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Messages - Fishbreath

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1
I did not get as far as playing a scenario on Good Friday, but I did finish the higher-priority project that was keeping me from doing so:



Lots of rainy evenings this week, so the Bastards should be fully groundside sometime in the next few days. None of my sourcebooks have quite the scenario I'm looking for, so I'm probably building one by hand again—not that it's much of an imposition.

Looking ahead, once I've had some time to recover—letting MekHQ do the scenario generation work for a while—I may pull from a scenario pack some time in the future, for another semi-structured campaign like this one.

2
I'll have to look at some rulebooks/sourcebooks for scenario design, or at least for inspiration. (The nice thing about MegaMek is that it enables significantly more complicated scenarios than could readily be played out on a real tabletop.)

I'm in the middle of redoing my deck, among a couple of other things, so I may not get to it until next week. Good Friday is a company holiday for me—hopefully then, if not earlier!

3
Day 8 (Dec. 28)
Heavy Capellan patrols crisscross the area, but Drake is getting a pretty good sense for the opposing commmander's disposition, and adroitly evades his dragnet.

Midway through the day, FedCom forces arrive at the jump point and begin fighting their way insystem. Advance Company is back in radio contact with the rest of the unit, who are excited to get on the ground and into the action.

Day 9 (Dec. 29)
The Bastards on the ground aren't so lucky today: a Capellan patrol catches their trail, and they will have to fight their way free of pursuit.

The Capellan patrol comprises a pair of light mechs (a Raven and a Flea) and six vehicles. This is a Probe mission generated by the game, so the objective is to destroy 25% of the enemy while retaining at least 75% of our force. Shouldn't be too difficult a task, although it will eat into our supplies still further.

Deployment
The battlefield is hilly and wooded, which will make line of sight a challenge for our longer-ranged mechs. We still bring a strong short-ranged punch to the table, however, and the terrain will make it difficult for enemy vehicles to maneuver.



The Bastards deploy in the northwest of the map, while the Capellans deploy in the east. Milspec and Forakis will hang back on this mission: since we're out of ferro-fibrous armor, I don't want them taking damage that we can't repair before D-Day tomorrow.

Round 1


Everyone is still out of range; the terrain is challenging for us too. The promontory southeast of Drake's Awesome is his goal: it has good sightlines to most of the field, and still provides him with a decent degree of cover.

Round 2


We may be fighting the Capellan reinforcements at the same time, which would be a pain. They arrive on round 6, and the enemy is not yet committing to the attack.

Round 3


As if on command, some of the Capellans begin to advance.

Drake is juuust slightly out of range, but Wojtek, Woad, and Teddy have some acceptably good shots at enemy targets. Woad double taps the Raven, stripping the armor from its right leg and center torso, while Teddy takes the left arm off of the Flea with a pair of medium laser hits.

Round 4


Since the objective here is to reduce the enemy force and escape, not destroy it totally, Drake is hanging back to provide covering fire. Anyone who peeks out past the ridge line occupied by the forward Hunter will eat a couple of PPC shots, and that will help keep the Capellans bottled up while faster units sneak in to do the killing.

Teddy is well on his way to soloing this Flea: hits to both legs send it toppling over. If it doesn't count as crippled after criticals to both upper leg actuators, he will jump in closer to finish the job next round.

Wojtek deals heavy damage to the nearer Hunter's tracks, which should pin it in place for the next round.

Round 5


Wojtek, one of the most mobile units on the field, works his way around into a flanking position. Drake advances just a touch, for a better angle on the ridge line I mentioned in the previous turn.

Drake scores the first kill of the battle, with a pair of PPC hits through the front armor of the Hunter tank. Teddy gets on the board a moment later, with three medium lasers, a machine gun burst, and a kick to the rear of the Flea.

That pair of kills actually satisfies the objective. The Capellans fall back (having finished their mission of locating and identifying us), as do the Bastards (having finished our mission of discouraging pursuit). We return briefly and cautiously, half an hour later, to hook up salvage hoists to the fallen Flea and Hunter, before we clear the area.

Kill Boards
Drake picks up a vehicle kill, and Teddy Bear adds a mech to his tally to leapfrog Carcer.

  • "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
  • "Drake" Halit (23, 8 mechs, 2 Clan kills)
  • "Woad" Kohler (16, 7 mechs, 1 Clan kill)
  • "Linebuster" Atkinson (15, 9 mechs)
  • "Teddy Bear" Jamil (14, 7 mechs, 2 Clan kills)
  • "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
  • "Wizard" Que (8, 6 mechs, 6 Clan kills)
  • "Severe" Payne (8, 6 mechs)
  • "Hanzoku" Yuksel (8, 5 mechs, 2 Clan kills)
  • "Blinky" Stirzacre (7, 1 mech)
  • "Ker-Ker" Ec (6, 3 mechs)
  • "Euchre" Kojic (6, 2 mechs)
  • "Milspec" Ortega (6, 1 mech, 1 Clan kill)
  • Simona (6, 1 mech, 1 Clan kill)
  • "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
  • "Pepper" Popalzi (5, 2 mechs)
  • "Faceplan" Farooqi (3, 1 mech)
  • "Wojtek" Frajtov (2, 2 mechs)
  • Pvt. Erine Forakis (2, 1 mech)
  • "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
  • Sgt. Philippa Khadjikyriakos (1, 1 mech)

Day 9 Repairs
Only Teddy took any damage at all in the last battle, and then only a little bit of it. Euchre helps him patch up his mech, while the technicians pull armor, plus anything useful or valuable-looking, from the Hunter and Flea. Having done so, they detach the salvage cranes and leave the two units in a jumbled heap in the woods, as the Bastards continue to evade the searching Capellan forces.

Use 8 points of standard armor

Salvage 57 points of standard armor 1 LRM-20 1 20-ton MASC

Cargo State 4 tons of leg actuators 23 rounds of LB10X solid shot (2.3t, 10 per ton) 14 rounds of LB10X cluster shot (1.4t, 10 per ton) 635 LRMs (5.29t, 120 per ton) 0 points of ferro-fibrous armor 88 points of standard armor (5.5t, 16 points per ton) 1 ton of rescued Leopard crew 1 LRM-20 1 MASC

30.49/70 tons capacity

Action Items
None, at present! I rolled for random combat encounters on day 10, and didn't generate any. With very little damage taken on day 9, we're in great shape to help secure a landing zone for some of the arriving dropships, next time on The Opinionated Bastards.

4
Just catching up after a few days off with baby.

I don't know if I remembered to say congratulations, and that I also added 10xp to Teddy to mark the occasion.

5
Thanks! It was fun to write. So is this whole series: the Bastards are my favorite Let's Play out of all the ones I've written. It feels much more collaborative—still not an RPG, but closer to it than claiming generals in Arsenal of Democracy or ships in Rule the Waves 2.

Are we still on the same plan for the last three days? Avoid missions that don't gain us anything, try to be in good shape for landing day? Maybe tackle an attack mission tomorrow or day 9, if we're not otherwise occupied?

6
It was an almost totally emergent story beat: I didn't see the hangar doors in the hillside until the Awesome and Cyclops closed in on them, the 'defend the doors' behavior was totally organic from the AI, and all I contributed was the Hanzoku-trading-up aspect.

7
Mission Log
I've been sick all week and unable to handle the thinking man's game that is Classic BattleTech until tonight (i.e., last night), but we're back with another exciting entry!

Day 6 Notes (Dec. 26)
A Capellan munitions convoy and its escorts come dangerously close to crossing our path today. Drake holds the Bastards back, though: we may get a second crack at those supplies when we attack the depot tomorrow, and it's probably best to keep our powder dry with that operation so close.

We're now potentially facing combat on a roll of 8+.

Supply Depot Attack (Dec. 27)
The Bastards march through the night to arrive at the supply depot at the break of dawn. We are increasingly a unit of crack shots, so the slightly suboptimal lighting plays to our advantage.



We arrive on the field from the southwest, deployed in three lances. The medium mechs form an ad-hoc lance to the east, and will use their speed to get into the base and start demolishing. (The larger buildings in the center of the base look a little more warehouse-like, to our pilots' eyes, and are also more fragile than the larger buildings to the northwest side of the base.)

The faster heavy mechs, plus Pepper's Archer, deploy to the west, where they will first engage the command bunker nestled into the southwest side of the hill, then join the heaviest mechs in the center of the field, to defeat the defending lance. Which is, I might add, a bit of a doozy.



More assault mechs than we have on the field, although not more assault mechs than we have period, counting the ones currently in transit from Tsingtao to its jump point.

Turn 1


We are not off to the most flying of starts; Forakis skids on the paved road occupied by the light lance, trips, and skids through a stand of trees. The Capellan— scratch that, the Fifteenth Dracon Thunderbolt heads that way, no doubt hoping to put some fire into the downed mech. Demolition may have to wait a few turns.

Pepper brings down the building with an LRM volley, after the rest of the mechs pour maximum firepower into it, freeing our eastern lance to join the central fray. The enemy Awesome takes hits from a number of our mechs, amounting to almost 60 damage.

Turn 2


Forakis gets her Phoenix Hawk on its feet and makes a run for it, making herself a hard target. The Fifteenth Dracon Highlander and Thunderbolt continue to come after our medium mechs. Neither is fast enough to catch them, as long as they keep on the run, but in the ideal case we'd separate the Thunderbolt from the Highlander and take it down from short range.

The other Fifteenth Dracon mechs drop into a little valley on the south side of the hill. On closer inspection, there are hangar doors at the valley's end. More supplies? A cache of some kind? It wasn't visible on the satellite map, but that's not surprising—it's nearly invisible from overhead, given the way the valley walls rise above it. The enemy is fighting awfully hard for this position. Might be worth checking out, Drake thinks to himself...

The Cyclops is in an awkward position: not really in cover, and exposed to the guns of two full lances of mechs. Woad scores the kill with a hit to the enemy mech's ammunition, going by the gun cameras, but really, it's a team effort. (Woad's Grasshopper is the mech-sized version of an LB10X autocannon, at close range—he has a lot of chances for critical hits.)



As he and the other medium mechs keep running northward, Milspec hears some pings from his sensors. With its ECM and active probe, his Crab is one of our most capable EW mechs, and the extended range sensors suggest there are Capellan reinforcements on the way at top speed. We'll have limited time to finish any objectives we want to finish here.

Turn 3


The mediums have successfully separated the Thunderbolt from the Highlander. This seems like the time to tackle it.

The Fifteenth Dracon's Awesome pilot stares his likely destruction in the face with stoic acceptance, and remains stationary atop the massive, armored doors as the Bastards circle for the kill.

After his luck last round, Woad very nearly gets unlucky here.



Drake orders him to fall back. No sense in pushing his luck. The Dracon Awesome is battered, but still stands undaunted atop the hangar door. One more turn should finish him, although it feels almost dishonorable. Oh well—they don't call us Bastards because we fight fair.

Turn 4


The medium mechs get into very favorable positions on the enemy Thunderbolt, which we can hopefully convert into a quick kill. Milspec keeps an eye on his sensor readout. Ther's still time before the reinforcements hit the field.

Pepper's timing is impeccable: he chooses just the right moment to add a large laser into the mix, which sends heat alarms blaring in his Archer's cockpit, but proves to be the final hit needed to bring the Awesome down, carving into its center torso and severing critical power connections. Simultaneously, Woad—firing on a jumping retreat—slices off its left arm.

Drake, getting to work on the Fifteenth Dracon Highlander, connects with a pair of PPC shots to its left side that send it off balance, crashing to the dirt. Elsewhere on the field, Teddy Bear hits with his machine guns and all four of his medium lasers, and puts two hits on the Thunderbolt's head to boot. It's damaged pretty badly, but still on its feet for the moment.

Drake's curiosity gets the better of him. "Woad, Hanzoku, Blinky," he calls over the radio, "crack those doors open."

Turn 5


The Thunderbolt finds itself badly flanked once again, and takes a speculative shot at Drake rather than attempting to free itself of the harrassing mediums. Woad, retreat now countermanded as threats evaporate, moves back toward his new target, while Hanzoku and Blinky get to work. This is a heavily-armored door. It's going to take a minute.

Teddy once more proves his mettle in the Vulcan: one of his medium laser shots connects with the Thunderbolt's head again, and this time it's sufficient to slice through the cockpit. Even if he hadn't done the job, Forakis would have sealed the deal with a hit to the Thunderbolt's SRM ammunition.

Teddy (ranking officer in this medium lance) queries Milspec on the status of the inbound Capellan reinforcements. There is sufficient time, it seems: he orders best speed for the northern bunker, and radios Drake to suggest that the heavier lances get started on the warehouses. Drake okays this act of initiative, and turns his attention back to disassembling the Highlander.

Turn 6


Linebuster gets right up in the Highlander's face and toggles his autocannons to cluster shot. He's looking for the kill if nobody else scores it.

The medium lance races up the field, as the mechs with older targeting systems begin to pick up sensor returns on the Capellan reinforcements, too.

Cluster ammo once again proves its worth: the Highlander slows to a stop, teeters, and collapses as explosive pellets find their way into its interior. It shows telltale signs of cooking off, and Linebuster backpedals hastily as it goes up in a fireball.

Hanzoku puts the finishing touches on a roughly mech-sized hole in the armored hangar doors, and before Drake can say anything, he has already pushes his Guillotine in through the wreckage. Slightly exasperated: "Woad, cover his exit. Blinky, get up here and help us with these warehouses."

Turn 7
The medium lance finishes the northern bunker from short range, and Teddy orders an about-face to rejoin the rest of the company in destroying the main base.

Linebuster has already started, having climbed the hill to a better firing position. Drake attempts to get a report out of Hanzoku, who starts by making various astonished noises, and then says, "I will need a minute. Do not enter. This is delicate." Then, his comm goes offline, and his mech's power signature vanishes from our scopes.

It's enough to give a commander gray hair!

Turn 8


This is a grand old time, the Bastards find, pelting defenseless buildings with heavy firepower and gleefully watching them collapse in a smattering of secondary explosions. Linebuster puts a few cluster shots into the dish of the communications tower near the center of the depot, collapsing it through the roof of the building below.

Woad reports, "I see lights inside. Hanzoku? Do you copy?"

Drake waits for an answer, then shakes his head. "He asked for a minute. I guess we'll give him a minute."

Turn 9
The Bastards continue to wreak havoc upon this poor defenseless base. An alarm goes off in Milspec's cockpit. The Capellan reinforcements are here.

Turn 10


A full company of mechs and vehicles is on the way. This is probably not a fight we should take, Drake reflects, given how relatively undamaged we are now and how much work we'll probably have to do over the next few days. He gives the order to finish off the warehouse and fall back to the hill. Whatever Hanzoku's up to, hopefully he's done soon.

Woad reports, "I have a power signature. It's... not a Guillotine?"

There is a crackle of static, and then Hanzoku's voice. "It is me. I am nearly ready..."

Turn 11


The Capellans have a lot of hover units, which move fast on open ground like this. They're already almost among us.

Drake calls over the radio, "Fall back. Return fire when able, prioritize getting off of the field. By my count, that's your minute, Hanzoku."

Laser fire illuminates the edges of the hole over which Woad keeps watch, widening it slightly in all directions.

Turn 12


The enemy hover tanks are closing in.

The mech that emerges from the destroyed hangar doors is not Hanzoku's Guillotine. It's a modestly larger design, with a large laser and small laser in each arm, an autocannon barrel protruding from the right torso, and twelve SRM tubes on the left.

"Is that a Crockett?" Woad wonders.

"Yes," Hanzoku replies. "Evacuate the hill. I do not know how much will cave in when the Guillotine's reactor goes off."

Before Drake can really process that last sentence, weapons fire flies back and forth across the battlefield. Linebuster takes a few light hits, but immobilizes the Drillson tank closining in on us—a good hit, given that it's one of the dangerous SRM variants.

Turn 13


Drake doesn't need to repeat that order. Every mechwarrior on the hill who has jump jets lights them, and all who don't book it at maximum speed away from the valley cache.

Turn 14


The assault mechs—now including Hanzoku's—are always slow to retreat. All of them can jump, which is handy for making rearward progress while still presenting a difficult tactical problem to the enemy, in terms of making a safe approach. Hanzoku reports that he has not yet figured out how to unlock the weapons in his new ride, so he will be making a quick retreat and hoping that our tech teams have the answer.

Linebuster, still firing cluster shot, finds a hole in the nearer Pegasus tank's armor, and the shrapnel rattling around inside kills its crew. (Did you know that cluster ammo has a chance to roll motive system damage for each pellet? That's pretty sweet, when fighting vehicles.)

Turn 15


A bold, but fatal, call by the Condor's commander. Blinky destroys its engine, and Milspec follows up for the kill.

Linebuster, meanwhile, connects with another cluster shot to another hovertank, and immobilizes that one too. Three rounds, three hover tanks, three mission kills. Solid work.

The hill above the valley entrance rises and falls slightly, as though taking a deep breath. The slope over the entrance shifts, rends, and then flows, pouring tons upon tons of earth over the broken doors.

Turn 16


No free kills on those immobilized tanks, however: the Capellan mechs are coming into range now, and we'll need to discourage them from harrying our retreat.

Turn 17


In the parting exchange of fire, Linebuster shoots the engine out of another mech, after Drake opened up its armor with a trio of PPC shots. The Bastards escape the field.

Damage, Injuries, Salvage


As usual, 'undamaged' isn't actually undamaged. We probably can't patch up both the Crab and the PXH-3K for want of ferro-fibrous armor, and most of the rest of the unit is dinged up. Woad is mildly concussed from the PPC shot his Grasshopper took to the head, but he's still functional. (Shame we were slightly too dinged up to stick around—the 3M Phoenix Hawk we killed would have made for some ferro-fibrous salvage.)

In terms of salvage, we didn't control the field at the end of the battle and can't take anything we killed, but we did pick up a huge kill bonus, about 16 million C-bills, for taking a Capellan assault lance and a few vehicles off the table.

We did, of course, walk off the field with a shiny new (old) Crockett, a Star League-era assault mech mounting a pair of ER Large Lasers, an LB10X autocannon, a pair of SRM-6 launchers, and some small lasers for fun. We'll cover a little more on that in the next mission log.

Kill Boards
Woad joins the ranks of our elite pilots at 2+ gunnery, 3+ piloting, and is now both a Melee Specialist and an ER PPC Specialist. Very different range preferences there.

Last Mission


All Time
  • "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
  • "Drake" Halit (22, 8 mechs, 2 Clan kills)
  • "Woad" Kohler (16, 7 mechs, 1 Clan kill)
  • "Linebuster" Atkinson (15, 9 mechs)
  • "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
  • "Teddy Bear" Jamil (13, 6 mechs, 2 Clan kills)
  • "Wizard" Que (8, 6 mechs, 6 Clan kills)
  • "Severe" Payne (8, 6 mechs)
  • "Hanzoku" Yuksel (8, 5 mechs, 2 Clan kills)
  • "Blinky" Stirzacre (7, 1 mech)
  • "Ker-Ker" Ec (6, 3 mechs)
  • "Euchre" Kojic (6, 2 mechs)
  • "Milspec" Ortega (6, 1 mech, 1 Clan kill)
  • Simona (6, 1 mech, 1 Clan kill)
  • "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
  • "Pepper" Popalzi (5, 2 mechs)
  • "Faceplan" Farooqi (3, 1 mech)
  • "Wojtek" Frajtov (2, 2 mechs)
  • Pvt. Erine Forakis (2, 1 mech)
  • "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
  • Sgt. Philippa Khadjikyriakos (1, 1 mech)
Mission Log Continues
Day 7 Repairs
Use
135 points of standard armor
29 points of ferro-fibrous armor
20 LB10X solid
10 LB10X cluster
210 LRMs

Cargo State
4 tons of leg actuators
23 rounds of LB10X solid shot (2.3t, 10 per ton)
14 rounds of LB10X cluster shot (1.4t, 10 per ton)
635 LRMs (5.29t, 120 per ton)
0 points of ferro-fibrous armor
39 points of standard armor (2.43t, 16 points per ton)
1 ton of rescued Leopard crew

16.42/70 tons capacity

Day 7 Notes
Supplies are looking a little bit light, especially for Milspec and Forakis—unless we run across another Capellan running ferro-fibrous armor, whatever damage they take for the next three days is permanent. The Phoenix Hawk is back to full combat readiness, but the Crab is sitting on five points of left arm damage.

No other combat today, so between Euchre and the dedicated techs, we're able to get all the rest of the mechs fully repaired and rearmed (to the extent we have reloads for them).

There is also the matter of the Crockett. Leaving aside Drake's reaction to Hanzoku's escapade (what does he think of it?), the mech itself tells a story. This is the Star League version, with a bunch of until-recently LosTech: double heat sinks, LB10X autocannon, ER large lasers. There aren't a lot of those around. We ran across a couple on Tukayyid, in ComStar's hands, and Hanzoku remarks that they're not uncommon back in the Clan homeworlds, or presumably as garrison units in the Clan-occupied territory behind the front lines in the Inner Sphere.

The Fifteenth Dracon were, as I believe we mentioned earlier, a Star League unit that stayed in the Inner Sphere instead of following Kerensky, and proudly display that heritage in their insignia and paint scheme. It seems they also have some Star League equipment left, hidden away for a rainy day, like the one we're bringing. Our actions at the supply depot will help keep it out of the fight, at least until they can dig out whatever remains of the stockpile Hanzoku attempted to blow up. Mechanically, that will reduce enemy quality by 1 additional step.

8
A few action items, then:

1. On what day, exactly, should we strike the depot? Day 6 is the first day possible, landings are in the afternoon of day 10.
2. How aggressive should we be in pursuing generated attack opportunities?
3. Should we attempt to secure the airfield as a landing site on Day 10, or let the FedCom landing commanders deal with their own LZ?

And a house rules ruling: Drake's Strategy skill is currently rank 3, which corresponds to 5+, I think, by AtB rules. We'll call that the base target number for evading combat on defense missions, and say that the difficulty goes up by 1 every day from 7-10, for a final 'avoids combat' requirement of 9+ on Day 10, if we generate a scenario then.

9
Some house rules notes:

Currently, we have the potential for combat on a daily die roll of 9+. Starting on day 6, that goes down by 1, and then on day 8 it goes down by 1 again. Finishing the last objective will also reduce it by 1. So, finishing the last objective will have us potentially fighting on a 6+ (70% chance), days 8, 9, and 10.

Remember that, for the planetary assault contract, the contract conditions start at Elite skill, A+ equipment, and High morale, and each victorious 'attack' mission during the raid can reduce one of those conditions by one step, so there's incentive to keep up the pressure if we generate attacks.

I think I'm going to reverse myself on saying we can always avoid combat on 'defend' missions; maybe I'll base it on a Tactics or Strategy check for Drake, with similar ramping difficulty.

10
December 22, 3053
Well, that's a pretty unanimous vote in favor of attack!

First order of business: spending a bit of XP. Wojtek is now a 3/4 veteran (gaining the Hopping Jack trait), and Teddy Bear is now a 2/3 elite (gaining Melee Specialist).

Drake has 60 xp in the bank, and not a lot to spend it on: he's already at 0/1, and the difference between 1+ and 0+ piloting is very small. He could spend the XP on Tactics (50xp, initiative bonuses and auto-generated mission condition rerolls), Strategy (30xp, controls lance deployment limits and makes reinforcements arrive faster), Leadership (20xp, increases the size of unit we can sustain and increases the amount of damage the enemy has to deal to us to force us from the field in battle), and Negotiation (30xp, mostly just increases unit rating).

The Against the Bot rules also say you're allowed to purchase pilot abilities. Energy Specialist might be a good choice, at 40xp.

Patrol Ambush
Drake sets us up in ambush positions, but we're a bit off of the patrol's route—not enough time to get a good sense for its track, and it's not as though we have the prior day's route to extrapolate from.

Instead, we're advancing from the south. At Hanzoku's suggestion, we're borrowing a page from the Clan playbook and advancing in two five-mech stars, rather than splitting into 4-4-2 or 3-3-4 units. Euchre, Drake, Linebuster, Hanzoku, and Woad make up the heavy star to the west, while Teddy, Wojtek, Milspec, Blinky, and Pvt. Forakis are the light star to the east.

The Capellans have an augmented medium lance on the field: four mechs, two vehicles.



Sensor readings are fuzzy at first, but it appears that the enemy reinforcements have arrived early today. (Once again, I set them up to arrive late in the MegaMek lobby, but here they are, not late. I must be doing something wrong there.) In any case, this is going to be a stiffer fight than it first appeared.

Round 1


The heavies take up positions on high ground, from which they can take advantage of their long-range weapons. The mediums advance on the east side, hoping to take up flanking positions.

Drake and Linebuster each score a hit on the Tiger tank in the middle of the field. Strange to see one on the field here: it's an ancient design, dating back to the 2400s, and is best known for its service with the Federated Suns. The local defense forces here must have found a cache of them somewhere.

Round 2


The Capellan militia commander is canny: he's concentrating his mech forces, which will make them a tougher nut to crack.

Blinky and Milspec are lined up to finish off the Tiger. The rest of the eastern star will work on the Drillson hover tank. The heavies will take potshots at what they can, including (probably) that over-eager Hermes.

Blinky is first on the board with the Tiger. Otherwise, we trade fire with little effect.

Round 3


Aggression, on the part of the Capellan commander, as he commits two mediums and a hovertank into the teeth of our light star. The heavies begin to move back across the field. They'll take up positions in the woods Hanzoku is just entering, which will give them some cover while posing little obstacle to their outgoing fire.

Drake peels open the center torso armor of the Hermes with a pair of PPC shots, and Linebuster cores it with a large laser. Milspec stomps on the Drillson tank, cutting through its hover skirt and driving it into the ground. It's immobile, and should be done for next turn.

Round 4


The eastern star starts falling back to the woods, while the heavies make progress toward them. The terrain is rough, but as it happens, all of the heavy mechs but Euchre's Lancelot have jump jets, which helps them with the forest. (The Lancelot is pretty quick, even if it can't jump.)

Milspec takes out the Drillson, while Blinky takes heavy fire in return, with armor on both his mech's arms looking a very much worse for the wear.

The Capellans have been lucky with gunnery so far, while we have had the opposite experience, frustratingly. Drake remains calm, though, issuing clear orders without apparent difficulty from the distractions of driving a mech and firing its weapons, and we continue to hold the initiative.

Round 5


We pour an awful lot of firepower into the enemy Orion, and Drake separates its right arm from its body. Blinky makes it into cover, PPC shots from the Capellan Marauder splashing electric fire into the trees around him. He shoots back, and his aim is a little better, cutting into the Marauder's center torso.

Round 6


The Capellan Orion has made a bad choice; Woad, Hanzoku, and Euchre will disassemble it while Drake and Linebuster continue east to help the light star. Blinky and Teddy Bear, though both damaged, dance in and out of the treeline, looking for shots they can take (on account of being very good gunners) that expose them to limited enemy return fire.

Woad takes the other arm off of the Orion with a Streak SRM 2 shot, and Teddy's medium lasers slice into the Dervish's right torso and cut through an LRM launcher.

Round 7


It looks like the Capellans are retreating. The goal now is to cripple as many of them as we can. Since the patrol was on the field already, we don't need to go hunting for them: whatever we destroy, we can strip in relative peace.

Woad, predictably, gets the kill on the Orion: the Grasshopper has four medium lasers, two medium pulse lasers, and the brace of Streak SRM launchers it can unload on short-range targets, and it's hard to argue with that kind of firepower. Secondary explosions ripple across the Orion's left torso as its LRM ammo cooks off, and the pilot rockets skyward as the autoeject system pushes him out ahead of the fireball.

With a trademark cross-map shot, Drake wrecks the foot actuator on one of the enemy Phoenix Hawks, which may allow Hanzoku to catch up with it.

Round 8


Teddy and Blinky, being the most in danger of losing limbs to an errant shot from the retreating Capellans, fall back from the field.

Milspec takes a peppering of LRM fire from the retreating Dervish, the first damage to ferro-fibrous armor we've taken in this action. (That's a good thing—it's much harder to come by in the field.) Drake tries again on the distant Phoenix Hawk, to little effect, while the rest of the heavies team up on the Marauder and cut through its center torso armor. Its pilot struggles to keep control of his machine under the barrage, and ultimately fails—the mech tips over onto its side.

Round 9


The retreat continues. The two Capellan Phoenix Hawks seem likely to escape, unless Drake knocks out the damaged one with some characteristically excellent gunnery, while the Dervish and Marauder are probably not long for this world.

Drake does it: he sends a shot into the hip actuator of his target. The pilot, not keen to stay in a non-ambulatory mech, bails out. Hanzoku finishes off the Marauder with a medium laser through the tattered armor around its cockpit.

Wounded beyond its pilot's will to stay in the fight, the Dervish makes a run for it, as does the final Phoenix Hawk. The field is clear, and the Bastards come out on top.

Damage, Injuries, Salvage
Blinky's Ostroc will need some moderate patching-up: his right arm took some internal damage, and his left arm was right on the cusp of it. Teddy's Vulcan is a little battered in places, but still has armor coverage on all parts.

The Orion was too badly mauled to take anything useful from, but the other three mechs we knocked out can be picked over for useful supplies.

We also receive a kill bonus of 7.37 million C-bills.

Kill Boards
Six units killed (out of ten we faced), and six separate mechwarriors each accounted for one. Woad jumps Carcer on the overall list, and Linebuster just edges out Teddy on the tiebreaker. Blinky jumps several spots in one go.

Last Mission


All Time
  • "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
  • "Drake" Halit (22, 8 mechs, 2 Clan kills)
  • "Woad" Kohler (15, 6 mechs, 1 Clan kill)
  • "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
  • "Linebuster" Atkinson (12, 6 mechs)
  • "Teddy Bear" Jamil (12, 5 mechs, 2 Clan kills)
  • "Wizard" Que (8, 6 mechs, 6 Clan kills)
  • "Severe" Payne (8, 6 mechs)
  • "Hanzoku" Yuksel (8, 5 mechs, 2 Clan kills)
  • "Blinky" Stirzacre (7, 1 mech)
  • "Ker-Ker" Ec (6, 3 mechs)
  • "Euchre" Kojic (6, 2 mechs)
  • Simona (6, 1 mech, 1 Clan kill)
  • "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
  • "Milspec" Ortega (5, 1 mech, 1 Clan kill)
  • "Pepper" Popalzi (4, 1 mech)
  • "Faceplan" Farooqi (3, 1 mech)
  • "Wojtek" Frajtov (2, 2 mechs)
  • Pvt. Erine Forakis (2, 1 mech)
  • "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
  • Sgt. Philippa Khadjikyriakos (1, 1 mech)
Mission Log
Day 3 Repairs
Salvage 114 standard armor

Use 10 LB10X solid shot 4 LB10X cluster shot 40 LRMs 6 ferro-fibrous armor 88 standard armor

Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 134 points of standard armor (8.37t, 16 points per ton) 1 ton of rescued Leopard crew

28.73/70 tons capacity

Day 3 Notes
Pestunov and Heri work like madmen to get the mechs largely turned around and ready to fight. The Archer is still pending, but everyone else is ready to go, barring a few points of armor missing off of a leg or a side torso here and there.

Day 4 Repairs
Salvage 129 standard armor

Use 89 standard armor

Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 174 points of standard armor (10.87t, 16 points per ton) 1 ton of rescued Leopard crew

31.23/70 tons capacity

Day 4 Notes
Wizard has recovered from her foot injury from the first day, and is no longer limping around camp.

Day 5 Notes
It's Christmas Day. Here in the northern latitudes on Ares, a gentle snow falls. The techs are caught up. Pestunov and Heri try their best to give the unit a Christmas present—a 270 XL engine salvaged from the Capellan Phoenix Hawk hanging from our repair vehicle's crane—but for all their efforts, they're unable to free it from the mech's frame. With long faces, they release the magnetic clamps and drop the Phoenix Hawk's corpse in the snow. The unit drives on.

Capellan radio traffic is increasing in volume. It's probable that they know we're here, and that they'll be searching for us in earnest now. It's only going to get busier from here.

11
Sounds good. I'll get that set up for (perhaps) this weekend.

Checking a few things in the save led to a bit of morning mech lab work, and some proposals for the Archer. It is perhaps our heavy mech in most dire need of modernization: it's the furthest thing in the world from heat neutral, and its secondary armament leaves something to be desired when the missiles aren't an option.



The designs here address the heat concerns by the standard Inner Sphere trick of switching from standard heat sinks to double heat sinks. Both refits trade the pair of large lasers for a single long-range weapon that can be used alongside the LRMs, plus some medium lasers that can be used alongside the new long-range weapon for a short-range punch. Both also add 1 ton of armor for better durability.

The PPC refit is more heat-neutral and has slightly better long-range damage. The ER Large Laser refit matches our logistics train better and fits an extra medium laser in for close-in work.

We don't need to make any choices on this for a couple of months of in-game time, but I had time for playing with the mechlab this morning, and not for any actual gameplay, so. :P

12
Mission Log
Day 1 Repairs
Euchre: 1xp +50 points of armor (3.125 t) -7 shots of LB10X solid -2 shots of LB10X cluster

Chika Heri: +120 LRMs (1 t) +59 points of armor (3.6875 t)

Pestunov: Repairs the PXH-3K and the Crab.

-55 points of FF armor (3.07t)

Cargo State 4 tons of leg actuators 53 rounds of LB10X solid shot (5.3t, 10 per ton) 28 rounds of LB10X cluster shot (2.8t, 10 per ton) 1080 LRMs (9t, 120 per ton) 35 points of ferro-fibrous armor (1.95t, 17.9 points per ton) 224 points of standard armor (20.81t, 16 points per ton) 1 ton of rescued Leopard crew

44.85/70 tons capacity

Day 1 Notes
We didn't get very much out of the vehicles. One of them, a Hetzer, still has 44 points of armor on it, and was destroyed by a pair of PPC shots through the right side rather than immobilization or criticals. It is inoperable, but in good enough shape to tow with us for a look tomorrow.

Perhaps the Bastards will celebrate future December 21sts as Blinding Lightning Day, if the rest of the mission goes to plan.

Day 2 Repairs
Euchre: -195 LRMs -39 points of armor

Chika Heri: -4 points of armor (after salvaging 44)

Orel Pestunov -93 points of armor

Cargo State 4 tons of leg actuators 53 rounds of LB10X solid shot (5.3t, 10 per ton) 28 rounds of LB10X cluster shot (2.8t, 10 per ton) 885 LRMs (7.375t, 120 per ton) 35 points of ferro-fibrous armor (1.95t, 17.9 points per ton) 108 points of standard armor (6.75t, 16 points per ton) 1 ton of rescued Leopard crew

28.175/70 tons capacity

Day 2 Combat
Combat action on 9+ (11, -2 for main objectives), roll is... 9.

According to the random encounters table, this mission is a Probe (Attacker), and will take place at 8:00 p.m. Since it's an attacker mission, we can ignore it, but recall from the house rules post that attacker missions reduce the enemy's skill, equipment level, or morale for the invasion phase. (All those values start at highly unfavorable levels for us.)

In character, the opportunity presents itself to bushwhack a patrol some distance outside of a small town, seeing what local defenses are like outside of strategic targets. Resistance is likely to be light to moderate at worst. Some enemy reinforcements may be in the area. Achieving the probe objectives (destroy 1/4 of the enemy force, losing less than 1/4 of our own) may or may not leave us time to salvage. Clearing the field altogether, and advancing to catch any potential reinforcements, would give us a window of time in which we could pull some additional supplies from anything we defeat.

Day 2 Notes
We're in pretty good shape, repair-wise: everyone is ready to go except for Pepper in the Archer. Wizard is still recovering from her light wounds yesterday, but is still able to fight if needed.

Should we engage, or leave the patrol unhassled?

13
The way that the battle generator works, we should be able to do repairs on Day 2 before any potential Day 2 missions, so this should increase the chances that we're "good enough" for combat operations.

I'll be doing some dice rolling outside of normal battle generation to determine what happens on each day (if ordinary battle generation doesn't give us anything), and when it happens. I think I settled on some kind of combat action on 11+, -1 for each major objective completed, -1 after 5 days, and another -1 once the main force is in-system and it's clear that this isn't just a retaliatory raid.

14
December 21, 3053: Airfield Raid
Mechs are not comfortable rides at a full run. Two hours at a full run does not yield a comfortable day. But, of course, that's why FedCom pays the Bastards the big bucks. In this case, it seems to have paid dividends beyond our expected financial rewards: we arrive at the pair to find it relatively lightly defended, occupied by two lances of vehicles and a flight of aerospace fighters just about to take off. It seems we've stolen a march on the Capellans: no mechs are here to oppose us.



Round 1


On the northwest of the airfields, fast and mobile mechs are going to strike the tank farm before falling back to join up with the main body. On the northeast side of the field, most of the Destroyers are going to target the nearest comms dish (it has a lot of health, at 70), while Drake takes a shot at a Hetzer poking its nose out. Carrying AC/20s as they do, Hetzers are good to knock out early.

As it turns out, Drake only needs two of his three PPCs to score the kill. The rest of the Destroyers have nearly brought the first comms dish down. On the west side of the field, the defenders exchange ineffectual fire with our fast force.

Round 2


The Capellan defenders seem to be focusing on our lighter force to the west, which suits me—they'll be running soon anyway.

Teddy Bear knocks out the engine on the Pike support tank opposing him, while the spray responding of SRMs and AC/2 shells ripping trees to splinters around him fails to connect. Milspec whiffs on the fuel tanks. Hanzoku wounds the driver of the Brutus assault tank on the hill.

In the east, the Bastards get the better of the enemy forces opposing them, but do no serious damage. Linebuster polishes off the first comm dish.

Round 3


The first of the Capellan aerospace fighters lines up on the runway centerline and rockets airborne. It'll be able to cause us trouble soon.

Blinky and Milspec are going to be on fuel tank duty, while Hanzoku will join Teddy in hopefully drawing the Capellan forces north.

The Falcon that cheekily motored out in front of Drake discovers why that's a bad idea, eating a pair of PPC shots from the Awesome and carving a path through the dirt as its hover systems . (It does deliver a few SRM-6s to the Awesome, in response, but damage is light.)

On the west, Milspec takes a few hits to the left side, which cut nearly through his left arm armor. He gets the last shot in on the fuel tanks, and...



It's worse than at the C3 facility. These must have been more nearly full. The pair of Manticores on the hill take damage from the explosions, in fact—our two southernmost mechs just barely escaped the blast.

Round 4


The Bastards should make short work of the Manticores, Pike, and Brutus: they're either damaged, immobilized, or both. The bigger threat now is the aerospace flight: the Thunderbird is moments from taking off, and is a nasty air-to-ground striker, and the Lightning is already airborne and preparing to make an attack run.

Milspec and Blinky try to get within laser range of it before it takes off. They do, but do only minor damage to it before it starts rolling down the runway.

Pepper finishes off the Pike with a volley of LRMs.

Round 5


Forakis gets in position to finish off the central fuel tank, which (if history is any guide) should complete our last objective too. It does, but my distance judgement is a bit off: Euchre takes light damage from the blast, while Pepper gets hammered by shrapnel and barely keeps his mech on its feet. Forakis gets credit for the second Hetzer.

On the other side of the map, Blinky and Milspec immobilize the Condor that has been harrassing them, and none too soon. Milspec's left arm is hanging on by a thread. Teddy Bear gets another engine hit on a vehicle, immobilizing the last Manticore. He and Hanzoku will vacate the area, while the longer-ranged mechs destroy the remaining vehicles.

The bigger concern, of course, are the circling aircraft. They'll really ruin our day if they score solid hits, as the AC/20-sized crater a few meters left of Teddy's Vulcan suggests.

Round 6


Blinky knocks out the Condor, Euchre gets a Manticore, and Hanzoku finally pierces the Brutus' side armor, while the rest of the Bastards fire away at the aircraft. The Thunderbird puts heavy fire into Wizard's Guillotine, but she keeps the mech on its feet. As it roars past, Drake puts a PPC shot into its left wing, and Linebuster follows it up with some LB10X cluster ammo and a large laser. Smoke pours from gashes in the armor, and the aerospace fighter spins out of control and plunges to the earth, sending up a huge explosion as it impacts.

Reviewing the battle footage, Linebuster gets credit.

Round 7
Drake gets the final Manticore with a three-PPC volley. On the south side of the map, the Capellan Lightning dives on Forakis' Phoenix Hawk, lines up its shot carefully, and finally scores with the AC/20. The shell rips through the Phoenix Hawk's leg armor, lodging amid the internal structure, but fortunately doesn't do any further damage to actuators.

With that parting shot, the Lightning makes a run for it. Between the Emperor and Euchre's Lancelot (which has anti-air targeting and long-range weapons), its pilot doesn't seem interested in sticking around to fight to the death.

Final status:



Damage, Injuries, Salvage


The Archer, Crab, and 3K Phoenix Hawk are all either down on armor across several limbs, or in need of some internal repairs. The GLT-4P is listed as 'light damage', but it's critically low on armor on the front torso, so it's not combat-ready until we have a bit of time to repair it.

Using mechs to drag destroyed Capellan vehicles, we're able to bring a fair bit of salvage off of the field, and hide it out of the way. Staying in one place for too long may let the Capellans get the jump on us, but we probably have a day or two to repair and refit before that gets too hairy.

In the blast from the exploding fuel tank, Pepper got a little dinged up, joining Teddy and Wizard on the list of wounded-but-effective mechwarriors. None of them needs a doctor, which is good, because we didn't bring one.

Possible salvage includes ammunition for our LRM and SRM launchers, on top of as much standard armor as we can carry. (Check status and action items for more on how we ought to spend our time.) We receive another 3.885 million C-bills in kill bonuses.

Kill Boards
Drake makes it to quadruple ace. Linebuster gets 'mech kill' credit for the aerospace fighter.

Last Mission


All Time
  • "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
  • "Drake" Halit (21, 7 mechs, 2 Clan kills)
  • "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
  • "Woad" Kohler (14, 5 mechs, 1 Clan kill)
  • "Teddy Bear" Jamil (12, 5 mechs, 2 Clan kills)
  • "Linebuster" Atkinson (11, 5 mechs)
  • "Wizard" Que (8, 6 mechs, 6 Clan kills)
  • "Severe" Payne (8, 6 mechs)
  • "Hanzoku" Yuksel (7, 4 mechs, 2 Clan kills)
  • "Ker-Ker" Ec (6, 3 mechs)
  • "Euchre" Kojic (6, 2 mechs)
  • Simona (6, 1 mech, 1 Clan kill)
  • "Blinky" Stirzacre (6, 1 mech)
  • "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
  • "Milspec" Ortega (4, 1 mech, 1 Clan kill)
  • "Pepper" Popalzi (4, 1 mech)
  • "Faceplan" Farooqi (3, 1 mech)
  • "Wojtek" Frajtov (2, 2 mechs)
  • Pvt. Erine Forakis (2, 1 mech)
  • "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
  • Sgt. Philippa Khadjikyriakos (1, 1 mech)

Status
It is still December 21, 3053.

Cargo
4 tons of leg actuators 60 rounds of LB10X solid shot (10 per ton) 30 rounds of LB10X cluster shot (10 per ton) 960 LRMs (120 per ton) 90 points of ferro-fibrous armor (17.9 points per ton) 224 points of standard armor (16 points per ton) 1 ton of rescued Leopard crew

Supply vehicle capacity: 41/70 tons

Repairs
The following units are damaged.


  • Pepper's Archer
    • Time: 380 minutes
    • Supplies: 70 points of armor, 165 LRMs (has head damage)
  • Wizard's Guillotine
    • Time: 300 minutes
    • Supplies: 60 points of armor (has head damage)
  • Milspec's Crab
    • Time: 270 minutes (135 for armor replacement, 135 for arm repair)
    • Supplies: 27 points of ferro-fibrous armor
  • Pvt. Forakis' Phoenix Hawk (3K variant)
    • Time: 230 minutes (140 for armor replacement, 90 for leg repair)
    • Supplies: 28 points of ferro-fibrous armor
  • Euchre's Lancelot
    • Time: 115 minutes
    • Supplies: 20 points of armor, 30 LRMs
  • Linebuster's Emperor
    • Time: 90 minutes
    • Supplies: 12 points of armor, 2 shots of LB10X cluster, 7 shots of LB10X solid
  • Drake's Awesome
    • Time: 90 minutes
    • Supplies: 18 points of armor
  • Hanzoku's Guillotine
    • Time: 80 minutes
    • Supplies: 16 points of armor
  • Blinky's Ostroc
    • Time: 80 minutes
    • Supplies: 16 points of armor
  • Wojtek's Phoenix Hawk (dash-1 variant)
    • Time: 50 minutes
    • Supplies: 10 points of armor
  • Teddy Bear's Vulcan
    • Time: 30 minutes
    • Supplies: 6 points of armor (has head damage)

We have three techs: Orel Pestunov (Elite), Chika Heri (Veteran), and Euchre (Regular). The first two can work 480 minutes each at normal skill, plus 240 minutes of overtime at a penalty. Euchre can only work 480 minutes, since he's also on call for combat.

That's 1440 minutes of labor total, plus 480 at overtime penalties (+2, I think, and higher difficulties carry a higher risk of parts used up on failed repair rolls), against a total of 1715 minutes of work, assuming we hit every repair roll on the first try. (Pestunov will get it right about 9 in 10 times. Heri can do about 4 in 5. Euchre is good for about 3 in 4.) We also have a bunch of units to salvage, which is likely a time-limited proposition, given the constraints this operation poses. Armor and ammo are relatively easy to strip. Any more substantial parts will likely need to be done slowly and carefully.

We've taken 228 points of armor damage against 224 points in stock, a large part of which is due to my Pepper's positioning error when the second fuel tank went up. We've also used about half of our ferro-fibrous armor: Milspec and Forakis will have to be very careful going forward. Other than armor (which makes sense, on what is probably going to be our most intense combat day of the raid before D-day), our stocks are in good shape. In particular, we were fortunate to take no critical damage on either the Crab or the PXH-3K, both of which had the armor fully stripped from one limb.

Action Items
How should we use our limited repair time?

Fix up the most damaged mechs to get them back in the field, and leave the lighter damage for later?

Fix the least-damaged mechs so we have two lances in tip-top shape, even if we're down 1-3 combat effectives?

Focus on salvage today to build our supply stocks, leave the stripped husks of the vehicles behind so we can move faster, and delay repairs until tomorrow?

Spoiler: Painting stuff (click to show/hide)

15
Of limited interest compared to a full update, perhaps, but the ComStar box is here! Guillotines and Lancelots, CGL and 3D-printed:



Some major style differences for sure, but recognizably the same mechs. The scale differences are interesting—the mechs are the same heights, roughly, but the cockpits are much bigger on the official models. Still a good bit of prep work before painting is in the cards, but it's cool to have the whole gang (as of a few in-game years ago).

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