, Injuries, Salvage

The Dragon and Wizard's Guillotine both took a good bit of armor damage. She and Teddy Bear both took a few knocks during the fight, and will have to stop by the infirmary.

As for salvage, well, I'm just going to post the picture and let your jaws drop.

(https://i.imgur.com/hZhHcb9.png)

In addition to that epic haul, we earn about 60,000 C-bills in battle loss compensation and 130,000 C-bills from prisoner ransom.

Kill Board(s)

Woad is the story of the day, with another epic five-kill performance to move into a tie for second place on the leaderboard.

Last Battle

(https://i.imgur.com/ymIX4D9.png)

The killboard here pictured is missing the Packrat which Woad killed—the game assigned them both the same name, without giving one a #2, so it didn't know they were separate kills. I gave him the Harasser Missile Platform instead (which killed itself by failing a movement roll before we even deployed).

All-Time Leaders


Status

It is now June 15, 3051.

Contract Status

Again, no battles on the calendar.

Enemy morale is now believed to be very low.

Unit Market

(https://i.imgur.com/7njgFMc.png)

There are a few tasty chassis on the market, including a few assault mechs, and all are easily affordable. Should we pick anything up? Build a second elite heavy lance? Save the money for now?

Finances

The Rifleman and civilian Commando get kicked to the curb. In addition to the monthly payout, that puts our current finances at 15.177 million C-bills.

Training

On the strength of his second five-kill performance, Woad is now a 4+/3+ veteran, and is promoted to Corporal. He also gains Weapon Specialist (ER PPC), not that we can buy ER PPCs. Congratulations!

Nobody else has much to do on the training side. Rook is sitting at 48 experience, and needs 100 to make the final step from Gunnery 1+ to Gunnery 0+. She could alternately spend 40xp to go from Piloting 3+ to Piloting 2+, or buy a special ability.

Organization

The Bastards are currently organized into four lances. Heavy Lance and Medium Lance are unchanged. Cadre Lance looks like this:



That's 205 tons, so it's not really a good lance to be deploying for combat. It's a heavy lance by weight, but only barely above medium lance strength. It's also not really a cadre lance anymore; only Wojtek still benefits from training, and he'll be up to Regular soon.

Bears Bruisers look like this:



It's a 250-ton heavy lance; not as well-optimized as actual Heavy Lance, but still functional. Its pilots aren't quite Heavy Lance good, but they're no slouches; Wizard especially is pretty good.

At present, we have two spare mechs: the Dragon and the Wasp.

Repairs and Refits

As you may have noticed above, Teddy Bear is back in his Vulcan, which is now armored nearly to the level of a stock Rifleman, and mounts a solid primary armament of four medium lasers.

The salvaged Archer and Phoenix Hawk both enter service.

We are quite dramatically understaffed in the technical department; we have fourteen tech teams for eighteen mechs.

Mechwarrior Claims and Assignments



Action Items


Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Rince Wind on March 03, 2018, 08:53:35 am
Personally I have a hard time not buying every Stalker I come across. Do you play with quirks? Because then the Stalker gets another 4 heat capacity above and beyond what the heatsinks provide.

I tend to ignore the "hard to maintain" quirk (hmmm...so I think you do play with quirks) on introtech mechs in times when more modern stuff is around.

What I love to do to Archers: strip the backwards facing lasers and replace them with heatsinks. Then they can fire and move (LRM15 versions) or at least fire all day long (well, until they run dry) when they don't move (LRM20 versions).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: A Thing on March 03, 2018, 10:29:58 am
I am impressed by Woad's performance! Green to Vet in three battles is pretty great. Now for the RNG to have him killed in a freak ammo explosion/HD crit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Mephansteras on March 03, 2018, 12:03:53 pm
Buying another Assault would be good. Give us options for taking on tougher fights.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Hanzoku on March 03, 2018, 03:23:06 pm
Personally I have a hard time not buying every Stalker I come across. Do you play with quirks? Because then the Stalker gets another 4 heat capacity above and beyond what the heatsinks provide.

They’re one of my favorites. My current unit has 3 Stalkers in it, and they’re always solid performers. They can output up to 36 damage a round at long range, or 44 at close range, all without generating heat. The only real caveat with them is the pilot has to have good piloting skill because with their stubby weapon pod arms, they have trouble standing up.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Knave on March 03, 2018, 05:25:49 pm
Thanks for letting Bear test out the Dragon. in a meta way part of me thinks why wouldn't Tedros accept assignment in a larger/better mech, but the RP side of me definitely agrees he should stay put in his Vulcan. His backstory seems to be fairly mysterious (no known homeworld), so I like to imagine the Vulcan has been with him or his family for a long while. And with the upgrade the the 5t, I imagine he'll be spitting out a good deal more damage now.

As for the market, I agree that having the Stalker would be a great option. Too bad it doesn't have the discount like the banshees, but it doesn't look like our coffers are hurting too badly.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Rince Wind on March 03, 2018, 06:12:43 pm
It is still cheaper then the Banshees, and way better. The Banshee is about as well armed as the Shadow Hawk (with good rolls on the cluster table the Shadow Hawk can dish out 1 more point of damage. Yay? Neither can get to 20, and both have weapons with ranges that are not very compatible.), which already has a rather bad selection of guns for a mech 40t lighter.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Fishbreath on March 03, 2018, 08:01:48 pm
Thanks for letting Bear test out the Dragon. in a meta way part of me thinks why wouldn't Tedros accept assignment in a larger/better mech, but the RP side of me definitely agrees he should stay put in his Vulcan. His backstory seems to be fairly mysterious (no known homeworld), so I like to imagine the Vulcan has been with him or his family for a long while. And with the upgrade the the 5t, I imagine he'll be spitting out a good deal more damage now.

More even than the Dragon, I think. The Vulcan's four medium lasers do 20 damage. The Dragon's UAC/5 does 10 damage (if both hit), plus 5 from its medium laser and 10 from its LRM-10 for 25 total, but there aren't a lot of ranges where both the UAC/5 and the LRM-10 are both easy to hit with, and even after you hit, you only have about a 3% chance of landing both UAC shells and all 10 missiles on the multiple-missiles table.

The Vulcan gives up a bit of armor to the Dragon—112 points against 160—but moves at 6 walk/9 run/6 jump against 5 walk/8 run. It's telling that there are very few modifications starting with the VL-5T and a ton of them which start with the original -2T. The 5T presents a pretty compelling value for its tonnage.

Regarding the Stalker, the question then becomes if we buy it, who gets to drive it?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Mephansteras on March 03, 2018, 08:25:28 pm
I'm fine leaving Drake in the Awesome. Maybe reward Rook with it?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Knave on March 03, 2018, 10:26:06 pm
I'm fine leaving Drake in the Awesome. Maybe reward Rook with it?

The Flashman is pretty solid, but Rook is definitely deserving. I'd also nominate Woad and Carcer.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Fishbreath on March 10, 2018, 10:16:33 am
Nashira Wraps Up

At the end of June, our FedCom liaison stops into the Bastards' headquarters and lets us know that the assault is over; they've come to terms with the Draconis Combine. We spend another week or two on Nashira while the FedCom military packs up; we spend some money on paid recruitment rolls to pick up more mech techs, and some additional money on spare parts.

The Bastards return to Piedmont in early September, along with a brand-new used Stalker, the company's second assault mech. Unpacking from its rented DropShip, the company bids their traveling companions farewell and gets down to training, refitting, and preparing for whatever comes next.

Which is a bit of a sticky question. The full extent of the Clan push into the Inner Sphere is still not exactly common knowledge, but it's common enough now that a well-regarded mercenary outfit such as the Bastards can get a sense of the scale of the problem. The upshot is that the Inner Sphere is, at present, largely at peace with itself.

What does that mean for us? Mainly, that there isn't much to do right now on the general contract market. There's some pirate hunting in the Federated Commonwealth and Free Worlds League, and the Free Rasalhague Republic is desperate enough to put out a call for mercenaries to carry out security duty against the Clans on Stanzach.

Organization

With Rook getting used to her new Stalker, it's time for some lance reorganization. I've come up with two options, one of which is less well-described than the other. We can also change lance names now, if you'd like.

One Assault Lance

We can pack both assault mechs into one lance; along with our two heaviest heavies, that makes for a 310-ton lance, 70 tons shy of our 380-ton maximum drop weight. The other lances would likely be medium-weight, with one underweight heavy lance.

Two Heavy Lances with Assault Mechs

The setup I have right now. It looks like this:


First and Second Lances are both solid, assault-anchored heavy lances near the 280t heavy lance cap. Bear's Bruisers is a durable, punchy medium lance with long-range fire support between the Archer/Locust team. Reserve Lance is a true reserve, subbing in whenever a pilot is injured or a mech damaged in the other lances.

Contract Options

We have a few short-term options, limited by the fact that the Inner Sphere isn't really fighting amongst itself very much right now, and a few longer-term options. As ever, we also have the option of waiting to see what next month brings.

Short-Term

The Free Worlds League and the Federated Commonwealth both have some pirate hunting on offer. They're very similar contracts; both have Liaison command rights, pay for about 35% of transport, give us 20% or 30% salvage rights, and cover 10% of battle losses. The FedCom contract pays about 22 million C-bills in profit for 5 months, and the Free Worlds League contract pays about 16 million for 3 months.

The Free Rasalhague Republic offers a Security Duty contract against the Clans on Stanzach, as mentioned above, Clan Wolf in particular. We get a bit more transport, 40% battle loss compensation, and 30% pure salvage rights, a generous offer when Clan tech is on the table.

Long-Term

We also have the option now of signing on for the longer haul with one of the great powers of the Inner Sphere. The Federated Commonwealth was impressed with our performance on Nashira against strong Draconis Combine resistance, and is willing to bring us on semi-permanently—until the threat of the Clans is diminished. They'll pay us to relocate to a world in the northeast of the Inner Sphere near the Clan front line plus a signing bonus of 10 million C-bills, and keep us on a mix of reserve/refit missions, like short-term garrison and cadre duty, and front-line missions like planetary assault and security duty. They'll accept liaison command rights and pay good battle loss compensation, but salvage rights will be exchange (i.e., they buy Clan tech we salvage at market rates) rather than pure.

We could attempt to put out feelers to the Free Rasalhague Republic about a longer-term contract. They're more desperate, but also much poorer. We'd have to relocate on our own dime and wouldn't get much of a signing bonus. In exchange, we'd likely see front-line combat as often as we want, liaison command rights, and broad rights to take what we want from the wreckage. In exchange, we wouldn't get a lot of battle loss compensation.

In both cases, we'd of course be paid a fair base rate, although a slightly fairer one from the Federated Commonwealth. It's the bonuses and benefits which are different.

Status

Gonna keep this one short, since it's deep into Saturday morning and I'm still writing this. It's September 8, 3051, and we have 11.874 million C-bills in the bank.

Mechwarrior Claims and Assignments


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Mephansteras on March 10, 2018, 11:24:57 am
I kinda like the second option for lances. More flexible, and generally if we need both Assaults we can probably bring in both heavier lances anyway.

Names definitely need some work, though. Bear's getting all the credit! I'd say name the first lance Drake's Destroyers. Go with the theme of naming started with the Bruisers.

As for contracts...that's a tough one. I suppose that depends a good bit on what our goal as a company is. The FedCom long term contract is probably a fairly safe way to just build up cash over the long term, but won't get us a whole lot of clan tech options (other than whatever scraps show up on the market). A long-term contract with FRR would give us lots of opportunity to get clan tech, but also plenty of opportunities to get ground down pretty badly in the process. It's higher risk but higher reward, in my opinion.

RP-wise, we also don't really know that much about the Clans yet or what fighting them is like.

I'm inclined to say we go take the short-term mission with the FRR. Go get a taste of fighting the clans and hopefully some good clan salvage out of it and make a more long term decision after that.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Rince Wind on March 10, 2018, 02:28:27 pm
You could also field reinforced lances of 5 or 6 Mechs and cut the number of lances to 3.
Against the clans you'll probably have to think about some (enemy) deployment changes, because the RNG will happily send 4 stars of the same and higher weight categories against one lance.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Fishbreath on March 10, 2018, 03:03:28 pm
I think it was earlier in this thread that someone recommended matching battle values in the lobby, to simulate the Clanners bidding down; I think I'm going to do that, unless there's a better method.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Hanzoku on March 10, 2018, 04:57:27 pm
Yeah, that was my suggestion on how to handle it. It takes a bit of experience to figure out how to dial it into an appropriate challenge, but it balances that the AI can’t fight with the clan rules that were meant to ‘balance’ their OP gear.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Knave on March 14, 2018, 07:58:14 am
I definitely like the idea of taking on the clans for some extra challenge sometime soon. Would our resident Clan defector have at this point shed some details on his former brothers-in-arms?

I suppose timeline wise, we're in the year of peace and the major houses are preparing for the next offensive. A Fed-Com (Or FRR) contract might prove to be quite interesting.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: mrkilla22 on March 16, 2018, 01:56:05 pm
Hi!

I will take:
Pvt. Abdul-Hafiz "Pepper" Popalzi - Archer ARC-2K
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 15, 3051)
Post by: Fishbreath on March 16, 2018, 10:12:58 pm
Hi!

I will take:
Pvt. Abdul-Hafiz "Pepper" Popalzi - Archer ARC-2K

Noted and recorded. Welcome to the Bastards!

I'm probably not going to get the post done until late tomorrow, if there are no battles, or as late as Monday or Tuesday, if there are. It's been an uncommonly busy week, and I've had a very small amount of gaming time.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 8, 3051)
Post by: Fishbreath on March 24, 2018, 02:37:14 pm
Since Last Time

The Opinionated Bastards pack up and ship out, leaving Piedmont for the Free Rasalhague Republic world of Stanzach.

In transit, we get word from the Free Rasalhague Republic intelligence liaison that the Clans have restarted their attacks, and that Stanzach is nearly overrun. They redirect us to Gunzburg instead, and even that isn't looking like a particularly tenable position when we arrive on December 9.

(https://i.imgur.com/gqYsKWV.png) Clan Wolf has advanced as far as Hainfeld and Wheel down to the galactic southwest; Clan Ghost Bear is as far as Alshain on the other flank.

We barely manage to land and get unpacked before reports reach us that Clan Wolf has landed on the planet and already overrun the capital. Provided we can survive until Christmas and are willing to fight the remainder of our contract elsewhere, the Free Rasalhague Republic has promised to send a DropShip to evacuate us. It's a fair deal; we get a free ride back to the front line and keep the generous terms of the contract, and the Republic gets access to four lances of heavyweight mechs with veteran pilots.

First, though, we have to survive...

The Action of December 21, 3051

While the yet-unnamed Second Lance (Rook and company) is patrolling a wooded valley along the edge of our area of responsibility along with our liaison (who drives a Shadow Hawk), they stumble into the first Clan units. There are only four mechs; either a light star or a previously-damaged one. They didn't call us up to offer a challenge, so presumably they bid for the right to engage us. Happily, Drake's Destroyers are also deployed nearby, and will be able to join us in a few rounds.

The map is large and heavily forested, which plays to our advantage. Lots of cover means lots of opportunity to stay out of sight of the heavier Clan units until they get to very short range, where punches and kicks tend to negate their advantages in range, heat management, firepower, and speed.

Round 1

We deploy behind heavy woods in the middle of the map, where the trees will screen us from enemy fire to a degree. My goal here is to keep the enemy at a distance and shooting ineffectually until First Lance arrives, at which point we can hopefully overwhelm the Clanners. Their fault for attacking without sufficient reconnaissance.

(https://i.imgur.com/juG0x99.png) More Clanners offscreen to the south. The red hexes are the jamming field from the enemy Loki.

Despite the briefings we've received, it's still a little unnerving how much weapons fire comes from just four Clan mechs. Happily, they miss through the trees. Rook lands a few missiles on a light mech running through the trees, and takes a few shots from some kind of cluster-firing autocannon in response.

Round 2

Jockeying for position all around. Rook and Wizard have a decent chance of some hits on a heavy mech our helpful liaison informs us is called a Thor.

(https://i.imgur.com/0g10vl6.png)

Rook and Wizard both hit, and are looking rather satisfied with themselves, when The Thor fires back. An AC/20 shell and a large laser tear into the Stalker's right arm, slicing it off. To make matters worse, the Stalker falls, and Rook falls again trying to get back up. The Stalker is looking decidedly less healthy. (n.b. to make this series of events happen, Rook rolled 3 on 2d6 three times in a row, which has a probability of about one in five thousand. Maybe the Flashman was lucky.)

Round 3

Rook finally manages to get her Stalker on its feet, and runs it into a dead-end gully where it's largely safe from enemy fire. Unfortunately, the enemy light mech (a Fenris, says the liaison, and a medium mech in weight despite its speed) has a shot. The rest of the lance can bring some weapons to bear on it, at least, although none has a very good chance to hit.

(https://i.imgur.com/QNSVqT2.png)

Round 4

The Fenris remains in the backfield, but doesn't score any further crippling hits on the Stalker. Rook clips the enemy Thor in the head, but not enough to knock out its pilot.

Wizard and the liaison officer's Shadow Hawk surround the enemy Fenris and both land kicks; it isn't enough to knock it out or even knock it down.

Round 5

Drake's Destroyers arrive! By more than doubling the enemy's weight, we roughly even the odds.

The enemy Fenris has snuck around behind the Stalker yet again, a worrying trend, but it's also been targeted by many of our reinforcements. The enemy Thor is likely going to take a highly destructive shot at Milspec in the Crab, but Rook and Wizard can both take a crack at kicking it, potentially.

(https://i.imgur.com/ctxqtIn.png)

Drake and Carcer (now driving Rook's old Flashman) combine for our first Clan kill. Drake lands all three PPC shots on the Fenris, blowing out its remaining autocannon ammo, taking out its left arm, and chewing through its center torso armor, while Carcer cores it with a large laser and medium laser to the center torso. Rook kicks the Thor in front of her, and it falls.

Round 6

(https://i.imgur.com/fyjVWYN.png)

This round, we aim to put the enemy Thor in the ground. One way or another, I think we'll probably manage it.

In the south, Drake has a very good chance of hitting the enemy Mad Cat with three PPCs (though, annoyingly, the Clan PPCs do a whopping 15 points of damage to our 10, the jerks).

Wizard scores the killing blow on the Thor after Rook softens it up, but not before it's able to score immobilizing hits on Rook's Stalker. (She's still standing, but not able to move or turn.) On the southern front, the enemy Loki hits Double Dog in the Thunderbolt Tallman with two ER PPCs and knocks him over, while the Mad Cat plugs Drake with one.

Round 7

With only two Clan mechs left, it's looking like the tide has turned somewhat. (Thanks in the main to our reinforcements.)

(https://i.imgur.com/mEY6oRO.png)

The enemy Loki isn't going down without a fight, though. He scores an ER PPC hit to the head of *Double Dog's Thunderbolt, who only just manages to eject in time. Shrapnel from his exploding cockpit hits him hard. (n.b. per the game, he died; he's now spent 1 Edge to survive lethal damage and has 1 Edge remaining.)

Drake and Carcer prove a solid combination again, knocking out one of the Loki's PPCs and eating through most of its torso armor. The Loki's pilot stays on his feet, but the mechs coming down from the north put enough fire onto the Mad Dog to knock it over.

Woad, who is driving one of our medium laser boats and therefore leading the charge, is close enough to kick the Loki from one elevation up. He plants his Grasshopper's foot right on the Loki's shoulder and shears it clean off.

Round 8

Swarming the Mad Cat, the faster elements from both lances aim to finish it off, or at least cripple it, this round.

Rook has managed to get her balance back a bit, and has turned partway around. At this rate, another eight or ten rounds and she'll be back in the battle.

(https://i.imgur.com/knt07Yq.png)

Private Hernandez in the Phoenix Hawk falls over, and neither Clan mech falls, though Drake, Carcer, and Milspec have done a number on the Loki, which is all but unarmored now.

Round 9

Still swarming the enemy. Drake gets his first Clanner kill, punching through the Loki's center torso armor and knocking out its engine.

Wizard and Woad continue kicking the Mad Cat, which is more or less immobilized in a little dip in the terrain. Its right torso fails, dropping the arm off, and its left arm follows shortly after.

Cleanup

With all six operational, mobile mechs now focusing fire on the Mad Cat, it goes down. Wizard gets the last shot, her second kill of the day.

Damage, Injuries, Salvage

(https://i.imgur.com/gmFaYG7.png)

Rough day for the Bastards. The Stalker is a figurative wreck, while the Thunderbolt is a literal one (at least until we order a new head).

Carcer, Rook, and Hernandez are lightly wounded. Double Dog is on the brink of death.

Salvage is a better story. The Fenris, Loki, and Mad Cat all end up in our possession, although we'll be hard-pressed to strip them before we're heading offworld in four days. They're beyond repair, but that's hardly a great loss; we can't buy parts to field them anyway.

(https://i.imgur.com/3mMXClB.png)

The Thor is a different story. It's actually functional, or could be restored to function; that puts it well outside of our salvage budget.

Kill Board(s)

Last Battle

(https://i.imgur.com/bTydeE1.png)

Wizard is moving up the ranks.

All-Time Leaders


Status

It is now December 25, 3051.

Contract Status

After radioing the Bastards' command post to be sure it's clear enough to attempt a landing, a Rasalhague Royal Army Union touches down, followed shortly after by a Leopard. There are just enough mech bays to fit the active units, and too little cargo space to comfortably fit all our salvage and parts. Our administrators work with the Rasalhague officers to make it work.

The men aboard the dropships are ashen-faced and gaunt, and no wonder. The Bastards who choose to wander get the sense this isn't the first world the Royal Army has abandoned in a hurry, not by a long shot. It hasn't been a very long war by the standard of such things, but it has been a brutal one, defeat followed by failure circling right back to defeat again. There's very little of the Free Rasalhague Republic left to flee to. The soldiers and sailors aboard are very aware of that.

The more reflective Bastards realize that they got off easy. Only the presence of reinforcements turned a brewing rout into a costly victory.

Unit Market

There isn't much worth mentioning for sale: an UrbanMech, a Dragon, and three Wasps. We'll keep our eyes peeled for better stuff.

Finances

We have 23.155 million C-bills on hand, after purchasing the spare parts necessary to get the unit back into fighting shape.

Training

Wojtek increases his gunnery to 4+, the last Green pilot to join the ranks of the Regulars.

Ker-Ker and Double Dog have both used 1 Edge at various points in the campaign, and have 1 remaining. All the other claimed mech pilots have 2.

Repairs and Refits

Our mechs are back into fighting trim. In the rush, we haven't had time to fix the paint, so they're looking a little battle-scarred.

Mechwarrior Claims and Assignments


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Mephansteras on March 25, 2018, 12:06:12 am
Unless we're confident that we can store enough of the stuff to put together a clan franken-mech and keep it operational for more than a battle or two I'd be inclined to see more about getting advanced inner sphere stuff.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Hanzoku on March 25, 2018, 01:03:52 am
At what point will you allow adding clan tech to IS chassis? It happens in canon at some point, so it is feasible.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Fishbreath on March 25, 2018, 03:26:44 pm
I'm open to convincing on that front. I'm don't know if it happens on a widespread basis in the Clan Invasion/Great Refusal/FedCom Civil War era we're mostly taking part in, but I'm not super-familiar with BattleTech lore.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Kanil on March 25, 2018, 03:53:30 pm
Would depend on your definition of "widespread basis", by 3059/Operation Bulldog, most of the IS omnis get Clan weapon configs, from all the crap they stole from the Jaguars. I'd say it's definitely a thing that was somewhat common by then.

OmniMech stuff is supposed to be incompatible with standard BattleMechs, so if you're going to bother with that kind of bookkeeping, then we'll have to beat up on some second line units to get some non-Omni weapons. 'course I personally wouldn't bother with keeping track of where every piece of Clan salvage came from, because that sounds awful.

Ultimately you can probably just do what you want and can find some reasonable explanation as to why.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Fishbreath on March 25, 2018, 08:46:08 pm
Happily, MekHQ 1) tracks whether a given weapon is mounted in an OmniPod, and 2) tracks OmniPods by weapon they support, so I can skip the bookkeeping myself and let the game do it.

In that case, it seems reasonable to start franken-refitting in the next year or two. The downside to franken-Clan-refits is that we have no access to spare parts, whereas once we get the advanced IS tech flowing, we can presumably buy it on the market. (The downside to advanced IS tech is, of course, that it's not nearly as big an upgrade, except double heat sinks.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Hanzoku on March 26, 2018, 04:47:28 am
Right now, the two big things for IS tech is the double heat sinks (an utter game changer for designs like the Crusader), and LB 10-X autocannons. Why that one? Because it makes regular AC/10 autocannons obsolete by allowing both ammo types while being a ton lighter and a critical slot smaller, and firing for one less heat at a slightly longer range. It's sort of silly but I love swapping out the AC/10 on anything that uses one for the LB 10-X version.

Also, in the Warehouse section, you can right-click on a podded item and remove its pod without any skill check or time needed, so being in a pod is not a major issue.

Lack of replacement parts is, of course. I think we should (role-play?) wise see if we can get a steady source of IS double heat sinks in exchange for some or all of our clan tech. The one part to keep is the ER PPC. If we can slap that onto Drake's Awesome with double heatsinks, he can reach out and potentially headshot enemies with frightening ease.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Knave on March 26, 2018, 08:20:37 am
Teddy stares at the cockpit vids of the battle on Gunzberg long and hard, pointing at one of the strange mechs in action. "How do their Marauders carry PPCs AND LRMs without having zero armour? Doesn't make sense... I bet their cockpits are spacious and play soft jazz too."

---

Quote
Unit Market

There isn't much worth mentioning for sale: an UrbanMech, a Dragon, and three Wasps. We'll keep our eyes peeled for better stuff.

Are we sure we don't want to start an Urbanmech lance? :P

-I say we honour our terms. "These Wolf guys surprised us the first time round, but we'll be ready for em this time, right?"

-As for salvage. I believe at least initially if we have an IS omnimech, (I think the first ones come around 3053 through the DC) we can attach Clan omni pods as they use the same Omni™ connectors. Otherwise it'll probably be a few years after that? But maybe we can rp with a few very difficult rolls to our techs if we wanna get crazy :)

So I definitely agree that swapping our tech for Star League stuff (Hanzoku's suggestion of Double Heatsinks is great) would be helpful.  What's the market rate for Clan tech?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: A Thing on March 26, 2018, 08:47:54 am
Right now, the two big things for IS tech is the double heat sinks (an utter game changer for designs like the Crusader), and LB 10-X autocannons. Why that one? Because it makes regular AC/10 autocannons obsolete by allowing both ammo types while being a ton lighter and a critical slot smaller, and firing for one less heat at a slightly longer range. It's sort of silly but I love swapping out the AC/10 on anything that uses one for the LB 10-X version.

Also, in the Warehouse section, you can right-click on a podded item and remove its pod without any skill check or time needed, so being in a pod is not a major issue.

Lack of replacement parts is, of course. I think we should (role-play?) wise see if we can get a steady source of IS double heat sinks in exchange for some or all of our clan tech. The one part to keep is the ER PPC. If we can slap that onto Drake's Awesome with double heatsinks, he can reach out and potentially headshot enemies with frightening ease.
^
I'm all for this.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Rince Wind on March 26, 2018, 09:24:24 am
Downed two of those Clan-Bastards, nice!

I think we should keep some Clan-Weapons and especially all Clan-Armor. For if we ever field their mechs, they will loose some. And that is really hard to replace.
[In my campaign I have to rip out all clan armor I can get my hands on at the moment. We're up against the Bears and it is a hard fight. But we try to keep some clan mechs in the field because they do bring a lot to the table.
One of my best mechs is mixed tech though: A royal Thug with cERPPCs in place of the IS ones and an additional SRM6. The pilot is an SRM6 specialist, so he can punch his own holes and then fill them well even at greater range.
I also just lost a Mad Cat.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Fishbreath on March 29, 2018, 10:10:13 am
Poking around Sarna Wiki some more, I see that it's actually pretty common for mercenary units to bodge together mixed-tech mechs more or less as soon as they score Clan salvage.

We are a mercenary unit, and we have some Clan salvage, so clearly that means it'll soon be time for us to get cracking.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3051)
Post by: Fishbreath on April 07, 2018, 10:33:55 am
Nox

The Rasalhague JumpShip leaves us on Nox, a pleasantly temperate world with some defensive forces still in place. It's one world back from the front, at least for now.

The Action of January 25, 3052

Intelligence and preparation are classic Inner Sphere advantages over the Clans. This time around, the Rasalhague reconnaissance and intelligence forces give us a week's worth of advance notice of Clan light forces arriving in our sector.

With time to set up, Drake and Teddy Bear hit on a plan: hide Drake's Destroyers nearby, and dangle the Bruisers out front as bait. It ends up being a little more complicated than that—the projected course for the Clan force takes them through a badlands with next to no cover—but after disguising the Destroyers' mechs as small hillocks, we settle in to wait.

Sure enough, the Clanners show up a few days later, tripping some remote sensors we've placed a few kilometers ahead. A few minutes pass, Drake wakes up his pilots and has them wake up their mechs, and before you know it, we've managed to bring twice the Clanners' tonnage to the field.

The battlefield is open badlands, with no cover to speak of and very little relief to the terrain. This will benefit the Clans at first, whose weapons have absurd reach, but will swing around to helping us as we close in.

Round 1

(https://i.imgur.com/66VfjzQ.png)

We march from our deployment zone southward, taking desultory fire from a pair of ER PPCs and an ER Large Laser. Hanzoku, unluckily, takes a PPC to his arm.

Round 2

Carcer in the Flashman takes a few hits, but her armor is holding. Once again, we're mostly out of weapons range. Next round should be better.

Round 3

Drake is still out of range, but will be able to bring the Clanners under fire next round. Most everyone else can hit the enemy Ryoken, the heaviest unit on the field. (The Pumas, however, with their twin ER PPCs, are probably more dangerous.)

Hanzoku scores the Bastards' first hit; unfortunately, Severe and her Locust take a hammering and fall down. Hopefully they'll leave her be.

(https://i.imgur.com/q9DABJ5.png)

Round 4

(https://i.imgur.com/gVnD5GO.png) The green line is the extent of Drake's PPC range.

The Clanner scum squeak just outside of Drake's range. Happily, Severe manages to stand, so she'll have a shot at running away if she doesn't take too much more damage.

The Bastards' shockingly poor gunnery continues, and Severe's Locust, alas, falls. She ejects, landing well away from the battlefield.

Round 5

Most of the Clanners continue to juke just beyond Drake's range; they rightly consider him the biggest threat on the field. The Ryoken, however, stays within his reach. He lines up and thumbs the triggers, along with nearly everyone else.

In the meantime, the reast of our mechs are getting closer, where the superior Clan technology doesn't tell nearly as much. (An Inner Sphere mech fist punches just as hard as a Clan fist.)

While most everyone focuses on the Ryoken, Hanzoku and Teddy square off against the nearest Koshi, a Clan 25-tonner.

(https://i.imgur.com/inaCuNL.png)

The enemy Ryoken falls on its side after taking two hits from Drake's PPCs, and some miscellaneous hits from other units. Hanzoku trades fire with the Koshi, and flubs a piloting check after taking a number of hits. He falls, and his large laser is out of commission.

Round 6

Woad leads a pair of Phoenix Hawks (one of them is Private Hernandez, one is our liaison) toward the Clan flank. Embarrassingly, Carcer slips as she enters the rubble pile pictured. (Needed: 3 or better. Rolled: 2. On 2d6.) Hanzoku, too, fails an easy piloting roll, and slips as he's standing up.

(https://i.imgur.com/aXCXfFH.png)

The enemy Koshi closes in, taking another crack at Hanzoku. Teddy is there, hopefully to kick it in the back.

(https://i.imgur.com/zsik8s5.png)

Drake scores three solid hits on the Ryoken, cutting deep into its center torso.

Round 7

(https://i.imgur.com/6pvBXIy.png)

Drake looks to finish the job, firing another three-PPC barrage at the Ryoken. The Koshi comes up on his flank; Teddy and Hanzoku will angle to keep him safe.

Pepper in the Archer is looking a little unsteady; there are a few enemies pointing weapons at him. He may have to fall back.

Drake does indeed finish the job on the Ryoken, with an assist from Carcer and her pair of large lasers. During the physical attack phase, he brings his Awesome's battle fist around in a sweeping arc, slamming into the Koshi's cockpit. Somehow, its armor holds, but it's looking decidedly worse for the wear.

Round 8

(https://i.imgur.com/CF8yeNm.png)

Alarms go off in Pepper's cockpit, as his Archer takes internal damage. He throttles his mech up to a run, hoping to throw off the Clanners' aim.

Much of the rest of the lance focuses on one of the Puma Primes, whose aforementioned PPCs are causing us no end of trouble. Behind Drake, the dogged Koshi moves into position for another attack with its machine guns and flamer. Hanzoku and Teddy are there, ready with both weapons and their mechs themselves.

Drake's PPCs hammer one of the damaged Pumas, shredding its torso armor. Carcer follows up with a shot into the structure, punching through its core and knocking it down.

Though Teddy and Hanzoku don't manage many hits with their weapons, their physical attacks finish it off. Teddy kicks off its left leg, and Hanzoku kicks off its right leg.

Round 9

Pepper takes a few more hits, one of which knocks out an LRM-15 and comes perilously close to his ammo storage. He turns around, presenting his rear torso armor to the enemy, which is in much better shape than his front. He'll try to get to safety behind what little terrain there is.

Hanzoku and Teddy are out of the fight for the moment, but thanks to their jump jets, they can hopscotch their way south and back into the thick of things.

Bear's Bruisers have had the worst of it this go round, down two mechs—Severe's dead Locust, and Pepper's heavily damaged Archer. As such, the only forces in the south are our liaison in the Phoenix Hawk, Hernandez in the all-energy Phoenix Hawk, Woad in the Grasshopper, and Carcer in the Flashman. All are in pretty good shape, and the numbers will only go further in our favor.

Round 10

(https://i.imgur.com/GUTOLIq.png)

Woad boldly challenges the enemy Fenris face to face. Drake fires his PPC's over the Grasshopper's shoulder, hoping to support his lancemate. The rest of the Bastards will focus on the Puma-C nearest our forces.

Carcer once again scores solid hits on the enemy, slicing off the Puma-C's arm with a large laser hit. The liaison Phoenix Hawk is looking a little unsteady, but stays on its feet.

Woad's challenge doesn't really pay off; the Fenris hits him much harder than he hits it.

Round 11

Jockeying for position, the Bastards surround the damaged Puma-C, while Woad continues to bravely face off aginst the Fenris.

Teddy shows the value of his refit Vulcan, hitting with the Puma with four medium lasers and notching the kill.

Woad's bravery continues to fail to pay off; he falls under sustained fire from the Fenris.

Round 12

Woad runs for it; he's taken some fairly heavy damage, and is notably low on head armor. The enemy Puma still has a shot at him, but Drake, in turn, has a shot at it, and a very good chance to hit with all three PPCs.

Woad takes hits from both the Fenris and the Puma, but lives to tell the tale, albeit with heavy damage and alarms blaring in his cockpit. Hanzoku scores on the Fenris by blowing up its engine, after Hernandez shot out its torso armor and heavily damaged its engine.

(https://i.imgur.com/OK8pafF.png)

Cleanup

With only one Clan mech left, the battered Bastards line up and prepare to bring it down. Woad's Grasshopper, still clinging to life, survives a jump jet maneuver out of the Puma's line of fire. Hernandez gets the kill to close out the mission.

After the battle, Hanzoku and Teddy flip for the right to claim the Koshi kill. Teddy wins. Privately, Hanzoku thinks it's a lot more boring than a classic Clan trial by combat.

Damage, Injuries, Salvage

If anything, we're more beat up this time than last time. Pepper's Archer and Woad's Grasshopper are both going to take some serious time in the repair bays.

Woad and Severe are both injured, but not badly. They pop over to the infirmary; hopefully they'll be back in action quickly.

(https://i.imgur.com/uIbeGyb.png)

Observant Bastards will notice that I elected to salvage both Puma Primes. Happily, we neatly cored both of them, and each has a brace of Clan ER PPCs we can pick up, bringing our total to five. Refitting the Awesome as soon as we can finagle some double heat sinks from the Federated Commonwealth seems like the thing to do.

Most interestingly, as the Clans fight more and more battles in the Inner Sphere, there begin to be some Clan parts available. In particular, there are sufficient parts to bring the Koshi back online, provided we can successfully repair its engine. If we do, I propose to assign it to Severe, who is currently without a ride. (Since her Locust was her property, we either owe her a mech or a payout for the value of it.)

Kill Board(s)

Last Battle

(https://i.imgur.com/92dGpF2.png)

Teddy Bear leapfrogs several people on the board. Congratulations to Hernandez on his first kill.

Drake, notably, takes the lead for mech kills, although he's still ten behind Rook.

All-Time Leaders


Status

It is now February 1, 3052. Our contract is extended to May 17, on account of transit time.

Contract Status

Reports indicate that Clan Wolf's morale is high, and understandably so.

The situation for the Free Rasalhague Republic, and for that matter the Inner Sphere entirely, remains dire. Our latest retreat takes us two world away from the Clan front, where we're already facing enemy scouting forces.

(https://i.imgur.com/LmRVaW8.png)

Unit Market

Not much in the way of mechs available: one Rifleman (large laser and AC/5 variant), one Dragon 1N (old-tech variant), and one Panther (a slow, 35-ton light mech mounting a single PPC and an SRM launcher).

We put feelers out to the Federated Commonwealth about access to better parts, along with a list of what we might be willing to part with. They responded with a potential deal; see Action Items.

Finances

We have 27.162 million C-bills on hand, although that number is dropping as we try to score more Clan parts on the crowded salvage market.

Recruitment

(https://i.imgur.com/HsfCndu.png)

We welcome a new pilot to the ranks. Kevin Stirzacre is a veteran of the Rasalhague Royal Army, who hasn't exactly been mustered out but has been stood down on account of there being very few mechs left in the Rasalhague forces. He saw that we returned from combat with the Clan forces with most of our mechs and all of our pilots, and thought that was a worthwhile thing to sign on to.

The Hot Dog ability decreases the difficulty on heat-related rolls (such as shutdowns or ammunition explosions). Gunnery Specialization - Energy means he rolls at a -1 bonus on all energy weapon attacks, and a +1 penalty on all other weapon attacks.

We un-mothball the Wasp we have in storage, put him in the cockpit, and attach him to Bear's Bruisers for now, simply to keep our four-lance paper strength. Anything larger and the Bruisers aren't a medium lance anymore. We'll rejigger lances again soon.

Training

(https://i.imgur.com/0ZTBZDx.png)

Milspec and Teddy Bear are now full-on veterans, both increasing their gunnery to 3+ and gaining the Hopping Jack trait (the penalty for using jump jets is only +2, not +3). Double Dog and Wizard both take a rank in piloting. Upon raising gunnery, they'll move from Veteran to Elite status.

Repairs and Refits

A week of crazy work got all of our Inner Sphere mechs back in action. Drake's Destroyers and Second Lance are on patrol; the other two lances are resting and refitting.

The Koshi is proving trickier; all of our most experienced techs cluster around it most days, scratching their heads. Hanzoku watches with concealed amusement. When it's back in shape, I think the thing to do will be to refit it somewhat—remove the machine guns, slap in the ER Medium Lasers we have from previous salvage.

Mechwarrior Claims and Assignments


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Hanzoku on April 07, 2018, 11:00:46 am
I’d say yes to both. 3 ER PPCs is enough for now. Maybe see if they’d be willing to trade for an advanced Clan Targeting Computer. If we can fit that in on Drake’s Awesome, it’ll only shoot things even better.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Mephansteras on April 07, 2018, 11:09:29 am
I'm yes for both as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Burnt Pies on April 07, 2018, 12:04:20 pm
Both ideas sound great. Yes to both.

Severe is exceedingly pleased by the prospect of receiving a clan mech after having a mere Locust shot out from under her.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Hanzoku on April 07, 2018, 12:16:54 pm
As an aside, we need to get Kevin a heavier energy mech, as his gunnery and bonus has him shooting energy weapons as an ultra-elite gunner.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Culise on April 07, 2018, 02:25:52 pm
I'll agree to both as well.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Rince Wind on April 07, 2018, 06:30:31 pm
Yes to both, especially as the Puma is only salvage anyway.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Knave on April 08, 2018, 05:33:57 pm
Both ideas look good to me! As long as Severe can't retire, and take the clan tech with him! :P

Sounds like the battle was a real knife fight. Glad to see we came out on top and Teddy grabbing a couple of kills with his upgraded ride.

EDIT: We won't be seeing elementals hopping about, correct? I imagine that would change our 'get real close and punch em' tactics
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Rince Wind on April 09, 2018, 03:42:38 am
The way the AI uses elementals they are not that much of a threat. The worst thing are their SRMs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Fishbreath on April 25, 2018, 03:12:21 pm
Oh dear, it's been a few weeks. I've had house painting and yard work to do, and now BattleTech PC is out, but nevertheless I will find the time to play another month and/or battle here on Friday.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Knave on April 27, 2018, 12:20:48 pm
Oh dear, it's been a few weeks. I've had house painting and yard work to do, and now BattleTech PC is out, but nevertheless I will find the time to play another month and/or battle here on Friday.

Happy to hear that this is still going! Don't feel rushed though, obviously :) I too am feeling the crunch between 'Real Life' and the new BT game. Pained me so that I had to file taxes last night instead of stomping on mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Mephansteras on April 27, 2018, 01:38:35 pm
The struggle is real.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Feb. 1, 3052)
Post by: Fishbreath on April 29, 2018, 05:13:48 pm
In the Mech Lab

The Opinionated Bastards reach out to FedCom officials via hyperpulse message, and the deal is made. We can now buy advanced Inner Sphere technology; our mech techs place a large order of double heat sinks on the same day.

Since the Awesome is a large part of our combat strength, we'll have to hold off on refitting it until we're between contracts. By February 6th, however, we're ready to start on Severe's new ride, the Koshi. Hanzoku demonstrates to the techs how the omni system works, and all agree the interchangeable pods are pretty nifty.

The problem is, we don't have very many podded weapons: just a pair of Clan ER Medium Lasers. Those go on, of course, but that leaves quite a bit of space left over. (Since the Koshi is an omnimech, we can't alter its armor configuration without totally redesigning the chassis.) The techs scratch their heads, then draw up plans to wire in three of the ER Small Lasers from Hanzoku's old mech in fixed mounts. They can't be swapped as easily, but at present, we don't have enough Clan salvage to make that a problem.

Kepano Endo, one of the company's original techs, takes a look at the specifications, grunts, and gets his team to work. On February 9th, he announces it's finished. Severe takes it out for a spin and pronounces it good.

(https://i.imgur.com/sfqa5IK.png)

And good it is, at least in large part. It moves 7 hexes while walking or 11 while running, and can jump 6 hexes. Its five lasers generate 24 heat, while it sinks 20 per turn. Its alpha strike at ranges up to 6 hexes is a highly respectable 29 damage, dropping to 14 damage at ranges out to 15. (That's the same range as an Inner Sphere large laser.)

Unfortunately, it's rather lightly armored. The arms in particular are pretty floppy, with only four points of armor and four points of internal structure. PPCs of any flavor will readily knock them off, as will Clan large lasers, lucky missile hits, and more. As such, the armament is placed in the slightly more durable side torsos. No important equipment is in the arms. This makes it a little harder to target enemies behind the mech, but also makes it less likely we'll lose Clan equipment. At present, we don't have enough of it to throw it away.

(https://i.imgur.com/8QP9ZCl.png)

In the Field

Nox is quiet through most of February. On the 22nd, a panicked Rasalhague intelligence officer lets us know that a large Clan force has jumped into the system. On the 25th, they reach Nox and make landings. By the 27th, the planetary capital has fallen and Clan forces are advancing on our sector. While the Rasalhague crews pack up the DropShips, the Opinionated Bastards are tasked with making a delaying attack on an overextended Clan force.

The Action of February 27, 3052

We've had about enough of being outgunned by Clanners, so we deploy Drake's Destroyers and Second Lance against a short star of Clan heavies and a handful of reinforcing lights. Our Rasalhague ally is driving a Scorpion, a rare quadruped mech, armed with a PPC and an SRM-6 launcher.

The map is a minuscule section of hilly badland with next to no cover. It's going to be bloody, but we've also caught this detachment off guard, so hopefully it's not terribly bloody on our side. Knock on wood.

Round 1

(https://i.imgur.com/HOOSj6C.png)

We come over the ridgeline on the west side of the map and find the Clan forces arrayed before us. Only four mechs are in evidence at present, the heavies; we stumbled onto them before we found their screening forces. The latter should arrive shortly.

Although the numbers are heavily in our favor owing to whatever minor losses the Clanners took elsewhere on the planet, intelligence suggests these Clan pilots are more skiled than those we've faced previously. We'll see how that plays out.

In the north, Drake is the target of most of the Clan fire, but gives out a beating too. He hits the enemy Mad Cat in the head; with a Clan PPC, he would have knocked it out instantly. As is, he wounds the Clanner pilot.

Return fire from the Mad Cat and Ryoken, however, knock out his right torso, which dramatically reduces the effectiveness of his armament. His center torso armor falls under the onslaught of the Mad Cat's LRM-20 launchers. The Awesome is alive, but on shaky ground.

Round 2

The Clanners look at Drake's battered Awesome and seem to think it's crippled enough to ignore for now. They probably aren't wrong.

(https://i.imgur.com/z0l3ASr.png)

He calls out for focused fire on the Ryoken, and most of the lance complies. Woad, chasing the Mad Cat further north, decides to shoot at the target directly in front of him.

Woad's gamble pays off. His lasers cut into the Mad Cat's left torso, striking its LRM ammunition and slicing off its left arm.

He attempts to kick the Clanner to add injury to injury, but doesn't quite connect. Wizard, along with Milspec and our ally in the Scorpion, engage one of the enemy Fenrises and pierce its armor, but can't quite bring it down.

Round 3

I'm a little concerned for the Awesome, which is attracting fire from the Ryoken and the southern Fenris.

(https://i.imgur.com/Fzv8Ecy.png)

Rook in the Stalker has laid down some serious damage, but not quite finished anything off yet. I have high hopes she'll manage to do so against the Mad Cat.

It's a close-run thing, but unfortunately, Drake's Awesome goes down to center torso destruction. It'll probably be salvageable, but will take some time and some doing to put back into service. At the very least, it's down for the remainder of the contract.

As a consolation prize, Rook takes down the Mad Cat. Under heavy fire, both Fenrises fall down. Wizard stomps the southern one, crushing it.

Round 4

The pilot of the enemy Ryoken ejects, for reasons not entirely clear to me. His mech was still in fighting shape, just shut down and fallen over. We may be able to salvage it, too. Although we're already at our salvage limit, there isn't going to be a Free Rasalhague Republic to complain for very much longer.

In a curious exercise in futility, the remaining enemy mech on the field, a Fenris, tries to stand up five times, failing the first four attempts. On the fifth try, he manages to stand... directly in front of Double Dog, who'll compete with Carcer and Woad for the kill. Double Dog gets it.

Round 5

We reset, arranging ourselves to meet the Clan reinforcements. Inner Sphere screening units might have retreated, but Clanners are cut from different cloth. The two lights will attempt to avenge their compatriots.

Round 6

The enemy deploys at the northeast corner and southeast corner of the maps: a Koshi and a Puma, respectively. Perhaps we can score some spare parts for Severe's new ride.

The Koshi manages to find a spot where it's very difficult for the northern force to hit it. In the south, however, the enemy Puma takes a solid thrashing.

(https://i.imgur.com/9jdn54D.png)

Round 7

(https://i.imgur.com/BrBe0lC.png)

This time, the Koshi isn't so lucky. The Puma, too, is facing down a ton of firepower.

Carcer's mech takes a hit to the head, knocking her out, but Woad retaliates by downing the Koshi. Wizard brings down the Puma, knocking out its engine with a shot to the left torso.

Damage, Injuries, Salvage

Salvage is good. Because its pilot ejected after it overheated, the Ryoken is simply sitting on the battlefield, crippled but able to move under its own power. Drake, extricating himself from the Awesome's cockpit, calls Rook on his handheld radio and has her bring in Hanzoku, who simply starts the Ryoken and marches it off the field.

(https://i.imgur.com/85yWQiI.png)

Contrary to reports, the Awesome is down, but not out. The Rasalhague officers, watching reconnaissance reports warily, agree to loan us a few tanks to drag it back to the DropShip. As our techs cut into the shattered center torso, they find enough of the internal structure left there to make a rebuild a possibility, but it's going to take a long time to get it back into full-on fighting trim. Drake is out a ride for now.

We receive about two and a half million C-Bills in battle loss compensation, most of it for the Awesome. Our Rasalhague liaison is sheepishly apologetic as he authorizes the payment.

Kill Board(s)

Last Battle

(https://i.imgur.com/7pA3X6v.png)

After-battle review suggests Rook should be credited with the Ryoken, in addition to the Mad Cat. That breaks her kill drought, and puts her ahead of Drake again in mech kills.

Wizard has another good day, making ace on four Clan mech kills and one vehicle kill. She's the current leader in Clan kills.

All-Time Leaders


Status

The Bastards pack up and burn away from another fallen world. In the command center of the Union dropship we've crammed into, Drake asks an officer where we're headed next.

"A little nowhere world I doubt you've heard of," the officer says. "Tukayyid."

It is now March 11, 3052. We land on Tukayyid in two days.

Contract Status

Once we land on Tukayyid, the Rasalhague Republic will likely extend our contract by another two weeks to cover the travel time, which will push us into June. I can't imagine they have much money left, though.

Unit Market

Nothing to report. The only mech available this month is a Blackjack BJ-1.

Finances

We have 31.621 million C-bills in the bank.

Repairs and Refits

As mentioned above, the Koshi is in fighting shape right now. We will have to do a little more work on it, swapping out the Clan anti-missile systems for Inner Sphere versions of the same. We can't get ammunition for the Clan system, so right now it's just taking up weight.

Surprisingly, the techs have managed to get the Awesome into something approaching fighting shape. It's standing on its own two legs, and looks approximately like it did prior to the last battle. The techs have also informed Drake that it's just in cosmetic good shape right now; it could possibly be rushed into combat, but would be questionably functional.

In the next mech bay over, the newly-salvaged Ryoken looks to be in pretty good shape. That's a little misleading, though. It's missing a few at-present-irreplaceable Clan double heat sinks, and its right arm, where most of its ER Medium Lasers are mounted, is in dire shape beneath the armor, barely attached to the chassis. It'll need to be replaced; when reattaching it, the techs discovered critical damage we won't be able to repair. To replace it, we'll have to take all the medium lasers out, as well as the armor, and I don't want to have to deal with that yet.

Recruitment

One of the Clanners survives, clambering out of the wreckage of the Mad Cat. He's quickly taken into custody by our pilots. We're about to cut him loose—the Clanners don't pay ransom, and keeping a bunch of prisoners on hand isn't really in the cards—when Hanzoku asks to have a word.

After a conversation of surprising speed and length, Hanzoku explains that the Clanner, Simona, is now a bondsman in Rook's service—an indentured servant who must prove himself to possess loyalty, integrity, and combat skill to earn his freedom back.

(https://i.imgur.com/XjVIXei.png)

Mechwarrior Claims and Assignments



Action Items


Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Mephansteras on April 29, 2018, 06:15:53 pm
Ouch. I'd say refit the Awesome. No point in taking it out half-finished only to get possibly destroyed for good.

What are the stats on the Ryoken? I'm not familiar enough with that one to have an opinion either way.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Culise on April 29, 2018, 06:25:58 pm
"I'm sorry, you said I have a what now?"

I'm in agreement with Meph: let's definitely get the Awesome back in fighting trim before we field it again.  Looking up the Ryoken-B (http://www.sarna.net/wiki/Stormcrow_(Ryoken)), it's a flexible 55-tonner in a close-combat configuration.  I suppose it depends on how badly we'll need the additional heat sinks, but the arm also sounds pretty badly-off.  If we need the arm refit in either case, I think we should go for it. 
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Hanzoku on April 30, 2018, 01:34:20 am
The Ryoken is a fast, ground-bound medium mech. It can travel 6/9, is well armored and at least in the primary configuration, carries enough heatsinks to run and fire 2x ER Large Lasers and 3x ER Medium Lasers each round, forever.

The Ryoken B is a short range face-pounder. Think a Hunchback, but twice to three times as good. Unlike the stock Ryoken, it can't fire everything without causing heat buildup. Remaining heat neutral, it can double up on the Ultra AC/20 and two lasers, or fire five lasers at walking speed.

Its downsides are that it uses Clan-spec FF Armor and Endosteel Internals. Unless we can find someone who can hook us up with a spare arm, removing the arm will mean we can't replace it until we can salvage another one. The armor can also be an issue, as the best source is stripping clan vehicles to the chassis. Otherwise, we have to kill mechs and salvage their armor.

As an aside, the best mech types to salvage are the Loki, Black Hawk and Daishi - all of them use standard internals, and the Black Hawk and Daishi use standard armor as well, making them relatively easy to keep operational.

You just have to, you know, kill a Daishi first. No sweat, right?

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on April 30, 2018, 08:07:39 am
It costs an arm and a leg (ha), but salvaged Clan limbs and armor are sometimes available on the market, especially when we're working for a power fighting the Clans, and we can also trade bits and pieces of our scrap Clan mechs for bits and pieces more relevant to our functioning ones. ("I'll give you a Mad Cat arm and a Puma leg for your Ryoken parts!")
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Hanzoku on May 01, 2018, 08:34:38 am
Oh, for the action items:

* Awesome - no time like the present to repair the internal structure, swap the heatsinks, and turn it into a 3x Clan ER PPC monster that'll make anyone it runs into have nightmares... or die.

* Ryoken - see if we can trade parts and stuff in IS double heatsinks to get it working. Maybe stick Simona into it since he has experience piloting omnimechs and well, ultra-elite gunnery is nothing to sneeze at.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on May 01, 2018, 08:43:11 am
I have two refit options for the Awesome. I guess Mephansteras can pick, since it's Drake's ride.

Option 1: Armored Up

Option 2: Bigger Engine

Another refit worth considering, now that we have double heat sinks, is Rook's Stalker—without changing the weapons fit beyond moving some medium lasers into the center torso to free up arm criticals, we can almost double its heat dissipation (from 20 to 36 per turn) and add a full two tons of armor, both of which should significantly improve its staying power and short-range punch.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Mephansteras on May 01, 2018, 09:15:29 am
I like option one. While improved ground speed would be nice, the more Armor the better. The Awesome is just too much of a target to go without max armor. Plus, with jump jets to get over rough terrain and the longer range PPCs it should be easier to get/stay in the fight anyway.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on May 01, 2018, 09:36:17 pm
* Ryoken - see if we can trade parts and stuff in IS double heatsinks to get it working. Maybe stick Simona into it since he has experience piloting omnimechs and well, ultra-elite gunnery is nothing to sneeze at.

We can buy Clan ferro-fibrous armor at a rate of 300,000 C-bills per ton, and should be able to trade for a replacement arm. We'll take a look at putting in IS heat sinks, but it'll be a long refit—the techs will have to fiddle with the heat sinks in the engine, too.

I like option one. While improved ground speed would be nice, the more Armor the better. The Awesome is just too much of a target to go without max armor. Plus, with jump jets to get over rough terrain and the longer range PPCs it should be easier to get/stay in the fight anyway.

It shall be done! I'm excited to see the Awesome in action when it's ready.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Rince Wind on May 02, 2018, 11:27:40 am
You could also take a look at the royal Stalker.
I think I asked before, but anyway: Do you play with mech quirks? Because the Stalker has an awesome one that gives it an additional 4 heat dispension for free. It has the no-arms disadvantage as well though.

The Loki is a good target. It has wet paper for armor and more weapons than sense, so even if you knock some out it probably has enough left to make its heatsinks work overtime. Worth killing quickly all the time. Often worth picking as salvage for the aforementioned weapons. But using one? Unless you put on a lot of armor it is not a good choice. And putting armor on an omni is meh anyway. It also wouldn't really be a Loki anymore.

The IIC mechs can be really good. Some can trash most omnis in their weight class and then some. The Rifleman IIC is just pure munchkinism.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on May 02, 2018, 11:44:50 am
You could also take a look at the royal Stalker.
I think I asked before, but anyway: Do you play with mech quirks? Because the Stalker has an awesome one that gives it an additional 4 heat dispension for free. It has the no-arms disadvantage as well though.

Yup, I do have quirks on.

The choice between the two Stalker variants falls to Culise, since it's Rook's mech for the time being.

The quicker refit leaves weapons as-is and adds double heat sinks (18) and armor (2 tons) only. The royal refit, the STK-3Fb, removes the SRM-6 racks, adds Artemis IV fire control for the LRM launchers, upgrades the LRM launchers to LRM-15s, and upgrades the large lasers to extended-range versions. It also adds double heat sinks (17 instead of 18) and armor (2 tons).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Hanzoku on May 02, 2018, 12:38:24 pm
A fairly quick and simple refit on the Loki Prime swaps the A-pods for two more heatsinks, letting it run and fire both PPCs while being heat neutral. Combined with the targetting computer, it can comfortably stay at long range and PPC things to death.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Culise on May 02, 2018, 07:08:01 pm
How much actual use have we gotten out of the SRMs?  I'd be inclined to go for the glory for those beautiful LRMs with fire control and ER-Lasers (is Guardian ECM also in the game?), but I also don't want to have both the Stalker and Awesome in the shop at the same time while we're technically still on the job (especially if the contract ends up extended).  Perhaps we get the Awesome armored up first since it's already in the shop for repairs, then bring the Stalker back for the royal refit. 
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on May 06, 2018, 09:58:02 am
I have a post for this weekend, but there are twenty-some battle pictures to crop and sort, so it won't be ready until tonight.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Rince Wind on May 06, 2018, 02:20:47 pm
Guardian ECM is in the game.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Mar. 11, 3052)
Post by: Fishbreath on May 06, 2018, 08:15:51 pm
Introduction

(https://i.imgur.com/qtc0KGv.png)

Drake looks over the plans for the Awesome's refit and deems them good. It's Kepano Endo again who takes on the task. Between reconditioning all the damaged internals, coming up with a way to fit Clan technology in, and changing the engine heat sinks out, it's going to take...

(https://i.imgur.com/3Gajigt.png)

Five months. Well, when it's ready, it'll be a sight to behold.

The Action of April 10, 3052

There are rumblings amongst the Rasalhague garrison that something big is going to happen soon: a truce, an Inner Sphere counterattack, something.

That's a long way off, though, and we have more immediate concerns. A Rasalhague officer appears in the Bastards' command post—a little more makeshift and a little more tumbledown than in the past; moving world to world at this pace is hard—and lets us know that a full Star of Clan mechs has been spotted marching toward the city of Spanac. There's a Rasalhague force moving to intercept, but they'll need reinforcements. Second Lance and Bear's Bruisers drew patrol duty today. Drake redirects them there. It'll be a race against time.

(https://i.imgur.com/ScHZhkz.png)

Since it's been a while since these two lances deployed, here are their dispositions. The Ryoken still has a damaged arm, but will have to get by. The Ultra AC/20 is its main punch anyway.

The Opinionated Bastards are arriving a little late to the party. We'll deploy as we arrive. To get full credit for the mission, we'll have to keep at least some of the extant Rasalhague forces alive.

Round 1

(https://i.imgur.com/tCtxWIP.png)

None of our forces arrive until before Round 4.

The Rasalhague forces deploy around the city in the middle of the map, while the Clanners appear all along the northern border. They advance, exchanging LRM and PPC fire to no effect.

Round 2

The Rasalhague forces remain entrenched in the city, while the Clanners close from all angles. The lightest Rasalhague mech, an Ostscout, takes heavy damage and loses a leg.

Round 3

The Clan mechs, rushing into combat and toward glory, slip on the pavement. A Fenris trips, sliding into an approaching Ryoken and nearly tripping. The Rasalhague mechs, whose pilots are largely green, fail to take advantage. The Clanners, however, remain focused on the ailing Ostscout.

Round 4

Severe is the first to arrive on the scene. (The minimap shot up under round 1 has her position highlighted.) Her sensors paint a confused picture. Firing continues in the city. Severe is going to move closer, but attempt to stay out of the way until reinforcements arrive. Teddy Bear's Vulcan arrives before Round 5, and Simona in the Ryoken appears before Round 6.

Round 5

(https://i.imgur.com/hqJFLBJ.png)

The Rasalhague Ostscout finally falls. A full company of mechs now battles in the city, although two of the Rasalhague mechs are hanging back. Teddy Bear arrives, and he and Severe link up on the road south of the city.

The heaviest Rasalhague mech, a Thunderbolt, falls. Chatter on the Rasalhague radio net turns panicky; that must have been their commander.

Teddy Bear quickly switches his radio over to the right channel, and calls for the Rasalhague forces to retreat and regroup south of the city, falling back on the Bastards.

Round 6

(https://i.imgur.com/jHEbVJr.png)

The six remaining Rasalhague mechs are a little slow to respond, and a little out of position to boot. Happily, most of them have jump jets, and the command to turn and run seems to be a pretty welcome one. Milspec in the Crab, plus the ever-dependable Wizard and Hanzoku in their Guillotines, arrive soon. With the Rasalhague forces rallying to us, we may be able to turn this around on the Clanners.

The allied Lancelot appears to be trapped; unable to jump and deployed on the wrong side of the buildings, it's facing down the enemy Ryoken and Man o' War. We'll see if we can extricate it.

We can't support it with weapons fire yet. Its pilot aims, not for the Fenris shooting at it, but at the building underneath it.

Round 7

The gambit doesn't work; the building survives. The Lancelot is likely to take a serious beating.

(https://i.imgur.com/HtLFR9b.png)

South of the city, the Bastards and the Rasalhague forces are consolidating. Soon they'll be in position to make a push.

(https://i.imgur.com/5b4Fhaa.png)

The allied Ostroc actually has a shot on one of the enemy Fenrises, and takes it gleefully. So does the Cicada. Severe joins in, firing the Bastards' first shots in anger from a Clan mech.

Round 8

Double Dog hits the field. Only Rook remains to join the fray.

We don't have a lot of LRMs, but we also don't want to charge around the corner until we can bring more mechs to bear at once. The allied Cicada, perched atop a building but out of sight of most of the enemy mechs, will do some spotting, as will the Lancelot, which is probably doomed this turn.

(https://i.imgur.com/mqsbpVq.png)

Round 9

The allied Lancelot does indeed eat it, and the Cicada takes a hit from one of the Fenrises which knocks out one of its legs. Fully half of the allied mechs have been either destroyed or rendered combat-ineffective. Happily, we're now in a position to begin our own attack, swinging around to the left to engage the Clanners.

(https://i.imgur.com/3lt3VjQ.png)

Simona finds himself a good position with the Ryoken, switching his Ultra AC/20 over to burst mode and targeting the rear of the enemy Ryoken. Rook, too, takes her first shot of the day, a low-percentage LRM-10 salvo against the enemy Ryoken. The allied commander, who survived the destruction of his Thunderbolt and managed to eject, is directing fire.

For his trouble, he immediately takes a hit from the Man o' War's large pulse laser.

Simona hits with one of his two AC/20 shells, shearing off the enemy Ryoken's right arm and cutting deep into its right torso armor: a successful sneak attack. He'll get down from the building now, to avoid taking any return fire.

Round 10

The allied Cicada is still clinging to life, but not for very long. Rook, who took command when she took the field, encourages its pilot to eject. The Rasalhague pilot does so.

At present, our forces are still jockeying for position.

Round 11

The next round sees the Bastards moving into attack range of the enemy. Severe takes a shot at a Fenris caught a bit out of position, joined by Wizard and the Rasalhague medium mech drivers. Simona is itching to bring his AC/20 to bear, but is just out of range behind a building.

(https://i.imgur.com/bPhujmL.png)

The Fenris unloads at point-blank range with four medium pulse lasers, knocking the Rasalhague Wolverine over and readying a kick. Severe misses with everything, though Wizard scores with her PPC. The Rasalhague Griffin readies a kick itself.

Though the Wolverine absorbs a kick, the Griffin's kick knocks the Fenris down.

Round 12

(https://i.imgur.com/FvMJw4R.png)

A pillar of dust around to the west comes as a surprise to the Bastards on the field. Sensor records later indicate that it was an enemy Fenris, attempting to flank, which skidded into a building.

The Rasalhague Wolverine loses an arm to fire from the Fenris, but beyond that, not much happens.

Severe is on the hunt for the enemy Fenris to the north, while Simona and Milspec aim to put some fire on the enemy Ryoken. Simona, unfortunately, is under fire from the enemy Man o' War, too. Hopefully he'll weather it well.

It seems he does: he takes a few hits, and fire from the Ryoken facing him eats into his left leg and strikes the myomers in the shin. Otherwise, his armor holds, and with a devastating AC/20 shot to the chest, he knocks the enemy Ryoken out. We'll have to see about salvaging it later.

Round 13-14

(https://i.imgur.com/nbr3hDn.png)

The Clan Wolf Man o' War moves up, and the battle is well and truly joined. Teddy Bear, Severe, Hanzoku, and Milspec have clear shots at it, while Simona has managed to move just out of its path. He exchanges fire with the flanking Fenris, now back on its feet, instead. Double Dog shoots at the back of the Fenris from up north, hoping to bring it down in concert with the friendly Wolverine.

As might have been expected, Simona loses the Ryoken's right arm and its attendant medium lasers. Hopefully we can salvage those. The Man o' War takes a good bit of damage, but Milspec's cockpit flashes with alarms: his right torso armor is gone.

Round 15

(https://i.imgur.com/X2FO3JI.png)

The Man o' War lays heavy fire on the Koshi, which I stupidly put a little too close to its arc of fire. Severe does what she can to stay on her feet, but bolts shear apart and her mech's left leg detaches at the hip.

Hanzoku, however, scores a kill on the Fenris hassling Rook, while Simona blows a leg off of the other one.

Round 16

Simona is out of danger now, and Rook is in LRM and large laser range of the Mad Cat perched on a building over to the east. The enemy Man o' War, though still evidently in good shape, has nearly been cored; its center torso is all but gone.

Wizard scores the kill on the Man o' War, shooting through its tattered rear armor, and knocking out its engine.

Round 17

(https://i.imgur.com/6v2ZiLj.png)

Milspec is left to deal with the downed Fenris, while the rest of our little force advances on the Mad Cat, the only enemy still in fighting shape. Its pilot jumps down from the building, taking it out of the arc of fire of most of our mechs.

Trading fire with the Ostroc, the Mad Cat neither deals nor takes serious damage. Milspec gets the kill, kicking through the Fenris' chest.

Round 18

For once, initiative goes our way. The Mad Cat moves first, and we're able to bring a lot more firepower to bear; six or seven mechs take shots at the Mad Cat. Not many hit, however; we're shooting from a bad position. Hanzoku and Wizard are going to try to get closer; their mechs are well-armored and have legs fit for kicking.

Simona takes a few hits, and his poorly-repaired Ryoken doesn't behave quite like he expects. It tips over and falls, and as he recovers his senses, he realizes his left leg is out of action.

Round 19

(https://i.imgur.com/gxkmDuA.png)

It looks like the end for the Mad Cat, and indeed it turns out to be. Wizard's barrage of medium laser fire chews through its engine and brings it down.

Damage, Injuries, Salvage

In the Crab, Milspec took heavy damage, while both Simona in the Ryoken and Severe in the Koshi lost legs. Despite that, injuries are light, and salvage is good. We take the Mad Cat and the Ryoken.

Both end up yielding good salvage. Unfortunately, we don't manage to pull any intact ER PPCs out of the Mad Cat, but we do secure a Clan 375 XL engine, which we could probably trade for an Inner Sphere assault mech without too much difficulty.

The Ryoken ends up being an even better haul than expected. Its engine survived, too, and now we have a spare for Simona's Ryoken. We also take an ER Large Laser from the wreckage.

Otherwise, the Mad Cat yields a brace of Streak SRM-6 launchers plus some ammo. We also strip a good deal of Clan Ferro-Fibrous armor off of the two mechs, which is important for our long-term capability to field the Koshi and the Ryoken.

Kill Board(s)

Last Battle

(https://i.imgur.com/6BYQV8R.png)

Wizard continues her charge up the leaderboard with another two kills this month. She's tied for second in mech kills, and has a dominating lead when it comes to bringing down Clanners.

All-Time Leaders


Status

As the Bastards scramble, as usual, to repair and refit before the next fight, something strange happens. On April 15th, the Clan Wolf forces raiding Tukayyid pull back to orbit. Soon after, our little backwater is suddenly the center of a tremendous amount of activity. Ships from six other Clans appear in orbit, along with a vast fleet of vessels with the ComStar insignia.

Our Rasalhague liaison bandies about terms like 'batchall' and 'Trial of Possession', which Hanzoku explains, and other terms like 'the fate of Terra' and 'utter ruin if they lose', which the rest of the Bastards understand just fine.

ComStar has taken over all defense arrangements against the Clans, and shunted the Rasalhague Republican forces off to provide security for civilians evacuated from the combat zones to come. We're more than happy to babysit refugee convoys and sit out of the action for a bit. After all, we still get paid.

It is now May 1, 3052.

Contract Status

Our contract has been extended, but there's a reasonable possibility it might be cut short early, unless ComStar loses.

Finances

We have 42.046 million C-bills on hand.

Repairs and Refits

With the obvious exception of the Awesome, which is still four months away from completion, the Bastards are at full strength. With the Clan heat sinks we salvaged from the Mad Cat and downed Ryoken, we were able to bring Simona's Ryoken back to a full complement, and we even have five to spare.

As far as negatives go, several of the ER Medium Lasers in our Ryoken's arm were total losses. At present, it has four instead of the design six, and we have no spares.

Training and Promotions

Teddy Bear acquitted himself well in combat, rapidly taking stock of the state of things when he arrived on the field. By taking command of the Rasalhague mechs, he managed to keep a full lance of them alive in the face of overwhelming Clan firepower. As such, he's been promoted to Sergeant.

Mechwarrior Claims and Assignments



Action Items


Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Fishbreath on May 08, 2018, 09:17:57 pm
Readers familiar with the BattleTech lore will have put May 1, 3052 and Tukayyid together already.

For everyone else, the Battle of Tukayyid (http://www.sarna.net/wiki/Battle_of_Tukayyid) is one of the seminal events in the history of the Inner Sphere. ComStar, up until now believed to be merely the people who run the hyperpulse generator interstellar communications network, reveal themselves to be guardians of enormous caches of Star League technology and an army as large as any of the Great Houses of the Inner Sphere. They challenge the Clans to a Trial of Possession, a throwdown for the fate of the known galaxy. Seven miniature battles are set for Tukayyid, seven Clans against seven units of the Com Guards. If ComStar wins, the Clans advance no further than Tukayyid for the next fifteen years. If the Clans win, ComStar forfeits Terra itself. I won't spoil the ending.

What I will do, since the Opinionated Bastards are on the sidelines for this month, is look into replicating one of the scenarios from the BattleTech Tukayyid sourcebook in MegaMek, and playing that as the battle for this week's post.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Mephansteras on May 08, 2018, 09:54:40 pm
Does the game follow standard lore, or does it follow a more procedural approach?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Hanzoku on May 09, 2018, 01:09:06 am
As far as I know, the game follows standard lore. It'd be awesome if it was procedural, mostly for the chance for things to go completely haywire. But currently player actions don't cause planets to flip (like a successful Planetary Assault switching the planet to the employer's faction).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: GraalOtonami on May 09, 2018, 04:44:16 pm
If one were to make a note of what battles were essential in changing the political face of things, and stay away from those, it would be possible to change the planet's ownership manually without starting a new timeline.
On the other hand, changing the course of battles would allow for a totally new (Il-Clan when?) timeline with entirely new possibilities.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Knave on May 10, 2018, 09:00:21 am
Hey a promotion! Sweet! I keep reading every Battle Report thinking this will be the time, that I get headshot by a clan PPC.

Glad we managed to save a few of the FRR forces, they really got the bum end of the clan invasion.


Too bad The Bastards won't have a direct hand in the Battle of Tukkayyid, but I suppose it wouldn't make any sense from a lore perspective for us to be standing w/ ComStar.
Looking forward to the scenario you build out!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Fishbreath on May 10, 2018, 10:40:14 am
Happily, we haven't had many insta-losses like that.

I may use the Bastards as the IS force for the hypothetical scenario I pick. That would be a lark.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Dorsidwarf on May 10, 2018, 08:05:47 pm
“No one is exactly sure what happened to the original team of ComStar mechpilots, or why the backup lance was painted in the wrong colours with cOMsTAr written on their backs in still-wet white paint,”
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Fishbreath on May 11, 2018, 08:53:25 pm
“No one is exactly sure what happened to the original team of ComStar mechpilots, or why the backup lance was painted in the wrong colours with cOMsTAr written on their backs in still-wet white paint,”

I decided to do just that, more or less!

The scenario is #3 from the BattleTech Tukayyid sourcebook: Battle in the Suburbs. Clan Nova Cat's forces, battered somewhat by ComStar aerospace fighters while landing, nevertheless marched on the city of Joje in moderate force. In the real timeline, two veteran Com Guard divisions stood ready to meet them. The Nova Cat commander who won the batchall for the attack bid a single Cluster, which matched the Com Guard strength mech for mech, but ignored the Com Guards' penchant for combined arms tactics. An engagement in the northern suburbs between the 9th Division and the leading elements of the Second Nova Cat Guards saw the Clanners stopped in their tracks. The Nova Cat forces, heavily dependent on ammunition supplies, made no further progress into Joje.

In our hypothetical timeline, it isn't the Com Guards who meet the Nova Cat forces in Joje, it's the Opinionated Bastards. In particular, it's Drake's Destroyers, Second Lance, and Reserve Lance. Facing off against them are two stars of Clan mechs, one medium, one light. The light star is down one mech, for a total of 9 Clanners. All are elite pilots.

You can play along, too. The relevant files are here (https://manywords.press/other-stuff/battletech/bastards-tukayyid.zip). In that zip file are three things: a randomly-generated board (tukayyidcity.board) which is approximately similar to the real mapsheet, but much larger (30x40 against standard mapsheet size of 15x17). Put that in your megamek/data/boards folder. There are also two unit lists in .mul format: one for the Bastards as present at the hypothetical fight, and one for the Clan Nova Cat forces. Put those anywhere.

Start an instance of MegaMek for each side, load the unit lists, and select the board in the map selection tab. (You'll have to set the map size to 30x40 to see it.)

I would recommend playing this solitaire or against someone willing to play by Clan honor rules, because the Nova Cat forces really hamstring themselves. Per the sourcebook, the Nova Cats will strictly observe zellbrigen, the dueling code; each Clan warrior declares his target and attacks it and it alone. Even if the dirty Inner Sphere scum cheat and focus fire, the Nova Cats stick to the rules. They'll never attack anyone besides their chosen targets. They also never make physical attacks and never retreat.

Unfortunately, I've spent all my gaming time for tonight setting up the scenario, so I won't be able to play it until tomorrow. Update will probably land Sunday or Monday.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 1, 3052)
Post by: Fishbreath on May 13, 2018, 06:57:22 pm
Introduction

(If you're reading at Bay12 as opposed to one of the other places this runs, you can skip ahead to the last two paragraphs of the introduction, which reproduces stuff I've posted during the week there.)

Readers familiar with the BattleTech lore will have put May 1, 3052 and Tukayyid together already.

For everyone else, the Battle of Tukayyid is one of the seminal events in the history of the Inner Sphere. ComStar, up until now believed to be merely the people who run the hyperpulse generator interstellar communications network, reveal themselves to be guardians of enormous caches of Star League technology and an army as large as any of the Great Houses of the Inner Sphere. They challenge the Clans to a Trial of Possession, a throwdown for the fate of the known galaxy. Seven miniature battles are set for Tukayyid, seven Clans against seven units of the Com Guards. If ComStar wins, the Clans advance no further than Tukayyid for the next fifteen years. If the Clans win, ComStar forfeits Terra itself. I won't spoil the ending.

What I will do, since the Opinionated Bastards are on the sidelines for this month, is replicate one of the official Battle of Tukayyid scenarios and play that, with the Bastards replacing the Com Guards for fun.

The scenario is #3 from the BattleTech Tukayyid sourcebook: Battle in the Suburbs. Clan Nova Cat's forces, battered somewhat by ComStar aerospace fighters while landing, nevertheless marched on the city of Joje in moderate force. In the real timeline, two veteran Com Guard divisions stood ready to meet them. The Nova Cat commander who won the batchall for the attack bid a single Cluster, which matched the Com Guard strength mech for mech, but ignored the Com Guards' penchant for combined arms tactics. An engagement in the northern suburbs between the 9th Division and the leading elements of the Second Nova Cat Guards saw the Clanners stopped in their tracks. The Nova Cat forces, heavily dependent on ammunition supplies, made no further progress into Joje.

In our hypothetical timeline, it isn't the Com Guards who meet the Nova Cat forces in Joje, it's the Opinionated Bastards. In particular, it's Drake's Destroyers, Second Lance, and Reserve Lance. Facing off against them are two stars of Clan mechs, one medium, one light. The light star is down one mech, for a total of 9 Clanners. All are elite pilots.

(https://i.imgur.com/kG2FAZi.png)

You can play along, too. The relevant files are here. In that zip file are three things: a randomly-generated board (tukayyidcity.board) which is approximately similar to the real mapsheet, but much larger (30x40 against standard mapsheet size of 15x17). Put that in your megamek/data/boards folder. There are also two unit lists in .mul format: one for the Bastards as present at the hypothetical fight, and one for the Clan Nova Cat forces. Put those anywhere.

Start an instance of MegaMek for each side, load the unit lists, and select the board in the map selection tab. (You'll have to set the map size to 30x40 to see it.)

I would recommend playing this solitaire or against someone willing to play by Clan honor rules, because the Nova Cat forces really hamstring themselves. Per the sourcebook, the Nova Cats will strictly observe zellbrigen, the dueling code; each Clan warrior declares his target and attacks it and it alone. Even if the dirty Inner Sphere scum cheat and focus fire, the Nova Cats stick to the rules. They'll never attack anyone besides their chosen targets. They also never make physical attacks and never retreat.

The Clans start on the north edge of the map. The Inner Sphere units start hidden anywhere on the map.

(https://i.imgur.com/njVfkpb.png)
(https://i.imgur.com/YR5rWyo.png)

Although this is technically a hypothetical scenario, I'll hand out experience to the participants at the end to sweeten the pot a bit. Say it's a simulator exercise or something. (No killboard progress, though, and I'll be writing it as though it's actually happening.)

Deployment

(https://i.imgur.com/pAK7ymk.png)

Clan Nova Cat approaches from the north, in line abreast. The Bastards have deployed to the east and west of the city, splitting Reserve Lance between the Destroyers and Second Lance to make six-mech detachments. (Euchre and Ker-Ker join Second Lance; Pepper and Wojtek join Drake's Destroyers.)

(https://i.imgur.com/jsSRLw0.png) (https://i.imgur.com/27986Mw.png)

The Bastards have been briefed on Clan honor, and have been informed that Clan Nova Cat is one of the most honorable of all, to the point that they won't even break their rules if we cheat. So, the plan is to sucker at least one of the enemy mechs into invoking zellbrigen against our units, then drawing them into range of our heavy units and popping them good.

The battle centers around a small town in the center of the map.

Round 1

The Bastards sit in still, quiet Mech cockpits as the Clanners advance cautiously.

Round 2

The plan goes into action. Private Hernandez, in his Phoenix Hawk at the very front of the western lance, flips his activation switches. His Phoenix Hawk rumbles to life. As it does, a Clanner's voice crackles across the radio.

"I am MechWarrior Ogawa of Clan Nova Cat, piloting the sole Ice Ferret in Alpha Star! I hereby invoke the ritual of zellbrigen, challenging the Phoenix Hawk north of the river to a duel of warriors. Let no one interfere in this solemn matter!"

Yeah, we're not going to listen to that.

(https://i.imgur.com/Db8Lgaq.png)

Further south and west, Double Dog starts his Thunderbolt, drawing a similar challenge from the Vulture (which its pilot calls a Mad Dog) northeast of the city. The remaining Clan mechs grind to a halt, waiting for their comrades to complete their challenges.

The Vulture runs to the southwest. It doesn't have a shot on the Thunderbolt yet. The Fenris, however, has Hernandez in his sights. Missiles launch from ports in its torso. Drake was waiting for just such a moment, and responds with his... yes, his Clan ER PPCs. (I figured we should preview the refit, too. Linebuster joins him in the cockpit, manning the command console and giving us a bonus of 2 to initiative rolls.) He'll be joined by Carcer, Woad, Pepper, and, of course, Hernandez himself.

(https://i.imgur.com/WwtMfap.png)

Alas, we probably jumped the gun a bit on the attack. Drake hits with two of his three PPCs, but everyone else misses. We won't make the same mistake on the west side.

Round 3

"Treachery!" the Clanners cry. We don't care.

The pilot of the Ryoken nevertheless challenges Drake. The Black Hawk picks Carcer as its target, and the Dragonfly declares it challenges Woad.

(https://i.imgur.com/hp8m3ll.png)

The light mechs stay mostly out of the way, although the Koshi B declares he's attacking Pepper. That's one to keep an eye on.

On the west side the map, Double Dog hides behind a building; he'll force the Mad Dog to come get him, even though such actions are not honorable.

Round 4

Drake uses his jump jets to pop back into cover in the woods, the first instance of jump-jet-based tactical cleverness he's done so far.

The Clanners move in closer, while the Bastards try to keep out of their challengers' sights. They're moderately successful—Pepper in particular can't be hit by the advancing Koshi, while it should be eminently hittable itself, and Hernandez has managed to sneak his way down into the water, away from the Fenris' weapons.

(https://i.imgur.com/sM7Qj9n.png)

Drake and Carcer both unload on the nearby Koshi, hoping to free Pepper in the Archer to re-engage the Clan mechs without getting hassled themselves. As it turns out, Hernandez has a shot on the Koshi, too, even if it isn't a great one.

Carcer gets the kill, but catastrophe strikes. The enemy Ryoken hits the Awesome with two medium pulse lasers... to the head. The autoeject system fails as armor shatters around them, and at a stroke, hypothetical-timeline Drake and Linebuster are dead.

Round 5

After that bombshell, we're a much weaker fighting force, and should probably draw the Clanners back on Second Lance. In the interim, they do a good job keeping out of the line of fire of their various dueling partners—even though the Clanners protest the dishonorable conduct, only Woad and Wojtek take any fire from the mechs attacking them.

(https://i.imgur.com/2VA7FJl.png)

The Ryoken pilot challenges Pepper in the Archer, while Wojtek, now revealed, draws a challenge from the enemy Puma in the northeast of the map.

On the west side, the trap is nearly sprung.

(https://i.imgur.com/8fae0ge.png)

Woad does his job admirably, hitting the enemy Dragonfly before him with all of his weapons. His right arm armor fails, and he takes some internal damage, but in return, Wojtek in the Trebuchet shears off the Dragonfly's arm with a barrage of medium laser fire.

Round 6

The Dragonfly might finally have overextended. Hernandez is still alive, but only by playing hide and seek with the Fenris. If these Clanners were less honorable, he'd be eating fire from the Black Hawk and Ryoken, no doubt.

(https://i.imgur.com/VvKM9F4.png)

The mechs on the west side will activate at the start of the weapons fire phase. Although the Mad Dog has a good shot lined up on the Thunderbolt with both its Gauss Rifles, it should take some withering fire in response.

(https://i.imgur.com/JGeyogS.png)

The ambush works like a charm. Rook nearly blows up her Stalker firing everything she can, and Double Dog finishes the job with a 48-point alpha strike. (Killing the Mad Dog, that is, not blowing up the Stalker.)

Pepper, however, has some bad luck: he takes a gyro hit from the Ryoken's LRM-20 salvo and falls down. To add insult to injury, his mech shuts down, overheating after firing on the approaching Dragonfly.

Round 7

The two remaining, un-engaged Koshis, now that a wealth of targets have presented themselves, charge into the fray, targeting Milspec in the Crab and Ker-Ker in the Lancelot (the closest in weight to them).

On the east side, the river is dramatically slowing the non-jumping Clan mechs, stringing out their formation a bit. That plays well for us. Hernandez' deadly game of sneaking around the Fenris is still ongoing.

(https://i.imgur.com/6HAAqDh.png)

Carcer finally gets to fire her guns on a good target; the Dragonfly appeared around the corner of the building at a quick walk, and it's aiming for Woad.

Carcer does heavy damage to the Dragonfly, taking off its right leg and hitting its engine repeatedly, but can't quite finish the job. Between her, Wojtek, and Woad, they manage to knock it down. As it hits the ground, an enormous fireball blossoms from within: its SRM ammo cooking off, taking out its engine. Carcer gets credit.

(https://i.imgur.com/VU1CTR6.png)

On the west side, Rook and Ker-Ker hammer the D-model Koshi with LRMs and PPCs, knocking it over.

On the east side, Hernandez is now more or less alone: the rest of Drake's Destroyers and friends have retreated southeast of the city, where they're preparing to batter the Black Hawk attacking Carcer. Hernandez will attempt to make a run through the city. While his Phoenix Hawk's lack of jump jets isn't usually a problem, it's proving to be most bothersome here.

Round 8

The two Koshis continue their doomed charge, squawking about the dishonorable nature of the fight as each of them lose a number of limbs to Rook, Wizard (who scores a kill on the D-model), Double Dog, and others.

(https://i.imgur.com/CdKX5R8.png)

Up north, Hernandez continues to take heavy damage from the Fenris, which is now behind him. On the other hand, he plants a kick on the Puma (whose target is Wojtek in the Trebuchet) which breaches its left leg, allowing water into the delicate internals. It falls over, and Hernandez may have scored himself a surprise kill.

(https://i.imgur.com/xzgRDwA.png)

Round 9

It looks like Hernandez' run of luck is about over. The Puma survives, and to get out of the Fenris' line of sight, he had to run; running on a damaged gyro tripped him up; when he hit the ground, he blacked out. If he comes to before the Fenris gets to him, well, he might have a chance. On the west side, the remaining, damaged Koshi is looking likely to take some serious damage, but is in position to shoot at Milspec.

(https://i.imgur.com/MRwYGRH.png)

South of the city, Pepper, nursing a badly damaged gyro, just managed to get down the hill to limit the Ryoken's ability to hit. Unfortunately, he's still within range, and likely to take a hammering.

(https://i.imgur.com/iYV2ihv.png)

The Puma attacking Wojtek finally has a shot at him. Rook brings down the remaining Koshi on the west side, and will be leading the charge eastward to reinforce the remnants of Drake's Destroyers, at least until the other mechs turn and start to move.

The Ryoken scores critical hits on Pepper, beating through his rear armor with pulse lasers. A Streak SRM-6 shot hits in the same spot, cooking off Pepper's LRM ammo. He ejects successfully, but the Archer blows up beneath him. Just before he hit the metaphorical silk, however, he managed a large laser shot which cleaved the Black Hawk's left arm from its torso.

Round 10

(https://i.imgur.com/bAMVJ4m.png)

"I, MechWarrior Jamelia of Clan Nova Cat, pilot of the sole Stormcrow of Alpha Star, invoke the solemn ritual of zellbringen, despite the actions of the honorless Inner Sphere scum facing me, challenging the pilot of the Grasshopper to a duel of warriors. Let no one interfere."

Woad's next on the hit list. Given that the Ryoken is still in factory shape, that's not good. The intervening forest is going to prevent Second Lance from, well, intervening for the next turn or two.

Milspec, the only member of Second Lance able to get a clean shot on anything, brings down the Black Hawk, freeing everyone to attack the Ryoken as they can. Mercifully, Woad only takes light damage; somehow, Hernandez survives.

Round 11

(https://i.imgur.com/in8w5bD.png)

Hernandez attempts to get into the Fenris' face, but is unable to do so; the Clan pilot neatly sidesteps him and prepares to pour a barrage into his rear armor. The Ryoken pilot finds a spot where he can hit Woad, but can't be hit by very much in return. Carcer is one of those who'll be shooting back.

The exchange of fire goes quietly.

Round 12

(https://i.imgur.com/LT8pDbo.png)

Hernandez still lives, the Ryoken is still trying to maneuver so that she can hit the Grasshopper without taking fire from too many other Bastards—an appellation she would certainly agree with—while still hitting her dueling target.

The blue of Carcer's large laser meets a cloud of red-orange fire and debris as she hits the Ryoken's SRM ammunition. It blows up, and the Ryoken falls down. It's unclear whether it's dead at first, but it's not at all unclear when Euchre marches up and rips off the Ryoken's head with a barrage of SRM and laser fire. We'll credit him with the kill.

Round 13

(https://i.imgur.com/kfdpfjs.png)

Hernandez finally falls, his mech's gyro destroyed. He blacks out as he hits the ground.

The Fenris and the Puma are all that's left. The Fenris' pilot quickly challenges Carcer in the Flashman.

Carcer takes a few hits and loses her left torso armor, but otherwise, she's okay. The Puma, too, takes a few hits, but doesn't lose any of its combat effectiveness, and scores some very minor damage on Wojtek in reply.

Round 14

(https://i.imgur.com/eiWLAo7.png)

Not much movement to report. We get closer. They try to stay out of the way.

Wizard scores the kill on the Fenris with a low-percentage but nevertheless engine-destroying PPC shot; if this were the prime timeline, she'd be continuing her charge up the leaderboard. The Puma is prone, unable to stand up to the battering it's taken given its pre-existing leg damage.

Round 15

(https://i.imgur.com/bGvuEEQ.png)

The remaining Bastards close in for the kill.

Everyone gets a piece of the Puma, but Rook finishes it off.

Analysis

Rook scored three kills, by my count. Carcer had two, and Wizard, Euchre, Milspec, and Double Dog each had one.

Losing alternate-Drake and Linebuster would have been a serious blow in the real campaign; it's a good object lesson in how quickly things in BattleTech can go awry. Still, I'm pleased with the Awesome's performance; it can maintain the same 3-3-2 cadence with Clan ER PPCs as it could for its original PPCs.

To generate the Clan force, I used the point values and roll-em-up tables in the Tukayyid sourcebook, with some tweaks to our point values. I used the point values per lance in the tables with some tweaks for the special mechs: Drake's Destroyers was 155 points, Second Lance was 140, Reserve Lance was 125 (a heavy lance, but far from the maximum average weight). I didn't use Bear's Bruisers.

Another way of calculating would be to go mech-by-mech. Drake's Destroyers has one 3050-refit assault mech (the Awesome), a 70-point unit, two 35-point 3025 heavies, and one 25-point 3025 medium, for 165. Second Lance is all 3025 forces with the same layout: an assault (45 points), two heavies, and one medium (25), for 140 points. Reserve Lance, with two heavies and two mediums, would be 120. Bear's Bruisers, for comparison, is an IS medium and an IS heavy (25 + 35 = 60), plus a Clan light and a Clan medium (25 + 50 = 75), for a total of 135.

In any event, the Clan forces come out to roughly a light star plus a medium star, or one heavy star, possibly with some elemental support (but not a whole elemental star). It's remarkable how much the Clan honor rules even the playing field. If we'd been a bit more clever with the ambush on the east side of town, we could likely have reduced the Clan forces by two mechs instead of just one. It's also unsurprising that Clan Wolf, which abandoned Clan honor rules altogether during the Battle of Tukayyid, emerged the victors.

We'll be back next week with an update on the Bastards, their current contract, and perhaps their next moves.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Mephansteras on May 13, 2018, 09:54:41 pm
Oh, headshot crits. My bane in Battletech forever. Very glad that was just a simulation.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Knave on May 14, 2018, 12:41:39 pm
Yeah, def glad that we had the bad crit karma in our sim match! Losing the awesome and drake would have been very not... awesome. :P

That Battle Report must have taken a good chunk of time to write up though. Kudos to you, Fish!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 14, 2018, 01:38:12 pm
Yeah, def glad that we had the bad crit karma in our sim match! Losing the awesome and drake would have been very not... awesome. :P

That Battle Report must have taken a good chunk of time to write up though. Kudos to you, Fish!

Thanks. Playing two sides in a battle (the FRR forces and us last time, and us and the Clans this time) probably triples the amount of time it takes, since I have to alt-tab back and forth between two clients. The writeup doesn't add that much time, since I do the battle report as I'm playing. I take my screenshots with Shutter, so I can crop them as I'm going.

Thanks, too, to everyone for reading and playing along. I'm still having a blast putting it all together, and I'm definitely planning on continuing at least until this has the most views of anything on the first page of the forum, and my halo goal is to score more views than my old Arsenal of Democracy let's play.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Mephansteras on May 14, 2018, 01:39:08 pm
I approve of your goals!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 14, 2018, 06:54:10 pm
Are you still recruiting pilots?

Edit: I recall there was a previous megamek lp, and I was assigned to a Toro. Did that thread die?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 14, 2018, 08:45:17 pm
Are you still recruiting pilots?

Edit: I recall there was a previous megamek lp, and I was assigned to a Toro. Did that thread die?

We have three open pilots right now. I don't have you on my list and I don't remember a Toro, so I think that was a different one. Your options are:

Pvt. Gwenael Hernandez - Phoenix Hawk PXH-1K: a relative rookie, currently assigned to Drake's Destroyers
Pvt. Kevin Stirzacre - Wasp WSP-1A: a veteran held in reserve, but we'd aim to find him a better mech and get him into one of the fighting lances if you pick him
Rec. Simona - Ryoken/Stormcrow B (missing lasers): an elite Clanner driving a Clan mech.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 14, 2018, 08:54:29 pm
Are you still recruiting pilots?

Edit: I recall there was a previous megamek lp, and I was assigned to a Toro. Did that thread die?

We have three open pilots right now. I don't have you on my list and I don't remember a Toro, so I think that was a different one. Your options are:

Pvt. Gwenael Hernandez - Phoenix Hawk PXH-1K: a relative rookie, currently assigned to Drake's Destroyers
Pvt. Kevin Stirzacre - Wasp WSP-1A: a veteran held in reserve, but we'd aim to find him a better mech and get him into one of the fighting lances if you pick him
Rec. Simona - Ryoken/Stormcrow B (missing lasers): an elite Clanner driving a Clan mech.

Thats quite generous of you.

If its okay with everyone else I would like to take Kevin. Would Blinky be a good callsign?

Edit: Out of curiosity, what mechs are available?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Hanzoku on May 14, 2018, 11:41:41 pm
Yeah, I ran out of steam on that game - I needed to have mapped out more plot points for an overarching storyline then I did.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Knave on May 15, 2018, 08:09:06 am
I really like Blinky, for sure. :D

We picked up Kevin in this post (http://www.bay12forums.com/smf/index.php?topic=167593.msg7730692;topicseen#msg7730692) as a FRR survivor having lost his original mech and seeing that the O.B. were pretty OP.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 15, 2018, 08:26:01 am
I really like Blinky, for sure. :D

We picked up Kevin in this post (http://www.bay12forums.com/smf/index.php?topic=167593.msg7730692;topicseen#msg7730692) as a FRR survivor having lost his original mech and seeing that the O.B. were pretty OP.

"It has been several months since I have joined the bastards. They have yet to realize I am a three eyed fish..."
Wonder if anyone gets the reference.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 15, 2018, 08:54:03 am
Thats quite generous of you.

If its okay with everyone else I would like to take Kevin. Would Blinky be a good callsign?

Edit: Out of curiosity, what mechs are available?

Generosity has nothing to do with it. We're on a first-come first-serve basis here.

Blinky is driving a Wasp right now, not assigned to any lance. We have a Phoenix Hawk mothballed in cargo, and an Ostroc and Rifleman are available on the market this month. He's a 4+ pilot and a 2+ gunner, with the Hot Dog and Gunnery Specialization (Energy) abilities. (Hot Dog allows him to reduce the difficulty of some heat-related rolls, while Gunnery Specialization means he attacks with energy weapons at a bonus of 1 and all other kinds of weapons at a penalty of 1.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Mephansteras on May 15, 2018, 09:16:25 am
Ostroc wouldn't be terrible for him given his energy specialization. Same for the Phoenix Hawk (assuming standard armament on both, of course).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 15, 2018, 10:36:00 am
Ostroc sounds like its the best option.

How long are you going to do this campaign for?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 15, 2018, 12:04:43 pm
If the company's cool with buying something new, then buy something new we shall.

I don't quite know how long I plan on doing this. I don't really have an ending in mind. Maybe the FedCom Civil War? That's still about fifteen game years away. Drake will be closing in on 60.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 15, 2018, 12:14:22 pm
If the company's cool with buying something new, then buy something new we shall.

I don't quite know how long I plan on doing this. I don't really have an ending in mind. Maybe the FedCom Civil War? That's still about fifteen game years away. Drake will be closing in on 60.

If the company doesn't want to buy anything, I can just chill at base. Should I cook some tacos? or maybe pierogi?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Hanzoku on May 15, 2018, 01:37:39 pm
I don’t mind if we pick up the Ostroc, it’s a solid heavy design.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Rince Wind on May 15, 2018, 01:49:40 pm
Ostroc's fine. Maybe do a "quick" update to a 2D (and add Case if you can find half a ton somewhere).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Burnt Pies on May 15, 2018, 09:21:32 pm
Assuming we've still got something in the bank after buying it, an Ostroc sounds fine.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Mephansteras on May 15, 2018, 11:34:45 pm
We have 42 million C-bills. I think we can afford it, no sweat.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Sheyra on May 16, 2018, 11:21:16 pm
Mind if I snag Hernandez? After his performance in that sim, I'd like to dub him Kicks on account of that drive-by Puma punting.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: GraalOtonami on May 17, 2018, 05:00:57 am
Out of curiosity, how far are you willing to go in changing chassis and components? At some point, mechs cease to be what they were, and become something else entirely, will you be turning these into entirely new chassis or just keeping them as a variant Mech?
An example of this is a variant I made of the Titan prototype, transforming it into an entirely different mech with better engines, all short ranged weaponry and a change to the armour type. I decided that the change was vast enough to the point that I renamed the chassis and called it a Titan II-IS, with variants named after Greek titans. I reasoned that my team of 15 Elite Mech Techs modified the Mech and created something entirely distinct from the original.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Hanzoku on May 17, 2018, 06:24:08 am
My personal rule has been that engine changes and structural changes are off limits. Weapons, heat sinks and armor can all be swapped out, but anything further requires a factory as it does essentially require rebuilding the 'Mech from the skeleton up.

I would allow a swap from an IS XL engine to a clan XL engine though - basically on the thought that the 'Mech's internal spaces are already configured for an XL engine, and you're fitting a smaller part into the available space.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Rince Wind on May 17, 2018, 07:01:59 am
CASE is a factory refit as well, iirc. But if can I try to fit it into every refit that could use it. Elite MechTechs help a lot because they allow you to do factory level refits in a maintenance hangar. (Not that the game cares, it is one of those rules you have to enforce yourself)
I usually try to keep the "spirit" of the mech intact. So an Ostroc would never become an AC toting mech and the Trebuchet would stay as an LRM support (well, the LRM version at least).

I have two Grasshoppers with DHS, those can use more lasers. One has a Clan LPL as its longrange weapon and some IS MPLs in addition to the regular MLs and is really scary, the other one has a C3 slave and is basically the heavy spotter (the other one being a PXH) for a Stalker and the Hatamoto-Chi Master. But they are still Grasshoppers.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 17, 2018, 08:16:39 am
Mind if I snag Hernandez? After his performance in that sim, I'd like to dub him Kicks on account of that drive-by Puma punting.

Welcome to the team!

Out of curiosity, how far are you willing to go in changing chassis and components? At some point, mechs cease to be what they were, and become something else entirely, will you be turning these into entirely new chassis or just keeping them as a variant Mech?

I follow rules similar to Hanzoku and Rince Wind—engine, structure type, and sometimes armor type are fixed per chassis. I'm willing to go a little further in changing the flavor of a chassis, provided it takes a lot of time and there's an existing variant with a similar weapons fit. (Missiles on an Awesome? I can buy that. An AC/20? Not so much.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Hanzoku on May 17, 2018, 08:49:55 am
I allow CASE refits stock, mostly because I hate it when my Marauders decide to spontaneously stop existing because of the haywire crit rules.

If they ever redesigned the BattleTech rule set (which isn't going to happen anytime soon, but still...) I'd make crits more common BUT when you roll against the spots in the section, you can crit an empty spot. It's then not selectable the next time that section suffers a critical hit, but it changes a crit on the Marauder's LT from 100% chance your mech evaporates to a 1 in 12 chance, then 1 in 11, 1 in 10, etc.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 17, 2018, 09:04:17 am
You can roll crits against empty spots already, can't you? At least, there are tons of (crit, no effect) in the combat logs in MegaMek.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: moghopper on May 17, 2018, 09:35:00 am
Do we have a stock of pulse lasers? It might be a good idea to outfit some units with them for close combat duty.
A few mechs with jump jets, pulse lasers, and maybe some flamers would make decent urban combatants.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Rince Wind on May 17, 2018, 10:00:56 am
You can roll crits against empty spots already, can't you? At least, there are tons of (crit, no effect) in the combat logs in MegaMek.

Those are only possible crits. After rolling one you need to confirm it (needs to be either 7+ or 8+ on 2d6, can't remember). This roll also defines the number of crits. A 12 means three crit rolls.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Hanzoku on May 17, 2018, 10:33:01 am
And once a crit is confirmed, it can only hit actual equipment - slots taken up by internals or armor don’t count. If the only equipment in a torso section is an ammo bin, well... hello critical existance failure.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 18, 2018, 04:31:14 pm
And once a crit is confirmed, it can only hit actual equipment - slots taken up by internals or armor don’t count. If the only equipment in a torso section is an ammo bin, well... hello critical existance failure.

Well, blow me down. I went and looked up the rule, and wouldn't you know I've been doing it wrong all these years.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: Fishbreath on May 18, 2018, 09:02:42 pm
Tukayyid from the Sidelines

The Opinionated Bastards spend the month of May engaged in the typical activities of warriors removed from the fighting. Some work on maintenance. Others hit the simulators. Still more poke around the small city where the Bastards are ostensibly guarding evacuees from the combat zone, looking for leisure and finding little of it. Drake spends some time with MechTech Endo, learning the ins and outs of his Awesome's guts. Between the new double heat sinks, the new power conduits and mounting points for the Clan PPCs, and the general rebuild-it-from-scratch thing, it's a serious project, and is going to be a serious project for some time longer.

News reaches the Bastards both by radio intercepts and by our Free Rasalhague Republic liaison, who is a little more plugged into happenings than we are. The general impression is that things are going well. As mid-May passes, the news turns a bit more sour, but Hanzoku points out that Clan Wolf's victories are largely symbolic. The Com Guards have already won the balance of the fighting, and that's enough.

On the 20th, the fighting stops. The distant rumble of heavy weapons fire falls silent. News filters out: the Truce of Tukayyid is now in force. The Clans may not advance past Tukayyid for fifteen years.

With that, our purpose in the remains of the Free Rasalhague Republic is moot. Our liaison informs us that he'll be paying us the rest of our fee, and that we're free to stay for a while, but there's no more combat against the Clans to be had in his government's employ.

The Bastards stick around through the end of May, at least. Few of the planet's residents join them; most of the large population centers were ruined during the fighting, and despite its newfound historical importance, Tukayyid is still a backwater. Our mechs keep an eye on the loading process, as DropShips arrive to carry off the portion of the population which doesn't want to stay.

Kill Board(s)

Last Battle

Nothing much going on this month.

All-Time Leaders


Status

It is now June 1, 3052, and a very different world awaits.

The Bastards are not currently under contract.

Finances

We have 47.259 million C-bills in the bank.

Repairs and Refits

The Awesome is still three months away from combat readiness. Otherwise, we're in top fighting shape. An Ostroc is on the way for Blinky.

Mechwarrior Claims and Assignments



Action Items

The whole of the Inner Sphere is our oyster, as the saying goes.


Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Mephansteras on May 19, 2018, 01:49:11 am
I say take the contract. Money while we refit is good, and rebels shouldn't require our a-game.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: moghopper on May 19, 2018, 08:33:15 am
I say take the contract. Money while we refit is good, and rebels shouldn't require our a-game.

Agreed.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Rince Wind on May 19, 2018, 09:21:54 am
I agree as well.

Do you use the PPC on my Mech a lot? If not, I wouldn't mind if my Guillotine went more in the 4L direction, especially with more armor. (Maybe ER-Large instead of the PPC or even a Clan Large Pulse if we have one an no one else calls dibs, DHS, CASE if factory level refits are possible, and armor up to the GLT-4L level. Depending in how much is freed by the DHS more medium lasers or some med pulses. Because few things are better than jumping behind someone in a 70t mech, pump him full of lasers and then kick him for good measure.)

Though you might have other priorities. My experience with the similar Grasshopper is that it is a very competetive mech even without advanced tech. But the Grasshopper has the edge on armor.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: GraalOtonami on May 20, 2018, 03:50:20 am
It's entirely likely that Comstar might provide some repair and refit assistance, getting some more eyes-on on sweet clan-tech while recording every second, taking the contract might mean putting all mechs into a Repair Facility almost on par with a Factory due to Comstar's aid.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Hanzoku on May 20, 2018, 04:48:59 am
On the other hand, they probably don’t have room for our gear, they just finished getting kicked to pieces by the Clans a few days ago and will have a lot of work rebuilding.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Sheyra on May 21, 2018, 08:27:48 pm
Cash is always good, especially if it can be earned while we're refitting. No reason to sit idle if we've got a good contract on the table.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Knave on May 22, 2018, 09:39:31 am
Feels rough having to do rebel ops on the people whose world was just tipped upside-down, but I guess that's MercLife™, right?

As long as we're not spending too long here it sounds okay by me.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Fishbreath on May 26, 2018, 06:02:15 pm
Introduction

The ComStar liaison is an odd, somber fellow, who assigned us a sector to patrol, wished us well, and sent us on our way.

June passes without much action. We're called out of our forward positions a few times, but when we arrive, the the rebels have already fallen back. On June 30th, however, an intriguing message arrives at headquarters. A rebel commander challenges us to a duel.

The Clanners in our employ enthusiastically favor the idea. Drake is a little more cautious. He eventually decides to accept, if only to bring the rebels to action and get a kill on the board.

Who should be our champion? Rook, our deadliest pilot by far, seems like the obvious answer. With her Stalker in the shop, she borrows the Flashman from Carcer and heads out. Wizard and Hanzoku accompany her, playing bodyguard in the event the rebels try to get cute.

The Action of July 3, 3052

Waiting for us at the designated place of battle is... a Banshee. The Banshee, a 95-ton assault design dating to the dawn of the Star League era, is widely mocked as ineffective. Its armament totals a PPC, an AC/5, and a small laser, a piddling armament for a mech of that size. Most of the tonnage goes to an enormous GM 380 engine, which makes the Banshee about as fast as the Flashman facing off against it. In other words, not very fast.

Round 1

(https://i.imgur.com/yEF05ww.png)

Closing in. Rook, still outside of medium laser range, lands hits with both of her large lasers, but takes a PPC hit in response.

Round 2

(https://i.imgur.com/KQh4EIA.png)

The Banshee closes in. Rook slows down, hitting again with a large laser and taking a hit from a PPC again.

Round 3

(https://i.imgur.com/NTGsEwD.png)

Again, the mechs trade fire.

Round 4

(https://i.imgur.com/wt9h5vz.png)

Sensing that the Banshee is trying to get around behind her, Rook backs up and lands more lasers on it.

She takes another hit to the center torso, and is nearly out of armor there; the Banshee's been good at keeping its hits in the same place.

Round 5

(https://i.imgur.com/aMCPLQo.png)

Though Rook is hammering the Banshee, it gets into a semi-flanking position; she can only return fire with one large laser. In return, she takes still another PPC to the center torso; it eats through the armor and damages her engine.

The alarms don't faze her.

Round 6

The Banshee steps back, into the optimal range of its weapons. It doesn't matter. Rook calmly plugs it with one of her large lasers, and...

(https://i.imgur.com/1M06ecG.png)

Damage, Injuries, Salvage

None of the above.

Kill Board(s)

Last Battle

Obviously, Rook scores a kill.

All-Time Leaders


Status

It is now July 3, 3052.

Contract Status

Despite Rook's victory over the rebel leader, reports indicate that rebel morale is high.

Finances

We have 60.801 million C-bills in the bank.

Recruitment

A new face shows up at our camp, another Rasalhague citizen shows up looking to sign on.

(https://i.imgur.com/Hy69iD0.png)

Newly-minted Private Elroy Farooqi was in the service of the Republic some time ago, but quit for reasons he refused to say, and spent some time as an independent operator in the coreward periphery. During the long retreat from the Clan invasions, he organized local militias and ad-hoc defenses; now, there's no call for that, but he wants a piece of the fighting again.

Repairs and Refits

Both assault mechs are in the shop, refitting. The Awesome is 55 days from completion. The Stalker is 32 days from completion.

Some heavy mech refits are also in the pipeline—switching Wizard's Guillotine over to the -4L model, or perhaps the Clan ER Large Laser+Double Heat Sink model, and adding double heat sinks to some of our other heat-limited mechs, like the Thunderbolt, Flashman, and new Ostroc. (Obviously, we don't want to be exactly heat-neutral. Building up a little heat over the course of a few alpha strikes is healthy.)

Otherwise, we're in good shape.

Mechwarrior Claims and Assignments

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jun. 1, 3052)
Post by: Fishbreath on May 26, 2018, 06:06:41 pm
Feels rough having to do rebel ops on the people whose world was just tipped upside-down, but I guess that's MercLife™, right?

Nobody ever said war for pay is fun.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Mephansteras on May 28, 2018, 11:37:33 am
Nice to know that we can always count on Rook.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Fishbreath on May 28, 2018, 03:56:19 pm
There's no extra luck built into the game; I've looked at the source and can swear to that. Even so, I'm pretty sure Rook is lucky.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Rince Wind on May 28, 2018, 04:03:17 pm
RNG watches over his own.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Blaze on May 30, 2018, 05:38:40 pm
Am I still stuck in training?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Tukayyid)
Post by: EuchreJack on June 09, 2018, 04:30:15 pm
If the company's cool with buying something new, then buy something new we shall.

I don't quite know how long I plan on doing this. I don't really have an ending in mind. Maybe the FedCom Civil War? That's still about fifteen game years away. Drake will be closing in on 60.

If the company doesn't want to buy anything, I can just chill at base. Should I cook some tacos? or maybe pierogi?

They had to buy you something.  Manning the fryer back at base is my job.   :P

At least I got to be a Bastard in the Simulator.  That was stone cold.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Mephansteras on June 28, 2018, 09:56:45 pm
If anyone here is interested, I'm thinking of starting up an LP of the new Battletech game (http://www.bay12forums.com/smf/index.php?topic=171202.0).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Fishbreath on June 29, 2018, 11:47:06 am
Absolutely!

In other news, I'm going to play out a month tonight. (It's been a busy summer so far—I'm working on a few open-source projects (https://github.com/jslater89/pendulum)) in addition to the usual outdoor stuff; I always fall behind on some project or another when it's nice outside.) I can't quite promise I'll be back on a weekly basis, but there's still plenty to do with the Bastards.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jul. 3, 3052)
Post by: Fishbreath on July 03, 2018, 07:46:05 am
Back in the Saddle

After the long retreat from the Clans and the hard fighting which occurred along it, things seem positively sleepy in the Opinionated Bastards' mobile headquarters.

In mid-August, though, our somber ComStar liaison stops by, informs us gravely that we have a mission, and leaves as quickly as he came.

The Action of August 14, 3052

The rebels are fleeing a ComStar sweep, moving through a seaside town, where we'll intercept them. Gale-force winds are blowing in from the shore, which forces the rebel vehicles to withdraw before combat.

There are four enemy medium mechs on the field: a pair of Vulcans, an Assassin, and a Phoenix Hawk. It's a successful mission if we knock out two of them.

Round 1

The Bastards deploy near the center of the map. The rebels deploy to the south; they're fleing to the north.

The hurricane winds are going to make it difficult to score many ranged weapon hits, at least while everyone is moving. Linebuster and newcomer Blinky are the only ones with a chance at a hit.

(https://i.imgur.com/8cS1PZ9.png)

Round 2

The wind is playing havoc with targeting systems; gusts hammer against mech arms, throwing off their aim. Woad and Blinky get into punching range, where they'll hopefully be able to do some damage without having to rely on ranged weapons.

(https://i.imgur.com/5fD9NQi.png)

Ranged weapons fire doesn't accomplish very much. Woad and Blinky exchange kicks with the enemy: everyone hits, but because of the high winds, everyone falls over, too.

Round 3-4

Rather than attempt to stand, both of the rebel Vulcan pilots eject. They fail to stick the landing. Both end up unconscious.

The enemy Assassin manages to take enough fire to lose its footing. Its pilot ejects, too.

(https://i.imgur.com/3SKQEpr.png)

Round 5

The Phoenix Hawk is now most likely beyond our reach. He can simply run away.

I spoke too soon, though. Bafflingly, he turns to fight. We'll get one more crack at him.

(https://i.imgur.com/Mwu1U3e.png)

The Ostroc suits Blinky just fine. Even in terrible conditions, he has at least some chance to hit.

(https://i.imgur.com/R5gfJZ9.png)

Round 6

The Phoenix Hawk pushes a bit further away, but now he's up against a little river. He probably will need some extra time to get through. I can't imagine jumping is a very good idea right now.

(https://i.imgur.com/pJzJdwE.png)

Round 7

Bear's Bruisers arrive on the field, with Wojtek in tow (his first combat deployment in a long time).

Unfortunately, it proves to be a bit of an anticlimax. The Phoenix Hawk steps into the water, trips, and falls, and the pilot immediately ejects.

(https://i.imgur.com/yJ5cGQ4.png)

Damage, Injuries, Salvage

Woad and Blinky both have minor injuries from falling over, and their mechs have light damage.

After the storm passes, we recover the enemy Phoenix Hawk and the enemy Vulcan, both of which are in serviceable shape. We'll probably strip the Vulcan (a VL-2T model) and keep the Phoenix Hawk, at least for now. The latter chassis is handy to have; a good weight to fill in around the edges of a heavy lance.

One of the rebels, after ejecting, managed to shelter in the wind shadow of one of our fallen mechs. ComStar takes her off our hands as soon as the weather permits.

Kill Board(s)

Last Battle

I'll say this: we didn't exactly cover ourselves in glory this time. Although four enemy mechs were destroyed on the last mission, we scored precisely zero kills.

All-Time Leaders


Status

It is now August 31, 3052.

Contract Status

Rebel morale remains high. Given the much less threatening opposition, I'm trying to rotate in some of the under-utilized pilots. Wojtek was on the board this time; hopefully we can get Euchre in next time.

Finances

We have 65.323 million C-bills in the bank.

The following mechs are available on the unit market. All of our pilots currently have mechs, however.

(https://i.imgur.com/zh0C2lX.png)

Repairs and Refits

Both of the techs who are working on the refits flubbed their finish-on-time rolls. As of now, it's another five months for the Awesome and another month for the Stalker.

Drake has been getting well-acquainted with his desk; it looks like he'll be playing administrator for a little while longer. (I've given him two points of the Administration skill as a bit of a consolation.)

Mechwarrior Claims and Assignments


Action Items

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Hanzoku on July 03, 2018, 09:42:03 am
Don't you have to be able to pay the full cost of the DropShip in MekHQ? A Union-class alone would be around 215 million C-Bills.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Mephansteras on July 03, 2018, 10:26:35 am
A dropship would be good if we could afford one.

We don't need it, but I have to admit that I'm tempted by the Warhammer on the market. Not sure who we'd have swap out to use it, though.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on July 03, 2018, 11:36:09 am
Dropships are too expensive, and long time rent is not cheap either. You should wait for about 200mil more.

PHawks :top: Always good to have, myself I am especially fond of the special (b) version with the snubnose ppc.
And while the Warhammer is a nice classic I always find it lacking in heatsinks and armor. It is not a Loki, but for me it never lived up to its reputation.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Fishbreath on July 03, 2018, 11:36:32 am
Don't you have to be able to pay the full cost of the DropShip in MekHQ? A Union-class alone would be around 215 million C-Bills.

Apparently so. I'm willing to run it as installment payments instead, though.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Hanzoku on July 04, 2018, 08:08:29 am
Lacking in heatsinks? The Warhammer actually has one of the better heat curves for a weapons-heavy 3025 design. It can't blast with its PPCs every round without question, but in close it can fire 2x MLaser, 2x SLaser, 2x Machine Guns, 1x SRM6 and alternate between adding in a PPC or not depending on its heat load.

Honestly, I'm really fond of the Warhammer. For a 3025 design, it's a fast, heavily armed 'Mech that can put out a ton of damage each round. Its potential damage output belongs better on an assault design with a 3/5 movement speed, but it does pay for it by having thin armor. One of the first things I do with them when refitting with SL tech is to stick on double heat sinks and use the space freed up up-armor the design.

Nostalgia aside for a 'Mech that was on the cover of my first box set, the last time I took one out on a mission, it koolaid-man'd through a building to detonate two Trebuchets one after another over two rounds because it decided that their intact LRM bins offended it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on July 04, 2018, 04:46:12 pm
I never had any luck with them. I prefer my Grasshoppers as 70t intro designs go.

Admittedly, Warhammers are a lot better at sinking heat than a lot of the other early mechs that only have their 10 heatsinks.
I also only ever played mega mek against princess (apart from one game when I was to young to understand what we were doing), so my opinion stems from that.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Sheyra on July 04, 2018, 09:12:57 pm
Well that was a bit of an easy mission, huh?

If you think we can handle the installment payments, then a dropship would be nice, just for the flavor.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: NickAragua on July 05, 2018, 10:00:40 am
I liked this LP so much I decided to join the forums and sign up.

I'll take Pvt. Elroy Farooqi. Nickname "Faceplant".

I actually like the Warhammer, but I prefer the 6D variant, which gets rid of the machine guns and SRM launcher to add more armor and heat sinks. With 16 heat sinks, you can volley fire your PPCs, and still have some close-range punch with the lasers, but are now armored like a real heavy mech. The 6R excels at close-range fighting firepower-wise, but the weak armor doesn't actually make it viable in that role, in my experience.

A dropship is a great way to reduce transport costs, not to mention that employers will pay more in general per contract, but taking out a loan or using some other kind of "financial instrument" might eat into the bottom line a little too much.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on July 05, 2018, 11:18:54 am
NickAragua, I think I've seen you before.
BattleTech Forums? Not that I am very active over there.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: NickAragua on July 05, 2018, 03:09:01 pm
Yeah, I post there occasionally. Mostly related to megamek stuff.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on July 05, 2018, 04:22:16 pm
That is one of 2 subforums I visit. (the other is Fan Articles)

Welcome to bay12, have some plump helmet wine in a microcline mug.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: EuchreJack on July 07, 2018, 06:49:13 pm
I've always liked the Crusader.  Yeah, the heat sinks are kinda low, but its not like you should be using the LRMs and SRMs at the same time anyways.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Fishbreath on July 31, 2018, 08:54:25 pm
Figured I'd pop in to post a quick update, although (alas) not an actual update. It's been a super-busy summer so far, with some home improvement projects and open-source stuff eating up a lot of my time. I haven't abandoned this, I just haven't had very much free time the last few weeks. As we get into autumn and winter, I expect to pick back up to a more-or-less weekly schedule.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: NickAragua on August 06, 2018, 09:57:44 am
Meanwhile, we've got the 44.0 stable out and 45.0 dev release out. Lots of new goodies in those, you may consider upgrading the campaign (although, you'll have to merge any custom features you've coded up :()
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: EuchreJack on August 13, 2018, 06:43:35 pm
Meanwhile, we've got the 44.0 stable out and 45.0 dev release out. Lots of new goodies in those, you may consider upgrading the campaign (although, you'll have to merge any custom features you've coded up :()

Where? What?  Ah, you mean MekHQ.  Any updates to Against the Bot?
EDIT: I looked, although there seem to be some improvements to the way that Against the Bot is handled, the game rules themselves seem the same.  Unsure if any progress in making MekHQ capable of streamlining a Pirate or Noble game yet.

I was hypothesizing some optional rules for Pirates that would allow them to bribe their way back into Mercenary status, because why not?
It would seem to me that if a Mercenary outfit went rogue, they should be able to head out the Periphery, reform themselves, get fake IDs for survivors and maybe some cosmetic surgery, and return as a "New" Mercenary outfit.
...Lets not forget this is the setting where at least one clone ruled a Great House undetected for many years, and body doubles are common.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Hanzoku on August 14, 2018, 12:24:56 am
There are, actually. There’s something like a 1 in 6 chance that the Pirate group gets offered an actual contract. If they win, another 1 in 6 roll rehabilitates their reputation.

Currently, there’s been no work on AtB rules for a long time. What I’d like to see is the optional rules for infantry, air support and artillery abstraction to be built in, as there are a ton of tables and rolling involved to use them.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on August 14, 2018, 04:15:06 am
Well, last I looked some work was being done on AtB, but not yet implemented. It is being tested as far as I know. I haven't looked in a while.
It concerns missions more than anything else though, nothing about implementing more of the current rules.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Fishbreath on September 06, 2018, 08:00:18 am
As a little heads-up to watchers here, I'm planning to have an update for the 15th, then every two weeks thereafter.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Rince Wind on September 06, 2018, 09:20:14 am
I'll be waiting patiently.  :D
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Culise on September 06, 2018, 08:35:32 pm
I look forward to it as well.  :)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Aug. 31, 3052)
Post by: Fishbreath on September 14, 2018, 09:51:13 am
I'm going to be out most of tomorrow, so I figured I'd get this put together now and posted.

Introduction

It's a good month for training, but I appear to have lost my screenshot thereof.

Still, the drills stretch on interminably, and news of a rebel concentration suitable to attack is a welcome diversion.

The Action of September 13, 3052

The surprisingly-timely action of September 13 involves both Bear's Bruisers and Drake's Destroyers. (That's Teddy Bear, Hanzoku, Severe, and Euchre, if you've lost track, plus Carcer, Woad, Linebuster, and Blinky.)

The enemy is a reinforced Vedette platoon, six tanks and two medium mechs of indeterminate make, currently stationed in a town. Weather is bad; high winds rare reducing weapon accuracy and hampering vehicle movement.

(https://i.imgur.com/vOSAUT4.png)

Deployment

The enemy deploys in the city, where the tight quarters will work to their advantage—and ours. Bear's Bruisers move north to deal with the enemy Wolverine, while Drake's Destroyers swing around south to march through the center of the city.

Round 1

(https://i.imgur.com/5IAD3Sn.png)

Both of the Bastards' lances advance. Almost nobody is within weapons range at this stage. Hanzoku takes a crack at an enemy Vedette, while the first enemy medium mech, a Wolverine, fires on Euchre's Trebuchet.

The Wolverine scores the luckiest of lucky shots, clanging an AC/5 shell off of Euchre's cockpit. He shakes his head, bell rung, but forges on.

Round 2

(https://i.imgur.com/EvQwNDP.png)

Bear's Bruisers now have a number of good targets, but are good targets themselves, as both enemy mechs move out of the city and a Vedette runs at top speed down the road.

Drake's Destroyers, under Carcer's command, aren't in great position, and the weather means they'll be a little slow to reposition. Blame your staff officer's rustiness.

The Bruisers concentrate on the Vedette, hoping to knock it out this round. Down south, Woad with his trusty Grasshoper is the only pilot with a shot. He lines up on a broken-down Vedette in the center of town and lets loose an alpha strike.

Nothing hits to very much effect. Severe scores with one of her Clan ER Medium Lasers, slicing into the Vedette's armor. Woad hits his target with a single medium laser. The Wolverine and a Vedette score hits in response. Everything else goes wide or spatters harmlessly off of armor.

Round 3

(https://i.imgur.com/VdQqYvW.png)

In the south, the Destroyers split up. Carcer and Linebuster, with longer-ranged mechs, split out to the west, where they'll be able to fire on enemies leaving town along the northwest road. Woad and Blinky, in faster, shorter-ranged mechs, move into town to flank the vehicles hiding there.

(https://i.imgur.com/CRPiBBu.png)

In the north, Severe and Teddy Bear aim to shoot at and stomp on the nearest Vedette, respectively, while Hanzoku trades fire with a Vedette poking its nose out of town and Euchre looks to deal some damage to one coming out along the northwest road.

Four of Severe's five lasers find their mark, dealing a combined 24 damage, but Teddy Bear gets the kill with a stomp. Euchre damages his target's left track, but doesn't get the kill, while Woad and Blinky team up to knock out the immobilized Vedette in town. Blinky gets the last hit.

Round 4

(https://i.imgur.com/4ewG1Ti.png)

Carcer is in range of a Vedette, and lines up her laser shot eagerly. Woad pushes into the town, thanks to the magic of jump jets, while Blinky lags behind a bit.

Severe again proves the worth of her Koshi, slicing deep into a Vedette's rear armor and heavily damaging its engine. Hanzoku finishes off the Vedette darting past his mech with a kick which caves in the roof of its turret.

Round 5

(https://i.imgur.com/GNrDs9L.png)

Everyone is in on the action now. Hanzoku, Carcer, and the allied Vulcan race to take down the enemy Wolverine, while Severe, Woad, and Blinky move into the center of the city to deal with the remaining two Vedettes.

Teddy Bear lands a full alpha strike on his target Vedette, immobilizing it and knocking off both tracks, but not quite managing to bring it down with weapons fire. He finishes the job with a kick to the rear armor. Hanzoku beheads the Wolverine with a well-aimed volley of laser fire, notching the kill for himself. Woad and Severe collaborate to immobilize one of the city center Vedettes, while Blinky immobilizes the other.

Cleanup

The other enemy mech, a Phoenix Hawk which did very little, falls back, leaving the two Vedettes for Woad and Blinky. Each scores one kill.

Damage, Injuries, Salvage

Our mechs are all but undamaged, none of our pilots are badly hurt, and although we can't convince the ComStar liaison to give us the Wolverine, we do get six Vedettes for the mechanics to cut apart. An excellent battle, professionally won.

Between selling off the Vedette chassis after stripping them of everything useful and ransoming prisoners, we end the mission up about 750,000 C-bills.

Kill Board(s)

Blinky and Hanzoku both emerge with two kills. Hanzoku leapfrogs Linebuster by dint of having more mech kills and now tying for overall count.

Last Battle

Forgot to take a screenshot. It's been a while! I'm out of practice.

All-Time Leaders

Status

It is now September 28, 3052; there's another battle pending.

Finances

We have 65.431 million C-bills in the bank, up 108,000 since last update.

Repairs and Refits

Our techs continue to work on refitting our two assault mechs. Edina Cameron is only a few days' work away from getting Rook's Stalker back into the field. Kepano Endo has about four months of work left on Drake's Awesome.

Mechwarrior Claims and Assignments

Action Items

Nothing much to speak of.

Miscellaneous

We're now running MekHQ 0.44. Happily, everything I'd done on a custom basis is now merged into the main branch, so it was pretty painless. Unfortunately, I couldn't get 0.45 to load the save game, so we may be stuck here for a bit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 28, 3052)
Post by: Mephansteras on September 14, 2018, 09:58:29 am
Nice to see this back!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 28, 3052)
Post by: NickAragua on September 14, 2018, 11:17:47 am
Good ol' Vedette swarm. I love Vedettes (and their little brother, the Scorpion). They're very low threat, but provide a good amount of spare armor and you can sell them for a good chunk of change in a pinch (or let the employer have them to build up salvage credit).

I'm surprised that the rebel guys keep trying to operate their vehicles after they've been immobilized.

[Not using forced withdrawal rules, I take it?]
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 28, 3052)
Post by: Fishbreath on September 14, 2018, 11:38:30 am
Nope. I have a little system for pre-damaging enemies over the course of longer contracts to represent the wear and tear of a lengthy campaign, so sometimes there'll be vehicles with motive damage prior to entering the fight.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Sep. 28, 3052)
Post by: Fishbreath on October 13, 2018, 08:24:05 am
Introduction

Well, it's a week or two late, but we're back.

The Action of September 28, 3052

Scouts indicate that a rebel force is moving in the direction of Bear's Bruisers, who have been bearing the brunt of the fighting so far. The Bruisers move slightly toward Second Lance to take up defensive positions amidst some hilly scrubland, and position themselves so that the rebels will come across their positions in darkness. A snowstorm blows in as they wait.

Second Lance is on the march, but won't arrive for eight rounds.

Deployment

The rebel force appears to the north, looking battered already. The length of this campaign is wearing them down pretty seriously, especially given their lack of logistical support compared to us.

The Bruisers deploy in the middle of the battlefield, in formation. The darkness means it's going to be difficult to shoot at long range.

Round 1

The two forces move closer together, but remain well outside of effective weapons range.

Round 2

(https://i.imgur.com/PCjkm53.png)

A solitary Wasp is now quite close to our forces, but impossible to hit based on its movement, the falling snow, and the darkness.

Round 3

(https://i.imgur.com/uYfKjSk.png)

Teddy Bear and Wizard both stand still this turn, hoping to get good shots off at the Wasp or perhaps one of the vehicles. Severe moves closer. Her Koshi's weapons are best at short range. Euchre follows her.

As it turns out, only Wizard's large laser and Severe's ER medium lasers are sufficient. They both take shots best described as speculative at the Galleon tank.

Predictably, everyone misses.

Round 4

The rebels continue to pull back as the Bruisers advance, staying just out of medium laser range. Wizard takes a shot and misses.

Round 5

(https://i.imgur.com/qXWzlJy.png)

The rebels seem to commit to an attack as the Bruisers continue to push forward. The Wasp dead ahead is the primary target, but if shots at the vehicles are more plausible hit chances, we'll take those instead.

Even at this relatively close range, hits are unlikely on a moving target, as our mech pilots try to put their sights over a very slightly darker moving shape in the darkness of the night. Teddy Bear's medium laser bites deep into the Wasp's torso armor. Everyone else misses.

Round 6

(https://i.imgur.com/QUYAjDT.png)

Now this we can work with. Severe took the unusual step of not moving. Her Koshi has very good alpha strike damage, which we're going to try to exploit by giving her the best chance to hit we can.

Finally, some results! Teddy Bear hits the Wasp again, though only with his flamer. Wizard puts five of her six SRMs into the side of the Galleon tank, the explosions ripping through its armor, cutting cooling lines in its engine, and exposing its turret-mounted small laser. Severe hits the Locust, cutting off its right arm and nearly blowing its right torso out its back armor, and Euchre's medium laser severs its left arm.

Teddy Bear kicks the Wasp's left leg out from under it to close the round.

Round 7

(https://i.imgur.com/UxR9RmH.png)

The Wasp falls after taking Teddy Bear's kick, and fails to stand this round, so Teddy Bear turns his torso on the Locust and plans to kick the Wasp again. Wizard likes her chances shooting at the Locust, so lets her sights settle on it while Euchre and Severe take aim at the nearby Galleon.

Wizard and Teddy Bear combine to knock out the Locust's right torso, while Euchre notches the kill on the Galleon with a medium laser shot that punches right through the battered front armor and into the crew compartment.

For reasons unclear to me, Wizard doesn't get the option to make a physical attack. Teddy Bear kicks the through the prone Wasp's right torso, while Severe turns her Koshi's fists on the Locust, hitting twice. (The Koshi's weapons are all torso-mounted, which means Severe can attack with all of them and still punch.)

Cleanup

The two mech pilots eject, leaving only a Vedette on the field. Wizard and Euchre pause to pick up the ejected enemy mechwarriors, while Severe and Teddy Bear advance to finish off the Vedette. Severe gets the kill with a devastating punch, cracking the tank's side armor with an uppercut which flips it onto its back.

Damage, Injuries, Salvage

(https://i.imgur.com/jwLbz6B.png)

It was very nearly a perfect mission. Teddy Bear and Euchre took some hits, but only from machine guns.

For salvage, we take the Wasp and the two burned-out vehicles. We'll strip the armor and weapons and sell the chassis.

Special Mission: Star League Cache

On October 1, Rook's Stalker finishes its refit, now kitted out with Artemis-capable LRM-15 launchers along with ER Large Lasers and sufficient heat sinks to fire everything. She takes it out for a little shakedown run in a peaceful area of the Bastards' AOR, only to see a big blip on her sensors.

It's an Emperor EMP-6A, a Star League-era mech packed with advanced Inner Sphere technology. It's not entirely clear where the rebels got it, but it's on Rook to knock it down, hopefully in such a way that we can salvage it and add a third assault mech to the Bastards' roster.

Deployment

Rook starts on the north edge of the battlefield, her view of the Emperor blocked by buildings in a small outlying town.

Round 1

She moves south. The Emperor stays out of range, keeping behind the buildings.

Round 2

(https://i.imgur.com/pFzHjEm.png)

See round 1.

Round 3

Rook tries to get around the east side of town to get a shot on the Emperor, but can't quite manage.

Round 4

(https://i.imgur.com/gcKBXtt.png)

The Emperor moves into range. Rook lets him have it with everything she can bring to bear.

Her alpha strike costs 43 heat, but deals a whopping 35 damage, knocking the Emperor prone. In return, an LBX-10 burst clatters against her right arm.

Round 5

(https://i.imgur.com/bKPCFiE.png)

Rook has to be a bit more circumspect with her weapons fire this round, sticking with her LRMs and the ER Large Lasers. She doesn't want to get too close—the Emperor's weapons fit is deadly at short range.

Her goal for the next few rounds is to sneak around further to the east, whereupon she can collapse the building on which the Emperor is standing out from under it.

This round, Rook's weapons deal 43 damage, as 27 of the 30 missiles she fired find their marks.

Round 6

(https://i.imgur.com/ra3uugC.png)

One more hex, I think, and then Rook can knock down the building. Moving more slowly, she finds the shot on the Emperor even easier this time.

Unfortunately, the Emperor's shot against her is easier, too. A bit rusty at driving the Stalker, she puts a foot wrong as autocannon fire slams into her armor and tips over.

Round 7

(https://i.imgur.com/apU2bl6.png)

That was the opening the Emperor's pilot was looking for. The enemy mech uses its jump jets to descend to the ground, closing inside Rook's missile range. That's fine by Rook, though; she has medium lasers to spare, and in lieu of firing her LRMs, switches to those.

Round 8

It's an old-fashioned slugging match now. Rook is a better gunner, but seems to have a little bit less damage on tap than the rebel pilot. Thanks to her efforts at longer range, however, she's still ahead on the damage race.

Round 9

(https://i.imgur.com/y4S6kRE.png)

Rook backs up as the Emperor jump-jets closer to her. She's finding the Stalker's performance most agreeable. Thanks to its combat computer, she can fire either her large lasers and missile launchers, or her large lasers and medium lasers, without worrying about her mech's heat. That's a major improvement over her previous ride.

Round 10

Alarms begin to flash in Rook's cockpit, indicating that her armor has been blasted away over her mech's left arm. In return, however, her sensors indicate that she's broken through the Emperor's armor in multiple places.

Round 11

(https://i.imgur.com/3Ey8NXD.png) The Emperor jumps up onto a ridgeline, so Rook moves into a hull-down position at its edge.

Round 12

Rook backs up slightly, hoping to stay out of melee range, but the Emperor is able to jump into position on the ridge above her, where it can kick down at her mech's head.

She consults her cockpit displays quickly. With a worrying lack of armor on her left side, right where the Emperor is, she decides to try a risky close-range shot with her long-range missiles, hoping to knock him down before he's able to bring a leg to bear.

She pulls her triggers, and weapons fire flashes back and forth between the two mechs. Alarms blare loudly in her cockpit as an LBX-10 shell impacts her mech's left arm. With a sound of shearing metal, it breaks free.

Her missiles strike true, arcing out of their launch bays and arming just in time to pockmark the Emperor's right torso. Her lasers, too, carve deep into it, and just as they finish their bursts, she sees the telltale signs of internal explosions. The force directed outward, the blossoming fireball nevertheless bends back a panel on the Emperor's center torso armor. With her last large laser, Rook steadies her aim and squeezes the trigger. The large laser strikes true, slicing in behind the damaged armor to penetrate the Emperor's engine. It staggers back, then falls to the ground, raising a vast cloud of dust as it hits.

Damage, Injuries, and Salvage

It takes some doing, but Drake manages to talk our ComStar liaison into letting us keep the Emperor in exchange for October's paycheck.

The bad news is that the Stalker is pretty badly beaten up. The good news is that it won't take all that long to fix, especially now that Rook's tech Edina Cameron is familiar with the design and can direct the repairs. Rook herself is unharmed, and permits herself a rare grin as the rest of the Bastards congratulate her on her victory in a most unexpected combat.

Kill Board(s)

In addition to the pictured kills, Rook notches one by taking down the Emperor.

On the strength of her Koshi, Severe is really rising up the board.

Last Battle

(https://i.imgur.com/IdqxXAI.png)

All-Time Leaders


Status

It is now October 8, 3052. I really wanted to get a full month in, but there's yet another battle pending.

Finances

We have 69.736 million C-bills in the bank.

Repairs and Refits

The techs managed to get Rook's Stalker turned around. The Emperor is under repair, pending arrival of a few parts.

Mechwarrior Claims and Assignments


Action Items

It's time for another assault mech organization question. We now have three of them. We could combine them with a heavy mech to make a proper assault lance, or we could continue to split them out among the other lances to make top-of-the-line heavy lances.

Also, we have to decide who gets to drive the Emperor. Linebuster is a prime candidate, being one of our better pilots in general and specializing in ballistic weapons, of which the Emperor has several. That would also free up his Lancelot for someone else to drive.

If we do build three heavy lances around our three assault mechs, I think it would make sense to reorganize Bear's Bruisers a bit, moving Simona and the Ryoken in, and probably Hanzoku and Severe out to the heavier lances.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Rince Wind on October 13, 2018, 10:52:37 am
I see you turned on the isometric view during the 2nd battle, and I guess that is what made kicking the locust impossible. It was probably a level above me and I used my arms for firing. Or did it fall down and I couldn't kick because of that?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Fishbreath on October 13, 2018, 12:33:07 pm
I see you turned on the isometric view during the 2nd battle, and I guess that is what made kicking the locust impossible. It was probably a level above me and I used my arms for firing. Or did it fall down and I couldn't kick because of that?

Yup, looking at the screenshot again, you're right—Wizard was on 1113, a level 0 hex, and the Locust was on 1112, a level 1 hex.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Hanzoku on October 13, 2018, 01:31:52 pm
I think an assault lance should be organized, as it increases the chances of meeting (and salvaging) yet more assault mechs under the system that rolls for enemy types.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Mephansteras on October 13, 2018, 03:30:20 pm
Having a proper assault lance could be good, yeah.

And I'm fine with Linebuster getting the Emperor if he's the best candidate for it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: EuchreJack on October 13, 2018, 09:22:42 pm
Now that I think about it, I'm all in favor of an Assault lance, as it should allow more kills for us Green pilots in other lances.  Those Assault mechs tend to hog the kills vs. anything else.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Sheyra on October 13, 2018, 09:42:02 pm
Sure, an assault lance sounds like fun. And Linebuster seems as good a candidate as any for the Emperor.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: NickAragua on October 15, 2018, 02:27:55 pm
Assault lances are pretty good, just make sure to avoid giving them "Fight" or "Scout" orders, as there's a good chance a chase scenario comes up, at which point you're neither catching up to nor getting away from anything.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Fishbreath on January 05, 2024, 03:04:53 pm
How many of you participants in this thread are still out there, I wonder?

I played through MechWarrior 5 at the end of last year, and started experimenting a bit with tabletop BattleTech afterward. Naturally, my thoughts turned here—this wasn't my longest-running Let's Play, but it is my favorite. I spent a little time putting together an Alpha Strike version (https://drive.google.com/drive/folders/1jVEPS3PBE3-KNvqJx9qZZiV4E74sPXxi?usp=sharing) of the Bastards circa October 3052—subbing in a few canon units of similar stats for our custom setups. The Bastards might be my miniature painting project for the year, since I have 3D-printable models for everything but the Flashman. That brings me to two questions:

1. How do the Bastards paint their mechs? Parade ground-style with a dashing color scheme? Camouflage?
2. Second, and more pertinently, if a few of you former participants are still on hand to vote, would you be interested in a few updates through the end of the winter?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: EuchreJack on January 05, 2024, 08:11:47 pm
It's ALIVE!!!!!

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Mephansteras on January 05, 2024, 09:16:00 pm
I'm still around, and I'd be happy if you picked this up again for a bit.

I'd have to say the Bastards are more of a camo group than a parade group. Not that it matters much when you're looking for a several-story tall machine, but no reason to make it any easier on the enemy than you have to!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Fishbreath on January 06, 2024, 02:07:49 pm
Hey hey, two's (a) company! I will bring my old MegaMek install over from the old laptop and get familiar with it again.

I ran across a tutorial for painting camouflage without having to be a very good miniature painter, and a few test units the week after Christmas came out well. The Bastards' homeworld Piedmont is covered in forest and jungle, so a greens-and-browns scheme might be fun.

(https://i.imgur.com/eFVRGig.jpg)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Mephansteras on January 06, 2024, 07:10:07 pm
Looking good!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: EuchreJack on January 06, 2024, 08:44:35 pm
Nice!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 8, 3052)
Post by: Fishbreath on January 08, 2024, 10:58:58 am
Introduction
Goodness me, where were we?

Last time out, in the course of beating up on the rebels, we salvaged an Emperor EMP-6A (https://www.sarna.net/wiki/Emperor). The Emperor was one of the earliest assault mechs produced (entering service in 2502), and the first 90-tonner to mount jump jets. It's an extinct design these days, too. Our ComStar liaison observes the ongoing salvage and repair work with a blasé attitude: typical, given how many Star League relics we've glimpsed in ComStar's service, during our time on Tukayyid. He reminds us that we are significantly over our salvage allotment, and that he will be reviewing our future claims with a very critical eye.

Linebuster is excited to get to grips with his new ride, but our techs say it'll be another few weeks before it's ready. They're also hard at work on Drake's Awesome, but the challenges of integrating Clan tech with an Inner Sphere mech have not diminished since last we checked in, and it's still a ways off. In the interim, Drake is driving a Warhammer, back at the helm of Drake's Destroyers—currently a 275-ton heavy lance.

We'll come back to unit status later in the post, but our liaison informs us that our services are required. A rebel force is attempting to escape a ComStar encirclement. We will be holding the line.

The Action of October 9, 3052
As the sun sets, heavy snow falls over the battlefield. Neither of Tukayyid's moons is visible in the sky.

Turn 1-2
The enemy force is two lances, with an expected lance of reinforcements. Bear's Bruisers take the field first, with Second Lance (less Rook, whose Stalker is still being patched up after her duel with the Emperor) due to arrive in seven turns.

(https://i.imgur.com/tEwZhsC.png)

The rebels deploy to the flanks of our assigned corridor. With the benefit of initiative, Teddy Bear and Severe shade to the west flank, against the Vulcan and Wasp, while Euchre and Hanzoku head east to tussle with the Phoenix Hawk and Hermes II. The vehicles will probably be slow to join the fight; it's dark, and they've taken some damage elsewhere in the campaign.

The darkness and difficult weather mean that shooting is going to be hard: the only Bastard to take a crack at an enemy this turn is Severe, whose Clan ER Medium Lasers have a reasonable chance at hitting the rebel Wasp, which is bogged down in swampy terrain. She hits with one of her two shots, and slices the left arm off of the opfor scout.

(https://i.imgur.com/ppKJpA0.png)

Turn 3
Maximum aggression from the rebels this turn, as the Vulcan and Phoenix Hawk get into close combat range with us.

(https://i.imgur.com/Y3FursA.png)

Some adjustments bring Severe behind the Vulcan and get Hanzoku's guns onto the Phoenix Hawk, but the shooting is going to be challenging.

Not just for us, though. A lot of weapons fire crackles back and forth between the 'mechs engaged, but none of it hits. (Only the Phoenix Hawk, host to an elite rebel pilot, is hitting on less than 12.) In between the lasers, missiles, and machine guns, mech pilots jockey for position to score melee attacks. Severe kicks the Vulcan in the back, but doesn't knock it over; the Phoenix Hawk kicks Euchre's Trebuchet and tips him over in the snow.

Turn 4
The enemy mechs aren't interested in sticking around for a fight, given that their objective is to escape out of our corridor to the north. Teddy Bear and Severe can keep up with the jump-jetting enemy Vulcan, and are going to do so. Euchre and Hanzoku, on the other side of the map, are slower than the rebel Phoenix Hawk, however, and will do their best to slow it down until the rest of the Bastards arrive on the scene.

(https://i.imgur.com/zJGZAWU.png)

Weapons fire is inconclusive once again. If Euchre were a crack shot on the order of Drake or Rook, he would have had a chance at the Phoenix Hawk, but as it is, the Bastards are limited to melee. It goes in our favor: Teddy Bear and Severe (who is a melee specialist!) take the rebel Vulcan's legs out from under it. We may get a good shot at it next turn.

Turn 5
(https://i.imgur.com/4MTXHuq.png)

The enemy Vulcan is going to get a hit or two on Severe, probably, but he's going to eat an alpha strike from two mechs in response. Hopefully it's a good trade.

East and a bit south, Euchre turns around to face the inbound Wasp (now unbogged) and Hermes, along with the vanguard of the enemy vehicle force. Hanzoku jumps his Guillotine after the Phoenix Hawk one more time, but he'll probably turn south next turn—the Bastards stick together, and Euchre isn't especially mobile in these conditions, the only mech in Bear's Bruisers without jump jets.

(https://i.imgur.com/8G021Uo.png)

Bringing her mech to a halt and peering through the driving snow, Severe is the first to score today, precisely carving the center torso out of the rebel Vulcan. All of the Bastards will turn south now. Second Lance will have to deal with the Phoenix Hawk when they arrive.

Turn 6
Severe is a bit too aggressive in heading back to the fight, and lets a Wasp get behind her.

(https://i.imgur.com/AR5avqG.png)

Teddy Bear will do his best to ping it with some medium lasers, but he jumped too—again, a shooting challenge, in these conditions.

(https://i.imgur.com/Yj0Ro4R.png)

Further south, our ComStar liaison unit is absolutely fearless, and justifiably so. No weapon hits this round.

Turn 7
Teddy Bear judges the range perfectly, and although he probably won't land any weapon hits on the Wasp, he's absolutely going to be able to kick it.

(https://i.imgur.com/0iyUQvV.png)

Severe again didn't quite judge the movement right, and ends up out of effective range of the Wasp, without the fire arc to hit the tank southwest of her. Teddy Bear isn't able to land a kick on the enemy scout, but the Wasp's pilot misjudges the increasingly tricky terrain, and falls attempting to hit Teddy Bear's Vulcan.

The rebel reinforcements arrive on the field—a lance of combat vehicles. Nothing to be concerned about, especially given the difficulty of landing weapon attacks today. The rest of the Bastards arrive next turn.

Turn 8
(https://i.imgur.com/2UeTprW.png)

Second Lance arrives on the field. The Phoenix Hawk manages to sneak through the cordon somewhat, but Double Dog in the Thunderbolt, Pepper in the Archer, and Wizard in the Guillotine will all have shots on it.

Attempting to get up, the opposing Wasp slips again and destroys itself, in an ignominious end. I don't think anyone's getting the kill credit for that one, although if you squint, Teddy Bear caused it by being close enough to tempt the Wasp into attacking.

Turn 9
(https://i.imgur.com/nOloU9S.png)

Up north, the Phoenix Hawk's elite pilot lives up to his skill level, dancing around the heavies of Second Lance and setting himself up for a parting shot on the Archer. (Pepper will turn around to take it to the face, at least, and see if he can knock the grin off of the rebel pilot's face with his battle fists.)

Down south, things are looking rough for the ComStar Vulcan. We'll see if we can't help, once we polish off this Scimitar.

(https://i.imgur.com/LaMfA3G.png)

Severe's status displays bleat alerts as the Scimitar lands hits on her, punching through the last of the armor on the Mist Lynx's left leg, and most of the armor on its left arm. Euchre is quick to avenge his lancemate, however, with a medium laser hit that pierces the tank's battered frontal armor, weakened by a pair of hits from Hanzoku.

The Phoenix Hawk and Archer trade kicks, but both mechs remain standing.

Turn 10
The rebel Phoenix Hawk escapes, but the action isn't over yet. The rebel Hermes II is beating on the ComStar Vulcan, which is not long for this world. On the plus side, it's standing still, which means we have a couple of shots at hitting it.

Second Lance is on the way, but they'll be a long time coming. (Except for Wizard, who has the advantage of jump jets in her Guillotine.)

Turn 11
They're low-percentage shots, but it won't take a lot of lucky hits before the Hermes starts to feel it.

Euchre is unloading a dozen SRMs and some medium lasers at the hovertank in front of him—the shorter range means he's more likely to hit it than the Hermes, even though it's moving faster.

(https://i.imgur.com/W30OxJR.png)

Turn 12
Euchre and Teddy Bear occupy a woods line, which will allow them to shoot relatively freely at the enemy vehicles, while providing some cover in return. Severe and Hanzoku station themselves a bit further back, to provide flank protection.

(https://i.imgur.com/S4Qfthf.png)

Turn 13
Perceiving that the Hermes is going to try to make a run for it around the eastern flank of our position here, Severe plans to head him off at the pass.

Teddy Bear pours fire into the hovertanks directly in front of him, but Euchre doesn't have a shot.

(https://i.imgur.com/Thwtuwm.png)

Turn 14
Cunningly maneuvering out of sight of Hanzoku's Guillotine, the Hermes puts itself right into Severe's sights. Sadly, the difficult conditions mean she can't land the hits. She's well positioned to stay ahead of her quarry, though, and it's driving right into the teeth of Second Lance to boot.

Euchre immobilizes the Pegasus hovertank that he and Teddy Bear have been tag-teaming for the past few turns, just in time for Teddy Bear to stomp on it. It probably won't last through next turn.

Turn 15
Sitrep:

(https://i.imgur.com/rOIvkTy.png)

Unlike the main body of the rebel force, its rearguard was undamaged. I'm still comfortable with the lineup of our forces, however, and their chances against the rebels still fighting. From here out, I'll narrate important events, but screenshots will be limited.

Speaking of important events, Teddy Bear obliterates the Pegasus hover tank that Euchre teed up for him. Euchre knocks out the motive systems on a hovertank this turn too—but this time, it's over a lake, and it splashes into the water and sinks below the surface as its engines sputter out.

The Hermes slips in the deepening snow and plunges into the lake adjacent to it. Icy water breaches its hull as it hits the bottom, and the pilot bails out.

Cleanup
It's a bit of a slog, literally, as the snow deepens enough to hinder our mechs' movements. Eventually, we round up the last few enemy tanks, at the cost of light damage to Teddy Bear's Vulcan, Severe's Mist Lynx, and Euchre's Trebuchet. Euchre, additionally, had his bell rung a bit when his mech fell in the snow.

Damage, Injuries, Salvage
Light, light, none.

Kill Boards
Euchre makes a big jump, and now leads the cohort of regular-rated mechwarriors. Pepper and Faceplant are waiting for their first kills.

Last Battle
(https://i.imgur.com/onG27cF.png)

All-Time Leaders
Status
It is now November 1, 3052. The Bastards are off contract as of October 15.

Finances
The Bastards have 69.436 million C-bills in the coffers.

Repairs and Refits
The Emperor is now in service. Tech extraordinaire Kepano Endo indicates that Drake's Awesome refit is still... 88 days away. Oof.

It's not as bad as it sounds, though: by the time we travel back to Piedmont (or some other destination with a hiring hall), it'll be almost done, and by the time we arrive at whatever contract is next, it'll definitely be done.

Reorganization
When last we spoke, we discussed adding the Emperor to a lance with the Awesome and Stalker, to form a deadly assault lance with firepower at all ranges.

We could still do that, but last mission's events—particularly, Euchre being stuck without jump capability while the rest of his lance could maneuver freely—has me thinking that maybe a jump-capable lance is a good plan, and the Emperor, with its jump jets and good ground speed, is a natural anchor for it.

Picking up the Emperor also means we have five full lances of mechs (once we hire another pilot, which I will do when we arrive wherever we're going next). I don't think we can quite get away with advertising ourselves as 'a battalion-strength mercenary unit' yet, but we're getting there. Two full companies would make us decidedly larger than average for a mercenary unit, although not larger than average for the ones you've heard of.

In any case, here's what I'm thinking.

(https://i.imgur.com/PyZ8Fhj.png)

Drake goes from Captain to Major, and we arrange the Bastards into two companies. First Company has most of our striking power.

(https://i.imgur.com/f7NWVYP.png)

Euchre moves into a Lancelot in Drake's Destroyers, while Linebuster takes the Emperor to lead Bear's Bruisers—now a jump-capable striker lance with a serious punch. Second Lance ("Rook's Raiders", maybe?) centers around the long-range firepower of the Stalker and Archer, although everything but the Archer is also pretty capable in a brawl.

Three heavy lances, all very similar in combat power, makes for a dependable core force.

(https://i.imgur.com/C2AniZo.png)

For the moment, in Second Comapny, only Fourth Lance ("Ortega's Outriders"?) is a true combat unit: it features our two Clan mechs and an elite Clanner pilot in one of them, and will hit well above its weight, even if the Ryoken is down a couple of ERMLs.

Units from Reserve Lance will cycle into other lances as needed, to handle battle damage. Two heavies and two mediums make an awkward lance weight—just above the medium lance cap, so they'll face much more challenging opposition. We have a pair of Phoenix Hawks in mothballs, and could convert Reserve Lance to a combat unit with them: two Phoenix Hawks and two Trebuchets is a solid medium-weight force.

Mechwarrior Claims and Assignments
(A blast from the past, some of these names, I suspect!)



Action Items
First: time to pack up and head somewhere we can pick up another contract. Back to Piedmont? Or should we try another hiring hall world, like Outreach or Solaris VII? Cost is no object: we can go anywhere in the Inner Sphere without seriously hurting our financial reserves.

Second: the reorganization. Does First Company look good? Should we pull some mechs out of mothballs to transmute Reserve Lance into a fighting unit, once we pick up another mechwarrior?

Second part two: how do we like the suggested names?

Third: any thoughts on promotions? With Drake now a battalion commander, we could name two pilots company commanders and promote them both to Captain, if we wanted. Maybe Teddy Bear deserves to be a lieutenant, too, if he's potentially losing command of the lance named after him.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: Mephansteras on January 08, 2024, 11:50:35 am
What's the current state of the sphere? I don't have strong opinions on where we go, really, though I think we should aim for somewhere that'll get us work appropriate to our capabilities.

I'm good with the line-up on lances and name suggestions. Making the reserve lance combat capable would be good, I think, that way we can tackle more difficult contracts if desired. And we can still use it as a reserve force to fill in gaps as needed.

For promotions, I think Rook and Double-Dog make sense to go to captain. That way we have a captain for each company. And I'm fine with Teddy getting a promotion.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: Knave on January 08, 2024, 12:12:15 pm
Wow! It's back! I remember stumbling across this thread semi-recently when looking up some Megamek info and thinking of it fondly :)

Great to see you're taking another crack at it! And always happy to see Teddy taking out some opfor vehicles.

I think the promos suggested make sense for sure. Heading to Hiring like like Outreach is never a bad idea for some upgrades, but a contract is a contract, no matter where we get it, right?  :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: Fishbreath on January 08, 2024, 03:43:55 pm
What's the current state of the sphere? I don't have strong opinions on where we go, really, though I think we should aim for somewhere that'll get us work appropriate to our capabilities.

'Peaceful' is never quite the right word to describe it, but 'quiet' might work, right now? Or maybe 'shell-shocked'. The standard border squabbles are already beginning to pick back up, say our contacts, but there don't seem to be any big wars in the offing, as the major players lick their wounds. There will be ample action against the Clans in the territory of the Draconis Combine and the Lyran half of the Federated Commonwealth, since the Truce of Tukayyid only stops them progressing further toward Terra. Plenty of worlds near the top of the Sphere are still in play.

If we want a fight a step up from rebels and pirates, but not quite as many steps up as the Clans, we could see if House Davion has anything for us on the Capellan border, or insert ourselves into some minor Periphery war. Remember that we have access to advanced Inner Sphere technology through our deal with the Federated Commonwealth (we sent them some Clan salvage and they let us buy better gear), so sticking close to FedCom territory will make it easier to bring our mechs up to modern standards (where they aren't already).

Quote
I'm good with the line-up on lances and name suggestions. Making the reserve lance combat capable would be good, I think, that way we can tackle more difficult contracts if desired. And we can still use it as a reserve force to fill in gaps as needed.

For promotions, I think Rook and Double-Dog make sense to go to captain. That way we have a captain for each company. And I'm fine with Teddy getting a promotion.

I'll probably hold off on organizing Reserve Lance until we get wherever we're going, in case there's something better than a Phoenix Hawk or Trebuchet when we get there. (Not that I have anything against Phoenix Hawks or Trebuchets.) The two heavy mechs we'd be putting in mothballs (the Thunderbolt and the Ostroc) will make a great centerpiece for a heavy-heavy-light-light medium lance, as well, to round out Second Company. A pair of 35-tonners plus those two get to 195 tons, against the 200-ton cap.

The command lance/fire lance/cavalry lance structure of First Company pleases me greatly, so I hope voting continues to go that direction.

Wow! It's back! I remember stumbling across this thread semi-recently when looking up some Megamek info and thinking of it fondly :)

Back for a little bit, anyway! My summers have been very busy over the last several years, so this might end up being a brief return before it goes on hiatus again. I did really enjoy putting together this last entry, though, and once every other month or so is definitely possible even if I have a lot going on.

Quote
Great to see you're taking another crack at it! And always happy to see Teddy taking out some opfor vehicles.

I think the promos suggested make sense for sure. Heading to Hiring like like Outreach is never a bad idea for some upgrades, but a contract is a contract, no matter where we get it, right?  :P

I'm glad our lead scorer this past mission was here to see it!

As you may recall from way back, Against the Bot rules won't generate many contracts (rarely even a single one per month) when you're not on your unit's homeworld or at a hiring hall. We could easily kick back and relax for a few years on our current stash, but I don't think that's how the Bastards roll.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: Mephansteras on January 08, 2024, 04:43:21 pm
Makes sense. I've vote going down to the Capellan border. Better salvage options, gets us in better with FedCom, and there is almost always something going on down there.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: EuchreJack on January 09, 2024, 03:33:20 am
Thanks for the upgrade Boss!

We should do well versus the Capellans, who are always starting some kind of shit in their area.  We should probably start upgrading for quality over quantity, and scout out for a veteran mechwarrior to add to the roster.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 1, 3052)
Post by: Fishbreath on January 09, 2024, 06:38:45 pm
Introduction
Competent staff work has been a hallmark of the Bastards' operations since the early days. Hearing the company's requirements (see what the FedCom brass has for us against the Capellans, pick up a new, veteran mechwarrior, try to fill out a fifth lance off of the unit market), our administrators present a course to Outreach.

(https://i.imgur.com/ngeQl6L.png)

Drake signs off, and the Bastards pack into a rented Mule-class DropShip for a 70-day trip.

Transit to Outreach
Founding Day
On the way to Outreach, the Opinionated Bastards celebrate Founding Day: January 1. I leave the question of if the company formed three years ago, or if we merely picked up their story at the beginning of 3050, but in either case, it's still a young unit by the standard of mercenary commands in the 31st century. We passed Northwind on the way to Outreach. The Northwind Highlanders can trace their lineage back about seven hundred years—in fact, they predate the invention of the BattleMech by six or seven decades. Few mercenary groups have that much history, but few are as new as the Bastards either, or at least few of note. Young though their company may be, the Opinionated Bastards take Founding Day seriously, marking the occasion with as decadent a feast as they can put together while packed into a cargo DropShip.

While the reorganization is still a work in progress at this point, it's a sure thing that Milspec Ortega is going to end up in command of a lance. While everyone is in a celebratory mood, Drake delivers his lieutenant's bars, and after the rest of the crew has delivered an appropriate degree of razzing, doubles down with captain's insignia for Rook and Double Dog.

Clanner Hijinks (Part 1)
This is the first downtime Simona, our newest clanner, has with the unit. He is a little more aloof than Hanzoku, and a little more alien, but the two clanners together prompt each other to open up a little about their histories and traditions. Hanzoku explains to Simona that the Bastards don't solve disputes with combat trials, except maybe in the simulators, and also that Second Company is not a dishonorable back-line assignment worthy of fighting a trial over. Simona has trouble with the idea that anyone would see a simulated combat as sufficient. He does, at least, withdraw his challenge to Faceplant Farooqi over a spot in Rook's Raiders.

Relatedly, Rook gets a short primer in how Clan prisoner-taking works: tradition binds Simona to serve the warrior who took him captive. As far as that tradition is concerned, said warrior is Rook, who knocked out Simona's mech. Escape or purposeful neglect of his duties would reflect badly on Simona, but also on Clan Wolf, and even if Clan Wolf (Hanzoku says) is a little more pragmatic than average, the threat of dishonor still holds powerful sway over its members. The woven bracelet Simona has been wearing represents the duration of his bond: three strands, one each for combat talent, integrity, and loyalty. The subsequent conversation goes something like this, paraphrasing:

Rook: "Can I cut all three strands now?" Hanzoku: "That might come across as an insult, if you don't have good reasons." Rook: "Is 'I don't want a bondsman' a good reason?" Hanzoku: "No."

Simona may or may not stick with the Bastards after his bondcord is cut, but the odds are better if we ease him into the Inner Sphere way of doing business, Hanzoku thinks, rather than rushing to cut him loose. He is a very good pilot, and may be flexible enough to integrate in the way Hanzoku has. They settle on cutting the 'integrity' cord, at least: Simona did behave honorably, if not exactly in the traditional Clan sense, by not pressing the matter of his challenge to Faceplant.

(I don't know if Rook's player Culise is still around, but I'll leave this thread unresolved for now in the event that he/she is.)

Arrival
The Bastards arrive at Outreach on January 12, rent a spot to set up camp from the local authorities, and unpack their mechs.

Initial recruiting goes well—Outreach lives up to its name as the Mercenary Star, and we are all but swamped with candidates. We welcome Erine Forakis, formerly of the Armed Forces of the Federated Suns, to the Bastards.

(https://i.imgur.com/xsh3Kut.png)

Over the course of the next few weeks, the Bastards get into a rhythm of training and maintenance. On January 29, tech Kepano Endo announces that the Awesome is ready for a shakedown.

Organization and Refits (Action Items Inside!)
There's a lot to cover here, beyond the fluff above, so in mechanical terms, this update is going to be all administration.

Mek Market
There are five mechs on the market at Outreach:

None of them really speak to me, besides maybe the Phoenix Hawk.

Our association with the Federated Commonwealth means they're willing to sell us something from their inventory (http://masterunitlist.info/Era/FactionEraDetails?FactionId=84&EraId=13) up to 75 tons, as long as it's not a first-line unit they need on the Lyran/Clan front. We might be able to stretch a bit if we accept a scrap unit, but we'd be responsible for fixing it up, and we'd probably still pay a premium.

Clan Mechs In Storage
We have a few utterly wrecked Clan mech chassis in storage: a Hellbringer, a Timber Wolf, and an Adder. All three were cored, and most of the gear has been stripped from them for use elsewhere. My inclination would be to strip them the rest of the way: pull off the armor for use on our two existing Clan mechs, stash any useful-looking parts in a cargo hold somewhere, and scrap the rest.

First Company
Drake's Awesome is finished! Pepper joins Drake's Destroyers, while Carcer switches to Rook's Raiders, to keep both lances at the 280-ton heavy cap.

Second Company
Milspec moves to Fifth Lance (now Ortega's Outriders), and switches his Crab for a Phoenix Hawk to make the tonnages work. Double Dog moves to Fourth Lance.

Option here: refit the Crab (see below), put Milspec back in it, and give Wojtek an upgraded Phoenix Hawk (see below as well). Milspec has driven both chassis, in his time with the Bastards, and it's an open question which is better, so really it's down to taste.

Second Company, Sixth Lance?
Drake has now vacated the Warhammer in favor of his Awesome. We also have a Trebuchet (Euchre's old ride), a Crab (formerly Milspec's), and a Wasp (in mothballs) on hand. That makes a 190-ton medium lance (although we can probably do better than a Wasp, with 30 tons to spare for the fourth mech), which would be a solid addition to fill out Second Company.

Since Outreach is crawling with pilots looking for work, and we'll be here for a while, if we choose to refit any of our mechs, we can probably recuit another four mechwarriors to fill out Second Company while we wait.

Refits: Outreach Maintenance Facilities
Outreach hosts a few mech manufacturers. We probably can't buy anything from them, but their presence means that this world has expert mech techs and repair facilities to spare. We can rent space at repair facilities for 100,000 C-bills per bay per month, which will make any refits we attempt easier.

Refits: Phoenix Hawks
Generally, I'm pretty happy with the state of First Company's lances. Heavy firepower anchors all three (Drake in the Awesome-to-be, Rook in the Stalker, Linebuster in the new Emperor), and the remaining mechs in the company, even if they aren't up-to-the-minute with the latest in rediscovered LosTech, are still good designs. The Lancelots have a strong long-range punch, the Guillotines and Grasshopper can jump while still pumping out solid medium range damage, and the rest have their advantages too.

Second Company has some highlights—Severe and Simona, in our two clan mechs, are particularly deadly—but could stand to be improved a bit, if its lances are going to be frontline combat units just like First Company's. A natural place to start are the Phoenix Hawks: there are three of them in Second Company, and the design's ubiquity throughout the Inner Sphere means there are plenty of plans out there to work on.

At present, two of our Phoenix Hawks are the bone-stock PXH-1 variant (one large laser, two medium lasers, two machine guns, 128 points of armor, jump jets), and one is the PXH-1K (trades jump jets and machine guns for 152 points of armor and a small laser). There are two refit kits I have my eye on.

(https://i.imgur.com/LnUmVn0.png)

First, the easy option: the PXH-1Kk. It's an upgraded -1K, with no special tricks. The heat sinks become double heat sinks, the large laser becomes an ER Large Laser, and the medium lasers become medium pulse lasers. Still has 152 points of armor, and it would be heat-neutral firing all its weapons. The parts would only run us about 400,000 C-bills per mech, and the work would take between 20 and 25 days, if all goes well. It would deal more damage at close range, but the switch from medium lasers to medium pulse lasers mean it has to get closer to deal full damage—maximum range for an Inner Sphere medium pulse laser is six hexes, instead of nine for a medium laser.

(https://i.imgur.com/wCJT8yx.png)

Second, the all-out option: The PXH-3K. Our parts deal, and the extensive mech refit infrastructure on Outreach, put this in reach. It retains the jump jets from the -1, switches to an XL engine and ferro-fibrous armor (143 points) to save weight, and mounts two ER Large Lasers and two medium pulse lasers. Firing both of the large lasers, it's just on the wrong side of heat neutral when you count heat from movement, but the extra long-range punch makes up for that small drawback.

The much bigger drawbacks to the -3K refit are that parts will cost about 4.5 million C-bills per mech (we have 64 million on hand), it will be a full two months before the refits are done, and it's a more challenging job, which means there's a slightly greater chance that the wait will be longer even than that.

I like the -3K, personally, but if we don't want to spend 20% of our war chest on three medium mechs, I can see the logic there too.

Refits: Crab
Milspec's old Crab CRB-20 might be a better fit for Ortega's Outriders than the Trebuchet Wojtek is currently driving. If we think that might be the case, there's an upgrade of the CRB-20 that switches to ferro-fibrous armor and double heat sinks, using the weight saved to upgrade to ER Large Lasers, switch the small laser to a medium laser, and add a Beagle Active Probe and ECM suite. A pretty nifty command mech. Parts are relatively inexpensive at about a million C-bills, and work would take about 30 days.

(https://i.imgur.com/duZAQKX.png)

Refits: Other
Not a lot of options unless we get into custom designs. There's a quick-and-dirty upgrade for Blinky's Ostroc: double heat sinks, ER Large Lasers in place of the standard large lasers. That one takes about 20 days and 500,000 C-bills. There's a Grasshopper refit that will cost 750,000 C-bills and a month of tech time, and give Woad a devastating short-range alpha strike with a mix of medium lasers and medium pulse lasers, along with a two-ERLL punch at distance.

Otherwise, the Dragon is already the best Dragon variant. None of the the Flashman, Guillotine, Lancelot, Thunderbolt, Trebuchet, or Warhammer variants in the databanks are within reach for a mercenary unit—they all involve Endo-Steel, and switching frame type is out of scope for what our techs (skilled though they are) can feasibly accomplish, even with access to good maintenance facilities here on Outreach.

Contracts
Given that we have some refits to work on (maybe), I won't list the contracts on the open market just yet. We also have the opportunity to go directly to the Federated Commonwealth for longer-term employment, but we will cede some control of the exact nature of the contracts to come if we go on retainer with them.

If we decide not to do refits, I'll post the contract list here.

Action Items: Summary
Condensed for your convenience.

Money on hand: 64.123 million C-bills.


Refit options:

Phoenix Hawk:

Crab:

Ostroc:

Grasshopper:

Totals:
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: EuchreJack on January 09, 2024, 06:58:08 pm
I think you should mix-and-match on the Phoenix Hawk upgrades. Maybe one PHX-1Kk, one PHX-3K, and keep one at the default configuration for now (maybe to convert to the PXH-3S when we finally take on the clans, as it seems an ideal elemental/proto hunter).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Mephansteras on January 09, 2024, 07:24:17 pm
I'm with Euchre on the mix of Phoenix Hawk refits. Costs less and adds some flexibility (heat neutral short range is great for urban contact, for example).

I also like the Crab upgrade.

It would cost us a pretty penny, but I see that Ravens are on the FedCom list. That could really open up some tactical options if we go with that instead of a Wasp.

I'm also broadly in favor of adding another lance. We have the spare mechs and money to support it, let's make use of the opportunity before we go out again.

As far as Contracts go, my inclination is to see if anything amazing is out on the board, and if not we take our chances with FedCom. They're not likely to screw us over too badly, and they make very good friends. Especially with the relationship we already have with them. But since we're doing refits we can of course wait a bit before checking to see what it available.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Fishbreath on January 09, 2024, 07:43:26 pm
I do love a Raven. It being a Capellan design, our FedCom friends are more likely to be willing to part with it—spares not as easy to come by because they don't make the chassis. It would take a bit of shuffling (Double Dog would take over the Warhammer to make Fourth Lance 195 tons, and the new lance's commander would get the Thunderbolt, for a 65+50+50+35 200-ton medium lance), but the numbers work out in the end.

How do we feel about the Ostroc and Grasshopper refits? Both are straight upgrades, IMO, increasing their effective ranges without damaging their close-up punch.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Mephansteras on January 09, 2024, 09:20:32 pm
If they are straight upgrades I have no issues with doing them.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Knave on January 09, 2024, 09:29:43 pm
I absolutely agree we should take the time/money to upgrade everything (Everything suggested seems great) we can and fill out a sixth lance. We have the cash and it'll only improve our ratings with potential employers (fedcom or otherwise!)

My inclination for fedcom inventory tends to stray more... traditional (Raven in the FedCom list seems wrong  :P ) but there is no denying it is a solid mech - my alternate suggestion would be a javelin.

And don't see the issue with getting rid of the Clan spares. Surely there's a buyer who would pay top dollar for such oddities!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: EuchreJack on January 10, 2024, 01:24:07 am
Hm, I wonder if we could upgrade the Lancelot?

I have a proposed design, that I can't figure out how to necessarily test right now:
https://drive.google.com/file/d/1GS1XjHtJK2CM-9gih1cudn4KL0qSrO0h/view?usp=sharing (https://drive.google.com/file/d/1GS1XjHtJK2CM-9gih1cudn4KL0qSrO0h/view?usp=sharing)

If you would rather not open strange files from the Intrawebs, I basically propose upgrading the heat sinks to double, replacing the PPC with a LRM-10, upgrading the Large Lasers to ER Large Lasers, then reducing the double heat sinks to 17, using the freed-up space to increase the armor and add a second Medium Laser.

And don't see the issue with getting rid of the Clan spares. Surely there's a buyer who would pay top dollar for such oddities!
Fun fact: Someone (not us) with access to a factory can stick Inner Sphere components into a Clan Mech. And they'll turn a profit on it, too!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Fishbreath on January 10, 2024, 09:11:19 am
A relatively cheap upgrade, but not a quick one.

(https://i.imgur.com/W8wyF6m.png)

Spoilers: I played a little last night, to get us through most of the upgrading. It's April 4, and the PHX-3K refit still has about a month and a half to go, thanks to a failure on the refit roll. The Lancelots would be done shortly after that—into June, at minimum.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: EuchreJack on January 11, 2024, 12:36:31 am
As for me, I can ride into battle on something else until the Lancelot upgrade is complete. Defer elsewhere on whether or not to upgrade both of them.

I will also support upgrading Blinky's Ostroc, since it is substantially similar to the Lancelot upgrade that I will be getting.

We need to be upgrading the quality of our mechs. I wanna be a clanbuster someday!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Mephansteras on January 11, 2024, 12:41:47 am
I'm good either way. I think we have enough money that the extra time isn't a big deal.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: EuchreJack on January 11, 2024, 01:23:47 am
My proposed Lancelot upgrade is more a sidegrade than a pure upgrade, if applied as I specified. It trades out the consistent & regular fire of the PPC for the limited & unreliable damage of the LRM-10.  In a longer fight, the regular Lancelot might perform better, so long as it doesn't lose one of those flimsy legs, which my proposed design fixes with reasonable leg armor.  Double heat sinks are also a liability on Raid/Guerilla contracts, where we are unlikely to find any available.

There is at least a valid argument to only customize one of the Lancelots.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Fishbreath on January 11, 2024, 09:56:30 am
Double heat sink availability shouldn't be too big an issue—we'll buy 20 or 30 of them as spares, to stash in our raid supply dump, should the nature of the raid permit a supply dump. (If it's too much of a lightning strike to land much in the way of supplies, we probably sideline damaged mechs until we get back to a repair facility, anyway.)

I think it's a worthwhile upgrade in that it keeps the same alpha strike damage (notionally, not accounting for missile cluster hits or spread damage, but still), while dramatically improving the armor load and layout. The saga of Ker-Ker's Frankenstein Lancelot suggests that a bit more durability, without sacrificing very much damage, is probably good for both mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 29, 3053)
Post by: Fishbreath on January 11, 2024, 11:24:51 pm
Introduction
If last update was administration, this one is repair, salvage, and refitting.

... and then also some more administration.

Tech Operations
There's more left on this Puma/Adder than I thought.

(https://i.imgur.com/q1dEJt5.png)

Ooh, including a Clan XL210 engine. None of our current mechs uses an engine of that rating, but we'll keep it for a rainy day, alongside the 330XL and 375XL we salvaged off of the Hellbringer and Timberwolf while on Tukayyid.

Five refits get underway: the Ostroc, Grasshopper, and Crab all move to upgraded versions. The PXH-1K gets the PXH-1Kk kit, while one of the plain-jane PXH-1s will get the 3K makeover. Five of our best techs get to work.

Kepano Endo, who managed the refit on the Awesome, is working on the Crab. He's been with us since the very beginning, and is (I believe) the oldest Bastard, at 58. He has proven to be a deep repository of knowledge on lost mech variants. That skill is a little less important in the modern era (useful, maybe, for identifying second-line Clan mechs), but Endo has nevertheless been working on mechs for longer than most of the rest of the outfit has been alive. Some of the youngsters joke that he's been around the block so many times that he's the "Endo" in "Endo-Steel".

Jasia Reiseinauer, responsible for the Ostroc refit this time around, finishes first, on February 18. She joined up during the assault on Nashira (http://www.bay12forums.com/smf/index.php?topic=167593.msg7672730#msg7672730), dead in the middle of heavy combat with the Draconis Combine. She hit the ground running, however, and is now one of our cadre of veteran techs. She is as enthusiastic a worker as any of our techs, but cleans up better than most of them—it's not uncommon for new mechwarriors, who spend a bunch of time talking to her on the clock, to not recognize her after hours.

Edina Cameron is next to finish, adding a 'k' to the PXH-1K. Another of the company's originals, she was the first to call Ker-Ker's Lancelot "Frankenstein", after the second or third time it was almost totally rebuilt from wreckage. She serves as a surrogate big sister for a lot of the younger techs—always willing to talk, fiercely protective.

George Linko, working on the Grasshopper, hits a small speed bump, and revises his estimate up another two weeks or so. He, like Jasia, joined the Bastards during our stay on Nashira. The two are about the same age, in their late 20s, and grew to be good friends during the mad rush to keep our mechs in the field on that campaign. Though Jasia is technically off duty with the Ostroc back in service, except for a couple of hours of routine maintenance each day, she nevertheless spends some of her free time pitching in on George's refit project.

Last up is Kesare Rodriguez, a newcomer to the company: she joined at the end of September last year. Though our best tech, she too runs into some difficult terrain on the PXH-3K project, on March 29: fitting an XL engine and changing the mech to double heat sinks requires redoing the heat piping through the limbs, and some small calculation errors in that process are going to require removing myomer and detaching arms to fix. It'll be another 54 days before the Phoenix Hawk is ready. That said, she'll be able to work on it while we refill our spare parts stores.

Or, as it turns out, while we finish other refits. Euchre, in between near-daily training runs (if we're out of combat for so long, we might as well use the time well!), has evidently been hitting the books, or hanging around the mech bays while the techs do their thing. He presents Drake and Kepano Endo with pretty detailed plans for a rework of the Bastards' Lancelots. It follows the pattern laid down by most of our other refits: double heat sinks to save weight, ER Large Lasers with the extra heat capacity, and peripheral armor and weaponry improvements to round out the design.

It's not just an idea, either: he has given some thought to engineering concerns like weapon mounting points, power routing, heat transfer, and so on. It will keep us on Outreach for a little while longer, but the opportunity for a period of uninterrupted training has been productive so far, and the tweaks will be a nice improvement to the Lancelots' combat ability, so we sign off on the plan. Euchre picks up a level in Tech/Mech for his efforts.

One of the techs we just hired (see below), Orel Pestunov, takes the lead on the refit project. Edina Cameron will work on the second Lancelot.

Recruitment
MechWarriors
Philippa Khadjikyriakos joins on Valentine's Day. She rolls the Maneuvering Ace special ability.

A veteran mech pilot, she originally served with the Waco Rangers, a large mercenary command. She quit over the vendetta the Rangers' commander, Wayne Waco, has been pursuing against Wolf's Dragoons for the past several decades, and seems eager to join a relatively low-drama outfit like ours. As the first to join Sixth Lance, she gets a promotion to sergeant, and will drive the Thunderbolt to start.

(https://i.imgur.com/ZrGAXIA.png)

Margita bin Ala' al din joins February 28. She comes with a Quickdraw 4G, which goes into mothballs, and rolls the Iron Man special ability.

She hails from the Lyran Commonwealth, serving with distinction in the Lyran armed forces until the naked favoritism shown to the wealthy and well-connected in Lyran service (she was neither) pushed her to try her luck in the mercenary world.

The other veteran in the newly-formed Sixth Lance, she'll pilot the TBT-5N.

(https://i.imgur.com/30AAaht.png)

Mats Johansen signed on on March 21, bringing along a Whitworth WTH-1. It also goes into mothballs, while he is assigned to the TBT-5S.

(https://i.imgur.com/v5mmijs.png)

Finally, Lise Selvåg joined us on March 28. She and Johansen are both refugees from the Free Rasalhague Republic, former mechwarriors in that nation's service dispossessed by the war with the Clans. Lise's ride will be the RVN-2X (which is discussed further down the post).

(https://i.imgur.com/Ws1D7F2.png)

Relatedly, I forgot that I'm supposed to roll special abilities for pilots who advance to veteran/elite status, not just those who start there. The only pilot who was missing abilities was Simona, our Clan Wolf bondsman, who gets Missile Specialist and Hot Dog.

Techs
Three new mech techs, Orel Pestunov (elite), Michaela Hupetcoff (veteran), and Moosa Elayavalli (green), bring us up to 25 (for 24 mechs).

Administrators
The company has grown substantially in the last year or two, and the administrative demands of managing it have gone up too. (Also, I wrote down some house rules for required administrators, so time to put those into effect.)

Our current requirements are:

That means there's some additional hiring to do, which we can fit into the time it'll take to finish the refits.

Mech and Supply Purchases
RVN-2X
Our Federated Commonwealth contact politely declines to sell us a modern Javelin, but is willing to part with a battlefield-salvage Raven. It arrives significantly down on armor and absent two limbs, but patching it up is a straightforward job.

The 2X variant mounts a pair of medium lasers, a large laser, and an SRM-6, and carries 104 points of armor. Its movement is 5/8, which is... not fast, even if it were a medium mech, but it's survivable and it can lay down a solid alpha strike. Sixth Lance is also pretty slow, with the pair of Trebuchets and a Thunderbolt leading the way—it can at least keep up.

Spares
Our spares inventory is now extensive enough to support a long raid.

Ammunition

Status
It is now May 15, 3053.

Finances
The Bastards have 42.925 million C-bills in the coffers. (It's been a spendy few months!)

Repairs and Refits
Getting there. Technician Rodriguez is about a work-week away from refitting the -3K Phoenix Hawk. Technician Pestunov is still about a month away from finishing the first Lancelot. (Edina Cameron finished the other Lancelot already, because it was the 'second time' we used that refit kit, and therefore doesn't factor in the design work.)

Contracts
There are three on the market at the moment:

(https://i.imgur.com/QRFgaF5.png)

Beating up on Rasalhague at this point feels a bit cruel, but that's war, I guess.

(https://i.imgur.com/uy0h944.png)

The pay is good, but it might cheese off our FedCom friends. (On the other hand, we're not on long-term retainer with them, and mercenaries 'switching sides' isn't unheard of.)

(https://i.imgur.com/LruZ48T.png)

An intriguing possibility! It's a relatively short contract against relatively light resistance, and the pay is also solid.

There's also the opportunity to enter into a longer-term deal with the Federated Commonwealth, fighting the Capellans. That could, however, tie us down to one employer for the better part of a year.

TO&E, MechWarrior Claims, and Assignments
Revamping this section a bit. The TO&E here is the intended/official one—it may fluctuate on campaign if mechs are damaged and need to be cycled in and out of lances. MechWarriors without a bolded callsign are available to claim.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 12, 2024, 01:03:23 am
That extraction raid definitely seems like the best bet. Certainly a solid pay/month rate compared to the others and it keeps up the goodwill with FedCom.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 12, 2024, 12:02:22 pm
Personally it's a toss up between the extraction raid & the relief fight on Galatea.
The Galatea fight leaves us on a well-supplied merc world with 80% salvage rights, which seems pretty nice to me - while the extraction raid will take less time, it also has 0 salvage opportunity.

I'm not married to staying on with the FedComs. Are there large advantages with taking the longer deal against the Capellans?

Fighting an elite FRR unit sounds less fun especially with 0 salvage. Hard pass on that one!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 12, 2024, 09:38:29 pm
Being on FedCom's good side confers mainly soft advantages (i.e., those I roleplay for us): continued easy access to advanced parts, use of their repair bays if we deploy alongside FedCom assets, longer-term contracts that don't go on the public market, the ability to dictate terms (or at least indicate that we would like certain things out of contracts).

The lack of salvage rights on these contracts is a bit of a bummer, I agree.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 12, 2024, 11:00:13 pm
I'd say from an RP perspective Drake would prefer to keep on FedCom's good side. They are the biggest power, after all.

From a player perspective, I'm cool either way. I agree that the FRR one is the worst and we should avoid it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: EuchreJack on January 13, 2024, 01:32:49 am
From a RP standpoint, we don't know that the FedCom are going to destroy themselves in less than 10 years.  :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 13, 2024, 11:08:31 pm
Addendum: Training Reports
Our combat personnel have not been idle while the administrators and techs bustle around. Our berthing arrangements on Outreach include access to some rural areas where we can conduct proper, semi-live-fire training—lasers on low power mode, frangible autocannon rounds, missile casings without warheads. It's a chance for our mech drivers to get to grips with new hardware and new lancemates, and to work out what tactics will work best for their equipment.

Three months of focused training culminate in three mock battles, supervised by Gordon Patroni, one of our tactical operations officers, who has experience with this task from his time with the armed forces of the Free Worlds League.

Rook's Raiders vs. Fourth Lance (May 3)
Hosting our first battle is a relatively compact battlefield, with a river running down the center, a high hill on the west bank, and small hills and light woods on the east bank. Rook's Raiders start in the north, and Fourth Lance starts in the south.

Double Dog (in the Warhammer) and Kicks (in the -1Kk Phoenix Hawk) take cover behind the woods on the east side of the river, while Severe and Simona push up the west bank. The Raiders attempt an end run: sweeping south to knock out the two eastern mechs before the Koshi and Ryoken can get stuck in.

They have mixed results. They do eventually knock out the Warhammer and Phoenix Hawk, but Simona catches Rook in the open, and the Ultra AC/20 proves as lethal as it sounds. The rest of the Raiders survive the battle, in various states of heavy damage, while the Koshi and Ryoken survive to retreat, the Ryoken totally out of ammo and the Koshi badly damaged.

Gordon Patroni, one of our tactical operations officers, is supervising these fights, and declares this one a draw.

Some takeaways from this battle:

Drake's Destroyers vs. Ortega's Outriders and Sixth Lance (May Eighth)
Our administrators reckon that the four mechs in Drake's Destroyers are a rough match in combat power for the eight in Ortega's Outriders and Sixth Lance (accounting for pilot skill), so that's the next fight. It goes down on a much larger field than the first one, owing to the larger number of mechs involved. The map is low, rolling hills with dense patches of forest, a bit heavier to the flanks and a bit lighter in the middle. The Destroyers deploy in the south, while Ortega's force takes the north.

Drake keeps his lance in the south-central part of the map, hoping to reduce the enemy forces before they get into effective range, while Milspec splits his force lance by lance to run along the flanks of the field.

Ultimately, the weight of numbers tells: there are no real slouches anywhere in the Bastards these days, and Milspec's side does a good job staying out of the Awesome's line of fire on the run south. Patroni declares a win for the Outriders and the newcomers in Sixth Lance.

Lessons:

Rook's Raiders vs. Bear's Bruisers (May 11)
This battlefield is much more the Raiders' speed. A moderately-sized hill in the center is the main feature, with small rises at the north and south ends.

Starting in the north, the Raiders shade to the east side of the map, drawing the Bruisers into a long advance. Rook whittles down Linebuster's Emperor, which falls before it can get into close combat, but the Stalker goes down too, under fire from both Guillotines.

In the end, the two Guillotines of the Bruisers survive, along with Faceplant's Dragon and Carcer's Flashman. Patroni declares it a draw.

Lessons:

Company Battle (May 15)
Everyone gets one last shot at live-fire training, with a company-on-company battle pitching Drake's Destroyers, Bear's Bruisers, and Sixth Lance against Rook's Raiders, Ortega's Outriders, and Fourth Lance. (That arrangement of lances is about 500 BV apart, on forces worth about 27,000 BV each—well-balanced!) We'll call the first force Company A, and the second Company B.

The battlefield is an old farmstead. Main features are an east-west road at the north end of the map, a north-south road along the east side of the map, a field of crops dead center, a handful of buildings on the west edge of the map, centered north and south, along with a road connecting them to the northern road, a forest south of that northern road, and a valley at the south end of the map. Patroni briefs the combatants, and declares two features on the map the objectives: a large barn on the west side of the battlefield, on the south end of the woods; and a stand of light forest on the east side of the field.

Company A deploys in the south, with Drake's Awesome screened by Euchre's Lancelot and Wojtek's Trebuchet (the SRM version) on the east flank. Linebuster in the Emperor starts in the same place. Pepper in the Archer, and bin Ala' al din in the LRM Trebuchet start on the west, along with Khadjikyriakos in the Tallman and Woad's Grasshopper. The rest of the Bruisers deploy nearby, not quite in direct support, but shaded to the east side of the field.

Company B deploys in the north. Rook's Stalker, Double Dog's Warhammer, Ker-Ker's Lancelot, and Faceplant's Dragon face off against Drake and company on the east side of the map. Fourth Lance deploys centrally, ready to swing to either side of the map in support. Ortega's Outriders start on the west side of the map, hoping to rush south to the western objective—Company A doesn't have many mobile assets on that part of the field.

The battle ebbs and flows: Company A's force on the east side of the map begins to overpower Company B, but much of it diverts toward the center of the map as Fourth Lance commits to the west, threatening to overrun Company A's forces south of the western objective. Drake slowly marches up the map, knocking huge chunks out of his targets' armor on the way while remaining largely out of range of effective return fire. Rook can tag him pretty easily, but she's busy raining missiles and ER Large Laser fire upon elements of Company A getting close to her, or threatening the balance in the center of the map.

Answering a question from an earlier battle, the Ryoken had to fight this battle with only ER Medium Lasers: the UAC/20 jammed on its second shot. Even without the Ryoken's main bite, he fought well this battle: the Ryoken is highly mobile and pretty well-armored, and Simona is a good enough gunner to score hits while moving full tilt. Severe gets props as well: her Koshi took a shot to each leg early on in the battle, taking out the armor on both and damaging an actuator on one, but she spent the rest of the battle hovering expertly at the edge of medium laser range, chipping away at Company A's armor but never presenting an easy enough target to be worth knocking out.

On the other side, Teddy Bear did a superb job dodging fire, exploiting terrain, and using his Vulcan's mobility to best effect. Wizard and Hanzoku, in the Guillotines, also used their mechs well, mobile when they needed to be, but also willing and able to stand up to heavy incoming firepower.

In the end, Company A wins the fight for the farm field in the middle of the map—just barely—and Company B withdraws. Patroni calls a victory for Company A.

Status
No time passes in this update.

To represent the time spent training here on Outreach, the Bastards' mechwarriors receive 5xp -each, which leads to a bunch of skill gains.

(https://i.imgur.com/JbTKmNe.png)

Carcer, Wizard, and Blinky go up to elite rating, and the other pilots who gain traits go to veteran. Ker-Ker and Euchre are particlarly good news—driving the Lancelots, they'll be taking a lot of long-range shots. Gunnery skill will make them much more effective.

Sounds like we're not quite in agreement on a contract—let's put it to a proper vote.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 13, 2024, 11:46:07 pm
After thinking about it, let's go for the 12 Month contract. Going against the Capellans was our reason for staging out of here anyway, and if we can ask for good terms we should be able to get decent pay and salvage from it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: EuchreJack on January 14, 2024, 01:48:24 am
12 Month contract: Let's Cap the Caps!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 14, 2024, 11:29:01 am
Lots of great battle reports to read through. Fun to see how our groups perform against each other! Thanks for posting them.

My preference remains the FWL vs. FedCom on Galatea battle, but am happy to give the year long contract with the FedComs a whirl :)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 14, 2024, 12:14:45 pm
Lots of great battle reports to read through. Fun to see how our groups perform against each other! Thanks for posting them.

A good chance for me to remember how to play, too. :P

It sounds like we're two for, one ambivalent on a longer-term FedCom contract, so we'll go in that direction. What contract rights are important to us?

Transport, obviously. Between salvage, support (operating costs? battle loss compensation?), command rights (is the employer unit that comes along under our command or not?), and increased base pay, what do we want most?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 14, 2024, 01:31:25 pm
How do our support/loss numbers usually stack up compared to pay? My inclination is to prioritize salvage and base pay since those give us the most out of a successful engagement, but I'm flexible if better worst case options would have done more for us in the past.

Not sure we care too terribly much about controlling employer units, as long as we're not responsible for what happens to them.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 14, 2024, 07:36:19 pm
Yes aside from Transport - salvage is always great in my books. Very easy to expand your unit if the salvage terms are generous enough. :D

As for command - Liason is usually a good compromise. Sure they can be... suicidal extra brave at times, but it gives the unit extra tonnage vs. the enemy usually (unless that has changed recently?)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: EuchreJack on January 14, 2024, 08:29:39 pm
Yes, but it's Capellan salvage.  How many Urbanmechs do we really need?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 14, 2024, 08:33:35 pm
It's a little known secret in the mech-tech trade that if you can get enough Urbanmech parts you can make an Ubermech from them.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 15, 2024, 10:46:45 am
It's a well-known fact that your unit is not considered truly elite until you run an all Urbanmech squad. The Bastards could use an Urban lance :P

(https://lh3.googleusercontent.com/proxy/P7pYtCCBS8lpy3RRtb3rxrZjhMEde-EwLtqcJKlG6yL0JCAEfFM_wgFmulxCMYdl8-0X4AyH1tTUOKMKSImMazXC0JlOoLQK2CyTjsf15K8xw4tHm6ZRUkKzSw2mo4cTVt3MCFIHE-mXCgJVMPnB9z1Ou8o1_XF0)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 15, 2024, 11:45:13 am
Consider a Pirate Special version of a King Crab: a 100-ton industrial mech with Urbanmechs for arms. In support of the meme, Catalyst sells a company-sized box of Urbanmechs (https://store.catalystgamelabs.com/products/battletech-urbanmech-company-box).

On contract terms, straight support is usually a negligible amount against base pay. Battle loss compensation is of great use when we have battle losses, and comes more cheaply, in terms of employer willingness to offer it, than base pay: the employer doesn't need to pay it if we don't earn it, and we're incentivized not to earn it.

The Federated Commonwealth liaison on Outreach shuffles through his files, and comes up with one that may be of interest to us. Expected total commitment is 12 to 18 months.

Rebels, mercenaries in House Liao's employ, Capellan regulars, or some combination of the above, have been staging ongoing raids on Tsingtao, a world about 50 days' travel away, just across the border from the northeast edge of Capellan territory. The first part of the contract would be a four-month commitment to relieve the beleaguered AFFS garrison on Tsingtao. After that subcontract is complete, we would remain in that region of the Inner Sphere—possibly counter-raiding the Capellans, defending other Davion territory, or supporting a planetary assault, depending on how events progress.

For this first element of the contract, their offer comes to about 65 million C-bills, for about six months of work (counting travel to the theater). On top of that, they offer a signing bonus/retainer fee of 7.5 million C-bills, to be forfeit if we leave before the end of the 1-1.5-year commitment. They cover transit expenses to the theater and between subcontract worlds, and will pay for our return to Outreach, Galatea, Solaris, or our homeworld Piedmont at the conclusion of the full commitment. Hearing our preferred terms, they offer a few options:

100% straight support and full overhead (i.e., incidental expenses like lodging on Tsingtao, noncombat provisions, and the like); or 20% battle loss compensation and no other support payments.

Independent command rights (any FedCom units sharing a battlefield with us will be under our direct command, and I don't think we have a regular liaison unit), 40% salvage rights; or Liaison command rights (FedCom liaison unit is under our command, other FedCom units may not be), 50% salvage rights; or House command rights (FedCom liaison unit is not under our command, and will play observer to ensure we're conducting ourselves according to the terms of the contract); 65% salvage rights. We are responsible for the survival of FedCom units under our direct command, and of the liaison. With House command rights, the FedCom liaison will defend itself but avoid direct combat.

In all cases, the contract begins on August 1st.

edit: the savegame appears to be converted up to MekHQ version 0.46.1—slowly climbing toward modernity! I think the approach to get it up to the latest release is to load/resave it at each stable version along the way.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 15, 2024, 02:18:17 pm
Seems generally quite solid. Definitely favor the 65% salvage in exchange for not being responsible for the FedCom troops. We're good enough that we should be able to make use of their distractions even if they do stupid stuff.

I don't have any particular preference between support and 20% battle loss.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: EuchreJack on January 15, 2024, 06:41:19 pm
20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 15, 2024, 10:02:37 pm
20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?

Yup, all of our ordinary maintenance and salary costs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: EuchreJack on January 15, 2024, 10:52:53 pm
20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?

Yup, all of our ordinary maintenance and salary costs.
Hm, then on a low-intensity conflict, it should work out to about the same.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 15, 2024, 11:57:23 pm
It's tough to say what we'll actually see (i.e., what MekHQ will generate for us), but the image in my head is that this might be a little more active than a garrison contract, for instance.

edit: As far as command rights go, I may roleplay House rights a bit more strictly than in the past—according to Field Manual: Mercenaries, House command rights mean we're directly subordinate to an AFFS military officer, who may demand that we stay in the field when a retreat might be more tactically appropriate.

On the other hand, contracts like the one we're considering don't have a ton of room for full independence. There needs to be at least some integration into the AFFS (AFFC, I guess, at this point in history) command structure when coordination with their forces is part of the job.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Mephansteras on January 16, 2024, 02:03:21 am
Sounds like the 20% battle loss might be a safer bet, then, in case we're forced to stay in a bad situation.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 16, 2024, 09:15:47 am
Tedros will argue for a Liaison command rights rather than an integrated House Command. We ain't no House line unit :D
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 16, 2024, 11:00:57 am
While the decision-making process shakes out, I tinkered this morning with the MechDropShipLab. It turns out that the Mule, given about 120 million C-bills of work above the hull cost and about two years of time in a shipyard, can turn into a budget home for a full battalion of mechs.

(https://i.imgur.com/nkxIBXG.png)

It probably needs a few more cabins for the techs and administrators a third company would require, but even accounting for that, the cargo space is sufficient for the heavy load of spares we're currently carrying. It's not armed and armored for direct combat, but it's not totally defenseless, either. Maybe something to aim for, down the road a bit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Knave on January 17, 2024, 08:44:01 am
That's a fancy ship mod - I like it! I think it's attainable one day with some good contracts and rolls from our admin team :)

Or we need one of those Leopard drop ships from MW5. The variant that has seemingly endless storage for extra mechs and salvage despite looking tiny on the outside :D
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (May 15, 3053)
Post by: Fishbreath on January 17, 2024, 10:14:22 am
Or we need one of those Leopard drop ships from MW5. The variant that has seemingly endless storage for extra mechs and salvage despite looking tiny on the outside :D

I think the in-universe explanation there is that you're paying someone to follow you around with 2500 tons of spare assault mechs in cargo, but the TARDIS-brand Leopard would also be a great pick!

Reading the rules again, it transpires that 'bay personnel' is a capacity, not a crew requirement—mechbays include bunks for techs, they don't require an additional two crew each. So, the end result is a battalion of mechs and crew, quarters for the roughly 200-220 people that would comprise the Bastards (including skeleton crews of astechs and medics during transit, to keep working on repairs, refits, and injured mechwarriors), sufficient cargo capacity for 90 days of food for the company (mostly important for independent operations; while traveling, we generally buy it off of merchants at jump ship recharge points), and about 1300 tons of parts, ammunition, and mothballed mechs. Pretty neat setup, and also pretty affordable.

Enough playing around with that, though. I'll get the FedCom contract set up tonight.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
Post by: Fishbreath on January 17, 2024, 09:46:24 pm
Outreach
Contract negotiations proceed smoothly. Teddy has a chance to plead his case to Drake regarding command rights, but the latter is unmoved, and the final terms look like this.

(https://i.imgur.com/UAfuevJ.png)

The Bastards are shipping out. On May 30, a FedCom dropship arrives, we bundle aboard, and before you know it, we're on the way to Tsingtao.

(https://i.imgur.com/f7qRp28.png)

Tsingtao-the-world is the second planet in Tsingtao-the-system, and has a little more than half of the system's total population. It orbits at about ½ AU, has a breathable atmosphere and surface water, and an average equatorial temperature of about 15°C—quite a bit colder than Terra. It's in historically Capellan territory, but currently under Federated Commonwealth ownership, which is undoubtedly part of the reason why we've been employed to help out.

Blinky Stirzacre spots an interesting footnote: Tsingtao is apparently the home of Tsingtao Brewery, an inheritor of the name (if not the same entity) as a 20th-century Terran brewing company. It doesn't have the the same cachet as the mercenary's favorite, Timbiqui Dark, and, in fact, those of the crew who hail from worlds far from Capellan space don't know the name, but our Capellans (Euchre, Carcer, and Linebuster) speak to its virtues, and there is eventually general excitement that the Bastards' headquarters will be in Tsing City, along with the brewery.

Some of the Bastards, crammed into the spare corners of yet another series of military dropships, daydream of something a little more permanent. "I did a few assault drops out of an Overlord, back with the AFFS," Erine Forakis volunteers.

A chorus of "as if we could afford that!" is her answer—and it's not wrong; even if we had the money for an Overlord, nobody would sell one to us. It does get Kepano Endo thinking, however, and he begins to doodle some ideas, in the shape of a Mule hull, on a napkin...

Tsingtao
We set down on July 25th, a little ahead of schedule, and take some time to get to know the area. The unit rents out most of a decent little hotel on the outskirts of Tsing City, sets up field workshops just beyond the suburbs nearby, and readies for battle. Our FedCom commanding officer on-world is a colonel with a long history in the AFFS prior to the FedCom unification. AFFC forces on Tsingtao amount to a beaten-up regiment, so our two companies make a noticeable difference, and the colonel seems grateful to have us.

Drake's Destroyers, Bear's Bruisers, and Ortega's Outriders are our first three units in the field, patrolling a hilly, lightly urban area northwest of the capital. We're not even on-world for a week before we get the call for the first time: a FedCom scout reports two lances of House Liao vehicles and one of mechs on the way toward a small town. Consulting his map, Drake deploys his own lance and Ortega's Outriders to hold them off in the hills just outside of town.

Action of August 11, 3053
On this mission, we're holding the line: the goal is to destroy at least 33% of the enemy or force their withdrawal, while losing neither the FedCom scout or more than half of our own lance. The FedCom scout, Sebahat Bedreddin, is driving a Wolverine, which is a pretty capable mech, and has instructions to run for it if things get bad. (editor's note: I may have made him a little too cowardly, in the bot settings.)

Deployment
We start in the center of the map, occupying a high hill, from which we'll try to batter down the lighter enemy vehicles as they close. We have a big range advantage, but on open terrain, some of the vehicles will be faster than us.

At the start of round 4, the Outriders will arrive, so by that time, Drake's lance will be well on its way north.

Turn 1
(https://i.imgur.com/1sENYfb.png)

There isn't much long-range weaponry in the enemy's force, and they're not all that great at gunnery, so the Destroyers largely stand still for the first round, to make their opening punch tell as strongly as possible.

The first time Drake fires his new PPCs in anger, he destroys a Scorpion light tank, piercing its side armor and gutting the fighting compartment. Euchre scores two hits on a Vedette, and Pepper hits another one. The LRM hits on the latter damage one of its tracks, and it slows to a crawl.

Turn 2
(https://i.imgur.com/wgWgn8o.png)

A repositioning turn, as the Bastards fall back a few hexes. The terrain to the east is more challenging, so Drake plans to move in that direction—much easier to move a mech through a stand of trees than a tank.

Turn 3
... is also a repositioning turn.

Turn 4
Ortega's Outriders arrive, just within ER Large Laser range to the northeast portion of the map.

(https://i.imgur.com/QkmZKhL.png)

Drake and company should reach the cover of the stand of woods to the northeast of the image before the Capellans can fire on them, and the Outriders will probably be in range this firing phase or the next.

Turn 5
The Capellan forces appear to be waiting on their reinforcements, at this point, in tight formation in the shadow of the hill we started on.

(https://i.imgur.com/yFnh0DN.png)

Pepper and Euchre take a crack at the Vedette exposed on the enemy's right, and combine for a kill: Euchre immobilizes it with a large laser shot to the right track, and Pepper's LRM barrage ignites its fuel tank. It goes off in a cloud of smoke.

Private Forakis, in the Phoenix Hawk 3K, and Milspec both have line of sight to enemy forces, but they're a nose beyond large laser range at the moment.

Turn 6
A hovertank exposes itself to an awful lot of firepower, spotting for the LRM carrier in the back.

(https://i.imgur.com/FnCFQWp.png)

Most Drake's Destroyers target it. Milspec and Pvt. Forakis have line of sight on both a Hezter and that LRM carrier, and this time, they're in range.

Some truly dire dice rolling yields few hits and no kills, but Forakis bloods the PXH-3K with two hits on the Hunter LRM carrier.

Turn 7
(https://i.imgur.com/rYCvpoh.png)

Euchre is a bit exposed here, but the enemy force hugs the hill and stays out of line of sight to him. The rest of the Bastards have better firing solutions.

(https://i.imgur.com/DWTBbPr.png)

The Outriders (Forakis and Milspec, in this case) score the most telling hits this round. Drake plugs the Pegasus scout hovertank with one of his PPCs, as well, but it continues to escape damage to its motive systems.

Turn 8
Enemy mechs arrive on the field: two Phoenix Hawks, a Shadow Hawk, and a Locust. I don't find them particularly concerning.

(https://i.imgur.com/ngruqgh.png)

The ER Large Laser/double heat sink main armament on a lot of these mechs gives them a significant range advantage. (Veteran and elite pilots help too, I admit.)

Euchre badly damages the Hunter LRM carrier's left track, taking three LRMs to the center torso in response. Blinky immobilizes a Vedette, and Pvt. Forakis wings another one. Drake finally gets the better of the Pegasus, one of his PPC shots piercing it through and through.

Turn 9-10
The enemy vehicles are in a bad spot now, several of them damaged and one immobilized, out of their own effective ranges but within ours. We ought to have this part of the enemy force cleaned up pretty quickly, at which point we'd have fulfilled the mission objectives and then some. We will, however, stay on the field—if the mech lance comes north, we'll be there to meet them. Otherwise, they're well placed to escape, being lighter and faster than we are.

(https://i.imgur.com/uHIKBBI.png)

Euchre and Blinky both score kills (on the Hunter LRM tank and a Vedette, respectively). The next round, Pepper gets the Hetzer, and Drake fully immobilizes the Vedette.

Turn 11
(https://i.imgur.com/GJIXhsI.png)

Running to the west, the Outriders manage to draw the enemy mech lance forward, where we'll have a shot at knocking them out.

Drake finishes off the last vehicle, clearing the field for some mech-on-mech action.

Turn 12
(https://i.imgur.com/ID0mPgr.png)

The Outriders should be able to get into position pretty readily, this turn. The Destroyers will take a bit longer. Woad, in the Grasshopper, already has an angle on the back line of Capellan mechs, but the intervening woods confuse his line of sight.

Turn 13
(https://i.imgur.com/g9NXFPP.png)

The Outriders are in close combat now. They're one of our better brawling lances, being quick enough to build up high movement modifiers, and still passably tough.

Turn 14
(https://i.imgur.com/wSrmAp9.png)

Three of Drake's Destroyers have shots on the enemy this round, with Drake himself the only latecomer. The Capellan Locust is crippled and looking for a way out of the fight, so we'll leave it alone for the moment.

Pepper is the man of the round, this time:

(https://i.imgur.com/k6RD9fd.png)

Turn 15
The enemy Locust flees, and the Phoenix Hawk is on the way out. We'll try to take down this Shadow Hawk before it can follow suit.

(https://i.imgur.com/3714CZa.png)

Turn 16
That lying enemy Phoenix Hawk was not trying to flee after all, the jerk.

(https://i.imgur.com/zsoAbYA.png)

The enemy mechs are in pretty bad shape, though. Blinky gets the kill on the Shadow Hawk with a double ammo explosion; Euchre and Pepper assist.

Turn 17
(https://i.imgur.com/FKpfivh.png)

Astonishingly, the Capellan survives this amount of weapons fire. Wojtek trips him, however, and that finishes him off.

Damage, Injuries, Salvage
(https://i.imgur.com/CTuKpkU.png)

We take very light damage on this deployment. Some armor has been chipped away on mechs marked 'undamaged'; Pvt. Forakis took a crit to the hand in the Phoenix Hawk 3K. Nobody is injured.

Salvage comes to the beheaded Phoenix Hawk, and the wreck of a Vedette.

That salvaged Phoenix Hawk is easily repairable. All it needs is a head, and we're packing sufficient spares to put it into service without ordering anything. I'm leaving it untouched for the moment, though: we could strip it for parts (although it doesn't have much interesting stuff on it), or we could refit it to -1Kk or -3K standards. Alternately, we could sell it for a nice 1.5-million C-bill profit.

Kill Boards
Pepper scores his first kills for the Bastards, and Drake adds a trio of vehicles. Blinky, notching two, moves up the overall leaderboard to slot in just behind Milspec, while Euchre and Wojtek each score once.

Last Battle
(https://i.imgur.com/avto6aD.png)

All-Time Leaders

Status
Drake, Milspec, and their lances rotate off duty for a bit. Rook and the Raiders, along with Double Dog and Fourth Lance, join Bear's Bruisers on deployment.

It is now October 1, 3053.

Finances
After September's contract income, salaries, share payouts, and other expenses, the bank account contains 70.833 million C-bills.

Repairs and Refits
Our units are in tip-top fighting shape.

Contract
Capellan morale is very low. They haven't stuck their heads back up since our first encounter, although reports via the FedCom chain of command are that Capellan reinforcements have landed onworld.

TO&E, MechWarrior Claims, and Mech Assignments
Units lacking a bolded callsign are free to be claimed.


Action Items
Should we refit the Phoenix Hawk, or sell it? Beyond maybe the engine, none of the parts are worth very much to us.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Mephansteras on January 17, 2024, 10:07:38 pm
My general instinct is to sell it, but it could come in handy I suppose. What do we have as backup mechs right now, in case some of ours get too badly damaged to fight?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Fishbreath on January 17, 2024, 10:15:52 pm
In mothballs, we have a Quickdraw 4G (bin Ala' al din's mech), a Whitworth-1 (Johansen's), a Locust (Severe's), and a Wasp (I don't recall if it belongs to someone).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Knave on January 17, 2024, 10:21:09 pm
Keeping it means we'll have a full set of 4!  :P
paint a card suit on each of them. Or at least we'll have some spare parts if the other 3 take some unlucky hits.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Fishbreath on January 17, 2024, 10:30:41 pm
Hey, I like that idea. Then I can give them names beyond their model numbers. Jack of Clubs, Queen of Hearts, King of Diamonds, Ace of Spades. Beyond the Frankenstein Lancelot, we don't have enough mechs with individuality.

If Teddy wants to stash his Vulcan for some kind of jump-capable Phoenix Hawk, that can probably be arranged...
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: EuchreJack on January 18, 2024, 12:48:57 am
In mothballs, we have a Quickdraw 4G (bin Ala' al din's mech), a Whitworth-1 (Johansen's), a Locust (Severe's), and a Wasp (I don't recall if it belongs to someone).
That is not much of a reserve, another Phoenix Hawk would be a good addition.  I also like Phoenix Hawks: They're good mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Fishbreath on January 18, 2024, 10:09:45 am
Turns out the Wasp belongs to the unit—we salvaged it on Nashira, way back in 3051. We're free to sell it, if we like.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Mephansteras on January 18, 2024, 11:08:16 am
Alright, I'm in favor of keeping it then. Having at least a full lance of mechs in reserve in case things do downhill sounds pretty handy.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Oct. 1, 3053)
Post by: Fishbreath on January 19, 2024, 09:00:07 am
Tsingtao
The Bastards spend a lot of time twiddling their thumbs on this contract, which is good in the sense that it's risk-free money, and bad in the sense that it's the worst combination of tense and boring.

Our next deployment isn't until November 7. Fourth Lance and Rook's Raiders are patrolling a region of clearcut forest some distance from the capital, when a call comes in over the radio net: a group of Capellan officers are attempting to escape AFFC lines, and eventually get offworld, in civilian vehicles.

The Action of November 7, 3053
The map covers Fourth Lance's sector, hilly with a ridge running through the center of the map, northwest to southeast.

The targets are moving from north to south through Fourth Lance's sector. Double Dog and his units start in the middle of the map. Rook orders her lance ahead at best speed, throwing formation to the wind. Faceplant arrives at round 6, Ker-Ker and Carcer arrive at round 8, and Rook arrives at round 9. The given objective is to destroy the force of civilian vehicles (two APCs, a mobile repair vehicle, and a forestry mech) before turn 10, and optionally, to reduce the main enemy force attempting to break them out (a collection of heavy tanks) by 1/3. The enemy also receives reinforcements, scheduled for turn 8.

Double Dog thinks the strategy here is clear: target the officers' transports immediately. He sets up his lance to do just that. The escort vehicles to the south can wait.

(https://i.imgur.com/ar5EnHl.png)

Turn 2
(https://i.imgur.com/AkjF0XQ.png)

The first turn goes well, yielding solid damage on the enemy force.

In the south, the FedCom Vulcan charges (alone) into the teeth of the heavy tanks, then frantically radios for help as he takes heavy damage. Double Dog sighs and turns his Warhammer around to provide some covering fire, while the Vulcan attempts to escape.

In his Ryoken, Simona scores two kills in one weapons phase: an AC/20 shot to the nearer APC, followed by medium laser shots to the further.

Turn 3
(https://i.imgur.com/7vxPlU3.png)

The friendly Vulcan, frustratingly, is lost to a gyro hit. We will unfortunately take a ding to the contract status for that, but we should be able to complete enough objectives to make up for it.

Simona takes out the forestry mech, while Severe gets the field repair vehicle. Thus is our objective completed, seven turns before it needs to be. The rest of the lance will head south now, joining Double Dog, to see if we can't knock out some tanks and complete that objective too.

Turn 4
Repositioning: nobody is in range yet.

Turn 5
(https://i.imgur.com/mar073a.png)

Two vehicle kills is the goal, out of this main force.

Turn 6
(https://i.imgur.com/YaNhP1C.png)

Faceplant arrives this turn, and should be able to take a shot at the LRM carrier with his Ultra AC/5.

Shooting and moving are more complicated than usual, owing to the fog over the battlefield.

Simona scores another kill, this time on the LRM carrier, with assists from most of the rest of the Bastards.

Turn 7
(https://i.imgur.com/3meuhiY.png)

I think we have a good chance at knocking out the Bulldog this turn, which would fulfill our second objective, and allow us to call this a success and retreat from the field. Enemy reinforcements arrive next round.

Simona is the one to knock out the Bulldog, but it rolls well for a shot at the Koshi, and yields something that's going to be a little challenging to fix:

(https://i.imgur.com/nbl4ibC.png)

Turn 8
The Bastards begin to fall back to the northwest. Carcer gets the kill on the Scorpion that imprudently (and also impudently) pulled out in front of most of Rook's Raiders.

Turn 9
(https://i.imgur.com/MVyOIDe.png)

This 'fighting retreat' is probably going to kill all of these Vedettes, if they pursue, but it would be a little silly of them to do so beyond this turn.

Turn 10
(https://i.imgur.com/PGrsH6F.png)

They seem to feel the same way, and begin to fall back. Rook gets the one that's still peeking out around the corner, but after that, both sides depart the battlefield with no further shots taken.

Damage, Injuries, Salvage
(https://i.imgur.com/m7rnbYM.png)

On the plus side, our techs observe, the Koshi's arms are ablative: there's no priceless Clan technology in there. On the minus side, the Koshi's arm is priceless Clan technology. I don't think we have a way to get our hands on endo-steel limbs, although we may be able to bum one off of our FedCom friends for a doubtlessly incredible price.

The Warhammer took a lot of hits, but I think it's mostly armor damage.

Double Dog had his bell rung a bit, and will need a few days in the infirmary, but otherwise, no injuries.

On the salvage front, we pick up a crippled Zhukov heavy tank (armed with a pair of AC/10s; we immobilized it during the fight but didn't destroy it), and some scrap vehicles. We take a few prisoners from the convoy, but functionaries from the Department of Military Intelligence take them off our hands.

Kill Boards
Simona pulls off the ace in a day, while Rook, Carcer, Faceplant (who KOed the Zhukov to the point that it was salvage, even if he didn't kill it), and Severe notch one each.

Last Mission
(https://i.imgur.com/zAyxMj8.png)

All-Time Leaders
Contract Continues
The damage to the Koshi isn't quite so dire as it seems—access to FedCom markets means we may be able to scrounge one for salvage. (It's going to cost a lot more than the 'list price', to the extent that's a concept that applies to Clan parts, but so it goes.) The Koshi's TAG unit was also in the left arm; that's going to be harder to come by, but we can hardwire an Inner Sphere TAG in instead.

Rick Papatamelis, administrator extraordinaire (or at least the guy who usually does acquisition checks, because he's the first alphabetical elite-skill command administrator) pays a significant bri— uh, finder's fee, and two weeks later, a crate containing a scorched, twisted mech arm arrives. It's not pretty, but it will do.

Also two weeks later, a first: two missions on one day.

(https://i.imgur.com/ZjkTFP5.png)

I guess that's what you get, when you're two full companies.

The colonel sends over an aide de camp to brief us on our role in a general offensive targeting the Capellan beachhead, enabled by the intelligence FedCom picked up from the Capellan officers we captured in our convoy raid. The Bruisers and the Outriders will fight a diversionary action, skirmishing with a heavy concentration of enemy vehicles to keep them away from the main thrust, while the Raiders and Sixth Lance will take a sector in the center of the main attack. The Destroyers and Fourth Lance will remain in reserve, in the event that follow-up effort is required.

That, however, is a story for another day.

Status
It is now November 21, 3053.

TO&E, Claims, and Assignments
No change since last time.

Contract
The Capellans haven't broken yet, but I have to imagine they're close, and I suspect this final push will do the trick.

Finances
83.922 million C-bills on hand. The only really interesting thing on the unit market is an Awesome, and maybe the Marauder. Also out there are a pair of Vindicators and a Wolverine, as well as some light mechs.

Energy-heavy mechs really don't feel as nice until we can slap double heat sinks on them, I have to say.

Repairs and Refits
Everyone is in good shape, going into the big push to end this contract.

I had forgotten: Severe's original Locust wasn't just damaged, it was totally cored, and thus irreparably damaged. I unmothballed it, salvaged the remaining items of interest, and made a note that we owe Payne 1.5 million C-bills upon her retirement, or the winding down of the company.

Action Items
I think it would be good to bring our other two Phoenix Hawks up to modern standards—maybe another 1Kk and another 3K, although only the 1Kk is feasible without another long interlude on Outreach. Maybe we just leave them for now.

Are we interested in buying any mechs, or in keeping the Zhukov tank and perhaps going combined arms with Third Company? Or should we strip the tank and sell it, like we usually do?

Finally, in looking through mission prep for the double-header, I see that Sgt. Khadjikyriakos has a few rerolls due to tactics skill—should we invest in tactics for the four other lance commanders who don't have it?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Knave on January 19, 2024, 10:42:10 am
Tedros wouldn't mind riding in something more modern for a while if we end up upgrading something :D  (Vulcan or P-Hawk either way - as long as his Vulcan is safely stored)

Building out some combined arms might be fun (If you're into that sort of thing!) - gives a change of pace from the mech only. Though a full 36 mechs has a certain 'je ne sais quoi'

And a lil tactics here and there isn't a bad investment, helps avoid fighting in hurricane winds :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Mephansteras on January 19, 2024, 11:03:37 am
I'd say upgrade at least one PH now. Better to have more modern kits available if we need them.

Combined Arms is fun if you want to do it, although even heavy tanks are super fragile. I'm more fond of LRM carriers doing indirect fire support, personally, but you get what you get when it comes to salvage.

Another Awesome or a Marauder could be good. They are both quite solid mechs, and right now we don't have any decent heavies or assaults in reserve. (Quickdraws are just Jenners that can punch things harder).

More tactics sounds good, yeah. Getting rerolls to help deal with bad situations is never a bad thing!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Fishbreath on January 19, 2024, 11:35:27 am
Tedros wouldn't mind riding in something more modern for a while if we end up upgrading something :D  (Vulcan or P-Hawk either way - as long as his Vulcan is safely stored.

There are some interesting (custom) options within reach for a Vulcan: double heat sinks+ferro fibrous armor+five ER Medium Lasers, for instance, or double heat sinks, 2xERML, 2xMPL. The interesting canon refits are either endo-steel (out of reach for us) or XL engines (out of reach without a long stay at a maintenance facility).

Combined Arms is fun if you want to do it, although even heavy tanks are super fragile. I'm more fond of LRM carriers doing indirect fire support, personally, but you get what you get when it comes to salvage.

Another Awesome or a Marauder could be good. They are both quite solid mechs, and right now we don't have any decent heavies or assaults in reserve. (Quickdraws are just Jenners that can punch things harder).

More tactics sounds good, yeah. Getting rerolls to help deal with bad situations is never a bad thing!

I'm not super-committed to combined arms, but figured it was worth discussion, at least. Knave's comment about 36 mechs does ring true: "We are an elite mech battalion. That's our thing," is a nice way to sell ourselves to potential employers.

1Kk Phoenix Hawk we can probably do before/on the way to the next leg of our commitment to the Federated Commonwealth. The 3K refit probably not.

I quite liked Marauders in my MechWarrior 5 run, although (like the Warhammer) I suspect they're the kind of mech that gets significantly better when you add 3050+ tech to them. The Awesome is the AWS-8Q model, which is of course the best variant, and might serve as a good anchor for Third Company (combined arms or not).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Mephansteras on January 19, 2024, 12:32:43 pm
Marauders make excellent sniper platforms for a pilot with high gunnery, in my experience. Though most of my modern BT experience comes from the HBS game these days. I'd be comfortable adding either mech to our stable. Maybe both, depending on the price. We've got a healthy cushion of credits available right now, and those are solid investments.

I'd say that unless someone super wants a tank added to the company it's better sold or salvaged.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Fishbreath on January 20, 2024, 09:12:54 am
Hide and Seek
Bear's Bruisers and Ortega's Outriders make a diversionary raid on a Capellan position southwest of the main effort.

Deployment
(https://i.imgur.com/rkARzkV.png)

By 'diversionary raid', the colonel apparently meant 'utter destruction of your foes'. There's not really room to maneuver, as the Bruisers and Outriders come upon this Capellan firebase.

We're only required to knock out half of this force, but withdrawing in such close quarters is probably going to be harder than fighting it out.

Turn 1
(https://i.imgur.com/C6daLQ4.png)

The LRM and SRM carriers are quite dangerous, so we'll look to eliminate them first. Much of this fight, tactically, is going to be moving quickly so we're hard to hit, while putting our superior gunners in position to shoot effectively.

You may have noticed the Bastards wearing a new color scheme—Mephansteras' remark that this outfit is probably a camo outfit rather than a parade colors outfit prompted me to look through the skin options for MegaMek, and wouldn't you know it, there are some camo options.

The allied Hatchetman ends up notching the first kill of the day, taking down the SRM carrier—far and away the most dangerous thing on the field, which means we can more safely close to pulse laser range.

Turn 2
(https://i.imgur.com/b4gIuUT.png)

The Capellan Phoenix Hawks make what I would call a poor move, opening themselves to rear torso shots from a pair of our mechs.

Linebuster puts a pair of LBX-10 slugs into the side of the Bulldog tank, and torches its fuel supply with a medium laser, while Teddy Bear pumps additional fire in as well.

Turn 3
(https://i.imgur.com/jvMt57u.png)

The Princess bot is really good at getting into my blind spots.

That said, the Capellans are wavering, and look like they're about to break and run for it.

Turn 4
(https://i.imgur.com/JS7j2g0.png)

It's a little late for them to break and run for it.

Pvt. Forakis slices the leg off of one of the enemy Phoenix Hawks with a barrage of pulse laser fire. (editor's note: the second leg, as it turns out, which is why the pilot bails.) The allied Hatchetman proves its worth once more, with the kill on the downed Vindicator. Linebuster takes the head off of the other Phoenix Hawk (another one for the hangar, perhaps?)

Cleanup
With just the enemy Griffin left in play, it's a race to see who can score the kill more than to see who will win. It ends up being Linebuster, who cannily switches his autocannons to cluster ammo, and knocks out the enemy mech's engine.

Damage, Injuries, Salvage
(https://i.imgur.com/EAw0br9.png)

Milspec took most of the hits this time out, but nothing made it through his Crab's shell. He was lightly wounded in the action.

(https://i.imgur.com/ilLYLtJ.png)

So we destroyed one Phoenix Hawk with a headshot, and the other by taking out both legs, and as it happens, both can be saved.

That would put us up to six, if we want to keep both of them. Between mothballed mechs and salvage, we're up to half a company of spare mechs. If we buy the Awesome and Marauder on the market, that puts us four mechs away from a proper battalion, which is pretty neat.

Kill Boards
Linebuster puts his Emperor to good use with a trio of kills.

Last Mission
(https://i.imgur.com/cF37Zht.png)

All-Time Leaders
Status
It's still November 21, 3053.

Our FedCom liaison informs us that we should be prepared to ship out as early as December 12 for the next phase of the contract.

Action Items
Bear's Bruisers took next to no damage and spent very little ammo on the last deployment, and can continue their march to join up with the main effort, if desired. (They may or may not arrive in time.) Alternatively, they can withdraw with the Outriders, let the techs reload ammo bins and patch up armor, and stand ready with our reserve lances, in case there are any final loose ends to tie up after this assault.

Should we buy the Awesome (6.6 million C-bills) and/or Marauder (6 million C-bills)?

Should we keep the two new Phoenix Hawks?

If so, should we refit some/all of them (in addition to the one we just picked up)? The 1Kk refit is in reach, just, but anything more complex than that will have to wait. As a reminder, the 1Kk has much better armor than the -1 variant, plus ERLLs and MPLs, but loses the jump jets.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Mephansteras on January 20, 2024, 10:44:30 am
For the PHs, I'd say let's upgrade one to the Kk and leave the others for now. And I'd vote to grab the Awesome and Marauder. Getting up to a Battalion size would be good, and they're solid mechs to build a lance around.

For tactical concerns, my vote would be for the Bruisers to join up with the main assault. If they don't show up in time they're still in good shape to help out with an after phase if necessary, and if they do show up in time we might need the extra muscle.

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Knave on January 21, 2024, 10:19:25 am
As for Shopping, I agree - grabbing at least the Awesome would be lovely to start building out the next company.
And I think Meph has the right idea - upgrading 1 to the 1kk and leaving the other... original for now seems like a good compromise.

And yeah - I imagine the Bears are close to 100%, so are happy to continue on and help on the next leg :)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: EuchreJack on January 21, 2024, 07:07:08 pm
All sounds good.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 21, 3053)
Post by: Fishbreath on January 21, 2024, 11:12:11 pm
Stand and Fight
In spite of Rook's seniority, Sixth Lance is first on the field, and so Sgt. Khadjikyriakos is running the operation. The Bastards don't put a massive amount of weight on rank, at least not when tactical considerations are at play.

(Someone please claim the good sergeant, so I don't have to type 'Khadjikyriakos' quite so many times. In fact, I'm going to call her 'Sgt. K', and assume you know who I mean.)

The Battlefield
It's quite a large field, and relatively open except for a few stands of woods.

(https://i.imgur.com/9ZQthnb.png) As you can see from how far I had to zoom out to get the whole setup.

Rook and the Raiders deploy in the north, where the longer-ranged units can shelter behind the arc of woods in front of them. In the south, Sixth Lance will cover their flank, skirmishing with anyone who gets too close.

The Bruisers are due in 12 turns or so. Enemy reinforcements are on the way as well, but information is spottier there.

Turn 1
Rook and Ker-Ker, with longer-range weapons than most of the rest of this force, split up to the north, while Carcer and **Faceplant move south to form an ad-hoc demi-company with Sixth Lance. At the end of the turn, everyone is still outside of weapons range.

Turn 2
(https://i.imgur.com/pMLM5JL.png)

Rook is just within LRM shot of the advance portion of the enemy force, and will take a crack at them this turn.

She lands nine LRMs on the enemy Flea, and Pvt. Selvåg from Sixth Lance cuts off its leg above the knee with a very lucky large laser shot.

Turn 3
(https://i.imgur.com/R1Q3BN7.png)

The FedCom Phoenix Hawk is again a bit over-excited, given the balance and distribution of forces on the field. I'll kick the bot controlling him, and replace it with a more cowardly one.

By being closer to the enemy, he gets the kill on the downed Flea, and takes no damage in return. Maybe he was just daring, more than cowardly. Elsewhere on the field, fire is exchanged ineffectually.

Turn 4
(https://i.imgur.com/OTfvO6L.png)

Turn 4 sees the battle collapsing toward the south of the field, where the short-range units have more space to maneuver (although less cover).

We get the better end of the exchange of fire this round: bin Ala' al din, in the TBT-5N, does heavy damage to a Vedette's tracks, and Ker-Ker cuts the arm off of the enemy Wasp. In return, Mats Johansen in the TBT-5S gets pretty low on right torso armor, behind which there is an awful lot of SRM ammo.

Turn 5
(https://i.imgur.com/Ov6qjCZ.png)

Johansen books it out of danger. Ker-Ker finishes off a Vedette that the FedCom Phoenix Hawk immobilizes (he does, at present, seem daring more than foolhardy), while Rook knocks down the enemy Trebuchet with a volley of LRMs and large laser fire.

In the south, Sgt. Khadjikyriakos unloads a volley of laser fire into the enemy Raven, stripping armor off of several of its components and nearly knocking it over. (Oh for an LB10X!)

Turn 6
(https://i.imgur.com/Gdyz1Af.png)

We have returned (unintentionally) to operating lance by lance. The Raiders move forward up north, while Sixth Lance jockeys for position in the south.

Sgt. K legs the Capellan Raven (whose pilot ejects; Philippa gets the kill), and the FedCom Phoenix Hawk scores another kill, stomping through the roof of the Harasser missile platform.

Turn 7
(https://i.imgur.com/P7RYJkq.png)

Most of Rook's Raiders stay still this turn, despite being relatively close to enemy forces: they're screened by woods, and the easier aiming will hopefully yield dividends on the Wasp and Vedette nearby.

Rook does most of the work on the enemy Wasp, but Faceplant scores the kill.

Turn 8
(https://i.imgur.com/Augtv0u.png)

The Bastards close the range, but gunnery is largely ineffectual. Chatter over the radio nets suggest there are reinforcements nearing, but it's not clear whether they mean allied or enemy.

Turn 9
(https://i.imgur.com/O05cwx0.png)

Rook eliminates the scout vehicle that ran out in front of her with a volley of laser fire (missiles held in reserve this turn). Faceplant immobilizes the Vedette in front of him with his UAC/5, then finishes the job with a stomp, while he peppers the Capellan Trebuchet with LRM fire.

Things are looking up, but now, emerging from the treeline ahead of the Bastards, are Capellan reinforcements, and they're pretty weighty: an Awesome (although the less cool 8V variant), two Cataphracts, and a Shadow Hawk.

Turn 10
(https://i.imgur.com/CkiCYQo.png) (https://i.imgur.com/KpfelLY.png)

The Bastards redeploy quickly to meet these new threats. In the south, Sixth Lance is going to have to fight a holding action and retreat toward support; they've taken a bit of damage already, and although they probably win a stand-up fight, it doesn't seem worth the risk when they have a lovely stand of trees to hide behind.

In the north, Ker-Ker notches a mech kill: a headshot on the damaged Capellan trebuchet.

Turn 11
(https://i.imgur.com/leCxoxK.png)

In the south, Sixth Lance takes the relatively cautious maneuvering by the Awesome and Cataphract as a chance to make a run for the center of the field. In the north, Faceplant is in the middle of a few enemies, in search of a back shot on the Cataphract up there. Hopefully he doesn't live up to his callsign.

The northern Cataphract is in dire straits now, with armor shredded off of multiple limbs and severe internal damage all along its right side. Faceplant doesn't.

It's about time to tell the allied Phoenix Hawk to run for it; enemy fire takes its arm off.

Turn 12
(https://i.imgur.com/3WFpBUT.png)

The Bruisers arrive on the field. Teddy Bear stays north, rushing to help the Raiders clean up on that side of the field, while Linebuster and the Guillotine drivers head south to back up Sixth Lance. (Sgt. K and Lise Selvåg in the Raven are staying on station, hidden by the trees, while the pair of damaged Trebuchets legs it.)

Ker-Ker takes out the Pegasus with an aimed shot through its front armor plate, while a barrage of LRMs from Rook's Stalker finds the holes in the Cataphract's armor and cracks its gyro's casing. The massive spinning elements shatter, carving a path through the rest of the mech, and it collapses to the ground.

Turn 13
(https://i.imgur.com/8yEC9kz.png)

It looks like the Trebuchets and FedCom's Phoenix Hawk will escape the field successfully. The reinforcements continue to advance at best speed.

Carcer gets the enemy Stinger, a team effort with Rook. Pvt. Selvåg, dancing around the enemy mechs, puts a solid shot into the rear armor of the SCorpion tank—she's not a great gunner, but she is pretty lucky, so far.

Turn 14
(https://i.imgur.com/fUmcmQY.png)

Ker-Ker and Faceplant stay north to deal with the Shadow Hawk, while the rest of the company on the field moves south toward the Awesome and Cataphract. In ordinary circumstances they would probably be running now, but there's not a lot to run to, at this point, as the AFFC offensive rolls up the Capellan lines.

Carcer finishes off the Scorpion tank, while Selvåg both dodges all the incoming fire from the Awesome and Cataphract, and cheekily carves a hunk out of the Awesome's arm with her large laser.

Turn 15
No photo this turn. The enemy Shadow Hawk escapes the field after taking heavy internal damage, while the rest of the Bastards trade fire with the two remaining Capellan mechs.

Turn 16
(https://i.imgur.com/VJ9nNgm.png)

Not a lot to report. The two doomed Capellans move north toward the previously-engaged Bastards, hoping perhaps to score a kill against previously-damaged mechs.

Turn 17
(https://i.imgur.com/3z8GK14.png)

The Capellan mechs are on the edge of the board now, probably looking to disengage next turn. We'll do what we can to prevent that. Teddy Bear uses the awesome maneuverability of the Vulcan to get in close and unleash a full volley from his weapons.

Once again, our FedCom ally (whose bot is not running away like I expected it to, after replacing the starter AI with the 'run away' AI) does serious work: even down an arm, he cuts the leg off of the Awesome with accurate fire. The Cataphract is knocked prone, too, unable to escape this round.

Turn 18
Linebuster gets the kill on the downed Cataphract, again using cluster ammo at long range to find the holes in the enemy's armor.

The smoke clears, and no Capellans are left in the field. The radio nets tell a similar tale all across the front line: organized resistance is breaking down, Capellan units are beginning to surrender, the fighting is slowing to a halt.

Damage, Injuries, Salvage
(https://i.imgur.com/rPrUSxY.png)

Carcer and Mats Johansen both take light injuries in the course of the fight.

(https://i.imgur.com/XJrtmM6.png)

Kill Boards
I don't know if Rook is one for a post-mission drink, but she'll have as many Tsingtaos as she wants tonight, on the rest of the company, now that she has crossed two more milestone on the kill board: double ace in mech kills, six-time ace overall.

Last Mission
(https://i.imgur.com/PoXQ2D5.png)

All-Time
Status
It is now November 22, 3053.

The Bastards celebrate a hard-won victory, as news of Capellan units surrendering pours into our headquarters in that Tsing City hotel. The veterans congratulate Sixth Lance: this is their first combat deployment, and they acquitted themselves well. Drake allows himself a smile. He might have preferred to be in the field, but coordinating this two-pronged attack took a fair bit of staff work, and as the unit grows, he might find himself watching operations like this a little more often.

The stand-down order arrives later in the evening: organized Capellan operations on Tsingtao have ended, and second-line FedCom units take over security duties. A uniformed figure slips into the Bastards' party at the hotel, and pulls Drake aside for a quick briefing.

Evidently we have a dedicated FedCom liaison now, from the AFFC's Department of Mercenary Relations: Hauptmann Catriona Toman, who introduces herself in a way that says she pretty clearly would have preferred the Davion/Federated Suns rank of 'Captain' instead of its Federated Commonwealth equivalent. Apart from that quirk, she is brisk and businesslike.

Tsingtao is secured. The Capellans must answer for their attack. The top brass in the Sarna March have decided that their response will be taking a Capellan system. We will be part of Operation Hephaestus, the assault on Ares, the wheels for which are already turning. The 1st FedCom Regimental Combat Team is already en route, and will pass through Tsingtao to pick up the Bastards.

Or, potentially, only some of the Bastards. Hauptmann Toman lays out the plan for us: an advance force raids strategic objectives on Ares, softening the world for invasion in the days before the main force lands. We are developing a reputation for lightning strikes and independent operations. The AFFC has noticed, and thinks we might be the best fit for the advance raid: one company of mechs, landed about ten days before the invasion starts, running at maximum operational tempo before linking up at the landing zones.

The Hauptmann is quick to point out that this isn't an order: we're free to say 'no', and AFFC regulars will conduct the advance raid instead. The Bastards will land as one unit, with the main invasion force. On the other hand, she says we will be extremely well-compensated if we take on the advance raid, in addition to our contract for the planetary assault—she doesn't name an exact figure, but does insinuate that it's well into eight figures for a little more than a week of combat. "Think about it," she says, "and let me know in the next two or three days." Advance elements will be leaving on December 12.

With that, she excuses herself, surreptitiously taking a bottle of Tsingtao from the open bar on her way out.

(note: I'm working on some house rules for the advance raid, which I will finish and post if we decide to take FedCom up on the offer, or at least decide to hear the offer in full.)

Contract
Capellan forces onworld have been defeated. (If any scenarios are generated between now and the official end of the contract, I will remove them by GM fiat.)

Finances
We have 73.183 million C-bills in the coffers, after purchasing a Marauder and an Awesome.

TO&E, MechWarrior Claims, and Mech Assignments
Units lacking a bolded callsign are free to be claimed.

Sgt. Khadjikyriakos' callsign is temporary, because her surname is a lot to type. Feel free to pick another one.


Repairs and Refits
Our techs spend a marathon night, from the 21st to the 22nd, working on battle-damaged mechs, and by noon, every one of them is ready to fight again.

Unnecessarily, as it turns out, but good work regardless.

In terms of Phoenix Hawks, we have six: one 3K, one 1Kk, three stock models, and one refitting to 1Kk. I would favor refitting one or two more to 1Kk or 2K standards—the 2K is the same as the 1Kk, except with four medium lasers in place of two medium pulse lasers.

Our salvaged Raven is the 1X model, which was the late-3030s prototype of the chassis, which carries 7.5 tons of prototype EW gear that is impossible to replace like for like—we have Beagle Active Probes and Guardian ECM suites now. If we want an EW Raven, we can refit it to 3L standard. Otherwise, the 2X variant (same as our existing Raven: good armor, large laser, 2x medium laser, SRM-6) would be a fine choice.

Organization
Between salvage, mechs brought to the unit by new hires, and purchases, we have already ten of the twelve mechs we'd need for a third company: two Awesomes, a Marauder, a Quickdraw, three Phoenix Hawks, a Whitworth, a Raven, and a Wasp. The unit market hasn't reset, if we want to add any other chassis from the last update.

Action Items
Do we take the advance raid assignment?

Do we refit any of the three stock Phoenix Hawks?

What do we do with the salvage Raven?

What do we do with the salvage Awesome?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 22, 2024, 12:52:40 am
Advance Raid!

Suggested name for Sargent until claiming: Sgt. Khad
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 22, 2024, 01:22:53 am
I'm fine with the Advance raid. Pay sounds great, and our lances are all quite capable. We should be able to manage pretty well.

For the Raven, I'd say go with the 3L model. Having some EW capabilities is handy.

For the Awesome, what are our options? I'd rather go something like a 9Q, but I don't know how hard that is to get to.

No strong preferences on the PHs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 22, 2024, 09:22:10 am
Advance Raid!

Suggested name for Sargent until claiming: Sgt. Khad

Noted!

I'm fine with the Advance raid. Pay sounds great, and our lances are all quite capable. We should be able to manage pretty well.

For the Raven, I'd say go with the 3L model. Having some EW capabilities is handy.

For the Awesome, what are our options? I'd rather go something like a 9Q, but I don't know how hard that is to get to.

No strong preferences on the PHs.

On Ravens: the 3L is a little more complicated than I realized: it has an XL engine, so that would amount to a full rebuild during downtime on a well-equipped world. Since the 1X essentially wastes 7.5 tons, and the 2X refit only takes a day or two, I switched it to that standard instead. (There is a potential '2XOB' variant, following the naming scheme I've been using, that replaces the large laser with an active probe and ECM suite, a medium laser, and a heat sink.)

The Awesome 9Q is still a few years away in canon terms, but it's not a hard idea to come up with independently (8QOB). A very common trend in Inner Sphere mech design, at this point in history, is 'but what if double heat sinks, and more guns?' Lots of work, though—about two months, more time than we have before we turn around and ship out again.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 22, 2024, 10:28:36 am
Given that information, I think it makes sense to go with whatever options we can do quickly and easily for now. We can upgrade everything more when we've got some more downtime.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Knave on January 22, 2024, 11:19:26 am
Definitely think we should take on the raid. We thrashed the Caps quite easily this last mission. a tough week of combat seems like a lucrative (and FUN!) change of pace and I imagine will put us through our paces. Would expect us to look quite battered by the end, not unlike a John Wick film  :P

Agree that any upgrades we do now should look for quick wins, and we can save our more fanciful/difficult upgrades for when we have more downtime planned.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 22, 2024, 09:16:04 pm
Advance Raid House Rules
We can bring three lances of mechs.

We will have three primary targets on Ares: a sensor/C3 facility for the orbital and deep space defenses, an aerospace fighter base, and a munitions dump. Each will comprise a separate scenario. In all cases, mission success will involve destroying one or several buildings on the map and withdrawing.

There may also be objectives of opportunity, or combat with roving defenders as our presence and location become more known. These will become more likely as we complete more of our main objectives.

Mechanically, for opportunistic secondary objectives, I'll skip random scenario generation for the advance raid part of the contract and roll 2d6 each day, with a combat event on 11+ or 12+ (undecided which), -1 per main objective we complete, and -1 once the main body arrives in-system, three days before planetfall. For the last few days, we could conceivably be fighting some kind of action daily.

Destroying either the sensor/C3 facility or the ASF base will allow the main force to land without losses, almost certainly. Leaving both active means some dropships may be hit on the way down—possibly including dropships carrying the rest of our unit. Destroying both means a guaranteed safe landing.

Additionally, any completed main objectives or generated secondary objectives in which we are the attacker will reduce either the equipment quality or the experience of the defenders for the planetary assault portion of the contract by 1 level.

Advance Raid Options
We can run the advance raid one of two ways, if we decide to conduct it ourselves. In both cases, our arrival will be covered by a diversionary aerospace fighter strike. We should be able to get groundside without issue.

Lightning Strike
We pack into three Leopard dropships, and FedCom leaves us on Ares with twelve mechs, a truck or two carrying a tech team and a couple tons of supplies, and that's it. We're fully on our own. Any repairs are done in field conditions, and anything beyond a few tons of supplies has to come from battlefield salvage, or not at all.

On the positive side, we would have no fixed positions to defend. We can ignore generated scenarios where we're the defender, and we don't need to leave a lance behind on attacks. If we elect for a combat landing on one of our primary targets, we can surprise the enemy, and may get some fire support from the Leopards before they dust off.

Mechanically, we can bring two tech teams and 40 tons of supplies.

Secret Base
The AFFC seconds a Union dropship to us. We land it on Ares, and use it as a base of operations. We can bring a few more tech teams and a reasonable (though not huge; there's not much room in a Union beyond the mech cubicles) supply of spares and ammunition. Any work we have to do on the mechs would happen in comparatively luxurious transport bays.

On the flip side, we would be responsible for someone else's DropShip. Once it lands, it's pretty much landed—spheroid DropShips are not known for their agility in atmosphere, and the Capellans will be looking for it, so taking off again The AFFC will insist that we leave a lance of mechs with it to defend it at all times. Losing it wouldn't be the end of the world for our FedCom relationship (the fortunes of war), but the circumstances of the loss would be important. Landing on one of our primary targets and losing it to the defenders wouldn't look great, for instance.

Mechanically, we can bring six tech teams and 100 tons of supplies.

Contract Details
The advance raid will pay 30 million C-bills, 30% battle loss compensation, and 100% exchange salvage rights. (That is, we're paid 100% of the salvage value of enemy forces we destroy, on the grounds that it's less to fight when the main body lands, but we don't get to keep any of it, on the grounds that we can't afford to be in one place for that long.) There may be some room for negotiation on these points.

For the planetary assault portion of the contract, when our advance force rejoins the main body, pay for five months comes to about 80 million C-bills. The initial offer is House command rights, 25% battle loss compensation, and 60% salvage rights.

Finally...
There are some moving parts to this that I've never done before, in MegaMek, so it may be a little bit until I get to advancing the clock, while I practice in lower-stakes scenarios.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 22, 2024, 09:40:22 pm
Personally, I'm in favor of doing Lightning strike. Having a stationary base would open us up to a strong counter-attack if it gets found, and frankly we don't want to have to pay for a Union if things go pear-shaped on arrival.

However, I think this is one of those occasions where we live up to our names. The lances going should volunteer for this, and ultimately they get to decide what happens. That said, Drake is happy to lead the Destroyer's on this if the rest are ok to go. He's not going to order anyone to do something this dangerous that he's not willing to do himself.

If all of First Company goes, then we've got a very powerful team on the ground both in terms of mechs and pilots. Downside is they aren't that fast, which might hinder us in doing strike missions like this.

If all of Second Company goes we're looking at a much faster set of mechs overall, but also less firepower and experience going into a difficult situation.

We can also break things up and choose lances that make a better mix of firepower and maneuverability, which might not be a bad idea.

Not sure from a mechanical standpoint how things like lance weight work for this sort of deal in MegaMek. So, DM's prerogative if there are solid reasons to restrict what lances we bring (including stuff just being too big a pain).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 22, 2024, 10:37:18 pm
Strategy Blinding Lightning: We combat drop on the Sensor/C3 Facility, destroy it, and run off with whatever we can carry/drive.
We then split into two forces to hit the aerospace fighter base and munitions dump simultaneously. Salvage some fighters and ammo, destroy what we can't carry/fly. Bring some extra dispossessed Aeropilots.

Hell, I'm a tech now. I'll ride in the truck until we salvage a working mech on the ground.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 23, 2024, 10:30:18 am
We can also break things up and choose lances that make a better mix of firepower and maneuverability, which might not be a bad idea.

Not sure from a mechanical standpoint how things like lance weight work for this sort of deal in MegaMek. So, DM's prerogative if there are solid reasons to restrict what lances we bring (including stuff just being too big a pain).

Picking and choosing lances from both companies is perfectly fine.

No limits on lance weight. Somewhere in the rules is a 380-ton maximum lance drop weight, and if we were up against that in all of the dropships, I might limit supplies, but we can't get to 380 on our four heaviest mechs.

Strategy Blinding Lightning

Now that's aggressive.

Given the very limited technical resources we can bring with us on the lightning strike mission, it's unlikely we'll have the time to bring anything salvaged into service during the raid portion of the contract—depending on the pace of operations, two tech teams might have a hard time keeping the mechs' armor in good shape, to say nothing of repairing more substantial damage.

Dropping on one target and immediately marching for the other two would almost certainly yield the greatest surprise, at the cost of being a long combat day, and putting us on a probable schedule of combat every other day or so for the rest of the raid.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 23, 2024, 10:45:11 am
Possibly too aggressive, then. But I like the basic idea.

How about this?

Drake's Destroyers for firepower, Bear's Bruisers for a mix of speed and power, and Ortega's Outriders for speed. Lots of energy weapons in this set-up, which helps reduce our ammo concerns.

We land at the Sensor base and take it out immediately, moving on to the Aerobase immediately afterwords. From there we try to melt into the countryside and stay low for a little bit before hitting the supply depot. Maybe have the Outriders do a strike somewhere else to cause confusion in the meantime and obscure what our next objective would be.

A few days before the main force arrives we hit the depot and focus on staying out of sight and ambushing patrols until help arrives.


(This set of lances also has the advantage of including most of the active player's characters)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 23, 2024, 05:27:40 pm
Possibly too aggressive, then. But I like the basic idea.

How about this?

Drake's Destroyers for firepower, Bear's Bruisers for a mix of speed and power, and Ortega's Outriders for speed. Lots of energy weapons in this set-up, which helps reduce our ammo concerns.

We land at the Sensor base and take it out immediately, moving on to the Aerobase immediately afterwords. From there we try to melt into the countryside and stay low for a little bit before hitting the supply depot. Maybe have the Outriders do a strike somewhere else to cause confusion in the meantime and obscure what our next objective would be.

A few days before the main force arrives we hit the depot and focus on staying out of sight and ambushing patrols until help arrives.


(This set of lances also has the advantage of including most of the active player's characters)
Sir Yes Sir!

A mighty fine refinement there.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Knave on January 23, 2024, 10:12:10 pm
@Meph - Seems like a solid/fun plan to me :)
@Fish - Very cool that you're trying some fancy scenario design for us!

Won't argue being in the middle of some behind-the-line action. Seems like a good mix so far. But if there are any other player pilots who really want in, I'm sure we can swap them in as needed!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 23, 2024, 10:23:19 pm
I'm both an experienced MechWarrior and a middling MechTech. I'm going.  :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 24, 2024, 05:08:49 pm
Well, a rookie MechTech, anyway, but three is a much bigger number than two.

@Fish - Very cool that you're trying some fancy scenario design for us!

A little bit of extra spice never went amiss—kind of like the Tukayyid interlude, but this time with real stakes.

I've passed Remedial DropShip Flight School: both aerodyne, for the most proximate drop, and spheroid, for the main assault, as well as perhaps for obtaining a Mule in the future.

The Leopards are wonderful fun to use: rocketing thirty hexes in a turn two hundred meters above ground, dropping a lance of mechs, leveling a building with a strafing run, and thundering off the map. Spheroids are a little more ponderous, hovering on pillars of fusion flame and making little craters when they land, but their capacity is something else.

I played with the Mule refit a bit. Mech bays for a battalion, with doors to drop six units at once, plus extensive up-armoring and some lightly enhanced armament, will probably run in the 230 million C-bill range, and increase our baseline operating costs to about 1 million C-bills monthly. That also leaves about 1400 tons of cargo capacity, which is more than enough for the supplies we carry. Even with the ability to launch more mechs per turn than a Union, it would still probably be better to lease assault transports, or bum them off our employer, when we're expected to go in for a hot landing.

That aside, time to pick some maps for the prime objectives on Ares, and write up some briefing material from FedCom.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 26, 2024, 02:23:38 pm
Administrative Notes
The saved game is now running correctly on 0.49.17, the latest development version of MekHQ. The trick is to load and resave it from stable version to stable version; the saved-game conversion only works with adjacent stable versions (it seems). This latest edition has a few nifty features we won't get into just yet—an entirely new method for running contracts is one of the highlights, but it also keeps better track of pilots, and labels units on the battlefield with their name or callsign. (This is particularly useful for me, since we have half a company of Phoenix Hawks now.)

There are some other UI improvements too, and I no longer need to keep any particularly old versions of Java around.

Ares Advance Raid: Briefing and Planning
The day after our victory party, Drake sends FedCom a 'yes' on behalf of the company. The day after that (which happens to be Thanksgiving, according to some calendars), Hauptmann Toman stops by headquarters with an armful of maps and documents. Evidently she prefers paper, although we get electronic copies too.

Drake and any interested members of the company (those who can tear themselves away from the holiday gorging, anyway) get down to business, planning the raid.

Setting and Conditions
Ares is a temperate, largely earthlike world, although with less surface water, a higher equatorial temperature, and more dramatic seasonal, coastal-vs-inland, and latitudinal climate variations. It has one moon, Aphrodite. Its population is about 4.5 billion, spread across two continents—bustling, by the standards of the day. We're landing on Harmonia, also home to the capital, New Olympia.

Beyond its history as the location where the powers of the Inner Sphere signed the Ares Conventions, the rules of civilized warfare that ~~everyone renounced at the start of the First Succession War~~ everyone still kinda-sorta plays by, Ares is also home to a robust defense manufacturing industry. Of particular note, Bergan Industries produces endo-steel frames for light mechs, and Earthwerks Limited and Salvatore Incorporated are both big players in the DropShip manufacturing world. We may be able to take advantage of that expertise after the invasion, if it succeeds.

The primary defensive force on Ares, at present, is two battalions of the Fifteenth Dracon. Once upon a time, it was the 15th Dracon Regiment of the Star League Defense Force. Unlike many of their peers, the soldiers of the 15th decided not to follow Alexander Kerensky on his Exodus, instead turning mercenary and signing on with the Capellans, whom they have served for about 300 years now. Tactically, they abhor urban fighting because of the risk of civilian casualties, and will allow an enemy to take towns and cities (or stop them before they reach urban centers) rather than fight in their midst. The Fifteenth's four battalions all have slightly different tactical styles, and we're not totally clear on who's deployed on Ares. We'll find out when we get there. Local defense forces include several regiments of infantry and combat vehicles, as well as up to a battalion of light and medium mechs.

The First Federated Commonwealth Regimental Combat Team, for comparison, is a regiment of mechs, three regiments of armored vehicles, five regiments of infantry, two aerospace wings, and a battalion of artillery, plus combat engineers and special forces seconded to them. (FedSuns, and now FedCom, don't mess around.) In addition to the RCT, FedCom is deploying us (2/3 a battalion) and an additional 5-6 companies of raiders to muddy the waters about the location of the main FedCom attack (or indeed whether there's an attack coming at all). The main effort is going to be in our sector, unless things go catastrophically wrong.

Targets
The crown jewel of Hauptmann Toman's collection of papers is a set of paper maps, tabletop-size, portraying our three primary targets. Recent orbital photography (Toman doesn't volunteer where it came from) contributed to making them.

Target #1 is a system defense command center.

(https://i.imgur.com/LE64MR5.png)

The facility sits on top of a tall hill, on a peninsula extending eastward into a large lake. A highway and rail line connects it to militia bases to the southwest. It is surrounded by tall walls, with only a few entrances. Garrison is likely to be relatively heavy, given the importance of the target: 2-3 lances of mixed vehicles and mechs likely, although they may or may not be stationed at the facility directly. Primary targets are two communications dishes and a headquarters building (small red circles). Fuel tanks that feed the on-site generators (large red circle) are a secondary target.

We intend to land here, so give some thoughts to desired LZs. The dropships will be coming in low and fast, so the pilots will do their best, but pinpoint accuracy is probably not in the cards.

Target #2 is an aerospace fighter airbase. It is about 100 kilometers south of Target #1—roughly two hours at a run, which is going to give our pilots a good shake and rattle. That trip is, however, critical to Operation Blinding Lightning.

(https://i.imgur.com/sS0rvK6.png)

That plan will involve us arriving from the north, after the march from Target #1. All circled locations north of the taxiway are primary targets: two comms dishes, a fuel tank farm, and two hangars. (Destroying 2/3 of the southeastern hexes on each hangar will count as completing the objective—destroying doors and collapsing entrances. Additional destruction may earn bonus points.)

If we have time and capability on D-day to return and fight the garrison off of this base, all of this tarmac would make a pretty good LZ for a dropship or two.

Finally, Target #3 is a supply depot hidden in the nearer badlands, at the third point of a triangle about 100km northeast of the airbase and 100km southeast of the command center. Terrain is open, which may play to our advantage: with all our long-range weapons, we might not need to advance to the depot to hit its buildings for effect.

(https://i.imgur.com/JeC4aXY.png)

Primary targets are essentially 'the depot', but destroying the circled items (two administration buildings and a communications center) may delay repairs and reinforcements. 8 hexes of warehouse buildings (i.e., any of the buildings on the map) is the primary objective.

Our area of operations will be the area between and around these three targets.

Supplies
Recall that we can land 40 tons of supplies and two (three, counting Euchre and using the mech pilots as astechs) tech teams. When the situation allows it (i.e., if we're not explicitly doing a hit-and-fade), we can salvage supplies on the field, up to 70 tons of weight between our two trucks. (Trucks is maybe a bit of a misnomer; these are going to be tracked, armored battlefield support vehicles.)

A full combat load of ammunition is 13 tons. That includes some rarely-used stuff like Teddy Bear's machine gun ammo, the SSRM-2 on Woad's refit Grasshopper, and the SRM-6s in the Guillotines. There are about nine tons of what I'd call primary ammo in these three lances: four tons of LRMs in Pepper's Archer, four tons of LB10X ammo in the Emperor, and one ton of LRMs in Euchre's Lancelot.

Euchre can get by with just the ER Large Lasers in a pinch, and Linebuster isn't totally useless in the Emperor sans autocannons, but Pepper's Archer really needs ammo to be combat effective, and the Emperor kind of does.

The Phoenix Hawk 3K and Milspec's Crab both take ferro-fibrous armor (17.5 tons between the two of them). The rest of the force uses standard armor. (Quite a lot of it.) Should we bring armor supplies along, and if so, how much?

Are there any other spare parts we should consider?

My thinking is about 12 tons of ammo, with the rest being armor. Maybe a few heat sinks, but I think armor and ammo are the two most important things to have. If we accumulate a bit of critical damage over the course of 10 days of fighting, so be it.

Organization and Tactics
The Bastards temporarily reorganize into "Advance Lance" and "Assault Lance", to reflect how we'll be deployed for the next month and a half or so.

In terms of actual battlefield operations, we have one slow lance (the Destroyers), one medium-slow lance (the Bruisers; they are medium-fast but for Linebuster in the Emperor), and one fast lance (the Outriders). Wherever possible, I want to hit buildings from long range—Drake, Euchre, Pvt. Forakis, and Milspec have the best tools for this, with extended-range energy weapons. Where that's not possible, Woad, Hanzoku, and Wizard have loadouts that can do large amounts of damage quickly at short range, and all three have decent speed and jump jets to enable getting into tight quarters quickly.

Wherever possible, I plan to deploy all three lances together. Overwhelming firepower will help reduce the damage we take, which will in turn help reduce the load on our logistics team. (They have a hard enough job as it is.)

That's about all I have in terms of advance planning. Any thoughts?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Knave on January 26, 2024, 03:30:00 pm
Did you make these maps?? They look amazing!  :o

I'm sure I'll have more to add later, but yeah just wanted to say well done!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 26, 2024, 03:44:29 pm
Nope, I just picked them out of the list of premade options in MegaMek.

They do look amazing, though! For reference, or if you want to play around with them, they are:

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 26, 2024, 03:52:58 pm
That all seems good in general.

For ammo I'd agree that LRM and LB10X ammo is the most important by far. We can make do if we run out of MG or SRM ammo, and we can likely scavenge some of that. Especially from vehicles.

For parts, sticking to mostly armor seems reasonable. Should we bring some leg actuators? I feel like a legged mech would be the worst thing for us on this kind of operation.


Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 26, 2024, 05:39:08 pm
Leg actuators are a good idea for sure, given how painful it is to lose them.

They don't have a tonnage weight in any rules I can find, so I'll say a full set of leg actuators (one each of upper, lower, and foot for each weight of chassis we have) will come to 4 tons.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Knave on January 26, 2024, 05:45:06 pm
Nope, I just picked them out of the list of premade options in MegaMek.

They do look amazing, though! For reference, or if you want to play around with them, they are:

  • Airbase: 45x45 Airfield (Dervs Map Pack 3)
  • C3 Facility: 48x48 The Depot (VictorMorson)
  • Depot: 55x55 Secret Depot (Jayof9s)

Ahhh good to know!


For parts, sticking to mostly armor seems reasonable. Should we bring some leg actuators? I feel like a legged mech would be the worst thing for us on this kind of operation.


Yeah - if we run out of MG ammo, we're definitely doing something wrong. :P
Looking at actuators we'd need a set of them (upper/lower/foot) for each weight class we were dropping with which sounds... less viable.
But tonnage-wise - they are 0 weight. Though I'm not sure if that would apply RAW to our 40 ton limit

Leg actuators are a good idea for sure, given how painful it is to lose them.

They don't have a tonnage weight in any rules I can find, so I'll say a full set of leg actuators (one each of upper, lower, and foot for each weight of chassis we have) will come to 4 tons.

Ah you replied while I was typing. Yes - 4 tons for having actuators covered sounds like a good bargain!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 26, 2024, 07:29:39 pm
Perhaps we should consider a spare cockpit? Hate go into battle without a head...
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 26, 2024, 08:38:59 pm
Cockpit repair and limb reattachment are 7+ or 8+ tasks for elite technicians in transport bays, and they take most of a day's work—probably not something we'll have time for, with limited labor and working conditions that add another +2 penalty to the target number.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 27, 2024, 09:49:09 am
On the basis of above discussions, a proposed cargo load:

4 tons of leg actuators
6 tons of LB10X solid shot (60 shots)
1 ton of LB10X cluster shot (10 shots; cluster is a specialty munition)
8 tons of LRM ammo (960 missiles; the Archer needs a lot to be combat-useful)
5 tons of ferro-fibrous armor (much higher than the proportion of ferro-fibrous in the raiding force, but harder to salvage)
16 tons of standard armor

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 27, 2024, 10:51:00 am
Seems reasonable to me.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: EuchreJack on January 27, 2024, 12:33:34 pm
You could probably go with slightly less standard armor. We can peel it off enemy mechs fairly easily.
Maybe an extra 2 tons of LB10X cluster shot? We'll want it vs Aerofighters.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 27, 2024, 08:42:28 pm
Fair point! (I forgot that Princess can handle aerospace units on ground maps.) Given that an airbase is on the list of targets, it's sensible to assume we might have to deal with some enemy air support. I'll amend the list (1->3 tons LB10X cluster, 16->14 tons standard armor) so we can keep Linebuster firing at will with both kinds of ammo.

In other news, 75% of the late 3051/early 3052 Bastards are now physically embodied:


Each of the four lances from back then is missing one unit, and funnily enough, all four missing mechs come in one box of official plastic: the second Guillotine, the second Lancelot, the Crab, and the Flashman all come in the six-unit ComStar Battle Level II box (alongside a Mongoose light mech, and a Crockett assault—the latter we might even see on the upcoming contract, since it was a Star League standard, and the Fifteenth Dracon has deep Star League roots). Unlike some other miniatures games out there (*coughwarhammercough*), first-party miniatures are probably cheaper than 3D prints when you count prep time and cleanup, so a 4 of 6 hit rate is enough for me to justify a box.

The two years in-game years since the roster I chose have seen the unit grow significantly. Maybe if I have a lot more spare time than I'm anticipating this year, I can get the whole battalion-size, 3054-ish roster done.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Knave on January 27, 2024, 09:46:20 pm
Ahhh very cool seeing the bastards come together in physical form! What paint job are you going to apply on them?

I really do enjoy the CGL boxes, and the Comstar boxes are pretty great value overall. (I may have ordered too many of the upcoming mercenaries/vehicles sets due to come out later this year. :o )
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Mephansteras on January 27, 2024, 09:52:35 pm
Nice!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 27, 2024, 10:22:11 pm
What paint job are you going to apply on them?

Jungle camouflage, I think—I brought it up in the Return of the Let's Play post, and Mephansteras remarked that we probably aren't a parade colors kind of outfit. Our starting world Piedmont is heavy on the forest and jungle, so it seemed like a natural next step.

Also, camouflage is relatively easy to paint, and doesn't demand a lot of work with shading and highlighting. A little bit to bring out the most obvious depths and edges is nice, but the whole point of camouflage is to break up outlines and reduce contrast. My usual basecoat-wash-highlight process works a lot less well on models with lots of flat surfaces (such as mechs), I'm finding.

e: I only very recently started to engage with BattleTech beyond PC games—I had a $20 Target gift card around Christmas, which I used on the Essentials box, then I bought the Alpha Strike rulebook with the coupon inside. I like that Catalyst is getting into vehicles too. Much harder to find 3D models of those.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Nov. 22, 3053)
Post by: Fishbreath on January 28, 2024, 11:54:04 pm
Tsingtao: December 12
Mechs line up on the tarmac at Tsing City's central airfield. Three lances of the Bastards file into Leopard DropShips, along with a pair of armored repair vehicles and two of our technicians: Orel Pestunov, who seems positively eager to get stuck in, and Chika Heri, who is a bit less gung-ho but proud to be part of the advance team.

Drake shakes hands with Double Dog before mounting up: Captain Dare will be commanding Assault Company until both halves of the unit link back up on Ares.

Ares: December 21
From jump arrival to Ares proper was two and a half days of mounting tension: ahead, FedCom aerospace fighters and combat DropShips tussle with system defenders, knock out surveillance satellites, and prepare the way. On the Leopards carrying the Bastards, meanwhile, there's nothing to do but follow the fighting on the holo-screens, and check and re-check mech systems before the drop.

Finally, we're in close, descending past low orbit. The mechwarriors board their machines and ready themselves, the Leopards switch from bottom-mounted transit drives to aft-mounted in-atmosphere drives, and the approach begins. In mech cockpits, heartbeats quicken as systems come up and computers call out status: "Reactor online. Sensors online. Weapons online. All systems nominal."

The mech bay doors open to reveal the landscape thundering by, only a couple hundred meters below. The dropships bump and jostle, banking slightly as they line up on drop zones. The clamps kick free, the mechs fall clear of the bays, and the drop is on.

Round 1
(https://i.imgur.com/zgJAMOi.png)

Things are already a bit hairy—the enemy seems to have gotten its reinforcements early. (I set most of these units to arrive after 3 or 6 rounds, but here they are already. I must have set something up wrong, or maybe neglected to set it up the last time through. It took a few tries to get everything figured out.)

Drake's lance will land just past the DropShip's first maneuver. The Bruisers will land a touch north of that and jump into the base for demolition work. The Outriders will land a hair north of that, and hold onto a spot where the Bruisers can jump back out of the base.

Like so.

(https://i.imgur.com/MHroSvQ.png)

It's a good thing the Leopards are able to stick around for a turn or two of air-to-ground fire. Two of them focus on the enemy Guillotine, and the strafing run takes out its left leg. The pilot bails out. The enemy Crusader also takes some damage.

In return, the units on the ground fire on our mechs, doing light damage to them as they fall. Tracers and missiles flash up from the units on the eastern side of the field, striking the third Leopard. Its pilot struggles to regain control after the impacts.

Round 2
The third Leopard skims the treetops, still wrestling with his controls. The first two are on the way out, up north, and will fire on any targets of opportunity for us as they leave.

Jump jets (or disposable jump packs) fire as our mechs drop to ground level. But for Wojtek, the company lands safely. Wojtek misses his footing on a slope, and drops prone with light damage.

(https://i.imgur.com/fdBDcBq.png)

The Fifteenth Dracon is here on the west of the battlefield with us. Drake takes a characteristically long shot, cutting deep into his target's armor. Milspec and the Outriders are much closer to the Champion and Cataphract on the north end of the map, and will do their best to reduce those threats this turn, while they still benefit from the fact that they fell from the sky: a tricky situation for a mech's targeting systems to deal with.

Round 3
The enemy SRM carrier gets a good volley off on one of the Leopards overhead, and...

(https://i.imgur.com/eCNAUmj.png)

Drake is on the radio as soon as the Leopard goes down. The flight crew reports injuries but no deaths. They're bogged down in the snow and unable to even attempt a vertical takeoff, or turn for a rolling takeoff (if the roughness of the terrain would even permit that). Looks like another task for us.

To evac the flight crew, we'll need to stop a mech next to the Leopard, and have it remain stationary for a full movement phase. Wojtek is going to take that assignment. The Leopard crew will hang onto the mech's legs—Wojtek will walk them off the field, then have our support element pick them up. He'll do his best to catch up to the rest of the company while we're running for the airbase.

Turns out (as I maneuver mechs to cover Wojtek) that it's an Outriders assignment: Milspec and Forakis follow Wojtek, while Blinky splits to the west to flank the Cataphract and Champion.

Teddy looks like he's going to be the first Bastard on the board for this raid: he knocks the pilot of the Fifteenth Dracon Crusader unconscious, and has the mech at his mercy for the upcoming turn. Linebuster, Wizard, and Hanzoku work on the objective buildings.

On its way out, the final airborne Dropship gifts us some critical hits into the center torso of an enemy Vindicator, toppling it and forcing its pilot to bail out.

Round 4
The Outriders (minus Blinky) are nearly to the downed DropShip. In the meantime, Wizard and Hanzoku should be able to knock out the comms dishes this turn, and Linebuster is going to get a good crack at the headquarters building. We'll probably shoot at the fuel tanks a bit as we retreat, but given the intensity of combat and the other things we have to do today, I'm not inclined to stick around and fight deep into the base proper.

(https://i.imgur.com/S3DlGyP.png)

The downed Leopard continues to spray fire at the enemy vehicles in its firing arcs, knocking out a Bulldog tank and damaging the Fifteenth Dracon Champion behind it.

(https://i.imgur.com/VDndwx6.png)

Both comm dishes fall, one each to Wizard and Hanzoku, and Linebuster makes a good start on the headquarters building. Drake ties Teddy for first kills of the day: both are headshots, but Drake's is 20+ hexes with an ER PPC, and Teddy's is a machine gun on a prone mech in the adjacent hex.

Round 5
Wojtek moves into position to evacuate the Leopard crew. The Bruisers are in place to finish the primary objective.

(https://i.imgur.com/7WA11aJ.png)

Wizard and Hanzoku take out the headquarters building with PPCs and large lasers, while Linebuster blows the nearest fuel tank.

(https://i.imgur.com/37kYAnm.png)

Which blows up some more fuel tanks.

(https://i.imgur.com/Qy9gCWG.png)

Oh. Oh my.

(https://i.imgur.com/WW8pCY6.png)

It goes on for pages and pages like this.

(https://i.imgur.com/81B2Png.png)

And it turns out that Trebuchet was standing a little close for comfort.

(https://i.imgur.com/tRM0S81.png)

Lesson: when we get to the airbase, don't stand near the fuel tanks. Linebuster scores himself a kill in the middle of all of that collateral damage.

The Leopard crew, firing their weapons one last time before abandoning ship, knocks out the Fifteenth Dracon Champion's leg, forcing the pilot to bail out. Wizard takes some substantial hits from the Trebuchet before it goes down, but stays on her feet.

Round 6
(https://i.imgur.com/ploAPAd.png)

The Leopard crew scrambles out of the wreckage as LRMs impact around them, and clamber onto the legs of Wojtek's Phoenix Hawk. They're not out of the woods yet—Wojtek needs to walk (not run) them off of the field, and those Condor hovertanks to the east are closing in.

The two surviving Fifteenth Dracon pilots are calling in LRM fire from the heavy missile tank inside the walls on our mechs, which makes them combatants. We'll lay down some suppressing fire at them next turn, and if they die, they die.

Round 7
(https://i.imgur.com/f9fKoHZ.png)

In the north, Wojtek gets on the move with his passengers in tow, while Milspec, Blinky, and Forakis cover him. In the south, the rest of the unit moves for the south edge of the board, preparing for our run to the airbase.

Round 8
(https://i.imgur.com/BQv6EfM.png)

The Outriders are where the action is; three of them line up on one of the Condors. Hopefully that's enough to bring it down.

Drake, Woad, and Euchre are hanging around near the southwest exit to the facility to provide long-range support fire, if the Condors come further west. Since he's not needed just yet, Drake pops one of the remaining fuel tanks. Sadly, there is no massive chain reaction this time.

A few large lasers crackle past Wojtek from the Capellan vehicles, but none hit, and he and his passengers escape unharmed.

The Capellan defenders are falling back now, and so are we.

Results, Damage, Injuries
Except for Wojtek, who will do his best to catch up to us for the airfield assault, the Bastards all escaped successfully.

(https://i.imgur.com/MvTb7DD.png)

'Undamaged' isn't technically true for most of the places it occurs, but we're far from battered. Wizard's Guillotine needs about two tons of armor, and the Emperor took a solid hit or two while it was falling to the ground, but otherwise, we're only missing a point or two of armor here and there. Wizard and Teddy are both dinged up from hits to their mechs' heads: a bruised foot and a cut on the forehead, respectively.

No salvage on this mission: we're not sticking around to strip armor.

Kill Boards
Drake is still chasing Rook down. For all that he spends his time driving one of the the lightest medium mechs you can buy, Teddy Bear remains a good ways up the kill board.

Last Mission
(https://i.imgur.com/cmCx56c.png)

Granted that it doesn't pay for having one shot down, but those dropships did some serious work on our behalf. The Guillotine and Vindicator were all on the flyboys (so also the tank), and the Champion and Crusader were team efforts.

All Time

Status
Advance Company is running at 50 kilometers per hour toward the airbase. Needless to say, this phase of the raid will not be happening in real time. Maybe next Sunday—these fixed scenarios are tons of fun, but also not easy to put together.

Cargo
4 tons of leg actuators 60 rounds of LB10X solid shot (10 per ton) 30 rounds of LB10X cluster shot (10 per ton) 960 LRMs (120 per ton) 90 points of ferro-fibrous armor (17.9 points per ton) 224 points of standard armor (16 points per ton) 1 ton of rescued Leopard crew

Supply vehicle capacity: 41/70 tons

We haven't used any of our supplies yet, because we're still engaged in combat.

TO&E, MechWarrior Claims, and Mech Assignments
Units lacking a bolded callsign are free to be claimed.

Sgt. Khadjikyriakos' callsign is temporary, because her surname is a lot to type. Feel free to pick another one.

Advance Company (currently deployed on the raid) is Drake's Destroyers, Bear's Bruisers, and Ortega's Outriders.

The remaining three lances are temporarily organized as Assault Company.


Other Remarks
People like to hate on the Inner Sphere ER Large Laser (it makes a ton of heat and doesn't do a ton of damage) and the Medium Pulse Laser (the range is very short), but the extra range and the to-hit bonus respectively are really obvious, compared to 3025 tech like Hanzoku's Guillotine or Teddy's Vulcan.

They may not be the totally optimal choices, but they do work well for us.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on January 29, 2024, 11:13:05 am
The Leopard going down is unfortunate, but at least we got the crew out. Otherwise, that went about as well as can be expected!

Looking forward to the next update.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Knave on January 29, 2024, 11:31:28 am
Yeah - that fight could have gone very differently without the leopard support!

Too bad about the dropship, hopefully the FC bosses aren't tooo upset by the loss. Who knows maybe we'll get it back.

So I guess we're heading straight into the next mission sans repairs right? Tedros & Drake will have to be careful about errant headshots now that the armour is already dinged :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on January 29, 2024, 01:32:24 pm
Too bad about the dropship, hopefully the FC bosses aren't tooo upset by the loss. Who knows maybe we'll get it back.

So I guess we're heading straight into the next mission sans repairs right? Tedros & Drake will have to be careful about errant headshots now that the armour is already dinged :P

Not terribly upset, I wouldn't think. Combat drops on objectives are inherently risky, intelligence failed a bit in that the drop zone was a lot hotter than expected, and FedCom signed off on the aggressive "drop almost on top of the objective" plan. I think it's a wash in contract score terms: we dramatically overachieved on objectives, which would usually be worth +1 score beyond mission completion, but losing a dropship is probably a minor breach worth -1 score.

We are indeed rolling straight into the next mission. We'll just have to keep the more heavily-damaged mechs moving fast, for that sweet sweet TMM.

I seem to have run across a bug in MekHQ/MegaMek when setting up custom scenarios—although you can save games in the MegaMek lobby, MekHQ is not great at resuming those games until the game actually starts. (That was the cause of needing two or three times through setup before I actually started the game.)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 01, 2024, 11:10:26 am
Of limited interest compared to a full update, perhaps, but the ComStar box is here! Guillotines and Lancelots, CGL and 3D-printed:

(https://i.imgur.com/xCTTDDs.jpg)

Some major style differences for sure, but recognizably the same mechs. The scale differences are interesting—the mechs are the same heights, roughly, but the cockpits are much bigger on the official models. Still a good bit of prep work before painting is in the cards, but it's cool to have the whole gang (as of a few in-game years ago).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 01, 2024, 11:12:09 am
Very cool!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 05, 2024, 09:58:42 am
December 21, 3053: Airfield Raid
Mechs are not comfortable rides at a full run. Two hours at a full run does not yield a comfortable day. But, of course, that's why FedCom pays the Bastards the big bucks. In this case, it seems to have paid dividends beyond our expected financial rewards: we arrive at the pair to find it relatively lightly defended, occupied by two lances of vehicles and a flight of aerospace fighters just about to take off. It seems we've stolen a march on the Capellans: no mechs are here to oppose us.

(https://i.imgur.com/eGuB9xJ.png)

Round 1
(https://i.imgur.com/mIa1aJk.png)

On the northwest of the airfields, fast and mobile mechs are going to strike the tank farm before falling back to join up with the main body. On the northeast side of the field, most of the Destroyers are going to target the nearest comms dish (it has a lot of health, at 70), while Drake takes a shot at a Hetzer poking its nose out. Carrying AC/20s as they do, Hetzers are good to knock out early.

As it turns out, Drake only needs two of his three PPCs to score the kill. The rest of the Destroyers have nearly brought the first comms dish down. On the west side of the field, the defenders exchange ineffectual fire with our fast force.

Round 2
(https://i.imgur.com/8OaoNRT.png)

The Capellan defenders seem to be focusing on our lighter force to the west, which suits me—they'll be running soon anyway.

Teddy Bear knocks out the engine on the Pike support tank opposing him, while the spray responding of SRMs and AC/2 shells ripping trees to splinters around him fails to connect. Milspec whiffs on the fuel tanks. Hanzoku wounds the driver of the Brutus assault tank on the hill.

In the east, the Bastards get the better of the enemy forces opposing them, but do no serious damage. Linebuster polishes off the first comm dish.

Round 3
(https://i.imgur.com/dKiuqbt.png)

The first of the Capellan aerospace fighters lines up on the runway centerline and rockets airborne. It'll be able to cause us trouble soon.

Blinky and Milspec are going to be on fuel tank duty, while Hanzoku will join Teddy in hopefully drawing the Capellan forces north.

The Falcon that cheekily motored out in front of Drake discovers why that's a bad idea, eating a pair of PPC shots from the Awesome and carving a path through the dirt as its hover systems . (It does deliver a few SRM-6s to the Awesome, in response, but damage is light.)

On the west, Milspec takes a few hits to the left side, which cut nearly through his left arm armor. He gets the last shot in on the fuel tanks, and...

(https://i.imgur.com/95iazpA.png)

It's worse than at the C3 facility. These must have been more nearly full. The pair of Manticores on the hill take damage from the explosions, in fact—our two southernmost mechs just barely escaped the blast.

Round 4
(https://i.imgur.com/LrHM5Ei.png)

The Bastards should make short work of the Manticores, Pike, and Brutus: they're either damaged, immobilized, or both. The bigger threat now is the aerospace flight: the Thunderbird is moments from taking off, and is a nasty air-to-ground striker, and the Lightning is already airborne and preparing to make an attack run.

Milspec and Blinky try to get within laser range of it before it takes off. They do, but do only minor damage to it before it starts rolling down the runway.

Pepper finishes off the Pike with a volley of LRMs.

Round 5
(https://i.imgur.com/Khwmw5k.png)

Forakis gets in position to finish off the central fuel tank, which (if history is any guide) should complete our last objective too. It does, but my distance judgement is a bit off: Euchre takes light damage from the blast, while Pepper gets hammered by shrapnel and barely keeps his mech on its feet. Forakis gets credit for the second Hetzer.

On the other side of the map, Blinky and Milspec immobilize the Condor that has been harrassing them, and none too soon. Milspec's left arm is hanging on by a thread. Teddy Bear gets another engine hit on a vehicle, immobilizing the last Manticore. He and Hanzoku will vacate the area, while the longer-ranged mechs destroy the remaining vehicles.

The bigger concern, of course, are the circling aircraft. They'll really ruin our day if they score solid hits, as the AC/20-sized crater a few meters left of Teddy's Vulcan suggests.

Round 6
(https://i.imgur.com/2MlBTbD.png)

Blinky knocks out the Condor, Euchre gets a Manticore, and Hanzoku finally pierces the Brutus' side armor, while the rest of the Bastards fire away at the aircraft. The Thunderbird puts heavy fire into Wizard's Guillotine, but she keeps the mech on its feet. As it roars past, Drake puts a PPC shot into its left wing, and Linebuster follows it up with some LB10X cluster ammo and a large laser. Smoke pours from gashes in the armor, and the aerospace fighter spins out of control and plunges to the earth, sending up a huge explosion as it impacts.

Reviewing the battle footage, Linebuster gets credit.

Round 7
Drake gets the final Manticore with a three-PPC volley. On the south side of the map, the Capellan Lightning dives on Forakis' Phoenix Hawk, lines up its shot carefully, and finally scores with the AC/20. The shell rips through the Phoenix Hawk's leg armor, lodging amid the internal structure, but fortunately doesn't do any further damage to actuators.

With that parting shot, the Lightning makes a run for it. Between the Emperor and Euchre's Lancelot (which has anti-air targeting and long-range weapons), its pilot doesn't seem interested in sticking around to fight to the death.

Final status:

(https://i.imgur.com/5tQniqI.png)

Damage, Injuries, Salvage
(https://i.imgur.com/fLpTtb2.png)

The Archer, Crab, and 3K Phoenix Hawk are all either down on armor across several limbs, or in need of some internal repairs. The GLT-4P is listed as 'light damage', but it's critically low on armor on the front torso, so it's not combat-ready until we have a bit of time to repair it.

Using mechs to drag destroyed Capellan vehicles, we're able to bring a fair bit of salvage off of the field, and hide it out of the way. Staying in one place for too long may let the Capellans get the jump on us, but we probably have a day or two to repair and refit before that gets too hairy.

In the blast from the exploding fuel tank, Pepper got a little dinged up, joining Teddy and Wizard on the list of wounded-but-effective mechwarriors. None of them needs a doctor, which is good, because we didn't bring one.

Possible salvage includes ammunition for our LRM and SRM launchers, on top of as much standard armor as we can carry. (Check status and action items for more on how we ought to spend our time.) We receive another 3.885 million C-bills in kill bonuses.

Kill Boards
Drake makes it to quadruple ace. Linebuster gets 'mech kill' credit for the aerospace fighter.

Last Mission
(https://i.imgur.com/vLEqG0H.png)

All Time

Status
It is still December 21, 3053.

Cargo
4 tons of leg actuators 60 rounds of LB10X solid shot (10 per ton) 30 rounds of LB10X cluster shot (10 per ton) 960 LRMs (120 per ton) 90 points of ferro-fibrous armor (17.9 points per ton) 224 points of standard armor (16 points per ton) 1 ton of rescued Leopard crew

Supply vehicle capacity: 41/70 tons

Repairs
The following units are damaged.



We have three techs: Orel Pestunov (Elite), Chika Heri (Veteran), and Euchre (Regular). The first two can work 480 minutes each at normal skill, plus 240 minutes of overtime at a penalty. Euchre can only work 480 minutes, since he's also on call for combat.

That's 1440 minutes of labor total, plus 480 at overtime penalties (+2, I think, and higher difficulties carry a higher risk of parts used up on failed repair rolls), against a total of 1715 minutes of work, assuming we hit every repair roll on the first try. (Pestunov will get it right about 9 in 10 times. Heri can do about 4 in 5. Euchre is good for about 3 in 4.) We also have a bunch of units to salvage, which is likely a time-limited proposition, given the constraints this operation poses. Armor and ammo are relatively easy to strip. Any more substantial parts will likely need to be done slowly and carefully.

We've taken 228 points of armor damage against 224 points in stock, a large part of which is due to my Pepper's positioning error when the second fuel tank went up. We've also used about half of our ferro-fibrous armor: Milspec and Forakis will have to be very careful going forward. Other than armor (which makes sense, on what is probably going to be our most intense combat day of the raid before D-day), our stocks are in good shape. In particular, we were fortunate to take no critical damage on either the Crab or the PXH-3K, both of which had the armor fully stripped from one limb.

Action Items
How should we use our limited repair time?

Fix up the most damaged mechs to get them back in the field, and leave the lighter damage for later?

Fix the least-damaged mechs so we have two lances in tip-top shape, even if we're down 1-3 combat effectives?

Focus on salvage today to build our supply stocks, leave the stripped husks of the vehicles behind so we can move faster, and delay repairs until tomorrow?

Spoiler: Painting stuff (click to show/hide)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 05, 2024, 12:39:03 pm
I'd vote Salvage now, then focus on least-damaged mechs, then most damaged last.

My thinking is that we've got a few days before we're going to have any heavy fighting. If we do need to fight, we can probably get away with just having our best fit mechs doing the fighting. Worst case we have them escape first and have the rest of the team do a fighting retreat.

Salvage, at least of ammo and armor, seems like the highest priority since we've absolutely used up a bunch of our stockpiles taking out the first two objectives.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: EuchreJack on February 05, 2024, 05:22:04 pm
Salvage is probably a priority, then just patch up all the armor.

As a note, repairing armor is a low risk repair task: We just lose armor if we fail it.

Armor also covers up more serious damage.

Probably should get Pvt. Forakis' Phoenix Hawk leg looked at.

More specifically, I suggest the following 2-day repair plan:
Day 1:
Orel Pestunov (Elite) repairs the Phoenix Hawk leg of Pvt. Forakis'. It should be complete by end of day or early Day 2
Chika Heri (Veteran) and Euchre (Regular) strip the vehicles of armor & ammo. We can then abandon them.

Day 2:
Orel Pestunov (Elite) finishes the leg repair above, proceeds to repair armor
Chika Heri (Veteran) and Euchre (Regular) repair armor and reload ammo

The way that the battle generator works, we should be able to do repairs on Day 2 before any potential Day 2 missions, so this should increase the chances that we're "good enough" for combat operations.

I think Arm & Head repair work can be saved for Day 3 & 4 by Orel Pestunov (Elite) and Chika Heri (Veteran).
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 05, 2024, 09:05:16 pm
The way that the battle generator works, we should be able to do repairs on Day 2 before any potential Day 2 missions, so this should increase the chances that we're "good enough" for combat operations.

I'll be doing some dice rolling outside of normal battle generation to determine what happens on each day (if ordinary battle generation doesn't give us anything), and when it happens. I think I settled on some kind of combat action on 11+, -1 for each major objective completed, -1 after 5 days, and another -1 once the main force is in-system and it's clear that this isn't just a retaliatory raid.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 06, 2024, 11:50:53 am
Mission Log
Day 1 Repairs
Euchre: 1xp +50 points of armor (3.125 t) -7 shots of LB10X solid -2 shots of LB10X cluster

Chika Heri: +120 LRMs (1 t) +59 points of armor (3.6875 t)

Pestunov: Repairs the PXH-3K and the Crab.

-55 points of FF armor (3.07t)

Cargo State 4 tons of leg actuators 53 rounds of LB10X solid shot (5.3t, 10 per ton) 28 rounds of LB10X cluster shot (2.8t, 10 per ton) 1080 LRMs (9t, 120 per ton) 35 points of ferro-fibrous armor (1.95t, 17.9 points per ton) 224 points of standard armor (20.81t, 16 points per ton) 1 ton of rescued Leopard crew

44.85/70 tons capacity

Day 1 Notes
We didn't get very much out of the vehicles. One of them, a Hetzer, still has 44 points of armor on it, and was destroyed by a pair of PPC shots through the right side rather than immobilization or criticals. It is inoperable, but in good enough shape to tow with us for a look tomorrow.

Perhaps the Bastards will celebrate future December 21sts as Blinding Lightning Day, if the rest of the mission goes to plan.

Day 2 Repairs
Euchre: -195 LRMs -39 points of armor

Chika Heri: -4 points of armor (after salvaging 44)

Orel Pestunov -93 points of armor

Cargo State 4 tons of leg actuators 53 rounds of LB10X solid shot (5.3t, 10 per ton) 28 rounds of LB10X cluster shot (2.8t, 10 per ton) 885 LRMs (7.375t, 120 per ton) 35 points of ferro-fibrous armor (1.95t, 17.9 points per ton) 108 points of standard armor (6.75t, 16 points per ton) 1 ton of rescued Leopard crew

28.175/70 tons capacity

Day 2 Combat
Combat action on 9+ (11, -2 for main objectives), roll is... 9.

According to the random encounters table, this mission is a Probe (Attacker), and will take place at 8:00 p.m. Since it's an attacker mission, we can ignore it, but recall from the house rules post that attacker missions reduce the enemy's skill, equipment level, or morale for the invasion phase. (All those values start at highly unfavorable levels for us.)

In character, the opportunity presents itself to bushwhack a patrol some distance outside of a small town, seeing what local defenses are like outside of strategic targets. Resistance is likely to be light to moderate at worst. Some enemy reinforcements may be in the area. Achieving the probe objectives (destroy 1/4 of the enemy force, losing less than 1/4 of our own) may or may not leave us time to salvage. Clearing the field altogether, and advancing to catch any potential reinforcements, would give us a window of time in which we could pull some additional supplies from anything we defeat.

Day 2 Notes
We're in pretty good shape, repair-wise: everyone is ready to go except for Pepper in the Archer. Wizard is still recovering from her light wounds yesterday, but is still able to fight if needed.

Should we engage, or leave the patrol unhassled?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 06, 2024, 01:22:45 pm
I vote we engage, but let Pepper and Wizard sit it out. We've got enough firepower that we should be able to smash a probing force pretty easily.

The more damage we can do the better, especially if this could reduce the amount of enemy forces in the area for when we go hit the depot.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: EuchreJack on February 06, 2024, 11:45:27 pm
Let's gank 'em.  :D

And Pepper & Wizard can guard the supplies back at base.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 07, 2024, 09:52:14 am
Sounds good. I'll get that set up for (perhaps) this weekend.

Checking a few things in the save led to a bit of morning mech lab work, and some proposals for the Archer. It is perhaps our heavy mech in most dire need of modernization: it's the furthest thing in the world from heat neutral, and its secondary armament leaves something to be desired when the missiles aren't an option.

(https://i.imgur.com/hzBZ2Jv.png)

The designs here address the heat concerns by the standard Inner Sphere trick of switching from standard heat sinks to double heat sinks. Both refits trade the pair of large lasers for a single long-range weapon that can be used alongside the LRMs, plus some medium lasers that can be used alongside the new long-range weapon for a short-range punch. Both also add 1 ton of armor for better durability.

The PPC refit is more heat-neutral and has slightly better long-range damage. The ER Large Laser refit matches our logistics train better and fits an extra medium laser in for close-in work.

We don't need to make any choices on this for a couple of months of in-game time, but I had time for playing with the mechlab this morning, and not for any actual gameplay, so. :P
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 07, 2024, 11:04:08 am
I have a slight preference for the PPC build, since more punch at longer range is always good, as is more armor (even if just a touch). But either is fine.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Culise on February 07, 2024, 10:03:33 pm
I'm inclined to vote for engagement. Blinding the enemy by knocking out their patrols should be worthwhile even thematically, and given that it's reflected mechanically as well in the house-rules, I vote for taking advantage.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Knave on February 08, 2024, 01:23:15 pm
Hello! haven't had much time to jump in here (now a proud papa, as of last week! :D ), but wanted to add my voice to the the 'let's blow up the patrol' group!

I like the ER Large Laser build as it suffers less if a fast enemy gets up in the Archer's grill, but both are good :)

Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 08, 2024, 01:31:57 pm
Hello! haven't had much time to jump in here (now a proud papa, as of last week! :D ), but wanted to add my voice to the the 'let's blow up the patrol' group!

Congrats!!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Fishbreath on February 10, 2024, 11:56:07 am
December 22, 3053
Well, that's a pretty unanimous vote in favor of attack!

First order of business: spending a bit of XP. Wojtek is now a 3/4 veteran (gaining the Hopping Jack trait), and Teddy Bear is now a 2/3 elite (gaining Melee Specialist).

Drake has 60 xp in the bank, and not a lot to spend it on: he's already at 0/1, and the difference between 1+ and 0+ piloting is very small. He could spend the XP on Tactics (50xp, initiative bonuses and auto-generated mission condition rerolls), Strategy (30xp, controls lance deployment limits and makes reinforcements arrive faster), Leadership (20xp, increases the size of unit we can sustain and increases the amount of damage the enemy has to deal to us to force us from the field in battle), and Negotiation (30xp, mostly just increases unit rating).

The Against the Bot rules also say you're allowed to purchase pilot abilities. Energy Specialist might be a good choice, at 40xp.

Patrol Ambush
Drake sets us up in ambush positions, but we're a bit off of the patrol's route—not enough time to get a good sense for its track, and it's not as though we have the prior day's route to extrapolate from.

Instead, we're advancing from the south. At Hanzoku's suggestion, we're borrowing a page from the Clan playbook and advancing in two five-mech stars, rather than splitting into 4-4-2 or 3-3-4 units. Euchre, Drake, Linebuster, Hanzoku, and Woad make up the heavy star to the west, while Teddy, Wojtek, Milspec, Blinky, and Pvt. Forakis are the light star to the east.

The Capellans have an augmented medium lance on the field: four mechs, two vehicles.

(https://i.imgur.com/kevsxif.png)

Sensor readings are fuzzy at first, but it appears that the enemy reinforcements have arrived early today. (Once again, I set them up to arrive late in the MegaMek lobby, but here they are, not late. I must be doing something wrong there.) In any case, this is going to be a stiffer fight than it first appeared.

Round 1
(https://i.imgur.com/Ss2pxRA.png)

The heavies take up positions on high ground, from which they can take advantage of their long-range weapons. The mediums advance on the east side, hoping to take up flanking positions.

Drake and Linebuster each score a hit on the Tiger tank in the middle of the field. Strange to see one on the field here: it's an ancient design, dating back to the 2400s, and is best known for its service with the Federated Suns. The local defense forces here must have found a cache of them somewhere.

Round 2
(https://i.imgur.com/fteaoEN.png)

The Capellan militia commander is canny: he's concentrating his mech forces, which will make them a tougher nut to crack.

Blinky and Milspec are lined up to finish off the Tiger. The rest of the eastern star will work on the Drillson hover tank. The heavies will take potshots at what they can, including (probably) that over-eager Hermes.

Blinky is first on the board with the Tiger. Otherwise, we trade fire with little effect.

Round 3
(https://i.imgur.com/pk5RHPj.png)

Aggression, on the part of the Capellan commander, as he commits two mediums and a hovertank into the teeth of our light star. The heavies begin to move back across the field. They'll take up positions in the woods Hanzoku is just entering, which will give them some cover while posing little obstacle to their outgoing fire.

Drake peels open the center torso armor of the Hermes with a pair of PPC shots, and Linebuster cores it with a large laser. Milspec stomps on the Drillson tank, cutting through its hover skirt and driving it into the ground. It's immobile, and should be done for next turn.

Round 4
(https://i.imgur.com/HZKsuFY.png)

The eastern star starts falling back to the woods, while the heavies make progress toward them. The terrain is rough, but as it happens, all of the heavy mechs but Euchre's Lancelot have jump jets, which helps them with the forest. (The Lancelot is pretty quick, even if it can't jump.)

Milspec takes out the Drillson, while Blinky takes heavy fire in return, with armor on both his mech's arms looking a very much worse for the wear.

The Capellans have been lucky with gunnery so far, while we have had the opposite experience, frustratingly. Drake remains calm, though, issuing clear orders without apparent difficulty from the distractions of driving a mech and firing its weapons, and we continue to hold the initiative.

Round 5
(https://i.imgur.com/Xjz6eo1.png)

We pour an awful lot of firepower into the enemy Orion, and Drake separates its right arm from its body. Blinky makes it into cover, PPC shots from the Capellan Marauder splashing electric fire into the trees around him. He shoots back, and his aim is a little better, cutting into the Marauder's center torso.

Round 6
(https://i.imgur.com/amrRoQJ.png)

The Capellan Orion has made a bad choice; Woad, Hanzoku, and Euchre will disassemble it while Drake and Linebuster continue east to help the light star. Blinky and Teddy Bear, though both damaged, dance in and out of the treeline, looking for shots they can take (on account of being very good gunners) that expose them to limited enemy return fire.

Woad takes the other arm off of the Orion with a Streak SRM 2 shot, and Teddy's medium lasers slice into the Dervish's right torso and cut through an LRM launcher.

Round 7
(https://i.imgur.com/eCXpFwO.png)

It looks like the Capellans are retreating. The goal now is to cripple as many of them as we can. Since the patrol was on the field already, we don't need to go hunting for them: whatever we destroy, we can strip in relative peace.

Woad, predictably, gets the kill on the Orion: the Grasshopper has four medium lasers, two medium pulse lasers, and the brace of Streak SRM launchers it can unload on short-range targets, and it's hard to argue with that kind of firepower. Secondary explosions ripple across the Orion's left torso as its LRM ammo cooks off, and the pilot rockets skyward as the autoeject system pushes him out ahead of the fireball.

With a trademark cross-map shot, Drake wrecks the foot actuator on one of the enemy Phoenix Hawks, which may allow Hanzoku to catch up with it.

Round 8
(https://i.imgur.com/o2sHKsK.png)

Teddy and Blinky, being the most in danger of losing limbs to an errant shot from the retreating Capellans, fall back from the field.

Milspec takes a peppering of LRM fire from the retreating Dervish, the first damage to ferro-fibrous armor we've taken in this action. (That's a good thing—it's much harder to come by in the field.) Drake tries again on the distant Phoenix Hawk, to little effect, while the rest of the heavies team up on the Marauder and cut through its center torso armor. Its pilot struggles to keep control of his machine under the barrage, and ultimately fails—the mech tips over onto its side.

Round 9
(https://i.imgur.com/pvqaRS5.png)

The retreat continues. The two Capellan Phoenix Hawks seem likely to escape, unless Drake knocks out the damaged one with some characteristically excellent gunnery, while the Dervish and Marauder are probably not long for this world.

Drake does it: he sends a shot into the hip actuator of his target. The pilot, not keen to stay in a non-ambulatory mech, bails out. Hanzoku finishes off the Marauder with a medium laser through the tattered armor around its cockpit.

Wounded beyond its pilot's will to stay in the fight, the Dervish makes a run for it, as does the final Phoenix Hawk. The field is clear, and the Bastards come out on top.

Damage, Injuries, Salvage
Blinky's Ostroc will need some moderate patching-up: his right arm took some internal damage, and his left arm was right on the cusp of it. Teddy's Vulcan is a little battered in places, but still has armor coverage on all parts.

The Orion was too badly mauled to take anything useful from, but the other three mechs we knocked out can be picked over for useful supplies.

We also receive a kill bonus of 7.37 million C-bills.

Kill Boards
Six units killed (out of ten we faced), and six separate mechwarriors each accounted for one. Woad jumps Carcer on the overall list, and Linebuster just edges out Teddy on the tiebreaker. Blinky jumps several spots in one go.

Last Mission
(https://i.imgur.com/qcihwme.png)

All Time
Mission Log
Day 3 Repairs
Salvage 114 standard armor

Use 10 LB10X solid shot 4 LB10X cluster shot 40 LRMs 6 ferro-fibrous armor 88 standard armor

Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 134 points of standard armor (8.37t, 16 points per ton) 1 ton of rescued Leopard crew

28.73/70 tons capacity

Day 3 Notes
Pestunov and Heri work like madmen to get the mechs largely turned around and ready to fight. The Archer is still pending, but everyone else is ready to go, barring a few points of armor missing off of a leg or a side torso here and there.

Day 4 Repairs
Salvage 129 standard armor

Use 89 standard armor

Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 174 points of standard armor (10.87t, 16 points per ton) 1 ton of rescued Leopard crew

31.23/70 tons capacity

Day 4 Notes
Wizard has recovered from her foot injury from the first day, and is no longer limping around camp.

Day 5 Notes
It's Christmas Day. Here in the northern latitudes on Ares, a gentle snow falls. The techs are caught up. Pestunov and Heri try their best to give the unit a Christmas present—a 270 XL engine salvaged from the Capellan Phoenix Hawk hanging from our repair vehicle's crane—but for all their efforts, they're unable to free it from the mech's frame. With long faces, they release the magnetic clamps and drop the Phoenix Hawk's corpse in the snow. The unit drives on.

Capellan radio traffic is increasing in volume. It's probable that they know we're here, and that they'll be searching for us in earnest now. It's only going to get busier from here.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 21, 3053)
Post by: Mephansteras on February 10, 2024, 12:59:52 pm
First order of business: spending a bit of XP. Wojtek is now a 3/4 veteran (gaining the Hopping Jack trait), and Teddy Bear is now a 2/3 elite (gaining Melee Specialist).

Drake has 60 xp in the bank, and not a lot to spend it on: he's already at 0/1, and the difference between 1+ and 0+ piloting is very small. He could spend the XP on Tactics (50xp, initiative bonuses and auto-generated mission condition rerolls), Strategy (30xp, controls lance deployment limits and makes reinforcements arrive faster), Leadership (20xp, increases the size of unit we can sustain and increases the amount of damage the enemy has to deal to us to force us from the field in battle), and Negotiation (30xp, mostly just increases unit rating).

The Against the Bot rules also say you're allowed to purchase pilot abilities. Energy Specialist might be a good choice, at 40xp.

I'm inclined to say Strategy and Leadership. More combat ability would be nice, but honestly he doesn't need much help on that front and it makes sense for the Commander to start specializing in command.

Pity about that engine, but a good battle regardless. We made solid money, our supplies are in decent shape, and we've dealt another blow to the local forces. Win all around, as far as I'm concerned!

We have until day 10 to take out the last objective, right? In which case I think we should aim to do that on day 7 or 8.

Might be wise to hold off on deliberately engaging any more enemy forces until then, so we don't run the risk of having to do that fight with damaged mechs.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3053)
Post by: Fishbreath on February 10, 2024, 02:35:17 pm
Some house rules notes:

Currently, we have the potential for combat on a daily die roll of 9+. Starting on day 6, that goes down by 1, and then on day 8 it goes down by 1 again. Finishing the last objective will also reduce it by 1. So, finishing the last objective will have us potentially fighting on a 6+ (70% chance), days 8, 9, and 10.

Remember that, for the planetary assault contract, the contract conditions start at Elite skill, A+ equipment, and High morale, and each victorious 'attack' mission during the raid can reduce one of those conditions by one step, so there's incentive to keep up the pressure if we generate attacks.

I think I'm going to reverse myself on saying we can always avoid combat on 'defend' missions; maybe I'll base it on a Tactics or Strategy check for Drake, with similar ramping difficulty.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3053)
Post by: EuchreJack on February 10, 2024, 10:46:45 pm
Makes sense. Imagine hunting down some commando raiders, only to have your planet invaded.

It was why the paratroopers right before D-Day were so effective. They didn't necessarily get ALL their objectives, but it hampered the Germans ability to repel the invasion.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3053)
Post by: Fishbreath on February 11, 2024, 12:33:42 pm
A few action items, then:

1. On what day, exactly, should we strike the depot? Day 6 is the first day possible, landings are in the afternoon of day 10.
2. How aggressive should we be in pursuing generated attack opportunities?
3. Should we attempt to secure the airfield as a landing site on Day 10, or let the FedCom landing commanders deal with their own LZ?

And a house rules ruling: Drake's Strategy skill is currently rank 3, which corresponds to 5+, I think, by AtB rules. We'll call that the base target number for evading combat on defense missions, and say that the difficulty goes up by 1 every day from 7-10, for a final 'avoids combat' requirement of 9+ on Day 10, if we generate a scenario then.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3053)
Post by: Mephansteras on February 11, 2024, 01:32:56 pm
I'm in favor of day 7 for the Depot.

For action before then, if something soft shows up let's take it. But maybe no hard target attacks before we do the Depot, just to make sure that we're in decent shape for that objective. Bonus stuff is good, but not at the cost of our primary mission.

After the depot, we can take on stuff as long as we're fit for combat. Given the ramp up in combat chances one it's been hit, I figure we'll do at least one or two combats between day 7 and 10. I'd like to help with the LZ, but it really depends on what shape we're in by day 10.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 25, 3053)
Post by: Fishbreath on February 17, 2024, 01:31:02 pm
Mission Log
I've been sick all week and unable to handle the thinking man's game that is Classic BattleTech until tonight (i.e., last night), but we're back with another exciting entry!

Day 6 Notes (Dec. 26)
A Capellan munitions convoy and its escorts come dangerously close to crossing our path today. Drake holds the Bastards back, though: we may get a second crack at those supplies when we attack the depot tomorrow, and it's probably best to keep our powder dry with that operation so close.

We're now potentially facing combat on a roll of 8+.

Supply Depot Attack (Dec. 27)
The Bastards march through the night to arrive at the supply depot at the break of dawn. We are increasingly a unit of crack shots, so the slightly suboptimal lighting plays to our advantage.

(https://i.postimg.cc/jjhPPDWh/Selection-1892.png)

We arrive on the field from the southwest, deployed in three lances. The medium mechs form an ad-hoc lance to the east, and will use their speed to get into the base and start demolishing. (The larger buildings in the center of the base look a little more warehouse-like, to our pilots' eyes, and are also more fragile than the larger buildings to the northwest side of the base.)

The faster heavy mechs, plus Pepper's Archer, deploy to the west, where they will first engage the command bunker nestled into the southwest side of the hill, then join the heaviest mechs in the center of the field, to defeat the defending lance. Which is, I might add, a bit of a doozy.

(https://i.postimg.cc/k4pVvK7W/Selection-1893.png)

More assault mechs than we have on the field, although not more assault mechs than we have period, counting the ones currently in transit from Tsingtao to its jump point.

Turn 1
(https://i.postimg.cc/J0Hs60hv/Selection-1894.png)

We are not off to the most flying of starts; Forakis skids on the paved road occupied by the light lance, trips, and skids through a stand of trees. The Capellan— scratch that, the Fifteenth Dracon Thunderbolt heads that way, no doubt hoping to put some fire into the downed mech. Demolition may have to wait a few turns.

Pepper brings down the building with an LRM volley, after the rest of the mechs pour maximum firepower into it, freeing our eastern lance to join the central fray. The enemy Awesome takes hits from a number of our mechs, amounting to almost 60 damage.

Turn 2
(https://i.postimg.cc/W4sJNs9q/Selection-1895.png)

Forakis gets her Phoenix Hawk on its feet and makes a run for it, making herself a hard target. The Fifteenth Dracon Highlander and Thunderbolt continue to come after our medium mechs. Neither is fast enough to catch them, as long as they keep on the run, but in the ideal case we'd separate the Thunderbolt from the Highlander and take it down from short range.

The other Fifteenth Dracon mechs drop into a little valley on the south side of the hill. On closer inspection, there are hangar doors at the valley's end. More supplies? A cache of some kind? It wasn't visible on the satellite map, but that's not surprising—it's nearly invisible from overhead, given the way the valley walls rise above it. The enemy is fighting awfully hard for this position. Might be worth checking out, Drake thinks to himself...

The Cyclops is in an awkward position: not really in cover, and exposed to the guns of two full lances of mechs. Woad scores the kill with a hit to the enemy mech's ammunition, going by the gun cameras, but really, it's a team effort. (Woad's Grasshopper is the mech-sized version of an LB10X autocannon, at close range—he has a lot of chances for critical hits.)

(https://i.postimg.cc/rpT5D1pm/Selection-1896.png)

As he and the other medium mechs keep running northward, Milspec hears some pings from his sensors. With its ECM and active probe, his Crab is one of our most capable EW mechs, and the extended range sensors suggest there are Capellan reinforcements on the way at top speed. We'll have limited time to finish any objectives we want to finish here.

Turn 3
(https://i.postimg.cc/DZZJGB32/Selection-1897.png)

The mediums have successfully separated the Thunderbolt from the Highlander. This seems like the time to tackle it.

The Fifteenth Dracon's Awesome pilot stares his likely destruction in the face with stoic acceptance, and remains stationary atop the massive, armored doors as the Bastards circle for the kill.

After his luck last round, Woad very nearly gets unlucky here.

(https://i.postimg.cc/NMfT4Qmv/Selection-1898.png)

Drake orders him to fall back. No sense in pushing his luck. The Dracon Awesome is battered, but still stands undaunted atop the hangar door. One more turn should finish him, although it feels almost dishonorable. Oh well—they don't call us Bastards because we fight fair.

Turn 4
(https://i.postimg.cc/Rh2H4f8v/Selection-1899.png) (https://i.postimg.cc/65GZzj2q/Selection-1900.png)

The medium mechs get into very favorable positions on the enemy Thunderbolt, which we can hopefully convert into a quick kill. Milspec keeps an eye on his sensor readout. Ther's still time before the reinforcements hit the field.

Pepper's timing is impeccable: he chooses just the right moment to add a large laser into the mix, which sends heat alarms blaring in his Archer's cockpit, but proves to be the final hit needed to bring the Awesome down, carving into its center torso and severing critical power connections. Simultaneously, Woad—firing on a jumping retreat—slices off its left arm.

Drake, getting to work on the Fifteenth Dracon Highlander, connects with a pair of PPC shots to its left side that send it off balance, crashing to the dirt. Elsewhere on the field, Teddy Bear hits with his machine guns and all four of his medium lasers, and puts two hits on the Thunderbolt's head to boot. It's damaged pretty badly, but still on its feet for the moment.

Drake's curiosity gets the better of him. "Woad, Hanzoku, Blinky," he calls over the radio, "crack those doors open."

Turn 5
(https://i.postimg.cc/T3MDsVg9/Selection-1901.png) (https://i.postimg.cc/3rqpX5wz/Selection-1902.png)

The Thunderbolt finds itself badly flanked once again, and takes a speculative shot at Drake rather than attempting to free itself of the harrassing mediums. Woad, retreat now countermanded as threats evaporate, moves back toward his new target, while Hanzoku and Blinky get to work. This is a heavily-armored door. It's going to take a minute.

Teddy once more proves his mettle in the Vulcan: one of his medium laser shots connects with the Thunderbolt's head again, and this time it's sufficient to slice through the cockpit. Even if he hadn't done the job, Forakis would have sealed the deal with a hit to the Thunderbolt's SRM ammunition.

Teddy (ranking officer in this medium lance) queries Milspec on the status of the inbound Capellan reinforcements. There is sufficient time, it seems: he orders best speed for the northern bunker, and radios Drake to suggest that the heavier lances get started on the warehouses. Drake okays this act of initiative, and turns his attention back to disassembling the Highlander.

Turn 6
(https://i.postimg.cc/fb5Sk1F2/Selection-1904.png) (https://i.postimg.cc/VkqCPJFc/Selection-1903.png)

Linebuster gets right up in the Highlander's face and toggles his autocannons to cluster shot. He's looking for the kill if nobody else scores it.

The medium lance races up the field, as the mechs with older targeting systems begin to pick up sensor returns on the Capellan reinforcements, too.

Cluster ammo once again proves its worth: the Highlander slows to a stop, teeters, and collapses as explosive pellets find their way into its interior. It shows telltale signs of cooking off, and Linebuster backpedals hastily as it goes up in a fireball.

Hanzoku puts the finishing touches on a roughly mech-sized hole in the armored hangar doors, and before Drake can say anything, he has already pushes his Guillotine in through the wreckage. Slightly exasperated: "Woad, cover his exit. Blinky, get up here and help us with these warehouses."

Turn 7
The medium lance finishes the northern bunker from short range, and Teddy orders an about-face to rejoin the rest of the company in destroying the main base.

Linebuster has already started, having climbed the hill to a better firing position. Drake attempts to get a report out of Hanzoku, who starts by making various astonished noises, and then says, "I will need a minute. Do not enter. This is delicate." Then, his comm goes offline, and his mech's power signature vanishes from our scopes.

It's enough to give a commander gray hair!

Turn 8
(https://i.postimg.cc/pyNpgvhT/Selection-1905.png)

This is a grand old time, the Bastards find, pelting defenseless buildings with heavy firepower and gleefully watching them collapse in a smattering of secondary explosions. Linebuster puts a few cluster shots into the dish of the communications tower near the center of the depot, collapsing it through the roof of the building below.

Woad reports, "I see lights inside. Hanzoku? Do you copy?"

Drake waits for an answer, then shakes his head. "He asked for a minute. I guess we'll give him a minute."

Turn 9
The Bastards continue to wreak havoc upon this poor defenseless base. An alarm goes off in Milspec's cockpit. The Capellan reinforcements are here.

Turn 10
(https://i.postimg.cc/nVXTb19b/Selection-1906.png)

A full company of mechs and vehicles is on the way. This is probably not a fight we should take, Drake reflects, given how relatively undamaged we are now and how much work we'll probably have to do over the next few days. He gives the order to finish off the warehouse and fall back to the hill. Whatever Hanzoku's up to, hopefully he's done soon.

Woad reports, "I have a power signature. It's... not a Guillotine?"

There is a crackle of static, and then Hanzoku's voice. "It is me. I am nearly ready..."

Turn 11
(https://i.postimg.cc/mZKjbF7c/Selection-1907.png)

The Capellans have a lot of hover units, which move fast on open ground like this. They're already almost among us.

Drake calls over the radio, "Fall back. Return fire when able, prioritize getting off of the field. By my count, that's your minute, Hanzoku."

Laser fire illuminates the edges of the hole over which Woad keeps watch, widening it slightly in all directions.

Turn 12
(https://i.postimg.cc/y8HTR4Qs/Selection-1908.png)

The enemy hover tanks are closing in.

The mech that emerges from the destroyed hangar doors is not Hanzoku's Guillotine. It's a modestly larger design, with a large laser and small laser in each arm, an autocannon barrel protruding from the right torso, and twelve SRM tubes on the left.

"Is that a Crockett?" Woad wonders.

"Yes," Hanzoku replies. "Evacuate the hill. I do not know how much will cave in when the Guillotine's reactor goes off."

Before Drake can really process that last sentence, weapons fire flies back and forth across the battlefield. Linebuster takes a few light hits, but immobilizes the Drillson tank closining in on us—a good hit, given that it's one of the dangerous SRM variants.

Turn 13
(https://i.postimg.cc/vBkrHpxR/Selection-1909.png)

Drake doesn't need to repeat that order. Every mechwarrior on the hill who has jump jets lights them, and all who don't book it at maximum speed away from the valley cache.

Turn 14
(https://i.postimg.cc/76f14x6M/Selection-1910.png)

The assault mechs—now including Hanzoku's—are always slow to retreat. All of them can jump, which is handy for making rearward progress while still presenting a difficult tactical problem to the enemy, in terms of making a safe approach. Hanzoku reports that he has not yet figured out how to unlock the weapons in his new ride, so he will be making a quick retreat and hoping that our tech teams have the answer.

Linebuster, still firing cluster shot, finds a hole in the nearer Pegasus tank's armor, and the shrapnel rattling around inside kills its crew. (Did you know that cluster ammo has a chance to roll motive system damage for each pellet? That's pretty sweet, when fighting vehicles.)

Turn 15
(https://i.postimg.cc/QM6gvBXd/Selection-1911.png)

A bold, but fatal, call by the Condor's commander. Blinky destroys its engine, and Milspec follows up for the kill.

Linebuster, meanwhile, connects with another cluster shot to another hovertank, and immobilizes that one too. Three rounds, three hover tanks, three mission kills. Solid work.

The hill above the valley entrance rises and falls slightly, as though taking a deep breath. The slope over the entrance shifts, rends, and then flows, pouring tons upon tons of earth over the broken doors.

Turn 16
(https://i.postimg.cc/sfGP0Db3/Selection-1912.png)

No free kills on those immobilized tanks, however: the Capellan mechs are coming into range now, and we'll need to discourage them from harrying our retreat.

Turn 17
(https://i.postimg.cc/WbRmRcPg/Selection-1913.png)

In the parting exchange of fire, Linebuster shoots the engine out of another mech, after Drake opened up its armor with a trio of PPC shots. The Bastards escape the field.

Damage, Injuries, Salvage
(https://i.postimg.cc/PrZ4NrMS/Selection-1914.png)

As usual, 'undamaged' isn't actually undamaged. We probably can't patch up both the Crab and the PXH-3K for want of ferro-fibrous armor, and most of the rest of the unit is dinged up. Woad is mildly concussed from the PPC shot his Grasshopper took to the head, but he's still functional. (Shame we were slightly too dinged up to stick around—the 3M Phoenix Hawk we killed would have made for some ferro-fibrous salvage.)

In terms of salvage, we didn't control the field at the end of the battle and can't take anything we killed, but we did pick up a huge kill bonus, about 16 million C-bills, for taking a Capellan assault lance and a few vehicles off the table.

We did, of course, walk off the field with a shiny new (old) Crockett, a Star League-era assault mech mounting a pair of ER Large Lasers, an LB10X autocannon, a pair of SRM-6 launchers, and some small lasers for fun. We'll cover a little more on that in the next mission log.

Kill Boards
Woad joins the ranks of our elite pilots at 2+ gunnery, 3+ piloting, and is now both a Melee Specialist and an ER PPC Specialist. Very different range preferences there.

Last Mission
(https://i.postimg.cc/hvm9JpVX/Selection-1915.png)

All Time
Mission Log Continues
Day 7 Repairs
Use
135 points of standard armor
29 points of ferro-fibrous armor
20 LB10X solid
10 LB10X cluster
210 LRMs

Cargo State
4 tons of leg actuators
23 rounds of LB10X solid shot (2.3t, 10 per ton)
14 rounds of LB10X cluster shot (1.4t, 10 per ton)
635 LRMs (5.29t, 120 per ton)
0 points of ferro-fibrous armor
39 points of standard armor (2.43t, 16 points per ton)
1 ton of rescued Leopard crew

16.42/70 tons capacity

Day 7 Notes
Supplies are looking a little bit light, especially for Milspec and Forakis—unless we run across another Capellan running ferro-fibrous armor, whatever damage they take for the next three days is permanent. The Phoenix Hawk is back to full combat readiness, but the Crab is sitting on five points of left arm damage.

No other combat today, so between Euchre and the dedicated techs, we're able to get all the rest of the mechs fully repaired and rearmed (to the extent we have reloads for them).

There is also the matter of the Crockett. Leaving aside Drake's reaction to Hanzoku's escapade (what does he think of it?), the mech itself tells a story. This is the Star League version, with a bunch of until-recently LosTech: double heat sinks, LB10X autocannon, ER large lasers. There aren't a lot of those around. We ran across a couple on Tukayyid, in ComStar's hands, and Hanzoku remarks that they're not uncommon back in the Clan homeworlds, or presumably as garrison units in the Clan-occupied territory behind the front lines in the Inner Sphere.

The Fifteenth Dracon were, as I believe we mentioned earlier, a Star League unit that stayed in the Inner Sphere instead of following Kerensky, and proudly display that heritage in their insignia and paint scheme. It seems they also have some Star League equipment left, hidden away for a rainy day, like the one we're bringing. Our actions at the supply depot will help keep it out of the fight, at least until they can dig out whatever remains of the stockpile Hanzoku attempted to blow up. Mechanically, that will reduce enemy quality by 1 additional step.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Mephansteras on February 18, 2024, 01:18:58 am
Well...that was unexpected.

Drake is of two minds about it. Trading the Guillotine for a Crockett isn't terrible (though it'd be nice if we could somehow have gotten both mechs). On the other hand, he doesn't like being out of the loop on a plan like that. If that maneuver had cost the mech or even life of one of our other pilots, it would have been bad.

Initiative is good, but drama for the sake of drama gets people killed.

(From a reader perspective, that was pretty great!)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Fishbreath on February 18, 2024, 02:58:35 pm
It was an almost totally emergent story beat: I didn't see the hangar doors in the hillside until the Awesome and Cyclops closed in on them, the 'defend the doors' behavior was totally organic from the AI, and all I contributed was the Hanzoku-trading-up aspect.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: EuchreJack on February 18, 2024, 05:15:03 pm
It was an amazing update.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Fishbreath on February 21, 2024, 08:21:04 pm
Thanks! It was fun to write. So is this whole series: the Bastards are my favorite Let's Play out of all the ones I've written. It feels much more collaborative—still not an RPG, but closer to it than claiming generals in Arsenal of Democracy or ships in Rule the Waves 2.

Are we still on the same plan for the last three days? Avoid missions that don't gain us anything, try to be in good shape for landing day? Maybe tackle an attack mission tomorrow or day 9, if we're not otherwise occupied?
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Knave on February 21, 2024, 08:34:23 pm
Just catching up after a few days off with baby.

Great stuff - super fun to read! Glad you're enjoying the write-up process too :)

Agree it's probably best to lay low for the most part. If we know the landing time of the main force, a diversionary raid may be helpful to assist taking the heat off the main unit.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Fishbreath on February 21, 2024, 11:14:47 pm
Just catching up after a few days off with baby.

I don't know if I remembered to say congratulations, and that I also added 10xp to Teddy to mark the occasion.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Avetruetotheimperator on February 22, 2024, 08:47:08 pm
Why should the bastards avoid combat a bunch? Every battle won counts as making the future invasion easier.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Mephansteras on February 22, 2024, 09:39:22 pm
Why should the bastards avoid combat a bunch? Every battle won counts as making the future invasion easier.

The basic idea is that we can make the biggest difference helping out at the LZ on landing day, so we want to be in decent shape for that.

Which is not to say we don't want any combat before that, but we don't want to get so trashed on a fight for a lesser combat that we can't help on the last big one. Right now we're 3/3 for Major Objectives, so anything else we do is gravy.

I'm all for hitting any soft targets we see in the next few days, and maybe one tougher one that we think will be either high impact or high payout. We were really trying to stay low right before the Depot fight so that we could be sure to take that out. Now that we've done that we can take some more risks, but don't want to over-do it.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 27, 3053)
Post by: Fishbreath on March 18, 2024, 09:55:41 am
Day 8 (Dec. 28)
Heavy Capellan patrols crisscross the area, but Drake is getting a pretty good sense for the opposing commmander's disposition, and adroitly evades his dragnet.

Midway through the day, FedCom forces arrive at the jump point and begin fighting their way insystem. Advance Company is back in radio contact with the rest of the unit, who are excited to get on the ground and into the action.

Day 9 (Dec. 29)
The Bastards on the ground aren't so lucky today: a Capellan patrol catches their trail, and they will have to fight their way free of pursuit.

The Capellan patrol comprises a pair of light mechs (a Raven and a Flea) and six vehicles. This is a Probe mission generated by the game, so the objective is to destroy 25% of the enemy while retaining at least 75% of our force. Shouldn't be too difficult a task, although it will eat into our supplies still further.

Deployment
The battlefield is hilly and wooded, which will make line of sight a challenge for our longer-ranged mechs. We still bring a strong short-ranged punch to the table, however, and the terrain will make it difficult for enemy vehicles to maneuver.

(https://i.postimg.cc/X7FjS3qb/Selection-1948.png)

The Bastards deploy in the northwest of the map, while the Capellans deploy in the east. Milspec and Forakis will hang back on this mission: since we're out of ferro-fibrous armor, I don't want them taking damage that we can't repair before D-Day tomorrow.

Round 1
(https://i.postimg.cc/4xQXy5p2/Selection-1949.png)

Everyone is still out of range; the terrain is challenging for us too. The promontory southeast of Drake's Awesome is his goal: it has good sightlines to most of the field, and still provides him with a decent degree of cover.

Round 2
(https://i.postimg.cc/yNfBX8QF/Selection-1950.png)

We may be fighting the Capellan reinforcements at the same time, which would be a pain. They arrive on round 6, and the enemy is not yet committing to the attack.

Round 3
(https://i.postimg.cc/wvZpZbdM/Selection-1951.png)

As if on command, some of the Capellans begin to advance.

Drake is juuust slightly out of range, but Wojtek, Woad, and Teddy have some acceptably good shots at enemy targets. Woad double taps the Raven, stripping the armor from its right leg and center torso, while Teddy takes the left arm off of the Flea with a pair of medium laser hits.

Round 4
(https://i.postimg.cc/MHBSSbWD/Selection-1952.png)

Since the objective here is to reduce the enemy force and escape, not destroy it totally, Drake is hanging back to provide covering fire. Anyone who peeks out past the ridge line occupied by the forward Hunter will eat a couple of PPC shots, and that will help keep the Capellans bottled up while faster units sneak in to do the killing.

Teddy is well on his way to soloing this Flea: hits to both legs send it toppling over. If it doesn't count as crippled after criticals to both upper leg actuators, he will jump in closer to finish the job next round.

Wojtek deals heavy damage to the nearer Hunter's tracks, which should pin it in place for the next round.

Round 5
(https://i.postimg.cc/Df4FLFqX/Selection-1953.png)

Wojtek, one of the most mobile units on the field, works his way around into a flanking position. Drake advances just a touch, for a better angle on the ridge line I mentioned in the previous turn.

Drake scores the first kill of the battle, with a pair of PPC hits through the front armor of the Hunter tank. Teddy gets on the board a moment later, with three medium lasers, a machine gun burst, and a kick to the rear of the Flea.

That pair of kills actually satisfies the objective. The Capellans fall back (having finished their mission of locating and identifying us), as do the Bastards (having finished our mission of discouraging pursuit). We return briefly and cautiously, half an hour later, to hook up salvage hoists to the fallen Flea and Hunter, before we clear the area.

Kill Boards
Drake picks up a vehicle kill, and Teddy Bear adds a mech to his tally to leapfrog Carcer.


Day 9 Repairs
Only Teddy took any damage at all in the last battle, and then only a little bit of it. Euchre helps him patch up his mech, while the technicians pull armor, plus anything useful or valuable-looking, from the Hunter and Flea. Having done so, they detach the salvage cranes and leave the two units in a jumbled heap in the woods, as the Bastards continue to evade the searching Capellan forces.

Use 8 points of standard armor

Salvage 57 points of standard armor 1 LRM-20 1 20-ton MASC

Cargo State 4 tons of leg actuators 23 rounds of LB10X solid shot (2.3t, 10 per ton) 14 rounds of LB10X cluster shot (1.4t, 10 per ton) 635 LRMs (5.29t, 120 per ton) 0 points of ferro-fibrous armor 88 points of standard armor (5.5t, 16 points per ton) 1 ton of rescued Leopard crew 1 LRM-20 1 MASC

30.49/70 tons capacity

Action Items
None, at present! I rolled for random combat encounters on day 10, and didn't generate any. With very little damage taken on day 9, we're in great shape to help secure a landing zone for some of the arriving dropships, next time on The Opinionated Bastards.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Mephansteras on March 18, 2024, 10:06:22 am
Looking forward to it! I expect D-day is going to be pretty intense.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: EuchreJack on March 18, 2024, 10:34:24 pm
Yeah, almost D-Day!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Fishbreath on March 19, 2024, 01:40:33 pm
I'll have to look at some rulebooks/sourcebooks for scenario design, or at least for inspiration. (The nice thing about MegaMek is that it enables significantly more complicated scenarios than could readily be played out on a real tabletop.)

I'm in the middle of redoing my deck, among a couple of other things, so I may not get to it until next week. Good Friday is a company holiday for me—hopefully then, if not earlier!
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Knave on March 21, 2024, 12:30:12 pm
Ahhh great to see this back!
Count me in as another looking forward to D-Day :D
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Fishbreath on April 01, 2024, 07:51:54 am
I did not get as far as playing a scenario on Good Friday, but I did finish the higher-priority project that was keeping me from doing so:

(https://i.postimg.cc/Y0qvrL06/image.png)

Lots of rainy evenings this week, so the Bastards should be fully groundside sometime in the next few days. None of my sourcebooks have quite the scenario I'm looking for, so I'm probably building one by hand again—not that it's much of an imposition.

Looking ahead, once I've had some time to recover—letting MekHQ do the scenario generation work for a while—I may pull from a scenario pack some time in the future, for another semi-structured campaign like this one.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: NickAragua on April 11, 2024, 12:57:43 pm
Good to see this come back for a bit, always fun to follow along with these. And look at you, Mr. "I have sunlight and leaves on my trees".

Megamek/MekHQ has gotten some really big updates since this was last active, including in terms of UI and scenario generation capabilities (check out StratCon!)
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Fishbreath on April 11, 2024, 05:53:48 pm
I'd like to get at least one StratCon contract in.

On that note, my scheduling estimates continue to be on the optimistic side. The best I can do right now is 'hopefully soon'.
Title: Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)
Post by: Knave on April 16, 2024, 08:18:47 am
We waited years between the last hiatus, we can wait a few extra weeks to complete a deck & real life projects (Looks great by the way!)  :P