December 22, 3053Well, that's a pretty unanimous vote in favor of attack!
First order of business: spending a bit of XP.
Wojtek is now a 3/4 veteran (gaining the Hopping Jack trait), and
Teddy Bear is now a 2/3 elite (gaining Melee Specialist).
Drake has 60 xp in the bank, and not a lot to spend it on: he's already at 0/1, and the difference between 1+ and 0+ piloting is very small. He could spend the XP on Tactics (50xp, initiative bonuses and auto-generated mission condition rerolls), Strategy (30xp, controls lance deployment limits and makes reinforcements arrive faster), Leadership (20xp, increases the size of unit we can sustain and increases the amount of damage the enemy has to deal to us to force us from the field in battle), and Negotiation (30xp, mostly just increases unit rating).
The Against the Bot rules also say you're allowed to purchase pilot abilities. Energy Specialist might be a good choice, at 40xp.
Patrol AmbushDrake sets us up in ambush positions, but we're a bit off of the patrol's route—not enough time to get a good sense for its track, and it's not as though we have the prior day's route to extrapolate from.
Instead, we're advancing from the south. At
Hanzoku's suggestion, we're borrowing a page from the Clan playbook and advancing in two five-mech stars, rather than splitting into 4-4-2 or 3-3-4 units.
Euchre,
Drake,
Linebuster,
Hanzoku, and
Woad make up the heavy star to the west, while
Teddy,
Wojtek,
Milspec,
Blinky, and Pvt. Forakis are the light star to the east.
The Capellans have an augmented medium lance on the field: four mechs, two vehicles.
Sensor readings are fuzzy at first, but it appears that the enemy reinforcements have arrived early today. (Once again, I set them up to arrive late in the MegaMek lobby, but here they are, not late. I must be doing something wrong there.) In any case, this is going to be a stiffer fight than it first appeared.
Round 1The heavies take up positions on high ground, from which they can take advantage of their long-range weapons. The mediums advance on the east side, hoping to take up flanking positions.
Drake and
Linebuster each score a hit on the Tiger tank in the middle of the field. Strange to see one on the field here: it's an ancient design, dating back to the 2400s, and is best known for its service with the Federated Suns. The local defense forces here must have found a cache of them somewhere.
Round 2The Capellan militia commander is canny: he's concentrating his mech forces, which will make them a tougher nut to crack.
Blinky and
Milspec are lined up to finish off the Tiger. The rest of the eastern star will work on the Drillson hover tank. The heavies will take potshots at what they can, including (probably) that over-eager Hermes.
Blinky is first on the board with the Tiger. Otherwise, we trade fire with little effect.
Round 3Aggression, on the part of the Capellan commander, as he commits two mediums and a hovertank into the teeth of our light star. The heavies begin to move back across the field. They'll take up positions in the woods
Hanzoku is just entering, which will give them some cover while posing little obstacle to their outgoing fire.
Drake peels open the center torso armor of the Hermes with a pair of PPC shots, and
Linebuster cores it with a large laser.
Milspec stomps on the Drillson tank, cutting through its hover skirt and driving it into the ground. It's immobile, and should be done for next turn.
Round 4The eastern star starts falling back to the woods, while the heavies make progress toward them. The terrain is rough, but as it happens, all of the heavy mechs but
Euchre's Lancelot have jump jets, which helps them with the forest. (The Lancelot is pretty quick, even if it can't jump.)
Milspec takes out the Drillson, while
Blinky takes heavy fire in return, with armor on both his mech's arms looking a very much worse for the wear.
The Capellans have been lucky with gunnery so far, while we have had the opposite experience, frustratingly.
Drake remains calm, though, issuing clear orders without apparent difficulty from the distractions of driving a mech and firing its weapons, and we continue to hold the initiative.
Round 5We pour an awful lot of firepower into the enemy Orion, and
Drake separates its right arm from its body.
Blinky makes it into cover, PPC shots from the Capellan Marauder splashing electric fire into the trees around him. He shoots back, and his aim is a little better, cutting into the Marauder's center torso.
Round 6The Capellan Orion has made a bad choice;
Woad,
Hanzoku, and
Euchre will disassemble it while
Drake and
Linebuster continue east to help the light star.
Blinky and
Teddy Bear, though both damaged, dance in and out of the treeline, looking for shots they can take (on account of being very good gunners) that expose them to limited enemy return fire.
Woad takes the other arm off of the Orion with a Streak SRM 2 shot, and
Teddy's medium lasers slice into the Dervish's right torso and cut through an LRM launcher.
Round 7It looks like the Capellans are retreating. The goal now is to cripple as many of them as we can. Since the patrol was on the field already, we don't need to go hunting for them: whatever we destroy, we can strip in relative peace.
Woad, predictably, gets the kill on the Orion: the Grasshopper has four medium lasers, two medium pulse lasers, and the brace of Streak SRM launchers it can unload on short-range targets, and it's hard to argue with that kind of firepower. Secondary explosions ripple across the Orion's left torso as its LRM ammo cooks off, and the pilot rockets skyward as the autoeject system pushes him out ahead of the fireball.
With a trademark cross-map shot,
Drake wrecks the foot actuator on one of the enemy Phoenix Hawks, which may allow
Hanzoku to catch up with it.
Round 8Teddy and
Blinky, being the most in danger of losing limbs to an errant shot from the retreating Capellans, fall back from the field.
Milspec takes a peppering of LRM fire from the retreating Dervish, the first damage to ferro-fibrous armor we've taken in this action. (That's a good thing—it's much harder to come by in the field.)
Drake tries again on the distant Phoenix Hawk, to little effect, while the rest of the heavies team up on the Marauder and cut through its center torso armor. Its pilot struggles to keep control of his machine under the barrage, and ultimately fails—the mech tips over onto its side.
Round 9The retreat continues. The two Capellan Phoenix Hawks seem likely to escape, unless
Drake knocks out the damaged one with some characteristically excellent gunnery, while the Dervish and Marauder are probably not long for this world.
Drake does it: he sends a shot into the hip actuator of his target. The pilot, not keen to stay in a non-ambulatory mech, bails out.
Hanzoku finishes off the Marauder with a medium laser through the tattered armor around its cockpit.
Wounded beyond its pilot's will to stay in the fight, the Dervish makes a run for it, as does the final Phoenix Hawk. The field is clear, and the Bastards come out on top.
Damage, Injuries, SalvageBlinky's Ostroc will need some moderate patching-up: his right arm took some internal damage, and his left arm was right on the cusp of it.
Teddy's Vulcan is a little battered in places, but still has armor coverage on all parts.
The Orion was too badly mauled to take anything useful from, but the other three mechs we knocked out can be picked over for useful supplies.
We also receive a kill bonus of 7.37 million C-bills.
Kill BoardsSix units killed (out of ten we faced), and six separate mechwarriors each accounted for one.
Woad jumps
Carcer on the overall list, and
Linebuster just edges out
Teddy on the tiebreaker.
Blinky jumps several spots in one go.
Last MissionAll Time- "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
- "Drake" Halit (22, 8 mechs, 2 Clan kills)
- "Woad" Kohler (15, 6 mechs, 1 Clan kill)
- "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
- "Linebuster" Atkinson (12, 6 mechs)
- "Teddy Bear" Jamil (12, 5 mechs, 2 Clan kills)
- "Wizard" Que (8, 6 mechs, 6 Clan kills)
- "Severe" Payne (8, 6 mechs)
- "Hanzoku" Yuksel (8, 5 mechs, 2 Clan kills)
- "Blinky" Stirzacre (7, 1 mech)
- "Ker-Ker" Ec (6, 3 mechs)
- "Euchre" Kojic (6, 2 mechs)
- Simona (6, 1 mech, 1 Clan kill)
- "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
- "Milspec" Ortega (5, 1 mech, 1 Clan kill)
- "Pepper" Popalzi (4, 1 mech)
- "Faceplan" Farooqi (3, 1 mech)
- "Wojtek" Frajtov (2, 2 mechs)
- Pvt. Erine Forakis (2, 1 mech)
- "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
- Sgt. Philippa Khadjikyriakos (1, 1 mech)
Mission LogDay 3 RepairsSalvage 114 standard armor
Use 10 LB10X solid shot 4 LB10X cluster shot 40 LRMs 6 ferro-fibrous armor 88 standard armor
Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 134 points of standard armor (8.37t, 16 points per ton) 1 ton of rescued Leopard crew
28.73/70 tons capacity
Day 3 NotesPestunov and Heri work like madmen to get the mechs largely turned around and ready to fight. The Archer is still pending, but everyone else is ready to go, barring a few points of armor missing off of a leg or a side torso here and there.
Day 4 RepairsSalvage 129 standard armor
Use 89 standard armor
Cargo State 4 tons of leg actuators 43 rounds of LB10X solid shot (4.3t, 10 per ton) 24 rounds of LB10X cluster shot (2.4t, 10 per ton) 845 LRMs (7.04t, 120 per ton) 29 points of ferro-fibrous armor (1.62t, 17.9 points per ton) 174 points of standard armor (10.87t, 16 points per ton) 1 ton of rescued Leopard crew
31.23/70 tons capacity
Day 4 NotesWizard has recovered from her foot injury from the first day, and is no longer limping around camp.
Day 5 NotesIt's Christmas Day. Here in the northern latitudes on Ares, a gentle snow falls. The techs are caught up. Pestunov and Heri try their best to give the unit a Christmas present—a 270 XL engine salvaged from the Capellan Phoenix Hawk hanging from our repair vehicle's crane—but for all their efforts, they're unable to free it from the mech's frame. With long faces, they release the magnetic clamps and drop the Phoenix Hawk's corpse in the snow. The unit drives on.
Capellan radio traffic is increasing in volume. It's probable that they know we're here, and that they'll be searching for us in earnest now. It's only going to get busier from here.