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Choose the starting Era

3030s - 4th Succesion Wars, basic technology only, Star League 'Mechs are rare, Clans aren't a thing yet
- 1 (12.5%)
3040s - Renaissance era, basic technology, but advanced designs begin appearing. The dawn of the Clans
- 4 (50%)
3050s - Clan Invasion, Clan tech is rare but possible, while advanced IS design and tech starts appearing
- 3 (37.5%)
3060s - FedCom Civil War, widespread advanced tech in the Inner Sphere, Clan tech is slightly less rare
- 0 (0%)
3070s - Jihad era, Clan tech is uncommon, while everyone in the IS is running advanced technology.
- 0 (0%)
3140 - Dark Ages. Tech is... weird. You might have militarized agro-Mechs charging cutting edge Clan designs sold to IS troops.
- 0 (0%)

Total Members Voted: 8


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Author Topic: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Eclipse  (Read 42595 times)

Burnt Pies

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #105 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.
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I can read box now
Also, I am a bit drunk
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Rince Wind

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #106 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
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Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #107 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.
« Last Edit: November 25, 2019, 06:03:56 am by Hanzoku »
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Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #108 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.



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.



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.
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Knave

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #109 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.
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NickAragua

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #110 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.
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Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #111 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.
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EuchreJack

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #112 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.

Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #113 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
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Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #114 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.
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Rince Wind

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
« Reply #115 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.
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NickAragua

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
« Reply #116 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.
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EuchreJack

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Blue Paladin
« Reply #117 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.

Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
« Reply #118 on: November 28, 2019, 03:06:52 am »

Steiner Scout Operations

I found this in the BattleTech reddit, and it seemed appropriate to how I run 'scout' operations.
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Hanzoku

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Re: The Iron Brotherhood - A Battletech/MekHQ Let's Play: Operation Bronze Eyes
« Reply #119 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.
« Last Edit: December 03, 2019, 12:52:50 pm by Hanzoku »
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