The Action of November 6, 3050
It’s going to be a brawl, and it’s going to be a brawl almost out of the gate. The map was originally 15×35; that seemed a bit cramped, so I used my reroll to change the map size. Now it’s 15 hexes by 25. Oops.
On the plus side, it’s a very hilly map with a lot of forest, which means, given initiative (which I never have, and which always seems weighted against the force with fewer units in any case), we can use the trees to protect ourselves.
Medium Lance will deploy near the edge and stay close to it, so that they can retreat in case of emergency.
Round 1
Since, once again, it’s a Scout deployment, units deploy by speed; onlyEuchre andHanzoku (in the Trebuchet and the jump-capable Guillotine) arrive in the first round.
Pictured: basically every mech currently deployed. Happily, almost everyone misses. As usual, the allied Wasp is getting plastered.
Round 2
Ker-Ker and Double Dog arrive. This is literally the worst kind of fight.
As seems to be tradition, Ker-Ker takes a pounding from the enemy, and fails to keep her mech on its feet.
The melee phase makes things even worse. Three of our four mechs end up on the ground.
Round 3
Everyone manages to get up. Euchre moves to protect the flank, while the heavier mechs take aim at a Vindicator and a Wolverine.
Ker-Ker, still focused by the enemy, loses a leg to weapons fire from a Wasp behind her. Her mech falls and won’t be getting up, but at least she’s not wounded or unconscious. The Lancelot still has both its arms, so she can prop herself up and shoot, too. Euchre plants a solid kick on the Wasp that did it and destroys its leg in return.
Round 4
Ker-Ker takes light damage, which isn’t bad, all things considered. Since, for once, she’s merely prone rather than prone and immobilized, she’s actually a harder target for mechs more than one hex away than she would be were she standing.
Euchre bags the Wasp which knocked Ker-Ker‘s mech down, while Double Dog kicks the Stinger next to him in the torso, knocking it out.
Round 5
The Wolverine jumps next to Ker-Ker, no doubt intending to attempt to kick her downed mech. The rest of Heavy Lance angles to keep that from happening.
The Lancelot takes heavier damage this time, including a hit or two to the head. The damage knocks Ker-Ker out, so now she’s in serious danger. Again.
Round 6
The good news is that everyone seems to be leaving Ker-Ker alone this round. The bad news is that, in attempting to protect her, we’re pretty poorly positioned. The good news is, Cadre Lance arrives in two rounds. The bad news is, I’m not sure Ker-Ker will survive that long even if nobody’s shooting at her this time.
The brunt of the enemy fire is aimed at Euchre, but catastrophe! It’s the Thunderbolt taking a lucky critical hit through the armor. (Fun fact: through-armor crits should happen a little less than 3% of the time. It’s happened twice in three turns here, though I didn’t mention the first one, since it was less terrible in outcome.)
The allied Wasp proves its worth for once, destroying its opposite number.
Round 7
This time, we focus on one of the enemy Vindicators. Next round, Cadre Lance arrives; the round after, Heavy Lance takes the field to wrap this one up.
The FedCom Wasp falls again, after taking heavy damage from the Vindicator facing it. We knock out the nearer Vindicator’s PPC, which renders it more or less harmless. It’s also taken heavy center torso damage, and another round of focus fire should fell it.
Round 8*
Cadre Lance arrives. The better elements thereof take the field to the north of the battle, while Wojtek and Severe deploy to the south. They’ll work as a team, with Severe spotting for Wojtek‘s LRMs.
Ker-Ker wakes up, somehow still not dead.
Teddy Bear scores his first mech kill, knocking out the Wolverine menacing Ker-Ker with a hit to the ammo reserves. Which is a shame, because other attacks decapitate it; we could have taken the chassis if it hadn’t blown up.
Ker-Ker‘s Frankenstein Lancelot is going to take quite a lot of repairing agin.
Round 9
As Heavy Lance takes the field, the enemy quite wisely begins to retreat. We’ll see what we can do to take them down.
It’s Hanzoku in the Guillotine who gets the kill on the Vindicator nearest us, his first as an Opinionated Bastard. Rook, hitting a ridiculous cross-map shot on a damaged Wasp, further cements her place atop the killboard.
Rounds 10+
With only two enemy mechs left, we move to cleanup. Rook bags the Wolverine, while Severe notches her first kill on the enemy Firestarter.
Salvage, Repairs, Injuries
The Thunderbolt is a total loss, so thoroughly destroyed by the ammunition explosion that there’s nothing left to salvage. The Frankenstein Lancelot is crippled, but we have enough spare parts to get it back into service. Everything else is undamaged. Ker-Ker is the only pilot to be wounded; she has a concussion again, along with a number of lesser injuries.
We can’t take any actual salvage because we’re still over our percentage.
We receive battle loss compensation to the tune of 600,000 C-bills, then add 70,000 more in ransom payments for enemy prisoners.
Kill Board(s)
Rook‘s lead grows. Notably, all the current Opinionated Bastards now have at least one kill.
Last Mission
(Turns out I forgot to take a picture. Oops.)
All-Time Leaders
- Lieutenant “Rook” Ishikawa (11, 4 mechs)
- Captain “Drake” Halit (6, 2 mechs)
- Private Ngo (5, 2 mechs)
- Lieutenant “Linebuster” Atkinson (5)
- Lieutenant “Double Dog” Dare (3, 1 mech)
- Private “Euchre” Kojic (2, 2 mechs)
- Private “Ker-Ker” Ec (2, 1 mech)
- Private “Teddy Bear” Jamil (2, 1 mech)
- Private “Wojtek” Frajtov (1, 1 mech)
- Private “Woad” Kohler (1, 1 mech)
- Private Ed “Hanzoku” Yuksel (1, 1 mech)
- Private Cathrine “Severe” Payne (1, 1 mech)
- Sergeant “Milspec” Ortega (1)
Status
It is now November 20, 3050.
Contract Status
The Capellan forces are beginning to look worn down as our string of victories takes its toll on them. There’s another mission scheduled for tomorrow, a probe against a medium vehicle lance and a mixed mech-and-vehicle light lance, with a second medium vehicle lance in reserve. Heavy Lance and Cadre Lance are currently detailed to the mission, with Cadre Lance arriving late as reinforcements.
Finances
We currently have 5.856 million C-bills in the bank.
Unit Market
There are a few options to replace the lost Thunderbolt, including another Thunderbolt. Action item below for should-we-buy-something.
Organization
Double Dog, left without a mech, takes Woad‘s slot in the Grasshopper for the upcoming mission. (Sorry, Woad. It’s not that you’re a bad pilot, it’s that the other guy’s a better one.)
Repairs
We’re in good shape. Ker-Ker‘s Frankenstein Lancelot is missing a large laser, and the Grasshopper is still down a jump jet.
Spares
We’re out of large lasers, which is a significant blow, especially given Ker-Ker‘s tendency to get our Lancelots blown up. We are, of course, still out of three-ton gyroscopes, but in good shape otherwise.
MechWarrior Claims and Assignments
- For the record, the following mechwarriors are claimed.
- Captain Huri “Drake” Halit, Awesome AWS-8Q (Mephansteras)
- Lt. SG George “Linebuster” Atkinson, Lancelot LNC25-02 (Hasek10)
- Lt. SG Mariamu “Rook” Ishikawa, Flashman FLS-7K (Culise)
- Lt. JG Sung-min “Double Dog” Dare, Thunderbolt TDR-5S (a1s)
- Sgt. Jose “Milspec” Ortega, Phoenix Hawk PHX-1 (milspec)
- Pvt. Ferdinand “Woad” Kohler, Grasshopper GHR-5H (A Thing)
- Pvt. Jan “Euchre” Kojic, Trebuchet TBT-5S (EuchreJack)
- Pvt. Cathrine “Severe” Payne, Locust Custom (Burnt Pies)
- Pvt. E-Shei “Ker-Ker” Ec, Lancelot LNC25-02 “Frankenstein” (Kanil)
- Pvt. Ed “Hanzoku” Yuksel, Guillotine GLT-4L (Hanzoku)
- Pvt. Ik-jun “Wojtek” Frajtov, Trebuchet TBT-5N (Blaze)
- Pvt. Tedros “Teddy Bear” Jamil, Vulcan VL-2T (Knave)
- The following mechwarriors remain to be claimed. They’re listed with their current mech assignment. To claim a mechwarrior, give me a callsign for one of them. I’ll refer to them by their callsign in most places, and bold it so it’s easier to find them.
- Pvt. Ngo, Crab CRB-20
Action Items
- We’re down a mech. Should we buy a new one?
- For Culise, about Rook:
- Rook now has enough experience to buy a Weapons Specialist trait for large lasers, which will further improve her enemy-shredding ability in the Flashman, but tie her down to mechs with large lasers. Should she buy that trait, or save for improved piloting/gunnery down the line?
- Any requests for changes to deployment or strategy for the next battle?