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After-Action Report, Turn 2
Keiko's RestAs the first few battles of Keiko's Rest wound down and battle lines became more static, the Okinasu Empire unveiled a weapon designed to take advantage of an immobile battlefield (and to strike deeper into Republic-held territory): the
Type 35 "Toigurenedo" 255mm Self-Propelled Artillery. These tracked guns rain high explosive hell down on Republic lines as they debuted, but even worse is their
"Nokku" 255mm Multipenetrator Airburst Shell. These shells pop open over targets and propel sharpened tungsten carbide rods into targets below. While certainly terrifying for infantry (who wants to see their buddies quite literally pinned to the dirt?), these rounds also prove effective at punching holes in armor and, unfortunately for the Republic, mechs parked on the backline if the Imperials are lucky enough to target the right areas.
But the Republic did not sit on it's hands either. With the successes of the Republic mechs against their Imperial counterparts, the Republic instead focused their efforts wholly on the destruction of everything else. With skies evenly contested by both forces' atmospheric fighters, there was some wiggle room for the deployment of the
DC.58 "Bibo" Heavy Bomber. This large aircraft also made it's debut at Keiko's Rest in an effort to smash through Imperial defenses. While the
Bibos did suffer a significant amount of losses over the course of their introductory battles, the efficacy of their 12000kg of bombs can not be understated. These aircraft can be loaded with 1000kg high explosive bombs or their 1500kg
"Geschenkkorb" Cluster Bombs. The bombers, like the Imperial artillery, proved effective against the entire range of ground targets, and while they could more readily target areas housing mechs, their vulnerability to enemy aircraft makes them less consistent.
With flesh, steel, and earth being shredded by both sides, mechs once again are used to power through and attempt to deal a decisive blow. The spearhead of the Republic advance was led by their new mechs - the
DVL-1-1 "Vuurduivel" and the
DVL-1-2 "Voetduivel". These mechs are both 40-tonners with a roughly triangular torso and fixed domed head bearing a pair of horns housing a well-protected sensor suite. These sensors allow the mechs to identify vehicles and mechs within 500 meters even without line of sight. They are fitted with a pair of arms with impressive range of motion that end in Small Weapon Mounts. Both the arms and the torso come fitted with autostabilizers to increase their ability to stay on target while moving. A third Small Weapon Mount is installed in the lower torso. Both mechs utilize the
Kaarsvlam Fusion Engine, which grants high speed and mobility even with a significant amount of
"Dijkstijl" Composite Armor (Mutlilayered armor with a scaled ceramic outer layer followed by a Ceramo-Resin sandwiched between steel plates. The resin rapidly expands and hardens with the heat and pressure that often accompanies armor-penetrating munitions and energy weapons. The hardened resin is fragile but makes up for it with a higher resistance to energy weapons.) for its weight class. They also have three
Subpar Heat Sink Banks on the back and
Jump Jets installed in the legs. For all these similarities, they are also quite different.
The
DVL-1-1 "Vuurduivel" comes equipped with a
WR.Tulpenbloei Small Laser in the right arm and lower torso
Small Weapon Mounts, a
WR.Specerijlijn Weaponised Heat Beam in the left arm's
Small Weapon Mount, and the
WR.Vuurwek Incendiary Missile System in the upper central torso's
Medium Weapon Mount. The
Tulpenbloei is your bog-standard small laser upgrade, improving range and damage at the cost of heat generation, but the
Specerijlijn is a different beast entirely. This "laser" converts heat from the mech into a focused beam that does little physical damage to the target, transferring a significant percentage of the heat pumped through the weapon into said target instead. The
Vuurwek also turns up the heat, as the weapon system can fire a volley of warheads with a potent mix best described as a cross between thermite and napalm.
The
DVL-1-2 "Voetduivel" replaces the
Medium Weapon Mount with a
Small Weapon Mount fitted with a
Pinscher alongside the lower torso's
Pinscher, as well as having a
Tulpenbloei Small Laser in each arm's
Small Weapon Mount. Additional armor was added to make up for the adjustment in tonnage with the downsized weapon mount, but it still squeaks in lighter that the
DVL-1-1 and is slightly faster as a result.
A handful of the Republic Armed Forces' mechs (-Duivels and Hitmen both) had been knocked out by saturating artillery fire before engaging in the battle proper, but that was the same for the Imperial Defense Force as well (except from rampant bombing). The Republic's mix of mech forces was met with both Imperial
Hitman models as well as the visually impressive
ONI-1TO.
The
ONI-1TO is a 50-ton mech with a bulky triangular body wider at the shoulders and tapering in toward the waist. A Small Weapon Mount at each shoulder houses a
Type 25 and a
Medium Weapon Mount is installed centrally in the torso with a
"Oni's Bark" Type 77 120mm Cannon installed. The rudimentary L-shaped arms end in conical fists and act as tertiary weapons. The Oni can launch powerful strikes using the tip of the conefists and immense force to punch through thick armor, and the arms can pivot somewhat in their shoulder joints to provide a better range of attack. Another triangular shape makes up the head and cockpit and is equipped with a pair of powerful spotlights resembling eyes. It comes with the Imperial's catapult-assisted ejection system. The armor is very thick for mechs of an equivalent weight class, and angling across its entire body aid in reducing effective incoming fire fairly well. Thanks to the WOO Mk1 "Donutstacker-Wasabi" powering the mech it can still hit speeds greater than the Hitman. But what makes it impressive is the neon lighting across the entire mech. The
Oni's Bark as well as the one forward and four rear
Subpar Heat Sink Banks are ringed in neon lights. The cockpit is also
excessively decorated, with the highest quality and comfort afforded to pilots of the
ONI-1TO from carpet to seat to RGB consoles. No expense was spared, which explains why they appeared in fewer number than any other individual mech deployed by either force.
The new mechs, in conjunction with each forces'
Hitman mechs, clashed in a glorious spectacle. The
ONI-1TOs drew first blood, scoring hits on their opponents outside of the range of Republic mech weaponry. A keen eye on the Republic side could see the lights on, in, and around the
ONIs that fired flicker off for a brief moment after firing their gun.
It was an interesting cannon, firing two shells in sequence with every squeeze of the trigger - a dense armor-piercing shell followed up almost immediately by a high explosive shell. One burst hit a Republic
Hitman in the center torso and managed to set off the
Pinscher ammo which devolved into a reactor explosion, giving anyone nearby a healthy dose of radiation as the mech vaporized. This wasn't too common an occurrence as the duel between mech groups closed in further, as it was
exceedingly obvious now that the
Oni's Bark was somehow interfering with power in the mech and so the
ONI-1TOs were not keen on utilizing the weapon too often. The
ONIs also found themselves falling victim to their own flair, with vital systems outlined clearly for the Republic mechs to target.
This was especially punishing when it came to the
Vuurduivel and
Voetduivel. These mechs were presently the quickest steel behemoths in the field, and while the
Oni's Bark did have a range advantage, the
Duivels had intense
firepower. Opening salvos of missiles from the
Vuurduivels were adequately accurate and bathed opposing mechs in sticky, intensely burning chemicals. The payload of the
Vuurwek was devastating, warping armor and heating the target mechs up to uncomfortable levels. The rounds that missed did even more damage to the poor infantry lines beyond the mech battle, with anyone in the splash radius offered precisely zero chance of surviving.
The
ONIs and
Duivels were both faster than either sides'
Hitman models, allowing them to maintain their own optimal ranges better than the boxy mechs. This gave
ONIs time to pause for a solid shot on the Republic
Hitman mechs, so long as they weren't overheating from
Vuurwek damage. At closer ranges however, the Republic
Duivels really expressed their capacity for violence.
The
Tulpenbloei melted deep gouges into
ONI armor more effectively than the
Type 25s on each of the
ONIs shoulders could respond to (especially with the guidance of some well-placed neon lights). The
"Dijkstijl" Composite Armor was extremely effective armor, with the
Vuurduivel and
Voetduivel even managing to shrug off AP rounds thanks to a layer of explosively expanding ceramo-resin. But even when the
Oni's Bark could defeat the armor, followup shots were never on the same target thanks to recoil imparted on the
ONI and the speed of the horned Republic mechs. This significantly reduced the overall impact of the
ONI's main gun.
But the pain didn't stop there for the Empire's neon knights. While the
Vuurduivel built up a large amount of heat using the
Vuurwerk, perhaps the only saving grace for the Empire besides a low ammo count, the
Specerijlijn weaponized that heat and blasted it into the Imperial mechs within small lasering range. Even with the
ONI's multiple heat sinks they had a hard time dealing with, ultimately, both ends of the incendiary missiles - especially as they were being targeted fairly accurately by the Republic mechs. Firing an
Oni's Bark guaranteed a
Vuurduivel would pounce in that brief moment of hypervulnerability, and pilots were quick to eject from their mechs as their hair and skin melted and fried from the heat. Even the
ONIs fists proved largely ineffective as a
Duivel was already quicker and could utilize their NITROUS fuel injectors if they
really needed a burst of speed.
Both Imperial
Hitman mechs were likewise battered by the reveal of the
Vuurduivel and
Voetduivel, as the quicker mechs also entirely outranged them. While the Republic's mech forces were certainly not unscathed, they dominated their mech opponents to a terrifying degree.
With the Imperial mech routed and finding themselves engaging in proper combined arms engagements outside the mech production facility, the Republic found themselves leaning on their mech support more than anticipated. The missile system on the
Vuurduivels proved, as most any incendiary weapon does, to be highly effective at killing its targets and forcing breaches in enemy lines. Indeed, for the time being it seems the only thing the
Duivels have to fear are massed volleys of large rounds or those frankly terrifying
Nokku artillery rounds.
With a back line softened from the sky and the front line battered from the ground, Imperial forces were pushed from the production facility without much large-scale fighting within the facility proper. They plan to retake the facility soon, and that just means any damage to the facility becomes expensive repairs for them later on.
The Weitraum Republic has taken the mech production facility in a devastating display. Imperial forces are planning a counter-attack, but failure here could result in enough manpower loss to require surrendering the planet. The Republic just needs to defend their position in order to secure victory.----
VordweltWhile
Bibos found plenty of use over enemy soil, indiscriminate high altitude bombing of one's own lands is generally frowned upon. As a result, this destructive means of air support largely sat out the fighting on Vordwelt. Imperial artillery was less restricted, so their usage provided a larger relative impact than on
Keiko's Rest. Without many other variables to offset the advantages expressed by the Republic over the Empire in the fighting on Keiko's Rest, conflict here goes about as you'd expect it to.
While interaction between the two forces was largely similar, one major tactical difference was the requirement for the defending Republic to have mechs actively on the defensive line in order to rapidly respond to Imperial actions. These tall mechs on a wide open plain proved quite easy targets for spotters to identify and relay to
Toigurenedo companies. A larger percentage of mechs were disabled or destroyed by Imperial artillery than elsewhere, and these extra losses could prove to be the deciding factor if the Imperial forces can attack with a stronger front - especially in the field of mechs. It certainly reduced the losses incurred by the Imperials by a noticeable, although not
impressive, percentage. Even one of those
Vuurduivels knocked out of action was a blessing for dozens and dozens of infantrymen.
The Imperial forces on Vordwelt suffer losses not unlike on Keiko's Rest, leaving them vulnerable should the Republic press then any harder. The lack of additional support for the Republic this turn does leave the door open for the Imperials to take advantage of, however. As it stands, the Imperial Defense Force attacking Vordwelt could lose their foothold should the Republic hit them with more overwhelming force.Keiko's Rest
-Invasion of Keiko's Rest: Stalemate, first Mech-on-Mech fight, Imperials gain minor Strategic Advantage
-The Burning Battle: Debut of ONI-1TO[OE], DVL-1-1 "Vuurduivel"[WR], and DVL-1-2 "Voetduivel"[WR], devastating show of force by the Republic led largely by the Vuurduivel, Republic captures mech production facility
Vordwelt
-Invasion of Vordwelt: Stalemate, air power reduces Mech efficacy
-Resistance on Vordwelt: Republic forces replicate successes elsewhere, resulting in a threat to the continued existence of Imperial invaders