IntroductionGoodness me, where were we?
Last time out, in the course of beating up on the rebels, we salvaged an
Emperor EMP-6A. The Emperor was one of the earliest assault mechs produced (entering service in 2502), and the first 90-tonner to mount jump jets. It's an extinct design these days, too. Our ComStar liaison observes the ongoing salvage and repair work with a blasé attitude: typical, given how many Star League relics we've glimpsed in ComStar's service, during our time on Tukayyid. He reminds us that we are significantly over our salvage allotment, and that he will be reviewing our future claims with a very critical eye.
Linebuster is excited to get to grips with his new ride, but our techs say it'll be another few weeks before it's ready. They're also hard at work on
Drake's Awesome, but the challenges of integrating Clan tech with an Inner Sphere mech have not diminished since last we checked in, and it's still a ways off. In the interim,
Drake is driving a Warhammer, back at the helm of Drake's Destroyers—currently a 275-ton heavy lance.
We'll come back to unit status later in the post, but our liaison informs us that our services are required. A rebel force is attempting to escape a ComStar encirclement. We will be holding the line.
The Action of October 9, 3052As the sun sets, heavy snow falls over the battlefield. Neither of Tukayyid's moons is visible in the sky.
Turn 1-2The enemy force is two lances, with an expected lance of reinforcements. Bear's Bruisers take the field first, with Second Lance (less
Rook, whose Stalker is still being patched up after her duel with the Emperor) due to arrive in seven turns.
The rebels deploy to the flanks of our assigned corridor. With the benefit of initiative,
Teddy Bear and
Severe shade to the west flank, against the Vulcan and Wasp, while
Euchre and
Hanzoku head east to tussle with the Phoenix Hawk and Hermes II. The vehicles will probably be slow to join the fight; it's dark, and they've taken some damage elsewhere in the campaign.
The darkness and difficult weather mean that shooting is going to be hard: the only Bastard to take a crack at an enemy this turn is
Severe, whose Clan ER Medium Lasers have a reasonable chance at hitting the rebel Wasp, which is bogged down in swampy terrain. She hits with one of her two shots, and slices the left arm off of the opfor scout.
Turn 3Maximum aggression from the rebels this turn, as the Vulcan and Phoenix Hawk get into close combat range with us.
Some adjustments bring
Severe behind the Vulcan and get
Hanzoku's guns onto the Phoenix Hawk, but the shooting is going to be challenging.
Not just for us, though. A lot of weapons fire crackles back and forth between the 'mechs engaged, but none of it hits. (Only the Phoenix Hawk, host to an elite rebel pilot, is hitting on less than 12.) In between the lasers, missiles, and machine guns, mech pilots jockey for position to score melee attacks.
Severe kicks the Vulcan in the back, but doesn't knock it over; the Phoenix Hawk kicks
Euchre's Trebuchet and tips him over in the snow.
Turn 4The enemy mechs aren't interested in sticking around for a fight, given that their objective is to escape out of our corridor to the north.
Teddy Bear and
Severe can keep up with the jump-jetting enemy Vulcan, and are going to do so.
Euchre and
Hanzoku, on the other side of the map, are slower than the rebel Phoenix Hawk, however, and will do their best to slow it down until the rest of the Bastards arrive on the scene.
Weapons fire is inconclusive once again. If
Euchre were a crack shot on the order of
Drake or
Rook, he would have had a chance at the Phoenix Hawk, but as it is, the Bastards are limited to melee. It goes in our favor:
Teddy Bear and
Severe (who is a melee specialist!) take the rebel Vulcan's legs out from under it. We may get a good shot at it next turn.
Turn 5The enemy Vulcan is going to get a hit or two on
Severe, probably, but he's going to eat an alpha strike from two mechs in response. Hopefully it's a good trade.
East and a bit south,
Euchre turns around to face the inbound Wasp (now unbogged) and Hermes, along with the vanguard of the enemy vehicle force.
Hanzoku jumps his Guillotine after the Phoenix Hawk one more time, but he'll probably turn south next turn—the Bastards stick together, and
Euchre isn't especially mobile in these conditions, the only mech in Bear's Bruisers without jump jets.
Bringing her mech to a halt and peering through the driving snow,
Severe is the first to score today, precisely carving the center torso out of the rebel Vulcan. All of the Bastards will turn south now. Second Lance will have to deal with the Phoenix Hawk when they arrive.
Turn 6Severe is a bit too aggressive in heading back to the fight, and lets a Wasp get behind her.
Teddy Bear will do his best to ping it with some medium lasers, but he jumped too—again, a shooting challenge, in these conditions.
Further south, our ComStar liaison unit is absolutely fearless, and justifiably so. No weapon hits this round.
Turn 7Teddy Bear judges the range perfectly, and although he probably won't land any weapon hits on the Wasp, he's absolutely going to be able to kick it.
Severe again didn't quite judge the movement right, and ends up out of effective range of the Wasp, without the fire arc to hit the tank southwest of her.
Teddy Bear isn't able to land a kick on the enemy scout, but the Wasp's pilot misjudges the increasingly tricky terrain, and falls attempting to hit
Teddy Bear's Vulcan.
The rebel reinforcements arrive on the field—a lance of combat vehicles. Nothing to be concerned about, especially given the difficulty of landing weapon attacks today. The rest of the Bastards arrive next turn.
Turn 8Second Lance arrives on the field. The Phoenix Hawk manages to sneak through the cordon somewhat, but
Double Dog in the Thunderbolt,
Pepper in the Archer, and
Wizard in the Guillotine will all have shots on it.
Attempting to get up, the opposing Wasp slips again and destroys itself, in an ignominious end. I don't think anyone's getting the kill credit for that one, although if you squint,
Teddy Bear caused it by being close enough to tempt the Wasp into attacking.
Turn 9Up north, the Phoenix Hawk's elite pilot lives up to his skill level, dancing around the heavies of Second Lance and setting himself up for a parting shot on the Archer. (
Pepper will turn around to take it to the face, at least, and see if he can knock the grin off of the rebel pilot's face with his battle fists.)
Down south, things are looking rough for the ComStar Vulcan. We'll see if we can't help, once we polish off this Scimitar.
Severe's status displays bleat alerts as the Scimitar lands hits on her, punching through the last of the armor on the Mist Lynx's left leg, and most of the armor on its left arm.
Euchre is quick to avenge his lancemate, however, with a medium laser hit that pierces the tank's battered frontal armor, weakened by a pair of hits from
Hanzoku.
The Phoenix Hawk and Archer trade kicks, but both mechs remain standing.
Turn 10The rebel Phoenix Hawk escapes, but the action isn't over yet. The rebel Hermes II is beating on the ComStar Vulcan, which is not long for this world. On the plus side, it's standing still, which means we have a couple of shots at hitting it.
Second Lance is on the way, but they'll be a long time coming. (Except for
Wizard, who has the advantage of jump jets in her Guillotine.)
Turn 11They're low-percentage shots, but it won't take a lot of lucky hits before the Hermes starts to feel it.
Euchre is unloading a dozen SRMs and some medium lasers at the hovertank in front of him—the shorter range means he's more likely to hit it than the Hermes, even though it's moving faster.
Turn 12Euchre and
Teddy Bear occupy a woods line, which will allow them to shoot relatively freely at the enemy vehicles, while providing some cover in return.
Severe and
Hanzoku station themselves a bit further back, to provide flank protection.
Turn 13Perceiving that the Hermes is going to try to make a run for it around the eastern flank of our position here,
Severe plans to head him off at the pass.
Teddy Bear pours fire into the hovertanks directly in front of him, but
Euchre doesn't have a shot.
Turn 14Cunningly maneuvering out of sight of
Hanzoku's Guillotine, the Hermes puts itself right into
Severe's sights. Sadly, the difficult conditions mean she can't land the hits. She's well positioned to stay ahead of her quarry, though, and it's driving right into the teeth of Second Lance to boot.
Euchre immobilizes the Pegasus hovertank that he and
Teddy Bear have been tag-teaming for the past few turns, just in time for
Teddy Bear to stomp on it. It probably won't last through next turn.
Turn 15Sitrep:
Unlike the main body of the rebel force, its rearguard was undamaged. I'm still comfortable with the lineup of our forces, however, and their chances against the rebels still fighting. From here out, I'll narrate important events, but screenshots will be limited.
Speaking of important events,
Teddy Bear obliterates the Pegasus hover tank that
Euchre teed up for him.
Euchre knocks out the motive systems on a hovertank this turn too—but this time, it's over a lake, and it splashes into the water and sinks below the surface as its engines sputter out.
The Hermes slips in the deepening snow and plunges into the lake adjacent to it. Icy water breaches its hull as it hits the bottom, and the pilot bails out.
CleanupIt's a bit of a slog, literally, as the snow deepens enough to hinder our mechs' movements. Eventually, we round up the last few enemy tanks, at the cost of light damage to
Teddy Bear's Vulcan,
Severe's Mist Lynx, and
Euchre's Trebuchet.
Euchre, additionally, had his bell rung a bit when his mech fell in the snow.
Damage, Injuries, SalvageLight, light, none.
Kill BoardsEuchre makes a big jump, and now leads the cohort of regular-rated mechwarriors.
Pepper and
Faceplant are waiting for their first kills.
Last BattleAll-Time Leaders- "Rook" Ishikawa (28, 9 mechs, 2 Clan kills)
- "Drake" Halit (14, 6 mechs, 2 Clan kills)
- "Woad" Kohler (14, 5 mechs, 1 Clan kill)
- "Carcer" Ngo (11, 5 mechs, 2 Clan kills)
- "Teddy Bear" Jamil (11, 4 mechs, 2 Clan kills)
- "Wizard" Que (8, 6 mechs, 6 Clan kills)
- "Severe" Payne (7, 6 mechs)
- "Hanzoku" Yuksel (6, 4 mechs, 2 Clan kill)
- "Double Dog" Dare (5, 2 mechs, 1 Clan kill)
- "Euchre" Kojic (5, 2 mechs)
- "Linebuster" Atkinson (5)
- "Milspec" Ortega (4, 1 mech, 1 Clan kill)
- "Ker-Ker" Ec (3, 2 mechs)
- "Blinky" Stirzacre (2)
- "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
- Simona (1, 1 mech, 1 Clan kill)
- "Wojtek" Frajtov (1, 1 mech)
StatusIt is now November 1, 3052. The Bastards are off contract as of October 15.
FinancesThe Bastards have
69.436 million C-bills in the coffers.
Repairs and RefitsThe Emperor is now in service. Tech extraordinaire Kepano Endo indicates that
Drake's Awesome refit is still... 88 days away. Oof.
It's not as bad as it sounds, though: by the time we travel back to Piedmont (or some other destination with a hiring hall), it'll be almost done, and by the time we arrive at whatever contract is next, it'll definitely be done.
ReorganizationWhen last we spoke, we discussed adding the Emperor to a lance with the Awesome and Stalker, to form a deadly assault lance with firepower at all ranges.
We could still do that, but last mission's events—particularly,
Euchre being stuck without jump capability while the rest of his lance could maneuver freely—has me thinking that maybe a jump-capable lance is a good plan, and the Emperor, with its jump jets and good ground speed, is a natural anchor for it.
Picking up the Emperor also means we have five full lances of mechs (once we hire another pilot, which I will do when we arrive wherever we're going next). I don't think we can quite get away with advertising ourselves as 'a battalion-strength mercenary unit' yet, but we're getting there. Two full companies would make us decidedly larger than average for a mercenary unit, although not larger than average for the ones you've heard of.
In any case, here's what I'm thinking.
Drake goes from Captain to Major, and we arrange the Bastards into two companies. First Company has most of our striking power.
Euchre moves into a Lancelot in Drake's Destroyers, while
Linebuster takes the Emperor to lead Bear's Bruisers—now a jump-capable striker lance with a serious punch. Second Lance ("Rook's Raiders", maybe?) centers around the long-range firepower of the Stalker and Archer, although everything but the Archer is also pretty capable in a brawl.
Three heavy lances, all very similar in combat power, makes for a dependable core force.
For the moment, in Second Comapny, only Fourth Lance ("Ortega's Outriders"?) is a true combat unit: it features our two Clan mechs and an elite Clanner pilot in one of them, and will hit well above its weight, even if the Ryoken is down a couple of ERMLs.
Units from Reserve Lance will cycle into other lances as needed, to handle battle damage. Two heavies and two mediums make an awkward lance weight—just above the medium lance cap, so they'll face much more challenging opposition. We have a pair of Phoenix Hawks in mothballs, and could convert Reserve Lance to a combat unit with them: two Phoenix Hawks and two Trebuchets is a solid medium-weight force.
Mechwarrior Claims and Assignments(A blast from the past, some of these names, I suspect!)
- For the record, the following mechwarriors are claimed.
- Major Huri "Drake" Halit (Mephansteras) - Awesome Custom (refitting)/Warhammer WHM-6R
- Lt. SG George "Linebuster" Atkinson (Hasek10) - Emperor EMP-6A
- Lt. SG Mariamu "Rook" Ishikawa (Culise) - Stalker STK-3Fb
- Lt. JG Sung-min "Double Dog" Dare (a1s) - Thunderbolt TDR-5S-T
- Sgt. Jose "Milspec" Ortega (milspec) - Crab CRB-20
- Sgt. Tedros "Teddy Bear" Jamil (Knave) - Vulcan VL-5T
- Cpl. Damayanti "Carcer" Ngo (Dorsidwarf) - Flashman FLS-7K
- Cpl. Ferdinand "Woad" Kohler (A Thing) - Grasshopper GHR-5H
- Pvt. Jan "Euchre" Kojic (EuchreJack) - Lancelot LNC25-02
- Pvt. Cathrine "Severe" Payne (Burnt Pies) - Koshi Custom
- Pvt. E-Shei "Ker-Ker" Ec (Kanil) - Lancelot LNC25-02
- Pvt. Ed "Hanzoku" Yuksel (Hanzoku) - Guillotine GLT-4L
- Pvt. Ik-jun "Wojtek" Frajtov (Blaze) - Trebuchet TBT-5N
- Pvt. Xue-Min "Wizard" Que (Rince Wind) - Guillotine GLT-4P
- Pvt. Abdul-Hafiz "Pepper" Popalzi (mrkilla22) - Archer ARC-2K
- Pvt. Kevin "Blinky" Stirzacre (moghopper) - Ostroc OSR-2C
- Pvt. Gwenael "Kicks" Hernandez (Sheyra) - Phoenix Hawk PXH-1K
- Pvt. Elroy "Faceplant" Farooqi (NickAragua) - Dragon DRG-5N
- The following mechwarriors are available.
- Rec. Simona - Ryoken/Stormcrow B (missing lasers)
Action ItemsFirst: time to pack up and head somewhere we can pick up another contract. Back to Piedmont? Or should we try another hiring hall world, like Outreach or Solaris VII? Cost is no object: we can go anywhere in the Inner Sphere without seriously hurting our financial reserves.
Second: the reorganization. Does First Company look good? Should we pull some mechs out of mothballs to transmute Reserve Lance into a fighting unit, once we pick up another mechwarrior?
Second part two: how do we like the suggested names?
Third: any thoughts on promotions? With
Drake now a battalion commander, we could name two pilots company commanders and promote them both to Captain, if we wanted. Maybe
Teddy Bear deserves to be a lieutenant, too, if he's potentially losing command of the lance named after him.