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Other Projects => Other Games => Play With Your Buddies => Topic started by: Hanzoku on October 18, 2019, 08:12:45 am

Title: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on October 18, 2019, 08:12:45 am
Decided to run another MekHQ campaign, so the first step is asking for submissions for anyone who wants to create a character.

Before we get into the details of what I'd like from character submissions, there'll be a poll for what era to play in. My preference is just before the 'Clan era, but I'll leave the results up to the voters.

For those who are interested, we'll be playing with 'Mechs, vehicles, infantry (unarmored or battlearmor, depending on the era), aerospace and artillery. 'Mechs and battlearmor are the most likely to see combat, while vehicles depend on the terrain they would deploy in. Infantry, artillery and aerospace are more used for special missions, but may sometimes be present in battle.

Table of Contents:
Introduction and Character Signup Information (http://www.bay12forums.com/smf/index.php?topic=174847.msg8043377#msg8043377)
Game Settings (http://www.bay12forums.com/smf/index.php?topic=174847.msg8043879#msg8043879)
Special Missions (http://www.bay12forums.com/smf/index.php?topic=174847.msg8045677#msg8045677)

Dossiers and TO&E (http://www.bay12forums.com/smf/index.php?topic=174847.msg8044493#msg8044493)

Operation Misdirect - Company Setup and En Route (http://www.bay12forums.com/smf/index.php?topic=174847.msg8047174#msg8047174)
Operation Misdirect - Week 1 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8047586#msg8047586)
Operation Misdirect - Week 2 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8048117#msg8048117)
Operation Misdirect - Week 3 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8048668#msg8048668)
Operation Misdirect - Weeks 4-5 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8049189#msg8049189)
Operation Misdirect - Weeks 6-7 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8050566#msg8050566)
Operation Misdirect - Weeks 8-12 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8051059#msg8051059)
Interlude - Journey to Outreach and Reorganization (http://www.bay12forums.com/smf/index.php?topic=174847.msg8052092#msg8052092)

Operation Blue Paladin - Week 1 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8053508#msg8053508)
Operation Blue Paladin - Week 2 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8054503#msg8054503)
Operation Blue Paladin - Weeks 3-4 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8055323#msg8055323)
Operation Blue Paladin - Week 5 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8056421#msg8056421)
Operation Blue Paladin - Week 6 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8057151#msg8057151)
Operation Blue Paladin - Week 7-End (http://www.bay12forums.com/smf/index.php?topic=174847.msg8057826#msg8057826)
Operation Blue Paladin - Interlude (http://www.bay12forums.com/smf/index.php?topic=174847.msg8058933#msg8058933)

Operation Bronze Eyes - Weeks 1-3 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8059830#msg8059830)
Operation Bronze Eyes - Week 4 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8062097#msg8062097)
Operation Bronze Eyes - Week 5 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8062966#msg8062966)
Operation Bronze Eyes - Weeks 6-9 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8064517#msg8064517)
Operation Bronze Eyes - Weeks 10-11 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8065250#msg8065250)
Operation Bronze Eyes - Week 12 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8066009#msg8066009)
Operation Bronze Eyes - Week 13-End (http://www.bay12forums.com/smf/index.php?topic=174847.msg8066703#msg8066703)
Operation Bronze Eyes - Interlude (http://www.bay12forums.com/smf/index.php?topic=174847.msg8067089#msg8067089)

Operation Eclipse - Weeks 1-2 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8072203#msg8072203)
Operation Eclipse - Weeks 3-4 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8073302#msg8073302)
Operation Eclipse - Week 5 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8073768#msg8073768)
Operation Eclipse - Week 6 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8074473#msg8074473)
Operation Eclipse - Week 7 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8075814#msg8075814)
Operation Eclipse - Week 8 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8076593#msg8076593)
Operation Eclipse - Week 9 (http://www.bay12forums.com/smf/index.php?topic=174847.msg8077934#msg8077934)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Knave on October 18, 2019, 10:09:15 am
Obligatory PTW, looking forward to seeing a combined arms approach! (The more infantry the better, right?)

Hopefully Princess is a better at using VTOLs than last time I played :)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Hanzoku on October 18, 2019, 11:08:53 am
According to the more recent release notes, Princess knows how to use VTOLs without sideslipping them off the map all the time. The air support also uses rockets and bombs (though bombing is bugged as out of range right now)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Iduno on October 18, 2019, 11:12:55 am
COmbine arms? Earlier is better. It's also when you get the weird quirky mechs.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: A Thing on October 18, 2019, 06:56:54 pm
Since I kind of want to see the battlearmor in action I'm going with clan invasion. Looking forward to another one of these, I think the first one is what got me into MekHQ and Battletech actually.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Rince Wind on October 19, 2019, 06:50:18 am
Some modern stuff mixed with old school heat hogs, modernizing into the invasion - 3040s sound best to me.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Hanzoku on October 21, 2019, 02:43:34 am
Well, that was a race at the end between the 3040s and 3050s. I find it interesting that noone voted for later eras, but I think like me, most people like the build up from Succession Wars technology through Star League/Advanced IS into Clan technology.

That said, we'll be starting in 3046, giving a short period to build up and then launch into the 3050s. Now for the unit's backstory, and then its open season for character/unit requests.



House Kincaide is an old, proud line from the Lyran Commonwealth world of Ridderkerk. The Ducal Guard skillfully protects the planet from raiders from the Draconis Combine, as it has for centuries.

Albus Kincaide was the third child of the family. With a 'heir and a spare', those born after are expected to make their own ways in the world. House Kincaide normally expected them to go into service with the LCAF, or now with the AFFC. Unfortunately for Albus, a defect in his inner ear meant that while his sense of balance was perfectly fine, the neurohelmets used by BattleMechs and AeroSpace fighters caused blinding nausea. The Duke refused to allow one of his children to serve in the infantry or vehicle forces, and Albus found himself shunted aside.

In most other cases, he would have become one of the thousands of others bored, rich dilettantes that infested the courts of the nobility of the Commonwealth, but Albus refused to be cast aside so casually. He threw himself into his studies of the military arts, following courses of study from the Commonwealth, the Suns, and new course books from the combined Federated Commonwealth. He learned Japanese simply to study the military tactics of the Draconis Combine without the biases of Lyran translators. He even managed to acquire some training manuals from the Com Guards, interested in the differences in tactics their base 6 formations offer versus the standard formations of the other powers.

To his frustration, despite his high marks in command, Albus was unable to secure a military position, even in his homeworld's militia. To the neo-feudal armies of the Successor States, a military leader's worth stemmed first from their battlefield achievements, and a military leader who couldn't even fight at the controls of a BattleMech was not worth listening too.

By his 25th birthday, Albus' frustration finally reached the tipping point. Taking his trust fund, after hacking access into his family's financial systems, he used a portion of it to book passage to Galatea, departing without the notice of his dismissive family.

It would be several months later that a routine inspection of a number of secondary and tertiary warehouses and hangers revealed their contents to be missing, routed onto a Mule around the same time Albus disappeared.

Arriving on Galatea, chosen both for its closer proximity and lower profile compared to Outreach, Albus began the process of building his own mercenary command. To attract new recruits, he let rumors begin to circulate that for those looking to make a new start, particularly those Dispossessed through the fortunes of war, it might be possible to earn a spot in the unit and once again fight or fly in a 'Mech or AeroSpace fighter.



Character submissions are now open. Here's the following information I need from you:

Name
Call-Sign
Age
Birthday (year not needed, month and day are)
Specialization

Background

The available positions are: 'Mech pilot, AeroSpace, vehicle crew, VTOL crew, artillery or infantry.

This campaign will be played with tactical support from Aerospace, Artillery and Infantry forces, but it does mean that they (often) won't be in the battles or a major focus. Vehicle forces will be switched out depending on the terrain type - a hover lance won't be deployed to a deep woods map, for example.

I'll go further into depth on the available missions in a coming post where I list the options being used for this game.

The starting company will be partially influenced by what people want to play to begin with, but the rest of the company will be generated randomly.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Burnt Pies on October 21, 2019, 01:52:39 pm
Name: Susanna Nova
Call-Sign: Starburst
Age: 27
Birthday: 17th Jun
Specialization: Mech Pilot

Background: Susanna grew up with the firm belief that she would make an excellent mechwarrior. Every single piece of media she had watched reinforced this notion in her mind; the plucky young aces would always outshine the old guard. However, upon entering the Military Academy of Somerset, she quickly had to bury this notion. Her 'natural talent' certainly existed, and made her one of the better cadets in her class, but compared to the experience and knowledge of her instructors, she was completely outmatched. At first, she accepted this with good grace; making a fuss about it would only make her look whiny, a reputation no cadet wants to bring upon themselves at a military academy. Upon graduation, however, Susanna found herself serving under a commanding officer who seemed to embody the very worst of every Lyran stereotype; an overbred noble cretin that should have been swept out of the LCAF by Katrina Steiner's reforms years ago. Her lingering conviction that she could do better, that she could be the hero of her story returned in full force, leading her to butt heads with her CO at almost every opportunity, with her frequently calling out what she saw as foolhardy orders. Needless to say, this sort of insubordination couldn't be tolerated in a military (especially by an officer who only had their posting due to noble connections), and Susanna quickly found herself before a court martial. Discharged from the LCAF, she soon decided that the only possible job for her as a young mechwarrior with a chip on her shoulder was to join a mercenary band; one that had a commanding officer that wasn't prone to the sort of idiocy she had just been court-martialled for calling out.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Knave on October 21, 2019, 03:06:38 pm
Name: Billy Kaine
Call-Sign: Knave (nice and simple!)
Age: 34
Birthday: Feb 5
Specialization: Mech Pilot

Background: Born on a northern Periphery backwater known as Von Strang's World. Billy's position as son of as Warden allowed him the privilege of being able to train to become one of the world's few mechwarriors as part of Baron Strang's Guard Division. It wasn't long until he began participating in the frequent raids that the Baron arranged on the lightly-defended Lyran border worlds. It was during one of these raids where the Guard Division was ambushed by a merc unit on garrison duty. Outgunned, Knave drew the mercenary unit's fire and gave the Strang raiders enough time to withdraw to the dropship before having to eject due to damage. Left behind by his unit, and making an impression on his captors, they offered him a job in their own merc outfit. He ran with them for a time before finances got the better of them and they were forced to disband. Now on Galatea, he looks for his next opportunity to explore the stars.

Apart from being a competent mechwarrior, Billy is known as being both gregarious and eccentric. When outside his cockpit, he's often seen wearing one of his many trademark long-fur coats. He does his best trying to acquire a new one on as many planets he visits as possible.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: A Thing on October 21, 2019, 06:08:48 pm
Going to take a Mechwarrior generated from my own MekHQ campaigns for this, hopefully it isn't too simple.

Name: Ichiro Kobayashi
Call-Sign: Tengu
Age: 39
Birthday: Oct 16
Specialization: Aerospace Pilot

Background: Ichiro led a dissipate lifestyle in his youth, the 5th child of six, very little was expected of him. When a series of deaths, exiles, and illnesses led to him being considered the de facto heir of his family fortune he was unprepared. He was forced into the Sun Zhang Academy by his mother who decided that he would either "crash, or fly." Fly he did and with surprising talent, however his past caught up with him, and when his instructors heard of what he did on REDACTED, it was decided that seppuku would be a gracious offer. Tengu, however, being the man he was and still is, saw dishonor far more appealing than death and fled the Combine. Many years went by and one day he found himself on Galatea, and on seeing the offer for dispossessed Aerospace pilots, he decided he would try his hand at flying once again.

fakeedit: yeah somewhere along the line I decided he'd probably do better as a aerospace pilot with a callsign like Tengu. Feel free to make him a Mechwarrior instead if there is a greater need for them.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Rince Wind on October 22, 2019, 03:57:55 am
Name: Matt Fischer
Call-Sign: Wind
Age: 32
Birthday: June 5th
Specialization:MechWarrior/Jack of all Trades

Matt has done a lot of things during his "career". Hailing from Freedom in the Lyran Alliance he used to be a mildly successful racing driver when his employer got hold of some mechs that were not battleworthy anymore. Good thing it is the 3040s, and not a few decades earlier when "not battleworthy" was not a label applied to any mech able to move under its own power. Anyway, racing cars weren't all that hot when you could watch Solaris 7 matches instead, so Matts boss had the bright idea to have mechs racing each other and some vehicles on the same track. Most of the mech pilots were former military, but it turned out Matt could cope with neurohelmets as well.
The "Mixed Racing Arts" events were quite successful at the beginning, but the novelty soon began to wear off. Some of his teammates had shown Matt how to aim with a Mech, and he got into Solaris style matches. Just not on Solaris, it was more of a travelling circus, but as most people can't afford the real deal they had no lack spectators. Here Matt earned his Nickname, because he preferred to be up in the air, jumping around.
What they did lack were decent MechTechs and business acumen, so the show went bust after a while when more and more of the Mechs broke down. Which in turn led Matt here to Galatea, because he knows how to fight in a mech. Right?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Choose your Era
Post by: Hanzoku on October 22, 2019, 05:28:35 am
I'm not going to go into the details of setting up MegaMek - if people are interested, I can link back to the posts in my last Let's Play, so this will more be to indicate what settings are being used.

MekHQ
Repair and Maintenance
- Quirks are on
- Damage or Destroy parts by a margin of failure (3)
- Maintenance Checks are on
- Maintenance cycle is 30 days with a -1 modifier
- Quality modifiers are NOT used Basically, it leads to a snowball effect. Once a part worsens, its nearly impossible for a tech to straighten it out again. Once it gets to the point where the part takes damage on the check, you can't fix it anymore.
- Only damage parts that are already at worst quality is OFF This is to balance not using the quality modifiers. I might play with these settings if it leads to weird behavior.

Supplies and Acquisition
- Waiting period is 1 day between acquisition rolls, using the Administration skill.
- the option that only support personnel can make acquistion checks is turned OFF.
- 2 point penalty for Clan equipment
- Planetary Acquisition System is turned ON
- Searches within 2 jumps from neutral or allied factions
- No Clan/Inner Sphere supply sharing
- No Clan parts from non-Clan factions (yet)
- a penalty of 4 on acquiring Clan parts from non-Clan factions

Tech Limits
- Limit units and parts by year is ON
- Disallow extinct units and parts is ON
- Allow the purchasing of Clan units and parts is OFF (for now)
- Allow the purchasing of Inner Sphere units and parts is ON (of course)
- Only allow canon units for purchase is OFF
- Only allow canon variants as refits is OFF
- Maximum tech level is Experimental
- Variable tech level is ON
- Use faction intro dates is ON
- Use ammo by type is ON

Personnel
Pretty much everything is switched on by default. The highlights:
- Use individual initiative bonus is ON
- Use toughness is ON
- Use Artillery skill is ON
- Allow Special Abilities is ON
- Use Edge is ON Each PC gets one point of Edge to lower the chance that a freak headshot murders you on your first mission. The second freak headshot still will, of course.
- Track Time in Service is ON
- Show Origin Faction is ON

Finances
All defaults again, except for...
- Clan-tech price modifier is set to 4.0 to start with, and will creep down as their tech becomes more available.

Mercenary
Experience
Skills
Special Abilities
Skill Randomization

All settings default.

Rank System
- Star League rank system (for now)

Name and Portrait Generation
Personnel Market
Nothing interesting here. Everyone should get portraits if I copied the images correctly.

Against the Bot
- RAT Generator is in use
- Skill level is Regular
- Share system is OFF - Albus is bankrolling the unit himself.
- Do retirement/defection rolls at contract completion is off - they'll be handled once a year.
- Customize retirement rolls is ON
- Founds never retire is ON (and PCs are all Founders)
- Track unit fatigue is OFF
- Instant delivery from the unit market is OFF
- Contract search radius is 400 light years initially
- Double enemy vehicles is OFF
- Allow Enemy VTOLs, Aero and turrets/infantry is ON
- Use DropShips is ON

MegaMek
Custom
- Autocannons deal increased damage: AC/2 does 5 damage, AC/5 does 8, AC/10 does 12. This applies to ALL autocannons, including LB/X and Ultra models.

Basic Options
- Skip ineligible during movement/firing/physical is ON I don't need to be constantly reminded that someone is knocked out.

Victory Conditions
- Skip all phases when forced victory occurs is ON

Allowed Units and Equipment
No changes

Advanced Rules
- TacOps ECCM is ON
- TacOps Ghost Targets is ON
- TacOps Dig In (Infantry) is ON
- TacOps Using Non-Infantry Units as Cover (Infantry) is ON
- TacOps Vehicle Crews is ON
- StratOps Quirks is ON
- StratOps Partial Repairs is ON
- (Unofficial) BA Grab Bars on Standard Mechs is ON I finally found the fluff explanation as to why it was Omni-Mech only, but I still think that it makes more sense that BattleArmor can ride on anything.

Advanced Combat
- TacOps Enhanced Missile Defense is ON
- TacOps Partial Cover is ON
- TacOps Vehicle Effectiveness is ON
- TacOps Vehicle Firing Arcs is ON
- (Unofficial) No Through-armor critical is ON
- (Unofficial) Vehicle Damage thresholds is ON
- (Unofficial) Variable vehicle damage thresholds is ON
- (Unofficial) Unjam Ultra Autocannons is ON
- (Unofficial) Ultra Autocannons TO-Hit roll twice in Ultra Mode is ON

Advanced Ground Movement
- TacOps Sprinting is ON
- TacOps Careful Stand is ON
- (Unofficial) Vehicles can be abandoned is ON
- (Unofficial) Ejected Pilots flee is ON
- (Unofficial) No movement penalties for night/fog is ON Seriously, screw the standard rules. Oh, its a moonless night and heavy fog? Guess your Atlas CAN'T MOVE. It's not like it doesn't have 5 different sensor modes or anything.

Advanced Aerospace
- Allow aerospace units on ground maps is ON
- (Unofficial) Allow return flyovers is ON

Initiative Rules
- Infantry doesn't count for movement or deployment initiative are ON
- Simultaneous targeting, firing and physical phases are ON.



If there are any rules you want to argue should be on (or turned off), feel free to let me know.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Rince Wind on October 22, 2019, 05:46:04 am
Sprinting can be useful, not being able to shoot and being easier to hit balances it. Princess hardly ever uses it, so it won't gimp itself by sprinting all the time.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 23, 2019, 04:12:55 am
Name: James Gundersen
Call-Sign: Glaive
Age: 22
Birthday: September 11
Specialization: MechWarrior

Background: James Gundersen hails from the Free Rasalhague Republic world of Gunzburg. Growing up, he experienced first hand the Republic's birth struggles as it freed itself from the domination of the Draconis Combine and fought through the Ronin Wars. He saw BattleMechs fighting first-hand, and this instilled in the young James a burning desire to one day pilot one of those fearsome machines himself.

Unfortunately, his scores were not good enough to earn him a spot training to use one of the Gunzburg Militia's few BattleMechs. He was instead assigned to the infantry battalions, where he was a dedicated but not enthusiastic soldier.

He learned to pilot 'Mechs from an unlikely source - those mercenaries who had the misfortune to be stationed on Gunzburg. Unlike the majority of the population, James did echo the Iron Jarl's anti-mercenary sentiments, and as one of the few sympathetic locals, he found it easy to make friends with the mercenary commands who were stationed there. There, he learned haphazardly the arts of the MechWarrior, but in doing so, alienated himself from his fellow soldiers.

He asked for and was discharged from the militia in 3045, and it was with great relief on both parts that he took passage to Galatea, seeking an opportunity to finally pilot a 'Mech into combat.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 23, 2019, 04:59:48 am
@Rince Wind: I go ahead and added Sprinting as an option. I've never used it before, so it'll be interesting to work with.

I think we've had the initial round of characters, so at this point people can either claim NPCs, or submit characters who will become the next recruited character.

I rolled up the units and ended up with a good mix - 6 'Mechs, 3 Vehicles, 2 AeroSpace, and 1 infantry unit.

The units are:

Stalker STK-4P
Warhammer WHM-6R
Griffin GRF-1S
Shadow Hawk SHD-2H
Wolverine WVR-6R
Commando COM-2D

Centurion CNT-1D
Sparrowhawk SPR-8H

SRM Carrier (Standard)
Behemoth Heavy Tank (Standard)
Devastator Heavy Tank (Standard)

Iron Brotherhood Heavy Infantry (Laser Rifles/Heavy Support Lasers/Ballistic Plate)

I then rolled up the pilot skill:
Susanna Nova - 2/2 (Elite, Cluster Master, Melee Specialist)
Billy Kaine - 3/3 (Veteran, Pain Resistance)
Ichiro Kobayashi 3/3 (Veteran, Human TRO - Aerospace)
Matt Fischer 3/3 (Veteran, Hopping Jack, Dodge) The template was regular skill level, but already had Dodge and a point of Tactics. I let that stand.
James Gundersen 6/6 (Green)

So overall, the dice went high for the PCs, which I'm pretty OK with. Its easier to pick up new hardware then it is to train someone to Veteran/Elite status.

The NPCs are... less good, though the Aerospace Pilot is good.
5/6 (Green)
6/8 (Ultra-Green)
3/4 (Veteran, Shaky Stick)

Here is our setup as of now: For officers, feel free to let me know if you want a different name for your unit:

(https://i.imgur.com/Jftwj64.png)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Rince Wind on October 23, 2019, 06:01:32 am
Nice, the Griffin 1S is a pretty good ride for intro-tech units.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Knave on October 23, 2019, 08:12:25 am
That's a nice mix of units!

But man these NPCs will be fun.
6/8?? Recruit Sonnborn better put in some intense training time in fast or she won't be able to pilot her Commando out of a wet paper bag!

Those Vees you rolled look pretty nice though and should hopefully be able to provide some timely support.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 23, 2019, 08:34:31 am
Notable Members of the Iron Brotherhood
Officers

Enlisted

Table of Organization and Equipment
The Iron Brotherhood

The Iron Vanguard ‘Mech Company – 100% Full Strength, 8% Upgraded Technology
- - Nova’s Knights
- - - - Captain Susanna ‘Starburst’ Nova – PLG-3Z Pillager (https://www.sarna.net/wiki/Pillager) ‘Susanna’
- - - - Sergeant Svetlana ‘Ragu’ Ragozina – ZEU-6S Zeus (https://www.sarna.net/wiki/Zeus)
- - - - Corporal James ‘Glaive’ Gundersen – KGC-0000 King Crab (https://www.sarna.net/wiki/King_Crab)
- - - - Corporal Jack ‘EJ’ Euchre – STK-3F Stalker (https://www.sarna.net/wiki/Stalker)

- - Kaine’s Kings
- - - - Lieutenant SG Billy ‘Knave’ Kaine – MAD-3D Marauder (https://www.sarna.net/wiki/Marauder)
- - - - Sergeant Matt ‘Wind’ Fischer – GLT-4L Guillotine (https://www.sarna.net/wiki/Guillotine)
- - - - Corporal Baira Meenakshisundaram – WHM-6R Warhammer (https://www.sarna.net/wiki/Warhammer)
- - - - Corporal Noelle Al Gahary – OSR-2C Ostroc (https://www.sarna.net/wiki/Ostroc)

- - Linda’s Lancers
- - - - Lieutenant JG Linda Vo – PHX-1 Phoenix Hawk (https://www.sarna.net/wiki/Phoenix_Hawk)
- - - - Corporal Gani Leminoke – DV-6M Dervish (https://www.sarna.net/wiki/Dervish)
- - - - Corporal Jami Sonnborn – GRF-1N Griffin (https://www.sarna.net/wiki/Griffin)
- - - - Corporal Belmiro Larcher – WVR-6R Wolverine (https://www.sarna.net/wiki/Wolverine_(BattleMech))


The Iron Shield One Mixed Company, Vehicles and Infantry, 99% Full Strength
- - Hovi’s Hailstorm
- - - - Captain Seija Hovi – Devastator Heavy Tank (https://www.sarna.net/wiki/Demolisher#Variants)
- - - - Lieutenant JG Basuki Burtick – Manticore Heavy Tank (https://www.sarna.net/wiki/Manticore)
- - - - Sergeant Eadan Brown – Schreck PPC Carrier (https://www.sarna.net/wiki/Schrek)
- - - - Sergeant Artur Yamada – Behemoth Heavy Tank (https://www.sarna.net/wiki/Behemoth_(Combat_Vehicle))
- - - - Lieutenant JG Aldona Barycz - Brotherhood Jump Infantry (https://www.sarna.net/wiki/Infantry#Jump_Infantry) (14/30 soldiers)
- - - - Lieutenant JG Mikko Kimmonen – Brotherhood Field Guns (https://www.sarna.net/wiki/Field_Gun)

The Iron Wings Short wing – 2x Reinforced Air Lances, 100% Full Strength, 17% Upgraded Technology
- - Kobayashi’s Crows
- - - - Commander Ichiro Kobayashi – RPR-100b Rapier (https://www.sarna.net/wiki/Rapier)
- - - - Petty Officer Howard Serrano - SL-17 Shilone (https://www.sarna.net/wiki/Shilone)
- - - - Petty Officer Melissa Lyle – SL-17AC Shilone

- -Persaud’s Sparrows
- - - - Lieutenant JG Levane Persaud – SPR-8H Sparrowhawk (https://www.sarna.net/wiki/Sparrowhawk)
- - - - Petty Officer Mojca MacCurtin - SPR-H5 Sparrowhawk
- - - - Petty Officer Mildred Thomas – SB-27 Sabre (https://www.sarna.net/wiki/Sabre)

The Iron Shadows Mixed Infantry Unit
- - Special Forces
- - - - Captain Alex Yi – Iron Brotherhood Heavy Infantry
- - - - Liutenant JG Corry O’Heffron – Iron Brotherhood Heavy Infantry #2
- - Artillery Battery
- - - - Sergeant Kullat Baloch – Thumper Artillery Vehicle (ICE) (https://www.sarna.net/wiki/Thumper_(Combat_Vehicle))

Spoiler: Update Guide (click to show/hide)

Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Rince Wind on October 23, 2019, 08:37:36 am
Well, basically everywhere but in a city the SRM Carrier is a deathtrap that will probably be dead long before it is in range. In a city it might have a turn of firing or two, and can mess up pretty much everything with that barrage.
(One of the worst SRM Carriers to face is, of course, the Vulture A. :D)


Edit: So I am a better tactitian than my commanding officer? I hope she is open about taking advice. :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 23, 2019, 08:41:54 am
Well, the AI has the tendency to prioritize closer targets. So if the SRM Carrier lurks behind the Behemoth and Devastator, there's a good chance that it'll do some serious damage. What makes it even scarier is that the game rolled up an Elite and two Veteran gunners for it, and the commander has Gunnery Specialization: Missile. So there's a good chance that they can do incredible damage from the long range bracket as well.

I'm not sure they're good at timely support though... The Behemoth is a 2/3 vehicle while the Devastator and SRM Carrier are 3/5. But once they crawl close enough, they'll mess up anyone's day.

I love the Vulture A, an aside.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Knave on October 23, 2019, 09:01:24 am

I'm not sure they're good at timely support though... The Behemoth is a 2/3 vehicle while the Devastator and SRM Carrier are 3/5. But once they crawl close enough, they'll mess up anyone's day.


'Timely' was definitely the wrong word to use.  :P Much needed? Devastating? Awesome?
Think they'll be notching quite a few kills if they are able to make it onto the battlefield in time with skills like that.

And no VTOLs/Hovers (yet) to worry about in case we decide to fight through Megameks frequent tornado-strength winds!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Iduno on October 23, 2019, 12:23:45 pm

I'm not sure they're good at timely support though... The Behemoth is a 2/3 vehicle while the Devastator and SRM Carrier are 3/5. But once they crawl close enough, they'll mess up anyone's day.

Awesome?

Yes, they have a terrible movement rate, like the Awesome. To be fair, the Awesome's range makes it a pretty decent turret.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: A Thing on October 23, 2019, 04:22:32 pm
I'm still waiting for the brave bastard that signs up with an infantry character with a full backstory and everything. SRM Carrier submission would probably also be just as brave.

Also, Ichiro being an officer with 0 leadership is just perfect for who I imagine him to be.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Burnt Pies on October 24, 2019, 09:13:12 pm
2/2 on Susanna's skills? Good grief, that's a lot higher than I was expecting. Guess she really was destined to make ace. What does the cluster master skill do? better grouping of hits from multi-hit weapons?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 25, 2019, 12:54:17 am
Cluster Master is the big brother of the Cluster Hitter skill: +2 on the cluster hit table (Cluster Hitter gives +1).
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 25, 2019, 07:33:28 am
Now for a topic I mentioned at the beginning, let's dive into Special Missions.

These were set up by other users as a means of allowing for more use for combined arms forces. They fall into three categories: Aerospace, Artillery and Infantry.  The unit Commander can field 3x their Strategy skill each week. Each mission rolls 1d20 + modifiers, and depending on its results, is a critical failure, failure, nothing, a success or a critical success.

Aerospace
Ground Support - Aerospace units make themselves ready to contribute to a ground battle.
On a critical success, they can then be assigned to any one battle of the commander's choice. On a success, they then need to roll an additional 1d6 - Light flights join on 4-6, medium 5-6, and heavy only on a 6.

Failure results in the flight being driven off by anti-air or enemy air cover and receiving some damage.

Interdiction - Aerospace units try to prevent enemy movement to the battle lines.
On a success or critical success, one enemy reinforcement lance is removed from a battle that week. On a critical success, the Commander can also set up a match between the flight and a random medium lance. If the flight destroys 1 unit, add 1 to the contract score.

Aerial Reconnaissance - Light/Medium Flights only - Aerospace units get a fix on where the enemy is.
On success, the Commander can avoid one battle this week. Critical success ups the results by also allowing a lance of reinforcements to succeed without a roll.

Facility Strike - Medium/Heavy Flights only - Aerospace units strike a supply or command and control installation.
Success adds a victory to the contract score, while a critical success disrupts any enemy offensive operations for the week, canceling all (Def) missions.

Air Superiority - Aerospace units attempt to dominate the skies.
On success, another flight's results are improved in case of critical failure to failure, or from failure to nothing. This can occur this week or the following week.

Artillery
Interdiction - Forward - Artillery tries to isolate the battle area and reduce enemy lance mobility.
On success, one enemy reinforcement lance is removed that week, chosen randomly. Critical success allows a specific lance to be removed.

Failure results in the unit being driven off by counterbattery fire, while a critical failure means an enemy unit and the artillery having a chase scenario which they quite honestly would never survive.

Interdiction - Rear - Artillery tries to complicate any attacks by preventing lances from coordinating.
On success, one enemy reinforcement lance is removed at random from any mission where the unit is the defender. On a critical success, the unit can cancel a defensive mission entirely.

Failure means the unit is driven back by long range counterbattery fire and takes light damage. A critical failure means a chase scenario, where on a roll of 5 or 6 a lance on Defense can be deployed before turn 1 to defend the artillery. Mildly more survivable.

Ground Support Forward/Rear - Artillery shores up the offensive/defensive effort.
The difference between the two is in the chances of success - forward support has a better chance of success, but more chance of failure, and can deploy to attack battles, while rear batteries deploy to defensive battles.

On success, units can be deployed as off-board artillery 1d20 map sheets away on a roll of 5-6 on a d6 for 1 battle this week. Critical success guarantees they deploy and allow the commander to pick the range.

Failure means the unit is driven off or attacked, the same as the interdiction missions.

Infantry
Search and Rescue - Infantry tries to retrieve any ejected mechwarrior they can find. (mobile/mechanized/jump only)
Success allows one Mechwarrior that would be captured to be retrieved safely instead. Critical success allows returning one dead Mechwarrior from the grave with 4 wounds - rumors of their demise were unfounded.

Failure causes the unit to lose 1d20 personnel, and a crit failure wipes out the unit entirely.

Guard - Infantry deploys in a fixed position guarding a significant asset.
Success means that Infantry can deploy in any Def battle that week on a roll of 4-6 on a d6. Critical Success makes that a certainty.

Failure does nothing, like critical failure makes the unit lose 1d20 personnel.

Deep Strike - Infantry unit attempts to destroy a high-value target behind enemy lines
On success, the commander can choose one of the following: Remove all Def battles that week, prevent any one enemy reinforcement lance, or cancel 1 battle AND gain 1 contract score. A critical success forces a morale check as well.

Failure is brutal though - conventional infantry is eliminated on both failure and critical failure.

Ground Reconnaissance - Infantry tries to get a fix on where enemy units are.
On success, the commander can avoid one battle this week, while critical success adds in that one ground lance reinforcement succeeds without a roll.

Failure means the unit loses 1d20 personnel, and critical failure wipes out the unit.

Picket - Infantry gives advance warning of an enemy attack.
On success, the commander can choose one battle and one reinforcement lance and not need to roll to be able to deploy.  The infantry unit can also deploy in the same battle. On critical success, the reinforcements deploys before turn 1.

Failure does nothing, while critical failure causes 1d20 personnel to be lost.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Character Signups Open
Post by: Hanzoku on October 28, 2019, 05:38:16 am
After finding enough pilots and soldiers to fill out the unit’s roster, they then looked into picking up enough support personnel to keep everything running.

While a larger command team would be great, Albus is stuck running the command on his own. They did manage to find five qualified ‘Mech technicans, three mechanics including Marketa Reszewicz, a former house veteran with plenty of experience under her belt. A pair of AeroSpace technicans includes Lisil Dashko, a technical wiz with anything that flies rounded out the technical side of things.

Only two doctors were willing to sign up with such an unknown outfit, and neither one of them was particularly skilled yet in their field. In fact, Albus was fairly certain given their much greater skill with rifles that they were former corpsmen passing themselves off as doctors for the greater available salary. That said, any medical care was better then none, or a half-drunk backalley surgeon, so they were retained.

(https://i.imgur.com/MBXDo1Z.png)

The local mercenary board office rates the Iron Brotherhood as D-ranked, based largely on their new status and lack of transport.

With only a few million left in his trust fund account, Albus arranged as much in the way of supplies as he could. The amount of supplies it needed to keep a mercenary unit even as small as this one functioning for a short contract was appalling. Using a rule of keeping three tons of ammunition available per ammo bin meant that the unit needed 89 tons of ammunition alone of various calibers for the autocannon shells and racking for the short and long ranged missiles.

Enough armor to re-armor every vehicle and ‘Mech once came to another 95 tons, and then there were the spare actuators, jump jets (impossible to find in the field, he was assured by several of the Mech jocks), and a few spare weapons of the most common types in use by the unit...

In the end, not everything was brought up to the desired amount of reserves, but the unit had almost 400k C-Bills in the bank still to cover personnel and maintenance costs, without having to take out a loan.

On the 1st of February, Kincaide called a meeting with the unit commanders of the Iron Brotherhood. He laid out the terms of a contract he had found, and set out the short and long term unit goals.

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

The contract itself was simple, hired by the Free Worlds League on behalf of the Capellan Confederation, their objective was to support a raid seeking to gain access to several ancient Star League-era fortifications. While there was limited chance that LosTech was to be found, the Capellans were willing to take that risk.

The defenders would be the 1st Aragon Borderers (https://www.sarna.net/wiki/1st_Aragon_Borderers). While a veteran outfit, it was anticipated that the experienced defenders would be facing the Capellan raiders, while the mercenaries and their FWL liaisons would be fighting fresh recruits to the unit.

As for the Iron Brotherhood’s goals, in the short term, Albus was looking to expand the ‘Mech forces to three lances, fill out the tank platoon with another heavy or assault tank, and look into acquiring helicopters to form a support lance.

For a longer term goal once the unit’s finances were better stabilized, he was planning to take on infantry units that were interested in joining, and stripping out the veteran and elite members, as well as anyone with anti-‘Mech or artillery training, and any recruits still green enough to take to training. The long-term goal was to create a unit of anti-‘Mech trained jump infantry to serve as commandos, and to fill out a battery of artillery to provide support to the combat elements.

The unit’s technical support was not sufficient to maintain all of their equipment in route, but as part of the contract, Kincaide secured 9 astechs on loan from the Marik unit, which was enough to supplement their own Techs.

Just before liftoff, another Mechanic joined the unit, giving them a bit more leeway with vehicle repairs.

Two jumps before their destination, the unit ran short of money, and Albus was forced to take out a loan against the unit’s assets to finish their journey to their first contract.

(https://i.imgur.com/2rGOFn0.png)

On Monday, March 30, the unit jumped to the nadir jumpoint of the New Aragon system and began a fast in-system burn. Their Capellan allies were already two days ahead, and had engaged the defending AFFC fighters, leaving their path open.

Friday, April 3rd the Iron Brotherhood landed and began combat operations. Their task was to scout out the AFFC’s defenses. On advice from Lieutenant Nova, the unit had organized a temporary training command, consisting of the infantry platoon, and the three green ‘MechWarriors. The green trainees would receive guest instruction when the senior MechWarriors had time. Meanwhile, Nova, Kaine and Fischer operated as Alpha Lance on recon, while Gamma Platoon was on defensive duties. Delta Flight was tasked to aerial reconnaissance of the surrounding area to prevent any nasty surprises.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on October 28, 2019, 03:38:21 pm
Excellent write up as always! Looking forward to our first encounter. I very much enjoy the image of a Stalker trundling about on scouting duty. It's clear Lyran tactics have rubbed off our our dear leader, Albus  :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Rince Wind on October 28, 2019, 05:50:24 pm
Hey, it is the baby Stalker, the 4P das the 75t version iirc.
Perfectly fine as an anchor in a scout lance, if a bit on the light side.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 29, 2019, 02:10:12 am
Honestly, Lyran scout lance jokes aside (And Albus would be the first to apologize that he couldn't field a proper scout lance of four Atlases), because the unit is in early days, the force compositions aren't what I would normally use. I generally use the rule that anything deployed to Scout duties should have a speed of 5/8 or 4/6/4 or better. This allows heavier 'cavalry' designs like the Dragon, Quickdraw or Grasshopper to also join in. I personally also tend to run heavy lances, and rarely field lights. This mostly has to do that AtB rarely has equal matchups - your units will generally always be outnumbered and outgunned, whether you're fielding a lance of 20t Mechs or a Lyran Scout Lance. Therefore, riding heavier designs give your guys more chance to survive and knock out the enemy.

And as the following mission shows, there also a good reason why I don't deploy Green units unless I absolutely have to.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 29, 2019, 02:32:43 am
Week 1
Aerial Recon didn’t reveal anything in the area, but Alpha Lance had more (or less) luck. On the 10th of April, one of their probing raids ran into a mixed battalion of forces from the 1st Aragon Borderers, consisting of 2 Medium ‘Mechs supporting ten vehicles and a reinforced company of infantry, including a group of super-heavy field guns. There were also reports of conventional fighters operating in the area.

The Iron Brotherhood’s advantages in this fight would be their superior tonnage on an individual basis, their experience and the pitch-black darkness of the night’s fighting.

(https://i.imgur.com/FhlNxNM.png)
(https://i.imgur.com/PnjTbD5.png)

Spoiler: Week 1, Probe (click to show/hide)

AAR:
Susanna ‘Starburst’ Nova claimed the kill for the Phoenix Hawk.
Billy ‘Knave’ Kaine claimed the Griffin and a Saladin Assault Hover Tank as kills.
Matt ‘Wind’ Fischer claimed a Vedette and a Scorpion as kills.

Our liaison wiped out the mechanized infantry right at the end, and committed various war crimes to two other infantry units. Its a poor showing for a Firestarter, but he was green and couldn’t land most of his shots.

30 Davion soldiers were KIA, and 6 were captured and turned over to the doctors for medical treatment. The Techs got to work on the damaged ‘Mechs, fixing up the unit’s ‘Mechs by Saturday.

Analysis:
Gah. I hate pitch black darkness missions. Deep Woods is also annoying with this map layout, mostly because of how limited movement becomes, but the darkness imposes a -4 penalty on all shots. Even our veterans and elites couldn’t land much. In the end, we won through literally kicking the opposition to death, as not one of those kills was inflicted by weapons.  Generally if my Commander can reroll anything, I’ll reroll the light conditions first, outside of Tornado weather.

The rest of the week:
The beaten up Phoenix Hawk would take longer, and wouldn’t be combat ready until after the campaign as jump jets and a replacement Large Laser couldn’t be sourced on-planet during combat operations.

For the coming week, Delta Flight switches to running Interdiction operations against targets identified by the previous week’s probing battle.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Rince Wind on October 29, 2019, 06:48:07 am
First blood!

And shouldn't I have gotten the Griffin kill as well?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 29, 2019, 07:47:27 am
Unfortunately, MegaMek doesn't allow for shared kill credits, so I assign kills by this priority:

1 - First person to score a killing blow (ammo explosion, engine destruction, head/cockpit destruction, center torso destruction, etc.) It is well possible that two or more people can score killing blows in the same round when the whole lance alpha strikes a damaged target.
2 - First person to score a crippling strike (gyro destruction, leg destroyed)
3 - Person to score the most damage if damage causes the 'Mech to fall and destroy the cockpit or cause a condition where it won't be getting up again.

Unfortunately for Wind, Knave scored the kick that broke the Griffin's leg off, so he got the credit for that kill, despite it being a true team effort. Luckily for XP purposes, 'Mechs don't award any more then vehicles do.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Rince Wind on October 29, 2019, 08:20:55 am
Oh, then I just misread the sentence, and being on mobile didn't double check.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on October 29, 2019, 08:25:34 am
Sounds like a real knife fight! Conjures images of wrestling tag team matches where they just wail on each other.
Billy will definitely be stenciling those kills notches onto his Wolvy.

And glad to see we're already building up our salvage mech stores for our eventual company expansion!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 30, 2019, 06:44:34 am
Week 2

The Interdiction mission didn’t pan out, heavy cloud cover hiding the movement of the AFFS defenders.

In better news, one of the Marik liaisons put in for a long-term transfer to the Brotherhood, bringing his Dervish with him. Another ultra-green rookie, he immediately joined the training command. Privately, Albus and the officers were sure he was a SAFE agent being planted with the unit to spy on their future employers, but wasn’t too troubled by it.

Speaking of training, James Gundersen improved his gunnery after two weeks of training, and several of the rookie infantry started specializing towards artillery and anti-Mech paths.

Wednesday the 15th of April, Gamma Platoon was alerted to an attempt by the AFFS to extract high value personnel in the Brotherhood’s Area of Operation. They moved in to engage, facing enemy ‘Mechs, vehicles, infantry and air support.

For my own sanity and to speed up the timeline, I won’t give the full report for battles that don’t include PCs. This allows me to do some battles for fun without having to screenshot and comment every step.

 
Spoiler: Extraction (Defender) (click to show/hide)

AAR:
The Devastator claimed three vehicle kills, the Brunel Dump Truck, M.A.S.H. Truck and APC.
The SRM Carrier bagged the RetroTech Orion, the Blackjack and the Phoenix Hawk.

The unit claimed the salvage of the Phoenix Hawk – while the SRM Carrier didn’t leave much behind, it had blown the right arm off in intact condition, including a working Large Laser that would let them bring their own Phoenix Hawk up to usable standards that much quicker.

4 AFFC personnel were captured, and the two civilians in the M.A.S.H. truck were confirmed dead, including their target.

One of the AFFC personnel was the pilot of the Phoenix Hawk. She was in tears over the destruction of her family’s heirloom ‘Mech, but after some negotiation, agreed to join the unit as their new Phoenix Hawk pilot.

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

With her broken arm, she won’t be piloting it for a while, but the Brotherhood is growing. She came with enough XP to raise her piloting, making her a 4/5 Regular.

Analysis:
This is the first time I’ve played this mission type (I don’t normally set units to Defend), and I have to say its rather hard depending on the terrain you get. The victory conditions for the player is that you have to kill all the civilian units before they can escape, but they’re set to rabbit immediately, and if you don’t get lucky with the map layout like I did, then its hard to down them all in time. Fielding a full Lance would make it a lot easier



On Friday, disaster struck. A company of the 1st Aragon Borderers stumbled on the Training Command busy with a training mission in an abandoned industrial area of a city. They moved to engage, calling in air strikes from a flight led by local ace pilot Kenny ‘Two-Shot’ Goodenough. No, seriously, I didn’t make that name up, or his skill. The Training Command scrambled to defend itself from the sudden attack.

Spoiler: Hide and Seek (click to show/hide)

AAR:
The Warhammer took a beating from the bombing run and combat, with its left leg barely functional (only 1 structure remaining). Combat damage was otherwise light, though the Commando took some nasty falls.

Jami (Commando) took 2 hits, while Gani (Dervish) took 1, as did James (Warhammer).

The Brotherhood claimed the salvage for the Stinger, before promptly turning around and selling it to the scrappers for 1.4 million C-Bills.

3 AFFS personnel died in the fighting, and 3 more were captured, including the pilot of the Spider, who was enraged that his ‘Mech was destroyed by ‘mere ground pounders’.

Lieutenant Yi’s Heavy Infantry claimed the Spider and a Vedette as kills
James ‘Glaive’ Gundersen claimed the Saladin
Stefanova Ragozin claimed the Scimitar.

Despite its near destruction, no one was given credit for the Stinger, as its damage was entirely inflicted by pilot error.

In the wake of the battle, Stefanova’s piloting improved markedly, and a number of infantry had improved their skills or started developing Anti-Mech or Artillery skills. One of them however, put in for a change of position. Belmiro Larcher already had some experience piloting AgroMechs and had been working hard in the simulators to improve his ‘Mech gunnery. While he was green, so were half of the Brotherhood’s pilots. His transfer was approved, though now he needed to wait for a ride to become available.

Analysis:
This would have been so much easier without green pilots. That said, I was gratified by how well the infantry did – they did have the advantage of digging in on a fortified building, so they had ~130 HP of armor before they would start taking damage.

One thing I didn’t anticipate is that I thought the Support Lasers had a maximum range of 5. They instead have a range increment of 5 – meaning they hit out as far as 15 hexes away. Combined with larger regular+ gunnery, they were doing very good scattershot damage to enemies. This was deadly to the Vedette, where they inflicted immobilizing damage in two turns. The Spider got unlucky – it had taken some back shots from our own Spider a few rounds earlier and was nearly stripped of all armor from trying to brawl with a Warhammer. Running and exposing its back, it just got shot through the naked back armor and was cored.



The rest of the week...
Nothing much occurred the rest of the week. Seeing how effective enemy air support had been, Albus started acquiring HE bombs for their own Aerospace fighters, and the Techs were hard at work repairing the battle damage to the training ‘Mechs. By Sunday, all that was remaining was to repair the structural damage to the Commando’s Central Torso and the Warhammer’s leg.

For the coming week, the Aerospace Fighters were tasked to ground support, while other unit assignments remained the same.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: A Thing on October 30, 2019, 04:22:50 pm
It's nice to see that infantry are more useful in this then I thought. I genuinely thought they were only there for roleplay flavor.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 31, 2019, 02:35:21 am
Infantry can be very effective - Jump Infantry with anti-'Mech skill are the precursors to battle armor. I've had a team neatly remove legs from two 'Mechs in a single battle with anti-leg attacks.

Field Guns can also be very deadly, but you have to accept that they'll take casualties. The AI doesn't seem to know how to use them correctly, as it kept moving the AC/20 field guns rather then holding still so it can use them. Funny enough, as an RP point I haven't been accepting recruits while traveling to mission sites, and on the first week a unit of Gauss Rifle field guns popped up.

I'm not fond of Mobile/Mechanized infantry in battle, because they're heavily restricted on where they can travel to, and are generally forced to stay in the open where someone with a flamer or a machine gun can give them a really bad day.

One thing that MegaMek needs is a random infantry unit generator that uses all of the options - the custom infantry unit I'm using makes use of armor that halves the damage they'd take from attacks, negating the double damage from being in the open. Yet all of the default infantry are equipped with peashooters and t-shirts. There's not one base infantry unit that uses support PPCs, lasers, etc.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on October 31, 2019, 02:48:22 am
Week 3

On the 25th of April, the Brotherhood of Iron launched a retaliatory strike for the attack on the trainees. Spearheaded by Alpha Lance, the Brotherhood targeted a company of the 1st Aragon Borderers consisting of two lances of medium and light ‘Mechs supported by a lance of light armor.  Once again, enemy air support was operating in the area, but for a change, friendly air support was on hand courtesy of Delta Flight, a half-dozen high explosive bombs slung to the external hardpoints of each AeroSpace fighter.


AAR:
Only the Wolverine took any damage, and that was limited to armor damage.

The Brotherhood claimed the Locust, giving the scrapped Wasps to their employer. The Locust sold for another 1.4M C-Bills, helping to cover the Brotherhood’s debts.

One enemy was confirmed KIA, and two were captured, both MechWarriors.

Billy ‘Knave’ Kaine claimed the WSP-1D Wasp.
Matt ‘Wind’ Fischer claimed the WSP-1A Wasp and a Galleon light tank.
Ichiro ‘Tengu’ Kobayashi claimed a Scorpion light tank.
Levane Persaud claimed the Locust.

Analysis:
Not a lot to say about this. It shows how powerful Veteran and Elite pilots are. Having a lot of weapons is nice, but you must hit with them to do anything. Once that happens, the magic starts. This is how fast some of these battles can go when things are going your way.



By Sunday, the Techs had everything squared away for another week of operations. Orders remained unchanged for the coming week as the Brotherhood hoped to benefit from air cover once more.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on October 31, 2019, 08:05:38 am
Another solid W for us! Seems like the raid is going pretty well so far if I do say so myself. Concentrating veteran pilots is a surefire way to cause the enemy some headaches :)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 01, 2019, 01:38:45 am
Week 4

Early in the week, the unit was approached by a Melissa Lyle. A pilot originally from the Draconis Combine, she had served in one of the other mercenary commands that had been shattered in the fighting. Hearing of the unit’s success to this point, she wanted to hire on – and brought her SL-17AC Shilone to sweeten the deal.

(https://i.imgur.com/yAMI1Ow.png)

Albus decided to hire her on and she was assigned to the training command as well, though it was now as large as he was comfortable let stand until some of the members started graduating.

That night, Alpha Lance intercepted a probing strike by the Borderers, consisting of two lances of Vehicles with air support. With air support of their own on hand, the Brotherhood was confident that their skills at night-fighting would carry the day night.

Spoiler: Probe (Defender) (click to show/hide)

AAR:
The Brotherhood received absolutely no damage – all the Techs had waiting for them was to restock their ammo bins.

No salvage was claimed – there wasn’t much left to begin with. 4 enemies were confirmed KIA, and 2 were captured.

Matt ‘Wind’ Fischer claimed a Vedette AC/2
Levane Persaud claimed a Packrat and a squad of HALO Paratroopers it was carrying.



Friday marked the 1st of May. Analysis indicated that enemy morale in their sector of operation was Low after their string of unbroken defeats. However, there were rumors of Internal Dissension in their employer’s ranks. The supposed Star League bases were proving elusive.

The unit received its first combat paycheck, 3.3m C-Bills, though 900k went to debt repayment from their loan.

One of the other mercenary commands on planet was hard up for cash, and Albus purchased a Partisan from them for 65% of its base cost, the unit only paying 1.2M C-Bills for an Assault-weight vehicle. This brought Gamma Platoon to full strength.

Operating in the field was starting to take its toll in wear and tear, as numerous ‘Mechs and vehicles were down checked during the monthly maintenance cycle. I adjusted the modifier to -2, as the amount of damage was a little excessive.

For the coming week, assignments remained the same.

Week 5
For a change, there were no combat operations this week. James improved his piloting, and two soldiers started specializing towards Anti-Mech and Artillery operations.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: NickAragua on November 03, 2019, 09:22:02 pm
Man, can't believe I missed this.

I'll take Pvt. Stefanova Ragozin. Her original name listing was a clerical error - it's actually Svetlana Ragozina (as a native russian speaker, the wrong-gender first and last names bug the crap out of me). Call sign "Ragu". It's apparently her favorite dish when she's got a couple of spare hours and the right ingredients.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 04, 2019, 05:14:53 am
Week 6
It had taken several months before Svetlana relaxed enough to realize that unlike in the Capellan Confederation, correcting her superiors might not result in summary execution, and had her personnel records updated. By this time, she had also earned the callsign Ragu (https://en.wikipedia.org/wiki/Ragù) based on her love of cooking that dish. Sharing it with her fellow trainees had led to a surprising amount of bonding between MechWarriors and common infantry.

On Thursday, the result of the internal dissension was revealed. While Lieutenant Susanna ‘Starburst’ Nova was taking her Stalker out for a test run, three medium ‘Mechs from the 1st Aragon Borderers appeared out of hiding ahead of her on a head-hunting mission.


AAR:
The Stalker took a fair amount of armor damage, and some penetrating damage to the left leg, courtesy of the Enforcer’s autocannon.

The Brotherhood claimed the Hunchback HBK-4N model as salvage. The Brotherhood claimed all three pilots as captives and subjected the badly injured pilots to interrogation as soon as the doctors were relatively certain they wouldn’t bleed to death right away.

It was revealed that one of the Marik officers had sold Susanna’s location information to the vengeful Borderers. Unfortunately, part of his deal had also included extraction, and he was long-gone by the time the vengeful mercenaries uncovered his actions. The ambushers were in a bad way – one’s piloting career was lost, alone with his arm. Another was in emergency surgery with internal bleeding. Only one had come away with cuts and bruises.

The Hunchback was assigned to Private Belmiro, though he would need to wait for a replacement leg to arrive and one of the other MechWarriors to clear the Brotherhood’s training course before he could start.

On Sunday, Gamma Platoon was once again called into action, needing to stop a group of partisans fleeing out of their area of operation. The only outstanding feature was the presence of an ancient prototype Bellerophon – one of only four known to exist.

Spoiler: Extraction (Defender) (click to show/hide)

AAR:
The Brotherhood claimed the salvage from both Stingers, the Galleon and the Vedette, selling the scrap for 2.1M C-Bills in total.

23 enemies were confirmed KIA, the majority in an infantry platoon who had the misfortune to disembark directly in front of the Behemoth’s front machine gun turrets. 9 more enemies were captured.

The SRM Carrier claimed the Galleon, the STG-3G Stinger, the Griffin and the Heavy APC.
The Behemoth claimed the STG-3R Stinger, the Foot Platoon, and a Vedette
The Devastator claimed the Bellerophon and the M.A.S.H. Truck
The Partisan claimed the APC and one of the Meteor fighters.

Their escorting Trebuchet claimed the other Vedette.



Week 7
Nothing of note occurred this week, giving the Iron Brotherhood a chance to relax and recover. On the 21st, Linda Vo was declared fit, and she joined Alpha Lance with her Phoenix Hawk.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on November 04, 2019, 10:41:20 am
Love when the ambushers become the ambushed! Great write-up as always. Can't imagine the AFFC will take many more losses like that :D
With all that salvage I imagine we'll be sitting pretty financially.


And welcome aboard Svetlana!

Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: NickAragua on November 04, 2019, 06:02:04 pm
Yeah, "rough weather conditions" tend to favor more experienced mechwarriors, because they move the entire 2d6 bell curve. A guy that hits on a 4+ isn't going to do *that* much better when that suddenly becomes a 6+, but a guy that hits on a 6+ is going to do considerably worse when it becomes an 8+. With rookies, I avoid night time and weather conditions like the plague, rerolling them if at all possible, but with veterans and elites, I actively seek them out. They slow the scenarios down some but it's not as big a deal in MegaMek as it is on tabletop, and your forces come out in much better shape.

Losing three mediums like that, ouch. Maybe the FedCom guys should get some better mechwarriors.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 05, 2019, 03:56:42 am
One of the other things is that some Veteran and Elite-ranked pilots have night or bad weather perks that allow them to ignore some of the penalties, which only adds on to as you say, being ahead of the curve gives them a lot more leeway on not failing their checks.

As for losing those three mediums, the 1st Aragon Borderers itself is a Veteran-ranked unit. We're beating up on their newest recruits, while the Capellans are keeping their main forces tied down. Otherwise we'd probably see a few companies of Veteran-ranked troops rotated in, instead of the occasional Veteran or Elite-ranked pilot stiffening their resistance.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 05, 2019, 03:59:00 am
Week 8

Combat and training was improving the unit’s skills steadily. 9 of the 30 infantry were now qualified to some extent with artillery operations, and 8 had anti-‘Mech training.  Susanna Nova’s studies had paid off, and her Tactical skills improved.

On Thursday, the Iron Brotherhood found a Borderer firebase, where they had set up a Sniper artillery piece and were using it to shell the Brotherhood’s area of operation at random. Alpha Lance moved in to strike and remove the artillery, only for a medium ‘Mech company to move up to engage them in return, supported by a flight of conventional fighters. Luckily with Delta Flight providing air support, the enemy air support wouldn’t know what hit them.


AAR:
The Brotherhood took some hard knocks – the Wolverine was moderately damaged after taking two hard hits from the Hunchback’s AC/20, and the Centurion was crippled by damage.

The Brotherhood claimed the Sniper artillery piece for their own artillery plans, as well as the Phoenix Hawk and the Ostroc. They didn’t plan to operate the Phoenix Hawk, but they were going to strip it for parts for the Ostroc and their own Phoenix Hawk.

20 AFFC personnel were KIA, and 11 were captured.

Susanna ‘Starburst’ Nova claimed the Foot Platoon and the Meteor Heavy Strike Fighter
Billy ‘Knave’ Kaine claimed the Sniper and Rocket Launcher turrets, the Hunchback and the Vedette.
Matt ‘Wind’ Fischer claimed the Phoenix Hawk, Valkyrie, Wasp and Locust, earning accolades for a downing an entire lance largely on his own.
Linda Vo claimed an Ostroc, earning her own accolades for downing a ‘Mech above her weight class through superior mobility (and some air support.)

Tengu’s Centurion was down checked for the foreseeable future. Everyone was amazed that he managed to nurse it back to base and land with the avionics in the state they were, but finding replacements was impossible, and the battered frame had almost 200 hours of work needed before it would be repaired.

Week 9-12
Monday was also the first of June and marked the collapse of enemy morale – while they hadn’t routed yet, it was now Very Low, and they had pulled back to reorganize. This allowed the Iron Brotherhood the chance to repair from the previous week’s battle and train in relative safety.

The Brotherhood’s technicians declared the Centurion’s engine too damaged to fix, and there was little chance the unit would be able to find a replacement, so the fighter was sold for scrap, netting 1.4M C-Bills. The second Phoenix Hawk was also sold after its weapons array and jump jets were stripped, netting 2.8M C-Bills.

Albus used the salvage money to purchase a SL-17 Shilone from another mercenary unit on planet along with a SPR-H5 Sparrowhawk, bringing their forces up to two air lances... although only three pilots.  Levane Persaud was promoted to Lieutenant Junior Grade to command the unit’s light AeroSpace fighters, while Lieutenant Ichiro would soon be joined by Melissa Lyle in her Shilone to form a medium AeroSpace lance.

The unit fitted the Sniper to a mobile artillery base, though to this point, only one person was fully qualified for artillery operations.

Little of note occurred through the rest of June – The various techs managed to catch up on backlog, and all ‘Mechs were once more fully functional. Albus managed to secure an aide, John O’Sullivan, who was put in charge of the unit’s logistical needs.

By July 1st, a month ahead of schedule, their employer declared the operation complete. The Liao forces were withdrawing empty-handed, but the mercenaries had performed brilliantly, and the AFFC had been forced to assign a regiment of reinforcements to shore up the Borderers after their morale failed.

The Iron Brotherhood was paid 7.7M C-Bills in contract payment, early completion bonus and an extra bonus for their service. Flush with cash, the unit booked passage off world towards Outreach. They quietly recruited three veteran and elite-ranked soldiers from among the willing prisoners before ransoming the rest back for a total of 585k C-Bills.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Rince Wind on November 05, 2019, 06:23:33 am
Nice!
It is always good to finish a contract early and have some more RnR. Or more money.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: A Thing on November 05, 2019, 03:58:00 pm
RIP Centurion, you served us well. Also, I'm amazed at Tengu's ability to pilot a half dead fighter. As soon as I read that he had got hit I was expecting him to go down in flames. I guess his family really didn't have to pull so many strings to get him into Sun Zhang.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: NickAragua on November 05, 2019, 05:01:09 pm
My favorite aerospace fighter is the Lucifer LCF-R15, because it's got so much armor that it can lawn dart then just take off the next turn. Great for rookie pilots. I actually like using the Capellan-style aerospace element, which is three fighters instead of two. Fewer air elements, but each individual one packs a little more punch.

Love it when a contract ends early.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 06, 2019, 02:45:41 am
@A Thing:

Yeah, I was amazed. It had gone out of control, went into a stall, and lost 3 units of elevation, so it was at elevation 2. I had ordered the Tengu to punch out, but something must have gone wonky because that failed to happen. The fighter had stayed on the board, but I thought that was because it had the chance to land on and damage something underneath it.

The next turn, Tengu recovered control and I promptly got the Centurion off the board before his luck turned.

@NickAragua:

Those come up for purchase every month. I might buy one as a trainer fighter for the training command. I might introduce the Capellan-style elements as well, because no matter who we face, everyone else seems to be using it. :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: EuchreJack on November 06, 2019, 08:32:11 pm
I was playing a game set in the distant future of 3145 and rolled a Heavy Infantry Heavy Urban Response Platoon with armor 2 and Plasma Rifle.

I'm always confused as to what the Against The Bot via MekHQ automates, and what the player needs to do themselves.  For the Special Missions, is that done by the user?

And the previous infantry support rules, are those automated?  I almost think I saw something where my infantry that weren't in a squad actually generated a dialog, but I'm not sure.

I'm a little unclear on the utility of Artillery for Infantry units.  Do they use it for their squad weapons, or is that just training to reassign them to an artillery piece?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 07, 2019, 02:08:38 am
@EuchreJack:

Yeah, that's my one regret for not playing a later era. I love plasma rifles in a somewhat unhealthy fashion. They make infantry, battlearmor and vehicles simply disappear. They hit as hard as a PPC, while inflicting extra heat (though to be perfectly honest, almost anything running double heatsinks won't be too inconvenienced unless its a massively under-cooled design.)

For Special Missions such as Star League Cache or Ambush, that's all handled by Against the Bot.

The infantry, artillery and air support rules are from a beta update to the AtB rules in the excel file.

Artillery for Infantry use the artillery (one piece maximum) as their squad weapon. I have the 'Artillery as a separate skill' turned on for this game, which is why I'm training them to standard levels of skill, because I'd like the artillery to actually land somewhat close to on target.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 07, 2019, 04:25:20 am
After Operation Misdirect – Plans for the Future

The unit went over the results of their first combat operation – in all regards, it had been a stunning success. They had established a reputation for decisive battles fought cleanly. Their only loss had happened out of sight of the enemy, giving them a mystique among the Borderers of being undefeatable in combat.

They had also grown as a command. They added a Dervish, Hunchback, Phoenix Hawk and Ostroc, bringing them to ten ‘Mechs strong. They purchased a Partisan, filling out the vehicle lance. The captured Sniper barrel provided the beginnings for an artillery unit, once more artillery-qualified soldiers could be found or trained.

While they had lost the Centurion, they had bought or gained the services of two Shilones and another Sparrowhawk.

One downside of the rapid growth was that their support elements were stretched to their limit. They desperately needed more ‘Mech techs and another Aerospace tech. Their integral support was only 46%, necessitating finding several astechs that were willing to take passage to Outreach in exchange for work.

Financially, while the unit wasn’t yet in a safe spot, they had almost 20m C-Bills in cash, and 8.25m C-Bills in loans. Travel to Outreach would eat up 3m C-Bills of their reserves, but it provided some breathing room.

In the short term, the unit’s plan was to reorganize and restructure itself, resupply missing equipment and ammunition, and then find another contract on Outreach.

One complaint had been the unit’s dry names. Now that the unit was starting to become more cohesive, they had chosen unit names as part of the reorganization.



The Iron Vanguard Short ‘Mech Company – 2x lances of 5 ‘Mechs
- - Nova’s Knights
- - - - Lieutenant SG Susanna ‘Starburst’ Nova – STK-4P Stalker
- - - - Corporal Svetlana ‘Ragu’ Ragozina – SHD-2H Shadow Hawk
- - - - Private James ‘Glaive’ Gundersen – WHM-6R Warhammer (Detached – Training Command)
- - - - Private Belmiro Larcher – HBK-4N Hunchback (Detached – Training Command)
- - - - <no pilot> - OSR-2C Ostroc

- - Kaine’s Kings
- - - - Lieutenant JG Billy ‘Knave’ Kaine – WVR-6R Wolverine
- - - - Sergeant Matt ‘Wind’ Fischer – GRF-1S Griffin
- - - - Private Linda Vo – PXH-1 Phoenix Hawk
- - - - Recruit Gani Leminoke – DV-6M Dervish (Detached – Training Command)
- - - - Recruit Jami Sonnborn – COM-2D Commando (Detached – Training Command)

The Iron Shield One Mixed Company, Vehicles and Infantry
- - Hovi’s Hailstorm
- - - - Lieutenant JG Seija Hovi – Devastator Heavy Tank
- - - - Master Sergeant Basuki Burtick – SRM Carrier
- - - - Master Sergeant Nettie Cruz – Partisan Heavy Tank
- - - - Sergeant Artur Yamada – Behemoth Heavy Tank
- - - - <Not yet in TO&E> - Brotherhood Jump Infantry
- - - - <Not yet in TO&E> - Brotherhood Field Guns

The Iron Wings Short wing – 2x Air Lances
- - Kobayashi’s Crows
- - - - Lieutenant SG Ichiro Kobayashi – SL-17 Shilone
- - - - Spaceman Melissa Lyle – SL-17AC Shilone

- -Persaud’s Sparrows
- - - - Lieutenant JG Levane Persaud – SPR-8H Sparrowhawk
- - - - <no pilot> - SPR-H5 Sparrowhawk

The Iron Shadows Mixed Infantry Unit
- - <Not yet in TO&E> Helicopter Platoon
- - <Not yet in TO&E> Special Forces Infantry
- - Artillery Battery
- - - - Sniper Field Artillery (2/28 soldiers)

Training Command Shifting Organization
CO: Lieutenant JG Alex Yi



On the way to Outreach, Albus put out feelers for those interested in joining the unit. By the time they landed, they were greeted by another Mechanic, as well as the news that one of the soldiers had conceived after a short relationship with one of the DropShip crew members. She was assigned to light duties as an astech for the duration of her pregnancy, but planned to stay with the unit.

One of the first orders of business was at least acquiring the equipment for their proposed infantry units.

The Jump Infantry would be equipped with standard ablative/flak vests and assault rifles, the short range offset by the expectation that they would be making short-range attacks on ‘Mechs and vehicles. Because of their role, they had no support weapons. While Kincaide would have liked to have equipped them with better armor, there simply wasn’t anything available that allowed the freedom of movement they needed to make anti-‘Mech attacks.

The Field Guns were equipped with Ballistic Plate, but to Albus’ surprise, Gauss Rifle field guns were available for purchase, though he quickly discovered the ammunition itself wasn’t, despite the apparent simplicity of simple iron spheres. Instead, they were equipped with AC/2 batteries. The small size allowed the unit to field 5 of them, providing significant standoff fire support.

The Special Forces would simply be another unit of Iron Brotherhood Heavy Infantry. While they would have liked access to proper stealth gear, it was out of reach for a unit as small as theirs, and Albus simply didn’t have the connections to ‘acquire’ highly restricted gear like that.

Within two weeks, they scoured through all the infantry soldiers that were available and interested. The Field Guns and Commando unit were quickly filled and ready with regular soldiers while the artillery and anti-Mech branches would take longer to fill – most likely they would only become active during or after the unit’s next campaign. The artillery battery was closest, needing only 8 more qualified gunners, while the Jump Infantry were only at 50% of their required numbers – unfortunately, infantry with anti-‘Mech skills were in high demand.

With the influx of bodies, the Brotherhood expanded its officer ranks. Albus somewhat self-consciously prompted himself to Major, while Ichiro was promoted to Commander, the naval equivalent to Captain. Seija Hovi, commander of the Devastator Heavy Tank was made Captain of her unit, and Susanna Nova was made Captain of the ‘Mech contingent. Basuki Burtick, commander of the SRM Carrier was made Lieutenant JG, to act as Hovi’s XO. Billy Kaine was promoted to Lieutenant SG in recognition of his combat performance and was Nova’s XO.

The next order of business was restocking the unit. Albus and John worked hard on it, and Outreach’s position as a premier hiring hall for mercenaries meant that contacts for much of what they needed was readily available. By the 5th of August, everything they could acquire had been delivered. Despite this, their limited reputation meant that there was also much off-limits – heavy weapons such as large lasers and PPCs were one thing, but more Jump Jets for the Phoenix Hawk was also frustratingly hard to find.

(https://i.imgur.com/qOsXQn2.png)

The Dragoons still rated them as a D-ranked outfit. Their lower levels of support and the outstanding debt worked against them.

Two contracts were available for the unit, one from the Draconis Combine targeting the Federated Commonwealth. The second from the Federated Commonwealth, launching a retaliatory raid against the Capellan Confederation.

The contract from the Draconis Combine was discarded quickly. It called for a raid on the nearby planet of Lipton, guarded by a full FedCom RCT. The defenders were considered Elite ranked in experience.

The other contract was far more appealing. It called for a series of strikes on the world of Masterson, facing the Liao’s Fifth McCarron’s Armored Cavalry. The mercenaries would once again be detailed against Green-ranked opponents, something that they needed as they still had most of their ‘Mech forces in the Training Command.

Best of all, the contract promised 70% salvage rights on all kills, and 10% Battle Loss Compensation.

(https://i.imgur.com/4vZQ0ml.png)

On the 9th of October, the Iron Brotherhood landed on Masterson to begin Operation Blue Paladin.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on November 07, 2019, 10:02:45 am
Thanks for the promotion, Chief! Won't let you down *salute*

And 70% salvage? That's a spicy meatball for sure. I imagine we'll be walking away with a lot of shiny loot for sure. Sounds like we should grab as many techs as we can, I have a feeling like they'll be busy fixing (or scrapping) lots of new toys.

I remember once I rolled an op with 100% salvage rights. That was a fun campaign, was sad when their morale broke and they stopped sending us free stuff  8)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: NickAragua on November 07, 2019, 12:21:06 pm
They're D-rated, so we're not going to get any real cool toys, but it's a pretty good contract anyway. Although if you see a Defender II, try to shoot it down, those have Artemis IV systems, which we can install in our aircraft or mechs.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Knave on November 07, 2019, 01:03:32 pm
They're D-rated, so we're not going to get any real cool toys, but it's a pretty good contract anyway. Although if you see a Defender II, try to shoot it down, those have Artemis IV systems, which we can install in our aircraft or mechs.

Did I say Shiny Loot? I definitely meant rusted and held together with bubble-gum.  :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: A Thing on November 07, 2019, 04:32:05 pm
Even rusted crap is worth it for those c-bills/scrap. Also, Kobayashi's Crows is a pretty solid name.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: EuchreJack on November 07, 2019, 06:12:07 pm
@EuchreJack:

Yeah, that's my one regret for not playing a later era. I love plasma rifles in a somewhat unhealthy fashion. They make infantry, battlearmor and vehicles simply disappear. They hit as hard as a PPC, while inflicting extra heat (though to be perfectly honest, almost anything running double heatsinks won't be too inconvenienced unless its a massively under-cooled design.)

For Special Missions such as Star League Cache or Ambush, that's all handled by Against the Bot.

The infantry, artillery and air support rules are from a beta update to the AtB rules in the excel file.

Artillery for Infantry use the artillery (one piece maximum) as their squad weapon. I have the 'Artillery as a separate skill' turned on for this game, which is why I'm training them to standard levels of skill, because I'd like the artillery to actually land somewhat close to on target.

Where could I get a copy of the beta update?  I've been eager to see an update to the AtB rule for a while.  Is it a new excel, forum posts, or what?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 08, 2019, 02:28:00 am
@NickAragua: I'll stick Ragu on them. Speaking from the future, she has an amazing ability to land crippling anti-air hits. That said, Artemis IV FCS aren't actually all that amazing, because you need Artemis IV missiles to go with them or they do nothing.

As an aside, that's also why NARC systems are utter trash. You need NARC-enabled missiles to take advantage of the beacons. Yes, this is mutually exclusive with Artemis IV missiles, and an additional logistical headache at the MekHQ level of things. They should have just had those abilities baked into the regular missiles, or an option to do so.

@Knave and A Thing: Yeah, lots of salvage is perfect for getting us to a cash flush situation. That'd let us buy any assault-weight 'Mechs that come on the market, or lease a DropShip so we have some more integral support.

@EuchreJack: Check your PMs. I'm not spreading it around widely because I don't think the original authors have released it themselves yet.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: NickAragua on November 08, 2019, 10:38:16 pm
Yeah, in most cases, Artemis IV isn't that great - on mechs, tonnage is at a premium and a ton for a small damage bonus for a single missile launcher is usually not worth it. Although I might be convinced that it's ok for the bigger launchers, e.g. LRM/20, as that gets you 3-4 point damage improvement in most cases for a single ton. For a 5-rack, that's only a 1 point damage improvement for a ton, hardly worth it. For an SRM/6, it's questionable - the damage improvement is only about 2 points (1 extra missile), but you get an extra location roll.

And then it gets negated by ECM, which, as time goes on, every other mech has.

Not sure how I feel about it on tanks. The one place where I'd like to try it is on those aerospace fighters whose weapons generate more heat than they have heat sinks. Since, on an ASF, overheating = control roll = lawn dart, I usually don't feel too bad about taking off a laser or something and sticking an Artemis IV in there instead.

Amusingly, the Defender II is a super dumb place to put an Artemis IV. Especially two of them. For LRM/5 launchers. Two tons, for basically two points of damage. Just... why.

Put an Apollo on an MRM/40, though, and now we're cooking with gas.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Misdirect
Post by: Hanzoku on November 11, 2019, 03:47:57 am
Operation Blue Paladin – Week 1

Once on the ground, they had a few days to organize and prepare before getting underway. The first thing they did was get acquainted with a new veteran ‘Mech tech, Mairona Brabiner, who they had hired from Federated Commonwealth employ as part of their contract.

Captain Nova transferred Corporal Ragozina to Kaine’s lance temporarily, bringing them to full strength. They were assigned scout duties, while Hovi’s Hailstorm took over its familiar duties defending the company’s landing zone. The Training Command began running training missions immediately, with the goal of graduating some of the MechWarriors so that operations could begin.

Unfortunately, neither Air Lance was ready to fly, lacking a pilot for the Sparrowhawk, and with Ichiro’s wingmate still in training. The thrust of the Shilone and the Sparrowhawk was too mismatched for them to effectively fight together as a pair, so the Brotherhood’s air support was grounded in the short term.

Taking up the slack, the special forces deployed on ground recon duty, but found nothing nearby. Ranging farther out, Kaine’s Kings sparred with the Liao forces on October 15, warding off a probing push by a mixed group of vehicles, fighters and ‘Mechs.

Spoiler: Probe (Defender) (click to show/hide)

AAR:
The unit’s Wolverine and Shadow Hawk both came back with moderate damage – particularly the loss of the Shadow Hawk’s arm. The Griffin had light damage, and the Phoenix Hawk had a few dings but was otherwise in good shape.

While the unit would have loved to take the Whitworth as nearly intact salvage, it would have brought them above their allowed amounts. They salvaged the remains of the Defender for sale, content that they were now well in the black for the next battle.

The pilot of the Whitworth was confirmed as KIA and his remains returned to the departing Cavalrymen.

Svetlana ‘Ragu’ Ragozina claimed both the Whitworth and MSF Defender as kills, a worthy first outing after graduating from the training command.


By the end of the week, most of the damages from the battle are repaired, and the techs are hard at work reattaching a new arm to the Shadow Hawk.

The coming week, the infantry are assigned as pickets against enemy activity.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 11, 2019, 05:45:08 am
Yay, another battle! Those Hetzers can be scary.


Would you mind playing with isometric view? It makes it easier to read the terrain (at least for me).

Also does your version include the saxarba tileset and if yes, have you tried it?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 11, 2019, 06:06:27 am
@Rince Wind:

Hetzers are scary, but they're slow moving, so generally you can avoid having one hit you from the rear. Saladins are far scarier for me, because they're fast enough that with bad initiative, they can get behind your 'Mech and land a torso hit.

Sure, I can give it a whirl and see how I like it. It'll be two updates before you see it, though as I try to keep a queue of posts available for when I get busy and can't play as regularly.

It includes a number of tilesets, but I've never used any. That said, a first time for everything, so I'll do an update or two with hq_saxarba along with the isometric setting and see what everyone thinks of it.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 11, 2019, 08:15:34 am
True, Saladins are worse. And while they have less armor they are usually harder to hit.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 11, 2019, 10:34:45 am
"Boot to the head!"

The other scary unit on that field was the Mechbuster, with its AC/20. It's also a good thing the Grasshopper didn't show up, those guys are pretty tough customers.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 12, 2019, 09:24:17 am
Yeah, we got lucky on the MechBuster's run. It ended its turn exactly above my 'Mech, which apparently doesn't count as being on the path for a bombing/strafing run. So naturally, I moved my butt out of its line of flight the next turn and it couldn't do anything.

Grasshoppers are indeed nasty customers. That said, the Iron Brotherhood may have screwed up a little. McCarron's Armored Cavalry is now murderously angry with them, and the regular rules of engagement are out the window.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 12, 2019, 10:03:50 am
Can't wait for the update!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 12, 2019, 12:22:11 pm
Grasshoppers are indeed nasty customers. That said, the Iron Brotherhood may have screwed up a little. McCarron's Armored Cavalry is now murderously angry with them, and the regular rules of engagement are out the window.

Ruh-Roh - did we kill an ejected mechwarrior or something?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 12, 2019, 01:25:44 pm
There may have been some general slaughter of an entire firebase, its defending infantry company and the reinforcing ‘Mechs, vehicles and planes on a ‘recon’ mission. Could have happened to anyone, very hard to say if we were responsible because there were no survivors we did nothing wrong.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Burnt Pies on November 12, 2019, 02:18:22 pm
We did nothing wrong and we'll do it again if they keep provoking us!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 12, 2019, 02:50:42 pm
If they didn't want to be slaughtered they should have defended their firebase better!  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 12, 2019, 04:44:30 pm
Or not at all.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 13, 2019, 02:17:31 am
Operation Blue Paladin – Week 2

James graduates from the training unit and joins Nova’s lance. The Brotherhood hires Noelle Al Gahary, an ultra-green MechWarrior with little to no skills. She is the third such MechWarrior to approach the unit, and Albus is resigned that until the unit develops more of a reputation, more experienced MechWarriors simply won’t be interested in joining. She is assigned to the unit’s Ostroc and immediately joins the Training Command.

The week passes quietly enough. Kaine’s Kings are out on patrol, while Hovi’s Hailstorm secures the area of operations. On Sunday as Kaine’s unit is returning from patrol, they pick up signatures behind them. A sweep reveals that they’ve caught the attention of an entire battalion of the 5th McCarron’s Armored Cavalry. Kaine called in the report, and Albus coordinated the unit’s response with their FedCom liaison. It called for Kaine’s unit to lead the Liao forces on a merry chase – straight into the teeth of the FedCom forces waiting in ambush.

Spoiler: Chase (Attacker) (click to show/hide)

AAR:
The mercenaries came out well from the failed Liao ambush, with only Vo’s Phoenix Hawk sustaining moderate damage. What did concern them was the obvious head-hunting attack on Kaine’s Wolverine. The Cavalrymen made several concerted efforts to down his ‘Mech that was defeated only through the conditions and their poor training.

Billy ‘Knave’ Kaine claimed the Assassin and Locust as kills, based on the damage he caused to their legs before they insisted on playing in mine fields.

Svetlana ‘Ragu’ Ragozina claimed two more honest kills – the Pegasus and the Light Strike Fighter, both victims of her autocannon.

Analysis:
I normally hate chase missions, and attacker ones even more because you get nothing from it except maybe a few points of XP, but I admit this one lifted my spirits because it was hilarious. Princess obviously has no idea how to handle mine fields, and it insisted on running all its units straight through this one. I don’t have any choice on the air support loadouts – that’s chosen randomly by the AI, but mines are obviously not a great choice for it.



Luckily there was little damage to repair, and the Brotherhood went into the next week with no change in assignments.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 13, 2019, 09:36:28 am
Nice one!
I usually just delete Chase missions.

Something else princess can't deal with: lava
I played on one of the maps that come with the game, the top of a volcano. There is a thin crust on the lava which breaks on a 6+ if you walk over it. Princess rolled surpisingly well, but in the end RNG always wins. It is also a +4 to get out of the lava, so most pilots didn't make it.
Hovers apparently don't care. They still break the crust on a 6+, but can drive over it like it can over water.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Iduno on November 13, 2019, 03:46:10 pm
True, Saladins are worse. And while they have less armor they are usually harder to hit.

And the armor doesn't matter, because they're a hover vehicle. They're real easy to immobilize if you hit them at all.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 13, 2019, 03:53:55 pm
I play with harder to immobilize vees, and Hanzoko as well. So they get destroyed before they are immobilized quite often.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 13, 2019, 04:22:00 pm
Looks like Billy owes Ragu a big bottle of something top-shelf for disrupting, not one, but two separate bombing runs! Much obliged for watching our backs :)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 13, 2019, 08:34:24 pm
They say the Shadow Hawk is a jack of all trades, master of none, but it seems to be working just fine for me!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 15, 2019, 02:35:22 am
@Rincewind: I also have variable damage thresholds on. I have no idea what it does entirely, but I think it checks the damage done against the remaining armor. So plinging a machine gun against a fully intact Behemoth's front armor has almost no chance of causing a crit, while whacking a Saladin in the side with a Large Laser very likely will, even though it won't penetrate.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 15, 2019, 02:40:01 am
Operation Blue Paladin – Week 3

Melissa Lyle completed her training and joined Ichiro, giving the unit a functional Aerospace element once again. Hovi replaced her with her Behemoth tank, as more than half of its crew is of green quality, despite their excellent showing in previous battles.

On Halloween, the FedCom forces invited the Brotherhood to go trick or treating with them. Their next-door neighbors, the Liaos were home with a heavy vehicle platoon and a mixed medium vehicle and ‘Mech lance defending their firebase. The goal was to sneak past the Liao to see what the fire base was guarding.

However, Lieutenant Kaine had a better idea – if they blew up enough of the Liao, they’d run away, and the unit would get to loot the firebase in peace.  In the spirit of good will, Nova’s Knights were invited along for the visit.

They even gave Major Kincaide a new drone with upgraded cameras so he could follow the action better!

Spoiler: Recon Raid (Attacker) (click to show/hide)

AAR:
While successful, the Iron Brotherhood paid a heavy price for their victory. Knave’s Wolverine was recovered and salvageable, but it was inoperable with heavy engine damage. Vo’s Phoenix Hawk was crippled, and Ragu’s Shadow Hawk had heavy damage. Wind’s Griffin was lightly damaged, while neither the Stalker nor the Warhammer suffered more than minor armor damage.

Matt, Linda and Svetlana all suffered minor injuries. Billy, despite riding his ‘Mech down, suffered no injuries beyond that to his pride.

None of what they recovered was functional, but the mercenaries had quite a bit of salvage to sell onward. In total, salvage sales earned them 12.3M C-Bills, more than doubling their liquid reserves.

The no quarter fighting went heavily against McCarron’s Armored Cavalry, with 50 KIA and 41 captured, many with horrific injuries from the liberal use of missiles and machine guns against infantry units.

Billy ‘Knave’ Kaine claimed the Wasp, Rocket Launcher Turret, LRM Turret, LRM Carrier and Laser Carrier.
Linda Vo claimed the Foot Platoon (MG), PPC Turret, and Motorized Platoon (Rifle).
Matt ‘Wind’ Fischer claimed the Partisan, Vedette, Vindicator, and one of the Heavy Strike Fighters.
Svetlana ‘Ragu’ Ragozina claimed the Maxim Hover Transport.
Susanna ‘Starburst’ Nova claimed the other Heavy Strike Fighter and one of the units of Field Guns.
James ‘Glaive’ Gundersen claimed the MechBuster and the other unit of Field Guns.

As thanks for their efforts, the FedCom forces paid an additional bonus of 6.5M C-Bills, making the operation quite profitable.

Our bonus for the ‘recon’ raid was a ‘civilian’ BNC-1E Banshee. I would have been tempted, but it’s a primitive machine (no spare parts or armor for you!), and the worst of all worlds – as slow as every other assault ‘Mech, but with the stock Banshee’s paltry guns.



Sunday was the 1st of November. The Iron Brotherhood received their contract pay of 5.1M C-Bills, as well as news that the morale of the Liao defenders in their area was now Low, making their operations easier.

However, Albus nearly spat out his morning coffee when he received a listing of the units available for purchase. A Zeus, Stalker and a rare King Crab, followed by a Guillotine and Grasshopper – almost a who’s who of solid Assault and Heavy designs.

The unit sat down together to work out the math. Surprisingly enough, all the offers were legitimately from their employer or fellow mercenaries, and the prices were very reasonable. Flush with cash from the battle the day before, they even had the means to purchase everything available, though it would leave them with next to nothing in their accounts.

What was eventually hammered out was to shift the composition of the ‘Mech unit, though its final form would be forced to wait on training more MechWarriors.



The Iron Vanguard
- - Nova’s Knights
- - - - KGC-0000 King Crab
- - - - STK-3F Stalker
- - - - ZEU-6S Zeus
- - - - STK-4P Stalker

- - Kaine’s Kings
- - - - GHR-5H Grasshopper
- - - - GLT-4L Guillotine
- - - - OSR-2C Ostroc
- - - - WHM-6R Warhammer

- - Scout Lance
- - - - WVR-6R Wolverine
- - - - GRF-1S Griffin
- - - - PXH-1 Phoenix Hawk
- - - - DV-6M Dervish

The reasoning behind the shift was simple – the unit often operated in Lance-sized formations against enemies that were often numerically superior, both in terms of numbers and raw tonnage. Operational demands often precluded operating two or more Lances together, so the best method to keep the pilots of the Brotherhood alive and to provide an advantage over their enemy was to bring as much tonnage to bear in their role as possible.

Nova’s Knights was always intended to be a front-line combat formation. Her current Stalker was the slowest machine in the Brotherhood, so adding two more machines with equal speed profiles didn’t change much but would bring an extra 185 tons to bear. The King Crab was also very suited as a Command ‘Mech, being sturdy and having excellent C3 systems.

The campaign also showed that Billy Kaine had already developed a reputation. In his last two operations, the enemy forces showed a marked preference for attempting to swarm down his ‘Mech. Given a choice between the Grasshopper and Guillotine, upgrading to the slightly better protected Grasshopper would improve his chances immensely while playing to his strengths. Wind would continue to act as his bodyguard in the Guillotine, their matching speed profiles allowing them to operate together.

The Ostroc would be able to keep up with them through its higher ground speed. While the Warhammer was the slowest ‘Mech of the Lance, it could provide backup fire support. James had already shown how effective its PPCs were, and it also provided anti-infantry capability to the Lance.

The Scout lance would be like the King’s current formation – it was a proven heavy scout formation, more than capable of evading anything too heavy to battle, while having the mobility to stay close to and wreck light elements.

This would leave the Shadow Hawk, Hunchback and Commando at loose ends. They could sell them on auction for around 13M C-Bills, giving the unit some reserve to work with.

Operation Blue Paladin – Week 4

A week’s downtime allowed the unit to get used to their new machines and Lance assignments, and for the techs to repair most of the damage. The Wolverine was the only down-checked machine, only their veteran ‘Tech was capable of repairing the reactor and gyro damage in the field, and she was only one woman.

For this week, the Special Forces were on Picket duty, and Kobayashi’s Crows were on ground support.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Burnt Pies on November 15, 2019, 01:28:10 pm
a KGC-0000? All for me?

I like this mercenary company. Now I just need to convince someone to weld jumpjets on this thing and I'll be the happiest mercenary in the Inner Sphere.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 15, 2019, 02:59:41 pm
Hanzoku laughs in ominous foreshadowing
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 15, 2019, 03:28:28 pm
GHR and GLT, both great mechs! And both have the heatsinks to use their arsenal.
The Assaults are nice as well, especially the KCB and the STK.

But isn't the Scout Lance 5t too heavy to still count as medium?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 15, 2019, 03:30:19 pm
Had an idea for a character, so why not?

Name: Captain Jack Euchre (ret)
Callsign: EJ
Age: 30
Birthday (year not needed, month and day are): January 8th
Specialization: Mechwarrior

Background:
Captain Jack Euchre is a retired commander of a House Liao urban defense company.  He is rumored to be an expert in everything having to do with the AC-10.
During his interview, the following dialog was recorded:
Interviewer: "Captain Jack Euchre, were you looking for a command position?  Those can sometimes be hard to find.
Jack: "Oh no, that won't be necessary.  I can take orders just as well as give them."
Interviewer: "Well, I hope you aren't going to be asking for some outrageous signing bonus!  Most mercenary companies run on a rather shoestring budget."
Jack: "Nah, whatever the standard recruitment fee is would be fine.  And the pay should match my skill level, no more is needed."
The interviewer looks at this obviously skilled and talented former Company Commander, tilts up his eyebrow and then continues:
Interviewer: "Then, are there any requests that you have?"
Jack: "Well, there is one thing... You can put me in the infantry and have me fight in the open with no armor.  You can load me onto a rotocoptor and drop me out at 100 meters.  You can jam me into one of those ancient meks from the dawn of the Star League.  JUST DON'T PUT ME IN AN URBANMECH!"
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 15, 2019, 04:43:43 pm
Quote
The campaign also showed that Billy Kaine had already developed a reputation. In his last two operations, the enemy forces showed a marked preference for attempting to swarm down his ‘Mech.

I imagine Billy must have some annoying habit to have such a target on his head. Blaring annoying pop songs on big speakers attached to his mech? Taking advantage of the finely articulated mech fingers to gesticulate rudely at the enemy? Or maybe he really pissed off McCarron in a bar one time!

Happy to see basically the whole company got a shiny upgrade though. Maybe they won't even recognize Billy in the Grasshopper for a mission or two.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 15, 2019, 05:07:12 pm
The Grasshopper does have hands, so if you offended with those you can do it all over again!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 15, 2019, 08:41:55 pm
Quote
The campaign also showed that Billy Kaine had already developed a reputation. In his last two operations, the enemy forces showed a marked preference for attempting to swarm down his ‘Mech.

I imagine Billy must have some annoying habit to have such a target on his head. Blaring annoying pop songs on big speakers attached to his mech? Taking advantage of the finely articulated mech fingers to gesticulate rudely at the enemy? Or maybe he really pissed off McCarron in a bar one time!

Happy to see basically the whole company got a shiny upgrade though. Maybe they won't even recognize Billy in the Grasshopper for a mission or two.

After reading Billy's bio, I'm pretty sure he stole McCarron's coat.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 18, 2019, 03:56:58 am
@Knave, Rince Wind and EuchreJack:

Well, I was putting it down to the Liaos figuring out which 'Mech was sending out orders based on signal intercepts, but they're so focused on Billy that I wouldn't put it past him. Come to think of it, he did disappear for a few days near the start of the campaign. The 5th McCarron's Cavalry's CO has a last name of Granger, so I don't think they he managed to steal big papa McCarron's own coat, but I wouldn't put it past him to steal the local colonel's.

Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 18, 2019, 04:02:54 am
Operation Blue Paladin – Week 5

The Special Forces’ picket work paid off with a critical success – they discovered two Lances of Light and Medium ‘Mechs making a probing attack on the unit’s parameter. However, knowing the unit’s direction and speed of advance, Nova’s Knights, Kaine’s Kings and Kobayashi’s Crows were there to greet them.

Critical Success on both Air Support and Picket rolls. This is going to turn out bad for Liao... again.

Corporal Vo elected to stay with her Phoenix Hawk, angling for promotion to lead the Scout lance once more MechWarriors graduated from the training command. Otherwise, the Brotherhood’s forces are much heavier than they were two weeks ago.

Spoiler:  Probe (Defender) (click to show/hide)

AAR:
It was clear that the brutal victory against the fire base two weeks ago had aroused the fury of the Liao defenders. They weren’t likely to adhere to the rules of warfare against the mercenaries, and this one-sided slaughter would only reinforce that.

Luckily, the Brotherhood took only light damage to the King Crab, the rest of the unit functionally undamaged.

They took the Phoenix Hawk, Vindicator and Wolverine as salvage, with plans to strip out the Phoenix Hawk’s jump jets before selling it on. This earned the unit 8.8M C-Bills, comfortably pushing their reserves up once more.

Only one enemy pilot was confirmed KIA, and one more captured. The rest had managed to punch out and evade the unit’s post-battle sweep.

Captain Susanna ‘Starburst’ Nova claimed the Javelin and Firestarter as kills.
Lieutenant SG Billy ‘Knave’ Kaine claimed the Spider and Phoenix Hawk.
Corporal Svetlana ‘Ragu’ Ragozina claimed the Griffin and Vindicator.
Corporal James ‘Glaive’ Gundersen claimed the Locust.
Petty Officer Melissa Lyle claimed the Wolverine.



In the aftermath of the battle, the techs were more then busy repairing and reloading the unit’s Mech contingent but had everything squared away by the next week.

Given the success of their tactics the previous week, unit assignments remained the same.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 18, 2019, 09:14:56 am
@Knave, Rince Wind and EuchreJack:

Well, I was putting it down to the Liaos figuring out which 'Mech was sending out orders based on signal intercepts, but they're so focused on Billy that I wouldn't put it past him. Come to think of it, he did disappear for a few days near the start of the campaign. The 5th McCarron's Cavalry's CO has a last name of Granger, so I don't think they he managed to steal big papa McCarron's own coat, but I wouldn't put it past him to steal the local colonel's.

Oh yes, definitely enjoy the coat stealing. 100%  :P

Hard not to feel bad for the defenders at this point. We're probably past due for another ill-fated ambush at this point!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 18, 2019, 09:43:19 am
Nice. From medium mech to assault.

Sure, it's not the best-regarded assault, but 80 tons is 80 tons.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 18, 2019, 10:39:40 am
Nice. From medium mech to assault.

Sure, it's not the best-regarded assault, but 80 tons is 80 tons.

Heh, it's almost twice as good!

But seriously, in what universe is the Zeus "not the best-regarded assault"?  Fedsun propaganda, no doubt.  I'm pretty sure its the best regarded 80 ton mech in the Lyran Alliance prior to 3040, and it trumps the substandard fare of the Draconis and Capellans.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 18, 2019, 11:40:47 am
Three issues:
1) rear-facing laser
2) AC/5 on an 80-ton mech
3) Weirdly low side torso armor

But, unless we get an invite to the local mech factory to do some serious refits, Ragu will happily make do with what she's got.

For novelty, I'd love to see the 6Y variant fielded. That's the one with the binary laser, which is probably the most awful weapon in existence (basically two large laser barrels welded together): 16 heat, 12 damage.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 19, 2019, 04:37:45 am
Three issues:
1) rear-facing laser
2) AC/5 on an 80-ton mech
3) Weirdly low side torso armor

But, unless we get an invite to the local mech factory to do some serious refits, Ragu will happily make do with what she's got.

For novelty, I'd love to see the 6Y variant fielded. That's the one with the binary laser, which is probably the most awful weapon in existence (basically two large laser barrels welded together): 16 heat, 12 damage.

Heh, I think we got a few years before its "invented".  I use quotes as a quite agree that its just two large lasers welded together.

I was looking over the beta for the ATB rules, and notices the author was looking for rules regarding Limb Replacements.  Here are my thoughts on that:
Faction troops would definitely replace the limbs of their elite pilots.  However, due to its cost, they would probably pressure their green pilots to just retire instead.  In the succession war era, Replacement Limb tech is lostech and there are far more mechwarriors than meks, so it should be rarer to get and factions would probably put pressure on even regular mechwarrior to retire, even though in the succession war era the replacement pilot would probably be a green or ultra-green family member of the retired mechwarrior (depending on the injury, that might still be preferable).  I would suggest a yearly roll, but have High Command pay for the surgery unlike a mercenary command.
I guess it might be roll 1d6, on 6 cure found, zero or below after modifier pilot forced to retire, modify roll based on skill:
-2 Ultra-Green, -1 Green, 0 regular, +1 Vet, +2 Elite
-1 if Succession war era
then roll 1d6, 1 pilot dies, 2 cure doesn't work, otherwise cure works
Faction controls Terra or Canopus IV, or unit stationed on either planet, then +1 to all rolls.

Note for mercenary units, they roll every month if they pay 100,000 cbills per injury and then pay 2d6 times 100,000 cbills.  I imagine that Factions would bear those costs, but not quite so often.  Maybe roll 2d6 to determine when High Command next spends their time and resources to find the mechwarrior a cure, modified by skill in the opposite way as above (+2 Ultra-Green, +1 Green, 0 regular, +1 Vet, +2 Elite).  Might even modify this roll by the Admin/HR. 

While I could see unit rating as a factor, with elite units getting permanent limb replacements first, it almost seems more likely that in an F-rated unit, the Elite pilot would still get the limb replacement but then immediately be transferred to a better unit.  The request to High Command for the limb replacement would also tip them off that someone with Elite skills is languishing in such an obscure unit, and they would probably seek to remedy that just as soon as they were patched up.  The reverse, where an Ultra-Green is forced to transfer/washout from an elite unit, seems semi-plausible.  While I can see some bureaucrat or Noble trying to tell an elite unit how to manage their personnel, most in High Command are smart enough not to tell the Northwind Highlanders how to do their job.  Elite units generally are allowed whatever quirks with personnel they want, just as long as it doesn't affect their effectiveness.  But they're still reluctant to potentially waste the resources equivalent to a light mek on an Ultra-Green.

Just my 2 cents, maybe that can help the beta designers out.

Also, since I'm theorizing on the ATB rules, I had another idea:
Under the current rules, Pirates can only become legitimate if they first roll for a mercenary contract (1 in 10 each month), completes said contract successfully, then rolls 6 on 1d6.  While the odds are good enough (0.0166, or 1.66% every month), it would seem to me that Pirates that amass a fortune could probably spend said fortune to return to society.  Even with today's technology, the combination of bribes, plastic surgeries, and false documents could allow a wanted person to rejoin society.  I'm sure for enough C-Bills, Comstar (or especially Word of Blake) could arrange for a gang of pirates to become mercenaries again.  Alternatively, a large enough band of pirates could probably convince or coerce a faction (usually on the periphery) to either grant them land to become Nobles or allow them to enlist as a Faction force.  I'm not sure on just how the mechanics would work (probably send C-Bills over time, then get to roll to see if all the bribery takes, or roll C-Bills over time and compare random roll to number of working meks assigned to mechwarriors, with penalty for land grants vs enlistment).

Heh, I'm sure even Houses Steiner and Kurita would prefer that large band of unknown meks be rebranded as Butte Hold's garrison nominally under their rule, rather than see a Pirate Kingdom pop up.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 19, 2019, 08:35:04 am
@NickAragua: I don't know, I think it's fairly competitive for what it is, which is a long-range support design.

Comparing the Awesome and the Zeus:

The Awesome is a 3/5 design that can output 30 damage a round most rounds, with an occasional cooloff round of 20 to get the heat back down.
The Zeus is a 4/6 design that can output (with the AC adjustment) up to 31 damage a round until the LRM ammunition runs out, then 16 damage a round for another 12 rounds until the AC/5 ammunition runs out. While it doesn't have the longevity of the Awesome, it's faster and doesn't suffer any heat issues whatsoever.

I do agree that I'm not fond of rear-facing weapons, and the first thing I do is either turn them around or remove them entirely if modifying a 'Mech.

The binary laser cannon is pretty bad, I agree. Saving a ton of weight isn't worth losing 4 damage. The RISC Hyper Laser (https://www.sarna.net/wiki/RISC_Hyper_Laser) is a much better trade off - as much heat as two ER Large Lasers for more damage and a longer range. Sadly, it's a prototype with a VERY short window to be able to acquire them, so its not like you ever get to use them.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 19, 2019, 09:21:58 am
I have a fond place in my heart for the Zeus - Maybe just below the Victor. Though I've been known to like certain mechs just because they look cool :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 19, 2019, 01:30:07 pm
I have a fond place in my heart for the Zeus - Maybe just below the Victor. Though I've been known to like certain mechs just because they look cool :D

Ah yes the Victor, so good that the heir to the Federated Commonwealth was named after it.  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 20, 2019, 02:20:36 am
I'm sure someone, somewhere was giggling to himself when he assigned a Victor to Victor, the Crown Prince.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 20, 2019, 02:45:28 am
Operation Blue Paladin – Week 6

The Wolverine remained crippled, but functional enough for training purposes. By now, the Cavalrymen were swarming towards the Iron Brotherhood’s AoO, and Nova’s Knights went out to meet them. They were reinforced by a new addition – Corporal Jack Euchre, a Liao defector who approached the FedCom invaders early in the invasion. MIIO had intensively vetted him but were leery of taking him on in the FedCom ranks and forwarded his dossier to the Iron Brotherhood. In desperate need for more skilled pilots, Albus agreed to take him on.

As it turned out, he was very skilled with the AC/10, and the small laser. And LRMs and SRMs. He was a crack shot with large lasers and machine guns. Whatever he turned his hand to, he seemed to have a natural aptitude in its use.

(https://i.imgur.com/wlCiZmY.png)
(https://i.imgur.com/CZZ5NT4.png)

Holy crap, the MechWarrior who showed up in the weekly check came with Natural Aptitude: Gunnery. Enjoy your template, EuchreJack.

Nova’s Knights would be facing a reinforced company of light and medium vehicles and ‘Mechs with enemy air support, but they weren’t worried. Kobayashi’s Crows would be in the skies above them.

Spoiler: Stand Up (Defender) (click to show/hide)

AAR:
The Knights were basically undamaged in the brief conflict – Nova’s King Crab had some minor laser and machine gun damage, and James had done some armor damage with his fall, but overall it wasn’t too serious.

They claimed the largely undamaged Peregrine Attack VTOL and the salvage of the J. Edgar and the remains of the light ‘Mech Lance. While none of the ‘Mechs were good for anything more then selling for salvage, Albus planned to keep the VTOL for later. Their salvage sold for 3.4M C-Bills.

Two of the Liao soldiers were KIA, and one was captured.

Captain Susanna ‘Starburst’ Nova claimed both Locusts and a Stinger.
Commander Ichiro ‘Tengu’ Kobayashi claimed an air kill against the MechBuster.
Corporal Svetlana ‘Ragu’ Ragozina claimed a Scorpion Light Tank.
Corporal Jack ‘EJ’ Euchre claimed the other Scorpion and the second Stinger.



Repairs were completed swiftly, and the Peregrine was mothballed for later.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 20, 2019, 09:45:59 am
Shame you didn't get a chance to capture their reinforcement Urbanmech R60L.
I'm sure Euchre would have loved the chance to pilot the AC-20 urbie variant  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 20, 2019, 11:12:25 am
Holy crap, a natural aptitude gunnery! That's awesome.

I actually routinely troll through my list of AtB-acquired personnel, because those natural aptitude guys are solid gold - even if you have to bring them up from 8/8, they still have an incredible amount of potential.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 20, 2019, 10:05:29 pm
Shame you didn't get a chance to capture their reinforcement Urbanmech R60L.
I'm sure Euchre would have loved the chance to pilot the AC-20 urbie variant  :P
And if you stick me in one, you'll enjoy several AC-20 rounds to your backside  :P

I'm not too worried about the continuity errors: It looks like my character just liked to wear a bit too much makeup when first recruited, is all.
My character is probably thinking, regarding our last battle "That could have been me out there dying for House Liao.  I obviously made the right choice."
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 22, 2019, 03:57:32 am
Operation Blue Paladin – Week 7

The week opened with a bang, as an urgent message went out to the Iron Brotherhood. The 5th McCarron’s Armored Cavalry had managed to slip a MechWarrior through their lines to a long-hidden Star League cache. He was going to escape with a pristine Star League era ‘Mech, and that couldn’t be allowed.

Only one person was in place to stop him – Captain Susanna Nova. The only problem?

He was in a Pillager (https://www.sarna.net/wiki/Pillager).


AAR:
The Federated Commonwealth tried to claim the Pillager. It was theirs by right, they claimed. It brought the unit above its allowed salvage amount they ranted.

Starburst’s answer was simple: It was hers, and they were welcome to try to pry it from her ‘Mech’s claws.

Albus backed her claim to the ‘Mech, and in the end, the FedCom forces didn’t want to sour their relationship with the Iron Brotherhood enough to force the issue. The Pillager went to the techs, though it would be a while before it was functional, as they had to source a replacement leg after all the damage Susanna caused to it.

The week continued with heavy action, as the Iron Brotherhood made a major push against McCarron’s Armored Cavalry. On Wednesday, Nova’s Knights moved out to engage a mixed medium company with air support. Friday, Kaine’s Kings launched another recon ‘raid’, supported by Kobayashi’s Crows.

Spoiler: Stand Up (Attacker) (click to show/hide)

On Friday, Kaine’s Kings launched another recon raid against the 5th McCarron’s Armored Cavalry.

Spoiler: Recon Raid (Attacker) (click to show/hide)

AAR:
Knave’s Grasshopper was lightly damaged, but aside from a damaged medium laser in the SL-17AC, the rest of the deployed units were unscathed.

The mercenaries claimed the salvage from the infantry units, the bomber and the Defender II.  Their techs were interested in stripping out the advanced Artemis IV FCS from the fighter.

33 enemies were KIA, and 18 more captured.



Operation Blue Paladin – Week 8+

The following week was blissfully silent, allowing the techs time to catch up on their backlog of work. In gratitude for their work, the FedCom forces arranged to acquire a large laser and the jump jet for the Pillager, as well as some spare rounds for its gauss rifles.

Susanna moved into her new ride, James moved up to the King Crab, and Jack took over the STK-3F Stalker, allowing the stressed model to go into mothballs.

The morale of the 5th McCarron Armored Cavalry was now Very Low, and the mercenaries could spend some time recovering from combat.

The Iron Brotherhood rang in the New Year with a wild party as Liao morale continued its rock bottom placement. Their gear was fully repaired, and there was little to do besides quiet patrols.

January brought a few new recruits to the support side of the Brotherhood – Logan Cobbold, an Elite-ranked Transport Admin, and Darge Saghiri, a Veteran Doctor.

February continued the trend, the raid now converted more to a sedate garrison contract as the FedCom forces continued chasing the Liao defenders, well away from where the mercenaries operated. Albus purchased a Schreck PPC Carrier and Thumper Artillery Vehicle on auction, and MechWarriors started graduating from the training command, finally.

In February, Linda Vo was promoted to Lieutenant JG, and placed in charge of Linda’s Lancers, the unit’s scout lance.

The first of March brought news the unit was long expecting – the contract was over. While in their case, this only changed the results by a few days, they were pleased to take a small bonus from the FedCom commander before lifting off for Outreach.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 22, 2019, 03:24:25 pm
That Pillager is quite a nice parting gift from the 5th, (almost as good as that coat Billy snagged  ;) )

Nice to have another mission on our belt. Will be interesting to see what toys Outreach offers this time! So with Vo as our Scout leader, we're officially up to 4 lances of mechs, right?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Burnt Pies on November 22, 2019, 06:09:24 pm
Hanzoku laughs in ominous foreshadowing

You meanie, you had me worried! But then you gave me a 100t Star League machine, so I forgive you.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Rince Wind on November 24, 2019, 02:08:49 pm
Yes! Another successfully completed contract. That should put us on the map of some more people looking for mercs. The improved roster should make new contracts more lucrative as well.

... though without the shares system that doesn't matter that much for us pilots, I guess. :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 25, 2019, 03:37:50 am
@Burnt Pies:
I had seen your post about wanting to stick jump jets on the King Crab right after playing the Star League Cache mission. I had a (nearly) functional Pillager sitting right there, so I knew it'd be going to your character, especially since you expressed wanting jump jets.

@Rince Wind:
Funny you should mention that...

Anyway, I'm finishing up the interlude for this campaign now. Afterwards, I'll be updating to 0.47.2 and recompiling my weapons changes, so there might only be one other update this week depending on how long that takes.

*edit*

It didn't take too much work, we're updated to the newest version. hopefully a bug with the maximum acquisitions per day was resolved.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 25, 2019, 05:10:47 am
Interlude – Post Operation Blue Paladin

The unit arrived on Outreach on the 28th of April. Recruiting along the way had netted the unit a veteran ‘Mech pilot for the Warhammer and a Green AeroSpace pilot for the Sparrowhawk.

Once on Outreach, Albus extended an opportunity to retire from the unit to everyone involved. The Iron Brotherhood had fought two campaigns over the last year (and a bit), and he wanted to allow those who were done with the lifestyle a chance to leave at an opportune moment.

In the end, the only person to take the bonus and retire was, ironically, the newly recruited ‘Mech pilot. Taking his 150,000 C-Bill bonus, he gleefully let slip at a nearby bar that he wasn’t actually a mech pilot at all, but an astech who had stolen the dossier from a pilot who had died in his last command. Billy Kaine, drinking nearby, listened with great interest before making a call to Albus. Kincaide quietly arranged a hit on the fraud. While it cost the unit 15k, it recovered the healthy bonus the man had taken.

Luckily, another pilot was swiftly found and carefully vetted. Baira Meenakshisundaram possessed a mouthful of a last name and was a specialist with PPCs. While he might be best set in an Awesome, the Warhammer was also a solid position for him.

After dealing with what they managed to recruit on the way in, the officers settled in for a meeting about the unit’s status and future.



The Iron Vanguard

Captain Susanna Nova reported that with the recruitment of Corporal Baira, their ‘Mech company was now at full strength. 10 of the 12 ‘Mechs were assigned to their permanent homes, while their Green members were 15 to 16 weeks of training away from graduating to Regular skill levels.

The unit’s average skill level is Regular, though Lieutenant Billy Kaine and Sergeant Matt Fischer were getting close to graduating to Elite skill levels.

Their tech support was adequate, with one veteran and five regular ‘Mech techs. They could use one or two more ‘Techs to spread the work load more during high intensity operations.

The Iron Shield

Captain Seija Hovi reported that Hovi’s Hailstorm is at 92% of full strength. The Jump Infantry was still waiting on fully trained recruits from the training command.

The unit’s average skill level is Regular, with some training opportunities for the crew of the Partisan and among the infantry.

Their tech support was excellent, with one veteran and five regular Mechanics.

The Iron Wings

Commander Ichiro Kobayashi reported that the Iron Wings were at 100% of full strength, but proposed expanding their flights to 3-fighter units, the same as they’ve faced in both previous campaigns. It would mean purchasing two new fighters and finding pilots for them, however.

The unit’s average skill level is Regular, with the new pilot requiring around 13 weeks of training before becoming Regular skill level.

Their tech support is adequate, with one Veteran and one regular AeroSpace Tech. That said, it is not enough for expanding their AeroSpace forces, so the first step will be acquiring at least one more ‘Tech.

The Iron Shadows

Without a direct commanding officer, Albus took over the summary for this unit. While the Special Forces unit performed well, the artillery battery idea is not tenable with infantry forces. Since each member of the infantry unit must be trained for artillery operations, 28 members per infantry artillery unit have to go through months of training.

Albus proposed selling the sniper artillery piece and replacing the unit with vehicle-based artillery. They already had one Thumper Artillery Vehicle in their possession and had previously seen even Long Tom artillery vehicles for sale, though they hadn’t had the money at the time to purchase one.

Training a much smaller vehicle gunnery crew for artillery work would be far simpler, and the unit would be far more mobile, able to support forward raiding attacks.

Training Command

Lieutenant JG Alex Yi reported that the training command was starting to wind down their process. With much of the unit now Regular ranked in skill, once the current batch of trainees were done, he expected that a separate command would no longer be necessary.

Once that was true, Albus planned to move Alex Yi’s forces to the Special Forces and place Lieutenant Yi in charge of the Iron Shadows.

Administration

Albus reported that the administration team for the unit was 75% complete, lacking only a dedicated HR administrator. Their average skill was Veteran.

Financial

The unit has no debts, and 35.8M C-Bills in the bank. Selling the Sniper artillery piece would net 2.1M C-Bills extra.

Expansion
Albus has no plans to expand the unit, beyond reconfiguring the artillery battery to use vehicles and expanding the two present AeroSpace flights. One common complaint was that the unit was too large for how new it was, and without established traditions, there was a lack of unity.  Albus was surprised that only one person had chosen to retire from the unit and seek their fortunes elsewhere.

Transport
Because of the unit’s organization, transportation was difficult. There was no current design that could transport all of the unit’s assets on one DropShip.

After some research, the smallest possible DropShip flotilla would consist of an Overlord with a Combined Arms configuration and an Intruder to carry their infantry forces. However, the cost of purchasing an Overlord is in the range of 350m C-Bills, so it would be a long-term goal for the unit.

Legal Issues
McCarron’s Armored Cavalry attempted to bring war crimes charges against the Iron Brotherhood with the Mercenary Review Board. However, after review of the unit’s fair treatment of prisoners, the charges were dismissed, though the Iron Brotherhood was warned that consistent violation of the rules of warfare would carry penalties.

This did not prevent House Liao from blacklisting the Iron Brotherhood, however. They could expect no contracts with them, and McCarron’s Armored Cavalry wouldn’t forget their grudge, either. If they ended up fighting again, they could expect fiercer resistance that normal.

Future Plans

As a result of the meeting, the following plans were put in place:

1.   Seek more qualified ‘Mech and Aerospace techs
2.   Sell the Sniper artillery piece and start searching for more vehicles to form a vehicle-based artillery battery
3.   Find more qualified pilots and purchase additional light and medium AeroSpace fighters.
4.   Implement a shares system to improve retention and morale
5.   Seek a fourth administrator.



The shares system was greeted with great enthusiasm by the Iron Brotherhood. The crew of the Sniper artillery piece were resigned as Albus fired them, though given most of them had come to the unit as green troopers, they now had a marketable if not fully trained skill as artillery operators.

Albus did save out three soldiers who had learned enough to operate as vehicle gunners. He hired a driver for the Thumper and assigned it to the training command so they could get used to acting as vehicle gunners and finish their retraining on the Thumper’s operation.

Gauss Rifle ammunition wasn’t in supply, but on a high-tech planet like Outreach, Albus was able to commission their forging, as they weren’t exactly the most complex of objects.

Several months passed in training and waiting for contracts. In July, four contracts became available. Garrison Duty for the Federated Commonwealth on the planet Devil’s Rock was potentially profitable but would tie the unit in place for nearly two years.

Instead, a short-term contract reinforcing a FWL assault on the FedCom world of Lipton instead caught Albus’ eye.

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

The Iron Brotherhood and several other mercenary units were to support an attack by the 5th Free Worlds Legionnaires on the FedCom planet of Lipton. Their allies were green ranked in experience, while the Militia defending Lipton was Regular ranked and decently equipped. What caught Albus’ eye was two things: 80% salvage rights, and 100% battle loss compensation. As long as they recovered their people safely, they could lose the entire unit and be paid fair market price for every machine. Together, it promised a great deal of potential profit.

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

On the eve of leaving, the unit is ranked as a C grade outfit. They simply need more completed contracts and organic transport to ascend to the next rank.

The Iron Brotherhood reached Lipton on the 26th of July to begin Operation Bronze Eyes.

Nova’s Knights and Kaine’s Kings were assigned to combat operations, while Hovi’s Hailstorm secured the landing site. The Special Forces were on picket duty, and Kobayashi’s Crows flew an air superiority mission.

Sunday was the 1st of August, and Albus got an update on the situation on the ground.

Enemy morale was High as they pushed back the inexperienced FWL troops. The mercenaries were being thrown into the fight to stiffen the League troops and allow them a chance to recover and resume operations.

The Iron Brotherhood noticed the increased tempo immediately, as Kobayashi’s flight suffered damage in a lopsided dogfight. Both Shilones suffered several hits but managed to escape from the fight without severe damage.

The Special Forces came through, locating a unit of Militia armor and infantry and guiding Kaine’s Kings to reinforce Nova’s Knights against the unit.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Knave on November 25, 2019, 10:35:26 am
Another very generous contract you've secured for us! And a share system to boot!

Quote
This did not prevent House Liao from blacklisting the Iron Brotherhood, however. They could expect no contracts with them, and McCarron’s Armored Cavalry wouldn’t forget their grudge, either. If they ended up fighting again, they could expect fiercer resistance that normal.

What a bunch of babies - we'll happily club them with their own limbs if they try anything funny.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: NickAragua on November 25, 2019, 10:45:30 am
Yeah, infantry artillery pieces are kind of awful compared to their vehicular counterparts. The ammo count is very low and, as pointed out, training everyone as artillery crews is tedious.

80% salvage is pretty good, although I feel like battle loss compensation always underpays me, so I don't usually rely on it.

As a transportation alternative, I would suggest a Union and a Mule or a Jumbo. The Union carries a company of mechs and a pair of aerospace fighters to secure a landing zone, while the rest of the equipment is packed up in the cargo ships' multi-thousand-ton cargo bays. Either way though, that's a couple hundred million C-Bills, so definitely a long-term goal.

Jumpships are even worse.

As an aside, when I first fielded an artillery battery, I forgot that I had the 'separate artillery skill' setting turned on, and was wondering why all my artillery shots were scattering halfway across the map from the target.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 26, 2019, 09:44:34 am
@NickAragua:

The salvage was the most important thing. The battle loss compensation indeed underpays, by about 90% from what I can see. I think it might be based on the value of the unit when its removed from your rolls... and given that generally happens when its reduced to scrap, its only really a benefit if you lose a unit mostly intact.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 26, 2019, 10:34:24 am
@NickAragua:

The salvage was the most important thing. The battle loss compensation indeed underpays, by about 90% from what I can see. I think it might be based on the value of the unit when its removed from your rolls... and given that generally happens when its reduced to scrap, its only really a benefit if you lose a unit mostly intact.

BLC isn't that bad.  It pays for damage to units along with the unit cost.  I think it only underpays because most meks have a lower sale value than buy value (which makes sense, since you should be playing as a Mech Commander and not a Mech Wholesaler).  I've never thought of the BLC system as being unfair.

I think we're missing perhaps the most important thing for our large unit: the 100% Transportation costs.  The close proximity of the mission is also tantalizing.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 27, 2019, 02:21:06 am
The Transportation is great, yeah. Where it really matters is long distance contracts, but not having to pay a few million in DropShip and JumpShip fees is always a bonus.

That's a fair point - damage and ammunition both seem to be paid for, but we lost two units, and I did a check, and we were indeed paid the unit's sale price. Too bad we aren't playing Mech (and Vehicle) Wholesaler, it'd make it worthwhile to fix up enemy wrecks before selling them. :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: Hanzoku on November 27, 2019, 03:07:01 am
Operation Bronze Eyes – Week 1

The Special Forces found a mixed company of militia forces consisting of light ‘Mechs, light, medium and heavy vehicles, a VTOL and two platoons of infantry, covered by a flight of conventional fighters. Guiding Nova’s Knights and Kaine’s Kings in, the two lances masqueraded as units of the 5th Free Worlds Legionnaires and concealed their weight and signatures.

Overconfident from the way they had pushed back the FWL troops, the militia moved to engage. Once they were close enough, the Iron Brotherhood ceased their attempt at concealment, and two lances of heavy and assault ‘Mechs moved to engage.

Spoiler: Stand Up (Attacker) (click to show/hide)

AAR:
While the Brotherhood’s ‘Mechs took little to no damage, the bombing run against the Special Forces was a different deal. 9 were killed outright, and the other 21 all needed medical attention. Only 5 came away with minimal injuries, and it was likely the squad would be out of commission for quite a while.

The Brotherhood claimed the salvage of the Wasps, the Drillson, Vedette, AC/2 Carrier and the Kaiseradler for sale.

They lost 7 KIA, and 6 captured.

Captain Susanna ‘Starburst’ Nova claimed a Wasp, the AC/2 Carrier and the Kaiseradler as kills.
Lieutenant SG Billy ‘Knave’ Kaine claimed a Vedette.
Sergeant Matt ‘Wind’ Fischer claimed the Drillson.
Corporal Jack ‘EJ’ Euchre claimed the Scorpion and the Meteor.
Corporal Svetlana ‘Ragu’ Ragozina claimed the SRM Carrier.
Corporal James ‘Glaive’ Gundersen claimed the other Vedette.

Analysis:
This was sort of my fault. I honestly thought that the infantry was far enough back to be safe from bombing runs, but it turns out I was wrong. I also found out that infantry, despite having lasers with the reach of large lasers, aren’t allowed to fire on air targets. This is all sorts of stupid, but I can’t fix basic programming things like that, but it is good to know.



The Brotherhood’s expanded technical teams proved their worth, fixing the battle damage within a day. The medics also went to work, dividing the workload and sending the most serious cases to their veteran doctor. Two of the survivors would be forced to retire, having lost limbs in the line of duty, but even those who didn’t lose limbs were grievously hurt, such as Private Lunette Rolland, who had both her legs broken when a tree was shattered by the bombs and fell on her.

Operation Bronze Eyes – Week 2
The coming week was quiet, allowing the wounded to recover. Alex Yi transferred four graduates from the infantry training program to the Special Forces, bringing their active number to 10 and allowing them to operate as a pair of squads for the next week.

Mildred Thomas graduated from the Training Command and joined Persaud, bringing her AeroSpace lance active as well.

Operation Bronze Eyes – Week 3

Despite continued patrols, things remain quiet, the Militia giving the Brotherhood a wide berth after their last encounter.

More infantry recovers, and the Special Forces are above 50% strength again.

For the coming week, the Special Forces are on picket duty. Persaud’s Sparrows are on Air Superiority, and Kobayashi’s Crows are on Ground Support.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on November 27, 2019, 04:24:18 am
I guess the support lasers are mounted in a way that doesn't allow them to fire at the angle needed to target air units.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on November 27, 2019, 10:35:09 am
Yeah, I forget which rulebook it's in (probably Total Warfare), but infantry can't fire at aerospace units unless equipped with designated AA weapons or field guns.

That was quite the demonstration of serious firepower on our end. Those poor infantry scrubs, though.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
Post by: EuchreJack on November 27, 2019, 11:44:54 pm
The Transportation is great, yeah. Where it really matters is long distance contracts, but not having to pay a few million in DropShip and JumpShip fees is always a bonus.

That's a fair point - damage and ammunition both seem to be paid for, but we lost two units, and I did a check, and we were indeed paid the unit's sale price. Too bad we aren't playing Mech (and Vehicle) Wholesaler, it'd make it worthwhile to fix up enemy wrecks before selling them. :P

Well, most battlemechs sell for significantly less than their purchase costs, which makes things run as would be expected.

However, some battlemechs sell for much closer to their purchase cost.  Which means that its rare but possible to purchase a battlemech on the Unit Market for 75% of cost and then immediately sell it for a profit.  But I'm not sure of any reliable way to know if a particular battlemech is actually going to sell close to its purchase value or much much less.

But, Industrialmechs are a whole other story.  They almost always sell for more than their purchase cost.  Since they never show up in the Unit Market, the "official" place to purchase mechs, its probably not an issue.  But its entirely possible to make a living by buying and then selling Industrialmechs from the Purchase Unit menu.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on November 28, 2019, 03:06:52 am
Steiner Scout Operations (https://i.imgur.com/PJKPRJF.gifv)

I found this in the BattleTech reddit, and it seemed appropriate to how I run 'scout' operations.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 03, 2019, 05:17:07 am
Operation Bronze Eyes – Week 4

The infantry picket and the air support missions didn’t pan out, but Lieutenant Persaud pulled through in gaining air superiority, driving off several sorties as her flight used their superior speed and aerospace capabilities to deal with the conventional fighters the militia was operating.

This allowed the Brotherhood to go through with an operation, the Legionnaires offering one of their Union-class DropShips to bring Nova’s Knights to where they could strike a command element of the Militia, two lances of medium and heavy vehicles and ‘Mechs.

The day before the mission was to go off, Hovi’s Hailstorm discovered a group of spies trying to exfiltrate from the Brotherhood’s area of operation. With only a Legionnaire Phoenix Hawk in support, they would need to ward off a heavy lance of ‘Mechs and Vehicles, with air support and a Medium lance moving in as well.

Spoiler: Extraction (Defender) (click to show/hide)

Analysis:
I had missed a rule, but the jump infantry’s attacks were heavily penalized for being understrength. Hopefully more will soon graduate from the training command.

The field guns were fairly effective until they got a pile of SRMs to the face, but that’s always the problem with field guns. The SRM Carrier did a good job hanging back, but eventually its support (the Partisan) was blown up, and it was simply the target with the easiest to hit number.

The next day, Nova’s Knights deployed in the back lines of the militia on a head-hunting mission to kill or capture a battalion commander in his Marauder, supported by two lances of heavy and medium vehicles and a Phoenix Hawk.

Spoiler: Standup (Attacker (click to show/hide)

AAR:
It will be up to the skill of the Techs to see if the Knights will be combat effective the coming week. Both the King Crab and Stalker are crippled by damage, while the Zeus and Pillager are relatively unscathed.

James suffered moderate injuries in the battle, but the rest of the lance is fine.

The Iron Brotherhood claimed the damaged Phoenix Hawk and Marauder, and the salvage from a laser carrier, the Manticore and the Rommel.

11 militia were killed, and 4 more captured. They turned over the pilot of the Marauder to the League for debriefing.

Susanna Nova claimed the Bulldog, a Laser Carrier, the Manticore and the Pike Support Vehicle.
James claimed the Phoenix Hawk.
Jack Euchre claimed the other Laser Carrier and the Marauder.
Svetlana Ragozina claimed the Rommel.



Nova’s Knights were still down for repairs at the end of the week. The damaged Gyro in the King Crab proved too difficult to fix, as did the side torso of the Stalker. Captain Nova pulled her lance off duty and brought in Linda’s Lancers for the coming week.

With Air Superiority, both fighter lances were set to ground support, and the special forces were on Picket duty.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 03, 2019, 12:37:52 pm
Sounds like a tough week for the Brotherhood in terms of losses and repair, but overall it looks like we came out even.
Hopefully those repairs to Nova lance weren't too costly! Though I imagine grabbing the Marauder bits made it sting less.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 03, 2019, 04:00:57 pm
Oof, gyro replacement is never fun.

That Marauder is a 3D, so at least we won't have to worry about ammo explosions whenever the left torso gets hit.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 04, 2019, 02:28:10 am
@Knave:
Once the Marauder is fixed up, it'll go into mothballs as a backup for the Kings. Possibly as a replacement for the Warhammer, in case we lose it. Though I won't switch out unless I have to, as the Warhammer has the Kings' only anti-infantry weapons.

@NickAragua:
Yeah, though I don't have through armor critical turned on, but having the ammo as the only critable location is still scary.

Undirected rant:
If I could overhaul any one thing in Battletech, I'd probably overhaul the crit mechanics. I think its utterly ridiculous with designs like the Marauder that ANY through armor crit to the left torso ALWAYS hits the ammo and converts it to confetti.

My way of handling it would be simple: On a critical, roll 2d8. check off the location hit. If it's empty space, then congrats to the defender, nothing absolutely vital was hit. If you roll the same location again, reroll until you get a fresh location.

This means that you aren't utterly screwed by having free space or inert things like endosteel in a design, and if the system worked like that, I'd be OK with using through armor criticals again.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 05, 2019, 03:11:38 am
Operation Bronze Eyes – Week 5

Kobayashi’s Crows fly in support of Kaine’s Kings this week, while the Sparrows’ air superiority prevents them from taking damage this week.

The Special Forces’ picket fails as they encounter a militia Firestarter. Of the 19 members, only two survived the encounter, and the traumatized survivors are folded into the field guns unit.

Wednesday is the 1st of September. Militia morale remains High, but September brings another wave of reinforcements to aid the assault.

A few surprising designs came up for purchase on the mercenary auction market. Albus passed over purchasing one of a pair of original model Black Knights – while advanced technology, the only examples in the design were an active probe (useless if no one has advanced ECM suites), and the irreplaceable endo-steel chassis.

The Brotherhood did buy a RPR-100b Rapier (https://www.sarna.net/wiki/Rapier), an extremely rare Royal variant of this heavy design. Swift enough to keep up with the Shilones, it joined the Crows as Commander Kobayashi’s fighter.

The next day, Linda’s Lancers drew their first mission, breaking the Militia lines ahead of a Marik assault.

The only problem was that a heavy ‘Mech lance was holding that part of the lines.


After the battle, Albus purchased a GRF-1N Griffin to replace the destroyed model. It was delivered alongside the Rapier, which Ichiro gleefully took possession of.

He got his chance to try it in action a few days later, as Kaine’s Kings dug in to defend a fortress city against an advancing company of militia forces. Centering on a medium lance of Griffins, with support from two lances of light tanks and ‘Mechs.

Unlike Linda’s ill-fated battle a few days previously, the terrain favors the Brotherhood this time, their jump jets and superior mass allowing them to both pick their battles and punish the lighter militia forces if they get too close.

Spoiler: Stand Up (Defender) (click to show/hide)

AAR:
The Grasshopper is only good for salvage, with its center torso, engine and gyro all shredded. The Guillotine and Warhammer both took moderate damage, but no penetrating hits.

Billy Kaine was moderately injured, but in good spirits.

The Brotherhood claimed all the salvage except for one of the Griffins, looking to refill their coffers.

6 of the militia were KIA, and one captured.

Commander Ichiro Kobayashi claimed the Phoenix Hawk as a kill.
Petty Officer Melissa Lyle claimed the Hunter, Panther and Medium Strike Fighter as kills.

Sergeant Matt Fischer claimed the three Griffins and a Vedette AC/2.
Corporal Baira claimed the J. Edgar, Saracen and Meteor Heavy Strike Fighter.



The Marauder, just in mothballs, is quickly reactivated and assigned to Billy. By Sunday, most of the damage is squared away. The Stalker is missing a LRM bin, and the Phoenix Hawk is missing a large laser that none of their salvage has been able to replace yet.

With the Special Forces wiped out, the Swallows fly air superiority, while the Crows fly air support once again.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 05, 2019, 06:13:54 am
Three Griffins :D


Other than that, not the best week for the Brotherhood, let's hope we can do better next week, we can't sustain losses like that, unlike the militia.
Maybe we can bring our lances up to strength soonish.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 05, 2019, 09:37:45 am
Three Griffins :D


Other than that, not the best week for the Brotherhood, let's hope we can do better next week, we can't sustain losses like that, unlike the militia.
Maybe we can bring our lances up to strength soonish.

Yes, I don't mean to destroy all the company's profits by losing expenive mechs. Maybe it's better Billy is no longer piloting a mech with hand actuators  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Burnt Pies on December 06, 2019, 12:48:30 am
Looks like we're taking a beating from this contract. Yikes.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 06, 2019, 03:34:57 am
I'm sure Billy will figure out how to make his offensive comments clear, despite having one of the most inhuman 'Mech designs and only weapon pods to offend people with.

And yeah, this contract has been rough. We're managing to stay above 0 on contract score, but we really need one of our ally 'Mechs to survive a winning mission for a change.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: EuchreJack on December 06, 2019, 03:45:53 am
I always wondered, is there some rule that the player has to fight unwinnable battles, or can the player just deploy all their units, look at the enemy, and go "Nope, we're going home now", then just admit defeat?
...my guess is that the player needs to lose their token number of units in order to be in contract compliance, unfortunately.  Best case scenario would be to rush ahead with the garbage mechs and hope they go down before better mechs take the hits.  Except I'm convinced the pure garbage always survives.


...and I'm reminded of my Shadow Hawk lances on MegaMek.  They were garbage from a BV standpoint, which determined what lanced one would fight.  But by moving them first and counting on them just not dying, they could still ekk out an occasional win, provided they had something weak with guns to back them up, like a tank.  Most battles, you'd lose, be buying a new tank and fixing up the Shadow Hawk.  Still, faction mates appreciated that you were pulling from the tank factory rather than the mek factory, and the battle would help the factories recharge.  A truly noble sacrifice.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 06, 2019, 04:18:25 am
At least with Against the Bot BV is meaningless for enemy lance generation, it all depends on the weight thresholds.

If you don't deploy at all you get -2 contract score and if you deploy and leave -1 for a defeat.
Some missions are harder to justify to leave from, like breakthrough (attacker), as it implies you are behind enemy lines and need to get back to safety.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 06, 2019, 04:05:09 pm
The main problem with AtB comes when you start fighting the clans, at which point the opfor generator will throw binaries and trinaries against your single lance (and let's not even get into fighting vs Comstar or WOB). The advice I give people is to remove units (or stars/Level IIs) randomly until the BV is roughly even (or 1.5/2x in the case of some scenarios).
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 06, 2019, 04:22:21 pm
I reduced difficulty to ultra green, but that isn't a good solution either, as that reduces air support as well, and probably more besides.
But you'll only ever fight a single lance/star/lvlII and possibly their reinforcements.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Mini on December 07, 2019, 08:46:35 am
There's an xml file (MekHQ/data/universe/atbconfig.xml) that can be edited to change opfor generation. It can handle clans, ComStar/WoB, and everyone else separately, but by default it only does the sizes of each group differently, and not the number of groups. Here's how I've edited the number of groups bit, but note that I haven't fought anyone using the updated generation yet so I have no idea how well it actually works.
Code: [Select]
<botForce org="IS">
<weightedTable weightClass="L">
<entry weight="9">M</entry>
<entry weight="7">L</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="5">LL</entry>
<entry weight="5">H</entry>
<entry weight="10">ML</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="3">LLL</entry>
<entry weight="4">MM</entry>
<entry weight="2">A</entry>
<entry weight="3">HL</entry>
<entry weight="4">MLL</entry>
<entry weight="4">HM</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="4">MML</entry>
<entry weight="3">HLL</entry>
<entry weight="2">HH</entry>
<entry weight="2">AL</entry>
<entry weight="4">MMM</entry>
<entry weight="3">HML</entry>
<entry weight="2">AM</entry>
</weightedTable>
</botForce>

<botForce org="CLAN">
<weightedTable weightClass="L">
<entry weight="7">L</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="5">LL</entry>
<entry weight="10">M</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="4">ML</entry>
<entry weight="3">H</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="1">HLL</entry>
<entry weight="4">MM</entry>
<entry weight="3">HM</entry>
<entry weight="2">A</entry>
</weightedTable>
</botForce>

<botForce org="CS">
<weightedTable weightClass="L">
<entry weight="7">L</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="5">LL</entry>
<entry weight="10">M</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="4">ML</entry>
<entry weight="3">H</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="1">HLL</entry>
<entry weight="4">MM</entry>
<entry weight="3">HM</entry>
<entry weight="2">A</entry>
</weightedTable>
</botForce>
I'm not 100% on how exactly this is changed by the difficulty settings, but I think it uses the first ones and discards the later ones at lower difficulties when it's capping them.

It might also be a good idea to change the lance generation as well, since they have a huge amount of variance in how heavy the forces they make are (heavy lances, for example, can be anything from 2 mediums and 2 heavies to 3 heavies and an assault), but then you'll not be getting as much variation in difficulty between missions.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 09, 2019, 03:43:34 am
Operation Bronze Eyes – Week 6

The Sparrows face stiff opposition from the militia forces and take damage from several skirmishes, though nothing bad enough to down one of them. The Crows fly in support of the Legionnaires, halting a militia advance.

A pitched battle is fought between the Legionnaires and the Militia, and the Marik forces break the militia lines. Two mixed companies of militia forces fall back in disarray, and the Iron Brotherhood is tasked with running them down and destroying as many as possible. Nova’s Knights and Linda’s Lancers find the trail and take up pursuit.

Spoiler: Chase (Defender) (click to show/hide)

AAR:
The King Crab and Pillager took light armor damage, while the Phoenix Hawk lost a leg, arm and left torso. As mentioned above, the Dervish is likewise out of the running for a while.

The only notable salvage claimed by the Brotherhood was the remains of the Militia Phoenix Hawk, with a still working Large Laser. The rest was sold as salvage.

The Militia had 15 KIA, and 11 more captured.

Captain Susanna Nova claimed a Scorpion, Packrat, Foot Platoon, Karnov and a rare Hatchetman as kills.
Lieutenant JG Linda Vo claimed a Wasp and a Stinger.
Corporal Jack Euchre claimed a LRM Carrier, AC/2 Carrier, MSF Defender and Drillson hovertank.
Corporal Svetlana Ragozina claimed a Packrat.
Corporal James Gundersen claimed a Scorpion, HSF Meteor and the HALO Squad.
Corporal Gani Leminoke claimed the Phoenix Hawk.
Corporal Jami Sonnborn claimed the Rommel tank.



Sunday was just the next day, but the technical teams worked around the clock, getting the Knights back up and running. Only Linda’s Phoenix Hawk was still down – her new Phoenix Hawk, that is. The captured Militia one was in better condition, so they consigned her original ‘Mech to the scrappers and started working on fixing up the new model.

Operation Bronze Eyes – Week 7-9
Other units were assigned to push the Militia, giving the Iron Brotherhood a chance to recover. By the middle of the first week, all ‘Mechs were once again fully operational.

Friday of the third week marked the 1st of October. Enemy morale was now Normal as the League forces began to push back against the Militia offensive.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 09, 2019, 02:29:00 pm
Just, uh... wipe the seat and the neurohelmet down.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 09, 2019, 04:11:19 pm
Just, uh... wipe the seat and the neurohelmet down.

 :P Gonna need A LOT of air fresheners in that cockpit!

Though I imagine mechwarriors are pretty used to 'inheriting' freshly empty rides during the dark days. Maybe they keep a spare stash of fine leather cockpit chairs in their field camp.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 10, 2019, 02:01:15 am
Well, the pilot punched out, so we needed to replace the cockpit seat anyway, and since Linda punched out, she just used her old neurohelmet with the new ride. That said, any newly repaired 'Mech gets a full cockpit cleaning.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 11, 2019, 03:35:55 am
Operation Bronze Eyes – Week 10

The Iron Brotherhood scrambled to defend a downed Marik Excalibur DropShip, which had the misfortune to land near a militia firebase. The firebase would need to be cleared, but a Militia ‘Mech company was operating in the area, supported by a lance of vehicles. Kaine’s Kings were first on site, with Linda’s Lancers and Kobayashi’s Crows in support.


AAR:
With the Militia driven off, the Excalibur was repaired, and the Brotherhood hitched a ride back to friendly lines with it.

The Guillotine was badly damaged with some penetrating damage, and the Warhammer was moderately damaged – while nothing penetrated, there wasn’t an undamaged location on the ‘Mech.

Baira was moderately hurt after his cockpit was bathed with flamers twice, but the rest of the unit was uninjured.

13 militia were KIA, and 10 captured.

Commander Ichiro Kobayashi claimed the Guardian Fighter.
Lieutenant SG Billy Kaine claimed the Javelin and Griffin.
Lieutenant JG Linda Vo claimed a Firestarter.
Sergeant Matt Fischer claimed a Firestarter and the Ostscout.
Petty Officer Melissa Lyle claimed the motorized heavy infantry.
Corporal Jami Sonnborn claimed a Stinger
Corporal Baira claimed the AC/5 turret and another Stinger.



The next day, Susanna Nova was ambushed by three Militia assault ‘Mechs while moving to the aid of a group of civilians fleeing the fighting.

The poor militia never knew what hit them.


The Iron Brotherhood was well rewarded for their vicious defense of the civilians, receiving access to several parts. One of the civilians turned out to be an AeroSpace pilot who was on leave. He joined the unit out of gratitude for their saving his family, bringing the Crows up to full strength.

Operation Bronze Eyes – Week 11
A quiet week, the mercenaries prepared for another large push to try to get the stalled invasion back on track again.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 11, 2019, 11:54:22 am
I love that basically every contract, our opponents seem to think tangling with Nova is a good idea to hilariously brutal results.

but also:
Quote
Knave is busy beating another Griffin to death while making obscene weapon pod gestures.

Such a good mental image - I'm glad he's figured out the intricacies of the Marauder  8)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Burnt Pies on December 11, 2019, 01:10:23 pm
3 on 1? Good grief, Susanna's ridiculous.

Did she take much damage in that little ambush?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 11, 2019, 04:36:56 pm
No, it was really sort of sad. She headcapped the Zeus on Round 1, taken the leg off the Victor on Round 3 and jumped behind the Stalker on Round 6, dumped it to the ground with a rear alpha strike and double kicked it in the rear torso so it exploded.

She only took light armor damage doing so.

It proves that you shouldn’t mess with Elite pilots, the number of shots landed is night and day.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 11, 2019, 04:38:42 pm
So... free Zeus and Victor?

The Victor's one of my favorite mechs, nothing like combining the sheer firepower of an AC/20 with the ability to get into an enemy unit's rear arc.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 12, 2019, 03:02:59 am
I ended up selling them for salvage. The Victor was the 9A model that drops 3 tons of critically needed armor for anti-infantry weapons. The Zeus was a stock model, but we already have a Zeus.

I have to say I generally don't have good luck with Victors for some reason. Mine always lose their autocannon quickly, and then they have all the firepower of a 25t light 'Mech in what remains.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 13, 2019, 03:36:38 am
Operation Bronze Eyes – Week 12

The Iron Brotherhood takes in a unit of mechanized infantry from another shattered command. They are somewhat surprised when their unit is pulled apart and used to reinforce the Brotherhood’s own infantry platoons.

After the reinforcements, the Field Guns are at full strength, and the Jump Troops are at 29 of 30 men. The Special Forces are only at 9 of 30 and aren’t ready for duty yet.

The week passed uneventfully until Sunday, when the Brotherhood was jolted awake by alarms. The Militia were making a dawn raid into their area of operation. Hovi’s Hailstorm was closest to the raiders and moved to engage, supported by Linda’s Lancers and Kobayashi’s Crows in ground support.

Spoiler: Recon Raid (Defender) (click to show/hide)

AAR:
Damage was heavy to Hovi’s Hailstorm, with both assault tanks crippled and heavy losses to both infantry units.

The Brotherhood had 8 KIA, and 32 critically injured.
The Militia had 6 KIA, and 7 captured.

The Brotherhood keeps a crippled Enforcer as a spare for the Lancers.  By the end of the day, the techs had worked miracles, and most of the battle damage was repaired, leaving the Hailstorm ready to continue their defensive duties the coming week.

For the coming week, the Sparrows are on ground support, and the Crows conduct a daring deep strike on militia command facilities.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 14, 2019, 02:05:20 pm
Gotta admit, I never use infantry or tanks in AtB. Maybe I'm not doing it right, but every time I bring tanks into a battle, they get clobbered. The main exception is artillery that I can keep out of sight (or, even better, off board).

So, props to you for sticking with the tanks.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 14, 2019, 02:50:49 pm
Tanks def seem like glass canons, good for the right purpose, but don't get attached, yanno?

Infantry on the other hand, definitely glad I didn't have Billy try to captain them. Or I think he would be a fine paste several times over by now. :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 16, 2019, 03:40:33 am
BattleTech makes tanks suck to highlight how awesome 'Mechs are. (Or justify why they exist. One of the two.) Keep in mind that I've turned on just about every unofficial option to make Tanks less crap, and they still take huge amounts of critical damage every battle. It'd be even worse if I was playing with stock settings for Tanks.

The one thing I could do for the AI is turn off the 'abandon the vehicle when disabled' - then you'll have tanks that fight to the bitter end, even when rendered immobile targets.

So no, you're doing nothing wrong with tanks. They exist to be clobbered.

And then you have infantry. Who, like the Imperial Guard, mostly exist to highlight how much better any other unit type is. Once we get battle armor, almost all the infantry is going to get converted to battle armor squads, leaving only the field guns as conventional infantry.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 16, 2019, 03:52:59 am
Operation Bronze Eyes – Week 13

The Crow’s strike succeeds, disrupting the militia and killing several senior officers.

Belmiro Larcher graduates from the training command and joins the Lancers, and Mojca MacCurtin graduates as well, joining the Sparrows.

The fallout of the attack ripples through the militia lines, and several units break and fall back in disorder. The Brotherhood is swift to capitalize on this, launching into a pursuit of the militia forces.

On the 29th, Nova’s Knights, Kaine’s Kings and Persuad’s Sparrows brings the militia to battle.

Spoiler: Chase (Defender) (click to show/hide)

AAR:

The Iron Brotherhood took no real damage from the fight, only armor and ammunition needed repairs or replenishment.

17 militia were KIA, another 10 were captured.

Captain Susanna ‘ Starburst’ Nova claimed a Scorpion, Packrat, Stinger, Vedette, Wasp, Valkyrie and MSF Defender.
Lieutenant SG Billy ‘Knave’ Kaine claimed a Hunter, with a fair amount of grumbling about kill-stealing Stalkers.
Sergeant Matt ‘Wind’ Fischer claimed two Strikers, a Darter and the Phoenix Hawk.
Petty Officer Mildred Thomas claimed a Galleon and a Medium Strike Fighter Defender
Corporal Svetlana ‘Ragu’ Ragozina claimed the Commando and the Foot Platoon.
Corporal Baira Meenakshisundaram claimed a Wasp and an Ostscout.
Corporal Jack ‘EJ’ Euchre claimed a Striker, two Vedettes, a Scorpion and the last MSF Defender.



In the aftermath of the battle, Matt Fischer finally achieved Elite status, and a promotion to Master Sergeant.

Svetlana Ragozina achieved Veteran status and was promoted to Sergeant.

Operation Bronze Eyes – Week 14 to Finale

The following week marked the last month of the contract. Militia morale was Very Low, meaning the unit could expect to spend the last month in relative peace and quiet.

The rest of the contract passed in peace and quiet. Before the end of the contract, the unit cashed in its bonus parts with the Marik forces. When they were told they could choose anything, the Marik command should have specified a bit clearer.  He had to use a number of favors to find what the Iron Brotherhood wanted, but in the end he succeeded.

The unit walked away with a Command Console cockpit, two LB-10X autocannons, an Ultra AC/5, and two ER Large Lasers.

With the end of the contract, three of the vehicle gunners retired, having had enough of near-death experiences every time the Hailstorm had gone into battle. Four of the infantry were given a medical retirement, having lost limbs in combat.

The Iron Brotherhood took ship back to Outreach to rest, reorganize, and look for a new contract. They returned 50 million C-Bills richer then they left, the rewards of a hard-fought campaign.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 16, 2019, 06:10:44 am
What a nice way to end the contract.

Which SPA did we get for ranking up?


On the topic of tanks:
On open ground I like to use hovers. They are fast enough that they take few hits and often the AI will go for easier targets. Even with a motive crit or two they usually have the speed to disengage and flee. And thanks to this speed they can often get into the rear arc of enemies.
Most other tanks try to stay at range. I had two manticores savage a clan heavy that hardly moved and ignored them while they were on the edge of their medium range, but that's not how it usually works. Things like demolishers are mostly dead weight in open terrain but can be usefull in confined spaces. But I don't keep a lance around that is only usefull for the odd city fight (that I mostly try to avoid anyway), and switching the crews around every other fight isn't my idea of fun either.

Turning off the option that crews leave their immobilized tanks also removes your ability to abandon your tanks and save your crews, at least it worked that way a couple versions back. I wish there was some kind of threshold where they would abandon their tanks. Ideally that would take some battlefield awareness in account (A regulator that bounced into trees with no enemies close by? Fire those gauss slugs until they come close! A Manticore in the middle of the battle with hardly any armor left? Raise that white flag.). But that is a bit much to ask from the A.I., I doubt even a AAA Mega Mek A.I. would do that.
I hate that the AI occasionally shoots my fleeing tank crews.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 16, 2019, 06:41:11 am
Matt Fischer gained Pain Resistance, which is OK, but not amazing.
Svetlana Ragozina gained All Weather, which is... weird. I play in just about any type of weather, but it only affects piloting rolls, so its useful if she gets knocked over in tornado weather and has to get up again, and that's about it.

Tanks:
I like hovers a lot, but they're really limited in the terrain they can handle. Put them in hilly or forested terrain, and they can't reach 90% of the map and are stuck for the battle. This means the only time I would use a lance of hover tanks is as reinforcements where the map type favors them.

One thing I really like is WiGE vehicles - basically super-heavy VTOLs. Things like the Fensalir (https://www.sarna.net/wiki/Fensalir), which really wants to get right behind your 'Mech and open up with the Heavy Gauss Rifle. Sadly, as far as I know all of them are Jihad/Dark Ages only, so we'll never see them.

I agree that it would be great if the AI didn't take immobilized as automatic eject, but did some calculation for how bad not being able to move really is. The thing is, I think they make that decision based on the unit's general condition, and if they can still flee off the battlefield if need be. Immobilized = automatic Crippled status, and no ability to flee, so they almost always punch out.

On the tank crews being shot at: Under MegaMek options, Advanced Ground Movement tab, you have - (Unofficial) Ejected Pilots flee. If you turn that on, then pilots and crews are automatically removed from the board. You want to use it in combination with random capture in the AtB settings.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 16, 2019, 07:18:41 am
Thanks.
Pain resistance is nothing I would spend XP on but it is ok.

Shouldn't all weather be usefull for melee in bad weather conditions as well?


I kind of like crews and MechWarriors fleeing on their own and most of the time the AI ignores them.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 16, 2019, 08:02:42 am
Well, now that Matt is Elite, he can start saving up to buy special abilities. Are there any in particular you'd want him to focus on first?

That's true, it should make melee attacks better in bad weather, and have less chance of falling down if a kick is missed.

I generally had two things against pilots appearing on the map, first I'd have to move the infantry unit, which consists of moving one hex towards an exit each turn, which is sort of boring. Second, when I first started playing MegaMek and for a long time, the AI had a rabid hardon for slaughtering pilots. You'd see the entire enemy force run over to cluster around and on top of the pilot to all shoot him at the same time.

I never really took advantage of it, but I imagine there would have been a tactical application to a green pilot in a Locust punching out at the right moment to distract the AI.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 16, 2019, 08:45:53 am
A bit like The Most Interesting Bomb In The World (or whatever the name was) in MDK. It was a timed explosive that lured enemies towards it. :D
I sometimes like to use them as initiative sinks.


I have Hopping Jack, right? Then either Jumping Jack or the melee SPAs. In my experience Mechs like the GLT are in melee a lot.

Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 16, 2019, 10:37:40 am
Yeah, I remember the bot used to do some really dumb things like a) dogpile on mechwarriors and b) cluster around disabled vehicles without firing on them. There was also a pretty subtle bug which probably resulted in a lot of dumb behavior, although that's hard to quantify - one of the things the bot does is it gives each unit a "potential movement range" hex, which it uses to determine roughly where a given unit can go. There was an arithmetic error that caused the left half of that hex to get chopped off, so basically, if you were to the right of a bot's units it would underestimate your movement range and do dumb things.

I got rid of most of the low-hanging fruit for really dumb bot behavior a while back, there's one remaining behavior which annoys me to no end - if a bot unit has a "destination edge" or is attempting to move to engage hostile units and is out of range, it may get stuck in a cul-de-sac and then spend the rest of the battle humping a wall. You can get them un-stuck by destroying the obstacle or moving a unit so that they have incentive to come out of said cul-de-sac, but I'd really rather have the bot solve that problem on its own. Of course, the solution requires quite a bit of work, so it's not exactly a low-hanging fruit.

With respect to mechwarriors, as far as the fiction goes (especially during the FedCom civil war), there was a lot of targeting of mechwarriors, so it's not entirely unprecedented. But still pretty inefficient to waste a whole turn emptying out an alpha strike into a single dude. Game-wise, one of the reasons I have mechwarriors on is so that, when my deployed forces start getting beat up, there's at least an extra initiative sink on the board to make up for the combat loss a little.

All Weather is ok, but I wouldn't pay XP for it. I guess Ragu's massacre of a couple of infantry squads (pretty sure the Packrat only carries the two squads) was pretty impressive, huh? :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 17, 2019, 05:37:03 am
Operation Bronze Eyes – Retrospective

The unit arrived at Outreach in the beginning of December and worked on making good their losses among the infantry command the retiring tank crew members.

While the unit enjoyed some well-deserved R&R, the techs and Susanna worked on a special project. The Pillager was a well-designed BattleMech, but the designers had been overly cautious with its construction. It boasted too much gauss rifle ammunition for most battles, and it was cooled to the extent that it could jump and fire its entire weapons array, while suffering engine shield damage and never feel a flicker of heat.

By removing two tons of Gauss Rifle ammunition storage from the legs and an extra double heat sink, they freed up three tons of weight, allowing the cockpit to be replaced with an extended command console equipped version. This would allow Albus to go into battle with the unit and put his tactical genius to direct battlefield use, coordinating the unit while Susanna commanded her lance and dealt with anything that wandered into the range of her Gauss Rifles.  The larger cockpit did necessitate moving the head-mounted medium laser to the laser cluster in the left arm.

The reason for this is to both to play with the command console, and to help Albus gain XP. I had thought that having the commander as an administrator would lead to plenty of XP for gaining leadership skills, but the last few development builds have all had a bug where the maximum number of acquisitions per day setting has been broken, so the elite administrator finds everything and Albus rarely ever gets a chance to gain XP that way. Sitting back while Susanna kills everything should allow Albus to earn that sweet, sweet XP.



The Iron Vanguard
Captain Susanna Nova reported that the ‘Mech company retained full strength and had two backup ‘Mechs in mothballs for the Knights and the Lancers. A mobile heavy ‘Mech should be found as a replacement for the Kings.  All ‘Mech pilots were now assigned to their permanent homes.

The unit’s average skill level is Regular, edging towards Veteran. In the previous campaign, Matt Fischer became Elite, and Svetlana Ragozina became Veteran. Susanna anticipated that Billy Kaine would become Elite shortly, and that Linda Vo and Jack Euchre were close to Veteran status.

She was keeping an eye on two MechWarrior candidates. Sergeant Jamilyn MacNidder of the Behemoth tank of Hovi’s Hailstorm had shown natural gunnery aptitude after her combat experience in the previous campaign, and the newly recruited Corporal Jon Holland of the Special Forces also possessed Green Mech Gunnery skills and natural gunnery aptitude, but no piloting experience.

Their tech support is adequate, with two veteran ‘Mech techs, five regular and one green. They can maintain two custom designs, with one slot currently open.

The Iron Shield
Captain Seija Hovi reports that Hovi’s Hailstorm is at 99% of full strength. The Jump Infantry are missing only two more trained soldiers to be fully operational.  This despite the heavy losses the two platoons of infantry took in the previous battle were good news.

The unit’s average skill level is Regular, trending towards Veteran. There are some training opportunities for the Schreck and one member of the Jump Infantry.

Their tech support is excellent, with two veteran mechanics and six regular mechanics.

The Iron Wings
Commander Ichiro Kobayashi reported that the Iron Wings are at 100% of their full strength. The 3-member flights had performed brilliantly in the previous campaign, and the unit would continue using that formation.

The unit’s average skill level is Regular, and it would be some time before anyone graduated to Elite or Veteran status.

Their technical support is excellent, with two veteran aero techs, two regular and a green.

The Iron Shadows
Newly minted Captain Alex Yi reported that the Iron Shadows are currently at 75% of full strength. While the two infantry platoons of the Special Forces are at full strength, they’ve not been able to secure any further artillery. They have been busy finding gunners in anticipation of more artillery, but without hardware, they weren’t doing much.

Administration
Major Albus Kincaide reported that the administration of the unit was complete, with an average skill level of Veteran.

Financial
The unit has no debts, and 73.3M C-Bills in the bank.

Expansion
Beyond filling out the artillery batteries, there are no plans to expand the unit beyond its current configuration.

Future Plans
The following plans were put in place:

1.   Seek more qualified ‘Mech techs
2.   Seek out more mobile artillery to complete the artillery battery.
3.   Find an additional backup ‘Mech for Kaine’s Kings
4.   Keep an eye on the MechWarrior candidates and induct them into training when possible.
5.   Continue to gather funds to purchase a transport for most of the unit’s assets.

Albus also announced that they had two offers extended to them by the Federated Commonwealth. Functionally identical, one asked them to aid an assault on the planet Kasdach in the Capellan Confederation, the other an assault on the planet Ramsau in the Free Rasalhague Republic. The Confederation PDF was green rated, while Ramsau was defended by the veteran rated 1st Ramsau Irregulars.

After some debate, they took the contract against the Capellans. Their task was to support the Green-ranked 1st Chisholm Raiders, who were attempting to work up some desperately needed combat experience.

(https://i.imgur.com/2XY51Ha.png)

En route to Kasdach, a news article catches Albus’ eye.

(https://i.imgur.com/vxw5YvW.png)

En route, the unit managed to convince two of the Chisholm Raiders’ techs to retire from active military service and join the unit, earning them an elite-ranked ‘Mech tech and a Veteran-ranked AeroSpace tech.

Two days out from the planet, they caught up on another piece of news.

(https://i.imgur.com/UOk998a.png)

On the 17th of May, the Iron Brotherhood reached Kasdach and began operations.

(https://i.imgur.com/T7BfGvP.png)



The game will be on hiatus through the holidays, and will start again in January.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 17, 2019, 08:49:52 am
I haven't seen the news for several versions, which option is that?
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: NickAragua on December 17, 2019, 09:43:18 am
The news is always around, it's just that it's pretty sparse until you get to the clan invasion/civil war era.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Knave on December 17, 2019, 10:09:35 am
Was also surprised about the news. It's a nice touch, but I guess I miss it because I often play well before the Clan Invasion.

Lots of money in the bank and more to come from this mission I'd gather. Reckon we're not too far off from starting our first dropship search?

Hanzoku - you've run a great Let's Play - Super detailed and fun. :)

Happy holidays to the Iron Brotherhood!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on December 17, 2019, 10:20:27 am
It's also really easy to miss if you're just clicking 'next day' through the transport sequence to the next planet. As Nick says, we'll start seeing more news pop up, especially as the Clan Invasion starts getting into gear.

We're about 20% of the way to a DropShip, but those things are really expensive to purchase.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 17, 2019, 10:24:30 am
I played through all of the Jihad without a single popup.  :-\
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Mini on December 17, 2019, 01:00:59 pm
News appears in the sidebar along with everything else that happens outside of battles and only pops up if you press a button for that specific news report, so (combined with how sparse they are) it's very easy to miss them.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Rince Wind on December 18, 2019, 06:34:51 am
The thing is that I used to get them. I don't usually advance more than one day and I know what they look like from before.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Mini on December 18, 2019, 04:28:59 pm
Check MekHQ/data/universe/news.xml and make sure it's both there and hasn't otherwise been broken by something (mine is 102KB, for reference) I guess.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
Post by: Hanzoku on January 02, 2020, 04:33:59 am
Operation Eclipse – Week 1

The initial landing went smoothly, and the Iron Brotherhood had a few days to get set up and plan their next moves. An early target was identified – a militia company operating in the area. Albus devised a simple operation to remove the threat before they could discover the location of the Brotherhood’s base on planet.

Using the Knights, Kings and Lancers to close in on the militia from three directions, he herded them into the waiting guns of Hovi’s Hailstorm.  The operation succeeded, though once Lance managed to slip out of the encircling net, but the other two were trapped.

As the net closed in on them, the remaining two lances frantically tried to fight their way past the entrenched Hailstorm, with the Kings closing in rapidly from behind, supported from the air by the Crows.

Once they realized the threat their companions were facing, the remaining PDF lance raced to rescue their companions.


AAR:
The Iron Brotherhood struck hard in their first engagement, wiping out the militia company entirely for the loss of the Behemoth, and heavy damage to the Manticore and Devastator.

They lost two KIA, three seriously wounded and two lightly wounded in the fighting and salvaged the Grasshopper as the reserve ‘Mech for Kaine’s Kings.

The PDF suffered 7 KIA and 2 captured.

Captain Seija Hovi of the Devastator claimed the Warhammer as a kill.
Commander Ichiro Kobayashi claimed the Grasshopper and Vedette as kills.
Lieutenant JG Basuki Burtick of the Manticore claimed the Saracen and Scimitar hover tanks as kills.
Liutenant JG Mikko Kimmonen claimed the Peregrine Attack VTOL and a Crane Medium Strike Fighter as kills.
Lieutenant JG Aldona Barycz of the Jump Infantry claimed the STK-4P Stalker as a kill.
Master Sergeant Matt Fischer claimed the Stinger.
Corporal Baira claimed the Boeing Jump Bomber and the other Crane.
Petty Officer Howard Serrano claimed the Ostroc.
Petty Officer Melissa Lyle claimed the Locust.



Operation Eclipse – Week 2

Repairs were complete by Monday of the next week. The unit also arranged an exchange with the Raiders, letting Corporal Gani Leminoke join the FedCom unit with his Dervish, and gaining the Veteran-skilled Nourreddine O’Mullery with his identical Dervish in exchange.

Privately, Major Kincaide warned the Colonel of the Raiders about Gani’s likely origins, but his concerns were dismissed.

Thursday was the first of June, and PDF morale remained Normal.

The unit purchased a Partisan Heavy Tank as a partial replacement for the scrapped Behemoth, and then Ichiro noticed an unknown listing for an auction for an Ironsides. A IRN-SD1b Ironsides (https://www.sarna.net/wiki/Ironsides) to be exact, the uncommon Royal version of the design. With the funds on hand to purchase it, it was no surprise that the Iron Brotherhood picked up a second Royal AeroSpace fighter. Petty Officer Howard Serrano was assigned as its pilot, and the unit's Shilone was sold off to cover a portion of the Ironsides' cost.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 02, 2020, 01:10:57 pm
Heh, partial replacement is right, they don't really fill the same role at all.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 02, 2020, 01:39:39 pm
Another good start to a campaign!

Nice find on the Ironsides. Don't make em like they used to that's for sure.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 02, 2020, 03:27:55 pm
I agree the Partisan isn’t a great replacement, but there were no other assault tanks and the heavies were lackluster. The RNG gods that keep dropping Royal fighters on us haven’t seen fit to provide an Alacorn yet.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 02, 2020, 04:10:45 pm
Well, we already have a Manticore, which is one of the best heavy tanks imo.
I have so many mothballed Alacorns, I could send you one.  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 03, 2020, 02:56:30 am
I'd reequip the Hailstorm with four if I could. Nothing like sitting at maximum range and pumping 45 points of damage downrange each and every turn without a care in the world for return fire unless the enemy also has gauss rifles.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 03, 2020, 05:14:23 am
And then you get a 10x20 map. :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 03, 2020, 06:19:16 am
That's the advantage of assault vehicles, most enemies can't just kill them in one round, and you're still doing 45 damage per vehicle, which is a lot more then most light and medium 'Mechs can handle for very long. And since they only count for half their weight when determining enemy composition, they'll tend to face lights and mediums.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 03, 2020, 11:05:17 am
I'm rather fond of mixed lances, with some garbage light-medium mechs paired off with a couple heavy-assault vehicles.  Maybe not best for the swarms that Against the Bot likes to cook up, but its cost effective.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 06, 2020, 04:11:05 am
Operation Eclipse – Week 3

After the last week of respite, the unit was called into action. Kobayashi’s Crows performed numerous ground strikes to support the Raiders, supported by the Sparrows as air support. On their last run, the Sparrows were engaged by multiple squadrons of conventional fighters, and while they managed to escape the battle, all three fighters took damage, with the Sabre taking a penetrating hit to the left wing. Despite that, they all managed to make it home.

On Wednesday, Kaine’s Kings were called on to defend a grounded Leopard CV that was being used as a forward airbase. The Capellan PDF had managed to discover its location and had dispatched a light company to attempt to take it out to hamper the invader’s air support.

Spoiler: Stand Up (Defender) (click to show/hide)

Two days later, on Friday, Nova takes her Knights into battle to push back the militia, engaging a mixed company of light and medium vehicles and ‘Mechs supported by infantry.

Spoiler: Stand Up (Attacker) (click to show/hide)

AAR:
The King Crab suffered moderate armor damage, and the Zeus had light damage.  No noteworthy salvage was taken, and 16 militia were captured while 3 were killed.

Susanna claimed a Hunchback and a Firestarter.
James claimed the Maxim, the Vindicator and the other Firestarter.
Svetlana claimed the other Hunchback and the Clint.
Jack claimed the Phoenix Hawk.

I reverted the Pillager back to its stock configuration and completed it with GM fiat. It turns out that if Albus is there, he takes over ‘command’ of the unit, and his special abilities (or lack thereof) take over. Susanna is far more effective in combat, and that’s the way things should be, so the command console experiment is over – it’s good for story purposes, but bad for actual gameplay. Maybe it’d be useful where you have an elite pilot with a lot of specials who takes crippling injuries and you don’t want to retire them.



Operation Eclipse – Week 4

Once again, a frantic week is followed by a week of recovery, and the unit uses it to get the Guillotine back in fighting trim.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 06, 2020, 05:19:44 pm
I kind of like the Clint, actually, but it doesn't really cut the mustard against an 80-ton assault mech.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 07, 2020, 02:29:50 am
The Clint is a good cavalry design for a 40t medium 'Mech. It has almost the same damage profile as the Wolfhound, but is more heat efficient due to its autocannon, and more mobile due to its jump jets.

They just don't do well when a Zeus runs around behind it and shoots it in the autocannon ammo with its own autocannon, large and medium lasers.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 07, 2020, 08:54:23 am
They just don't do well when a Zeus runs around behind it and shoots it in the autocannon ammo with its own autocannon, large and medium lasers.

Ha ha ha, probably not many mechs do well against a back shot to the ammo storage :D
It'll be a sad day when the enemy starts fielding more CASE protected ammo bins :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 07, 2020, 10:38:38 am
It'll be a sad day when the enemy starts fielding more CASE protected ammo bins :P

One of the best scenarios is an enemy mech with CASE in one of the side torsos + XL Engine. Then, when the ammo goes boom, the mech is still out of the game with an engine kill, but can be recovered after the battle and put back together with "minimal" effort.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 08, 2020, 02:12:12 am
Yeah, I'm sort of looking forward to that. Not so much to those Clan pukes who will lose their side torso and run back off the board, taking that delicious Clan salvage with them.

Stupid Clan-tech superiority.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 08, 2020, 02:15:08 am
Operation Eclipse – Week 5

The PDF launched an offensive against the invaders, and as part of that offensive, they needed to remove the Raider’s heaviest assets. A full battalion moved to engage and destroy Nova’s Knights, with some of the militia’s heaviest ‘Mechs holding the line to prevent them from breaking out.

However, Kincaide had a trap of his own to spring, and the militia’s assault lance faced not only the Knights, but also the Kings and Crows. Meanwhile, the Lancers and the Hailstorm were hitting the militia forces alongside the FedCom Raiders, preventing the militia from closing the jaws of their trap on the Knights in time.

Victory was simple enough – the Knights simply had to break through. But total victory would be sweeter, with two Awesomes on the field.

Spoiler: Breakthrough (click to show/hide)

AAR:
The countered ambush was quite successful for the Iron Brotherhood, with the Shilone crippled by engine damage, but otherwise with no real damage.

The Brotherhood claimed the Awesome as salvage, with an eye towards assigning Baira to use it. As a PPC specialist, the Awesome is tailor made for his skills.

The militia had 18 KIA and 6 more captured by the Brotherhood.

Captain Susanna Nova claimed the Warhammer and Victor.
Lieutenant SG Billy Kaine claimed the LSF Angel and MSF Crane as kills.
Commander Ichiro Kobayashi claimed an Awesome.
Sergeant Svetlana Ragozina claimed the other Awesome.
Corporal James Gundersen claimed the Hetzer.



In the aftermath of the battle, Billy Kaine gained his Elite status, picking up the Dodge skill. The Awesome was fixed and Baira was assigned to pilot it, transferring to the Knights. Svetlana Ragozina was transferred with her Zeus to the Kings, complementing their skill as a largely Elite and Veteran lance.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 08, 2020, 09:18:38 am
Awesome!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 08, 2020, 12:28:54 pm
Awesome!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 08, 2020, 12:50:39 pm
Two Awesomes seems appropriate.

I just wanted to mention that I love the Stalker, which I'm delighted to have been assigned to pilot.  It's a true workhorse Assault Mech.
“It's not flashy. It's not the cutting edge. It just keeps coming.”
-From Triad Technologies marketing campaign

My kind of mech!

I also like this bit, from Sarna:
"Indeed a favorite tactic developed by Stalker pilots was to lie in wait inside a building until an enemy 'Mech passed by, then crash through the wall and emerge onto the street behind them."
So its basically the Kool-Aid man of the Battlemech world.  Oh yeah!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 08, 2020, 02:13:24 pm
Add another Awesome for me!

Happy to be part of the Elite club. 'Dodge' is.. not the worst trait!  :P

I remember really liking the Stalker from a young age, because it featured prominently on the 'Crescent Hawk's Revenge' box art. Which as a young kid, I really sucked at, but was really cool watching other people play.

Spoiler (click to show/hide)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 08, 2020, 02:16:11 pm
It could be worse. It’s nice to have for when you get melee’s from behind or above and can’t respond. Besides, now that you’re elite you can start building XP for buying special skills like Sniper (60XP)

@EuchreJack: I love the Stalker as well, and your character is doing amazing things with it. It’s a shame the official upgrades are so lackluster - no CASE, or no double heatsinks or putting in a fucking Narc beacon (I can rant about its implementation if it’d amuse anyone). Once we get the good stuff, it’ll go under the knife welding torch for a custom build.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 08, 2020, 04:08:09 pm
While it sadly lacks SRMs the royal Stalker is a very good Mech. And when playing with quirks it can either shoot its full long range complement or all of its lasers.
But other than that ... nothing decent. The 8S isn't really a Stalker anymore.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 08, 2020, 09:44:43 pm
I was looking at the Stalker upgrades and their lack of quality, especially versus other machines.

My conclusion is that the Stalker is just among the best of the Succession War eras.  Once the technological base moves past that, the basic design principles for which it excels start to shatter.  Note that the Clans don't have an upgraded version of the Stalker.  They took some with them, but none have been upgraded.

It would be interesting to see if an upgrade with all that advanced tech could prove me wrong.
(or maybe it was designed in the 90's with the Kool-Aid gimmick and lots of love by the writers at that time, but then the guys taking over in the next decades didn't get the joke and decided to cripple the slow-and-heavy mech since it looked like a penis and they were sick of those jokes)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 09, 2020, 02:59:57 am
You can do some good stuff with the Stalker.

Code: [Select]
Stalker STK-4N-II
Base Tech Level: Standard (IS)
Level Era
Experimental -
Advanced -
Standard 3137+
Tech Rating: E/X-X-X-D 

Weight: 85 tons
BV: 1,891
Cost: 21,094,008 C-bills

Movement: 4/6
Engine: 340 XL
Double Heat Sinks: 16 [32]
Gyro: Standard Gyro 
Internal: 130
Armor: 216/263

Internal Armor
Head
3 9
Center Torso
27 34
Center Torso (rear)
11
Right Torso
18 23
Right Torso (rear)
7
Left Torso
18 23
Left Torso (rear)
7
Right Arm
14 22
Left Arm
14 22
Right Leg
18 29
Left Leg
18 29

Weapons
Loc Heat
Plasma Rifle
LT 10
Plasma Rifle
RT 10
ER Medium Laser
LA 5
ER Medium Laser
LA 5
ER Medium Laser
RA 5
ER Medium Laser
RA 5
MML 9
LA 5
MML 9
RA 5

Ammo
Loc Shots
MML 9 LRM Ammo
LT 13
MML 9 LRM Ammo
RT 13
MML 9 SRM Ammo
RT 11
MML 9 SRM Ammo
LT 11
Plasma Rifle Ammo
LT 10
Plasma Rifle Ammo
RT 10

Equipment Loc
ECM Suite (Guardian) CT
CASE LT
CASE RT

It's not fully optimized yet. I can strip two heat sinks, the ECM and half a ton of armor out to free up the space and tonnage for a targeting computer. Using the Battle Computer quirk, it can fire either its plasma rifles and MMLs at a run, or its ER medium lasers and MMLs at a run without feeling a flicker of heat. It's also sped up to 4/6, a common upgrade once XL engines are a thing.

Code: [Select]
Stalker II-C
Base Tech Level: Standard (Clan)
Level Era
Experimental -
Advanced 3137+
Standard -
Tech Rating: F/X-X-X-E 

Weight: 85 tons
BV: 3,249
Cost: 23,650,708 C-bills

Movement: 4/6
Engine: 340 XL
Double Heat Sinks: 15 [30]
Cockpit: Small Cockpit
Gyro: Standard Gyro 
Internal: 130 (Endo-Steel)
Armor: 263/263 (Ferro-Fibrous)

Internal Armor
Head
3 9
Center Torso
27 41
Center Torso (rear)
13
Right Torso
18 27
Right Torso (rear)
9
Left Torso
18 27
Left Torso (rear)
9
Right Arm
14 28
Left Arm
14 28
Right Leg
18 36
Left Leg
18 36

Weapons
Loc Heat
ER Large Laser
LT 12
ER Large Laser
RT 12
Medium Pulse Laser
LA 4
Medium Pulse Laser
LA 4
Medium Pulse Laser
RA 4
Medium Pulse Laser
RA 4
Improved ATM 12
LA 8
Improved ATM 12
RA 8

Ammo
Loc Shots
Standard iATM/12 Ammo
LT 5
Standard iATM/12 Ammo
LT 5
Standard iATM/12 Ammo
RT 5
Standard iATM/12 Ammo
RT 5
High-Explosive iATM/12 Ammo
LT 5
High-Explosive iATM/12 Ammo
RT 5
Extended-Range iATM/12 Ammo
LT 5
Extended-Range iATM/12 Ammo
RT 5
 
Equipment Loc
Targeting Computer [Clan] RT

As usual for the Clans, they tend to miss the point a bit and run hot. That said, the Stalker II-C can pound out 24 iATM missiles and two large lasers at range for a heat deficient of 6 per turn, so it needs to switch off between two ER LLasers and one each turn. Up close, it can use 4 medium pulse lasers and 24 iATMs of HE bullshittery with no heat issues, adding in an ER LLaser for more damage at the cost of heat buildup.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 09, 2020, 08:49:13 am
I was looking at the Stalker upgrades and their lack of quality, especially versus other machines.

My conclusion is that the Stalker is just among the best of the Succession War eras.  Once the technological base moves past that, the basic design principles for which it excels start to shatter.  Note that the Clans don't have an upgraded version of the Stalker.  They took some with them, but none have been upgraded.

It would be interesting to see if an upgrade with all that advanced tech could prove me wrong.
(or maybe it was designed in the 90's with the Kool-Aid gimmick and lots of love by the writers at that time, but then the guys taking over in the next decades didn't get the joke and decided to cripple the slow-and-heavy mech since it looked like a penis and they were sick of those jokes)

There is a Stalker II. While it has an absurd amount of armor (something along the lines of 27t of hardened armor) it has a meagre 2 ELRM 10 for ranged combat and 8 medium Lasers for close combat. It only has the basic 10 DHS, so a good old HBK 4P will have more (consistent) Damage up close (unless it still as the Battle Computer perk), and the hardened armor slows it down to 3/4. Also some other stuff like a torso mounted Cockpit, iirc. U

They kinda got the "it just keeps on coming" aspect, but they completly missed the point that the Stalker starts with ok damage at range and the closer you come the more it can bring to bear. Not a fan of the ELRMs with their weight and their huge minimum range.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 09, 2020, 09:24:25 am
ELRMs are meant to be an inbetween step between IS LRMs and Clan LRMs. That said, they're a crappy tradeoff, since they weight an extra ton and take two extra crits for the 'amazing' halving of the minimum range from 6 to 3. Because if that's one thing your LRM heavy 'Mech needs, it's to stand closer while firing its LRMs.

Instead of, you know, just sticking clan LRMs on the 'Mech so you can fire more LRMs for less weight.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 09, 2020, 04:14:23 pm
Extended LRMs have more range and a higher minimum range of 10:
https://www.sarna.net/wiki/Extended_LRM-10
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 09, 2020, 04:48:36 pm
Battletech has gotten confusing with the
Enhanced LRM being better at close range https://www.sarna.net/wiki/Enhanced_LRM (https://www.sarna.net/wiki/Enhanced_LRM) and the
Extended LRM havign more range and higher minimum range.

...they're not the only weapon systems which have gotten confusing in the proliferation of Advanced Tech.

Extended LRM actually fits in well with the intent of the Stalker, whereas Enhanced LRM increases the issues with overheating.  However, most battles are probably fought too close for Extended LRM to see much use.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 10, 2020, 02:08:19 am
Ah, sorry for the confusion from my end. When I typed ELRM 10 into Sarna's search engine, it brought me to the wrong version for that abbreviation.

I think the Stalker II would have benefitted more from MMLs instead of Extended LRMs - they're built as close range brawlers, and being able to swap over from LRMs to SRMs to support their bundles of medium lasers would have been smarter, I think.

Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 10, 2020, 03:11:52 am
Operation Eclipse – Week 6

A morale-boosting press release was delivered to the Raiders, who passed it on to the Iron Brotherhood.

(https://i.imgur.com/rGWyg6D.jpg)

James Gundersen was interested in the design, which promised to be a direct fire standoff ‘Mech, but Albus wasn’t holding his breath that they would see any of a brand-new model on the open market anytime soon.

Despite the pounding they took the previous week, the PDF wasn’t letting up their counterattack. They once again attempted to close a trap around the Iron Brotherhood, this time targeting Kaine’s Kings.  With the Knights mustering for a counter offensive to the east, and the Hailstorm and Lancers likewise heavily occupied, this time there were no turning the trap back on the Liao forces.

One spot of good news was that Persaud’s Sparrows would be flying support, countering the militia air support. The Crows also attempted to come to the Kings’ aid but were forced back after being ambushed by a group of Partisans and Riflemen.


AAR:
The brutal fighting was hard on the Brotherhood, losing a Sparrowhawk and the Zeus, and heavy damage to the Marauder and Ostroc. They couldn’t even claim salvage as a battalion of enemy forces flooded through the area in pursuit.

That said, the Iron Brotherhood savaged the Liao defenders, and they paid a high price for their success in this battle.

Lieutenant SG Billy Kaine claimed the Predator Tank Destroyer.
Master Sergeant Matt Fischer claimed the MechBuster, a Plainsman, a Saracen and a Vedette.
Sergeant Svetlana Ragozina claimed the Guardian B, Zhukov, Hunter Light Support Tank and a Hetzer.
Corporal Noelle Al Gahary claimed a Hetzer AC/10, a Flamer Turret, and a Saladin.
Petty Officer Mocja MacCurtin claimed the Field Gunners and the Drillson.
Petty Officer Mildred Thomas claimed a Jump Platoon and the LRM/5 Turret.



Before the Knight’s counterattack kicked off, the month ended. The PDF’s morale was now marked as Low – despite their success at the end of the month, the battering the Iron Brotherhood has given them has taken its toll.

The Brotherhood reactivated the Grasshopper for Svetlana, picked up a replacement Sparrowhawk on the black market and another Thumper on the open market.

On Sunday, the counteroffensive kicked off. Lead by Nova’s Knights, the Raiders crashed through the militia lines.


Operation Eclipse – Week 7
Nothing of note happened this week. While the Raiders continued to push back the PDF, the Iron Brotherhood wasn’t called upon.

Jack Euchre was promoted to Sergeant, having attained Veteran-ranked gunnery skills. He also picked up the special ability Cluster Hitter, making him more deadly with his Stalker’s missile arrays.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 10, 2020, 02:28:55 pm
Quote
The PDF combines their fire on Knave’s Marauder, but despite losing a weapons pod, his furiously obscene gestures continue unabated.

Glad I was able to stay on brand.  ;D

Sounds like a very tough fight, glad we were all able to make it out alive! Glad that the morale drop will mean lots of time to recuperate from damage & losses.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 10, 2020, 04:29:37 pm
Collarbones aren't even that important anyway.
Right?


I hadn't heard about the Enhanced LRMs before. Maybe the others should have been ER-LRMs to at least try and keep it consistent.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 10, 2020, 08:20:35 pm
I uh, kind of like the Grasshopper better anyway.

Still, sorry about making that battle quite unprofitable.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 11, 2020, 03:33:50 pm
Collarbones aren't even that important anyway.
Right?

Not really, they're actually among the most common bones broken.
But they hurt like hell until they heal.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 14, 2020, 02:16:56 am
@NickAragua: I'm glad you like the Grasshopper!

Shame what happened to it.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 14, 2020, 02:18:13 am
Operation Eclipse – Week 7

With the Sparrows flying cover, the Crows made strikes against PDF command elements, succeeding in taking out several command and control facilities.

As the militia fall back in the face of the counterattack, the Kings were tasked with breaking through the enemy lines. Two lances of medium armor were facing them, supported by a flight of conventional fighters.


AAR:
The Grasshopper was a total write-off, and the Ostroc had moderate armor damage. Svetlana luckily suffered no lasting injuries from her sudden ejection.

The unit killed 24 militia and captured 15 more as their blitzkrieg broke through the PDF’s lines.

Lieutenant SG Billy Kaine claimed the Saladin, Condor and a Vedette.
Master Sergeant Matt Fischer claimed both Hetzers, the other Vedette, the HSF Meteor, and a Striker.
Sergeant Svetlana Ragozina claimed the Maxim
Corporal Noelle Al Gahary claimed the Foot Platoon.



The unit purchased a ARC-2S Archer from the Raiders, and Kincaide advised Svetlana that ‘Mechs were a bit too expensive to replace every battle.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 14, 2020, 05:37:45 am
Maybe Svetlana should get an energy boat. :D

The 2S ist the best of the 3025 Archers in my opinion. The LRM15s to pound at range, and anythung that closes has to content with the MLs and SRMs. I still use a modified version of it in 3080 (case, ferro, DHS and all lasers to the front. and because a had half a ton an ER-Small in the head).
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 14, 2020, 11:13:41 am
Get that woman a point of edge, stat!
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 14, 2020, 11:29:18 am
Funny how Sarna picks up on the same problem with the Grasshopper as I do:
"The large laser's firepower is augmented at long range by a Conan/S LRM-5 launcher mounted in the head and fed by one ton of ammo in the right torso. Too small to be a potent weapon in its own right, most Grasshopper pilots simply use the launcher to soften up a target before they can bring their laser weapons to bear, and on extended campaigns will forgo replenishing their ammunition. This not only lets other 'Mechs make better use of diminishing missile stockpiles, but also removes the potential of an internal ammunition explosion.[10][4]"

...yes, the LRM-5 does suck for just those reasons.  Second worst weapons system, right behind the Machine Gun.  Standard tactic for using a LRM-5 is to shoot with it every single turn regardless of hit probabilities, heat permitting.  It still won't be out of ammo when its bins blow up.  Best weapon for special munitions, though.  Frag missiles to clear up forests is kinda fun, and wrecks infantry to boot.

Reading through profiles again has me asking a question:
Why isn't Albus piloting a Tank?  We could at least get him a tiny command car (https://www.sarna.net/wiki/Darter), and he could lead from the frontish... :P
...perhaps a slightly safer option: he could set out in the heavy infantry and graduate to battle armor when it becomes a thing.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 14, 2020, 12:06:20 pm
Quote
Why isn't Albus piloting a Tank?  We could at least get him a tiny command car, and he could lead from the frontish... :P

Albus 'Blue Blood' Kincaide
b:3019 - d:3048 (The first mission he rides in a command car)

Knowing this AI they would b-line an areospace fighter to delete his poor command car off the map the first time he was riding along with Nova  :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 14, 2020, 01:34:42 pm
To answer that, despite bucking his family on a lot of things, Albus unconsciously retains the belief that being a MechWarrior or AeroSpace pilot is the only possible military profession for a noble. That said, he might indeed train for BattleArmor once they’re a thing - they’re like small ‘Mechs after all, especially once Assault armor is a thing.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 16, 2020, 02:29:30 am
Operation Eclipse – Week 8

The PDF’s leadership scattered and decentralized as the Crows continued their string of strikes into this second week. The air superiority achieved by the Sparrows the previous week prevented the militia from responding effectively to the Crows’ continued attacks.

The militia managed to reorganize their lines and held firm for most of the week. On Saturday, the Raiders asked the Iron Brotherhood to break their lines once more, a task that Nova’s Knights took up with enthusiasm.

Barring their way was a mixed lance of heavy and assault vehicles and ‘Mechs, supported by a lance of Vedettes and some air cover. The Knights would receive air support from the Sparrows.


AAR:
The Awesome took heavy damage with the loss of a few heatsinks, and the King Crab took moderate armor damage.

The unit took the Awesome as salvage but sold on the remains to cover recent costs. They captured 6 militia and confirmed 9 more as KIA.

Captain Susanna Nova claimed the Awesome, Crusader and HSF Meteor as kills.
Lieutenant JG Levane Persaud claimed the Demolisher
Sergeant Jack Euchre claimed two Vedettes.
Corporal James Gundersen claimed a Vedette
Corporal Baira claimed the last Vedette and the Rhino.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 20, 2020, 01:58:46 am
Operation Eclipse – Week 9

Crumbling under the FedCom’s relentless offense, the PDF lines collapse completely at the beginning of the week. The Kings are sent out to engage a reinforced company of mixed units falling back, supported by the Crows.

Spoiler: Chase (Defender) (click to show/hide)

AAR:
While the Kings were undamaged, the Crows were another matter. On investigation, the Rapier was determined to be repairable, but it would need long weeks of reconditioning to be flight capable. The Ironsides likewise took serious damage, as did the Shilone.

Despite this, no one in the Brotherhood took injuries, which was something to celebrate.

No notable salvage was taken, though from the PDF forces, 7 were captured and 19 were confirmed KIA.

Lieutenant SG Billy Kaine claimed the Phoenix Hawk and Stinger.
Commander Ichiro Kobayashi claimed the Wasp.
Master Sergeant Matt Fischer claimed the Vindicator, two Vedettes and the Striker.
Sergeant Svetlana Ragozina claimed the MSF Crane.
Petty Officer Howard Serrano claimed the Maxim and its Foot Platoon.
Petty Officer Melissa Lyle claimed the Locust and the MSF Guardian
Corporal Noelle Al Gahary claimed the Scorpion.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 20, 2020, 06:22:49 am
Air support for chases is a good idea, I need to try that.

And yay, another mixed lance under my belt. :D
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 20, 2020, 07:56:46 am
Once pilots hit Veteran/Elite gunnery, that's when the magic happens. Before that, too many missed shots means that it either takes forever to kill something and attrition adds up, or you have to get ultra-lucky and hit the head with a head-shot weapon.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 20, 2020, 09:01:32 pm
"More importantly for Sgt. Ragozina, this was the first time in three battles that her mech didn't send her for a ride in the ejection seat."
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 20, 2020, 09:12:34 pm
"More importantly for Sgt. Ragozina, this was the first time in three battles that her mech didn't send her for a ride in the ejection seat."

Regular Ejector seat drills are important, and build character.

But no injuries is definitely celebration-worthy. We just have to acquire a bottle of whatever-passes-for-top-shelf liquour on this planet, and we're all set! Sometimes you just gotta live like a king  8)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 22, 2020, 06:37:16 am
Operation Eclipse – Week 10

Tuesday marked the 1st of August. PDF morale remained Low, but they tenaciously held on, despite the continued setbacks as the FedCom offensive rolled them back, capturing several key locations on the planet.

The unit market had nothing of interest to the Brotherhood, and repairs for the battered Crows continued. Both the Rapier and the Shilone needed complete Avionics refits, which still needed another 285 man-hours of work, or more then a month each of time in the repair bay. For better or worse, the Crows were done with their part in the campaign.

The next day, Hovi’s Hailstorm moved to engage support elements of the PDF that had been left behind the previous week. Two lances of PDF forces were detected trying to extract them.

The Brotherhood likewise dispatched two lances to support the Hailstorm, the Knights and the Kings.

Spoiler: Extraction (Defender) (click to show/hide)

AAR:
The Brotherhood suffered little damage during the battle – the Devastator was battered, and the infantry platoons had taken some hits, but overall it was a successful engagement.  Despite that, 4 of the field gun infantry and two of the jump infantry died in the battle, with three moderately wounded and one seriously wounded.

The Iron Brotherhood confirmed 3 PDF KIA and 4 more captured.

Captain Seija Hovi claimed the Firestarter, Panther the Vedette and one of the Wasps as kills.
Lieutenant JG Basuki Burtick claimed the Field Repair Unit and Coolant Trucks as kills
Lieutenant JG Mikko Kommonen claimed the Saladin Assault tank as a kill
Sergeant Eadan Brown claimed the Pegasus and Warrior as kills
Sergeant Jamilyn MacNidder claimed the LoaderMech and ConstructionMech as kills.



Operation Eclipse – Weeks 11-14

The Brotherhood stepped back to rest and refit, letting the Raiders maintain the momentum against the demoralized PDF.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: EuchreJack on January 22, 2020, 08:18:20 pm
Quote
only the Panther remained, facing a full company of the Iron Brotherhood.

The first thing to come to my head was: "I surrender!"

Obviously, with the mental picture of the Panther with its PPC and other arm raised in the air
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 23, 2020, 02:46:48 am
For some reason, the AI chose to stay in the top-left hex and stay there for several turns, until it was the last unit left. Then it tried to jump into melee with the Devastator. It... didn't go well.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 23, 2020, 05:02:34 pm
For some reason, the AI chose to stay in the top-left hex and stay there for several turns, until it was the last unit left. Then it tried to jump into melee with the Devastator. It... didn't go well.

Former Kurita pilot?  :P
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 23, 2020, 06:57:05 pm
Well, he WAS driving a Panther ...
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Hanzoku on January 24, 2020, 02:05:38 am
Operation Eclipse - Week 15

PDF Morale has collapsed to Very Low, and the Iron Brotherhood relaxes into their back-area garrison duties. Albus finds two odd models on the black market – brand new Phoenix Hawks of a type not seen before. Clutching the Phoenix Hawk’s trademark large laser in each hand, the PXH-3M uses an Endo-Steel chassis, XL Engine and double heat sinks to double and extend the venerable model’s long range firepower, while medium pulse lasers make it a more savage close range fighter. One machine gun is traded for an anti-missile system for defense, and all the ammo is protected in the left torso by CASE. In Albus’ opinion, it’s a massive improvement over their current models, and he risks arranging to purchase both. Surprisingly, both ‘Mechs arrive, and Lieutenant Vo trades in her original model Phoenix Hawk, and Corporal Larcher trades in his Wolverine for their brand-new ‘Mechs.

In a last-ditch attempt to exact some revenge on the hated mercenaries, the PDF ambushed Captain Nova with three heavy ‘Mechs.  Those poor, sorry fools.

You’d think they’d learn at some point, but it’s almost a tradition at this point!

Spoiler: Ambush (click to show/hide)

AAR:

Susanna’s Pillager suffered some light armor damage, and the unit turned over the Archers to the Raiders, not having the salvage room needed to claim one for themselves.



Operation Eclipse – Week 16
The Crows are once again cleared for flight, though there is no fighting remaining for them to take part in.

Operation Eclipse – Week 17
October marks the last (partial) month of the Iron Brotherhood’s contract. PDF morale remains Very Low, but they have surprisingly tenaciously refused to rout. AFFC command anticipates that Liao will soon have reinforcements inbound, and the Raiders are preparing to depart once enough Liao forces have been pulled off the border and rerouted to deal with the invasion.

The market carries two new interesting options – a CHP-W7-class Chippewa. While too slow to serve with the Crows, the massive weapons platform carries four large pulse lasers and more then enough double heat sinks to use them, as well as its array of LRMs, SRMs and medium lasers.

The other is a PXH-3S Phoenix Hawk, a new Steiner/FedCom variant of the design. Instead of EndoSteel, it makes use of Ferro Fibrous armor, alongside an XL Engine, double heatsinks and MASC technology to increase its running speed.  Its weapons array is less advanced then the Marik version, focusing on close range combat by retaining both machine guns but locating them both in the left arm, supported by medium lasers and a large pulse laser. Defense isn’t ignored, with the anti-missile system located in the right arm. The ammo is still protected by CASE.

Albus purchases this model as well, the Lancers almost becoming a homogenous unit of Phoenix Hawks at this point.  Jami Sonnborn is assigned to pilot this ‘Mech, trading in her old-model Griffin.

A week before final pullout, the Raiders made a special request of the Iron Brotherhood – they had located a Liao prison camp that contained a number of political prisoners that would make waves if they could be freed and repatriated to the St. Ives Commonality. One of the Iron Brotherhood’s fastest ‘Mechs was requested to stage the breakout itself, while the Raiders prepared to evacuate the prisoners.

Barred by mission requirements from simply deploying a Pillager (the Lyran scouting tactic, as they called it), Albus tapped Lieutenant Vo to take her new Phoenix Hawk out for a spin.

Spoiler: Prison Break (click to show/hide)



A week after the prison break, the Iron Brotherhood formally completed their contract with the AFFC and prepared to lift off. Intercepts indicated that they had finally roused a response from the Confederation, with the 1st, 2nd and 4th McCarron’s Armored Cavalry roused from their duty stations and assembled into a task force that was now inbound for the planet. They were particularly interested in crushing the Iron Brotherhood, and Kincaide had no intention of sticking around for that fight.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Rince Wind on January 24, 2020, 05:30:31 am
I love Phoenix Hawks. One of my favourite Mechs.
I know it is just a prototype/very uncommon Star League variant, but I like to refit mine to PXH-1c "Special". Hardly ever use the ER-Large, but there isn't much more you can do with the chassis, it is pretty much out of crits, iirc. And I often lack anti infantry power anyway, so those MGs still serve a purpose, even though they have too much ammo.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Knave on January 24, 2020, 09:03:27 am
Another great end to a campaign!

Honestly at this point I'd be disappointed if our opponents didn't try and merc Nova with hilarious results.
I feel like she must be taking on a John Wick 'Baba Yaga'-esque legendary quality by now. Whispered tales in bars about how she can kill a whole company in just an Urbanmech.

And it looks like the Star League tech floodgates are slowly starting to open up. Should provide us with some very nice upgrades over the next year  8)
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: NickAragua on January 24, 2020, 11:22:47 am
Those high-tech Phoenix Hawks are pretty solid stuff. Of course, now we'll have to buy up ferro-fibrous armor and AMS ammo like nobody's business.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Burnt Pies on January 25, 2020, 03:21:48 pm
I love the idea that Susanna has this amazing Star League Gauss sniper and she uses it the same way she's used every other mech she's piloted; get in close and kick some legs off. Gauss range is just a distraction from the true power of the 'Mech.
Title: Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse
Post by: Blastbeard on January 31, 2020, 07:07:50 pm
To be fair, if your 100-ton murderbot has hands or enough leg articulation to do anything more complex than the big steppy, and you don't at least consider the option of turning warfare into a game of rock 'em sock 'em robots, something is wrong with you, the way you think, and the value system that produced you.

But enough about the tau clans, I just wanted to say this thread has made for some great reading and is roughly a third of the reason I got into Battletech. Or back into it, it's complicated.

Also, AMS is a godsend if you enable the rule allowing them to intercept multiple attacks. It's the only reason I'll even consider occupying the same hemisphere as an SRM carrier with an even remotely competent gunner.

I fear no man, but that... Thing.
(https://cfw.sarna.net/wiki/images/thumb/f/f2/SRM_Carrier.jpg/250px-2xueowjcr3uuadj03s8m7lxmnez0mjd.jpg?timestamp=20150531055133)
It scares me.

Prototype improved jump jets are fun too, if you don't mind exploding when they take a hit.