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-   -   Tanks a Lot 3025 BattleTech Merc Dynasty - The 4th Succession War Ends!!! (https://forums.operationsports.com/fofc//showthread.php?t=99491)

Abe Sargent 12-08-2024 10:10 PM

Tanks a Lot 3025 BattleTech Merc Dynasty - The 4th Succession War Ends!!!
 
Tanks a Lot BattleTech Dynasty

Hello happy folks! I hope that your day is going super mega well! I have wanted to do this BattleTech dynasty follow up to my main group Kilts and Commandoes that formed in 3030 after the 4th Succession war as a mixed company of BattleMechs, Vees, and infantry to a huge regiments big BattleMech heavy units that dominated and forged a world from ever since that ended, but with more of an emphasis on the week vehicles. I also thought it would be fun to start in 3025 as a merc unit, and then fight in the fast and furious 4th.

However, I wanted to be big enough to get in the fray. Suppose I built in 3.5 years a regiment sized tank company with a great rating and ranking…would I be on the front lines as a tank against these folks out there? I doubt it…so…I think this might still need to be mixed too.

Let’s get this thing started!!!

We are at Galatea, the Mercenary’s Star where all of the best and worst of us are gathered . Here new and current merc units are created and hire new staff, either dispossessed without their key stuff or with it. I am using the “Mercenaries: Field Manual” to create my unit. Al rolls in BattleTech are with either 1 or 2 d6. I will be using them for making my unit, rolling up contracts, and then using the newest version of freeware MegaMek to solo with an AI the battle.

What should be my Merc Units name? Since we are heavy, but not exclusively, armor, and vees, I liked “Vee Squad” for the JV Squad as the backups sent in, or “V Team” for similar thoughts like the B Team, or “Mech Killers” if I have some great nasty in close range tanks like the 2x AC 20 Demolisher or triple PPC Schrek. But we will have Mechs on my team for sure, and the name “Mech Killer” might be weird. You can vote or choose your own here:

What should my new Merc Armor and Vehicle Heavy Company be - Front Office Football Central

Thanks!!!

Abe Sargent 12-08-2024 10:29 PM

History:

Now let’s turn to the world around us, either for the new BattleTech fan or reminder to those familiar with the world.

We reached out into the stars and have settled thousands of worlds. We have found tons of aliens plants, animals and such, but not intelligence. Therefore we have brought the worst and best of ourselves with us. The universe is divided into the Inner Sphere of the Five great Houses and then the Periphery with heavy pirates and such. The Inner Sphere is roughly 1000 light years across. We stretched out into many early space empires, which were eventually brought into the Star League for centuries and were at peace exploring, investing in infrastructure,

The Star League ruler passes after 2750, and his young son takes over and there is a Regent named Alexandr Kerensky who is the General of the Star League. After early 5 great houses and empires pushed for more solidarity early and weaponization when young, after he turns 18 he begins to repeal those laws. Civil War happens, Kerensky heads out bringing the 5 Houses back in their holds. And then the Periphery leader Stefan Amaris who supported the Star League against the 5 houses in the Inner Sphere launches a Coup while Kerensky is away. Kerensky comes back and answers the Amaris Coup which destroyed some infrastructure here and there. Then he has to liberate the Terra system and Earth. That’s long and also damaged infrastructure.

Then seeing the madness, Kerensky flees the Inner Sphere for the deep periphery with 80% of his troops. They are never heard from again. Into this power vacuum the five great houses and their nations step. They begin what are called the Succession Wars for centuries, which destroyed infrastructure and people and their stuff with weapons of mass destruction in the first two. This era lost the advanced technology of the Star League from weapons (like pulse lasers and gauss rifles) to medicine and such. We are referring to that as LostTech.

The Third Succession War was one of raids and the end of attacks on infrastructure as few were left. This War ended just this year in 3025 from 2866 until now.

Abe Sargent 12-08-2024 11:01 PM

The Politics:

The Inner Sphere’s Five Great Houses:

Federated Suns (House Davion) - This has the best military out there. They are built around something called Regimental Combat Teams of one regiment of Mechs, two of armor, and then bunches of infantry. They are trained and designed to work together. They are English in basis. They are east and above the Capellan Confederation and below the Draconis Combine. Ruled by Hanse Davion

Draconis Combine (House Kurita) – They are above the Suns and right of the Commonwealth. They are a Japanese themed House with Samurai and Bushido culture heavy. They do sometimes put personal honor over that of the Dragon. They are very strong militarily, 2nd best after the Suns. Ruled by Takashi Kurita.

The Lyran Commonwealth (House Steiner)
– This is above the Free Worlds League and left of the Combine. Based on Germany. They have great merchants, and the best economy. They do have social generals that are there based on who they know and a big byzantine bureaucracy. They tend to use Assault Mechs for everything, rather than a more well rounded mechs. Ruled by Katrina Steiner.

The Free Worlds League (House Marik)
– Below the Lyrans and left of the Capellan Confederation. They are a league of independent smaller units that have some autonomy and can pull units back if they don’t like the military engagement or targets. It’s a rough political mix. It’s got the best industry and can churn out mechs and such nicely. It’s ruler is Janos Marik.

The Capellan Confederation (House Liao
) – The smallest realm based on size, it’s citizens are heavily pro-Liao, more so than other states. They give them free health care, jobs for everyone, free religion and much more. They are based on Chinese Culture and their ruler, Maximilian Liao isn’t very strong or such.


The Main Periphery States:


Outwards Alliance –
They are between the Combine and Suns, to their right. They care loads about aerospace fighters to keep them safe from the big foes on their doors. They are better than most Houses. They are led by Neil Avellar II.

The Taurian Concordat –
Below the Suns, it massively fears invasion by them. It will often do unethical things to keep them off their backs. It’s led by Thomas Calderon.

The Magistracy of Canopus – Ruled by Kyalla Centralla, often run as a place for IS folks to get away and do bad things for a vacation, kind of like a Stellar Las Vegas. Below and left of the Free Worlds League.

The rest are Bandit Kingdoms like the Circinus Federation or Marian Hegemony.

ComStar
– Running the hyperpulse generators called HPG for short for one planet to get sent to another, they formed just shortly after the exodus of the Kerensky fleet. You can go to one on your planet to send messages or record video with family, friends, or coworkers. They are led by Primus Myndo Waterly.

Abe Sargent 12-08-2024 11:25 PM

Recent News:

In 3020, getting tired of the endless 3rd Succession War, the older Katrina Steiner sent out peace messages, three rulers didn’t even respond. But Hanse Davion did. At first he felt that peace couldn’t be accomplished until his kids, but he offered an alliance with House Steiner. They worked out a few details and signed an alliance on 3052 in Terra.

After seeing their enemy sign an accord, the other three houses signed a quick alliance called the Kapteyn Accords. Although not as strong as the Davion/Steiner one, or as deep. The two eyars of negotiations began to change the best economy but bad military. Katrina bought faster lighter units from the Suns like Enforcers and Wolfhounds and gave them the best grads from their academies. She wrote a book on tactics, and then reformed the academies. She called these Lightning Companies and hten assigned them to various units. She had her people retire older bureaucrats and reform the service.

There were people in both realms who didn’t like the alliance. The key one in the Suns was the ruler of the Capella March Duke Michael Hasek-Davion since he felt that they would take out and care the Draconis Combine on their mutual border, but not the CC. There were three groups of folks in the Commonwealth, one the old guard that new their time was up, and then the Isle of Skye people that are pretty independent minded and then Ryan Steiner.

Abe Sargent 12-09-2024 12:04 AM

The Military of the Universe:


BattleMechs
– Mechs for short. These durable thumpers in the face or long range are piloted and a cross between a robot and suit of armor. Mosty humanoid, they can fire weapons, punch, or kick too anything a person can do. Battlefields are turned by mechs and they own things. They use fusion engines. They only destroyed by taking out their CT, engine, gyro, two legs destroyed, or lost head or hit cockpit and then a dead or kod pilot too. Any other body part keeps them the game.

Aerospace Fighters
– These durable fighters can fight in the planets and in space too. They can load up bombs to destroy emplaced stuff or strafe with energy and ballistic weapons in one line on a map, everything, from enemies to friends and then launch weapons at various angles. Unlike BattleMechs that take damage and then will often be in different places like Center torso or left leg, they only take damage to one side that points and can only fire weapons into that arc. They also use fusion engines.

Armor – Ah yes, the tanks, hovercraft and more. Cheap, often using Internal Combustible Engine (ICE for short), some might be fusion. They also only take damage on the side facing the unit that hits them and have weapons in arcs. They can have a turret they twist too. They can take loads of crits too. One destroyed side ends them, as well an exploded engine or ammo explosion or dead crew crit hit, some can carry infantry. There are places they cannot easily go, but Mechs can. Two can be in the same hex or one and a Mech.

Infantry
– These can wield things like SRMs or machine guns, and can be one of three types divided by movement – foot, jump and motorized. They take massive damage from MGs if in the open, and can hide in buildings.

VTOLS – These are copters. They have massively hard to hit speed, but are super fragile, and one hit can often hit. They need to be piloted well, because they can easily crash into buildings, hills or the ground from piloting skills. They are the best scouting though

Conventional Fighters
- These are the vulnerable craft that can only fight in atmospheres, they are massively vulnerable like Armor to mechs and Aerospace Fighters to these. But they can strafe and bomb too, and are super cheap.

Small Craft
– Between 100 and 200 tons, these are fighters or shuttles to drop ships and jump ship in the system or can head to space stations.

JumpShips – These poorly armed and armored craft jump from one system to another, arrive at a Jumppoint that’s save at the Nadir or Zenith point, unfurl the sail, and then spend a few days charring. The max jumpable distance is 30 light years.

DropShips – These are attached to rings on JumpShips and head to the planet. They can be for Cargo, like Mules, or military transport like Leopards or Unions, or assault craft meant to mix it up like the Avenger. They can be Aerodyne which means they can strafe and bomb, but can only land at DropPorts and AirPorts, but fire all weapons on the ground, or spheroid and land in most places o other than like Swamps on the rear, but their rear weapons cannot fire and Nose ones just up. They are more versatile in landing, but worse on the ground and cannot strafe or bomb.

Blue Water
– There are blue water assets out there like Hydrofoils and Subs, but they are pretty rare, since many planets don’t have big oceans and then they are harder to transport from one planet to another and many would just prefer hovercraft and fighters scouting and defending and attacking those vectors.

Abe Sargent 12-09-2024 12:02 PM

Classes of Military Assets:

Most military assets are divided into four weight classes with different roles as stated below:

Light – 20 – 35 tons for Mechs, Vees ca be lighter, these tend to be fast, hard to hit, but lightly armed and armored. They often have jump jets for Mechs. You get +1 o hit for walking, +2 for running and +3 for jumping, but are +1 to be hit for moving 3-4, +2 for 5-6, +3 for 7-9 and +4 for 10+, and then if your targeted jumped or is a VTOL +1. These tend to be the fast and harder to hit scout units. There are slower higher armored stuff that have a big gun like the Panther or UrbanMech.

Medium – Medium units are sort of the workhorse of the industry from 40-55 tons. They tend to be faster than heavier units, better armed and armored than lights. There are slower tankier units like the AC20 wielding Hunchback or faster scouts like the 8/12 Cicada. Lots of versatility here.

Heavy – 60 to 75 tons here. They are the keys at winning battlefield engagements with great armor, weapons but slower mechs. They have the face-smashing Thunderbolt or Orion that want to close, or longer range mechs like the Catapult and Archer.

Assault
– 80 – 100 tons, these own the battlefield! Slower still, they have tons of weapons at various ranges and uses and great armor too. From the Awesome to the Atlas to the BattleMaster!!! They are face smashing good times!!!

Fighters of the Aerospace Variety don’t have Assaults, just lights (20-45 tons), medium (50-70 tons) and heavies (75 – 100 tons)


Weapons Styles:

There are three weapons types in the game. Some weight little, do great damage for their weight but make a load of heat. Some do spread damage to find criticals after a hole was open in exterior armor. Then some weigh tons but do little heat.

Ballistic Weapons
– These are the group that tend to be heavy in mass, but lighter in heat. Only one weapon deals 20 damage, the medium range AC20 (AC Stands for Autocannon). Then there is a long range solid AC10, and then 5 and 2 damage at great ranges. The Machine Gun is here. Has a small range of just 1/2/3, and then makes no heat, but just deals 2 damage.

Energy Weapons- This is the first category. They weight little, have no ammo to explode or run out of but make heat which needs to be dissipated by heat sinks, and right now, mechs start with ten HS in their engine. There are four of these right now at level one tech, PPC which deals10 damage at range, or the Large, Medium and Small lasers. The Large and PPC are long range weapons.

Missile Weapons – These are the spread damage weapon. Long Range Missile packs have a minimum range of 6, and for each hex inside they’ll be a +1 to hit. They are in packs of 5 up to 20. When you hit, you roll to see how many, and then roll for each grouping of 5. So if you hit with 16 o a LRM20 you’d roll for 5 damage three times and one damage once. Then there are Short Range Missiles that deal two damage per, in SRM2, 4 and 6 racks, you also roll to see how many hit, but this time for each one that hits, you spread out, so if 4 missiles hit that’s four hits

Abe Sargent 12-09-2024 01:25 PM

Here is my Merc Rolling Chart for 3025:

2, 3 - Periphery
4 – Company
5 – Draconis Combine
6 – Lyran Commonwealth
7 – Fed Suns
8 – Free Worlds League
9 – Capellan Confederation
10 – Company
11, 12 – Comstar

For Periphery, I will roll 1d6 and:

1-2 – Outworlds Alliance
3-4 – Taurian Concordant
5-6 – Magistracy of Canopus

Since this book is in 3058, here are my numbers!

Here are the possible contracts I can be offered:

Objective Raid
– Here we are to destroy a building, person, unit or supplies. This is known as a Smash contract, they tend to be short.

Extraction Raid
– This is a “smash and grab” where you need to bring back a spy or materials. It also tends to be shorter.

Recon Raid
– This is a recon of various forces and defenses on a planet. Sometimes you’ll fight, but not always…

Pirate Hunting
– Pirates have attacked someone, and you are being hired to take them down. This tends to be lucrative salvage since they aren’t often good at the helm, or with strong equipment. You have to track them down and smash hem, which can be a bit time consuming at times. They also tend to be out in the Periphery. Long to get there

Garrison
– This will garrison a place for a longer time. You are not guaranteed combat there and won’t be sent on raids either, loads of units are great for this and love it.

Cadre This is a shorter length contract where you are training the defense. This can be combined with Garrison work to defend from attacks too.

Retainer
– For longer deals, you will do everything your boss tells you from raids to garrison to assaults.

Planetary Assaults – You are contracted to attack another planet en masse. Often with support.

Defensive Campaigns – Here you are contracted to help relieve a longer attack on someone. This is often for a while.

Riot Duty – This is a contract to help bring rioters under control or to prevent it from happening by being there.

Security – You are a shorter term contract to help keep something safe, often until better units arrive or from a major announcement for a few months.

Diversion Raid – You are to raid, look obvious, and then keep away attention from the real business.

Guerrilla
– You are behind enemy lines and have to fight without support at all.


Salvage Terms:


This is how Mercs live and die, by salvage rights!!!

Here they are:

None
– Their boss keeps all salvage. It’s not a great way of mercing.

Exchange – Your boss will pay the Mercs the full C-Bill value of the salvage, but they don’t get it.

Shared – Your boss will pay your half of the C-Bills from your salvage, and you can salvage the other 50%.

Full – The mercs get to keep all salvage, but they don’t get any cash for it. It’s great for units with money since they can use their cash to fix up stuff on their own, but not great early.

Abe Sargent 12-09-2024 03:16 PM

Here are my founding people:

So, I wanted to bring in a DropShip and maybe a JumpShip too to bring in naval assets. The rolls for them are very high, and you need loads. In the game making your unit you recruit them last. You get one free roll at the beginning to see if you can unearth them and them on future recruiting sections you have to spend all of your recruiting attempts for that month on them They have high numbers, but some abilities will drop them down a bit, so I wanted my starters founding folks to have those abilities (no more than one each will drop it) to make it the most possible, and then if I do get that DropShip, I can try to recruit to fill it out.

When you make the founder and other people key in the nit after choosing background and education, you can give the three skills or raises to gunnery or piloting skills. With my old founder with the Kilts and Commandoes, I gave him tactical genius and 2 edge.

Leader and CO:

Captain Sir Steven Marsh, Age 26, Tank


Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Three Terms – 2/3 skill elite, +3 influence, -2 family, +2 friends, +3 unit

Tactical Genius (+1 unit), Edge: 1 (+1 unit) , Reputation - +1 influence, +1 family; +2 friends and unit

Total -
+5 influence, +2 family, +5 friends, +8 unit

I will roll 1d6 three times for family, friends and unit and add the number given to see how many I have. I have one more influence than Essex. Influence can be used for recruiting starters and then each month here. Reputation gives me a bonus to rolls for Drop and Jump ships. Edge lets me reroll one thing like an ammo explosion or pilot death. Tactical Genius will let me reroll initiative at the start of each combat.


Born on the Federated Suns world of Mallory’s World that is in the Terra Corridor near the Capellan Confederation and Combine to a knighted ruler of an RCT that was given a land grant and Knight title after he really helped out here on Mallory’s World. This is one of the key breadbaskets in the Suns, and then it’s often used as a staging ground or waystation for invasion forces.

He was very smart for his age and the tactical genius could be seen. He got early admission into college at the age of 14. (it’s normally 16.) He just finished his 3rd term on Dec 31st, 3024, and submitted his resignation to create his own unit.

He spent two tours of duty as the Lieutenant of the 17th Avalon Hussars here on Mallory’s World. He once got an award for clever thinking on the battlefield that saved his unit. He was running an Armor Company as the Captain. He will be bringing some of his folks with him from the 17th as well as the others he met. We will be using Fed Suns ranks, by the by. He was a graduate of the private Sakhara Academy with smaller numbers but stronger connections. It’s in the Draconis March and about midway down the border and roughly 30 light years, but two jumps, near the Combine proper.


Here are our ranks for the upcoming unit:[/u]

Lance controller – Leftenant (this was Sergeant in K&C)
Company Controller – Captain (this was Lieutenant in K&C)
Battalion Controller – Major (This was Captain in K&C)
Regiment XO - Leftenant Colonel
Regiment Mechs Controller – Colonel (We had that in K&C too)
Multi-Mechs or Other Regiments – Leftenant General

Abe Sargent 12-09-2024 05:18 PM

I roll 1d6 for seeing how many and I add the bonuses for family, friends and unit. Here’s what I get!!!

3 family, 4 friends, 23 unit. 30 total recruited in the starters, I can choose five of those for my key abilities for reducing JumpShip and DropShip acquisition numbers and then recruiting too.

Sir Evan Marsh, Leftenant – Age 25, Mech Pilot, -1 Family

Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Two terms – 8 years, 3/4 skill, -1 family, +1 friends, +3 unit - +2 influence

Well-Connected – 3. +2 influence; +3 each.

Total
– 5 influence, +1 family, +5 friends, +5 unit too


He has 5 influence to recruit 5 times when they are in the Mercenary’s Star and will drop the cost of Drop Ships and Jump Ships by -3 each time for Well-Connected. He is the talker and the communicator of the Marsh brothers.

He was born one year earlier, and had a strong gift for gab. His connections got him into class one year earlier, and he follows his mother’s love for BattleMechs, not his father’s tank ness. He also just finished his 2nd term with the 17th Avalon Hussars as a Leftenant. He also followed his brother to the Sakhara Academy too.


Captain XO Baroness Flavia Obed-Marsh, Age 28, Mech Pilot,
She could be friend, family or unit. I am counting her as Unit because I need to knock those down.

Training: State University – 2 years, 4/5 skill, -1 family, +1 friends, -1 unit -+1 influence
Level of Service: Three Terms – 2/3 skill elite, +3 influence, -2 family, +2 friends, +3 unit

Baroness ability – 3 cost, -3 reduction for DropShips and JumpShips. +2 flu; +2 unit, friends, +3 family

Total – 7 influence. -0 family, +3 friends, +5 unit


That gives me the max reduction in DropShips and JumpShips recruitment by 7! I thought about making her an Aerospace Fighter since then all three would be starting members.

She also went to Sakhara, which is her home world too. She met Steven as first year folks and he was two years younger but more mature. They dated, graduated and were married in school right a few years after graduation. She returned to his homeworld to start their new life together. She was brought into the 17th Avalon Hussars too, and they are now both elite, him as an armor driver and her with a mech. She was a Captain for a full company and will be our XO. Since she enrolled at the same time as her husband she turns in her End of Service contract.

Last is our last influence. Note that we need to spend 2 influence with these details and three traits or one just for the good stuff. Those two are detailed, one flu left, this is another hire.


Alice Sanchez – Age 28, -1 Friend. Tank Driver.


Training: Family Trained - 2 years, 6/7 skill, +3 family
Level of Service: Three terms – 10 years, 3/4 skill, -1 family, +1 friends, +3 unit - +2 influence

Stephen Marsh’s best friend growing up was Alice. They were here on the planet of Mallory’s World together. She loved his father loads and was an unofficial daughter of him. She loves Armor like him too. She was trained by him, and was in their garrison fighting defensively in a raid. She wasn’t in the 17th and there was no contract to finish up.

She has 2 influence, but won’t roll to see who or what troops or recruit either, since she’s not special.

Abe Sargent 12-09-2024 07:48 PM

I will roll to see who comes with Evan and Flavia, these are random rolls so I don’t know who or what is coming.

Evan:
2 family; 6 friends; 7 unit

Flavia: 1 family, 5 friends, 7 unit

Combined with Stephen, that’s his 27 after Evan, Flavia and Alice and their 28. 55 total units.

Then after grabbing those I can grab DropShip and JumpShip and then try to recruit normally or a 2nd DropShip, with for one month or 12 total recruits by my founders.

With a high rep Knight land grant, well connected and Baroness, this level of starting stuff does make sense.

So now we are rolling three 1d6. The first is to determine what the unit is, the 2nd is their piloting ability, and then the 3rd their weight class. For an elite pilot, Stephen and Flavia will add +2 to skill and then Evan +1 for veteran.

For the first unit by the reputation tactical genius of Stephen,

here are the numbers and possibilities:


1 – It says distant for tanks but doesn’t give any examples. I like VTOL Here, or maybe just more infantry.
2-3 - Infantry
4-6 – Vee

Skills for Elite Recruiter:

1-2 – Regular
3-5 – Veteran
6 - Elite

Size:

1-2 – Light, foot for inf
3-4 – Medium, motorized inf
5 – Heavy, jump
6 – Assault, jump, anti-mech

Let’s start with the 27 of Evan:

Vee, Vet, Medium
Vee, Elite, Medium
Inf, Regular, Foot
Vee, Vet, Heavy
Vee, regular, Assault
Vee, Elite, Medium
VTOL, Elite, Medium
Vee, Regular, Light
Vee, Vet, Heavy
Inf, Reg, Jump Anti-mech
VTOL, Veteran, Light
Inf, Elite, Jump
Inf, Regular, Foot
Inf, Veteran, Foot
Vee, Regular, Medium
Vee, Veteran, Heavy
Vee, Elite, Medium
Inf, Veteran, Motorized
Vee, Veteran, Medium
Inf, Veteran, Motorized
Vee, Elite, Heavy
Vee, Regular, Light
Inf, Regular, Motorized
Vee, Veteran, Assault
Inf, Veteran, Motorized
Vee, Veteran, Assault
Inf, Regular, Anti-Mech Jump

27! I rolled four VTOls, but after two I felt that just going with more infantry was the idea. We have 15 Vees, right around half. Yay!

Here are the tables for Mechs and then the Vet ability table:

Mech:


1 – Aerospace Fighter
2-3 – Vee
4-6 -Mech

In reality, the 2-3 is Fighter and the 1 is Vee, but I felt that that was a way too high of a chance for a huge Fighter section. Plus, you know…tanks….

Evan’s 15:

Fighter, Veteran, Medium
Mech, Veteran, Medium
Vee, Veteran, Light
Mech, Veteran, heavy
Vee, Green, Light
Mech, Veteran, Heavy
Vee, Veteran, Assault
Mech, Regular, Assault
Mech, Veteran, Heavy
Vee, Elite, Medium
Vee, Veteran, Heavy
Mech, Veteran, Light
Mech, Green, Medium
Fighter, Regular, Light
Mech, Veteran, Light

15! We got two Aerospace Fighters, and then 8 Mechs. Right at 50%!

Flavia’s 13:

Vee, Elite, Light
Fighter, Regular, Heavy
Vee, Elite, Medium
Mech, Veteran, Assault
Mech, Regular, Heavy
Vee, Elite, Light
Mech, Regular, Assault
Vee, Veteran, Heavy
Mech, Veteran, Assault
Fighter, Veteran, Medium
Mech, Veteran, Heavy
Mech, Veteran, Light
Vee, Veteran, Medium

Another 13! This has two more Fighters, and then 6 outta 13 so one fewer Mech than half.

We got a total of:

2 VTOLS
4 Fighters
14 Mechs
25 Vees
10 Infantry squads

Abe Sargent 12-09-2024 08:40 PM

Is there a DropShip I can do for all of these? Union is 12 mechs, and 2 Fighters, an Overlord is 36 mechs, and 6 Fighters,. A Seeker is 40 vees and 4 platoons of infantry. A Gazelle is 15 tanks. Condor is 20 vees and 12 infantry, enough for all infantry, but below by 5 vees. An Excalibur is a huge DropShip with 90 vees, 12 mechs and12 infantry platoons. I could do that and then a Mech and Fighter carrier too.

A Fortress was what I was hoping for since it’s an assault dropship and carrier with tons of armor, weapons and Long Tom artillery in the nose. It has 12 Mechs, and Vees too 3 Inf platoons. I could do a Condor and Fortress, but then rough load 2 Mechs in storage. And a Leopard CV for 6 Fighters too. What makes sense for me to try and get?

Let’s start with JumpShip. Each has drop rings. If I grab a Merchant, that’s a base of 12, -7 so 5, and then it has two drop rings. The Invader has three drop rings, but it’s 14. That’s a 7, likely, and I could try to grab the Leopard, Condor and Fortress. Or a regular Leopard with a 4 Mech and 2 Fighters and then the Invader has 2 Small Craft space, not Fighters though, so I could just do a Union with 2 Fighters and 12 Mechs, and then Leopard and Seeker.

Let’s start with my 7 for an Invader! I toss a 8, it’s mine! Now if you toss exactly what you needed, it will join you as an auxiliary, not yours and can leave you anytime. It’s named the “Triad of Stars.” This means we either salvaged or bought it.

Now I can get a free DropShip. A Fortress’s dozen Mechs and Tanks seems nice, plus infantry and assaulting and can secure the zone and with artillery too! It’s base is 13, so 6. I toss an 8 again. It’s named “Mason’s Bulwark” since the Captain is named Isis Mason and it’s her family DropShip from her dad.

I can skip recruiting in the first month instead of a ton to try and bring in the Condor! Let’s do it, it’s base is 9. That means I need a 2 to grab it. I toss a 10, each die was enough to get it. I have a Condor, named the “Flying Eagle”. I could wait until next month to try and bring in a Leopard CV, that requires a 10 base, so 3, dropped. Or I could just rent the Leopard CV like normal, and then try
and bring it in when we get back. We’ll take the first contract.

Now let’s figure out what my units are!!!

I update our rank for Stephen to Major.

Abe Sargent 12-09-2024 09:12 PM

Sizes of Units for Vees and Mechs:

Lance
– The smallest unit of the grounded troops is a Lance of four units. This is four armor, and mechs.

Company – Three lances are 12. Ideally you will either have one lance each of scouting, fire support and smashing things, or just one focus here, but in the bigger unit below. With a Command Lance, those are called a Reinforced Company.

Battalion – Three companies of vees or mechs are 36 units, or a Battalion. Some might have Command Lances or Companies. You might have the specializations above for lances here in companies.

Regiment – Three battalions are enough for a regiment. Often with Command Company. They will often have the three specializations we discussed in battalion form.

Sizes of Units for Infantry:

Company – Weird different size but same name, three platoons. Controlled by Captain.

Battalion
– Three companies, 9 total, led by Major.

Regiment - 3 battalions, or 28 total platoons, led by Leftenant General (normally Colonial or General)

I make a Battalion of my infantry with a command platoon, led by a Major.

Sizes of Units for Fighters:

Flight
– This duo of two is the smallest unit in Fighters.

Squadron – Three Flights or six fighters, their CO is called a Captain.

Wing – This is three Squadrons together plus a Command Flight so 20 fighters total. This is basically a Battalion, so they are a Major too.

This is what the Leopard CV carries. We have two Flights of Fighters.

Get ready for a bunch of Davion units, but on the Cap and Draconis borders and then with the alliance and trade with House Steiner, there could be other things out there.

Remember that Davion is home to the Regimental Combat Team (RCT) of 1 regiment of meches, 3 of vehicles, 5 of infantry (which is just 140 platoons). 2 Fighter Wings and a battalion of artillery. That’s what the 17th Avalon Hussars are on world.

Abe Sargent 12-09-2024 09:38 PM


My four founding members, I roll:


Major Sir CO Stephen Marsh – Patton
– I wanted a back and commandy style tank with long range weapons and great armor. The Sturmfuer Assault Tank first caught my eye with 2 LRM20s, but just 6 shots. We are instead doing the heavy 14 tons of armor AC10 with 2 shots, LRM5 and sl and flamer.

Evan, Enforcer, Enf-4r v
eteran – This has a 4/6/4 movement with an AC10, large laser for range, sl, 9 tons of armor, beloved Davion mech

XO Flavia, elite, Atlas, AS7-D, the nastiest and biggest 100 ton mech in the IS, with an AC20, 2 tons of ammo, LR,m 20 with 2 more tons, 20 heat sinks, 4 Mls, SRM6 15 shots, 19 tons of armor, nasty.

Alice – Veteran, vee, Manticore Heavy Tan
k – 176 armor, PPC, Srm6 with 15 shots, LRM10 with 24 shots, ML

Yay!

Abe Sargent 12-10-2024 01:40 AM

The rest of my unit!

Let’s start with the 27 of Stephen:


Vee, Vet, Medium, Alonzo Typer, Goblin Medium Tank - LL, Mg, 1 infantry squad , foot, 8 tons of armor
Vee, Elite, Medium, Meghan Reynolds Condor Hover Tank, 7/11,6 tons armor, Ac5, 3 ML, MG
Inf, Regular, Foot, MG, Akshay Kumar,
Vee, Vet, Heavy, Lan Dang, Von Lucker – AC20, 2 SRm6m 1 SRm4, 1 Lrm 10, 11 tons armor,
Vee, regular, Assault, Starling O’Brian, Behemoth, 2 AC10s, 20 shot, 13 tons armor, 4 Lrm5s, 2 SRm6s, 4 SRm2s, 4 MGs
Vee, Elite, Medium, Roger Sanchez – Alice’s husband, Maxim Heavy Hover Transport – 8/12, 5.5 light armor, inf carrier 3 tons, Sm6, 4=3 Lrm5, 2 SRm2, 3 MG
VTOL, Elite, Medium, Mvundia Embergen, Warrior Attack Helicopter, H7 – AC2, SRM4, 1.5 tons armor, 10/15 move ,
Vee, Regular, Light, Amir Rashad, Pegasus Scout Hover Tank, 8/12, 6.5 tons, 2 SRM 6, ML, Sensors,
Vee, Vet, Heavy, Sorenella Capecci, Brutus Assault Tank, 2 LL, LRM20, 2 SRM6, 1 SRM2, 8.5 tons armor
Inf, Reg, Jump Anti-mech, Bonny Charbonneau, SRMs
VTOL, Veteran, Light, Margeret Naile, , Warrior Attack Helicopter, H7 too
Inf, Elite, Jump, Roger Snyder, SRMs
Inf, Regular, Foot, MG, Marcelo Rodriguez
Inf, Veteran, Foot, Inferno, Maria de Sousa
Vee, Regular, Medium, Nan Liang, Vedette Medium Tank, AC5, MG, 96 armor,
Vee, Veteran, Heavy, Latasha Jenkins, Bulldog Medium Tank, LL, 2 SRm4, mg, 6.5 tons of armor,
Vee, Elite, Medium, Luca Dang, Hetzer Wheeled Assault Gun – 1 AC20, 4 tons ammo, 4/6, 6 tons armor
Inf, Veteran, Motorized, Rachel Sanders, SRM
Vee, Veteran, Medium, Mary Okere, sister of Charlie Okere, a 2nd Maxim Hover Tank
Inf, Veteran, Motorized, Glen Namundja, MG
Vee, Elite, Heavy, Sven Jorgensson, Shrek PPC Carrier, 3 PPCs, 7.5 tons armor,
Vee, Regular, Light, Ujjal Singh, Hunter Light Support Tank, 1 LRM 20, 6 tons armor, Flamer, 2 tons ammo
Inf, Regular, Motorized, Robin Justice, Flamer
Vee, Veteran, Assault, Charlie Okere, broker of Mary Okere, Demolisher, 2 AC20, 4 tons ammo,10 tons armor
Inf, Veteran, Motorized, Steve Wrobleski, MG
Vee, Veteran, Assault, Marsha Otone, Ontos Heavy Tank, 8 ML, 2 Lrm5, 8.5 tons armor
Inf, Regular, Julio Jaramillo, Anti-Mech Jump, SRM,

Next are the 15 of Evan’s 15:

Fighter, Veteran, Medium, Luke Caffincelli, Corsair, 2 ML, 2 LL, 4 sl, 13.5 tons armor
Mech, Veteran, Medium, Gustave Montano, Hunchback, HBk-46 ,AC20, 2 ml, 1 sl, 10 tons armor, 13 heat, 10 shots
Vee, Veteran, Thibault Courtois, Light, Hunter Light Support Tank #2
Mech, Veteran, Mitch Raymond, heavy, Archer ARC2R, 2 LRm 20, 4 ml, 13 tons armor, 24 shots,
Vee, Green, Light, Galleon Light Tank, Miles Montano, 6/9 movement, 2 Sl, ml, 3.5 tons armor
Mech, Veteran, Heavy, Kgosi Baard, Marauder MAD-3D – This Davion variant has 2 PPc, 4/6, 2 ML, LL, and 15 heat and 11.5 tons armor
Vee, Veteran, Assault, another Behemoth Tank, Robin Ling
Mech, Regular, Assault, Thebe Medupe, Banshee 3S, worked on by Davion and Steiner, 2 PPcs, AC10, 4 ML, 2 sl, SRm6, 21 heat, 15 tons armor
Mech, Veteran, Heavy, Kamaka Pukui, Crusader, CRD-3D, Davion variant with 2 Lrm 15, 8 shots each, 2 SRm4s, 2 ML, 12 tons of armor, more sinks
Vee, Elite, Medium, Margaret Dyson, Drillson Heavy Hover Tank, 6/9, 7 tons armor, LL, 2 SRm2, 2 mg, Lrm10. Roger’s Wife
Vee, Veteran, Heavy, Roger Dyson, Another Von Luckner
Mech, Veteran, Light, Marcus Darko, Wolfhound WLF1, new Davion Scout mech with just energy weapons – 1 LL, 4M L 6/9 speed, 10 HS,
Mech, Green, Medium, Mohammed Kunya, Phoenix Hawk, PXH-1, 6/9/6, 8 tons armor, 10 heat sinks, LL, 2 ML, 2 MG,
Fighter, Regular, Light, Sparrowhawk – 10/15 speed, 2 ML, 2 Sl, 7.5 tons armor
Mech, Veteran, Light, Yamato Ason, Valkyrie, VLK-QA – 5/8/5, LRM 10, 6 tons armor, ML, 11 heat, 12 shots

Archer great fire support, Hunchback closer, MAD3D doesn’t have the Ammo explosion of the MAD3R but not real heat sinks. Banshee variant is nasty long range and closer. Crusader another long range missile boat like the Archer, but can be great closing too. Wolfhound amazing scout mech, PXH too, although I’d prefer a non-Green pilot, Valkyrie is okay at range and scouting with good armor and such.

Let’s Finish with Flavia’s 13:

Vee, Elite, Light, Rachel Alvarez, Saracen Medium Hover Tank, 8/12 movement, 7 tons armor, Lrm 10, 3 SRm2s,
Fighter, Regular, Heavy, Andriy Shevchenko, Stuka, 4 LL, 3 ML, Lrm 20, Srm4, 15 tons armor
Vee, Elite, Medium, Jasmine Acharya, Another Hetzer
Mech, Veteran, Assault, Lola Karimov, BattleMaster, BLR-1G, 18 heat, 14.5 armor tons, 1 ppc, 6 ML, 2 mg, SRm6, 4/6 movement, nasty strong…
Mech, Regular, Katherine Gashler, Heavy, JagerMech, JM6-S – 2 AC2 and AC5, 2 ML, 4/6, 6 tons armor, 1 heat
Vee, Elite, Light, Morgan Tall, Saladin Assault Hover Tank, Ac20, 3 tons ammo, 8/12 movement, 2 tons armor
Mech, Regular, Assault, Olivia Chaudhury, Awesome, Aws-8Q, 3 PPCs like the Shrek, SL, 28 heat, 3/5, 15 tons armor
Vee, Veteran, Heavy, Max French, Another Brutus Assault Tank #2.
Mech, Veteran, Assault, Groeht de la Boer, Zeus, ZEu-6s – beloved Steiner Mech, LL, Lrm15 with 8 shots, AC5, 4/6, 17 heat, 11.5 tons o’ armor.
Fighter, Veteran, Medium, Hammed abd Allah, Corsair
Mech, Veteran, Heavy, Rakesh Venkatachala, Grasshopper, GHR-5H, 4/6/4, 22 heat, LL,Lrm5, 4 ML
Mech, Veteran, Light, Ford Middleborough, Javelin, JVN-10N – 6/9/6 move, 2 SRm6, 15 shots each, 4 tons of armor
Vee, Veteran, Medium, Ryan Oliver, a 3rd Maxim.

BattleMaster nasty. I was fearing I’d roll the bad JagerMech with four ACs,and then 2 backup Mls and then bad armor, which is a beloved design here. The Zeus is all long range, but not great Armor to close. The ‘Hopper is designed as a scout mech killer. The Awesome is strong, and you can fire loads of long range weapons. The Javelin SRm6 version is great at finding criticals on open mechs and then also on Vees too, I prefer the 10F Variant that gives it max armor and 4 Mls, but that’s not bad.

For a scouting lance, in Mechs we have Wolfhound, Javelin, Pixie and then maybe the Valkyrie or Enforcer or Grasshopper could be the last one. For a Fire Support Lance we have Archer, Marauder, Crusader, Awesome and JagerMech or Zeus, then in my close lance Hunchback, Atlas, BattleMaster and Banshee. Then a Command Lance of the Zeus, MAD or JagerMech, Enforcer, Valkyrie.

We have 16 Mechs because I forgot to count my starters and two more tanks. That’s a Leopard normally, not CV, and we’ll add two Fighters to our storage.

Abe Sargent 12-10-2024 11:47 AM

I forgot Flamers, they are an energy weapon with the weight of a small laser, it’s range (and MGs too), make Medium Laser heat and then can either raise the target heat by 2 or deal 2 damage. Raising heat is very powerful right now with just single heat sinks.

War Chest
– We get in cash 700,000

I split off the 16 mechs that’s a reinforced company into their own unit. Mechs a Lot.

I hire 1 regular medic, 9 Astech, 6 green techs, 5 regular, 4 vets, 1 elite, 2 DropShip crew, 2 green admins, one vet admin, we have 100% support costs paid.

Here’s my assignments for the company:


Atlas AS7D, Capt. Flavia Obed-Marsh, Elite
Hunchback HBK-4G, Gustave Montano, Veteran
Banshee 3S, Thebe Medupe, Regular
BattleMaster, BLR-1G, Lola Karimov, Veteran

Archer ARC-2R, Leftenant Mitch Raymond, Veteran
Crusader, CRD-3D, Kamaka Pukui, Veteran
JagerMech, JM6-S, Katherine Gashler, Regular
Awesome, Aws-8Q, Olivia Chaudhury, Regular

Wolfhound WLF1, Leftenant Marcus Darko, Veteran
Phoenix Hawk, PXH-1, Mohammed Kunya, Green,
Grasshopper, GHR-5H, Rakesh Venkatachala, Veteran
Javelin, JVN-10N, Ford Middleborough, Veteran

Enforcer, Enf-4r, Leftenant Evan Marsh, Veteran
Marauder MAD 3D, Veteran, Kgosi Baard
Valkyrie, VLK-QA, Yamato Ason, Veteran
Zeus, ZEu-6S, Groeht de la Boer, Veteran

This is our Atlas:




It’s the nasty machine of death mentioned above. It’s our only elite MechWarrior.

We have 75 points in full support, medics, and then 20 for veteran average and then Jump/Drop ships too. C Rating by ComStar.

Abe Sargent 12-10-2024 02:12 PM


Tanks a Lot, Company #1:


Patton, Major CO Stephen Marsh, Elite,
Goblin Medium Tank, Alonzo Typer, Veteran
Condor Hover Tank, Meghan Reynolds, Elite,
Von Lucker #1, Lan Dang, Veteran

Manticore Heavy Tank, Leftenant Alice Sanchez, Veteran
Behemoth, Starling O’Brian, Regular
Brutus Assault Tank, Sorenella Capecci, Veteran
Bulldog Medium Tank, Latasha Jenkins, Veteran

Maxim Heavy Hover Transport #1, Leftenant Roger Sanchez, Elite
Pegasus Scout Hover Tank, Amir Rashad, Regular,
Vedette Medium Tank, Nan Liang, Regular
Hetzer Wheeled Assault Gun, Luca Dang, Veteran

Hunter Light Support Tank, Ujjal Singh, Regular
Hetzer Wheeled Assault Gun #2, Jasmine Acharya, Elite

I hire enough staff for Admin, Ranking – 70 - C


Company #2:

Schrek PPC Carrier, Capt. Sven Jorgensson, Elite,
Hunter Light Support Tank #2, Thibault Courtois, Veteran
Saladin Assault Hover Tank, Morgan Tall, Elite
Maxim #3 – Ryan Oliver, Veteran

Demolisher, Leftenant Charlie Okere, Veteran
Ontos Heavy Tank, Marsha Otone, Veteran
Behemoth Tank #2, Ronin Ling, Veteran
Von Luckner #2, Roger Dyson, Veteran

Saracen Medium Hover Tank, Leftenant Rachel Alvarez, Elite,
Maxim #2, Mary Okere, Veteran,
Galleon Light Tank, Miles Montano, Green
Drillson Heavy Hover Tank, Margaret Dyson, Elite

I hire enough staff for full support, 70 C

Abe Sargent 12-10-2024 02:52 PM

also split up three infantry into my folks, and three into the Mechs:

Mech Company
:

Inf, Reg, Jump Anti-mech, Bonny Charbonneau, SRMs
Inf, Regular, Julio Jaramillo, Anti-Mech Jump, SRM,
Inf, Regular, Foot, Laser, Marcelo Rodriguez


Tanks Company #1:


Inf, Regular, Foot, MG, Akshay Kumar,
Inf, Elite, Jump, Roger Snyder, SRMs, Leftenant
Inf, Veteran, Motorized, Rachel Sanders, SRM
Inf, Regular, Motorized, Robin Justice, Flamer


Tanks Company #2

Inf, Veteran, Foot, Rifle, Maria de Sousa
Inf, Veteran, Motorized, Steve Wrobleski, MG
Inf, Veteran, Motorized, Glen Namundja, Laser, Leftenant
Inf, Veteran, Foot, SRMs, Bill Roberts,

I also assign both VTOLS here too

Abe Sargent 12-10-2024 11:18 PM

Alright, let’s negotiate some deals!!!

Here are my offers:

#1. Fed Suns, Objective Raid
, target CC in New Hessen to raid , destroy their base in the Josburg Flats, and they are defended by the 1st and 2nd New Hessen Irregulars with just lighter units. They have a battalion of mixed mechs and armor defending their HQ in the flats. They are just three jumps away, and on the border with the Suns. All light stuff. We get a 1.5 mill bonus for taking out the nearby military prison if we want to attack it, defended by one company of light mechs. It’s clear that Hanse Davion is pushing to use his new alliance to shake down folks.

I take it since it’s so close. It’s a good shake down mission!

Now it’s time to negotiate it.

We have an elite negotiator. We are C rating from ComStar. We get 77 points to negotiate. We start with Salvage rights. They offer Exchange and give us 5, we spend 25 for Shared, 57 left. They want Command next and want Liaison, no change, we accept. We want length next and offer 1 month and pull out 10 points. 47 left. They want Payment and pull out 25 points for 3.4 base salary, 22 left. We want Support Next and Battle Loss Compensation of 50%, 10 points, 12 left, they give us +5% remuneration for 10 points to drop our remaining points 2. Last is Transport Rights, and they will pay us nothing, we can use our own vessels, we get a 1% signing bonus with the last two points. The contract is also times 1.3 for Suns.

Contract #1:


Objective Raid on CC world of New Hessen, 3 jumps away
Command: Liaison
Salary: 3.4, 1.3, with 5% Remuneration and 1% bonus
Support: 50% Battle Loss Compensation
Salvage: Shared
Length: One Month
Transport Rights: Nothing

We will rent the Leopard for getting us there, it costs120k to rent for the three jumps there and back again.

We can pay for recharge stations. Normally, you’d be on a three jump planet in around 4-6 weeks or so, but with recharges, we can do it faster. Just a day or so in each system. We could pay the recharge rate of 50k for our JumpShip 6 times for 300k plus 240k rental of DropShip. But New Hessen doesn’t have a charge station and such. I choose do to this since New Hessen is the 7th planet and a massive 21 days from the system’s jumppoints, or we could do a Pirate Point around 4 days close, and increase by 2 weeks. No thanks, I do the stations only.

We’ll be on New Hessen on February 2nd. Please note that if we have time to…raid…the HQ first prior to blowing it up, we could get some nice cash assets.

Abe Sargent 12-10-2024 11:50 PM

Quick thoughts on my unit prior to running our first battle with it? Mechs? I feel like we got a nice mixture of fire support, power and scouting units with the PXH, Javelin, Wolfhound and Grasshopper great scouts, Archer, Awesome and Crusader as ranges stuff and then power stuff like BattleMaster, Atlas and Hunchback. But we had some not great stuff like JagerMech and the Zeus has light armor. That MAD D isn’t great either since the AC5 going removes the ammo explosion issue but adding a LL isn’t that best ever with the loss of a heat sink, it should have added more Heat sinks and close in weapons.

For Vees, most don’t have good armor in this era. They often prefer overloading weapons and Heat Sinks. There are Mechs with bad armor for their classes better armored than some tanks. The Brutuses aren’t bad from the CC’s Epsilon Eridani, in terms of armor and weapons load out, we don’t have any LRM/SRM Carriers that are murder on mechs with massive numbers of missile racks, but low armor and ammo. They are pretty cheap though

The ability to kill tanks is pretty easy to do, destroy a side, turrets count, or blow up the fuel tank hit an ammo explosion and kill the crew. It’s also possible to destroy the movement fully or partially and then it cannot move, just like destroyed a mech’s legs or gyro. How can you salvage it? According to the rules, only a killed crew or immobilized tank can be salvaged. First of all, that’s not very realistic. Obviously, destroying an engine or ammo explosion cannot be salvaged, but many tanks and vees have been salvaged in real life after destruction just like blue water craft with a side destroyed, and that should be harder with the water getting in. In my previous dynasty I only had to roll a 5 or greater on 2d6 to salvage a tank with a destroyed side. That feels a little too easy. This time I am only salvaging a tank side on an 8 or more on 2d6. Otherwise, nope.

Also, tank crew rarely die, just like MechWarriors, save when there is a critical to kill them. But their tanks are pretty fragile, so there can be loads of dispossessed crew out there. We can salvage any mech with a surviving CT. But not so with armor. But we can buy cheap stuff easily enough.

Abe Sargent 12-11-2024 12:50 PM

MegaMek Notes – This is for BTech fans. I just downloaded the last stable version 0.49.19.1.

I have changed these options from the default:

Paranoid Autosave On
Flamers do both heat and damage, since the latest version does this
Smoke Drift on
Year it’s in 3025
TacOps Double Blind - We can only see LOS Stuff
Sensors on
Infantry can spend a turn digging in, to avoid clear space open kills
Vee Crews their size in GTpOps
Quirks on
Paratroopers on, infantry can hot drop like Mechs
Woods have a chance to burn down
Clear hexes cannot be set on fire
Bots are double blind with each other too
TACs float – Normally a 2 for to hit location hits the CT crit, but now it floats
Engine Explosions on
Fires may be set accidentally or intentionally
PPC Field Inhibitors can be turned off to fire inside minimum range, but might damage it
Glancing Blows on – If you roll what’s needed, half damage
Direct Blows on – For every 3 more needed to hit rolled, more damage is dealt
Burst Fire MGs - You can spend 1d6 heat and damage, and use 3x what’s rolled lost in ammo
Expanded Heatscale is on
Rapidfire Acs on – We can fire an AC like an ULtra AC to maybe hit twice, increased risk of jamming and explosion
Grappling Attack on
Trip attack on
Vee Firing Arcs on
VTOLS can Strafe and Bomb
Tanks cannot be targeted by Infernos since it’s auto kill
You can unjam Acs
Ultra Acs attack twice instead of once and then you see how many hit
Club, Hatchet Sword attacks use the punch table
The primary target doesn’t have to be in the front arc
Standing Still makes it easier to be hit
Physical Attacks – Lights -2 to attack, medium -1, assault +1
The PSR for standing after taking 20 damage is made harder for each 20 damage
Backward movement by mechs, tanks over terrain changes allowed with PSR
Infantry movement on pavement increased like vees
Hull Down – Mechs and Vees can hull down
Attempting to stand is harder with a missing arm
Vees can be abandoned
Ejected pilots flee
Pilot Special abilities and Edge on


In TacOps there is a more durable vee/armor optional rule that reduces crit chances…do I turn it on? It’s an official optional one…I will try it and see, and maybe turn it of it feels unfair. This is in the Advanced Combat rule.

Abe Sargent 12-11-2024 02:46 PM

January 1, 3025 – Some Rumors of a LostTech Star League era depot on Fed Suns border world Galtor III are hitting us. We choose not to head out since we need that cash.

January 12, 3025 – We arrive in the New Hessen system. No major traffic or issues here. We are not contested in space.

February 2, 3025 – We land at the New Hessen DropPort by the Plains. The Fortress has spare cargo of 415 tons for supplies like ammo and such, and then the Leopard we rented 34 tons and our Condor has 1651 tons, plus we have storage for 32 Vees but just 26 so we can use those for things we grab on the way back, as well as space for 5 infantry platoons free on the Condor/Fortress for space too. Our fighters unload and face Air cover and are fighting

We arrive and our foes are:

CC Light Mechs:

3 UrbanMech – AC10, light, low movement and stuff
1 Urbie RML – Swaps AC10 for AC20
4 Stingers – 6/9/6 – 2 ML
4 Wasps – WSP-1L – 1 SRm4, 6/9/6 movement
3 Javelins – We have these
2 Locusts – LCT1E, 8/12. 2 ML, 2 Sl
1 Raven 1x – Strong anti-ECM suite - vet

18 mechs and 18 tanks

Our BV is 54,976 theirs is 18,242

They are regular save the Raven vet

Abe Sargent 12-12-2024 12:53 AM

We are on a 25x25 hex map with concrete, roads, light woods, and they are on the east and us the west, with a river and small lake in the north. We are attacking their fort, it’s in the northern east corner. The river is on our side and the concrete on theirs. There are some houses to the south.

I deploy some heavy power units north on the bridge and south, scouts and hover on the middle to get past the river with jump jets or hovers, and then missile boats and some smash units in the south’s trees and then infantry there too.

Turn 1 – I move around. We couldn’t cross the bridge on the north. I want to aim my northern army at a Saladin, in the center at 2 J Edgars and a Savannah Master and Saladin center and a Locust at the bottom. Our Archer destroys the Savanah Master’s front. It is recoverable, but it’s also immobile we’ll need to fix. We locked the turret of a J. Edgar

Turn 2 – I fire in the North at a Saladin, they pulled back there and it’s just long range. A Harrasser in the mid flank and a Locust south. Some fire at a Scimitar too

Our Ontos Immobilizes a Scimitar and hit it’s Sensors
Our Grasshopper hits a SL in their Locust
Our Goblin hurts the speed on their Scimitar
Our Brutus destroys the Front of their Harasser, kill! We can salvage it


Turn 3 – We need to start pushing forward in the north and center. Our Wolfhound falls trying to cross a river and only moved one. Their Locust bases my tanks in the south, our Jav their Plainsmen and Valkyrie their wounded Scimitar, and Grasshopper behind the Saladin. They pull back in the north and few are in range, all long. I fire at a J Edgar, long range, a Plainsman, the Locust that charged and the wounded Scimitar.

Our Demolisher destroys the FR of their Scimitar. It cannot be salvaged
Starling O’Brian’s Behemoth destroys the RS of their J. Edgar. It cannot be salvaged, tossed a 7
Our Jav hits the SRM6 on their Plainsman – it’s immobile
A J. Edgar immobilizes our Brutus
Our Manticore hits the engine 3 times on a Locust and destroys the CT then, dead mech. That’s our founder Alice Sanchez’s tank
We kick and hit the 2nd Plainsman’s movement by one


They have lost one mech, and four tanks with an immobile one too, do they pull out? I feel they probably will try to turn it around this turn

Turn 4 - I eject the Brutus. They eject the Plainsman. I charge in the north with fast mechs and tanks, where they are charging out with light mechs all mostly here by their base. I am firing on a Stinger and Saladin on the north flank and a Striker Light Tank on the south one. Plus the wounded Locust in the middle and a J. Edgar that rushed me.

Our Saladin Hover Tank with the AC20 destroys their Stinger’s LT, LA on the ground, I moved it to 3 away.
Mary Okere’s Maxim destroys the FR of their Saladin. It’s recoverable
They hit our Saladin’s move system
Our Pegasus destroys the Stinger’s CT – dead mech!
Our Awesome immobilizes a Scimitar

We have taken out 2 mechs and 7 tanks, just one immobile one with us, we ejected. They flee and we capture the HQ! We do get the Scimitar and Plainsman they ejected.

Abe Sargent 12-12-2024 01:18 AM

Salvage:

Savannah Master = to repair, immobile – Fixed immobile with techs, 4 days for both
Harasser Laser Platform front side
Plainsman – Immobile – three techs couldn’t one could will take 10 days to fix
Saladin – Front side destroyed
Scimitar immobilized – fixed! 3 days

Parts Salvaged:

Scimitar tank – 2 SRM2, 1 AC5
J. Edgar – 2 SRM2, 1 ML

LCT1E – RT, RA, RL, LL, LT, LA, H
Stinger - LA, RT, RL, RA, LL, H

Our Stuff:

Brutus – Immobile – fixed, 3 days

We spent around 165k on ammo and were barely touched the Brutus wasn’t critical or hit anywhere else.

I spend three days for base repairs of my stuff and salvage, to increase it’s value for Shared, and then move tons of supplies to the DropShip.

February 5, 3025 - Then we hit the nearby military prison. Our scouts did confirm the 12 mech light presence. I will be sending just my mechs and then one tank company each flanking and then in the rear of their prison as a backup in case they want to flee to make sure that they’ll stay right now.

Here they are:


1 UrbanMech
1 UrbanMech 60L with the AC20
2 Stinger 3Gs with the 2 ML
1 Javelin
2 Wasp 2L with SRM4
1 Valkyrie – they must’ve salvaged from Davion
1 Firestarter – FS9A With 4 Flamers, 2 ML, 2 SL, 6/9/9 movement and 104 points of armor, and 10 heat sinks
2 Locust 1E
1 Spider 5V – 2 ML, 8/12/8 movement, 56 armor, 10 HS

I would love that Spider, it’s the fastest mech in the era.

All of these are regular, save the 60l Urbie, it’s veteran, we CANNOT allow that for long and need to take him out.

This is their Urbie, common in the IS, but beloved in the CC. Just 2/3/2 movement, but great armor and a big fat gun.



We are on a smaller map, since the previous one was great for defense and bigger too. 16 x 17, we are on the Prison Camp map, and they are on the top and us the bottom,

Abe Sargent 12-12-2024 02:23 AM

Just as a heads up, this idea of the defenders just having light mechs comes from the 1st book in the 4th Succession War, but a battle scenario on New Hessen in the 4th later says they have faster mechs like Quickdraw, Victor, Shadow Hawk and Phoenix Hawk, with a Command slow mech like a BattleMaster. So they would have a normal BMech company, not a light one, based on later sources, I am going to reroll the units with speed, and then change things around.

I am keeping UrbanMech 60L, Wasp 2L, Stinger and Javelin.

Then…

Vindicator VND1R – 4/6/4 movement, PPC, LRM 5, ML and Sl, max armor, 16 heat sink
Phoenix Hawk
Shadow Hawk 2d – 5/8/3, AC5, LRM5, 2 SRM2, 2 ML, 14 Sinks, 72 armor
Wolverine WVR6R – 5/8/5, 152 armor, AC5, SRM6, ML, 12 heat sinks
Quickdraw – QKD-4G, 5/8/5, LRM10, 4 ML, 1 SRM 4, 2 lasers face rear
Catapult – CLPT – C1 - 4/6/4, 2 LRM15, 4 ML, 15 heat sinks, 10 tons
Cataphract – CTF-1X – Veteran, this is their CO, 16 heat, 4/6, 176 armor, AC10, PPC, 4 ML, 2 face rear, this is recently made like our Wolfhound and the previous Raven.
Victor – VTR-9A – 4/6/4, AC20, 2 flamers, 2 ML, SRM4, MG, 136 armor and 15 heat sinks.

The Victor is an assault and lightly armored but wields the powerful AC20. It’s a nasty machine of death and destruction. The Vindicator, 2 Hawks and Wolverine are faster Mediums, the Quickdraw and Catapult and Cataphract are heavies. The Catapult is the CC preferred Archer or Crusader missile boat with jump jets. The Cataphract is the only slower one save for the Urbie. That Shadow Hawk is a joke.

This is their Cataphract:



All Regular save for that Cataphract, It’s a closer of a mech like our BattleMaster and Atlas. The BV this time is pretty closer with them 11525 and us 25,851 but we have infantry and 4 more units and better pilots, we are veteran.

I am deploying them in the center where the prison is and us on the south.

Abe Sargent 12-12-2024 01:27 PM

Their base is surrounded by a two level tall hill to protect them from our range, save for their roads in and out on the north and south flank. I have a bunch of trees in the south for my infantry and range mechs to deploy in.

Turn 1 – We win init! They are moving to the back right and left corner. I flank with light and fast and hoppers in the flanks. I charge up the south road with my smash unit. I concentrate fire on that Vindicator on the left flank and Cataphract by my right one. Our Awesome hits two arm actuators in the Vindicator’s LA and our Zeus hits it’s RL foot actuator. It falls under damage.

Turn 2 – They Hull Down the Vindicator. I move over our Grasshopper to base it. They back up their Cataphract to the wall. Their Shadow Hawk bases our BM and Hunchy. Our BM falls needing a 4 o base their Cataphract wounded and the 4 needed too stand to. I turn it one since I am out of movement. I focus tons on their Cataphract in the center, Vindicator west flank and PXH east. Our BM unloads on their Shadow Hawk since it’s the only one he can see

BM destroys their Shadow Hawk’s RA and hits two foot actuators.
Their Cataphract hits our BattleMaster’s Head and goes crit and hits the cockpit, dead mech and pilot.
Our Atlas destroys the LA of their Cataphract
Our Anti-Mech Lasers hits the gyro, and hits tons of actuators on their Vindicator
Our Wolfhound destroys the Vind’s LA, our Archer it’s RA
Their Shadow Hawk falls and breaks off the LL it’s on the ground
Their Cataphract falls
Our Grasshopper kicks and destroys the RL on their Vindicator

Turn 3 – They will keep pushing since they killed an assault mech. We win init! They eject their Vindicator. Grasshopper hops next to their Urbie. Their Cataphract rises and bases us. I concentrate fire on the Cataphract. Urbie left flank and Wasp east.

Our Hunch smashes the engine 2 and gyro once on their Cataphract
Our Marauder hits the Ac20 ammo on their Urbie and it’s done.
Our Atlas hits their Cataphract’s engine once more, shut down
Our Jump Anti-Mech Bonny Charbonneau hit their Shadow Hawk’s engine once
Our Hunchy kicks and destroys the RT of their Shadow Hawk

Turn 4 – They keep pressing. We lose init. They eject the Shadow Hawk. I move behind their Quickdraw with our Grasshopper and Wolfhound. My central flank attacks their Javelin. Quiet round, no falls or crits. I take a kick from their Stinger by my PXh.

Turn 5 – They will obviously push with nothing happening. Our Hunchy bases their Wasp. MAD bases their Catapult. Javelin rear of their Wasp. Grasshopper bases their Catapult too.

Atlas destroys LL of their Wasp
It and their Catapult fall
Our Hunchy kicks and destroys their Wasp’s LT, the LA is on the ground, it hit the Ammo…BOOOM, dead mech!
Our Enforcer kicks and destroys the RL of their Stinger, it’s on the ground
Our MAD Kicks and destroys the RT of their Catapult


They got mech destroyed, another legged and another badly gone, they pull out. They eject from the Stinger and we let them go. We free the military prison and then load up stuff for our Dropships and then destroy it.


Salvage:

Vindicator – destroyed LA, RA gyro hit once, RL gone
Cataphract – 3 engines, one gyro hit, 2 AC10 hit
Shadow Hawk – missing RT, one engine hit, two foot actuators, destroyed RA
Stinger Missing RL


Urbanmech, LA, H, LL, RL,
Wasp – LA, H
Catapult - RA

Ours:

BattleMaster – Hit cockpit, dead pilot

Abe Sargent 12-12-2024 02:47 PM

We fix the BM’s cockpit.
We can fix the Vindicator’s gyro – just 2 days
The Cataphract’s gyro too and then yes on the engine, and AC10 too, around 11 days for all three
We fix the Shadow Hawk can get it - 3 days
We attached the salvaged Stinger’s RL and fix it.

Total Salvage and Cost:


Savannah Master – ready – 91,667
Harasser Laser Platform front side – 250,000 current value – needs 149k to get ready
Plainsman – ready – 871,000
Saladin – Front side destroyed – 711,000 current value, needs 200k to fix
Scimitar – ready, 727,000

Total Here - 2.65 mill – tanks are cheap!

Parts of Tanks salvaged:


Scimitar tank – 2 SRM2, 1 AC5
J. Edgar – 2 SRM2, 1 ML

Mech Stuff:

Vindicator – destroyed LA, RA, RL – 2.25 mill current value, 900k needed to fix.
Cataphract – Fixed – 5,998,000
Shadow Hawk, SHD-2D – missing RT, destroyed RA - 3.900 mill current, needs 648k to fix
Stinger – STG3G - Fixed – 1,662,000

Mechs - 13,810,000 – mechs are not

Pieces of Mechs:


Urbanmech, LA, H, LL, RL, - 250,000
Wasp – LA, H - 110,000
Catapult – RA – 100,000
LCT1E – RT, RA, RL, LL, LT, LA, H – 800,000
Stinger - LA, RT, RL, RA, H – 450,000

Total of Parts – 1,710,000

Total Salvaged – 18.17 mill. We get 9.085 mill from our employer, we can salvage that amount too.

If I grabbed the Cataphract, then I could also take the all of the tanks and have enough for the Stinger parts. Then I would spend 349k to fix them up. Or I could grab the Vindicator and then also grab the Plainsman. I am taking the Cataphract and Plainsman for sure. A Vindicator or 4 tanks but not another mech…I take the Vindicator, it’s an okay design

Contract Stuff:

Objective Raid on CC world of New Hessen, 3 jumps away
Command: Liaison
Salary: 3.4, 1.3, with 5% Remuneration and 1% bonus
Support: 50% Battle Loss Compensation –
Salvage: Shared
Length: One Month
Transport Rights: Nothing

Costs:


We spent around 510k on ammo and armor
We spent 900k fixing the Vindicator
We spend 240k moving us back and to our location on the rented DropShip
We spent 200k on charges
We spent on salaries and upkeep for three months 180k for Mech company, 142,500 for Tank company #1 and 105k for #2. Total - 427,500

Spent - 2,277,500

Contract – 581,400 made plus 5% remuneration – 610,470
We sold what we stole for 10 mill after taking a 15% hit.
We made from Salvage 9.085 mill

Total Made – 19,696,470

Net – 18,177,970 added to 700k war chest

We lost a BattleMaster pilot but the mech is fine – we will need to recruit another as well as Cataphract, Vindicator and Plainsman pilots too. The Plainsman is a light hover tank with 9/14 movement and 80 armor and 2 SRMm6s in turrets and one SRM2 in the front.

Feb 7, 3025 – We finish loading up our salvage and stolen stuff, and then destroy the HQ so they cannot take it back.

Abe Sargent 12-12-2024 04:25 PM

Since the cost for DropShop/JumpShip rented is per jump, we need to get a 3rd Droppy for my Invader. I do have extra space on my Ships for the Plainsman I captured. But I need a DropShip for my current stuff and then also space to grow too. Right now I have 26 vees, plus the Plainsman, with 32 spaces. Ideally, I’d add something for Fighters and Mechs. The Union Is just 2 fighters but 12 mechs. The Overlord is 36 mechs but also 6 fighters. I could grab it, but right now I have 18 mechs for 12 spaces, so that’s a need of 6, but do I need that much mech space at 48 mechs?

To recruit it is a 5. That’s doable. But I’d like more space for something like tanks too, since we are close to max.

Remember I have a Condor with 20 vees, 12 infantry platoon tanks and Fortress for 12 each of vees. I could try and upgrade that Condor to a Seeker for 40 vees and 4 platoons.

I try to bring in the Overlord. It’s ours! Meet the “Daimyo Master” a former Draconis Combine ship and crew.

Our stuff:

JumpShip – Invader – “Triad of Stars” 2 small craft, 2 Dropshuttles
DropShip – Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
DropShip – Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
DropShip – Overlord – “Daimyo Master” – Spheroid, 36 mechs, just 6 used, 6 fighters, two free,


With my two free fighter spots I want to target there with my next recruitment.

I take contracts!

#1. FedSuns – Objective Raid on CC World of Pleione – border world around two jumps from New Hessen we already took out. It’s guarded by McCrimmon’s Armored Cavalry (MAC) a big time merc unit. We need to take out a mining complex.

#2. Draconis Combine – Planetary Assault on Galtor III – They’d like our help in taking out them, they are just two jumps away.

#3. Capellan Confederation for Extraction Raid on Lyran world of New Earth, one jump away. They want us to grab a bunch of material for one of their companies for the Steiner/Davion alliance, to give them a leg up, and New Earth has tons of great military-industrial complexes and we need to hit Bergon Industries that makes a Locust here, and is getting updated by the Davion alliance. We need to destroy the garrison a company of mechs and another of tanks and infantry and VOTLS mixed, and then grab all of the prototypes and info. Let’s do one for CC just we just hit them

We negotiate. We finished a deal and have 80 Comstar points with our new DropShip. We have 88 to start with, and then we choose shared salvage and lose 25 points, 63 left. They grab control and send with us a patrol a liaison. They’ll also be sending someone to hack the data once we take the company,. Next we want length of service and 10 points for 1 month, 53 left. They spend 25 and give us a x3.4 salary 28 left. We put up support and want both 50% and battle loss 50%, 25 points, 3 left. They pay us no money for transport. Also no remuneration.

Contract #2:

New Earth has no Recharge Station: 6 days to JumpPoint,

Type – Extraction Raid
Salvage – Shared
Command – Liaison
Length – 1 Month
Salary – 3.4; 1.1
Support – Battle Loss – 50% and Straight Support
Transport – None
Remuneration - None

Here we go!!!

Abe Sargent 12-12-2024 06:52 PM

Mar 12, 3025 - We land on New Earth! There is a DropPort around 2 hours away from the complex we are hitting. We unload and our fighters head out to scout. It seems like the intel was correct, this does have 24 defenders, 12 mechs and the rest 12 mixes of tanks, VTOLS and infantry. They are not locals but fellow mercs like us! A flight of two fighters heads up to meet ours and they won’t be able to help us out We rent some trucks (50k) and head to the company. We’ll be there in a few hours.

We arrive! They have:

Valkyrie
Locust 1S made here – 1 ML, 2SRM2,
Panther 9R PNT – PPC, SRM4, better armor and 4/6/4 speed than the Urbie.
Stinger
Whitworth WTH-1S -4/6/4, 3 ML, 2 SRM6s, 128 armor; 14 sinks
Wolverine WVR - 6D; AC10, 2 tons of ammo, 1 ML,5/8/5, 152 armor, 11 sinks
Scorpion 1N – Quad mech with 1 PPC, SRM6, 6/9 movement, 10 sinks
Vulcan 5T – 6/9/6, 112 armor, 4 Ml, 1 MG< 1 Flamer, 12 sinks
Dragon – DRG-1N, AC5, 2 ML, LRM 10, 6/9 movement, 160 armor, 10 sinks
Warhammer – WHM6L – 18 sinks, 160 armor, 2 PPC, 2 ML, 1 SRNm 2 SL ad Flamers
Longbow – LGB-OW - 2 LRM20, 2 LRM5, 1 SL, 144 armor, 13 sinks
Stalker – STK3F – 2 LRM10s 2 SRM6, 2 LL, 4 ML, 216 armor, 20 heat sinks
2 VTOLs
4 Infantry
One tank of each class – Hunter, Maxim, Pike and Schrek AC Carrier

This is their nasty Longbow:



It’s the best missile boat right now. If you protect it you can win all day long, but it’s got light armor. I’d love to grab it or Stalker.

They are all regular save for the VTOLS are green and the rest are regular save vets in the Dragon, Warhammer, Longbow and elite in Stalker. They have two short range variants of long range Vulcan and Whitworth. The Dragon and Panther are big Combine mechs – durable.

We are on a 16 x 17 hex map for a factory. They are the center and us the north.

Remember this is without our BattleMaster, sad.

Abe Sargent 12-13-2024 12:09 AM

They have a level 1 building to drop on top of. Not that many trees to hide in here unlike the prison one. There is a chasm around the fortifications like the river in the first map.

Turn 1 – We might not be able to use my hovers to give me high to hit numbers with this chasm here. We’ll see. I focus on the Locust on the east and on the west an infantry or Stalker.

Our Demolisher destroys the RL on their Locust; Our Von Luckner #1 destroys it’s RA – it hits the ammo in the RT – dead mech
Their Locust Immobilizes our Hunter
Our Valkyrie kills an infantry squad
Their Stalker falls

Turn 2 – Two kills for us and one for them will keep them in. I eject the Hunter. Their Stalker rises. They flank my west flank with two VTOls and jump the Vulcan in the rear back next to my moved Demolisher I base it with Grasshopper and Enforcer. I fire some at the Vulcan, some at infantry and some at that Stalker too. And some backup close at their closing Dragon on the west flank.

Their Vulcan reduces movement on our Demolisher after they missed two 7s.
Our Crusader kills an infantry squad
Von Lucker hits LL on Stalker,
Their Infantry hit the movement on our Pegasus Scout Tank
Our Archer gets a limb blown off crit on their Stalker’s Rl, it’s on the ground and hit’s it’s ammo it explodes
Our Atlas needs an 8 to stay standing after mass damage and does so! It’s savaged and our Demolisher and Pegasus are wounded with down engines,

Turn 3 – They keep on. We lose init. I eject the Pegasus and Atlas and Demolisher. PXH to the rear of their Longbow but it’s green and jumped. Our Javelin is behind their Dragon. I am near their Longbow with many fast things on the sides and have outflanked them.

Our JagerMech hit their Maxim for a bad speed

Their Vulcan modesty hit our Brutus by increasing his piloting SR.
Our Crusader hit their Rotor on their east Warrior VTOL; Our Jump INF SRM on the west Warrior Rotor too.
Their Schrek hit the RA Actuator on our Valkyrie and two hits on it’s Medium laser
Our Zeus hits the leg actuator on their Longbow and destroys the RA
Our Ontos hits the Maxim’s and destroys it’s mobility and then stuns the crew for three turns
Our Drillson destroys their Longbow’s RL
Our Condor Heavy Hover Tank destroys their Grand Dragon’s ammo in a back shoot, dead mech! The engine goes up and they destroy our Javelin’s RA
Their Longbow hits our Javelin and hits the ammo it explodes
Their Longbow falls from the RL loss and destroys it’s LL. Down mech!

They lost both assaults, one heavy, and a tank, light mech and that’s in just three. They killed our undamaged Javelin, a light, and then made us eject stuff, but nothing major, so they retreat.


Salvage:


Locust 1S – LL, H
Stalker RL, H, LA
Grand Dragon – H, RL, RA
Longbow – missing RL, LL, RA

Maxim – Immobile

Us:

Hunter – Immobile
Demolisher – Wounded movement
Pegasus – Wounded movement
Valkyrie – hit RA Actuator, damaged laser

Javelin – H,
We lost our Javelin fully

Abe Sargent 12-13-2024 12:44 AM

Their hacker and liaison capture the line of Locusts made here molds, hack out info and leave a spike for them, and then three ones just off the line. We will load them up in my trucks we grabbed. We’ll load up the Condor in it’s cargo line. We’ll leave once everything is loaded up in two days.

Cash Stuff:

We fix the Hunter, our Demolisher, Pegasus, and damaged RA in our Valkyrie. We repair their Maxim and fix it’s broken it should take around four days to fix them all.

Salvage:

Parts:


Locust 1S – LL, H - 250,000
Stalker RL, H, LA – 550,000
Grand Dragon – H, RL, RA - 650,000

Parts Total – 1,450,000

Longbow – missing RL, LL, RA - Current value 5,250,000 – to repair 3,150,000

Maxim – Fixed – 1,322,000

Total Salvage – 8,022,000

We get 4,010,000 shared and then we are 1.24 mill below the Longbow’s value. We ask the liaison if we can pay the 1.24 to get it, but nope. We get another Maxim, and those parts

50% Battle Loss Compensation: We lost 2.4 mill, and that’s 1.2 made

We spent for ammo and armor around 680k, they are paying 50%, so we are out 340k, as well as the 50k for renting those trucks and another for the recharge station at the Zenith point here.

Salary – One month – 602,750 – no remuneration. We made 5,812,750 and spent 1,040,000 – we made 4,772,759 and lost a great Javelin.

We have a warchest of 24,450,729

Abe Sargent 12-13-2024 10:25 PM

Mar 22, 3025 – Our wife the Atlas pilot is pregnant. It should be born around the 1st of the 3026.

This will be our 2nd child.:

Sir Sean Marsh
, 4 years old, at home at Mallory’s World. Born Jan 16, 3021 is our first.

Mar 25, 3025 – We arrive back at Galatea. We do some recruiting for that Plainsman, Maxim, Cataphract 1X, BattleMaster, and Vindicator. Now my Javelin pilot could be moved to that Vindicator, but we need that scout mech, like that is Ford Middleborough a veteran. Can I find a Javelin 10-F variant? I toss a 9, and yes I do. It replaces the SRMs with 4 ML and then adds armor. No ammo to explode like this one but you’ll need to watch that heat. It still has just 10 sinks. I spend for that 2.5 mill. It’s 2.26 but I pay a tax to get what I want.

21,950,729 left

Now recruit for the dead BM and Cataphract and Vindicator. Meet:

Meghan Morton, BattleMaster, Elite
Palmiro Umbari, Cataphract, Elite
Amy Mikkelborg, Vindicator VND-1R, Elite

For our Tanks
:

Ursula Kolehmainen, Plainsman, Elite
Ghaaliya bin Nadhir, Maxim #4, Elite

Now I need to recruit two more Fighters to give me a Squadron:


Marcus McIntyre, Elite, Riever (100 tons), 224 armor, AC20, 2 SRM6s
Cameron Steele, Elite, Transit (50 tons) AC20, 4 Ml, 170 armor

Nice and done!

We move to April 1st to try bring in another JumpShip. To get an Invader we need a 7. I toss an 8, yay!

Meet the:

Invader JumpShip – “Prophecy’s Doom”

We grab contracts!

#1: Fed Suns – they want us to help them out in Galtor III for 4 months for Relief Duty to help out in the mass Draconis Combine attacks. They had found and created an old Star League outpost and some remnants of LostTech, and they felt that preparing this recently taken world by Davion in 3022 at big cost to locals and the Suns could be ameliorated by trapping the Combine in a trick, they revealed what they found to spies and the Dracs found out.

Meanwhile on the planet, they prepared mines, artillery and hidden units. They had one battalion defending the base , another nearby to help out and a third in hidden DropShips to help ambush them, but Takashi didn’t trust the report, so he sent out three regiments of his best, 2 under the control of a brilliant mind and the other under the control of a lesser mind and made them co-Cos, so they share what is happening. He also struck out the Spy Base next door in Davion and attacked Marduk, home of reinforcement

Meanwhile, the planet survey found a real Star League base with actual mechs, and stuff. We are close by and are approached to go and help Relief Duty for a few months until better bigger help can be brought in.

We start to negotiate. We’d love a nice longer battle.

Negotiations:
We have 85 Rating points with the finished mission and JumpShip. With our elite negotiator, we get +20% points, so 102. We put up first Salvage Rights and with our bigger cash we want to really bring in that salvage, so we go Full and drop 50 points to 52. They move to length, and offer 4 months, we drop 10 points to move to 2, 42. That’s the most we can go for. We want Support next, and then we want 50% Combat loss and Support, 25 points, 17 left. They offer command and want liaison. We offer remuneration because I need the points, nope +10, 27 left. They offer payment and pull 25 points for 3.4. 2 left. We offer transport rights but nothing left. 1% signing bonus.

Since they found tons of LosTech Star League era stuff, we inquire about a Star League era mech all fixed and ready to go for payment instead. At first, obviously, they aren’t going for it. They don’t go for it first, obviously, but we did a bunch of things that they don’t like in the negotiations, and with an elite negotiator, a knighted by Fed Suns CO who’s famous, a Baroness and great talker in Well-Connected, we are able to talk her into it, if we reopen some stuff. And we must take a Retainer Contract for a year with them when they are about to start the planned invasion. Done!

We are getting a Griffin GRF-2N – 55 tons, Star League era of common mech today, 5/8/5 movement, ER PPC, 2 SRM6 Launchers, Guardian ECM Suite, double heat sinks, 179 points of armor with ferro fib, 11/22 heat sinks. The Guardian is a strong anti-electronic thing, ER PPC makes 15 heat and still 10 damage of PPC. Nasty. They’ll grab it out of storage and will pull it out and we can take it when finished.

Contract #3:

Relief Duty for Fed Suns on Galtor III
Payment – 1.3 for Suns, 3.4 for negotiation, 1.5 for style of contract
Salvage – Full
Length – 4 months
Command – House
Transport - 50%
Support – 50% Battle Loss AND 50% Straight Support
Remuneration – None

Note this is not liaison command we’ll take orders straight from them. With my new Invader JumpShip I want to rent some assault DropShips. But even Avenger would be 750,00k there and back again. Ugh. Sure, we’d only pay 50% with the transport payment, but that’s 750k total we outlay. Can they cover it fully and we’ll go in hot and heavy? Yes, we have rented an Avenger, but not two, unless we foot the bill halfsies like normal. I pay it, we can go hard for AeroSpace assets with two Avengers.


Avenger -DropShip – Aerodyne, 2 PPC, 1 AC20, 6 AC5, 1 AC2, 4 LRM 20, 2 LL, 8 ML, 48 tons of armor

Compared to, say, a Union: 3 PPC, 6 Ac5, 6 LRm 20, 12 ML, 5 LL, 37.5 tons of armor – roughly the same weapons but better armor.

Or Leopard CV – 29.5 tons of armor with 2 PPc, 3 lRM 20, 5 LL and 7 ML, or regular one with 29.5tons too, and then same weapons too. Hopefully we can take out some great stuff in air or ground.

We launch out!

Abe Sargent 12-14-2024 12:20 AM

April 10, 3025 - We arrive in the Galtor System at the Zenith Jump point. It’s 8 days to the planet. Our contract begins, since we may have to fight to get there. It will end on Aug 10 barring an emergency extension. They used Command Circuit to get us here fast. We scout the Zenith point for Draconis Stuff. Here are a few JumpShips, no major threat, and one of which with a Leopard CV and 6 fighters. We launch our six fighters and then our Avengers.

We want to take it out and then if possible, capture it. They have six fighters too, 2 each of the Combine Light, Medium and Heavy. Sholagar, Shilone and Slayer. I order our fighters to take on their fighters and leave the Leopard CV to the Avengers we don’t want them overly damaged since we don’t own them. We lose two fighters, one is recoverable, and then we capture the Leopard CV but it has around 8 mill of damage. We destroyed two of theirs, and then fled to a JumpShip with a Small Craft bay and head out. We can recover their Sholgar, it’ll take 1.5 mill for parts and our techs can fix the rest. Our Sparrowhawk was lost, and we’ll replace it with the Sholagar, and we can salvage the Corsair for 1 mill. It’ll take 7 days for their Sholager and 5 for the Corsair after we bring in parts for the Sholagar.

We captured a Leopard CV. While our Avengers, and DropShips head to the surface, we’ll fix our Corsair, since we have the parts and leave behind crew to get the Leopard CV ready for Jumping out and we attach it to our JumpShips.

Corsair – 1 mill battle loss
Sparrowhawk gone

Apr 18, 3025 – We arrive at the orbit of Galtor III and have 5 fighters. We are ordered to help with the defense of New Derry City. They buzz us with 18 fighters with no additional support. They are really trying to keep us clean. We destroy three with our Avengers, two with the Fortress, one with fighters, but lost our Corsair for good. They head out. Having lost a third of their fighters.

We land and arrive and get a sit-rep from the local leader here Sir Dobson in his Warhammer. This city has a bunch for blocks and such, and there is a local mercenary force called the “Lone Wolves” with green, renegades and ex-prisoners that fight in older mechs and show up at every battle and offer themselves to the defender. Attacking the city from the north are the 5th Galedon Regulars. They prefer medium units led by General Grieg Samsonov, and are veteran. We take up positions.

Battle Loss – Corsair – Luke ejected.

Apr 21, 3025 – After consolidating their position, the 5th moves in to take us all out. They have 30 fighters after losing 6 to us, buzzing around. Sir Dobson has all defenders break out into smaller units like lances and such, and then hit them hard punishing them and then either hit and fade or just smash and win hard.

We agree to meet up somewhere else in the city for all surviving elements if we hold and a backup outside if we lose.

Our mech squad lance scout runs into their lance. This is the one with the Javelin, Grasshopper, PXH with the green guy and then Wolfhound.

Here is who we run into:

Wolverine 6K – This is the one with LL, 2 ML, 1 S and SRM 6, max armor and 5/8/5 movement, 14 sinks
Shadow Hawk 2K – PPC, 5/8/3 152 armor, 17 sinks, LRM5
Trebuchet TBT-7K - AC, PPC, SRM2, 120 armor, 11 sinks
Hatchetman HCT-3F – 45 tons, 4/6/4, Hatchet for physical attacks, 11 heat sinks, 104 armor, AC 10, 2 ML,

They have a better BV with 5603 to our 5107. We can either retreat at any time but the winner keeps salvage.

We are fighting on a city map, 16x17

This is our Wolfhound, a new Davion light mech 35 tons with max armor, 6/9 movement and all energy weapons to keep it from explosions and in a fighter until the foe is dead or you are too wounded.


Abe Sargent 12-14-2024 09:39 AM

We are in a city park map on the right and they on the left

Turn 1 – We deploy on the east they on the west. We lose Init. Their TBT bases our Wolfhound. They focus fire on our Grasshopper us their TBT. Neither falls. Our Wolf and their TBT kick, no one falls

Turn 2 – We lose init again, they hop the TBT away, I focus on the Wolverine. They keep focusing on our Hopper, it doesn’t fall

Turn 3 – We keep losing that init. Their Hatchetman charges and bases our Wolfhound, I jump our PXH behind it. They expose their TBt, and I move my Jav and Hopper next to it. Their SHD and Wolverine base my Wolfhound, I base their wounded TBT. I go over heat with the Jav. Our Grasshopper hits the ammo on their TBT and it explodes. Our Wolfhound is standing, and now they’ll try and kick it three times from damage. And Axe the head with the Hatchetman. They don’t they flee. It doesn’t even fall after 40+ damage and two kicks connecting


Salvage:

Trebuchet TBT-7K - LA, RL, H

We collect the salvage, staple on some armor and move out!

Abe Sargent 12-14-2024 09:54 AM

The next lance to get hit is…Vee company #2’s Smash lance! We have here our Von Lucker,
Demolisher, Behemoth and Ontos. Nasty stuff! This is Roger Dyson’s Von Luckner. They have:

Phoenix Hawk – 1K – max armor, 6/9/, no jump jets, 3 more heat sinks, Sl, LL, 2 ML
Scorpion
Clint CLNT – 1-3R – 1 AC10, ML, 72 armor, 6/9 movement,
Another Wolverine 6K

The Clint has light armor for it’s role

We are on the CityTech map

This is our Ontos with 8 ML and 2 LRm5s:


Abe Sargent 12-14-2024 10:26 AM

Turn 1 – We win init. Their Wolverine bases my Von Luckner, and Scorpion my Ontos. I focus fire on their Scorpion. They focus on our Demolisher. They hit our front armor a few times and it’s movement is reduced by one. We destroy the Scorpion’s Right Front Leg and it falls and cannot kick the Ontos. We hit it’s SRM6 once

Turn 2 – We win init. Do I eject the Demolisher or take one for the team? Their Scorpion stands and bases the Behemoth after it moves. Their Clint bases the Behemoth too. I need to keep the Demolisher as a target to keep the Behemoth from dying to their based mechs. I turn it to face the right side. Their Wolverine immobilizes our Demolisher, which hits the FRR and hits two foo t actuators there on the Scorpion. It destroys the RT, and it’s immobile. It’s gyro hit twice by our Behemoth. Our Ontos hit it’s engine 2x, our Von Luckner hits the Clint’s AC10 ammo and it explodes, two dead mechs!!! They pull out and our techs fix the Demolisher in a couple of hours and we bring the salvage with us.

Salvage:

Scorpion – Missing RT, RFL, 2 Gyro hits;2 Engine hits.
Clint – H, RA, LT, LL


Us:

Demolisher – Immobile - fixed

Abe Sargent 12-14-2024 10:46 AM

Our next unit to get hit is…2nd Tank Company again, scout company with Vindicator. This is: Maxim, Saracen, Drillson and Galleon. I sent the Vindicator and Cataphract with my two scout tank lands in case of heavy opposition. This is Mary Okere’s Maxim

We are running into:

Trebuchet TBT-7K
Hermes II – HER-4K – 2 LL, 11 heat sinks, 120 armor, 6/9
Shadow Hawk 2K
Whitworth – WTH-1 4/6/4, 2 LRM10, 3 ML, 128 armor, 10 sinks

Love that Whitworth and would love to capture it.

This is our recently captured Vindicator:



It’s got a PPC, 4/6/4 movement, LRM5, 1 Ml, 1 Sl and 16 sinks, so it can fire them all as well as max armor! Love it loads!

We are on a city map

Abe Sargent 12-14-2024 11:34 AM

We deploy on the northern corner. We can only see the Hermes II.

Turn 1 – We lose init. We see their Whitworth, on the north behind a building. Their Hermes II bases our Saracen. Drillson to the rear of their Hermes II. Our Vindicator bases their Hermes II. Their TBT bases my Saracen too. I focus fire of the Hermies II but it’s +3 to hit. Our Drillson hit’s the Large Laser twice on it. Their TBT kicks the Motor system on the Saracen, reduced movement

Turn 2 – We win init. Maxim and Drillson to the rear of their Trebuchet. Hermes II bases Saracen retreating I put the Vindicator on top to protect it. Their TBT hits the motor system in the Galleon, =1 PSR – our Drillson hits the hip and foot actuator on their TBT, and it falls. When it does, it blows off the RL, it’s free and can be added back on.

With a badly wounded Hermes II and a legged TBT, but us a damaged Galleon and Saracen, they push into Turn 3.

Turn 3 – We lose init. Their TBT cannot rise. I don’t have it in our LOS this turn because I needed max move with the Drillson and Maxim. Our Maxim’s MG hits their Hermes II head’s sensors. Oru Saracen hit’s the other LL. Both hit hard. Our Drillson gets a Limb Blown off on the LA, it’s on the ground. Our Vindicator hit’s their Whitworth’s Foot actuator, Their Hermes II falls and this the engine once. No physical attacks from it this turn!

They stand up the Hermes II and flee it’s savaged but has it’s movement , they ejected the legged TBT.

Salvage:

Trebuchet TBT-7K – Missing RL, on the ground. Fix two actuators

Us:

Saracen - damaged motor system
Galleon – Fix motor system


We fix the Saracen and Galleon they head out, as well as the Trebuchets’ actuator sand put it back on, it’ll be ready in 3 days.

Abe Sargent 12-14-2024 11:50 AM

Next lance to get hit is…Vee squad #1, smash lance. This is the Manticore, Behemoth, Brutus and Bulldog. This is Alice Sanchez’s unit. They have:

Shadow Hawk – SHD2K
Hunchback 4G – That’s the nasty 4/6 AC20 2 tons of ammo and 2 ML, 1 SL, max armor and 13 sinks we have
Blackjack – BJ1 - 2 AC2, 4 ML, 4/6/4 movement, 136 armor and 11 sinks
Griffin – 1N – 5/8/5, PPC, LRM10, 152 armor, 12 sinks,

They must have captured a Blackjack. All vets, we need to keep away from that AC20 with my tanks, but this is a close smash lance, so that may not work like we hoped.

This is Alice’s Manticore:



It’s got 1 PPC, 1 SRM6, 1 LRM 10, 1 ML. Ready for the smashing strength into strength here?

Let’s do it to it!!!

Abe Sargent 12-14-2024 12:28 PM

We are on the City Park map again, but this time I rotated it so we are in different part of it.

Turn 1 – We win init. They have two mechs in the north where we are it’s their Griffin and Hunchback. They are at long range though. I need to take out that Hunchy and focus fire on it. They don’t focus their fire. They hit our Manticore +1 to PSRs, their Hunch didn’t even take 20 damage

Turn 2 – We win init. We back up our tanks, their Shadow Hawk arrives, we can only see their Hunchback and Griffin after moving back, I fire at the Hunchy again. Our Brutus eats an Ac20, their Hunchy falls from damage.

Turn 3 – We roll an 11 and lose init to 12. It rises and charges us. Their BL jumps to our North. They hop the Shadow Hawk to our south and front. Manticore destroys the Hunchback’s LA. Our Brutus hits the AC ammo and it explodes! Dead Huch!

They flee and we took out their nasty Hunch! We grab the limbs and head on.

Salvage:

Hunchback H, LL, RA

Us:

Manticore - +1 PSR fix

We fixed the Manticore

Abe Sargent 12-14-2024 12:39 PM

The next lance to face a problem is…Vee Company #2 Command Lance with the Schrek, Hunter, Saladin and Maxim. This is the Maxim of Ryan Oliver

We are facing:

Whitworth
Assassin – ASN-21 – 7/11/7 movement, 72 armor, 1 MR< 1 SRM2 and 1 LRM 5.
Shadow Hawk 2k
Wolverine 6k

CityTech map again.

This is our Schrek PPC Carrier with three PPCs!!!

[img]The next lance to face a problem is…Vee Company #2 Command Lance with the Schrek, Hunter, Saladin and Maxim. This is the Maxim of Ryan Oliver

We are facing:

Whitworth
Assassin – ASN-21 – 7/11/7 movement, 72 armor, 1 MR< 1 SRM2 and 1 LRM 5.
Shadow Hawk 2k
Wolverine 6k

CityTech map again.

This is our Schrek PPC Carrier with three PPCs!!!


Abe Sargent 12-14-2024 01:10 PM

Turn 1 - We lose init. Their Assassin in the north and south edge is the rest. I focus fire on that Wolverine. Just a light dusting of armor.

Turn 2 – We win init. Saladin to the rear of their Wolvie. Maxim too, but it skids I focus fire on their Wolverine. Assassin behind Saladin. They set the hex with our Schrek and Hunter on fire with accidental misses. Their Wolvie eats damage but is standing. They miss the kick on our Saladin. The Schrek is internal on the front

We retreat.


No salvage

Next up is Mech Company Command lance:

Zeus
Enforcer
Valkyrie
Marauder

We are facing:

Whitworth 1S – Swaps LRMs for SRM6s
Quickdraw
Panther
Griffin

This is our Valkyrie: It's got an LRM10 and ML.


Abe Sargent 12-14-2024 07:51 PM

Turn 1 – We lose init. I focus fire on the Whitworth. Well, my Zeus cannot see, him, so the Panther for him. No, everyone else can see the Panther, so on it. They don’t focus, light peppering, no one took 20 or fell.

Turn 2 – We lose init badly. 3 to 11. They charge with the Quickdraw and Panther. I focus fire on their Panther. Our Marauder destroys the Panther’s LL. It falls. None of ours do.

Turn 3 – We lose 4 to 5. Their Panther doesn’t rise. My MAD Bases it, their Griffin bases my MAD, Evan Marsh’s Enforcer o the rear of the Griffin, Their Quickdraw next to my MAD. Valkyrie and Enforcer fire at the rear arc of the Griffin. Our MAD destroys the LT of their Panther, the LA is on the ground. He hits the engine once. Our Zeus smashes it’s gyro twice, immobile mech. They try to make up by kicking my Valkyrie and Marauder. Nope. Neiter fall. They head out and we secure the space

Salvage:

Panther, missing LL, LT, hit engine x1, gyro x2

We can fix the engine, but our 2nd try, and the gyro on the first,, so 11 days for all fixes, if we spend the money to fix it.

The next lance to hit up an enemy is 1st Vee Company recon lance. This is the one escorted by the Cataphract. Its got:

Maxim, Pegasus, Hetzer, Vedette, Cataphract that Maxim is Roger Sanchez’s.

We are facing:

Dragon 1N
Centurion CN9 – AC10, 4/6, 10 sinks, 136 armor, LRM 10 , 2 ML, one read facing
Cicada – 8/12, 2 ML, 2 SL, 4 tons armor, 10 sinks
Wolverine 6 K

This is our Maxim, a 50 ton hover tank that can carry 3 tons of infantry, has 1 SRM 6, 3 MG< 3 LRM 5, and 2 SRM 2 with 8/12 movement:


Abe Sargent 12-14-2024 08:19 PM

Another city map!!

Turn 1 – We lose init bad. 3 to 11. We move forward and cannot see their Wolverine. I fire at the Centurion. They pepper us their Centurion remains standing

Turn 2 – We lose init. We push back. We focus on their Centurion, but longer range this time. Our Cataphract hit’s their Centurion’ s ammo and it explodes! Dead mech!

Salvage:

Centurion – RA, LA, H, LL

They head out. That’s a kill by Palmiro Umbari in their first action for us!

Next lance of battle is…also Vee Squad 1st Company, but this time the fourth lance of Plainsman, Maxim, Hunter and Hetzer. That Maxim is Ghaaliya bin Nadhir’s.

Here is who we are fighting:


Panther
Phoenix Hawk 1K
Hatchetman
Hermes II 4K

City Park again

This is our Hunter Light Support Vee with LRM 20 and 2 tons.


Abe Sargent 12-14-2024 09:21 PM

Turn 1 – We lose init. They base us with the PXH and Hermes II. I focus on them and backup fire on the Hatchetman. Our Hetzer AC20 goes internal in their Hatchetman’s LL and hits the Hip and foot it falls. Just peppering by their units on ours. Our Plainsman hits 2 engines and a heat sink their Pixie. Their Hatchetman destroys the LL falling. They immobile our Maxim with a kick by their Hermes. So we each have taken out a unit.

Turn 2 – We lose init again. Do i eject the Maxim? Or leave it as a target of opportunity? They don’t; stand the legged Hatchetman. I charge over the Plainsman. I’ll leave the Maxim there. I cannot get my Hetzer with LOS to the Hatchetman, it fires at the Panther, the only one it can hit. Our Hunter hits the LL actuator on their Phoenix Hawk, Our Plainsman hits the AC10 and sink on the Hatchetman. Their PXH falls on top of our Maxim. They kick us twice no major injuries.

Turn 3 – We win init! That’s nasty good. They twist the direction of their Hatchetman. They rise the PXH and move it north and one above the Maxim. I still don’t eject the Maxim. Come at me! They exposed the PXH back to the Maxim, so if I moved the Plainsman back we can back shot it. I do it, and am in the Maxim space. They rush the Panther at me. I move the Hetzer to shoot their Hatchetman. Our Plainsman Destry’s the PXh’s Ct again, dead mech! We also hit the gyro three times too.

They eject the legged Hatchetman and flee, and we capture two mechs.

Salvage:

PXH 1K damaged 3 engine hits, 2 leg actuator hits,3 gyro hits
Hatchetman HCT-3F, needs to reattach the leg

Us:


Maxim – Immobile

We grab salvage and fail to fix the Maxim once, but nail it the 2nd time. It'll take two days. We can fix the PXH Engine, leg actuators and…gyro 9 days it’ll be ready. The Hatchetman is ready now.

The next lance to get hit is this company, but this time CO Command Lance Stephen Marsh’s. This is the Patton, Von Luckner, Condor and Goblin.

We are facing:

Dragon 1N
Quickdraw
Vulcan 5T
Jenner – JR7D – A beloved light mech for the Combine like their Panther, It has 7/11/5 movement, 64 armor, 4 Ml and an SRM4 with 10 sinks

I love that Vulcan and would love to snag it.

This is our Patton, heavy tank with an AC10, LRm5, Flamer, SL, and 4/6 movement


Abe Sargent 12-14-2024 10:34 PM

Turn 1 - We lose init. Their Jenner bases my Patton, Goblin and Condor. It moved +3 to hit but is close. It’s next I have to target it over the Vulcan just three hexes away since I need to drop it so it cannot kick us. They focus fire on our Von Luckner. We hit a ML on their Jenner. They didn’t take 20 to try and tumble them. It missed a kick and stood standing.

Turn 2 – We win init! Vulcan bases our Goblin and Patton, but I can get the Condor and Von Lucker in it’s rear. I do it and he flees with the Jenner. The Vulcan hits the Patton for -1 movement, our Von Lucker’s AC10 hits the Vulcan’s H and then hits the Sensors once, their Vulcan stands through the hits. They miss the kick and remain standing

Turn 3 – We win init again. Condor to the rear of their Jenner. They flee the Vulcan. I turn my Patton around to face the strong armor side. Everyone else their Vulcan. Their Quickdraw reduces my Patton’s speed by another -1. They hit the AC5 on out Patton.

Turn 4 – We win init. Their Vulcan bases our Goblin. Condor behind it. I turn my Patton so the fresh front is facing them. Our Condor destroys the H on their Vulcan and it’s down. Our Patton’s engine hit once more to -3 movement.

With a headed mech they flee. We capture it!

Salvage:

Vulcan 5T missing H

Us:


Patton: Needs engine fixed, AC5

We can fix the AC5 and engine after a few hours.

Another lance battle heads out, it’s mech company and their fire support lance which is their Awesome, JagerMech, Archer and Crusader. Not great for the JagerMech though this in tight quarters.

They are:

Jenner
Wolverine 6k
Hunchback 4G
Crusader 3K – This has 4/6 movement, 192 armor, 2 LRM 10s, 2 SRM6ss, 2 MLs,16 heat sinks

This is both of our Crusader’s ours the Davion variant. Each are long rang missile boats with SRMs too!


Abe Sargent 12-14-2024 11:52 PM

Turn 1 – They deploy the Wolverine mid, the rest in the south. We lose init. Their Wolverine bases my Awesome. I target it with everything. We pepper each other, no one took 20 or more. We each kick and stay standing.

Turn 2 – We win init. They back away the Wolverine. I focus on it again. Our Crusader hits the LL actuator on it, it falls.

Turn 3 – We win init 4-3. Wow. I’ll take it though. Their Wolvie doesn’t rise. I kept my JagerMech still, and I can move my Archer, Awesome next to their CRD that just moved forward. Do it? I move forward my CRD north of it. They move up the Hunchy to where I’d base with Archer, so nope. Awesome bases though to the north. Their Jenner to it’s rear, my ARC to its and right behind it. Our Archer hits the Jenners LL and nails a leg actuator but it stands. They focused fire on my Archer it took a ton and they hit the LRM 20 once and a leg actuator and needs 8 twice and got it. We all kick lots. My Archer kick and legged the Jenner by destroying it’s RL. We kick their Crusader to their ground but they do it with their Jenner too.

Turn 4 – We win init, because of their savaging our Archer they keep coming. I stand up our CRD ad back him up. Their Jenner remains on the ground. I move my Awesome by the Crusader. Their Crusader rises and bases our Awesome. I back up the Archer and try to move into the woods. Their Wolverine on the ground still. I turn my left side to everyone, with little armor gone. They split targets our Crusader and their Hunch make PSrs, we succeeded, they didn’t. Our Awesome punches their Crusader in the Head. Funny.

Turn 5 – We win init. They keep pushing. No mechs are down yet. Their Jenner and Hunch don’t rise. Their Wolvie too. Their CRD bases our Awesome again. The Jenner hits our Archer’s LL hip. Their Crusader gets a limb blown off on our Archer’s LL and it falls. Our Awesome destroys their Hunchy’s CT dead mech! Their CRD tries to match and kick our Awesome to the ground. They miss, we miss the punch

They flee and we get the legged Jenner

Salvage:

Hunchback – H, RL, RT, RA, LT, LL, LA
Jenner – missing RL, hit ML

Ours:


Archer – hit LRM20 and leg actuator, hip too reattach LL

Our Archer was savaged badly. I cannot repair the LRM 20 first try, but 2nd, 4 days, actuators and hip are fine. Then we can reattached the leg easily. 5 days total. We grab the salvage and head out.

Another lance is hit! It’s Company 2’s Smash lance again, which is the Ontos, Demolisher, Behemoth and Von Luckner – these are our foes:

Panther
Dragon
Shadow Hawk 2K
Trebuchet 7K

This is our Behemoth an 100 ton 2/3 assault machine with 4 LRMs 5, 2 AC10, 2 SRM6, 4 SRM2, 4 MG. Note that slow movement.


Abe Sargent 12-15-2024 12:32 AM

We are on another City map!

Turn 1 – We lose init. I started in the middle and move walking 3 hexes all. I fire on their Trebuchet the closest one. Our Von Luckner hits its’ RA two actuators. Our Ontos nails it’s AC5 its down. It falls under damage, they just peppered our tanks,

Turn 2 – We win init. They tried to stand the TBT, fail, then rise. I retreat a few hexes. I keep focusing on that TBT. It hits our Demolisher for -1 movement. Our Demolisher’s AC20 smashes it back and destroys’ the RT, RA free. Dragon hit our Demolisher for -1 movement too. Shadow Hawk hits the Demolisher’s engine for -1 too. The Von Luckner hits the Trebuchet’s engine x3 and gyro x2. It’s double shut down. Kill by Roger Dyson!

They flee and we take the salvage and head out!!

Them:

Trebuchet 7K – Missing RT, LA, Ra needed reattached, 3 engine, 2 gyro,

Us:

Demolisher - Fix Movement.

We fix the movement in a few hours, and head back to camp. We can fix the Trebuchet’s engine and gyro in 6 days but we need the RT.

The next lance to be hit is…this company’s Command Lance which we treated from before and is our only loss. This is the Shrek, Hunter, Saladin and Maxim.

Our foes are:

Quickdraw
Cicada
Griffin
Panther

This is our Saladin it’s a light hovercraft with an AC20 and it’s nasty


Abe Sargent 12-15-2024 01:41 PM

We are back at the City Park!

Turn 1 – We lose init. They have their Panther in the south and everyone else in the north. I want to target Cicada, but only two can draw LOS. Our Schrek PPC’s PPc smashes the head of their Panther, hits the Cockpit and it’s dead!

Wow, that’s fast. They pull out. We grab the salvage and head home.

Salvage:


Panther – hit cockpit. We restore it in a few hours.

Next….it’s mech company smash lance. This is our Atlas, BattleMaster, Hunchback and Banshee.

We are facing a:

Dragon
Archer 2k - this is a mech with 176 armor, 2 LL, 2 LRm15, and then 12 heat sinks
Shadow Hawk 2K
Jenner

We are on a city map!

This is our Banshee, it’s an 3S variant with a 3/5 movement, 2 PPCs, AC10, 4 ML, SRm6 and a SL



Let’s get this started!!!

Abe Sargent 12-15-2024 11:12 PM

Turn 1 – We both set up in the middle, we win init. I fire at the Archer! It just moved +2 to hit. Our BattleMaster hits the LA for an actuator hit on it, it took a massive ton of damage but is still standing after needing an 8.

Turn 2 – We lose init bad. I back up our team. They back up the Archer and charge with the Dragon, but I still focus on it. It’s at long range for ML, Ac20 stuff Our Hunchy destroys the LA of their Archer. Our BattleMaster hit’s it engine once. They knock our Banshee down with damage.

Turn 3 – We win init. I move back up. Their Shadow Hawk bases our Banshee. My BattleMaster bases it. Time to rise the Banshee and run. Can we get it? Yup! I fire missiles at the Archer trying for an engine shut down and everything else at the SHD. Our BM hits the PPC on their SHD twice. It tumbles.

Turn 4 - We win init 11-10. Their ARC runs. Our Hunchy bases their SHD in woods. Their Jenner runs behind the building near our Banshee and our BM bases it. Their SHD rises, and I back up my Banshee. We have a chance for a double kill on their SHD and Archer. Or even a leg on the Jenner from the BM. My Hunchy can only hit their Janner they ran the Archer out of range. Our Banshee destroys the SHD RL limb blown off crit, LA. It’s down. Our Hunchback’s AC20 destroys their Jenner’s RT. Arm on the ground. Our Atlas hits two leg actuators on their Archer and destroys the RA. Our BM destroys the Jenner’s LA and then hits the gyrox2 and engine once, shut down.

They rise the Archer and Dragon and retreat.

We salvaged:

Jenner missing LA, RT, two hits on gyro, 1 on engine – we can fix the gyro on the first try and engine on the 1st too – 4 days total

Shadow Hawk 2K missing RL and PPC hit twice. We can it the weapon in a few hours.

We grabbed two and were that close for the Archer too!!!

With our leader/smash slooow lance hitting HQ, that it the last one, we smash hammered them and they are retreating!

We have successfully defended Derry City!

Abe Sargent 12-16-2024 12:42 PM

April 22, 3025 - We have finished relocating to our new HQ here in the city. We sent the 5th Galdeon Regulars packing! The Lone Wolves mercs won a bunch as did the locals and Sir Dobson survived in his badly damaged one-armed Warhammer. We spend some time unpacking and reammoing, armoring and more. We fix tanks and mechs alike, and get salvage that’s lightly damaged up and running!

Just as a heads up, here is the salvage from the day long of lance fights in the city:

Salvage:

Mechs:

Jenner missing LA, RT, two hits on gyro, 1 on engine – we can fix the gyro on the first try and engine on the 1st too – 4 days total
Jenner – missing RL, hit ML
Shadow Hawk 2K missing RL and PPC hit twice. We can it the weapon in a few hours.
Panther – hit cockpit. We restore it in a few hours.
Panther, missing LL, LT, hit engine x1, gyro x2
Trebuchet 7K – Missing RT, LA, Ra needed reattached, 3 engine, 2 gyro,
Trebuchet TBT-7K – Missing RL, on the ground. Fix two actuators
Vulcan 5T missing H - 40 ton mech
Scorpion – Missing RT, RFL, 2 Gyro hits;2 Engine hits.
PXH 1K damaged 3 engine hits, 2 leg actuator hits,3 gyro hits
Hatchetman HCT-3F, needs to reattach the leg

Pieces
:

Hunchback – Hx2,RL, RT, Rax2, LT, LLx2, LA
Trebuchet TBT-7K - LA, RL, H
Clint – H, RA, LT, LL
Centurion – RA, LA, H, LL

There we are! I want the Vulcan 5T as fast as possible, and the Clint is also a 40 ton mech so …13 hours later it’s attached. We fix up the hit cockpit Panther, 2nd , Trebuchet TBT-7K with the missing leg on the ground and actuator damage and the PSH-1K with engine, gyro and actuator hits and Hatchetman too first. We get those five mechs up and running after fixing our stuff. I check our extra parts, any more I can fix? Nope, they are Locusts or Assaults and Dragon. I could try and move the first heavily damaged Jenner’s RL to the 2nd and free it. I don’t take that risk though.

We spent 2.5 mill on armor and 1.75k on ammo. That 50% support will help that ammo out. We lost nothing in the first day of battling.

They move to attack other places in Galtor III. We have time to fix and get everything ready, we shocked them by how thoroughly we owned them, us, the Wolfes and the locals. All won!

May 1, 3025 - The next month arrives! I thought about heading back to Galatea with Evan March to recruit dispossesseds for the dead mechs we captured. But they helped us get here fast with Command Circuits, that would take too long elsewise.

May 9, 3025 – The first wave of assaults on Galtor III are done! More reinforcements have arrived and the 2nd wave has begun.

Abe Sargent 12-16-2024 03:22 PM

May 11, 3025 – New Wuhan City falls.

General Yoriyoshi from the Combine lost his job after the loses of three months of operations. We are facing five Combine regiments on planet. Reinforcements arrive to New Derry City from Sumner’s Battalion. The city is surrounded, and they lost their attacks and aren’t coming in, but we cannot break out either.

The Suns recaptured Marduk and reinforcements are able to hit here now.

May 18, 3025 - Davion reinforcements arrive. They try to bring supplies and materiel to New Derry City with 6 Leopards and Kurita fighters are waiting and kill two the rest break back. I don’t sent my Avengers to meet them since they are rentals.

May 22, 3025 - Since supplies are tight, we request from Sir Dobson a raid on the 5th supply convoy in the south flank. They are moving a number of trucks, and then we can capture and procure them and their stuff to help out. We are approved, and head out tomorrow. I cannot take my slower units since we need to hit them while moving. I cannot take any slower 4/6 units, although 4/6/4 with JJ works. Therefore, I cannot take:

Atlas, BattleMaster, Hunchback, Banshee, Behemoth, Patton, Von Luckner, Manticore, Brutus, Cataphract, tons more.

I am taking Hunter, Vindicator, Javelin, Hetzer, Maxims, Condor, Goblin, Pegasus, Vedette, Plainsman, Saladin, Saracen, Drillson, Galleon, Wolfhound, Enforcer, Grasshopper, Valkyrie, PXH, both VTOls

So, I am also taking reserve of the rest in case we are being chased back by guards or reinforcements. I can only take 7 mechs, I move folks to the captured and running Vulcan, Hatchetman and Trebuchet 7K, Panther with jump jets (4/6/4) and Phoenix Hawk 1K.

Here are my new assignments for tracking kills and levels up

Flavia Obed-Marsh, Vulcan 5T, elite
Mitch Raymond, Trebuchet – veteran
Palmiro Umbari, elite, Hatchetman
Kamaka Pukui, veteran, Panther
Meghan Morton, elite, Phoenix Hawk 1K.

I am taking four infantry and all jumps on Maxims and a 5th on a Goblin.

Then here are our foes:


12 J-27 Ordinance Transport – 1 MG, carries 1 ton armor, carries 8 tons of ammo, 5/8
1 Mobile HQ
4 CargoMechs – 3/5 216 armor, 17 tons of cargo each
8 Sherpa Armored Trucks - 7 tons of cargo each, 1 MG, 4/6 movement, 31 armor

Then these guards:

Vees:

1 Demolisher – we know it
1 Rhino Support Tank – 3/5, 2 LRM20, 1 LRM10, 2 ML
1 Puma Assault Tank PAT-001, 1 flamer, 1 PPC, SL, 2 ML, 1 SRM4, 2 LRM20
1 Manticore
1 LRM Carrier – light armor, 3 LRM 20s,
1 Rommel – 4/6, 176 armor, 1 AC20, LRM 5 and LRM 5
1 Goblin
1 Vedette
1 Condor
1 Hunter
1 Harasser
1 Galleon

All vets

Mechs:

1 Victor – we’ve fought them before 4/6/4 Assault with AC 20 - but light armor
1 Goliath – Assault quad with 17 sinsk, 4/6 movement, PPC and 2 LRM 10s amd 2 MGs too
1 Dragon
1 Archer 2K
1 Quickdraw
1 Jenner 7F – variant with 4 Ml and better armor – but still 10 sinks
1 Blackjack
1 Centurion
1 Dervish – 5/8/5, 2 LRM 10s, 2 SRM 2s and MLs too, 120 armor, 10 sinks
1 Wolverine 6k
1 Phoenix Hawk 1k
1 Shadow Hawk

All vets!

They have 3k more BV than us.

We are on a 25x25 map with the east 30% lake, west city and roads in the middle. We start on the bottom, them on the top.

Abe Sargent 12-17-2024 02:50 AM

Turn 1 – For deployment I’ll have my hover stuff on the left flank. It has dense woods in the city to hide in. We lose init 4-3. I move down all three flanks. I fire on an LRM Carrier on the right flank. And a Victor on the east side with +1 movement at long range. Then the Blackjack for things in the center too far from the Victor to hit him. Our PHX 1K Mehan Morgan destroys the front side of the LRM Carrier. Our Valkyrie hits the AC ammo on the Victor and it explodes!!! Two kills of two dangerous units in in one turn!


Turn 2 - We lose init 12-7. Rough. I keep charging on all flanks. A Harasser flanks us on the ocean. The only thing my left flank can see are the cargo mech, so I skip since I need to capture them. O focus much fire on that Archer. It’s +2 to hit. Backup fire into the Dervish on the ocean who didn’t move. Some at the Demolisher. Grasshopper’s LL hits their Demolisher and it’s movement dropped. Their Dervish connects with our Maxim and drops movement -1. Their Dervish fell and breached it’s LA. It’s useless. They pepper our PXH 1N.

Turn 3 – We win init! I rush up the right flank in the city, and some in the center. I leap back the PXH and turn to save it. Their Dervish goes Hull Down. Their Archer heads to the ocean next to our Galleon and Goblin. Wolfhound next to their Harasser which flanks and is rear of my Vulcan. Enforcer to it’s rear back. Jenner flanks our south and Shadow Hawk next to Panther and Hunter. I fire at a Vedette on the city flank. I focus much fire on the Demolisher and Archer to finish them off.

Their Demolisher destroys the RA of our Wolfhound
Our Wolfhound destroys the Front of their Harasser.
Our Saladin’s AC 20 destroys the LT of their Archer; Our Galleon hits it’s LL foot actuator
Our Pegasus hits their Demolisher and halves it’s moves.
Our Trebuchet hits the Demolisher and stuns the crew for two turns.
Our Hetzer #2 kills the Demolisher’s front side.
Their Dervish stuns the crew of our Saladin
Their Archer falls.

Turn 4 – We win init. I eject the Wolfhound, I am winning this battle. I also eject the savaged Galleon. They bring their Puma next to the Vedette on the east flank. Do I jump my Vindicator on it to shut them down from adding a Mech on top next? Next to it is the Uni, but nothing else, save the Vedette. I do it, now it cannot target me. PXH-1K unwounded on the Vedette next to their Puma. They stand the Dervish. Their Archer too. I move our Warriors to its rear. They’re +5 to be hit. I brings units to the right flank our Jav, Hatchetman Condor and Hetzer. Jenner next to Goblin. I try to finish off the Archer a bit here and there. I also focus on their Dervish on the west flank. I fire on the east flank at their Rommel with no +0s to hit. PXh on top of my Rommel.

Their Wolverine kills my Saladin stunned.
Our Maxim hits the engine twice and gyro once on their Archer; our other Maxim hits the gyro twice more. Dead mech!
Then our other Maxim hits the LRM ammo and it explodes. Not salvageable.
PXH1K hits on their Rommel a -1 movement and small laser
Our Javelin 10F stabs the engine and gyro once on their PXh on top of our Rommel
Our Vulcan 5T hits the Dervish ammo and it explodes. It’s engine has a cascade failure and their 2 adjacent CargoMech and Wolverine take a ton of damage. One CargeMech falls and breaches it’s RLL and cannot use them. The Wolverine fell and breached it’s LL it’s immobile.
Their Archer hits my Hetzer and halves its movement

Turn 5 – We win init again. I eject our Hetzer. Hetzer and Vulcan in Manticore’s rear! Rhino and Hunter in the east flank. Jav 10F leaps on top Rhino facing Hunter. Enforcer on the Hetzer facing the Manticore’s rear. Hatchetman bases their Quickdraw. They eject a breached CargoMech. Jenner to our rear. PXH to rear and behind our TBT.

Their Jenner hits our damaged Maxim for another -1 movement.
Our Maxim hits their PXH’s engine and gyro once each, dead PXH
Trebuchet on their Manticore – ½ movement
Our Vulcan kicks and destroys their Manticore’s rear armor.

They have lost 5 mechs and 4 tanks, but if they retreat they lose so I think they’ll try one more round before calling it, but they would be close.

Turn 6 – We win init 10-9. I eject the wounded maxim. Jav behind their Puma. Vulcan rear of their Centurion. Hopper and Panther next to their Rhino. Jenner bases my Pegasus. SHD next to my Valkyrie, Hatchetman to it’s rear adjacent. Quickdraw to our Enforcer’s rear.

Our Maxim hits 2 JJ on their Jenner – we destroy it’s LA
A Sherpa MG hits and drops the speed on our Maxim.
Our Goblin hits the Gyro twice on their Quickdraw – dead mech!
Our Condor hits their Rommel and halves it’s movement.
Their Rommel hits three leg actuators in our Vindicator

Our Grasshopper destroys the Rommel’s left side.
Their Goliath destroys the LA of our Trebuchet
Centurion – hit shoulder actuator on Vindicator
Shadow Hawk – blow off LL on Vindicator, we can reattach it.
Their Jenner fell and destroys it’s LT
Their Centurion fell
Our Vulcan kicks their CNT’s ammo and it explodes! It took 20 damage in the RT, transferred to the Ct after getting destroyed, and then the pilot blacks out from the explosion. That’s Flavia’s 4th kill with us!

Nothing else happens, after losing TWO fresh mechs and a damaged tank, they flee.

Our infantry captures the supplies and will pilot and bring back the stuff. We bring back four CargoMechs, 12 J-27s and 8 Sherpa trucks with ammo, armor and pieces. They are so badly hit they cannot really hit us fast and such. By the time they return, nothing is left.


Salvage:


Their Mechs:

Victor – H, LA, RA, LT
Archer 2k – H, LA, RA, LL
Dervish – RA, LL , H, LT

Centurion missing RT
Wolverine 6K, breached LL
PXH 1K – hit gyro 2x, engine once
Quickdraw with 2 gyro hits

We can fix up the PXH1K’s gyro and engine in 8 days. The Quickdraw‘s 2 gyro hits in 5 days. The Wolverine is ready now.

Their Tanks:

LRM Carrier – Not salvageable, tossed a 6.
Harasser – Yes, salvageable – tossed 10
Demolisher – yes salvageable, tossed 9
Manticore – nope tossed a 6
Rommel - yes salvageable 9

The recoverable tanks take around 3 days total to salvage.

Us:

Mechs:


Wolfhound – missing RA
Trebuchet - missing LA
Vindicator – 4 leg actuators hit. 1 shoulder, reattach LL,

We fix the Vindicator’s leg’s in 5 days, shoulder another 2. The Trebuchet LA salvaged will be used here, 5 days too. That missing Wolfhound RA is a 35 ton mech, we have none in our parts. It’s a Davion Suns only mech. And new, but we’ll see if we can find the new parts in the City.

Tank:

Maxim - -1 movementx2
Saladin – Destroyed, yes salvageable (I tossed an 8)
Hetzer – hurt movement


Maxim’s fixed in a few hours, destroyed Saladin in 3 days, the Hezter in 12 hours.

A CargoMech goes for 2.655 mill cash.

Abe Sargent 12-17-2024 12:14 PM

Flavia gains 1 edge from her levelling.

May 23, 3025 – They’ve got to be shocked they lost to us. They lost half of their mechs and 5 of their vees, and us just a repairable Saladin. Their defense and mechs and vees were great, they had a strong city to hide in, and only the Blackjack was weak, and we could only use our smaller faster units. They started with thousands more battle value than us. That has to be shocking. Sir Dobson is now in a captured Awesome.

I ask around in the garrison to see if I can find a Wolfhound RA, I need a 10. I toss a 6. Nope. Does anyone have a spare 35 ton one in storage we could buy or trade for? 8 here, they are a pretty common body part to find with limb blown off crits and RT destruction of ammo. I toss a 7. Sorry close! Nope to getting it up and running.

We split what we captured. Sure, by contract it’s ours, but I share nonetheless. We are all In one boat here.

By the by our 8 captured Sherpas cost 227,000 and 12 captured J-27s 23 I ask if they wanna trade or buy them or the CargoMechs, but nope. We can sell them post battle for 10 mill CargoMech, 1.5 mill Sherpas and 225k the J-27s. Or I could keep the Sherpas and J-27s and use them ourselves. We also captured that Mobile HQ.

June 6, 3025 – An attack on the flank of the world towards the complex that’s main storage for the Star League base in the Mountains which was suppose to be thousands of miles from the key area by their 17th, 5th and their fresh Amphigeans merc units was ambushed and driven back after a long battle that lasted a few days.

All of our repairs from battle are done.

After that huge loss, the Combine has a marginal loss and equal numbers of troop as us.

June 21, 3025 – The Federated Suns’ Robinson and Cloves Draconis March Militias arrive. General Andrew Cunningham takes over the defense. Wave three has begun.

June 24, 3025 - General Samsonov’s 7 Combine Regiments are weak everywhere to attack. They are retreating from New Wuhan City and east of the Mountain pass. He is coming for New Derry City to remove us from his rear.

June 29, 3025 – Spies in New Derry City have located a still working drainage tunnel after bombing and city fighting. It’s the perfect attack route.

June 30, 3025 - That next morning their DropShips and fighters drop thousands of incendiary bombs to ignite the city. They are killing indiscriminately. General Samsonov orders in his 8th Galedon Regulars and 2nd Amphigeans Light Assault Group to attack us. The Amphigeans come down the drainage tunnel to attack us head on. They are moving to us to oust us from the city or destroy us. They charge our HQ. We are separating our units on four flanks with our mech company split up and then you’ll see below a surprise…

They are:

CO Commander Brigadier General Karl Gramenov
Veteran, prefers Medium like the 5th
Mercs so more diverse.

Their command company lead by CO Gramenov is attacking Sir Dobson in his Thunderbolt.

We get their smash company against us, since we did so well and didn’t lose a unit in the city fighting and then smashed a convey good. They are moving in against our mech company and XO Flavia Obed-Marsh they want to cut off our Head just like Sir Dobson…they are facing our main core 12 mechs not the extra 6 mechs. Marcus Darko is in the amazing Vulcan 5T not his armless Wolfhound!

Here they are:

Catapult C1
Orion – ONI-1k – 75 ton, 4/6, 10 sinks, 2 Ml, AC10, LRM 15 and SRM4
Goliath
Banshee 3E – Great armor at 240 points, AC5, PPC, Sl, 4/6 and 16 sinks
Cicada
Centurion
Hunchback
Shadow Hawk
Whitworth 1S
Dervish
UrbanMech
Commando 2COM-2d- 25 ton, ML, SRm6, SRm4, 6/9, 64 armor

Since our HQ is by a field, we are on the City Park map. We on the east, they on the west. For this game, I’m calling it foggy to represent our smoky ness. +1 to hit for everyone!

Abe Sargent 12-17-2024 03:12 PM

We do have our infantry here too, by the by.

Turn 1 – We lose init. We can only move half movement. I move forward max, save for JJ. I fire at their Banshee. They target our Atlas and Hunchback that are standing, as is their Banshee.

Turn 2 – We win init 12-10! Vulcan behind their Cicada, Phoenix Hawk behind their Shadow Hawk. More fire on their Banshee. Our Archer hits the PPC on their Banshee. Our Banshee blows off the RA and it’s on the ground. Our Battlemaster’s La blown off too. It falls and hit’s the engine once. We destroyed it’s RT

Turn 3 – We win init!! Their Banshee goes Hull Down. Shadow Hawk by our Javelin, Grasshopper by it. PXH behind their Centurion. BattleMaster bases their Cicada, Vulcan retreats. Our Hopper hits two actuators in their Shadow Hawk’s LA. Our Jav hits a hip in their LL. Our Atlas hits the sensors in their Banshee’s head. Our BattleMaster hits the LL actuator on their Cicada. It falls. Our Hopper kicks the Shadow Hawk’s and destroy the LL. Our BM destroys the RL of their Cicada and RT.

Turn 4 - We win init!!! Their Shadow Hawk doesn’t rise. I hop the Vulcan, PXH over. They eject the Cicada! Their Banshee stands and shows their back to us. Our Vulcan destroy the Shadow Hawk’s RA; Our Jav his LA and one gyro, 2 engine hits. Our BattleMaster destroys the Banshee’s CT, Dead mech!!! We knock their Catapult down and hits its Foot actuator on the LL

Turn 5 - We win again! They eject the Shadow Hawk. Their Catapult rises. I focus fire on it. Our Bm hits it’s engine 2 times, gyro twice too, dead mech!! Another engine and gyro hit by our JagerMech. Our Atlas had a few actuators and they savaged our BattleMaster good! They destroyed it’s LA.

They flee. We won in five turns, but we’ll have to see if we hold and salvage or are needed as a reserve.

Salvage:

Banshee RA, LA, H, LL, LT,

Shadow Hawk missing LL, RA, LA, 2 engine, 1 gyro hit
Cicada missing RL and RT
Catapult with 3 engine, 3 gyro hits,

Us:

Atlas -hit ML, three arm actuators,
BattleMaster – Destroyed LA.

Our infantry grabs the salvage and loads it up.

The 2nd battle is against Vee Company #1. They send lighter units not expecting much.

Here are our foes:

Quickdraw
Trebuchet
Vulcan 5T
Crusader
Stalker STK-3F – assault with 2 LRM10, 2 LL, 4 ML, 2 SRm6s, 20 sinks,
Phoenix Hawk
Panther
Valkyrie
Wolverine
Blackjack
Dragon
Jenner

All vets, we also have our infantry here too. Same map

This is their Stalker:



It’s very common here!

Abe Sargent 12-17-2024 11:54 PM

Turn 1 – We lose init. I start my squad on the north side fully. Our target is that Blackjack after I walk with my big stuff and move much with my hover stuff. Backup targets their Valkyrie and Panther. Their Blackjack slows our Plainsman movement -1. Our Brutus smashes the LRm 10 on their Valkyrie. Our 2nd Hetzer destroys the LT of their Blackjack. Both it and the Panther fall.

Turn 2 – We owned that init 12-6. Double theirs! Their BJ Rises and turns it’s back to us. I run the Plainsman back. Their Valkyrie rises. Some long range fire on the Crusader. I fire at the Vulcan on the south and BJ on the center. Our Patton destroys it’s RT of the BJ. Their BJ and Vulcan drop our Patton -2 movement. Javelin nails our Pegasus engine too. -1 movement. Our Maxim hits the engine once on their BJ. Behemoth destroys the CT – dead mech! We destroy the Valkyrie’s LT. Their Crusader falls.

Turn 3 – We win init 5-4…sorry… their Crusader rises. Their Javelin hops next to our Von Lucker and Manticore. They hopped their Vulcan behind a building, I focus on the Wolverine on southern side. I want to finish the Valkyrie and drop the Crusader again this turn. Their Wolverine drops the movement on our Hetzer. They destroy it’s left side. Our 2nd Maxim destroys the CT on their Valkyrie, dead mech. Their Crusader fell.

Turn 4 – They keep pushing. They hop their Vulcan in the south back. I position. Their Crusader stays level. If I can take out the Crusader and Vulcan this turn they’d probably leave. They hop the Jav next to our Behemoth and Brutus. Wolverine hits Condor for -1 movement. Our other Hetzer destroys the RA of their Vulcan. Their Trebuchet hit our Behemoth’s engine lightly.

Turn 5 – We win init. They immobilize the Behemoth. They keep pushing. They stand the Crusader. They hop the Vulcan away near the Condor. Backup fire on the Trebuchet. Our Brutus blows off the CRD’s LL on the ground then destroys the CT, dead mech! Our Condor nails a JJ and Ml on their Vulcan. Their TBT and Vulcan don’t fall.

Turn 6 – They win init. I eject the Behemoth. I flee with the Condor at max speed. Their TBT tries to flee. I chase it down. Their Vulcan hops back. Their Jav hops next to my Hetzer. Only our Brutus can see their TBT. I fire my southern troops at the Jav. Our Brutus hits the ammo in their Trebuchet’s LRM 15 ammo, but just one shot, so they ejected since it was auto-eject, but the mech survived. The RT is gone and one engine and gyro hit too. Our Von Luckner hits their Jav’s gyro and engine once each and then destroys the CT, dead mech. We also destroy it’s RA. Can they claw back in the physical attack step? Nope!

We took out five mechs and their Vulcan is savaged and barely holding on. They flee.

Salvage:

Blackjack – RA ,LA, RL, LL, H
Valkyrie – LA, RT, H, RA, RL, LL
Crusader – LL, RT, RA, H, LT, LL, LA
Trebuchet – RA
Javelin – RT, RL, LL, LT, LA, H

Trebuchet missing RT, 1 hit of engine and gyro

Since the TBT ejected and can walk out, it just takes a few minutes to get it up. See below for later what happens…

Us:

Plainsman - -1 movement fix.
Patton - immobile
Pegasus - -1 engine
Hetzer – destroyed LS, we can recover (I tossed a 10)
Condor – -1 movement.
Von Luckner - -1 movement
Behemoth – immobile
Hetzer - -2 movement.

We were savaged in the heavy vees with vees, two immobile and lots of movement gone. We focused our techs on the Patton and Behemoth first since we need to leave and roll out. We can repair the Patton in a few hours and the Behemoth in 6 hours. We cannot do it on the battlefield unless we keep it. Our infantry and tank squads and techs stars grabbing salvage.

Abe Sargent 12-18-2024 12:17 AM

The next flank is the 2nd Vee Company. We have here the three captured and salvaged Vees from the convoy like the extra Demolisher, Rommel and Harasser Missile Platform. We were able to find local dispossessed tank crews to pilot them. This squad already had a Demolisher, I am assigning whatever levels the game gives me from 4/4 to 2/4- it’s random, just like them.

Since this was a lighter vee squad without our CO in the Patton, it’s got even fewer respect.

Here is what we are facing:

Longbow
JagerMech,JM6-A – this Is the variant with 2 LRM15s, 4/6, 128 armor, 10 sinks, 2 AC2s, 2 ML,
Merlin – This is a newly made mech like the Hatchetman, heavy, 168 armor, 1 PPC, LRm5, 2 ML, 1 Mg and Flamer, 18 sinks
Rifleman – 2 LL, AC5, and ML, 10 sinks, 120 armor,
Vindicator
Whitworth
Hermes II HER-2S,
Centurion
Griffin
Spider
Locust 1E
Commando

Nasty!

Here is their and our JagerMech! It emphases strong range but low armor with AC2 the longest ranged weapon in the era.


Abe Sargent 12-18-2024 11:21 AM

Yes the infantry are here this time too! We also have the VTOLs and on the City Park map too.

Turn 1 – We lose init badly 11-5. Their Longbow at the top and +1 to movement is our target of opportunity in the north. It’s at medium range for long range weapons and long range for medium ones like ML and AC20. Their Commando hits our Von Luckner -1 move, our Hunter hits the Longbow’s LRM 20. It falls.

Turn 2 – We win 8-7 init! They are open on my Harasser, I eject it. They are flanking the Vindicator north, I move there with a Galleon and Saracen, their Griffin hops on top of the Saracen next to our Galleon in the woods. It looks like their Longbow tried to stand and broke it’s H cockpit the pilot died but it also destroyed the RA. I could move my tanks around to answer the Vindicator and Griffin north. Or push for that Commando which has yet to move. I move the Ontos north. I back up the Demolisher their Commando moves north too, the other Demolisher and Rommel by it. The Commando’s double SRM is rough vs tanks and it only moved +1. I will fire at it and the Demolisher and Rommel that can see it. Target of opportunity for that Centurion. Everything else north at the Vindicator.

Demolisher #2 destroyed the Commando’s RA, hit the ammo in the RT, boom, dead mech - FIRST SHOT!!!
It hit our movement on the 2nd Demolisher – 1 movement
Our Ontos hit two leg actuators in the LL of their Vindicator
Their JagerMech - 1 movement for Hunter.
Their Griffin and Vindicator fall – no kicks! The Griffin destroyed it’s RA falling.

Turn 3 – We win init. I back up our Hunter. They move the Centurion forward. Their VND stays on the ground. Rommel to it’s rear. Their Griffin rises and moves one. I move up. Ontos, Saladin and Demolisher to it’s rear! They charge our position in the north feeling this is about to end and needing to change things up. I target the damaged Centurion on folks in the center flank.

Our Behemoth blew off the CNT’s LL; hit the ammo in the LT and it blows up – dead mech!!!
Their JagerMech hurts the movement of our Shrek.
Their Merlin lightly damaged our 1st Demolisher engine again and +1 to PSR and -1move
Our Maxim destroys the LA of their Griffin this time.
Our 2nd Demolisher destroys the Griff’s LT and CT – dead mech!!!
Our Rommel destroys VND’s LA.

They eject the Vindicator and we took out five mechs in three rounds, that would shock them.

Salvage:

Longbow with destroyed RA, hit cockpit
Vindicator with destroyed LA, hit hip in each leg, rough to stand and move around.

Commando – LL, LA
Centurion LL, LA, H, RL, RT
Griffin -RT, RL, LL, H

Ours:


Von Luckner - -2 move
Demolisher - -2 move
Hunter - -1 move
Schrek PPC Carrier - -1 move


We savaged them good and strong, with one more kill faster than the other two flanks. We load it up!

Abe Sargent 12-18-2024 02:13 PM

They saw that we had a Command Company that didn’t fight and the two random extra BattleMechs Cataphract and Vindicator here guarding the southern entrance. They moved in a Mech company to oversmash us. Heavier like the one on the northern flank, better than the tanks, but worse than the Smash one. Then after they have fully committed out pop all captured Mechs that we had here from this planet, save for the Vulcan 5T it’s with our main company for our Wolfhound.

Here is what we have:

Trebuchet 7K
Hatchetman
Panther
Phoenix Hawk 1kx2
Quickdraw
Wolverine 6K

Plus, Cataphract, Enforcer, Vindicator, Marauder, Valkyrie and Zeus.

They also are in random stuff like the three vees from last flank.

Here is who we are facing:

Goliath
Victor
Thunderbolt – Heavy punch face mech with 208 armor, 4/6, 16 sinks, 2 MG, 3 ML, SRM 2, LRM 15, LL - love it loads!!!
Warhammer – WHM-6R – 160 tons, 2 PPC, 1 SRM6, 2 MG, 2 ML, 2 SL, 18 sinks – 4/6
Scorpion
Cicada
Clint – CLNT2-3T – 1 LL, 2 ML, 78 armor, 6/9/6
Phoenix Hawk
Whitworth
Wolverine
Stinger STG-3R -2 MG, 1 ML
Firestarter – FS9-H – 88 armor, 2 Ml, 2 MG, 4 Flamer one rear – 6/9/6 movement

Here is their Warhammer, an iconic battlefield mech!!!



No infantry – yes on the City Park Map. All vet. I’d love to capture that Thunderbolt and Whitworth! And Warhammer too, but it’s lightly armored you need to protect it or do a variant instead. Remember the Thunderbolt is what their CO uses, so I thought it made sense here. Love the Firestarter and they are pretty unique, that’s the lighter armored one too.

Abe Sargent 12-18-2024 05:17 PM

Just as a heads up, we named this the Vee Squad, so you'll see that name popping up on sheets moving forward. Our symbol is a grey tank faced left on a black and red ribbon. Our colors are grey, black and red.

Abe Sargent 12-18-2024 10:48 PM

We don’t have any infantry or VTOL/tanks to use as extra early initiative while I wait their stuff, just me and them all up and down, and make that choo choo sound, so we need that initiative here. This is an ad hoc company, not something designed to work together with traditional fire support, smash and scouts, since they are all from the 5th faster medium mechs. Many of these mechs are weaker in armor like the Quickdraw.

Turn 1 – We win init 7-6. We needed that!!! Their Whitworth is at +1 to hit on the northern flank, I target it. Some fire at the Thunderbolt +2 around 12 hexes away for those with no LOS to it. Our Cataphract’s AC10 destroys their Whitworth’s RA. It stands as does one of our PXH1K.

Turn 2 – We win 5-4. Their Whitworth jumps north on the left flank of our Quickdraw; Enforcer next to it. They are coming up the south flank. Stinger by the Enforcer. Hatchetman by their Stinger. Wolverine by their Whitworth north flank, I pullback my inner world. They set t heavy woods my Vindicator jumped too on fire. Our Zues hit’s the MG and arm actuator on their Stinger. Our Panther hit’s their Whitworth’s hip. It falls – no kicks there! Hatchet misses, no one falls from kicks.

Turn 3 – We win init 11-7. Not by one. They charge with the Thunderbolt. Their Whitworth fails to stand. Their Cicada bases my Quickdraw from the south flank. Our Hatchetman destroys the LL of the Whitworth. Limb blown off on it’s LA, on the ground. CT Destroyed by him. Dead mech! Enforcer on their Thunderbolt hits a hand actuator and a limb blown off crit for the RA weapon hand. Our MAD destroys it’s LA. Armless mech! Their Goliath gets a limb blown off crit on our PXH 1k holding the south flank. They destroy it’s CT, dead mech. We are each down a mech now. Their T Bolt falls and destroys it’s LT. They destroyed our mech keeping the south flank collapsing.

Turn 4 – Back to wining by one 10-9. I cannot find the TDR, did they eject it? I move forward and cannot find it. I back up my TBT. Their PXH bases it. Their Victor jumps north near the building. Wolverine the rear of their PXH. Quickdraw behind the Wolverine. Stinger and Scorpion next to Enforcer and PXH ours. Just sandblasts and our TBT fell.

Turn 5 – We win init, 11-9. We need to clear off some mechs soon like that Stinger. They hop their Victor to the north back rear turn to the side line so no back attacks next to Cataphract. That was savaged last round by the Victor’s AC20 and such so I back it up. Zeus and Goliath base. Their Cicada charges the north flank. PXH it’s rear next to it. Their Scorpion bases our Marauder and Wolverine. They hop the Stinger away, but my Quickdraw hops 5 to base it. Our TBT rises and rushes back.

Our QKD destroys the ML in their Stinger and destroys LT. Arm on the ground.
Our Cataphract hits the gyro once on their Victor
Our Wolverine destroys the Stinger’s CT.
Their Victor falls.
Our Trebuchet one level above their Firestarter kicks and destroys it’s LA. – it falls.
Our Marauder kicks and blows off the FRR of their Scorpion and it falls but it’s there.

With a legged Scorpion, gyro hit Victor, dead Thunderbolt, Whitty and Stinger, they eject the Scorpion and Victor and stand up the FS and flee. We let them go, we took out two big units in TBolt and Victor.

Salvage:


Whitworth – LA, H, RT, RL, LL
Stinger - LA, RA, RT, H, LL, RL

Thunderbolt missing LT, LA, RA reattached
Victor with – 1 hit gyro,
Scorpion with missing FRR, needs reattached.

Us:

PXH 1k – LA, RA, RT, LT, H, LL, RL

It’s destroyed.

Our techs reattach the leg in minutes and the quad mech is pilotable.

Abe Sargent 12-18-2024 11:29 PM

In that day of fighting, we spent 1.2 mil in armor and 750k in ammo.

June 30, 3025 – The Command Company that attacked Sir Dobson’s mech and troops was destroyed as a unit. He waited until the CO’s TDR was in range and then fired at it over and over again until it died. Their company was thrown and just attacked all out, no fleeing. They were destroyed to a mech. The various Lone Wolf units won and we did too. The retreating 2nd Amphigeans Light Assault Group give us a few moments to gather and get ready because we thumped them and they lost their CO. We already loaded up the CargoMechs and Sherpas with salvage and such, and then we load up battlefield stuff too.

Then they call down Air Strikes to force us off the battlefield since they cannot dislodge us with mechs. Sir Dobson doesn’t eject, his Awesome holds the line and orders us to our fallback spot. We have all of our mobile mechs even ones that are missing arms or torsos like the Wolfhound manned by dispossessed MWs already there, or that Scorpion with our PXH pilot and Trebuchet. All mechs with hand actuators grab and carry salvage. Some salvage and mechs will be hit, we’ll throw to see what later.

We coordinate leaving with the Lone Wolfs. We move into lines cannot be strafed or bombed easily. We both have DropShips at the port, and we’ll both combine and try to break through the fighter screen to get out together and pool our resources. We march slowly enough for our tanks and 3/5 CargoMechs, and then retreat for the DropPort.

We arrive at the DropPort, load our stuff, and blast our for the fallout position, which is the real Star League base.

We have heading out our two Avengers, all of our carry DropShips the Fortress, Overlord and Condor, 4 Fighters, and a surprise… They have just their three transport Drops. No fighters.

We head out and then they attack in a big wave, no additional Aerospace support like DropShips. Our Avengers kill two fighters and their fighters one of my fighters are killed. And then in their rear an attack happens, and another fighter of theirs dies. They see our captured and healed Leopard CV and fighter we fixed in space to their rear, and the Leopard CV is still painted in Draconis Combine colors and logo so it was slipping in. They are flanked. And another fighter will die to the CV and then more to our Avengers and us and the Wolf DropShips. They flee and we are able to escape.

We cannot salvage the lost fighter. We took around another 6 mill in damage to the Avengers and our Drops for armor lost.

We make it to the backup spot.

New Derry City fell.

The Combine captured the DropPort.

July 2, 3025 – After hearing of the fall and war crime at New Derry City, the Suns are galvanized.

July 9, 3025 – No battles or skirmishes it seems folks are grinding to a halt. Peace talks are held.

July16, 3025 – The ceasefire is agreed to and in 2 weeks, the forces will retreat off planet.

August 10, 3025 – Our contract ends, and since hostilities have ended, we are not extended with the Emergency Extension Clause.

Now let’s settle up!

Abe Sargent 12-19-2024 12:51 AM

Savage April 21st Battle we didn’t fix up, and cash:

Jenner missing LA, RT,- current value – 2.5 mill – to fix – 618k
Jenner – missing RL, RA – current value 2.6 mill – to fix 518k
Shadow Hawk 2K missing RA – current – 4.15 mill – to fix – 375k
Panther, missing LL, LT, - current - 1.8 mill, to fix 626k
Trebuchet 7K – Missing RT, LA, - current – 3.2 mill – to fix 805k

Pieces:


Hunchback – Hx2,RL, RT, Rax2, LT, LLx2, LA
Trebuchet TBT-7K - LA, RL, H
Clint – LT, LL
Centurion – RA, LA, H, LL
Scorpion – H, RRL, LFL, LLL, LT

Salvage from May 22 Raid Not Fixed Up:

Victor – H, LA, RA, LT
Archer 2k – H, LA, RA, LL
Dervish – RA, LL , H, LT

Centurion missing RT – fixed. See below.

Salvage, June 30th Battle

Thunderbolt missing LT, LA, RA reattached – current - 4.5 mill, to fix 950k
Victor with 1 hit gyro,
Scorpion with missing FRR, needs reattached.
Longbow with destroyed RA, hit cockpit
Vindicator with destroyed LA, hit hip in each leg, rough to stand and move around. – current – 2.65 mill, to fix 618k
Trebuchet missing RT, 1 hit of engine and gyro – fixed, see below
Cicada missing RL, RT, RA – fixed see below
Catapult with 3 engine, 3 gyro hits,

Pieces:

Commando – LA
Centurion LL, LA, H, RL, RT
Griffin -RT, RL, LL, H
Whitworth – LA, H, RT, RL, LL
Stinger - LA, RA, RT, H, LL, RL
Blackjack – RA ,LA, RL, LL, H
Valkyrie – LA, RT, H, RA, RL, LL
Crusader – LL, RT, RA, H, LT, LL, LA
Trebuchet – RA
Javelin – RT, RL, LL, LT, LA, H
Banshee RA, LA, H, LL,
Shadow Hawk – H, RL, RT, LT


These things were damaged I am rolling that the badly damaged Shadow Hawk and Scorpion had their CT destroyed and are now just parts. Also a few loose parts were destroyed (Commando LL, Banshee LT, Clint LL and Centurion LL). Also a few salvaged mechs lost pieces. (2nd Jenner RA, Shadow Hawk 2k LL, Cicada RA). Also on the raids, I am assuming another 500k armor lost.

We fix the Victor in two days, the Catapult’s engine and gyro in 7, the hips in the Vindicator in 12 hours, the Trebuchet engine and gyro in 3 days, the Longbow’s cockpit hit in one day, what is the weight on a Longbow? 85 tons, can we use the Stalker arm? Both are 85 tons, yes, I toss an 8, we can get it in 8 days. I use the Centurion RT we salvaged to fix the one we have in 2 days. I attach the SHD RL to the one we salvaged. I use the Hunchback RT we salvaged for the Trebuchet normal, three days later it’ll be done. I use the Clint Ra and Whitworth RT and RL for that Cicada and in a few days.

Without spending cash I am leaving with Victor, Cicada, Trebuchet, Centurion, Catapult, Vindicator, Longbow, Scorpion, from the salvage or what we grabbed. Not bad!!

Contract:

Relief Duty for Fed Suns on Galtor III
Payment – 1.3 for Suns, 3.4 for negotiation, 1.5 for style of contract
Salvage – Full
Length – 4 months
Command – House
Transport - 50%
Support – 50% Battle Loss AND 50% Straight Support
Remuneration – None


Our Salary for one month is 183,138.

Costs:


Salary for 4 months and upkeep – 732,552
Renting Avenger – 750k
Damage to Ships 6 mill
Armor on way out – 500k
To fix Leopard CV – 9 mill
To fix Sholagar – 1.5 mill
On the Fall of New Derry City - 1.2 mil in armor and 750k in ammo –
From Supply Raid – 750k armor, 500k ammo
To repair Corsair: 1 mill
From City Defense - 2.5 mill on armor and 1.75 mill on ammo

Total Spent
– 26,932,552 cash

We lost:


Corsair twice – 2.75 millx2
PXH 1k – 3.6 mill

Total lost
– 9.1 mill

They pay us:


50% Battle Loss - 4,550,000
50% Support – 6,975,000
Salary – 4,856,819

Total Paid – 16,381,819

Total lost
– -10,550,732

Current War Chest – 11399996

END OF THE GALTOR III CAMPAIGN!!!

Abe Sargent 12-19-2024 01:28 PM

Please note that in story, the Lone Wolves broke out of the New Derry City fighter screen with just their three JumpShips and nothing else with no losses, so adding us made sense. But I added in the lost Fighter.

I spend that 950k to fix up that Thunderbolt all up and good. Love it loads. We fixed in waiting for the end of our deal with our war chest. I also spent 750k to fix up a Jenner and turn it into a JR7-F that’s the variant one with 4 ML and removes the SRMs and then adds that to armor to increase survivability as well a s removing the ammo explosion possibility. I pull that 1.7 mill from that war chest.

Aug 27, 3025 – We arrive back at the Mercenary’s Star after 250k spent on recharges. I need to fill a bunch of stuff.

We have these transport assets:

JumpShips:

Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles

DropShips:

Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, two free.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, has none

We rechristened the Leopard CV the “Avenger’s Assistance” since it was captured by them. I have space for 32 vees and with my captured that’s 33 with the VTOLs. I sell the four CargoMechs for 10 mill. I keep the Sherpas and J-27s.

I have space for 15 infantry and I have 11, so four free.

I have space for 12 fighters but just 4.

I have space for 48 mechs and with the salvage and fixed ones, I have 36 including the open salvaged ones and the Griffin 2N Star League era thing we got paid on Galtor III. That’s basically an Overlord Battalion one shy. I could add some assault mechs to round out my TOE and make another two Mech companies and then have a nice fun Battalion of mechs. I also need more DropShips for vees since once I filled the open salvage, we’ll be one more. I also could just split up and do two contracts. We could send the Fortress, Leopard CV and JumpShip for one contract with our main company just 12 mechs and three infantry like normal and company of tanks too and then do another with the Overlord, and Condor. I could send CO Flavia with the Fortress and then 2nd tank company and then the CO Stephen Marsh with the first tank company and then all other mechs and 6 Fighter and infantry too.

So I need to bring in 8 fighters with them, a few MechWarriors with assaults, and smashing high armor stuff like our Atlas, BattleMaster and salvaged Thunderbolt mechs since most of our salvage faster and lighter, even the Victor and Quickdraw, and disposed for the Mechs we capture and vees too. Then a DropShip for more Vees would be great too, or maybe an escort or Assault like the Avenger.

I am heading out to recruit! As a reminder when I head out I can recruit once for each influence of my recruiter, and then all of my starters I spent two influence points on can also recruit for their influence too. Then my other starters one influence can make one attempt only, but only if it’s for their own unit. Stephen has 5 influence, Flavia 7 influence, Evan 5 influence, so that’s 17 recruiting attempts I can make now. Then I roll two D6 and my base is 7, + or -based on type, but tanks have none, then -4 for dispossessed, no changes for the same type (elite, veteran), +1 for Mechs, +2 for fighters, weight class pluses and such. I go for fighters first, since that’s our biggest need.

Fighters:

Elite, Andrew Tomito, Slayer, heavy
Veteran, Rachel Radcliffe, Riever, heavy
Elite, Midge Monroe, Shilone, medium
Veteran, Etienne Martineau, Stingray, medium,
Veteran, Helga Svensdottir, Lucifer, medium
Veteran, Martin McEnroe, Shilone, medium
Veteran, Thelma Mangiest, Sparrowhawk, light
Elite, Jeffrey Sinclair, Chippewa, heavy

Welcome to the team!!!

Dispossessed MechWarriors:

Elite, Wesley Weston, Thunderbolt
Elite, Donny Alvarez, Trebuchet
Elite, Min-Ji Cho, Vulcan 5T
Elite, Swee-Chun Tai, Catapult
Elite, Asitadhvaja Tarkhan, Griffin 2N
Elite, Rogelli Coloccia, Victor


New Ones:

Elite, Kenny Chase, Stalker
Elite, Michelle Guegan, Crusader, CRD-3D

Dispossessed Tank Crew:

Elite, Marsha Tawsonna, Demolisher

Here are my first 17 recruits. There is a recruiting rule called Settling for Less so If you are trying for elite assault but roll one fewer you can try for elite heavy or veteran assault. I got one number too bad for a dispossessed good MW, but crew instead! A Stalker ain’t exactly a powerhouse at closing, but it’s better than my other salvaged mechs. That Crusader’s the variant we already had with better sinks but worse SRMs and minus 2 MLs.

Abe Sargent 12-19-2024 02:01 PM

Do I send out Flavia and Tank Company #2 and 6 fighters on a deal now, and then on the 1st recruit a new DropShip? Or wait until the 1st for another batch of 17 recruits with the extra 7 she brings? And then a DropShip on the Oct1st? Either make tons of sense…

Let’s look at contracts to see what we can uncover? Maybe that’ll keep us knowing.

With 90 points we are now rated B!!!

3 offers:


1. The Suns want us to Objective Raid a world that has a mixed battalion of tanks and infantry and mechs for the area they want us to hit.
2. Company in periphery wants us to pirate hunting for long enough to take them out months, they’ve been hit bad.
3. Lyran Commonwealth needs us to do security for 4 months,

Let’s talk Suns! Their world they want us to hit is 6 jumps away at the Draconis Combine border world of Cylene which exchanged hands a few times the last few years, and was reconquered by them in 3020. They want us to smash them hard, and then to punish them for their attacks on Galtor III two jumps away. It’s 11 days to the Jump point, doesn’t have a station. It’s defended by the 9th Dieron Regulars that are regular, not the vets we are used to from Galtor. It’s pretty quiet world with little here like minerals, vegetation or industry. Hence it being regular home. We just need to destroy a base and then head back out.

Negotiation:
We have 90 point and +10% for Suns who are nice trying to get merc deals and +10% for elite negotiator. 108 total points, we put up salvage and spend 50 to get full 58. They grab length and offer 2 months we spend 5 points and make it one, 53. We want support next, 25 points for 50% Support and Battle Loss, 28. They grab salary, -25 x3.7. 3 points. We snag remuneration, no, 13 points. They choose Command - Liaison, no points. We want transport rights 50%, 3 points left 1% signing bonus.

Contract #4:

Federated Suns Objective Raid on Cylene

Salvage - Full
Salary - x3.7; x 1.6;1.3
Remuneration - Nope
Support – 50% Battle Loss AND Support
Command – Liaison
Transport- 50%
Length – One Month

We can be on world on Oct 15. We take the Fortress, and Leopard CV

Sept 1st, 3025 – We try to bring in a DropShip with some more tanks with our Condor and Overlord. Or I could just try for an escorting s ship like an Avenger. Here you cannot settle for less, if I roll less or better, nope. An Avenger is 4 on a d12. An Achilles is 5. It can carry 2 fighters, 2 small craft and is nasty. I try to bring it In and…8 tossed.

Meet:

DropShip – Achilles, named “March of Glory”. Has 57.5 tons of armor, 2 Small Craft that are DropShuttles, 6 PPC, 3 AC20, 2 AC10, 4 AC5, 1 LRm10, 6 LRM 20, 4 LL, 12 ML. Nasty! 2 empty Fighters.

We look for deals!

We are offered 2.

1. CC wants us to Recon Raid. It’s the Lyran world of the Isle of Skye called
Summer one jump away. No battle is needed. We cannot be noticed.
2. Marik wants us to Security for an unpopular governor about to announce he is not stepping down for three months until things cool down. It’s on the world of New Hope, a world so boring nothing is written about it near the Lyran border 1 jump from Solaris VII, hence nothing really here defending them.

I like both! I negotiate for each:

Negotiation for CC: They also give us +10% because they love us. Then +10% for elite 108 points. I put up salvage, we want full, they agree, 58. They pull 25 for salary 3.7. 33. We pull for transport, 50: because I ‘ll have to rent a JumpShip. They offer Liaison. 15 points for 50% Support and Battle Loss, just in case things go wrong. 13. One month, remuneration yes, 1% signing bonus


Contract #5:


Capellan Confederation Recon Raid on Summer
Salvage - Full
Salary - x3.7; x 1.3;1.2
Remuneration - Yes
Support – 50% Support
Command – Liaison
Transport- 50%
Length – One Month

We’ll be there on Sept 10, Charging Station at Nadir point. It’s just 2 days and we are 6We are renting a JumpShip and taking all infantry and then a Leopard with a Lance, Alice Sanchez’s Command Lance from the Mech company for emergencies, and we are buying:

2 Boomerang Spotter Planes – 100k for 2 of them
2 Swift Wind Scout Car – 190k for both

For scouting.

I am paying for the JumpShip and Leopard for one jump 120k there and 120k back, I am renting a Mule for 30k too for storage in case we come across some good stuff.

Negotiation for FWL
: We have 99 points. We spend 50 on full salvage but they spend 25 and pull to Shared. 74. They spend 25 to rise salary to 3.7. 49. We spend 25 for 50% battle loss and support. 24, they want Command to be integrated +5 to us. 29. We want transport and we agree to just pay our, and then they grab remuneration. 3 months, no changes. 8% signing bonus


Contract #6:


Free Worlds League, Security on New Hope
Salvage - Shared
Salary - x3.7; x 1.4;1.3
Remuneration - Yes
Support – 50% Support and 50% Battle Loss
Command – Integrated
Transport- None
Length – 3 Month
8% signing bonus

We are sending everything else there, Condor, Overlord, Achilles - we’ll be there Oct 3rd.

Abe Sargent 12-19-2024 03:10 PM

Let’s do these in order. I will hit up each contract and then just do it, and then rotate back for each one, make sense? Gotcha!!!

The Objective Raid on Cylene

Oct 3, 3025 - We arrive in the system of Cylene at the Nadir point. No massive traffic here, we unfurl the bad stuff and head to planet.

Oct 14, 3025 – We are on planet, it’s 11 days away. Our fighters are out and screen us down. We land our DropShips by a DropPort about an hour from the base we need to hit up.
We load up and head out!

They send in 12 normal fighters (not Aerospace) ones to protect our presence so they head out to fight.

Our intel looks to be mostly right at their HQ. They do have one company of mechs and tanks just like us, and a company infantry too which is three platoons like us too. But they have a quartet of VTOLS to scout around and face us.

Flavia and Sven unload their weapons and move in hot!

Here is what we are running into:

4 Warrior VTOLS
Three infantry –

Mechs:

Awesome
Dragon
Crusader 3K variant
Orion – ON1-K Nasty smash mech with 4/6, 231 armor, 10 sinks, 2 ML, 1 AC 10, 1 LRm 15, SRM4,
Griffin
Trebuchet K variant
Shadow Hawk 2K
Panther
Jenner
Wasp

All regular. They are on the north and us on the south. The Orion is a vet.

Vees:

Partisanx2 – 4 AC5s each
Bulldog
LRM Carrier
Condor
Goblin
Hetzer
Vedette – AC10 variant
Galleon
J. Edgar
Hunter

All regular.

This is their Orion, which I’d love to bring in!!!



On the map are bigger buildings, concrete, roads and some light woods.

Abe Sargent 12-20-2024 12:06 AM

I put most of my heavy units on the left flank.

Turn 1 – We win init 11-9. I charge down the left flank. Their Orion on the right flank. They flank a VOTL to my rear. I fire at the Condor short range and Crusader long range on the left flank. Our Archer immobilizes their Condor. Their Crusader falls.

Turn 2 – We win init 9-7. They eject the Condor. They bring the Crusader stand and on the right flank. Our PXH-1 in the rear next to their Orion, Wolfhound behind him. Their Dragon fell while turning and running on a street. Jav next to it in the rear. I fire at the Dragon on this flank. Our Anti-Mech Jump hit the J. Edgar and halved it’s movement, our Awesome hits the AC10 on their Orion, and then the head and smashes the cockpit, dead mech! Flavia’s Atlas hits the ammo in their Dragon and it blows up, dead mech! Our Atlas and PXh fall from damage, sad face no kick on the Orion. Our BM destroys the Rl on the Jenner and it falls.

Turn 3 – We killed two mechs and a tank, they keep pushing. We win init 9 -5. I move my Archer to the right flank to help there. Atlas rises and walks 3. Jav next to their LRM Carrier. Grasshopper behind and next to Crusader also two Maxims and Saracen. Pixie rises. I go overheat with the Jav to try and take out the LRM Carrier. Also I flanked over the Saladin. Wasp next to our Demolisher in the woods. Some firing at the Griffin and Atlas. Our Jav destroys the LRM Carriers left side. Our infantry hit the slower J. Edgar again and dropped movement another -2. Their Awesome fell with the onslaught of damage, Crusader sill standing. No one falls during the physical attack phase.

Turn 4 – We killed another tank, no losses, they keep coming. We lose init 6-8. Their Awesome stands. Atlas and our Awesome next to it! CRD too. Their CRD stands still. PXH moves and Grasshopper does too.

Our Saracen drops their Bulldog’s speed -2 and stuns the crew, our Behemoth 2 more turns of stunned crew.
Anti-Mech inf hit J. Edgar for another -1 speed.
Their Hetzer hits an arm actuator in our Atlas.
Our Ontos blows off the LA of their Awesome, it’s on the ground
Their Partisan hits 2 heat sinks on our Atlas
Their Jenner hit our Demolisher’s engine and dropped it’s speed 1
Our Maxim armor explosion on their Crusader dead mech.
Our Schrek smashes and destroys their Wasp 1k’s RL
Our BM destroys their Awesome’s LT and then hits the gyro once
Awesome’s hip on LL hit by Von Luckner.
The Awesome falls and hits it’s gyro once more, dead mech!!! They knock over the Atlas again
Our Crusader kicks their Hetzer, -1 movement.

I assign the Awesome kill to the BM since that started the gyro hit. With two more mechs dying and a legged Wasp, they eject the legged mechs and we capture the stunned crew Bulldog.

Salvage:

Mech:

Orion ON1K with a hit cockpit
Awesome with missing LT, 2 gyro hits – current value – 5,900,000 and to fix 625k
Jenner https://forums.operationsports.com/f.../separator.gifwith missing RL – current value 2.75 mil, to fix 350k
Wasp 1K with missing RL, current value 1.25 mill, to fix 350k

Dragon – RA, LT, H, LA
Crusader – RA, H, RL, LT

Tanks:


Condor – immobile
LRM Carrier – not salvageable tossed a 6.
Bulldog – damaged engine -2 speed

Us:

Atlas - HSs sink

Demolisher -1 speed

We captured two tanks and four mechs, great deal!!! We can heal the Orion in two days, the Awesome gyro in 4. We fix the Atlas and Demolisher of ours in a few days, and the immobile Condor in 4, but the Bulldog fails a few times, so 7 days for it.

We destroy the HQ after raiding 2.5 mill worth of supplies as well.

We spent only 300,000 on armor and 150k on ammo, no battle losses. We blast out on the 16th and leave on the 27th.

Contract Stuff:


Federated Suns Objective Raid on Cylene
Salvage - Full
Salary - x3.7; x 1.6;1.3 -
Remuneration - Nope
Support – 50% Battle Loss AND Support
Command – Liaison
Transport- 50%
Length – One Month

Our salary for this month is 133,364.

We spent:

Salary - 2 months here and then this month: 266,728
Armor and Ammo – 450k

Total –
716,728

We were paid:

Salary – 833,925
Strait Support – 225k

Total
– 1,058,925

We made 342,197

I spend 625k to get the Awesome up and running. We lost 282,803 after. War chest is 21,418,193 after selling 2.5 mill supplies.

End of Contract #4.

Abe Sargent 12-20-2024 01:07 AM

Begin of Contract #5:

Sept 10, 3025 – Our infantry and Evan Marsh’s mech lance and scouting vees arrive at Summer and unload. We are tasked here with scouting the defenses of a few places on the mineral rich and germanium deposits of 8945mill. It’s a rocky hard world to raise planets on with a low ozone layer We are to infiltrate it’s defenses. We land on the captial of Curitiba on the Lestrade Continent.

They make JumpShip parts here locally and there is garrison here protecting it. We begin to scout out the local defenses here at the DropPort, and then the capital too here on this continent. We use infantry to find out more about it and then the Boomerang’s camera to do the same. We scout with the Swift Wind. They use the same patrol times and places at the DropPort, a local fort and garrison at the factory and more and then the capital proper, making an attack and ambush vary likely

Sept 19, 3025 – We arrive at the DropPort at another continent and then scout out, we notice the same here at a factory defense and fort and DropPorts too. Always taking the same time, and directions from one location to another.

Sept 28, 3025 – We arrive at another continent and then unfurl our scout stuff and continue to scout! Here we check a base by the mines, the DropPort and the local cites and such more, all with the same weaknesses, open to an ambush

Oct 10,3025 – We finish on Summer and report our findings with the Liaison. He has been taking note this time with us and agrees. He hands Evan Marsh an envelope. They want to sign us to an Objective Raid here at the Lestrade base by the mines and destroy it before they change up things. They will offer us 10 mill CBills for this as well as the same deal. We also agree to 50% Battle Loss. We contact the group on the Fortress and Leopard CV and they will head here, one jump away from home. They use charge stations, and spend 250k

Nov 15 – The group returns from Cylene and then unloads here with Fighter and Leopard CV cover and the Fortress by the mine base DropPort. No one challenges us. We sent out our unit to attack them when one company is out patrolling at its furthest away spot and an hour away later that day. Just two to garrison it. We can destroy the defenders, raid the base and then destroy it with bombs from my infantry long before they get back.

We have all infantry and then the 16 mechs and 12 vees against 24 good numbers:

Mechs:


Zeus ZEU-6S
Goliath
JagerMech
Rifleman
Marauder – MAD-3R
Hunchback
Trebuchet TBT-5S – SRM one
Phoenix Hawk
Hermes II – HER-2S
Locust 1S
Spider
Stinger

Our foes are regular mostly, the Zeus is a veteran.

Vees:

Partisan
Puma Assault Tank – veteran here
Brutus
Pike
Vedette
Goblin
Maxim
Drillson
J. Edgar
Hunter
2 Saracen

I’d love to salvage another Brutus and Puma. That Trebuchet is a tank nasty one with the SRMs and should be an early opportunity of killing them.

This is their and our Zeus:



It’s okay armor, okay weapons and okay sinks, nothing amazing, but it’s beloved by the Commonwealth and House Steiner. We have one too!

We are fighting in hills by a mine with roads. There are some sparse woods here, not much.

Abe Sargent 12-20-2024 12:44 PM

Turn 1 – I lose init 6-5. We have one hex pass in the roughly middle of the south I set up m heavy stuff to smash into like Atlas and BattleMaster and Banshee with that big tank under us. I move Wolfhound next to their Maxim. A Spider bases our PXH on the west flank. It’s +6 tohi for my long range support due to Forests. I split west flank fire with the Spider, Brutus and Rifleman. Center flank their Zeus. +0 to hit. Saracen on the east flank target. Their Marauder hit our Demolisher and gave it +1 PSR. Our Von Luckner hits their Zeus’s gyro once. Our Zeus hit their Saracen and it’s immobile. Their Zeus falls the pilot blacks out after 3 hits.

Turn 2 – We lose init 6-5 again. They eject the Saracen. They back up their right flank. Center flank on their JagerMech. Scouts on the Brutus again if they can see it. A few randomly at the Pike. I try to decapitate the Zeus. Our JagerMech stuns their Pike crew for two turns. Our Crusader ignites the AC ammo on their JM, boom!!! Dead mech! Their Zeus still alive. We started a fire in it’s hex though.

Turn 3 – We lose init 10 to 12. They leap their PXH next to ours. Our Javelin behind their Brutus. Spider next to it, PXH next to the Spider. Our Enforcer bases their other Saracen. Drillson in our Grasshopper’s rear. Long range fire on the Spider, scout mechs on the Brutus, I fire at the Marauder on the east flank. It’s more durable than the JagerMech, and it’s behind a hill. And I still need to split fire with decapitating the Zeus.

Our Archer hits the engine 2 on their Spider
Our Valkyrie drops their Brutus speed -1, Our Jav another -1
Their MAD another -1 movement on our Demolisher
Our Banshee hits their Zeus gyro once more and then engine once. Dead Zeus!
Their Drillson -1 movement our Behemoth and jammed our turret
We stun their Pike for another round

Turn 4 – With their CO dead I am giving them one turn of revenge to turn this around. We win init 10-4. They turn the Brutus. I move out my Archer. Their MAD moves further behind the hill. Their Spider retreats. Our Awesome bases their Drillson. Valkyrie and Hopper near the Brutus. Our Zeus bases their MAD. Everything that sees their MAD targets it.

Our Atlas destroys the MAD’s LA, hits the AC5 ammo in the KLT, boom, dead mech!!!
Our Jav drops the movement on their Pike -2; stuns crew another 2 rounds
Our Anti-Mech infantry hit the LL in their Stinger and two leg actuators
Our Grasshopper immobilizes their Brutus!!!
Our Demolisher hits the Pike another -1 movement
Our Behemoth – destroys it.
Our Hunch -2 movements their Drillson
Our Ontos destroys the side of their other Saracen.
Their Stinger fell
Nothing else wounded from our Zeus and Awesome kicks on their Drillson and Goblin.

With none of our tanks even immobile and none of our mechs with a missing arm, they flee.

Salvage:

Zeus with 2 gyro hits; 1 engine, hit LRM15.

JagerMech - RA, H, LL
Marauder – H, RA, RT

Tanks:


Saracen - immobile
Brutus – Immobile
Pike - -3 movement, not salvageable.
Saracen – not salvageable

Us:

Demolisher – fix engine, -1 movement
Behemoth - -1 movement, unjam turret

They are going to reloads, rearmor and join the company. Remember this is the one with the rented Mule. We load up some goods with our infantry and carry with arms of mechs, have fighter support to keep them off our backs, and then load up and blow up the base with explosives planted by our infantry.

Abe Sargent 12-20-2024 02:50 PM

We fix the Zeus gyro hit in 4 days and the engine another 2. But fixing the LRM15 is harder than we thought and that’s another 4 days. 10 days total. That Marauder death is common since it’s AC5 ammo in the LT is the only thing there. Many MWs will just eject the ammo as soon as the 1st turn.

Finances Stuff:

Capellan Confederation Recon/Obj Raid on Summer
Salvage - Full
Salary - x3.7; x 1.3;1.6
Remuneration - Yes
Support – 50% Support and Battle Loss Too
Command – Liaison
Transport- 50%
Length – Two Month

We spent:

2 months of Salary - 272,750
Transport: 240k - 80k Mule, 160K DropShip, JumpShip
Support - 550k - 250k armor and 300k ammo – light day little touched

Total Spent – 1,062,750

Paid:


Salary – 1,049,542
Transport – 120k
Support – 275k
Sale of Goods – 575k
Bonus – 10 mill

Total Paid –
12,019,542

We made 10,956,792

Our warchest is 32418193

End of Contract #5!!

Abe Sargent 12-20-2024 08:45 PM

Contract #6:

October 3, 3025 – We arrive at New Hope in the FWL! We unload and get ready and begin to tour around the elected Governor’s mansion. He is not popular, not because of graft or corruption, but because his planet is going through a financial crises, and the austerity measures he introduced to cut into them. They have asked him to resign for another party but he feels this is the best option for the planet’s economy.

October 4 – He announces that he is not stepping down after we have gotten unloaded and on patrol. Vandalism acts increase.

In order to see what happens, in month 1, if I roll a 7, yes, month 2 8, and then month 9 3. Then we head home, make sense?

October 9 – More police cars are begun to be overturned.

Quiet begins to unfold as people begin to take it in. (I tossed 6)

November 5 - A rival politician of a local party that would take over if the Governor resigns, has begun to call for the violent ouster of the current guy.

Signs of violence increase

November 12 – His troops move to take out the Governor and violently overthrow him. (I tossed a 11). We move out to interrupt him. They have a reinforced company of mechs and tanks mixed.

Remember we have 1st Tank Company without the infantry, with the Demolisher and Mechs we grabbed and filled in Galatea.

This is our foe:

Mechs:

Banshee BNC-3M - 2 PPC, 2 Ml, 1 Sl, 240 armor, 16 sinks, 4/6 movement
Marauder MAD-3M – 2 LL, 20 sinks, AC5, 2 ML, 4/6, 184 armor
Hermes II 2M
Locust 1M – With LRM5s

The Banshee has a veteran. The rest regular

Vees:

Schrek PPC Carrier – veteran
Rhino Fire Support Vee
AC2 Carrier
Bulldog
Condor
Gladius Medium Hovertank – Ac10, 98 armor
Goblin
Hetzer
J. Edger Light Hovertank
Hunter
Scorpion Light Tank
Striker Light Tank

They are charging us from the south.

This is our Vulcan 5T a 40 ton variant we captured in Galtor III that’s pretty good at close range with 6/9/6 movement, 112 armor, 12 sinks, 4 ML, 1 Flamer and one MG


Abe Sargent 12-21-2024 12:30 AM

We are on a Grasslands map, I charge down the center. I would love to get that Rhino, but this is shared salvage, remember.

Turn 1 – We lose init 3-9. Three times our roll!!! Their J. Edgar skidded and is +6 to hit, but his turret is jammed. Fire Support at the Goblin. I focus on the Rhino on the flank. Our Crusader hits it and drops movement 1. Our Bulldog halves it’s movement. Our Maxim stuns the crew for 2 turns and then destroys the LS. Dead tank! They halve our movement on a Hetzer

Turn 2 – We lose init 5-10 – ouch!!! I eject the Hetzer, Their MAD flanks our left. I split fire with the Rhino and Marauder.

Our Plainsman -2s the movement of their Rhino
Our Golbin destroys the engine on their Rhino
Our Bulldog hit the AC5 on their MAD
Their MAD fell and critted the AC5 ammo and it booms – dead mech!

Turn 3 – We win init 7-3. They eject the Rhino. Vulcan rear and behind their Banshee, also Condor and Plainsman. Our Griffin next to their Locust’s flank. I need that PPC Carrier and Banshee out if I want to win the field. If I can target both, I choose the easier one from that spot.

Our Plainsman hit the hip and leg actuator on the LL of the Banshee
Srms from our Griffin hit the Head twice on their Locust.
Our Maxim destroys the Locust’s RL; then the engine and gyro once each
Their Shrek halves our Patton’s movement
Our Bulldog kills the driver of their Shrek
Their Banshee and Locust fall, and the pilot of the Locust passes out from three damage.
I don’t kick the downed Locust I am liable to destroy it.
Our Vulcan kicks and get’s a limb blown off the Banshee’s LA, it’s on the ground

Are they going to push it? We killed three tanks and a Marauder and then blacked out the Locust. 5 of their starting 14 are out. Right now their leader, the Banshee is able to leave slowly with hip and leg actuator hit. We only lost a Hetzer and we had to eject it, it’s fine. They push it.

Turn 4 – We lose init 7-8. His Banshee doesn’t rise. I charge it’s position with everything. Their Hermes II bases my Hunter and Crusader and our Griffin it. I split fire with the Hunter on the flank. A little on the Bulldog for those with no LOS.

Our Hetzer destroys the Hunter’s side.
Their Bulldog hurst our Brutus engine, with worse PSRs
Our Manticore hits the movement twice on their Bulldog and then destroys side.
Their Hunter hit our Condor’s movement once
All kicks land, none fall.
Our Crusader savages their AC2 Carrier and destroys the front,


Their Locust didn’t wake up. They call it, but when they try to leave, we strafe them and keep them from moving so they surrender the wounded Banshee that cannot break from their cover since is just has the one movement. He ejects and Is picked up by his men and flees.


Salvage:


Goblin – ½ movement, destroyed side, reparable, value is 607k
Rhino – destroyed engine – current value 3.25 mil; to fix – 1 mill
Shrek – Dead crew; current value – 3,828,000
Hunter – destroyed side; salvageable – current value - 1,135,000
Bulldog - -2 movement, destroys side, I tossed a 7, unrecoverable.
AC/2 Carrier – destroyed front, yes, salvageable – current value 1,086,000

Locust 1M with a destroyed RL, value of – 1.375 mill, to fix 300k
Marauder 3M – RA, H, LL, LT – 820 mill
Banshee 3M – With a LA needing reattached, hit hip, leg actuator, hit PPC and ML – current value 9,824,000

Total value of salvage – 21,925,000

We get 10,962,500

We can salvage that much, which is the Banshee and Hunter or all four tanks and Locust and parts. I do the four tanks and Locust.

Us:

Hetzer – ½ movement
Patton – ½ movement
Brutus – engine
Condor - -1 movement

We repair the movement damaged Goblin, in 3 days and then our stuff in a few days each, the Brutus was 12 so that’s super fast. We will have to replace the Rhino engine which is a 240 engine. It’s got 272 armor, 2 LRM 20s, one LRM10, 2 Mls and 3/5 movement love it much. That engine is fusion. We fix the Banshee back to pristine condition in a few days.

Abe Sargent 12-21-2024 12:49 AM

January 3, 3026 – Everything else was quiet on the world after we put them down hard and fast.

Contract Time:


Free Worlds League, Security on New Hope
Salvage - Shared
Salary - x3.7; x 1.4;1.3
Remuneration - Yes
Support – 50% Support and 50% Battle Loss
Command – Integrated
Transport- None
Length – 3 Month
8% signing bonus

Our monthly salary is 75,541

We spent:


Salary – 377,705 – 5 months one there, one back and 3 here
Support – 800k- We spent 350k on armor and 450k on ammo this was missile heavy.

Total Spent
– 1,177,705

Paid:

Salary – 1,156,079
Bonus – 122,086
Support – 400k
Shared Salvage - 10,962,500

Total Paid – 12,640,665

Total Made after Costs – 11,462,960

Our war chest is 43,881,153

I spend 1 mil to fix that Rhino!

End of Contract #6!!!

Abe Sargent 12-21-2024 11:55 AM

Nov 25, 3025 – We arrive back on Galatea! This is our first big rewind from one campaign or contract. Both Evan Marsh and Flavia Obed-Marsh are here, so they can do some recruiting together, with 12 total options. We have free our captured Orion, Awesome, Zeus, Brutus Assault Tank, Saracen tank, Condor and Bulldog Tanks and then the legged but not fixed Jenner and Wasp. We also need two fighters for the Achilles. We fix up the damaged Jenner and convert it to a Jenner JR7F for 500k.

Here are my recruits!

Fighters:

Elite, Megan Algave, Chippewa, heavy
Elite, Rachel Plamontine, Transgressor, heavy

Dispossessed Mechwarriors:

Elite, Orion 1K, Abdul Reis el Drogman
Elite, Awesome, Shirley Myers
Elite, Zeus ZEU-6T, Zedorik Kusmierz
Elite, Jenner JKR7-F, Vixen Victor,

Dispossessed Tanks:


Elite, Jumaana Latif, Brutus
Elite, Condor, Ammuc Juta
Elite, Bulldog, Gary Kerrison
Elite, Saracen Tank, Varuni Sethi

That’s 10, I could hire two more Dispossessed MWs or infantry or just possessed ones. I don’t have the dispossessed Mechs they are with the Overlord. I hire two more dispossessed MWs.

Elite, Jeff Ioannou, MW
Elite, Avantika Sekariapuram, MW

I make a new company for my MWs:

I rename the first company Alpha.

Mech Deux Company:

Leftenant Palmiro Umbari, Cataphract 1-X, elite,
Abdul Reis el Drogman, Orion-1K, elite
Kenny Chase, Stalker, elite
Wesley Weston, Thunderbolt, elite

Leftenant Shirley Myers, Awesome, elite
Kgosi Baard, Marauder MAD-3D, Veteran
Groeht de la Boer, Zeus ZEU-6S, veteran
Michelle Guegan, Crusader CRD-3D, elite

CO, Major Evan Marsh, Enforcer, veteran
Amy Mikkelborg , Vindicator, elite
Yamato Ason , Valkyrie, Veteran
Min-Ji Cho, Vulcan 5T, elite

Because we are elite and have jump/drop ships, we start at B rating.

I could send to New Hope the two elites, the people in the Zeus 6T, the JR7-F and rest to join up, and meet up with a newly rented Union with 2 fighters that are for the Achilles and then they should be there and back on Dec 27. Or should I just go ahead and have us all join together them with the Overlord and then head out in bigger numbers once their deal is done? That will cost 400k there and back. This does have Evan’s five influence each time. I’ll wait until Dec. 1st to try for a Drop/Jump ship.

Our BattleMaster leveled up and gains edge 1 since they are already elite.

1 Dec, 3025 – I spend the recruiting trying to bring in a new JumpShip, another Invader. This time I toss the number needed precisely, so they are joining as an Auxiliary. This means that if we don’t treat them well or pay them, they could leave at any time.

Meet the:


JumpShip – Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary

We take contracts. Is there something that Evan and Flavia could do, either together or separately, or then have Evan join New Hope with rented Union and come back on Jan 2nd, or just join folks all up and down the block.

Contracts!

We are offered 3:

#1. Periphery – Magistracy of Canopus wants us to do Pirate Hunting
#2. Company in the Combine needs us to do an Extraction Raid on Lyran world here in the Isle of Skye Menkat, one jump away.
#3. ComStar wants us for Objective Raid in the Free Worlds League Zion Province world of Ventabren on the border with the Suns and CC and about 6 jumps away. We could be there in Jan 15, 3026.

Alright company, talk to us. This world has 5 days to the jump point, pretty dry and arid with mining on the map, but lesser known stuff not the higher quality stuff. On planet there are more than 3.1 billion people, despite that. No charging station at all. They want us to hit a mining garrison warehouse that ‘s got a few mining companies together pooled their resources. It’s also garrisoned by a battalion of mechs and tanks and infantry with everything pooled together by mercs. This Combine mining company wants us to hit them hard, extract the mining stuff and ore and stuff and then turn it over to them back here at Galatea. We would arrive there on the 6th and then on the planet on the 11th.

Let’s do it!

Negotiation: We have 95 points with our completed mission and another 9.5 added, so 104. We put up Salvage and want it all. 54. They want salary and drop to 3.7 to get rid of some points, 29. We want support both 50% Battle Loss and Support – 4 point. They offer command of Liaison. We want points so we offer remuneration, no, 14. They want length, one month. We get no transport support and 7% signing bonus.

Contract #7:

Extraction Raid for Company in the Combine, target Menkat

Salvage: Full
Transport Support: None
Support: 50% Battle Loss AND 50% Strait Support
Salary: x3.7, x.1.2, x 1.6
Remuneration: Nope
Length: 1 Month
Command: Liaison
Signing Bonus – 7%

We are sending the Fortress, Invader we just recruited and then Leopard CV. We are also taking with us the 8 Sherpas we captured on Galtor III.

Abe Sargent 12-21-2024 12:48 PM

Beginning of Contract #7:

December 6, 3025 – We arrive at the Zenith point here at the Menkat system and do scans. No one is attacking or coming our way. We are also sending a Mule transport DropShip for 80k each way.

December 11, 3025 - We unload at the continent of Terrasota, with the captial of Blackstone and petty well populated. We head to the mining site and begin scouting with our infantry to confirm everything. We are about one and a half hours from the warehouse

December 13, 3025 – It looks like the location was correct, but the guards are 16 Mechs, not 12, and then a company of vees. They don’t patrol so we cannot catch them with a lance out and away. We head in to smash them since they are supposed to be regular.

Here are our merc foes. Expect them to be from a variety of places in the Inner Sphere.

Mechs:


BattleMaster - veteran
Striker STC-2S – Assault mech designed for cheap garrison work with 216 armor, AC10, PPC, 3 ML, 4/6 movement and 15 heat sinks
Victor VTR-9A – We know them
Grasshopper - We know them, durable scout heavies with 4/6/4 movement
Warhammer
Quickdraw
Vindicator
Centurion
Hunchback – Nasty
Phoenix Hawk
Whitworth
Commando - COM2D
Javelin – uh oh…
UrbanMech
Wasp
Locust 1E

The COM and Javelin have multiple SRMs and those are rough against vees. And on fast stuff, not easy to hit is rough too. I need to take out and would love that BattleMaster and Grasshopper that we use well, but the COM and Jav have to be targets of opportunity.

Vees:

Puma Assault Tank - veteran
Partisan
Zhukov – nasty
Manticore – Uh oh, we have one, nasty
Vedette
Goblin
Whirlwind Scout Hovertank – 2 AC2, 2 ML, speed 8/12, 104 armor
Falcon Hovertank – 9/14 movement, 88 armor, 2 SRM6s and ML. Ouch.
Striker
Scimitar
Galleon
Savannah Master

The Falcon was introduced in 3023, don’t know how it’s on garrison duty, but mercs will merc. We also gotta answer that with 2 SRMS 6s but…9/14 movement? Nasty!!! I’d love that Puma and Zhukov and another Manticore too. But again, targets of opportunity. All regular save the Puma

Here's their Striker:


Abe Sargent 12-21-2024 04:10 PM

We are on a mine map with them on top, and a pool at the south end and then many woods and then roads here. There are a few ruins and rubble here and there. The Mines aren’t up levels but down in the ground.

I am on the water side, not as many places deploy. The water is down at level -5. I will set up power on each flank of the water down by the central mine.

Turn 1 – We win init 12 to 6. The right flank will fire at the Falcon and the left at the Striker with long range with it’s +0 movement and Manticore with long range weapons. We set the Manticore hex on fire. Our Atlas hit the Manticore’s movement twice and it’s -2. Our Crusader another -1 movement. Their Striker falls and the pilot blacks out.

Turn 2 -We lose init 5-4. On the west flank I keep at that Manticore and the east trying to hit the H of their Striker. Then my missile stuff targets the Striker too, and their BM a bit here and there. Our Atlas another -1 movement to the Manticore. Our Ontos destroys the front side. Our Behemoth hits their Striker’s engine once. Our JagerMech hits another engine there. Our Archer hits the engine once more, dead mech! Our Schrek also destroys the H later. Our PXH falls under damage and blacks out.

Turn 3 – We win init 12-11. Wowzer… the next key unit by the left mine is the Puma and the BattleMaster on the right one. Their PXH charges our left flank. Their Infantry destroys the LA of my PXH, our Atlas jams the turret and – 1 movement to the Puma. Their Wasp destroys the PXH’s LT. their Urbie hits the gyro twice and engine once. Our Hunter -1 movements their Falcon, their Hunchback destroys our PXH’s CT> dead mech. Our Demolisher hits their BattleMaster PPC and shoulder actuator. Our Von Lucker destroys it’s RA. Our Maxim destroys the Puma’s side armor. We kill the crew on their Falcon Yay! No one falls.

Turn 4 – We lose init 7-5. Our Grasshopper to the rear of their Victor and behind it. Wolfhound to the rear of their Striker Light Tank. On the right, fire on the Victor, left the BattleMaster still. Our Behemoth gets a limb blown off of their BM’s RL on the ground. It hits the head with an AC10. Our BattleMaster’s ML destroys theirs, dead mech! We also destroy its RT. Our Ontos is hit by their Grasshopper and lost movement. Our Awesome fell. Many kicks and misses, none fall.

We lost a PXh, they lost a BM and a Striker assault and a trio of tanks, one with their XO and two more assaults. Since we killed their CO and drove their XO from battle and have won this hard, they are shaken and flee.

Salvage:

Striker STC2S with hit engine x3 and destroyed H. Current value – 6,721,000 - to fix 1 mill.
BattleMaster with destroyed H, RA, RT, and RL needs reattached, current value - 4.5 mill – to fix 4 mill.

Tanks:

Manticore - can be salvaged, damaged engine,
Puma – -1 movement, can be salvaged.
Falcon Hover Tank – dead crew

Ours:

PXH – H, RL, LL, RT, RA
Atlas – AC20 hit
Ontos – ½ movement.

We can repair our Atlas and Ontos in 4 days and 3. The Striker engine in 4. I spend the 5 mill to get assaults up and running!!! The tanks are fixed in 3-5 days each.

Abe Sargent 12-21-2024 08:06 PM

We have our infantry load up the Sherpas and then convoy them back to the Mule dropship a few times with a garrison here and guards on the way, they don’t attack us. I also had my BattleMechs carry things in their arms too to help use out. We have our fighters ready and zooming in a flight of 2 in case on 8 hour shift in case they try something funny.

Dec 16, 3025 – We blast off of Menkat grabbing everything from the warehouse and our liaison was good to go.

Dec 21, 3025 – We arrive in the Galatea System at the Zenith JumpPoint with the charge station and where we agreed to meet them. Their JumpShip is here. Our rented Mule unfurls from our Invader to theirs, and they will pay the cost for it from here. Their liaison heads out too.

Dec 27, 3025 - We arrive and drop off and unload our stuff!

Contract stuff!!!

We lost a PXH-1 for our green pilot fully. I don’t want to give him a good mech like a Vulcan 5T or Javelin 10F. I could give him the Kurita version of the PXh but it’s got no jump jets and I like that for a green pilot. I could hand him the other Jenner 7F or repair a normal one. I hand him the Jr7F. I spend 500k to bring back the Jenner as an F too.

We spent:

Transport of Mule: 160k
Ammo and Armor: 660k – 310k armor and 350k ammo
One Month Salary: 117,513

Total Spent –
937,513

We Made:


Support: 330k
Battle Loss: 2,033,770
Salary: 678,285
Singing Bonus - 54,262

Total Paid – 3,096,317

Total - 2,158,804
War Chest – 38,539,957


End of Contract #7!!!

Abe Sargent 12-21-2024 10:38 PM

Dec 27, 3025 – Since we already recruited this month on the first, we’ll wait until the 1st for it. Although since Evan gets back on the 2nd, we’ll wait until then for recruiting so we can combine our efforts.

Event
- The 3rd Succession War has ended. The Capellan Confederation replaced Hanse Davion with a dupe in Operation Doppelganger and then replaced back by Hanse proper and with the mass bloodshed at Galtor, things are dying down.

This year in military technology, the Drillson tank was introduced, the Savannah Master we ran into later was introduced, and then then the Cataphract hit widespread acclaim we captured early.

Dec 30, 3025 – The next child of Stephen and Flavia is born. It’s another boy named Roger Marsh. He is born looking healthy! They bring in Sean from Mallory’s World to meet him.

Jan 2, 3026 – Evan returns! Him and Flavia wait a week to do some recruiting.

Jan 3, 3026 - Stephen Marsh leaves New Hope and we’ll use Jump Stations to get here on the 12th at a cost of 300k to visit Flavia, Roger, Stephen and Sean too. They wait for him.

January 12, 3026 – Everyone is here and Sean too, Roger’s older brother. They spend a week together celebrating and giving the unit some vacation time.

January 16, 3026 – Sean Marsh turns 5.

January 20, 3026 – Sean heads home to Mallory’s World. Recruiting time! After combining all of our stuff, we now have 17 recruiting rolls for dispossessed MWs and tank pilots. We assign to the:

Striker STC 2C, elite, Avantika Sekariapuram
BattleMaster, elite, Jeff Ioannou

We hire:

Longbow LGB-OW, elite, Lesley Karsumaatmaja
Centurion, CN9-A, elite, Suzette Floyd
Hatchetman HCT-3F, elite, Arwarh Seif al Din
Quickdraw QKD4H, elite, Cathasach Megino
Phoenix Hawk, PXh-1K, elite, Edemariam Kamoga

We have another Mech Company I am naming the Tres Company:


CO, Captain BattleMaster, elite, Jeff Ioannou
Elite, Rogelli Coloccia, Victor
Centurion, CN9-A, elite, Suzette Floyd
Hatchetman HCT-3F, elite, Arwarh Seif al Din

Leftenant Longbow LGB-OW, elite, Lesley Karsumaatmaja
Elite, Swee-Chun Tai, Catapult
Striker STC 2C, elite, Avantika Sekariapuram
Elite, Zeus ZEU-6T, Zedorik Kusmierz

Leftenant Elite, Asitadhvaja Tarkhan, Griffin 2N
Elite, Jenner JR7-F, Vixen Victor
Quickdraw QKD4H, elite, Cathasach Megino
Phoenix Hawk, PXh-1K, elite, Edemariam Kamoga


Tanks:

Elite, Rhino Support Tank, Roger Walters
Elite, Manticore, Roderick Wessex
Elite, Hunter, Victoria Magister
Elite, Puma, Max Sanchez
Elite, Shreck PPC Carrier, Mordecai Buscemi
Elite, AC2 Carrier, Maggie Oslin
Elite, Falcon, Nathan Lewis,
Elite, Goblin, Iovilla Madson
Elite, Rommel, Anne Tigranian
Elite, Harasser Missile Platform, Berta Villamarin

I add them to the 2nd Demolisher with Marsha Tawsonna the CO, for a 3rd Vee Squad Company. And purchase a Condor for 1.3 mill for elite Richard Nicholson.

And two infantry for the 2nd Mech Company:

Elite, SRM, Jump, Alexandr Sevski
Elite, Flamer, Jump, Tai Zhang

Abe Sargent 12-22-2024 01:03 AM

EVENT – The Fed Suns and Lyran Commonwealth announce they are starting exercises to build up their alliance.

We don’t take contracts, I want everyone here until the 1st to recruit a DropShip. We have space for 12 Tanks on the Fortress and in the Condor 12 infantry and 20 vees – total 32 vees and I now have 40 vees. I could grab a Triumph for 53 vees and 4 infantry and have them all save for the Fortress and then send them in one space.

For Mechs, I have 36 and 12 in the Fortress and 24 in the Overlord. If I wanted to split off the 2nd Mech Company with Evan I could grab a Union for him.

I have right now:


JumpShips:

Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary

DropShips:

Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Achilles - Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full


I could bring in a Union for 2nd Mech Company, or a another Condor, Triumph. Let’s look at the contracts first maybe they’ll let me know…

I am offered 2 deals:


1. The Combine wants us to Objective Raid the Lyran world of the Tamar Domains border world of Sevren which is about…10 jumps away. Pretty far away we could be there in April 27.
2. The Fed Suns want us to Objective Raid too, this time the CC border world of Pleione to raid and check their defenses. It’s four jumps from Mallory’s World and then 7 from us. We could be there on Mar 16.

Let’s do them both. I’ll send the Fortress and Leopard CV to Sevren and the Overlord, Condor and Achilles to Pleione. I’ll be taking Evan’s 2nd and 3rd Mech company in the Overlord, so we try for a Condor and…

Meet:

DropShop – Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo

I will bring all vees with me, save for the 2nd company ditto mechs save the first

Contract Negotiation
: I have 100 points, 110 total, We do full savage 60, then they want 2 months, 5 points to 1. 55. We grab 50% Support and Battle Loss, 30 points, they 5 points for 3.7 salary, we choose not remuneration, 15 points, they grab liaison, then us transport, none, 7% signing bonus

Contract #8:


Objective Raid for Combine on Sevren
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.3
Support – 50% Battle Loss and Straight Support
Transport – None
Command – Liaison
Remuneration – none
7% Signing bonus


Contract Negotiation
: 120 points with the Suns! We do full (70), salary 3.7 (45), Command liaison, Transport – 50%, Support both Battle Loss and support 50%, remuneration yes, 10% signing bonus, length of 1 month.

Contract #9.:

Objective Raid for Suns on Pleione
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.4
Support – 50% Battle Loss and Straight Support
Transport –50%
Command – Liaison
Remuneration – Yes
10% Signing bonus

Do I want to hire an Avenger and Leopard CV with stocked fighters? Since this is on the border, it might be hot, and I’d love to defend myself and then also capture DropShips for our navy. Doing both would be around 2.2 mill there and back again total. I do it, I’d love to grab some stuff.

Contract #8:


April 22, 3026 – We arrive at the Sevren Nadir Jump Point….any business here I can see? Nope! We head to the planet!

April 27, 3026 – We land at the Sevren DropPort by the HQ, the Lyrans pushed off Drac resistance two years ago, and they want us to come here and smash them all up and down to punish them for it.

April 29, 3026 – We head to the Fort to smash the defenders which are a company each of mechs and tanks. We are to smash them all up and down the block.

They are:


Charger 1A5 – 3/5, AC 20, 240 armor, 13 sinks, 2 SRM6, 1 Ml and Sl
Banshee BNC-3E
Goliath
JagerMech – JM6A – the good variant with the LRms
Thunderbolt
Rifleman
Cicada
Griffin 1S – with 152 armor, 5/8/5 movement, 1 LL,2 ML, 1 LRM5
Hermes II 2S
Firestarter
Stinger
Wasp

That Charger is a nasty veteran variant.

Vees
:

Devastator – 2 AC20s, 144 armor, 2 SRM6, 2 Sl, Flamer
Schrek
SturmFeur
Bulldog
Rommel
LRM Carrier
Vedette
Maxim
Goblin
Hunter
Packrat
Saracen

We start. This is their Charger a variant I’d love to bring in:



Yay Chargers!!! They normally suck, but not this one!!!

Abe Sargent 12-22-2024 11:50 PM

We have roads, rubble, buildings and pavement but few trees. Heavy stuff up the left flank, right the lighter stuff.

Turn 1 – We lose init 7-8. I fire on the right flank at the good JagerMech and the left one at the Banshee. Our Shrek hits their Maxim’s movement -1. Our Archer destroys the RS of their Maxim. That’s that pilot’s 4th kill! Their JagerMech falls, hits the ammo and explodes, dead mech! I would have preferred salvage. Dead mech and tank!

Turn 2 – We win init 10-9. I pull our Archer, Crusader and Hunter from snipe to the left flank where I can aid them. Their Firestarter next to my Grasshopper, our Jenner and Wolfhound to it’s rear. I fire at the Firestarter on the right flank, and their Schrek on the other side long range and Goliath shorter. Their Shrek hits our Wolfhound’s H with a PPC and hits nothing. Our Schrek destroys the LT of their Firestarter. Our Maxim immobilizes their Shrek and then destroys the LS. Our Von Luckner hits the engine once on their Goliath. No falls. Kicks time! Our Grasshopper kicks and destroys their Firestarter’s RL it falls, I missed a kick on the Wasp with our Awesome, not legged.

Turn 3 - We win init 12-7, bigger there. They eject the FS. I backup the Wolfhound to keep it from SRM hits. They have nothing left on the right flank, we destroyed them all. They walked back the Goliath. I charge from the right flank. Our BattleMaster bases their Goliath. Our Banshee their Charger, Jav next to their Packrat. I fire on the wounded Goliath, and then some short range stuff on the Charger. Their Banshee -1 movement’s our Von Luckner, Our Saracen -1 movements their Packrat. Our BattleMaster ignites the MG ammo on the Goliath, boom, dead mech. Our Ontos hits the RA Actuator on their Charger. Our Atlas destroys the RA all told of the Charger and hits the AC20 three times, it’s big gun is out! Their Charger falls and hits the RT and destroys it. We kick their Packrat with our Jav and BattleMaster, stunned crew for three turns. Our Banshee’s kick on the Charger hit the gyro and engine once each on the Charger.

Nasty turn for us to kill a Goliath and savage a Charger. They keep coming.

Turn 4 – We win init 8-6. They eject the savaged Charger. I eject our Von Luckner. Their Thunderbolt is south of a building and I cannot bring that into my oeuvre since I cannot focus on it so I don’t move to it. In the north is the Devastator and LRM Carrier maybe I could try them? Our BattleMaster bases the Devastator. Our Behemoth cannot get there in view, so it charges the TBolt. Griffin by my Behemoth. They move their Banshee up to my BattleMaster. I fire my Fire Support at the TBolt and the rest at their Devastator or LRM Carrier that are north of the building but don’t have LOS like our Atlas. Well I could try the Banshee, but I doubt I can kill it in one round splitting targets with the Devastator.

Their Cicada hits our BM’s gyro once
Our Archer -1 movement’s their Vedette.
Our Grasshopper -1s their Devastator’s engine; our BM another -1
Our Maxim hits the LRM Carrire and drops engine -1
Our Banshee destroys the Devastator’s front. Dead tank!!!
Our Atlas destroys the LS of their LRM Carrier – dead tank!!!
Our Demolisher destroys the LA of their Wasp.
Our BM and their TBolt fall.
Kicks! Nothing hurt, fell, or badly damage

They rise the Thunderbolt and flee. We claimed the field!


Salvage:

JagerMech JM6-A – RA, H, LL, LA
Goliath – FLL, BLL, H
Firestarter FS9A is missing LT, RL needs LA reattached – current value – 2.35 mill, needs 750k to fix it up.
Charger 1A5 – With destroyed RA, RT, and gyro and engine once hit each. – current value is 5.65 mill, to fix 1.4 mill.

Schrek PPC Carrier - Immobile, destroyed side, reparable, tossed 9
Maxim - -1 engine, destroyed side . Not reparable, tossed 6.
Devastator - -2 movement, destroyed front, yes salvageable – toss a 10.
LRM Carrier – damaged engine, destroyed side, not salvageable I tossed a 7.

Us:

Von Luckner - -1 movement
BattleMaster – 1 hit gyro

We fix our BM and Von Luckner in 3 and 1 day respectively. The Schrek PPC Carrier is fixed the engine in 4 days, the Devastator’s lesser damage in 3 days. We fix the engine and gyro in the salvaged Charger in 3 and 5 days respectively – 8 total.

I love that unique scouting 6/9/6 Firestarter with the quad flamers (one rear facing) and 104 armor, 10 sinks, and 2 ML and SL, no ammo to explode. I pay the 750k for it.

That variant Charger is amazing like our Banshee variant. I spend the 1.4 mil for it too!

Nice! 2 assault/heavy tanks, one assault and light mech added.

Abe Sargent 12-23-2024 12:11 AM

April 29, 3026 – We begin raiding the base and then will destroy it in a few days

May 3, 3026 - We destroy the HQ and then raid 3.5 mill of stuff to sell on the market. We launch! We should be back in Galatea on July 27.

Contract Stuff!

Objective Raid for Combine on Sevren
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.3
Support – 50% Battle Loss and Straight Support
Transport – None
Command – Liaison
Remuneration – none
7% Signing bonus

Salary is 120,613

We Spent:

Salary – 603,065 – 5 months
Support – 450k - 200k armor and 250k ammo they barely touched us

Total We Spent – 1,053,065

We Were Paid:


Support – 225k
Salary – 928,237
Bonus – 64,976

Total Paid – 1,218,213

Total Made – 165,148, plus 3.5 mill for stuff raided, 3,665,148 and the current War Chest is now 40,575,105.

Levels Up:

Archer pilot Mitch Raymond is now 2/4 and gained a gunnery skill.

END OF CONTRACT #8!!!

Abe Sargent 12-23-2024 01:05 AM

Beginning of Contract #9:

Feb 14, 3026 – On the way there to the planet of Pleione, founding member Alice Sanchez and her husband Roger Sanchez give birth to their first child, named Margaret Sanchez, who everyone calls “Margie”. This battle Alice will not be in the battle with her Manticore on maternity leave.

Mar 14, 3026 – We arrive in the Pleione jump point at the Nadir point and scan. This world is defended by the McCrimmon’s 3rd Battalion of their Light Cavalry a regular and faster unit. As you may recall I have an Achilles nasty escort and DropShip, 6 fighters on our Overlord, two on the Achilles, a rented Avenger and Leopard CV with 6 more fighter as well as my two Condors with tanks. They have on the border world a pair of JumpShips with military DropShips, one with the sigil of the Light Cavalry, the other the Warrior House of Liao. After seeing our huge flotilla, the Warrior House Merchant with a Union and a Leopard CV jumps. It might be passing on word of our arrival or jumping to save it.

That leaves here a Merchant JumpShip with a Leopard CV, and two drop rings against all of our flotilla. They head out with the 6 fighters, put up a token and promise to turn them back over after we hit their base and they surrender the Leopard CV after little damage and most of their fighters are gone. We lost one fighter, and can salvage theirs though.

We have secured the Nadir jump point and are two days from the planet proper.

Mar 16 – We land on the planet. Our goal is to hit the key HQ of the light cavalry and then leave. We are here to test their defenses and not to raid or destroy their stuff. Just to smash and leave.

Mar 17 – We arrive at their base, and all three companies are here, so we have our fighters protecting us from a flank or rear attack or them from fleeing or surprising us.

Here they are!

McCrimmon’s 3rd Battalion of their Light Cavalry:

3 Vindicators
3 Catapults
3 UrbanMechs
Cataphact 1X with a veteran
3 Wasp 1L
2 CRD-2L Crusader with 192 armor, 2 LRm 10, 2 SRM4, 4 ML, 12 sinks
3 MAD-3L Marauder – with AC5, PPC, LL, 2 ML, 184 armor and 18 sinks
Centurion
Cicada
Wolverine
Commando
2 Javelin
Spider
3 Locust
2 Victors – veteran
Quickdraw
2 Warhammer 6L
Stinger
Griffin
2 Phoenix Hawk

They are regular! We are fighting with Tank Company #1, 3, and Mech Company Deux and Tres.

They are in the North us in the south.

We are on a map with stuff.

This is their Centurion, it’s a 50 ton mech with 10 sinks, 4/6 movement, AC10, LRM10 2 ML, and solid armor.


Abe Sargent 12-23-2024 10:42 PM

I have no trees to deploy our infantry into, but we do have loads of rubble. I’ll deploy them there. No +1s to hit me but cover from fire for them. There is a building in the south central with level 4 size I can deploy behind. I’ll split my forces on each side. It’s about 1/3 of the way down the side from the left flank, so my lighter stuff will scout and guard that. We are on a larger 20x20 map by the by. There are bunches of 3 level high to block mech/vee LOS stuff here and there.

I deploy some snipe units on top of the building with good armor.

Turn 1 - We win init 12-8. I have central, right and left flanks. I fire at their +0 movement Vindicator, -1 Marauder and +1 Locust in a few places. Our Manticore hits their Vindicator’s 2 Heat Sinks. Sir Stephen Marsh’s Patton destroys their RA on the Locust. Our Von Luckner destroys it’s RT. Our CTF1X it’s CT, dead Locust!!! Our Hunter destroys the LT of their Marauder’s 3L, arm on the ground. Their Marauder and Wolverine on the left flank fall, the Vindicator doesn’t.

Turn 2 – We win init 8-4. Another thumping by us. Their MAD wounded rises. Their Wolverine does too. Their Spider bases the right arc of my Puma and Marauder. Vulcan and Bulldog to it’s rear. Their Spider is +4 so just the Vulcan /Bulldog will fire at it, since that’s pretty hard to hit. But back attacks? Nasty! Their Victor on the right side is -1 to be hit. That’s my target there. Those that can see the Vindicator fire at it. Left flank at the wounded Marauder, central at the +0 Warhammer.

Our Rhino hits the AC20 on their Victor
Our Zeus 6T hits the ammo on it and it explodes, dead mech!!!
Our Longbow with indirect fire destroys the LA of their UrbieMech
Our Plainsman hit their wounded Marauder engine twice
Our Falcon Hover Tank another engine, three engine hits shutdown mech! It’s engine explodes and the next door and wounded Wolverine took 30 and hit the AC5 ammo, explodes, another dead mech; their Catapult here took damage to a leg actuator and hip and fell.
Our Manticore hits their Warhammer’s engine once.
Their Centurion hits our Jenner’s RA and hits a ML and shoulder actuator there
Our Thunderbolt hit the Warhammer’s engine twice more and gyro once, shut down, dead mech!!!
Their Catapult and Vindicator fell. The Cat hit it’s hip three legs hit. Can they equalize with kicks by the Spider?
We each connect nothing happens.

We’ve taken out FIVE Mechs in just two salvos of fire! Are they going to keep coming my way or retreat and give us their HQ? They try to turn it around.

Turn 3 – We lose init 7-6. I eject the Jenner, their Vindicator rises. I cannot find the damaged Catapult did they eject? I’m trying to find it and cannot. Their PXH bases my Valkyrie’s side. On the left side they have a Crusader and Vindicator. By themselves, I send over my stuff to try and take one down. They hop their Spider by our Hunter, our Enforcer bases their Valkyrie on the flank. Quickdraw to the Spider’s rear. Jav by our Bulldog. Vulcan and Zeus by their Wasp. Get ready for a lot of melee! My right flank fires on the damaged Urbie, my middle at the damaged Vindicator and +0 Locust and +1Commando and left the undamaged Vindicator. I have two Hetzer AC20 and the Victor on that Vindicator. Wasp by our Manticore.

Our Victor’s AC20 glancing blow to their Vindicator’s H on the flank.
Our Enforcer destroys it’s LL; Our PXH1K hits the engine twice of it;
Their Jav hits our gyro once an engine twice on our Zeus 6T. it’s standing
Our Condor destroys the H of their Vindicator on the flank.
Our Hatchetman hits the ammo of an UrbanMech and it explodes -dead mech!!!
Our Quickdraw destroys the LT of their Spider, arm on the ground
Our Manticore hits three leg actuators on the wounded central flank Vindicator.
Our Striker hits and destroys it’s LL. Then ammo explosion, dead mech!
Our Harasser hits the LL actuator on their Spider.
Our BattleMaster destroys the Locust’s RA.
Our Rommel destroys the Commando’s LT arm on the ground.
Our Thunderbolt destroys the Commando’s CT, dead mech!!!
Our Cataphract destroys the Locust’s H. Dead mech!!!! He adds 2 engine hits too.
Their Spider falls.
They try kicks to bring this thing back…our Quickdraw’s kick destroys their Spiders CT dead mech. Sad I’d love it. Our Zeus missed the kick on a7, sad. No one else lost or fell.

They stand up everything and flee. They did eject the Catapult after it tried to stand and ell and broke it’s leg off with a limb blown off crit.


Salvage:


Parts:

Locust 1V – H, LL, Rl, LT, LA
Marauder – LA, H
Victor – RA, H, LL
Wolverine – RA, H, LL, LT
UrbanMech – H, RA, RL
Spider LA, H, RT, RL, RA, LL
Vindicator – RA, LL, LA, H
Commando LA, H, LL, RL,

Mechs:


Warhammer 6L with 3 engine hits, one gyro
Vindicator with destroyed H, LL, 3 engine hits, RT, LT, current value – with repaired engine, H and LL – 2 mill, to fix 1.8 mill
Locust 1V missing H, RA, RT, 2 engine hits, - after fixing H, engine, 950k current value, 500k to fix.
Catapult – Missing RL on the ground, three actuators hit too

Us:

Damaged Jenner’s ML and shoulder
Zeus 6T - 2 engine; one gyro hit

We repair the Warhammer’s engine and gyro in 11 days for the engine after four rolls and 2 for the gyro – 13 total. The Vindicator’s three engines are on the 5th roll – 14 days, Locust’s are 5 days total, and then Catapult’s legs are done in a few hours, the leg is ready to go. We fix the wounded Vindicator with the H, LL from the parts and then I take the salvaged LA and replace the damaged one in stock and that’s up and running. I use the salvaged Locust H for that damaged one, and then the salvaged RL to fix the Locust 1M but I spend 250k to make it an LCT-1E the energy weapon version.

We fix our Zeus and Jenner in 9 and 2 days respectively

Abe Sargent 12-23-2024 11:49 PM

Mar 19, 3026 - We spend two day getting rearmored, reammoed, and scouting. We blast.

Mar 20 – While we are on the way to the JumpPoint, the Warrior House has arrived at the Nadir to force us back out. But we are leaving…are they going to attack us and take damage.

They have:

Invader:

Leopard CV
Overlord
Avenger

Merchant:


Leopard
Union

That’s 14 fighters against our 14, the Avenger against ours and an Achilles on their side. Since we are leaving, they don’t face us. That’d be close for fighters, but our Achilles pushes it to us. We call them and turn over the captured personnel.

Mar 21 - We load and jump back to Galatea!

We added the captured:

Merchant JumpShip – 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory” we keep

Leopard CV DropShip – 6 Fighters, rechristened the “War’s Art”

It was lightly damaged and put up token resistance. Just 2.5 mill to fix all damaged Aerospace stuff.

Contract Stuff:

Our salary for these four companies for a month is 282,239

Objective Raid for Suns on Pleione
Salvage – Full
Length - 1 month
Salary – x3.7, x, 1.6, x, 1.4
Support – 50% Battle Loss and Straight Support
Transport –50%
Command – Liaison
Remuneration – Yes
10% Signing bonus

We Spent:


Salary – 846,717 for 3 months
Support - 270k - Armor 100k and ammo just 170k. Light use
Aerospace Stuff – 2.5 mill repair. Half was the new stuff and the rest ours.
Transport: 2.2 mill for Leopard CV full and Avenger here.

Total Spent
– 5,816,717

We’re Paid:

Salary – 2,339,176
Remuneration – 116,959
Bonus – 233,919
Support – 135,000 and 625k
Transport – 1.1 mill

Total Paid – 4,550,054

Total Lost
– 1,266,663

War Chest – 38,958,442

We’ll get back on May 7, 3026.

End of Contract #9!!!

Abe Sargent 12-24-2024 01:05 AM

May 7, 3026 – We arrive on Galatea. I grab new recruits, since everyone is here from Evan and Stephen save Flavia in Sevren campaign. We have 10 total recruits, and we’ll try 6 occupied fighters for the Leopard CV we captured.

Here are our 10 recruits!

Fighters:

Veteran, Corsair, medium, Marvin McAllister
Elite, Riever, heavy, Billy Walter
Veteran, Stingray, medium, Greg Steppe
Elite, Slayer, heavy, Maria Alvarez
Veteran, Chippewa, heavy, Steve Rogers
Elite, Chippewa, heavy, Rachel Rogers

Rachel and Steve are married and from the Lyran Commonwealth.

Dispossessed Mechs:

Elite, Warhammer 6L, Amalia Ricci
Elite, Catapult C1, Sammy MacOmish

Dispossessed Tanks:


Elite, Brutus, Rogier du Champ

Infantry:

Elite, Motorized, Laser, Marc Blatte

I take contracts!

We are offered 2!

#1. Fed Suns to another Objective Raid. They want us to hit the Marik world in the Duchy of Andurien way out there.
#2. Lyran offer us an Objective Raid too. They want us to raid another Marik world this time closer in the Silver Hawk’s Coalition border world of Rochelle. It’s one jump from LC worlds like Zaniah. It’s closer to us than New Hope. 3 jumps, we can be there on May 20. We don’t need our huge four companies their garrison we need to hit is just two companies in a mining, one each tanks and vees. I could send the Condor and a rented Union and then send Deux Mech and the 3rd Vee company to take them out and wait until June 1st to do more recruiting and then another deal then, but Flavia gets here July 27. But that would give me June to do so, but we’d probably be back around June 4th or 5th or so, so I send all of my stuff here to Rochelle!

Negotiation:
95 point -10% for Lyran, +10% for Elite, 95 total, 50 for full salvage, 45 left. They do salary and pull 25 for 3.7, 20 left. We do no remuneration, 30. They want two months we drop to one for 5 point, we pull 25 for 50% Battle Loss and Support, 0. They offer Liaison Command Rights, no transport, 0 points left,

Contract #10:

Objective Raid for Lyran Commonwealth for the Free Worlds League World of Rochelle
Salvage – Full
Salary – x3.7, x1.6, x1.5
Length – 1 Month
Command – Liaison
Support – 50% Battle Loss and Straight Support
Transport - None
Remuneration - None

We’ll be there soon!

Abe Sargent 12-24-2024 02:04 AM

Begin of Contract #10:

May 16, 3026 – We arrive at the Zenith JumpPoint. There are no charge stations here, with everything including our new Leopard CV. We scout, and FWL tends to have more open borders. We see some military DropShips, and none move to smash us. We move to the planet.

May 20, 3026 – We land in Rochelle. This is a world that has strong mining interest, and industry too, but hit hard in wars like the Succession Wars. It’s twice been successfully defended against Lyran attacks recently in 2980 and 3007. We are here to raid them, test defenses, and then do some damage. I have brought out 8 Armored Sherpas to grab stuff.

Our target is the local mining base staffed by the local Marik Militia. They are supposed to have there one company each of tanks and mechs, and then three infantry so a mixed battalion.

We unload, set up, and then check with our Boomerang Spotter Planes, yes, the defense is as expected. Their fighters are buzzing us, both conventional and Aerospace. We send our 14 to face them

We arrive a few hours, I am facing them with three companies and then keeping one in reserve. We are using 1st Vee, 3rd Vee and Tres Mech Company. Then the big boys of Evan’s company are free in case needed.

Here is who we are facing:


Mechs:


Banshee BNC-3M
Cyclops – CP-10-Z – AC20, 1 LRM 10, 1 SRM4, 2 ML, 4/6, 12 sinks, 160 armor
BattleMaster 1G
Stalker STF3F
Awesome
Archer 2R
MAD3M Marauder
Thunderbolt
Griffin
Dervish
Assassin ASN- 21
Wasp

WOW!!! I rolled 5 assaults! We just get one with a 6 on a d6. Nasty!!! I am making them all veteran and then BM is elite.

Tanks:

Partisan
SturmFuer
Schrek PPC Carrier
Ontos
Bulldog
Brutus
Goblin
Maxim
Condor
Gladius
Hetzer with an AC20
Harasser Missile Platform

Another 4 assaults. I assign vets to all four. I’d love to capture that nasty Ontos tank.

3 Infantry
4 Warrior VTOLs too

This is their and our Ontos an assault vee weighing 95 tons with 2 LRM 5s and then EIGHT Mls! With solid armor too.


Abe Sargent 12-25-2024 12:51 AM

I gave them the same map rough for us on the bottom with the three mines that are underground and then the large depth -5 lake there. I felt I should push this as far as it can go with their size.

Turn 1 – We win init 4-3. Their BM is on the right left where ours is, plus their Banshee and Ontos. On the left side is their Thunderbolt, Awesome and Marauder. I fire at the Ontos and Thunderbolt. Most of my left side is far away like the Demolisher. Their BM short range fire on the edge since some cannot see or have range to the Ontos.

Our Harasser hits their Maxsim and drops the movement by 1.
Their Archer drops our Behemoth’s speed by 1
Our BM fell with just needing a 5 to stand, their BM and TBolt fall. Their Ontos barely scratched. Their Thunderbolt pilot passes out.

Turn 2 – We win 9-6. Our BM stands and moves into woods. Their BM rose. I continue to fire at the Thunderbolt and Ontos.

Their Bulldog destroys the left side of our Harasser’s LS. It’s got that 10!
They immobilize our Behemoth
Our Bulldog hits their movement on their Ontos - -1 movement
Our Brutus destroys it. – That’s her fourth kill!!!
Our Hunter destroys the LA of their Thunderbolt and gets limb blown off for RA and the RT destroyed.
Our Goblin hits the MG ammo on it and it explodes, dead mech!
Our BM falls again.
We swapped a Harasser for an Ontos and Thunderbolt!!!

Turn 3 – We win init 9-7. On the left flank I could try the Cyclops or the injured BattleMaster. Our PXH by their Maxim. Falcon under it, Plainsman next. I go for the BattleMaster. The Awesome on the right flank. Our BM rises, and then misses and goes unconscious. Uh uh…

Our Hatchetman gets a limb blown off the LA of their BM
Our Bulldog hits it’s gyro once, it falls and hits it’s engine once.
Our Falcon immobilizes their Maxim!
Their VTOL blows off our BM’s LL
Our Maxim destroys the LT of their BM.
They destroy our BM;’s RL
Our Plainsman reduces their PPC Carriers movement
Their SturmFeur destroys our BM’s RT and hits the engine three times, shut down
Their Awesome falls!
I don’t kick the Maxim since it’s immobile and I want that sweet sweet salvage.

Turn 4 – They steal init for the first time 11-8. They eject the Maxim, we salvaged it if we win! They stand their Awesome and pass with the BattleMaster. I’m shocked they didn’t eject the BM with one point in CT internal and a gyro hit. I move towards the Cyclops on the left flank. Also on that side are the Banshee and Stalker and Archer. Our PXH next to their Shrek. Assassin by a Manticore. Our Jenner on their Schrek in the rear arc of their Bulldog.

Our Griffin 2N destroyed their BM’s CT with SRMs. Dead mech!
Their Condor reduces our Patton’s speed by 1
Our Brutus hits the leg actuator in the LL of their Cyclops
Our Jenner halves their Bulldog’s movement
Our Plainsman destroys their Schrek’s engine Then our Schrek it’s front
Their Warrior VTOL slots our Puma’s movement one.
Our Rhino halves the movement of their Hetzer
Our Striker destroys their Awesome’s LT and hits the engine once. Then hits the gyro twice, down mech!!! Then our Demolisher takes out the CT, dead mech no salvage.
Their Archer halves our Rommel movement
They immobilize our Behemoth with their SturmFeur
Their Cyclops falls, gets a destroyed RL and it’s down.
We kick their Bulldog to -1

They eject the Cyclops pilot and then flee. That was a rough match and we lost a BM and Harasser and took tons of damage from them. But they lost an Awesome, BattleMaster Thunderbolt and legged a Cyclops and then a Shrek, Maxim and Ontos in just for turns. They pull out!


Salvage:

Ontos - -2 movement, destroyed side, we toss a 9 and can recover
Maxim – Immobile
Shrek PPC Carrier – destroyed engine and side. Can’t be recovered.


Cyclops – CP-10-Z missing RL. Current value – 8.6 mill, to fix 500k
Awesome – H, LA, RA, RL, LT
Thunderbolt – RA, RL, H
BattleMaster – LA, H, RT, RL, RA, LL

We fix their immobile Maxim for 2 days and then the Ontos movement in 4

Us:


Harasser – destroyed side. Tossed an 8, can be salvaged.
Patton - -1 move
Behemoth - immobile
BattleMaster - has engine x3, destroyed RT, RL LT, LA – See below – current value is 7 mill, 1.5 to fix.
Puma - -1 move
Rommel – ½ movement

They savaged our BattleMaster but it’s salvageable! We fix the engine in 3 days and the Patton in 2, the Behemoth in 7, and the Puma in 4 and the Rommel in 6. Then the BattleMaster is missing tons of parts. We salvaged the RT, RL and LA but it’s missing a LT. Do I have any LTs for 85 ton mechs in my storage? Nope! I spend the 1.5 mill to get it back.

Abe Sargent 12-25-2024 01:35 AM

May 20, 3026 - The Cyclops is not considered a well designed mech! It’s got weapons to close, but just the 10 tons of amor. Not great for an assault mech.

We load up stuff on the Sherpas and steal less this time, just around 425k value since this was a pretty minor base.

May 22 – We blast off world and head back to the JumpPoint. Good stuff!! We destroy the base.

Contract Stuff!

Objective Raid for Lyran Commonwealth for the Free Worlds League World of Rochelle
Salvage – Full
Salary – x3.7, x1.6, x1.5
Length – 1 Month
Command – Liaison
Support – 50% Battle Loss and Straight Support
Transport - None
Remuneration - None

We Spent:

Salary – 285,429
Support – 760k - Ammo just 250k but armor massive at 510k
Battle Loss - 1.5 Mill to restore our BM

Total Spent – 2,545,429

What we were paid:

Salary – 2,534,609
Support – 380k
Battle Loss – 750,000

Total Paid – 3,664,609

Total Made –
1,119,180

War Chest - 40,594,285

We’ll arrive back on June 6.

END OF CONTRACT #10!!!

Abe Sargent 12-25-2024 02:40 AM

June, 6, 3026 – We are here again at Galatea. We don’t have a lot of new stuff, I am thinking about trying for another naval vessel DropShip. Flavia can recruit for 7 next month when she gets here. I leave behind some mechs to fill – a Firestarter, Charger, Locust 1E and such.

Here are our Jump/Drop Ships:

JumpShip:

Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary

DropShip


Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full


We have a few different methods of delivery of assets and then 7 total Droppies. We could use a Union to carry 12 mechs and 2 fighters for separately Deux Mech Company contracts like the Fortress and Leopard CV with Flavia under Evan Marsh to do himself. I also really like here another Achilles the most powerful assault DropShip out there!!!

Lets do contracts, and if we have two, I can try and recruit an Union otherwise that Achilles!!!


We have…2 offers:

1. Lyran want us again for a garrison deal
2. ComStar wants us to do an O Raid target FWL world in the Zion Province called Menkalinan on the border with the CC. It’s claimed by both FWl and CC. It’s two jumps from Procyon and another to LC world of Chara and then 2 more. Total 5 jumps. We could be here on July 13.

I try and recruit I needed a 5 for that Achilles! We have an 8. Meet the:

Achilles – DropShip, “Guns Amok”, ”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. I grab the DropShuttles and then we’ll recruit fighters later!

Negotiation: We have 100 points, 110 after boosts. We spend 50 for full salvage. They spend 25 for Salary at 3.7, 35 left. We spend to get to 50% Transport in order to bring in more assets since that could be hot. 20 left, they grab Liaison, we grab remuneration no, 30, they want length of 2 we grab it to one with 5 points and then 25 for Support of 50% and Battle Loss too!

Contract #11:

Objective Raid by ComStar on Menkalinan
Salvage – Full
Salary – x3.7, x1.6, x 1.25
Support - 50% Battle Loss and Strait Support
Remuneration – none
Length – 1 month
Command – Liaison
Travel: 50%

Abe Sargent 12-25-2024 11:04 AM

Beginning of Contract #11:

I hire an Avenger – 10 jumps there and back, for 2.5 mill total.

July 9, 3026 – We arrive at the Zenith JumpPoint! We unfurl the aerial assets. We check out, and here on the border in the not-very valuable shared world with tons of timber is. The world’s continents are divided each one under the control and our goal is to smash and try to upend the fragile alliance. We are changing up our colors and logo to help do that. We’ll divide our forces and then smash one continent under their control of 5 each and flee.

The Free Worlds League does have some military flotillas here in the system, but they don’t seem to be coming our way. The CC on the other hand are sending to the Zenith Jump Point en route some naval assets to an JumpShips with six Drop Rings called a Star Lord with a pair of Leopard CVs and an Achilles, and then coming up are a Union, Leopard CV and an Avenger. They are about 20 hours out.

We out class the ones here and the ones coming. They decide to jump out rather than facing us seeing us move towards them, That does leave us their tasty trio of stuff with 6 fighters on the Leopard CV and 2 in the Union. We offer them surrender and will turn them over, but they decline.

We unfurl everything but will keep the rented Avenger for a reserve since I’d hate to lose this. We lose two fighters, and destroy their Conder and Avenger, but do salvage the Union for a cost of 12.5 mill to fix it up and the stuff we lost.

Damage Loss - We lost two fighters – they cannot be salvaged, d but we do salvage their Transgressor and Transit. We spend 950k to fix them up – damage loss 5.15 mill from fighters

We captured the Union with the name “Green Together.” We rename it the “Jade Lion” to keep that idea.

July 14, 3026 – After spending a day waiting for the to arrive, we land proper at two DropPorts on Menkalinan proper. The first is in the Marik controlled space with a garrison of a reinforced company of mechs (16). Then the second is in the space controlled by House Liao with a garrison with one company of mechs and another of tanks. Our scouts of infantry and Boomerangs confirm those numbers. We’ll send out to the 16 mechs from FWL Tres Company Mechs and Vee Squad Company #1 since the former lack heavier units the latter has tons of. It’ll be led by the CO Stephen Johnson. Then the Deux Company and 3rd Tank Company are next with Evan Marsh leading against the Caps and then bringing us back together.

We are not to do a deep raid taking their stuff to remove their ability to recover and fight. Just blast them with the colors of the other side, and then head back out.

The Marik Flank:

This is the reinforced company vs Tank #1 and Mechs #3.

Here they are:

Banshee 3M – vet
Striker 2C - we’ve got that
Goliath
MAD 3M Marauder
Merlin
Rifleman
Hermes II 2M
Cicada
Hunchback – uh oh
Griffin
Valkyrie
Locust 1M
Commando
Javelin


They are regular.

This is their beloved Hermes II medium scout mech!

it’s got 10 sinks, 3 Ml, 2MG 1 SL. Strong movement too.

Abe Sargent 12-26-2024 10:20 AM

I only added 14 mechs, so I tossed in a PXH and Wasp. The map has buildings, concrete, woods light and roads!

Turn 1 – We win init 7-6. I flank my heavy stuff on the left and the light on the right. I target the Goliath for long range and closer faster stuff for lesser range. Light dusting of mechs, their Goliath falls.

Turn 2 – We lose init 8-7. Their Goliath rose! I focus fire on it again. Our PXH destroys it’s LT, both legs on the ground. Our Catapult hits the ammo and it explodes!!! Their Merlin hits our engine on our Goblin and reduces it’s speed. They again knock down our BM like last time.

Turn 3 – We get init back 12-7. They back up the Striker to the right flank. PXH behind it. Jenner it’s flank. Our BM gets up and backs up two. Their Hunch, Banshee and Valkyrie are flanking our left side. Our Hatchetman bases their Valkyrie. Griffin next to it to. I back up some units. They run their Jav and Commando this side. Zeus bases their Commando. All of my right flank fire at the Striker to help, and then my left flank with goods shots on the Hunchback take that and then some with better shots on the Commando and Valkyrie take them.

Our Condor hits the enginex2, and gyro once on their Striker.
Our Plainsman hits the LL actuator and blows off the LA. On the ground.
Our Longbow hits the AC 20 ammo on their Hunchy and it explodes, dead mech!
They focus on our Hatchetman but nothing too big happens.
Their Valkyrie falls but the Commando doesn’t! The Striker does too, obviously.
Our Zeus kicks and destroys the Commando’s RL, destroyed the RT and then the ammo there, boom dead mech!!!
Our Hatchetman destroys the LA of their LA.

They eject the Striker and flee! We win the battlefield with a destroyed three and a savaged two more in just three rounds! We are not raiding or destroying, but salvaging, repairing and leaving.

Salvage:


Goliath - FLL, RLL, H, RFL
Hunchback H, LA, RA, LL
Commando – RA, H, LL

Striker STF-2C with a 2 engine and one gyro hit.


Us:

Goblin - -1 speed

Our techs reattach the LA, and then fix the engine in a day and the gyro in 5 days. We salvaged a largely undamaged mech!!!

Abe Sargent 12-26-2024 10:58 AM

The Liao Flank:

We unload Evan’s Deux Company of Mechs and then the 3rd Company of vees to take them out.

Here they are, by the by:

Mechs:


Charger 1L – LL, 2 ML, 10 sinks, 88 armor
Stalker - veteran
Cataphract -
Warhammer 6L
Catapult
Vindicator
Wolverine
Blackjack
Shadow Hawk – 2H – That’s the one with real armor at 152 points, AC5, LRm5, Srm2, ML, 12 sinks and the base 5/8/3 movement.
UrbanMech
Wasp 1L
Javelin

Most regular a few vets here and there like the Cataphract.

Tanks:

Partisan
Devastator – Ouch! Veteran
Schrek PPC Carrier
Zhukov
Von Luckner
Bulldog
Goblin
Kanga Medium Hovertank – AC10, MG, LRM10, 72 armor, 8/12 movement
Maxim
Striker Light Tank
Scorpion
J. Edgar Hovertank

Three infantry.

They come out of their Fort to attack us away from it to protect the folks inside and to use their woods as cover we are on a wooded hills with a river at the bottom. They are on the west, us at the east.

This is the Kanga!


Abe Sargent 12-26-2024 11:01 PM

We deploy our heavy stuff at the top no water there and scouts and jumpers at the bottom. They flank the south with their hover and hoppers.

Turn 1 - We win init, 9-7. Their Maxim skids and it’s engine is destroyed and the crew abandon it. We focus if rein the south on their Kanga with +2 and in the north beyond the woods and river on just what they can see, like the +2 Charger. Our Goblin destroys the front side! Dead tank! Our Manticore hits the LL on their Charger two actuators. Our TBolt destroys it’s RA and LL too. They target our Awesome. Their legged Charger falls!

Turn 2 – We lose 7=9 init. They eject their Charger! Their Wasp bases our Condor and Falcon. Their SDH next to our Goblin. Our Vindy and Valkyrie next to their Wasp. Our Enforcer and Vulcan next to their Shadow Hawk. Their Jav next to our Zeus. I fire at the Wolverine in the north and in the south at Wasp that can see it. The Shadow Hawk otherwise. I fire at the Jav too. They focus on our TDR. Our VND destroys the LA of their Wasp. Our Falcon it’s LT and the gyro and engine once each. Their Wasp falls and destroys the CT – dead mech! No one else falls. Kicks time! Everyone lands their kicks, them too, no falls or damage.

Turn 3 – We wrest init back 7-6. Their Wolvie next to my TDR. Their Shadow next to our Marauder. Vulcan and Enforcer follow back. South targets the Shadow Hawk, north their Scorpion and Striker. Their Scorpion stuns the crew in our Demolisher for 2 turn and -1 movement. Our MAD destroys the LA of their Shadow Hawk. Our Demolisher destroys the Front side of their Scorpion, dead tank. No one fell. Our Vulcan’s kick on their SHD causes it to break and destroy the Rl , damage transfer to the RT crit, boom ammo and dead mech! Kill Vulcan!!!

We have destroyed three mechs, and three tanks in three turns…will they press their luck or flee with losing 25% of their initial non-INF forces? I toss dice…they stay.

Turn 4 – We keep init 7-8. Their BJ next to my Puma and Rommel, our Stalker bases it. I unjam our Enforcer’s AC. Orion next to their BJ. Their Wolvie hops by my Hunter. Our Thunderbolt next to their Striker, no one on the south side jumps or hovered over the river to me, so we are firing on that PPC Carrier if we can see it. Their Urbie otherwise. Our Valkyrie 1/2s their Schrek’s speed. Our AC2 Carrier legs the Wolverine and destroys it’s LL. Our Puma destroys their BJ’s RT. Our Orion it’s LA. Our Crusader hits it’s engine 3 times and gyro twice, doubly dead!! We also destroy the LT. Only the Wolverine falls. Kicks happen, nothing else damaged or falls.

They lost a Blackjack and got a legged Wolverine, they flee. They eject the Wolverine.

Salvage:

Charger 1L lost LL and RA. – current value – 6.55 mill, to fix 1.05 mill
Wasp 1l - H, RT, LL, RL, RA
Shadow Hawk 2H -H, RA, LL, LT
Blackjack with 2 gyro, 3 engine, missing RT, LT and LA. Current value 1.65, to fix 1.5 mill
Wolverine missing a LL, - current value 4.5 mil to fix 450k.

Maxim – with a damaged engine
Kanga – cannot be salvaged
Scorpion – can’t be salvaged

Us:

Demolisher -1 movement

We fix the Demolisher in 2 days, the Blackjack’s savaged gyro in 5 days and engine in just 2. We fix the salvaged Maxim in 3 days. I spend the 450k for the Wolverine 6R and then I spend 1.55 mill to update the captured Charger to an CGR-1A5 the smasher one we’ve fought before and already have one of. 2 mill total spent.

Abe Sargent 12-27-2024 12:03 AM

14 July, 3026 – We finish taking out both garrisons with each other’s colors. We cannot raid, so with fighter cover on each flank, we return and load up and head back out!

Contract Stuff!

One month salary is 285,429

We spent
:

Salary – 856,287 for three months
To Fix Fighters – 950k
To Repair Damage to DropShips – 5.15 in combat
To Repair the Battle Damaged salvaged Union – 12.5 mill
Support – 850k – 500k armor, 350k ammo
Transit of Avenger – 2.5 mill


Total Spent
– 22,806,287 cash

We were paid:


Salary – 2,112,174
Travel – 1.25 mill
Support – 425k
Support of Damage to Droppies – 2,575,000
50% Battle Loss of Fighters – 4.56 mill

Total Paid – 10,922,174

Total Lost
- 11,884,113

We raided around 650k worth of stuff from the space battle while fighting that defrays that to 11,234,113. I sell some salvaged body parts for a 10% hit like our salvaged Locust, Stalker and Dragon from the first mission for around 6 mill to drop that too 5,234,113

War Chest – 31,490,992

We’ll arrive on Galatea on Aug 22, 3026!

END OF CONTRACT #11!!!

Abe Sargent 12-27-2024 12:44 AM

July 27, 3026 – Flavia’s Fortress and Leopard CV come back from the Sevren battle! She has 7 influence needs 2 fighters for the Union we just captured and then the Achilles we recruited too and then three others. Let’s toss some dice!!

Fighters:

Regular, Lucifer, Maddy McNair, medium
Elite, Stingray, medium, Raven Marshall,
Veteran, Transit, medium, Nancy Stevens,
Elite, Transgressor, heavy, Lei Chen

Dispossessed MWs:


Elite, Javier Salazar; Charger 1A5,
Elite, Firestarter FS9-A, Toan Wattu
Elite, Brenda Harrington for the Striker 2C when it gets back.

We take deals!

We have 100 points!

Offers – we have 3 offer:

1 – This is from the CC and they want us to O Raid a target in the Marik of Procyon right by us around a few jump away.
2 – The FWL wants us to Diversion Raid. No thanks
3- This is also by the FWL who want us to garrison for a few months.

We’ll take the Cap raid!!!

Procyon is on the border with the Caps, Suns and Combine. It’s three jumps from Galatea and we’ll be there in on August 19 since it’s long to the planet.

Negotiation: We have 120 points! We spend 50 on full salvage, 70, they spend 25 for 3.7 salary, 45 points left. We spend 25 for battle and support at 50% each. 20 points, They offer liaison, us one month them no remuneration and us no transport. We have 12% Signing Bonus

Contract #12:

CC Objective Raid on FWL World of Procyon
Support – 50% Battle Loss AND Straight
Salvage – Full
Transport – None
Remuneration – None
Length – One month
Command – Liaison
Signing Bonus – 12%

Abe Sargent 12-27-2024 10:16 AM

Beginning of Contract #12:

August, 4, 3026 – We arrive in the Procyon system at their Nadir JumpPoint, nothing near us or attacks us. We’ll arrive in 15 days. We took the Invader with our normal two Dropsies on this mission and an extra surprise in case we are attacked in space. We weren’t but I hold onto them incase we are! I also have our flotilla on notice to jump here in case we are attacked in space on the way here since they can come through here and get here days before an attack on planet would arrive.

We are also taking the Armored Sherpa’s ehre.

August 19, 3026 – We land in Procyon for our raid!! We are here to smash a reinforced mech company with Alpha Mech Regiment and 2nd Vee Company and our three infantry in our Fortress and fighters in the Leopard CV to give us cover. Procyon has loads of agricultural stuff like farmland and stuff, and then Earthwerks-Procyon Engineering Vehicles is here too. We are raiding and destroying a base on the continent of Greene with all of the farmlands and such. The CC wants us to smash hammer an outpost and then retreat after taking it’s stuff and destroying it. It’s in the farming city of Goodland on the Wantu River about 2.5 hours south of the capital on the same river.

We unload at the Goodland City DropPort, and get our bearings! Our infantry and fighters confirm their numbers, and they apparently are off. They have less mechs than told,12, but some tanks too. Around 8 more, so 20 total foes, but 12 mechs and 8 vees should be pretty simple for our 27 units assuming they aren’t assault heavy like the previous Marik garrison. We radio them and offer to meet them away from the base and city of Goodland in order to prevent civilian deaths. They agree. We’ll meet them in a Grasslands map.

Here they are:


Mechs:

Awesome - has a vet
Goliath
Grasshopper
Marauder 3M
Centurion
Dervish
Hermes II 2M
Spider
Stinger, STG-3G – The one with 2 ML and max armor
Javelin
Locust 1M
Commando

Vees:

Partisan
Schrek PPC Carrier- has a vet
LRM Carrier
Manticore
Vedette
Plainsman
Galleon Light Tank
Harasser Laser Platform - With 2 ML

Six PPCs in two things and they are vets and then that LRM Carrier is nasty too, they have to be early targets of removal! Luckily not much buildings, rocks, or hills o hide behind here in the Grasslands.

There are some light and heavy woods here, but mostly flat and open.

Here Is their Dervish, a common Marik medium long range mech with 5/8/5 movement, 10 sinks, 2 LRM10s, 2 SRM2s, 2 ML , 7.5 tons of armor.


Abe Sargent 12-27-2024 03:04 PM

Turn 1 – We win init 6-4. I send my heavy stuff down the middle at 5 hexes speared by our Atlas. Spinder in woods next to our Archer. Our Jenner to it’s rear adjacent and Wolfhound two away. It’s in an infantry space too, so I can try to swarm it. My center flank their Awesome. Our Wolfhound hits a Spider’s JJ. Their Awesome drops our Behemoth’s movement by one. Their Awesome tumbles, physical attacks turn. We all make our punches and kicks, no one falls on the north flank.

Turn 2 – We keep init 10-6. Their Awesome rises. Grasshopper to the rear of the Locust. Their Spider bases our Battlemaster, good luck…their Schrek immobilizes our Behemoth. Our Saracen destroys their Schrek’s Turret, dead tank! Our Schrek destroys their Awesome’s RA. Our Maxim destroys the LRM Carrire’s front, dead tank! Our Atlas hits their Awesome engine once, Our Behemoth destroys the RT of it. Our Ontos destroys it’s LL and CT, dead mech! That’s Marsha Otone’s 4th kill she’ll level up. Instead of kicking their Locust 1M our Grasshopper fell. Our BattleMaster kicks and destroys the RL of their Spider, it’s on the ground!

With both their CO Awesome and XO in the Schrek out that turn, I give them a vengeance round to try and pull this out.

Turn 3 – They win init, that needs to be the only thing they’ll win! I eject the behemoth I don’t want to give them a chance to even the odds. They turn the Spider but leave it, I won’t take it out, since it’s just 2 MLs and they could leave it later. Our Hopper rises, I base their Goliath with my Awesome, Hunchback, Ontos, and such. Their Centurion bases our Awesome in the arc so no kicks by us. The Jav and Hermes II charge our shooters in the woods on the north flank, Jenner and Galleon, Saracen and our Jav10F to it’s rear arc. Their Dervish next to our BattleMaster’s flank, I cannot kick.

Our Hunchy hits the hip and leg actuator on the Goliath’s RRL and blows off the FRL on the ground
Our Maxim destroys the Goliath’s RT, immobile mech! Then hits the ammo, boom, dead mech!!! That’s Ryan Oliver’s 4th kill! He’ll level up too
Their Grasshopper destroys our Jav 10F H, dead mech and MW
Our Awesome falls.
Our Archer kicks the LL of f their Hermes II 2M its on the ground

They eject the legged Hermes II and Spider and flee, we claim the ground.

Salvage:

Schrek PPC Carrier - destroyed side - We cannot salvage
LRM Carrier – destroyed front, we cannot salvage

Awesome – H, LT, RL
Goliath – FRL; FRL, H
Hermes II HER-2M reattach LL
Spider SDR-5V – 2 ML, 8/12/8 movement, destroyed RL – current value 2.65 mill, to fix 350k – see below

Us:

Behemoth – immobile
Jav 10F destroyed LA, H, dead MW – current value 1.5 mill, to fix 836k

We fix the Behemoth in a day. The Hermes II 2M is done in a few moments. I love me a Spider it’s the fastest Mech in the era with just 56 armor though. Love it since the lasers aren’t; in the arms so you can punch or push or grab a tree to smash with. I have a RL in storage I use to get it up and running now.

Abe Sargent 12-27-2024 08:47 PM

August 21, 3026 – We spend a couple of days raiding and rearming, rearmoring and fixing our stuff and funneling supplies with our Sherpas. Then we head out! We destroy the HQ and then fly out. We’ll jump out at September 5 and then arrive at September 19.

Sepr 5 – We arrive, no surprises, I guess my hidden surprise won’t be needed. See you next drop!!! We leave the Procyon system!!! See you on the 19th!

Contract Stuff!

Our salary for this group is 120,613

We Spent:


Salary – 241,226 – 2 months!
To Fix Jav – 836k
Support – 475k - 200k armor and 275k ammo

Total
– 1,552,226

We were paid:


Salary – 999,640
Jav – 418,000
Support – 237,500

Total – 1,655,140

We made
102, 914, so basically a wash!

Level’s Up!


Brutus – Sorenella Capecci +1 gunnery
Ontos – Marsha Otone - +1 gunnery
Maxim – Ryan Oliver - +1 gunnery

END OF CONTRACT 12!!!!!!!!!!!!

Abe Sargent 12-27-2024 11:03 PM

EVENT - August 1, 3026 - Operation Galahad begins with various movements of military from the middle to the border in the Federated Suns for exercises. The adjacent three realms go on full alert to prepare for defense! The Suns conscript many Aerospace assets to move them out to the border like Drop and JumpShips.

August 22, 3026 – Evan and Stephen Marsh arrive back at Galatea! They have10 recruits, or a Drop/Jump ship style. Do I want to bring in dispossessed or a Ship? We got our Union Droppies with the capture for Evan to do a different jorb. Here are our current Fleets:

JumpShip:


Merchant - 2 Drop Rings, 2 Small craft that Drop Shuttles named the “Purse of Glory”
Invader – “Triad of Stars,” three drop rings, 2 small craft, 2 Dropshuttles
Invader – “Prophecy’s Doom” - three drop rings, 2 small craft, 2 Dropshuttles
Invader - Invader – 3 DropRings, 2 Small Craft, already DropShuttles, named “Invasion of Peace”, Auxiliary

DropShip:

Leopard CV “War’s Art”– 6 Fighters, captured from Caps!!! Full.
Leopard CV – “Avenger’s Assistance” - Can hold 6 fighters, full
Condor - “Flying Eagle” Aerodyne - 20 vees, 12 infantry, 2 open bays for infantry, 1651 tons free for cargo space, vees full
Condor – “Roger’s Rules of Delivery”, carries 20 vees and 12 infantry, 1651 tons of space free for cargo
Fortress - “Mason’s Bulwark” – Spheroid, 12 vees, 12 mechs, 3 platoons, has it’s own Long Tom artillery, the mechs full, just 7 vees used no Infantry used here either
Overlord – “Daimyo Master” – Spheroid, 36 mechs, 6 fighters, fighters free
Achilles – “Winged Justice”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles full
Achilles “Guns Amok”, ”, Attack and escort has two Fighters and, 2 Small Craft that are DropShuttles. Full!
Union, DropShip – “Jade Lion” Captured from the CC carries 12 Mechs, 2 Fighters, full Fighters

The Union can carry Evan’s 2nd Mech Company called Deux Company. I have Flavia coming back from Procyon on Sept 19, so I’ll try to gab another Ship and she can with her 7 recruits grab stuff. I leave behind some unfilled Mechs and tanks for her. What do I need? Another Achilles they are the premier assault so we push that more? Another Fighter Carrier Leopard CV for Evan’s group so each could take 6 fighters? I like both, but let’s turn to the contracts so see if that’s needed?

Contract Time!
We have 105 points!

We have…3 offers!

1. The FWL wants us to Pirate Hunting, in the periphery
2. The LC wants us to O. Raid the FWl at the border world of Concord. It’s 2 jumps from Rochelle where we raided prior, and we could be on planet on Sept 30.
3. The Fed Suns want us for an O. Raid on the border CC world of Gan Singh which is near the FWL and 2 jumps from Menkalinan we raided too. We could be there on Oct 12.

I take both Raids!! The one for Concord only has a garrison of mechs to smash, so Evan’s Union can head there. The other has a mixed garrison to smash hammer!

Negotiation with LC
: I have 105 points, 105 to spend, 50 for Full Salvage! They want three months, 10 points to drop to one month 45. We pull 25 for 50% Battle Loss and support. 20 points left. They pull them all for salary, x3.7. We grab remuneration, nope, 10 points back, they want Liasian, we want 50% transit to grab a support Ship if needed.

Contract #13:

Objective Raid for Lyran Commonwealth for the FWL of Concord
Salary – x3.7, x.1.6, x1.4,
Remuneration – Nope
Command – Liaison
Length - 1 Month
Salvage – Full
Support – 50% Battle Loss and Support
Transport – 50%

It’s six jumps to Concord. I’ll take the Invader, Union, and a rented Achilles, and then a Leopard CV empty if we bring it in, since the FWL tends to have open borders, just in case.


Negotiation with the FS: I have 110 points. 50 for Full too, 60 left. They want salary, 3.7, 25 more gone, 35 left, we grab 50% Battle Loss and Support, 10 left they grab remuneration , yes, no points left. We get no transport, but everything is normal.

Contract #14:


Objective Raid for the Suns for the CC world of Gan Singh.
Salary – x3.7, x.1.6, x1.3,
Remuneration – Yes
Command – Liaison
Length - 1 Month
Salvage – Full
Support – 50% Battle Loss and Support
Transport – None

I’ll send the full Leopard CV, and then the full flotilla of two Achilles, Overlord and Condors. That’s 16 Fighters and the surprise not needed before from our JumpShip is here…they and the Combine can be pretty nasty at the border, even the Marik one for them.

DropShip Recruit time!

Is there a bigger fighter Carrier than a Leopard CV but not the 40 Fighter Vengeance I could bring in? Nope, so I try for that Leopard CV. I toss an 8, easily ours!

Meet the:

Leopard CV – carries 6 fighters, empty, named the “Panthera Pardus Melas”.

Abe Sargent 12-28-2024 12:13 AM

Begin Contract #13:

We hire the Achilles escort. 6 jumps away, it’ll be 1.8 mill there and back too.

Sept 27, 3026 – We arrive at the Zenith JumpPoint in Concord and begin to scout out and around. There are some traffic here at the Zenith Point mostly civilian and then there are military assets at the Nadir one, but none are coming our way.

Sept 30 – We arrive at the DropPort by an industrial complex with a combined group of folks here. We are going to destroy the HQ and thus increase the military presence here a boring world. We land, scout around, and then we see that the garrison is exactly 12 mechs. Let’s just hope they aren’t super size like the 12 ones with the 5 assaults before which was also in Marik space.

We unfurl, and our foes are:

Atlas –Uh oh, veteran
Longbow – LGB-7Q - better armor with 232 points, less ammo though – vet here too
Rifleman
Quickdraw
Assassin
Centurion
Chameleon TRC-4C – This is a medium designed for learning BattleMechs in schools with 96 armor, 6/9/6, 10 sinks, 1 LL, 2 Ml, 4 SL, 2 MG
Clint CLNT 2-3T
Wolverine 6M
Commando
Firestarter FS9M – max armor, 11 sinks, 6/9/6, 2 Ml, 2 SL, 2 MG -swaps out the flamers
Wasp

Wow that’s a nasty Atlas and Longbow there, I am ruling the Atlas their CO and Longbow XO. That Rifleman and Quickdraw are lightly armored so taking them out could turn the tide, but if I let the Atlas/Longbow dominate? Nasty. But if I spend three turns taking out the Atlas, problems would emerge. Not an easy foe.

This is their Chameleon:



a training mech someone has using in the garrison.

We are on a city map the Citytech one with building.

Abe Sargent 12-28-2024 11:40 AM

Turn 1 – We win init 11-5. Their Commando charges our flank. They didn’t charge the Atlas. I moved my heavy stuff down the center. It and the Longbow are in the left corner of the map. I fire long range weapons at the Atlas and then short at the Commando. The Atlas fell, and the pilot blacked out! We’ll have a chance next turn to advance and then head shot it to death.

Turn 2 – We win a closer one 10-9. Their Longbow moves forward now to cover for their fallen Atlas. Their Firestarter next to our Orion’s flank, I move over to help my Vulcan bases it. Their Assassin bases our Vulcan’s flank. I try to kill the Atlas’s head and short range on the Firestarter. Our Valkyrie’s LRM smashes and ignites the Atlas’s ammo, dead mech – boom! Kicks, none fall.

Turn 3 – We keep init 12-8 – all of our rolls are double digits!!! Their Rifleman flanks to my fire support’s spot. Should I advance my Stalker next to their Longbow and try to end this now or backup and be safe? Try to end it now. Orion next to their Commando flanking it, their Wolverine in the Orion’s flank next, Thunderbolt next to their Clint. Assassin next to it, Marauder next to that, Vulcan to the Assassin’s rear. Cataphract next to their Longbow. Our Stalker a limb blown off on their Longbow’s RA, on the ground. Our Thunderbolt hit the gyro once. Our Crusader hit it again, dead mech! It falls. Our Orion kicks the Commando’s RL and destroys it. Our Stalker it’s LL. It falls, legless. It fell and destroyed it’s ammo, boom, dead mech!

We just got three kills and their CO and XO in back to back turns. Are they frightened or coming back for more? I toss dice…they flee. They have no assault or heavy armor heavies left to rally around like an Orion or Thunderbolt. We have one of each.


Salvage:

Atlas H, LA, RL, RA
Longbow LGB-7Q with 2 gyro hits,
Commando - H, LA, RA

We fix the Longbow all up and down the block in 4 days!


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