I’ve mentioned really enjoying competitive shooting, but I want to go over some classic screwups. Things that can hinder your enjoyment. Things that stage designers shouldn’t do. The Sin of Insufficient Time Par times are necessary parts of stages. Basically, this is a time limit. Par times are good in case one gets in over one’s head, or has significant equipment failure. In general, the RO won’t stop you unless your equipment fails in an unsafe way. If you’re having a bunch of minor issues, you’re going to have a hard time. And par times are necessary to keep things moving and put you out of your misery if everything goes south.
However, par times that are too short lead to large numbers of people timing out. Frankly, if I drove a long way for a match, and some idiot stage designer had misoverestimated the skill level involved, or is trying to compensate for a giant enrollment list with par times, and I time out a lot, and I see a bunch of other people timing out a lot too, than I’m not coming back. Ridiculously short par times promote poor behavior, like giving up. One of the best things one can learn in a match is to not give up if something goes a little sideways. Your plan didn’t work, so you adapt. Too short a par time will encourage you to give up, because you won’t have enough time to try something else. That’s lame.
The Sin of Stupid Hard Targets In a similar vein, one should avoid targets that are Stupid Hard. Clearly, USPSA Nationals is expected to be harder than your average local club USPSA match, because of the higher average skill of the participants. And there’s nothing wrong with that. That’s how is should be. Tailor the match to the crowd.
The problem comes when stages have segments that are so difficult, your score is improved by firing a round in the direction of the target and then moving on. A 50 yard pistol spinner might be one such example, depending on some other stage particulars. In such a case, it would almost certainly be the correct move for best score to fire a round at the spinner, take the failure to neutralize penalty, and move on. That’s lame.
The Glock 19 is Glock’s “Compact” pistol. It’s got a barrel length of just over four inches, has a height of about five inches, depending on sights, and holds 15 rounds in a magazine. It’s a great compromise between concealability and fightability, since it’s about as small as a pistol can be and still allow the vast majority of adults to get a full grip on the gun. The Glock 19 is a strong seller in the US civilian market, but it is also popular in SOCOM. They’ve even type-classed the Glock 19 Gen4 MOS. And the USMC has just ordered a large number of Glock 19Ms. And all this despite SIG winning the US Army’s Modular Handgun contract.
SOCOM has been the big user of Glock 19s for years in the DoD, so let’s look at them first. They’ve type-classed the Glock 19 Gen4 MOS with threaded barrel as the Mark 27. Type classing assigns a national stock number and makes it easy to order more in the future. SOCOM is a big user of the Glock 19, and this shows an eye towards the future of pistol sights: micro red dot optics. SOCOM’s current pistol red dot of choice is the Leupold Deltapoint Pro. While they could have selected a custom-milled solution, choosing the MOS model gives them something that can be ordered direct from the factory, and it allows them to easily switch optics in the future if desired.
The choice of Deltapoint Pro may be noteworthy, if only because it’s not the RMR that’s so commonly seen for duty-type applications. The RMR has significantly better battery life, and may be a bit tougher than the Deltapoint Pro. The Deltapoint Pro’s larger window makes it a bit easier for shooters to get used to, since there’s a larger area where they can see the dot. The biggest advantage of the Deltapoint Pro is that one can replace the battery without having to remove (and rezero) the optic. This more than makes up for the less than ideal battery life. Batteries can be easily swapped before missions or training sessions, without having to then verify the zero of the optic.
The Marines have opted for the same Glock 19M that the FBI adopted. Of course, the FBI also adopted the Glock 17M, and the reader may be wondering why not that pistol? Let’s consider the intended users. The Marines may espouse the concept of ‘Every Man a Rifleman’ but there are some jobs where this just doesn’t work. Pilots for example. A pistol also gives the option of carrying concealed, which is great for criminal investigators, and those conducting interviews. Or those that need to be around questionable allies. It allows the soldier to be armed without appearing to be armed. So the Marines are coming at it from the same way so many concealed carriers are: the Glock 19 is just about the perfect size. Smallness helps concealment, especially with respect to the “height” or “length” of the grip. And the Glock 19’s grip is about as small as it can be and still allow the user to get a full grip on it (i.e. no fingers are hanging off to be curled below it). The Glock 19 doesn’t give up much to the Glock 17 as far as shootability goes, but it’s quite a bit more concealable. For those who aren’t needing concealment, the pistol is still a secondary weapon system. A smaller, lighter pistol is easier to fit on their gear in a cockpit with all the other stuff they have to carry. Or on their belt for SOCOM.
The reader may also be wondering “Why not the P320 Compact?” Well, the Marines do have a history of working a lot with both SOCOM and the FBI, and they both like Glocks. Also, the MHS program was not as thorough as the FBI’s tests were as far as high round count reliability tests are concerned. The full-size MHS entrants (P320) went through 12,500 rounds to check reliability and establish an MRBS of 2,000 rounds with a 90% confidence level. The compact entrants (P320C) only had to go through 1,500 rounds of evaluation. The FBI tests included 20,000 rounds for each of the full size and compact entrants. So the Glock 19M has verified reliability in a way that the P320C doesn’t.
We purchased the Guillotine, assigning it to Private Hanzoku Yuksel. After a long moment with his shattered Locust, he gives the techs the okay to start salvage operations.
The Cadre Lance deploys alongside Heavy Lance.
The Action of October 27, 3050
The Capellan forces arrayed against us are lightweight, as is typical for Capellans. (If I’d known they were such pushovers, I would have recommended tackling them a lot more strongly!)
The only things on the list to be concerned about are the Hetzer (with its AC/20) and the Vindicator, which mounts a PPC.
The battle commences in heavy fog. That has two effects: movement will be much slower, and accurate shooting will be somewhat harder. The terrain is heavy urban; there are no open areas on the map, and most combat is going to take place along streets.
Round 1
Since Heavy Lance is deployed with the Scout duty, they arrive on the battlefield fastest mechs first. Only Private Ngo’s Crab is fast enough to make it on the first round. Rook and Double Dog will arrive in the second round. Drake and the Awesome will turn up in the third. We deploy on the north edge of the map; the enemy deploys in the center.
Ngo starts off on a side street, out of view of the enemy; the liaison, in a Wasp, tangles with the /Capellan Phoenix Hawk and takes heavy damage.
Round 2
The Flashman and Thunderbolt show up, deployed somewhat to Ngo’s west. They take an aggressive tack, moving toward the Phoenix Hawk and firing on it.
Rook hits with most of her weapons, while Double Dog does a lot of missing. He hits with one medium laser, though, which is enough to pierce the Phoenix Hawk’s center torso armor.
Ngo exchanges ineffectual fire with the enemies on her side of the map.
Round 3
Drake deploys behind Ngo. As expected, the enemy gets out of his line of sight, except for one poor, unfortunate Hetzer assault gun a full 18 hexes away. He’ll take that shot.
On the other side of the map, Rook and Double Dog continue to hammer the Phoenix Hawk.
Alarms go off in the latter’s cockpit as the two heavies’ shots hit home. It’s very nearly dead.
At maximum range, Drake hits with two of his three PPCs. Putting him in the Awesome is basically cheating. If he can see it, he can hit it; if he can hit it, he can kill it.
Round 4
The Phoenix Hawk dodges behind Double Dog, but Rook still has a clear shot. Drake is set to take some fire, as enemy vehicles roll out into the street to engage his mech, but he can handle it.
Drake and Rook tie for first blood. Drake bags a Packrat patrol vehicle, while Rook gets the Phoenix Hawk. Ngo kicks the Vindicator.
Round 5
Drake, who can’t back up owing to the heavy fog, remains stationary, aiming for the Vindicator. (It’s inside his PPCs’ minimum range, but he’s a good enough gunner to manage the to-hit penalty.)
On the other side of the map, Rook and Double Dog slowly make their way over to the rest of the fighting.
Drake takes moderate damage, but manages to stay vertical. The Vindicator does not. Ngo kicks it again for good measure.
Round 6
Drake moves up, hoping to kick the Vindicator into submission.
No need. The Vindicator pilot, while attempting to stand, falls down, and…
I’ll take it! Ngo, who did the last damage to the mech, gets credit for the kill.
Drake has a shot on the LRM Scorpion hassling the other members of the Heavy Lance, so he takes it. Rook and Double Dog still can’t shoot at anything. Ngo can, but she’s very unlikely to hit.
Round 7
Cadre Lance takes the field! They’re staying mostly out of the way, though Linebuster leads the way.
Once again, buildings block Drake‘s line of fire. The LRM Scorpion he tagged last round is about to die a brutal death, though. Rook gets credit for the kill. Woad scores a hit, too.
Rounds 8-12
Cleanup at this point. We have a tremendous advantage in firepower and survivability.
Cadre Lance gets to fire its weapons in anger; merely showing up for battle is better for a pilot’s skill than a good bit of training.
Drake finishes off the Hetzer he was shooting at earlier. Ngo bags a Scorpion, and Linebuster gets credit for two vehicles.
Damage
None to speak of; the enemy didn’t make it through anyone’s armor. Nobody was injured, either.
The Action of October 28, 3050
… and before we can do much more than replace damaged armor, there’s another battle.
This one’s objective is hide and seek: kill half the enemy while losing less than a third of the Opinionated Bastards’ deployed force. Or, as I fully expect to do again, destroy the enemy utterly.
The enemy forces this time are a bit heavier than before. Almost everything on the field has something to be cautious of: an AC/10 on the Po tank, PPCs on the Vindicators, AC/20s on the Hetzers, and a large laser on the Grasshopper. Once again, Heavy Lance and Cadre Lance deploy.
The map is quite small, a 15×25-hex affair with a lot of variation in height. That helps balance out the numbers disadvantage; we can use the terrain to take cover.
Round 1
Again, it’s a scouting deployment, so Ngo deploys first. She’s at the northeast corner of the map. The allied FedCom mech, a Commando, deploys near the center of the eastern map border.
Ngo takes hits from four of the five AC/2s mounted on the AC/2 carrier, and more damage than that from one of the Vindicator’s PPCs. Combined with a few LRMs, that’s enough to knock her mech over, but not before she scores a critical hit on the AC/2 carrier, killing its crew. First blood comes early.
Round 2
Rook and Double Dog deploy on the southeastern corner of the map, and open fire on one of the Vindicators with moderate success. Ngo stumbles, but manages to stand, and moves quickly to join her comrades to her south.
Round 3
Drake takes the field. The entirety of Heavy Lance fires on the enemy Grasshopper; Drake hits with all three PPCs. The enemy mech falls.
Round 4
There’s very little movement going on. The Opinionated Bastards have a good position, screened in part by the hill, and the enemies don’t want to get any closer, either. Everyone focuses on the Grasshopper again; it’s the biggest threat and the easiest to hit. It falls down a second time.
Round 5
The Grasshopper stands again and jumps closer, into medium laser range. *Drake and Rook will take another crack at him, while the other units split their fire to start working on the Vindicator next door.
Drake takes a hit to his gyro through the armor, and one of the Hetzers scores on his right arm with an AC/20, damaging one of his PPCs.
The Grasshopper pilot ejects after taking some engine, gyro, and actuator hits. That’s excellent news. We didn’t shoot out its core or destroy its limbs. If we can get it as salvage, we can probably save it.
Round 6
The next most dangerous targets are the Hetzers and the Vindicators, so that’s where we aim next.
Rook takes out the first Hetzer, with assists from Drake and Ngo.
Round 7
Cadre Lance arrives. Most everyone stays behind our protective hilltop, although the whole formation slides slightly southwest. The remaining Hetzer has one of the better gunners left on the Capellan side, so we’ll aim for him first.
Severe, moving to fire on one of the Vindicators, takes severe damage, and loses control of her mech. It falls. That’s no good. On the other hand, it’s also behind a hill, so by falling, it’s now out of the line of fire.
Rook scores another kill, this time on the Hetzer.
Round 8
The enemy is below half strength, which means we win; I’m going to take a bit more time to blow stuff up, because it’s going well and, and the more that’s dead, the more likely we are to get a crack at that Grasshopper.
Drake loses his right arm to enemy fire, but that’s okay. We can patch him up. We have the parts.
Rook notches yet another kill, this time taking down the Locust south of our force. Double Dog gets in on the action, destroying the Po heavy tank with a hit to the ammunition store.
Round 9-11
Cleanup goes well; all we have left are the two Vindicators, which are looking rather worse for the wear. Rook takes a hit to the gyro, but is otherwise okay. Newcomers to the killboard Woad and Euchre each account for one of the Vindicators. Congratulations!
After-Action Reports
Salvage
We score the Grasshopper! (We also took a Phoenix Hawk in the first battle.) The Grasshopper can be repaired; the Phoenix Hawk is only worth its weight in parts. That puts us at a little north of 40% salvage instead of the negotiated 30%, so we’ll have to tread lightly on the next mission or two.
In terms of income, we make 175,000 C-bills on prisoner ransom and about 50,000 on battle loss compensation.
Damage
Nothing is out of commission. Heavy Lance needs some repairs. The Awesome’s gyro turns out to be a total loss, but one of the spares we have fits. (I’m still not at all sure how to figure out which of the four different kinds of gyro a given mech requires.)
Nothing else to report on the damage front, except that we can’t fully repair the Grasshopper—one of its jump jets was destroyed, and we can’t order a new one on this contract.
Despite the damage to our mechs, none of our pilots were wounded.
Training
Ngo is now a Veteran, with 4+ piloting/3+ gunnery. Her new trait, Some Like It Hot, allows her to ignore the -1 to-hit penalty for mild overheating, which is useful. The Crab generates a lot of heat.
Ker-Ker also trained to 4+/4+. Woad and Euchre are both 5+/5+ now, which is still technically Green. Next time they raise a mech skill, though, they’ll be Regulars.
Changing Mech Assignments
Mech assignments and organization shift a bit, since I had to throw together an undamaged lance to deploy following the mission above.
Woad steps into the Grasshopper and joins Rook, Drake, and Ngo in Heavy Lance. Medium Lance is now Double Dog in the Thunderbolt, Ker-Ker in the Frankenstein Lancelot, Hanzoku in the Guillotine, and Euchre in the TBT-5S.
Linebuster is still in charge of the rookies in Cadre Lance, whose ranks now include Wojtek, taking Woad‘s previous ride, the TBT-5N.
Kill Board(s)
Rook leaps out to a commanding lead, followed by Drake and the still-unclaimed Private Ngo.
Recon Raid
Hide and Seek
All-Time Leaders
Lieutenant “Rook” Ishikawa (9, 2 mech)
Captain “Drake” Halit (6, 2 mechs)
Private Ngo (5, 2 mechs)
Lieutenant “Linebuster” Atkinson (5)
Private “Ker-Ker” Ec (2, 1 mech)
Lieutenant “Double Dog” Dare (2)
Private “Wojtek” Frajtov (1, 1 mech)
Private “Euchre” Kojic (1, 1 mech)
Private “Woad” Kohler (1, 1 mech)
Sergeant “Milspec” Ortega (1)
Private Jamil (1)
Status
It is now November 5, 3050. I stopped here because there’s yet another battle planned for tomorrow, another Hide and Seek. See below for more information.
Finances
Our current balance is 5.225 million C-bills.
Spares
We’re out of spare large lasers, and we only have gyros in the two-ton size at present. Owing to combat in orbit, no resupply is possible this month.
Next Mission
The next mission sees us facing an interesting force: no vehicles whatsoever, but two full lances of mechs. The expected Capellan force is primarily light mechs, with some Vindicators and a Wolverine expected. Medium Lance was deployed and therefore must face the enemy first. Given the current distribution of pilots, I’m tempted to bring both Cadre Lance and Heavy Lance along for this deployment. Both will take a while to arrive on the field, since none of our lances are what you’d call fast, but I’m uncomfortable leaving Heavy Lance to face twice its number alone.
MechWarrior Claims and Assignments
For the record, the following mechwarriors are claimed.
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. Jamil, Vulcan VL-2T
Pvt. Ngo, Crab CRB-20
Action Items
For this next mission, should we deploy everything, or only reinforce Medium Lance with Heavy Lance?
As mentioned earlier, the US Army is concerned with short range air defense systems again. And they’re looking at various versions of COTS systems to fill this need. We’ve looked at the new Bradley SHORAD vehicle. Now, let’s take a look at one based on the Stryker, called the Stryker Mobile SHORAD Launcher (MSL).
What GLDS has done is cut off the back portion of the regular Stryker to make something flatbedded. Then, they added the turret off of the M1095 Avenger and then Boeing modified that turret.
The M1095 Avenger is a 1980s vintage SHORAD system that put a pair of quadruple Stinger launchers on a turret, and mounted the turret on the back of a HMMWV. Putting the turret on the back of a Stryker gives the turret better all-terrain capability, as it matches the mobility of the rest of a Stryker Brigade Combat Team. Crew protection should also be better. On the other hand, it will be more expensive.
Like on the Bradley SHORAD, the newer Avenger turret is more versatile. Options for each side include the regular quadruple Stinger box, a set of launch rails to accommodate four Hellfire missiles, or a set of launch rails to accommodate three AIM-9X Sidewinders. It also has an improved IR imaging system, which has a laser to guide the Hellfire missiles.
As before, there’s no radar. Both of these launch systems will need some degree of external cueing. A lack of radar does keep the cost down. Depending on expected threats and usage, this may or may not be a severe handicap.
One further usage is on the HMMWV successor, the JLTV. You can still mount this newer, multiuse Avenger turret on light tactical trucks like the JLTV, as seen here at the AUSA expo:
This version has an M230 LF gun instead of one of the missile boxes.
Discussion of long-term plans has not yet started, so we won’t take any action one way or another there. Not that we can.
Per TO&E discussion, the third lance is now the Cadre Lance, where newbies go to learn. Linebuster drew training duty last month, along with his Lancelot.
Along the same lines, Private Ngo replaced Woad in the Heavy Lance; Woad, Severe, and Euchre are the current pilots-in-training.
The Action of October 6, 3050
On the first of October, unit intelligence receives reports of a Capellan concentration near a town fifty kilometers from our field base. The Medium Lance, in the field, moves to probe the town. The Heavy Lance reinforces them.
The enemy is, as expected, poorly equipped. Capellan forces arrayed against us include a Blackjack, a Flea, and six vehicles, including a pair of Vedettes and a Saladin assault hovertank. The Medium Lance deploys with a Phoenix Hawk, a Lancelot, a Vulcan, and the Locust IIC.
Round 1
Ker-Ker is late to the battlefield, and will deploy before round 2. Sergeant Milspec Ortega, in his first battlefield command, deploys on the southwest of the rectangular battlespace. (It’s 25×35 hexes.) The weather is good. The battlefield is split down the middle by a town; trees and small lakes dot the landscape.
Along with Milspec are Privates Yuksel in the Locust and Private Jamil in the Vulcan.
The FedCom liaison mech is a Commando, which deploys to the east of the Medium Lance. The Capellans deploy to the northwest and northeast of the town, in two divisions. Facing us to begin with are vehicles: the Vedettes, the Saladin, a Pegasus hovercraft, and a J. Edgar light hover tank. (Yes, the J. Edgar Hover tank.)
As might be expected, Private Yuksel charges into the battle with a crazed cry over the radio. Milspec and Jamil play it a little more coy, moving more slowly to get better shots off at the approaching hovercraft.
Yuksel, however, is the only one to score any hits. One of his ER Small Lasers carves into the forward armor of the Pegasus. In return, he takes a few SRMs to the side.
Round 2
Ker-Ker takes the field, moving up toward the enemy to bring the Medium Lance’s heaviest weapons to bear. Yuksel falls back toward the rest of the lance, and everyone aims for the AC/20-carrying Saladin hovertank.
Unfortunately, Yuksel is the primary target for the Capellans. The Saladin, which managed to close the range with him due to the annoying mobility of hover vehicles, blows a hole clear through the Locust’s center torso. It falls to the ground. It looks as though our mysterious Clanner got his wish, an honorable death in battle.
Round 3
The Capellan Flea has managed to get in close, which is a mixed bag. It means more enemies nearby to deal with, but the Capellan pilot stopped directly in front of Milspec’s Phoenix Hawk and Ker-Ker’s Lancelot.
Jamil is in a bit of a tight spot now, alone between the J. Edgar hovertank and the Pegasus scout tank. Fortunately, he manages to evade serious damage. Ker-Ker and Milspec don’t do a great job at knocking out the Flea with weapons fire, but they’re both in melee range. Milspec’s kick knocks it down, falling destroys its left arm and torso, and Ker-Ker’s kick removes its right leg. She gets credit for the kill.
Round 4
Down a mech and now suffering from light to moderate damage across the board, the Medium Lance falls back to the west. They’ll keep on the move, hoping to dodge the worst of the enemy fire until the Heavy Lance arrives to really lay down the hurt.
Ker-Ker finds herself in excellent position to beat two enemy vehicles. She stays more or less put while the two medium mechs jump to a better position. Even with the jump jets, they aren’t very well placed. The enemy’s vehicles are all lightweight hover vehicles; they’re more maneuverable than our mechs.
Ker-Ker hits the Vedette but takes a few SRMs for her trouble.
Round 5
The hover vehicles, between the enemy’s luck on initiative rolls and superiority in numbers, continue to drive circles around our mechs. Hopefully we’ll land some good hits this round; the Pegasus with its annoying SRMs is right in the kill zones for the Lancelot and the Phoenix Hawk.
As weapons fire, I’m a little concerned about the number of guns pointed at Ker-Ker and the Frankenstein. And I am correct to be! The gyros can’t take the stress, and the Lancelot falls. Fortunately, Ker-Ker remains conscious; she can attempt to stand next turn. Unfortunately, the impact dislodged the Lancelot’s left arm, and some damage leaked through the center torso armor to hit the engine. It’s still functional, but the Lancelot isn’t moving quite as fast anymore.
The good news, at least, is that Milspec’s weapons fire immobilized the Pegasus, and can leave it behind while we make a tactical withdrawal to the northwest.
Round 6
The medium mechs stand by the Lancelot, screening it as best they can.
Ker-Ker and Jamil shoot at the damaged Vedette. Milspec takes his chances on destroying the immobilized Pegasus. Neither see great success.
Round 7
Ker-Ker has managed to lose both her Large Lasers. We retreat to the west of the small lake in the earlier screenshots, beset on all sides.
Milspec can’t fire this round without risking heat trouble—a major flaw in the Phoenix Hawk’s design—so it’s all on the Lancelot’s medium laser. (Ker-Ker won’t fire the PPC, her remaining weapon—the range is too close, and she definitely can’t risk it blowing up by firing with a disabled field inhibitor.) Ker-Ker hits a nearby Vedette in the side and manages to immobilize it. Given that Jamil is currently standing on top of it, that suggests some high kick potential. Jamil acquits himself well enough, too, hitting the Vedette with an AC/2 and a medium laser and scoring on the immobilized Vedette at his feet with a solid swing from his Vulcan’s left leg.
Round 8
Ker-Ker is more or less running for her life now, being out of center torso armor. The mediums continue to screen as they can. The heavy lance arrives after this round.
Ker-Ker makes it through with only minor damage, happily. Milspec kicks a Vedette, but doesn’t make it through the armor.
Round 9
Oh yeah. Heavy lance.
Cunningly, the enemy uses forest to screen itself from Drake’s PPCs. He can still hit the Vedette running away to the north of this picture, and that’s what he’ll do. Rook trains the Flashman’s Large Lasers on the disabled Vedette in frame. The two medium mechs from the Medium Lance focus on destroying the J. Edgar hover tank still hassling Ker-Ker. Double Dog is lacking in long-range weapons, with only a Large Laser and an LRM-15, which he trains on the LRM tank shooting at him. Private Ngo, poorly placed, can’t shoot at anything for any real effect. Her guns will have to wait until next turn to come into action.
Round 10
Ker-Ker turns around and runs south now, toward the comfortingly deadly guns of the heavy lance.
The remaining mechs line up; it’s going to be a brawl, and we’re going to win. Drake and Private Ngo focus on the Blackjack; Rook lines up on the J. Edgar tank, and Double Dog takes aim at the Striker LRM tank. Further north, Jamil and Milspec look to beat up the remaining Vedette, not pictured in the screenshot.
Between her lasers and the foot of her Flashman, Rook knocks out the J. Edgar tank. Drake softens up the Blackjack, and Ngo, moving behind it, destroys its center torso with large laser fire and a solid kick. Double Dog nearly takes down the Striker; its crew is stunned and its turret locked.
The Striker, unfortunately, takes down Ker-Ker’s Frankenstein, missiles impacting around the head and shoulders. Somehow, the autoeject system gets her out in time.
Round 11-12
The Opinionated Bastards mop up. Jamil scores the killing blow on the northern Vedette; Double Dog gets it on the immobilized one south of the lake. Private Ngo accounts for the Striker light tank.
Damage Report
We came out of this one in decent shape. It’s a shame we lost the Locust IIC so quickly. Once again, the Frankenstein is rebuildable, although it’ll need a new head. The administrators are groaning already, but it does look like they can get it done; the FedCom forces can get a supply drop to us.
Two pilots are wounded: Milspec, who should be right as rain in a week or two, and Ker-Ker, who, among other things, has a concussion and a broken collarbone. The Opinionated Bastards should have her services back in three weks or so.
Surprisingly, Private Yuksel survived the death of his Locust IIC, and emerges from the cockpit as we’re cutting it open. He seems displeased by the idea of salvaging it.
Finally, the FedCom Commando liaison mech was destroyed, which isn’t earning us any good will with the brass.
Lethal Damage (House Rules)
Since BattleTech is brutal to pilots, I’ve taken the liberty of assigning each claimed pilot two Edge points. In the BattleTech RPG, Edge points are used to reroll results; here, they represent your luck. If you die in battle, I’ll deduct one Edge point from your pilot and keep you alive after the battle. (Ker-Ker now has one Edge point; everyone else has two.) If you don’t have any Edge points left, that’s that. You can buy edge points back for 10xp.
Salvage Report
The Flea could be salvaged and returned to service, but it would exceed our salvage rights by 18%, which our employers are not likely to be happy with. Instead, I take the Blackjack (we can’t fix it up, but it does have a bunch of medium lasers we can take, and some AC/2s we can sell), and the Pegasus scout hovertank, which has a medium laser and some SRM-6 launchers, and can be sold for a decent penny.
In all, we rake in about 800,000 C-bills after the mission, counting battle loss compensation (primarily for Yuksel’s Locust IIC), prisoner ransom, and sale of stripped vehicles and mechs.
Kill Board
Last Mission
All-Time Leaders
Lieutenant “Rook” Ishikawa (4)
Captain “Drake” Halit (3, 1 mech)
Lieutenant “Linebuster” Atkinson (3)
Private “Ker-Ker” Ec (2, 1 mech)
Private Ngo (2, 1 mech)
Private Frajtov (1, 1 mech)
Lieutenant “Double Dog” Dare (1)
Sergeant “Milspec” Ortega (1)
Private Jamil (1)
Status
It is now October 26, 3050. Elsewhere in the Inner Sphere, the Clan invasion has advanced rather dramatically in the last few months.
Contract Progress
We’re one month into our five-month contract, and the employer is happy with us so far despite the loss of the Commando in the prior mission.
The Heavy Lance deployed in place of the Medium Lance while the latter was being patched up. There’s a new mission on the docket, a recon raid against another mixed Capellan force. The mission victory conditions require us to move to the far side of the map, stay for two rounds, and return. I think, given the Heavy Lance is deployed and the enemy force is all light and medium mechs and vehicles, we should deploy a second lance and make our reconnaissance in traditional Steiner fashion. (That means blowing everything up.)
Finances
We have 7.569 million C-bills in the bank. Our estimated balance at contract end has gone down slightly, to 24.589 million C-bills.
Supplies
We’re doing all right. Thanks to quality administrators and good support from the Federated Commonwealth, we were able to obtain a spare Lancelot head for the Frankenstein.
Repairs and Refits
With the exception of the dead Locust, the Opinionated Bastards’ mechs are all in fighting shape.
Unit Market
That’s an SHD-2H Shadowhawk. Sorry for the truncated label.
Being down a unit and in good financial shape, it might be a good time to consider a new mech. Here’s what’s on the market right now.
Training
The Cadre Lance is serving its purpose; Woad, Euchre, and Severe all improve skills this month. (At 1xp per week, though, it’ll take a year or two to get them to 5+ piloting/4+ gunnery regulars.)
Action Items
Please comment on the upcoming battle, if so desired, by Tuesday. I’ll be playing it then; it takes longer to write up these updates when there’s fighting. I’ll likely wait a little longer before playing out the rest of the month.
Should we deploy a second lance for the upcoming mission? Ker-Ker is still recovering from her wounds, though not in any way that would penalize her piloting or gunnery.
It might be worthwhile to deploy the Cadre Lance. They won’t be expected to do much of the heavy lifting, and they’re also not down a mech (while the Medium Lance, at present, is). That, and battle is a much more effective teacher than training.
Should we buy a mech? More than one mech?
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. Yuksel, n/a
Pvt. Jamil, Vulcan VL-2T
Pvt. Ngo, Crab CRB-20
Pvt. Frajtov, n/a
For the record, the following mechwarriors are claimed.
The US Army has started looking for a new IFV to replace the Bradley. Again. They’ve requested a couple demonstrator prototypes to play with. Right now, this is a very early assessment, but the US Army has a few requests.
Things that the Army is looking for in the design include a crew of two, capacity for six dismounts, and a 50mm gun. It will be interesting to see what the design team comes up with.
We’ve been here before. Twice. And we failed both times. The Future Combat System and the Ground Combat Vehicle were both failures. Both programs were hugely ambitious. Future Combat System was supposed to be a massive family of vehicles with lots of commonality and lots of advanced fire control and propulsion systems. Ground Combat Vehicle was supposed to be a big IFV with a number of significant improvements, including a variety of high-end electronics, an advanced propulsion system, and a full squad’s worth of dismounts, i.e. 9 men. Both had huge, unsurprising cost overruns, and both times Congress scored dreaded budget kills on the projects.
Six dismounts keeps the size down, which will keep the weight down, which should help keep the cost down. The GCV had an increasing weight spiral as protection requirements and systems kept changing. A crew of two probably indicates an interest in a remote turret system. Unfortunately, this might also indicate some advanced fire control system needs, which would drive cost up. I’m still impressed that Big Army compromised on something like dismount numbers out of the gate.
Overall, we have something that looks very similar to the German Puma. While it’s an expensive IFV, it has excellent protection. And, the General Accountability Office rated it as cheaper for the Army than either the notional GCV or a Namer APC with appropriate US Army electronics. And that didn’t have the desired firepower.1
Speaking of firepower, that might also strike you as something that stands out. A 50mm autocannon would pack some serious punch, both as far as HE Capacity and armor piercing capability. I would expect something like a modernized 50mm Supershot to be the gun of choice, and the US Army is testing something similar.
Going back to the Puma connection for a moment, SAIC is the prime contractor for the prototypes, and they were also the prime contractor in the GCV evaluation with a design that was a substantially reworked Puma. Perhaps the US Army is also a fan of the Puma.
What do I think, keeping in mind that this is a rough sketch? I really like the sketch. Something like the Puma as far as protection and capacity but with a proper gun would be awesome. I’d prefer it with nine dismounts. But I’d prefer a lot of things. I like that they’re starting with something which seems semi-reasonable on the face of it. I want a high standard of protection and survivability, and if I have to accept six dismounts to keep cost reasonable and avoid the total budget kill, so be it.
I can’t really verify GAO’s work on cost estimates, because the GCV and alternatives comparison report doesn’t go through their methodology. However, their Puma cost estimates match up pretty well with the Puma’s price in the Czech IFV competition, once we account for inflation and currency conversions. In light of anything better2, I’ll stick with GAO’s estimates. ↩
Primary sources or documented estimates, please. Ideally I’d have budget statements, but I haven’t been able to find those for the IDF or the Bundeswehr. As a side note, I have been able to find them for the US Armed Forces as well as the French Armed Forces. Thanks, Lafayette. ↩
I’ve commented here that the M1 Abrams should really get a hard-kill active protection system (APS) fitted. And I’ve held that view for years. I have said this to Fishbreath many times. And each time, I’ve pointed to a certain, existing hard-kill APS as my unit of choice. Israel’s Trophy.
Of course, I’m just an armchair strategist. But I’m not the only one saying this. For many years, the US Army had responded to questions on the APS front that they were working on their own American-made design with a number of manufacturers. And that it was going to be better. Faster. Safer for nearer infantry. Etc. Etc. Made here. Well, millions of dollars in research budget and tons of tests later, no dice. Nothing is ready. Nothing has been mounted on an actual tank for any kind of serious testing.
Screw. That.
Kornet missiles and RPG-29s aren’t going to wait in mid flight and have a couple shots of Stoli while you figure this stuff out. And Big Army has finally come around to the fact that maybe the perfect is the enemy of the good enough, and maybe, just maybe, they should hurry up and get something fielded. Maybe from some staunch ally of ours whose tanks are regularly shot at by Russian ATGMs?
Trophy isn’t a perfect system. But it’s available. Today. Right now. And it’s been proven in combat. It has shot down actual missiles. It works. It’s in production. It’s even reasonably priced.
For the low price of just $350,000, let’s see what we get:
And another view:
It’s not a perfect mounting. Those sponsons stick out quite a bit. On the plus side, they might be removable for transport, which would be good. And this is way cheaper than tearing apart the turret and mounting them inside. Unfortunately, I don’t know how much they weigh. Oh well. I really don’t care too much about the weight. Clearly it’s vitally important that the Abrams eats more hamburgers and takes the heavyweight title away from the Challenger 2 TES(H). Turret drive and suspension upgrades are probably long overdue anyway.
Well, the votes are in, and voters prefer the contract on Propus. The techs mothball the mechs, and we’re off.
Changing Contract Details?
For some reason, the contract details changed between the first post and this one. Not sure what’s up there, but the upshot is that all the contracts are now worth slightly less. (It may have had to do with some of my experimentation.) It’s still a pretty good deal, though; 12 million in advance money is plenty.
In Transit
I’m sure it’s a pain to coordinate parts delivery while traveling, but our brave administrators somehow manage.
The parts bill is pretty wild. We now have spare arms and legs for all our mechs, as well as spare leg, arm, hand, and foot actuators. Since we’re fairly energy-heavy, we have ten spare medium lasers, two spare PPCs, and three spare large lasers. The parts stock includes more than 100 tons of armor, 15 heat sinks, and in general, at least one spare for nearly every part in use by the company. Notable absences: heads and center torsos (if we need those, we have bigger trouble) and engines. We have one spare gyroscope for medium mechs and one spare gyroscope for heavies, but none for light mechs or assaults.
Why mention the last one? Because…
Mech acquisition!
The Federated Commonwealth has the best toys, and since we’re working for them, that means we have the best toys. Available in the FedCom mercenary market is an Awesome AWS-8Q, a superb example of the assault mech class and a brand-new cornerstone for our heavy lance.
Kill Board
All-Time Leaders
Captain “Drake” Halit (3, 1 mech)
Lieutenant “Rook” Ishikawa (3)
Lieutenant “Linebuster” Atkinson (3)
Private Frajtov (1, 1 mech)
Private “Ker-Ker” Ec (1)
Status
It is now September 26, 3050.
Promotions
Congratulations to Sgt. Jose Milspec Ortega, who received a promotion to Sergeant, owing to his new role as lance commander. (See below for more.)
Finances
We have 3.574 million C-bills in the bank right now. Our current operating costs are 141,810 C-bills per month. After shares and monthly expenses, we make 4.255 million C-bills per month. Our expected balance at the end of this contract, prior to travel back home, is 24.850 million C-bills.
Supplies
The Opinionated Bastards now possess, for the first time, a full company of mechs, as well as a large stock of supplies and spare parts. I expect we’ll be fine for the duration of this present contract. We can re-evaluate supplies when it’s over.
Current Organization
Because we now have a full twelve mechs, I went ahead and rearranged the company. I tried to stick with something in the spirit of Hasek10’s organization, aiming to make lances as close to the weight category limits as possible.
An overview
We start off with the Heavy Lance, at 270 tons. Drake moves up to the Awesome. His legendary skill at gunnery should make him a fearsome combatant. Rook steps up into Captain Halit’s old mech, the Flashman; Double Dog gets the Thunderbolt. Rounding out the Heavy Lance is Woad, back in the trusty Trebuchet TBT-5N. His primary role will be to act as a screen and bodyguard for the Awesome.
Next up is the Medium Lance, something of a misnomer now. Linebuster Atkinson and Ker-Ker Ec, along with the two Lancelots, take up the first two slots. Clanner Ed Yuksel and his fancy Locust IIC, and Tedros Jamil and his custom Vulcan fill out the lance. The Lancelots are the primary firepower here, both in terms of weight of weapon and of pilot skill.
Lastly, the Light Lance, even more of a misnomer. Newly-minted Sergeant Milspec Ortega leads the lance from the Phoenix Hawk, joined by Private Ngo in the Crab, Severe Payne in the Locust, and lastly, Euchre Kojic in the LRM-equipped TBT-5S.
The only mechwarrior without a mech to drive is Private Frajtov, who was evicted from the TBT-5S in favor of Euchre.
Contract Progress
Updated contract details
We’ve just started the contract; it lasts until February 25, 3051. At present, the Medium Lance is deployed on Scout duty to fill the terms of the contract. The other two lances are awaiting your direction.
Action Items
The TO&E is open for comment; if you think things ought to be rearranged, say so.
On that note, should we rename the lances First, Second, and Third or something? Heavy, Medium, and Light are only going to get more misleading.
Should we deploy more lances? A different lance? Lances on other duty assignments?
In the longer term, what should we aim to do? Should we look to expand our mercenary command first, adding a second company of mechs? Should we save for a DropShip of our own?
The following mechwarriors remain to be claimed. 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. Yuksel
Pvt. Jamil
Pvt. Ngo
Pvt. Frajtov
For the record, the following mechwarriors are claimed.
If you’ll recall from our earlier discussion of Bradley variants, there were a couple of versions that had short-range air defense (SHORAD) capability. One carried eight of the excellent ADATS missiles in a purpose-designed turret with a mechanically-scanned radar and some new optics for sighting the missiles. When ADATS wasn’t procured, an alternative version was chosen. This one simply replaced the normal box launcher for a pair of TOW missiles on the regular Bradley with a box launcher for four Stinger missiles. This version was called the M6 Bradley Linebacker, but the lack of aerial threat led the US Army to return these to the standard Bradley configuration with TOW missiles.
Of course, recent events in the Donbass have reminded everyone that yes, there is a conventional threat out there, and it might have some aircraft or UAVs that need shooting down. And so a new Bradley Linebacker configuration has been proposed by the cool people at BAE. Behold!
Let’s review the changes. Or the changes beyond the regular M2A4 set. The gun has been switched out from the 25x137mm M242 Bushmaster cannon to the 30x113mm M230LF cannon. This provides an airburst fuse option. There are plenty of airburst-capable 30mm rounds, but none in the 25mm caliber. At least not for autocannons.
The quadpack Stinger launcher has returned. Other options available include a twin AGM-114 Hellfire launcher or a twin AIM-9X launcher. And yes, the AGM-114 can be used in an antiair role; it’s simply a matter of pointing the laser or radar guidance at the airborne target. The twin AGM-114 launcher can be seen at the right of the second photo.
We can also see that this vehicle now has its own radar. These are the four round drums on the corners of the turret. This new Bradley will be able to acquire aerial targets on its own. The radars are configured to handle both search and fire control duties. In addition, the new Linebacker 2 can be connected into an air defense network for target cueing.
Finally, we can see a really tall new array of stuff mounted on top of the turret. This is the British Anti UAV Defense System (AUDS). It combines an additional radar optimized for detecting very small targets, an electro-optical system for observation and identification of said targets, and a directional RF jammer for downing UAVs. Additionally, the 30mm airburst rounds should also be very effective against drones.
All in all, it’s a worthy heir to the Linebacker name, and it should be a very effective SHORAD vehicle.
Hasek10 presented a proposed reorganization, but discussion is still ongoing. Continue the discussion, and we’ll finalize our organization before the next deployment.
A strong consensus emerged on taking the money, packing up, and heading out, so that’s what we’ll do.
Packing Up, Heading Out
The Opinionated Bastards remain on-world for the ceremony around the pirates’ surrender, mechs serving as the honor guard. The tech teams mothball our mechs, the administrators accept the final payment and pay out shares, and before we know it, we’re packed into a creaky old Buccaneer-class DropShip, headed for the jump point and, eventually, Piedmont.
On the way back, we make a very interesting pickup. An man odd in speech and dress, Ed Yuksel approaches Captain Halit at the Telos IV jump point and says his only desire is to die honorably in battle. He shows us a mech, an unusual-looking Locust painted with a red wolf’s head. Despite Halit’s attempts to weasel more information out of him, he says nothing else of consequence.
Eventually, Halit welcomes him aboard as a private and promises him combat aplenty.
House Rules (Early Clans)
That’s right, our first Clanner. There are several special rules around him (and other Clanners with which we may associate until, say, 3055).
First, his mech is packed with Clan tech, which we can neither obtain nor readily repair. I’ll figure out how to represent that mechanically when the time comes. He can’t be reassigned, and if he’s injured, nobody else is allowed to pilot his mech.
Second, he’s here early, before the Clans did much in the way of associating with the Inner Sphere at large. He must therefore be disgraced in some way, cast out by his people. Yuksel’s main goal (as mentioned) is to redeem himself with a fighting death on the battlefield. Whenever he’s deployed, he’ll fight just shy of suicidal.
Finally, since he has no connections to anyone, we won’t be required to pay out the cost of his mech on his death. If his mech is destroyed but he survives, he’ll expect another one. If we refuse, he’ll demand payment and hit the road.
Contract Offers
We return to Piedmont in late June, and unpack the mechs for some training in between contracts. On July 1st, the following offers come in. (Note: I’m still tweaking the game settings to find contract generation options which are neither insultingly bad, like last time, or unbelievably generous, like this time.)
We have six contracts available, all of which have at least something to recommend them.
The Free Worlds League offers a five-month objective raid, fighting well-equipped FedCom regulars on Laiaka, eight jumps away. Notably, we negotiate for liaison command rights; any allied mechs will be under our direct control. Battle loss compensation is included at 40% of lost equipment value. 20% salvage rights. The estimated profit before shares is 24.8 million C-bills, including an advance of 12 million C-bills.
The Draconis Combine offers a six-month planetary assault, fighting elite but poorly-equipped troops of the Free Rasalhague Republic on Thun, nine jumps away. 50% salvage rights. Battle loss compensation is 10%, and the estimated profit before shares is 27 million C-bills, including an advance of 13 million C-bills.
The Federated Commonwealth offers a five-month objective raid, fighting poorly-equipped Capellan regulars on Propus, 11 jumps away. 30% salvage rights. 10% battle loss compensation; profit of 27.2 million C-bills along with a 14 million C-bill advance.
The Federated Commonwealth also offers a second objective raid, fighting Free Worlds League regulars with average equipment on New Hope, nine jumps out. 20% salvage rights. No battle loss compensation, profit of 25.4 million C-bills, with a 12-million C-bill advance.
The Free Rasalhague Republic wants to hire us for six months of guerilla warfare against poorly-equipped FedCom regulars on Surcin, nine jumps away. We receive no support payments whatsoever, neither for operating costs nor for battle loss compensation. 70% salvage rights. Pay is poorer than the others, too, at 23.8 million C-bills and 12.2 million C-bills in advance money.
Finally, the Draconis Combine has offered us a four-month pirate hunting contract on Kilmarnock, nine jumps away, based on our previous successes against pirates. They’re known to be decent mech pilots, but have typically poor equipment. No battle loss compensation, and very poor pay relative to the other contracts on offer, but also low risk and fewer limitations on parts and supply. 30% salvage rights. Estimated total profit of 9.6 million C-bills, and a 7.3 million C-bill advance payment. (All the other contracts have anywhere from worse to much-worse parts access. It’ll start to get less important as our administrators improve, but we aren’t quite there yet.)
As ever, I’m partial to low risk, but we’ll see how the voting turns out.
Kill Board
I’m going to leave this in every post, because it saves me having to dig through old ones to find the up-to-date version.
All-Time Leaders
Captain “Drake” Halit (3, 1 mech)
Lieutenant “Rook” Ishikawa (3)
Lieutenant “Linebuster” Atkinson (3)
Private Frajtov (1, 1 mech)
Private “Ker-Ker” Ec (1)
Status
It is now July 1, 3050.
Finances
We have 3.343 million C-bills in the bank right now. Our current operating costs are 135,810 C-bills per month.
Supplies
The Opinionated Bastards are back to eleven mechs. We have supplies which enable us to embark on a mission with below-average parts availability, but I’d probably still want to bulk up the stocks a bit if we do.
Unit Market
There are several mechs for sale on the unit market at present, but they’re all on the black market, which has a one in six chance of turning out to be a scam. There’s a Thunderbolt, a Commando, a Centurion, and a Shadow Hawk; I’ll post variants and prices if there’s interest in purchasing a new unit.
Action Items
Should we take a contract, or wait for something better? We have room in the budget to chill for a few months.
Should we buy a mech, or wait?
The following mechwarriors remain to be claimed. 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. Yuksel
Pvt. Jamil
Pvt. Ngo
Pvt. Frajtov
For the record, the following mechwarriors are claimed.