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Author Topic: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 4, 3054)  (Read 95475 times)

Fishbreath

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Addendum: Training Reports
Our combat personnel have not been idle while the administrators and techs bustle around. Our berthing arrangements on Outreach include access to some rural areas where we can conduct proper, semi-live-fire training—lasers on low power mode, frangible autocannon rounds, missile casings without warheads. It's a chance for our mech drivers to get to grips with new hardware and new lancemates, and to work out what tactics will work best for their equipment.

Three months of focused training culminate in three mock battles, supervised by Gordon Patroni, one of our tactical operations officers, who has experience with this task from his time with the armed forces of the Free Worlds League.

Rook's Raiders vs. Fourth Lance (May 3)
Hosting our first battle is a relatively compact battlefield, with a river running down the center, a high hill on the west bank, and small hills and light woods on the east bank. Rook's Raiders start in the north, and Fourth Lance starts in the south.

Double Dog (in the Warhammer) and Kicks (in the -1Kk Phoenix Hawk) take cover behind the woods on the east side of the river, while Severe and Simona push up the west bank. The Raiders attempt an end run: sweeping south to knock out the two eastern mechs before the Koshi and Ryoken can get stuck in.

They have mixed results. They do eventually knock out the Warhammer and Phoenix Hawk, but Simona catches Rook in the open, and the Ultra AC/20 proves as lethal as it sounds. The rest of the Raiders survive the battle, in various states of heavy damage, while the Koshi and Ryoken survive to retreat, the Ryoken totally out of ammo and the Koshi badly damaged.

Gordon Patroni, one of our tactical operations officers, is supervising these fights, and declares this one a draw.

Some takeaways from this battle:
  • Simona is deadly with the Ryoken, but a lot of that deadliness comes from cranking out fire with the UAC/20, which is hard to feed. Without the UAC/20, the Ryoken only mounts four Clan ERMLs. ("Only.") Not a tremendously heavy weapons fit. Maybe we buy an omnipod or two and stick some Inner Sphere medium lasers into the loadout, to give the loadout more teeth absent the UAC/20.
  • Fourth Lance is a superb hit-and-run lance. The Ryoken, Koshi, and Phoenix Hawk are all fast and punchy. On battlefields where there is terrain to hide behind, they can do serious work.
  • Medium pulse lasers (as on the Phoenix Hawk) are a bit of a challenge to use, as far as ideal range goes, but they're usable even for relatively green pilots in the long-range bracket because of their -2 to-hit bonus.
  • Euchre's Lancelot refit feels good. Good gunners get the best use out of it.
  • The Flashman feels a little underwhelming, at the moment, but it's still a solid mech. Flipping the rear-mounted laser to the front, and adding double heat sinks the next time we have a few months, is probably a good plan.

Drake's Destroyers vs. Ortega's Outriders and Sixth Lance (May Eighth)
Our administrators reckon that the four mechs in Drake's Destroyers are a rough match in combat power for the eight in Ortega's Outriders and Sixth Lance (accounting for pilot skill), so that's the next fight. It goes down on a much larger field than the first one, owing to the larger number of mechs involved. The map is low, rolling hills with dense patches of forest, a bit heavier to the flanks and a bit lighter in the middle. The Destroyers deploy in the south, while Ortega's force takes the north.

Drake keeps his lance in the south-central part of the map, hoping to reduce the enemy forces before they get into effective range, while Milspec splits his force lance by lance to run along the flanks of the field.

Ultimately, the weight of numbers tells: there are no real slouches anywhere in the Bastards these days, and Milspec's side does a good job staying out of the Awesome's line of fire on the run south. Patroni declares a win for the Outriders and the newcomers in Sixth Lance.

Lessons:
  • The Awesome is awesome, when it has clear lines of fire.
  • Once again, the Lancelot refit performs well. It can take a hit, and deliver heavy fire at long range to boot.
  • For a medium lance, Ortega's Outriders has a superb long-range punch: six ER Large Lasers across the four mechs, and an ordinary large laser on the Phoenix Hawk.
  • It's important to keep our assault mechs screened from enemy fire. All of them are relatively well armored, but none of them are so heavily armored that they can withstand sustained fire from several mechs.
  • Or, keep the assault mechs in the back, and use the rest of the lance (or other forces) to screen them.

Rook's Raiders vs. Bear's Bruisers (May 11)
This battlefield is much more the Raiders' speed. A moderately-sized hill in the center is the main feature, with small rises at the north and south ends.

Starting in the north, the Raiders shade to the east side of the map, drawing the Bruisers into a long advance. Rook whittles down Linebuster's Emperor, which falls before it can get into close combat, but the Stalker goes down too, under fire from both Guillotines.

In the end, the two Guillotines of the Bruisers survive, along with Faceplant's Dragon and Carcer's Flashman. Patroni declares it a draw.

Lessons:
  • The open sightlines were a big help to the Raiders. Still a very even outcome, though.
  • The Emperor is a good mech. LBX-10 autocannons might be worth strapping onto more mechs, although we are currently a pretty energy-heavy force.
  • The Stalker shines brightest at ER Large Laser/LRM-15 Artemis range. It's roughly heat-neutral, and the Artemis missiles frequently all hit, for a 46-point alpha strike at up to 19 hexes.
  • The Guillotines are an excellent balance of mobile, punchy, and durable. I have in mind a refit that drops the SRM-6 launcher, switches to double heat sinks, and converts the armament to one ER Large Laser and four ER Medium Lasers, while adding another ton of armor.

Company Battle (May 15)
Everyone gets one last shot at live-fire training, with a company-on-company battle pitching Drake's Destroyers, Bear's Bruisers, and Sixth Lance against Rook's Raiders, Ortega's Outriders, and Fourth Lance. (That arrangement of lances is about 500 BV apart, on forces worth about 27,000 BV each—well-balanced!) We'll call the first force Company A, and the second Company B.

The battlefield is an old farmstead. Main features are an east-west road at the north end of the map, a north-south road along the east side of the map, a field of crops dead center, a handful of buildings on the west edge of the map, centered north and south, along with a road connecting them to the northern road, a forest south of that northern road, and a valley at the south end of the map. Patroni briefs the combatants, and declares two features on the map the objectives: a large barn on the west side of the battlefield, on the south end of the woods; and a stand of light forest on the east side of the field.

Company A deploys in the south, with Drake's Awesome screened by Euchre's Lancelot and Wojtek's Trebuchet (the SRM version) on the east flank. Linebuster in the Emperor starts in the same place. Pepper in the Archer, and bin Ala' al din in the LRM Trebuchet start on the west, along with Khadjikyriakos in the Tallman and Woad's Grasshopper. The rest of the Bruisers deploy nearby, not quite in direct support, but shaded to the east side of the field.

Company B deploys in the north. Rook's Stalker, Double Dog's Warhammer, Ker-Ker's Lancelot, and Faceplant's Dragon face off against Drake and company on the east side of the map. Fourth Lance deploys centrally, ready to swing to either side of the map in support. Ortega's Outriders start on the west side of the map, hoping to rush south to the western objective—Company A doesn't have many mobile assets on that part of the field.

The battle ebbs and flows: Company A's force on the east side of the map begins to overpower Company B, but much of it diverts toward the center of the map as Fourth Lance commits to the west, threatening to overrun Company A's forces south of the western objective. Drake slowly marches up the map, knocking huge chunks out of his targets' armor on the way while remaining largely out of range of effective return fire. Rook can tag him pretty easily, but she's busy raining missiles and ER Large Laser fire upon elements of Company A getting close to her, or threatening the balance in the center of the map.

Answering a question from an earlier battle, the Ryoken had to fight this battle with only ER Medium Lasers: the UAC/20 jammed on its second shot. Even without the Ryoken's main bite, he fought well this battle: the Ryoken is highly mobile and pretty well-armored, and Simona is a good enough gunner to score hits while moving full tilt. Severe gets props as well: her Koshi took a shot to each leg early on in the battle, taking out the armor on both and damaging an actuator on one, but she spent the rest of the battle hovering expertly at the edge of medium laser range, chipping away at Company A's armor but never presenting an easy enough target to be worth knocking out.

On the other side, Teddy Bear did a superb job dodging fire, exploiting terrain, and using his Vulcan's mobility to best effect. Wizard and Hanzoku, in the Guillotines, also used their mechs well, mobile when they needed to be, but also willing and able to stand up to heavy incoming firepower.

In the end, Company A wins the fight for the farm field in the middle of the map—just barely—and Company B withdraws. Patroni calls a victory for Company A.

Status
No time passes in this update.

To represent the time spent training here on Outreach, the Bastards' mechwarriors receive 5xp -each, which leads to a bunch of skill gains.



Carcer, Wizard, and Blinky go up to elite rating, and the other pilots who gain traits go to veteran. Ker-Ker and Euchre are particlarly good news—driving the Lancelots, they'll be taking a lot of long-range shots. Gunnery skill will make them much more effective.

Sounds like we're not quite in agreement on a contract—let's put it to a proper vote.
  • FWL vs. FedCom on Galatea?
  • FedCom vs. FWL on Connacht?
  • Or a 12-month FedCom vs. Capellan Confederation contract? It may encompass several subcontracts. We can ask for particular terms.

Mephansteras

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After thinking about it, let's go for the 12 Month contract. Going against the Capellans was our reason for staging out of here anyway, and if we can ask for good terms we should be able to get decent pay and salvage from it.
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EuchreJack

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12 Month contract: Let's Cap the Caps!

Knave

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Lots of great battle reports to read through. Fun to see how our groups perform against each other! Thanks for posting them.

My preference remains the FWL vs. FedCom on Galatea battle, but am happy to give the year long contract with the FedComs a whirl :)
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Fishbreath

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Lots of great battle reports to read through. Fun to see how our groups perform against each other! Thanks for posting them.

A good chance for me to remember how to play, too. :P

It sounds like we're two for, one ambivalent on a longer-term FedCom contract, so we'll go in that direction. What contract rights are important to us?

Transport, obviously. Between salvage, support (operating costs? battle loss compensation?), command rights (is the employer unit that comes along under our command or not?), and increased base pay, what do we want most?

Mephansteras

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How do our support/loss numbers usually stack up compared to pay? My inclination is to prioritize salvage and base pay since those give us the most out of a successful engagement, but I'm flexible if better worst case options would have done more for us in the past.

Not sure we care too terribly much about controlling employer units, as long as we're not responsible for what happens to them.
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Knave

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Yes aside from Transport - salvage is always great in my books. Very easy to expand your unit if the salvage terms are generous enough. :D

As for command - Liason is usually a good compromise. Sure they can be... suicidal extra brave at times, but it gives the unit extra tonnage vs. the enemy usually (unless that has changed recently?)
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EuchreJack

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Yes, but it's Capellan salvage.  How many Urbanmechs do we really need?

Mephansteras

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It's a little known secret in the mech-tech trade that if you can get enough Urbanmech parts you can make an Ubermech from them.
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Knave

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It's a well-known fact that your unit is not considered truly elite until you run an all Urbanmech squad. The Bastards could use an Urban lance :P

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Fishbreath

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Consider a Pirate Special version of a King Crab: a 100-ton industrial mech with Urbanmechs for arms. In support of the meme, Catalyst sells a company-sized box of Urbanmechs.

On contract terms, straight support is usually a negligible amount against base pay. Battle loss compensation is of great use when we have battle losses, and comes more cheaply, in terms of employer willingness to offer it, than base pay: the employer doesn't need to pay it if we don't earn it, and we're incentivized not to earn it.

The Federated Commonwealth liaison on Outreach shuffles through his files, and comes up with one that may be of interest to us. Expected total commitment is 12 to 18 months.

Rebels, mercenaries in House Liao's employ, Capellan regulars, or some combination of the above, have been staging ongoing raids on Tsingtao, a world about 50 days' travel away, just across the border from the northeast edge of Capellan territory. The first part of the contract would be a four-month commitment to relieve the beleaguered AFFS garrison on Tsingtao. After that subcontract is complete, we would remain in that region of the Inner Sphere—possibly counter-raiding the Capellans, defending other Davion territory, or supporting a planetary assault, depending on how events progress.

For this first element of the contract, their offer comes to about 65 million C-bills, for about six months of work (counting travel to the theater). On top of that, they offer a signing bonus/retainer fee of 7.5 million C-bills, to be forfeit if we leave before the end of the 1-1.5-year commitment. They cover transit expenses to the theater and between subcontract worlds, and will pay for our return to Outreach, Galatea, Solaris, or our homeworld Piedmont at the conclusion of the full commitment. Hearing our preferred terms, they offer a few options:

100% straight support and full overhead (i.e., incidental expenses like lodging on Tsingtao, noncombat provisions, and the like); or 20% battle loss compensation and no other support payments.

Independent command rights (any FedCom units sharing a battlefield with us will be under our direct command, and I don't think we have a regular liaison unit), 40% salvage rights; or Liaison command rights (FedCom liaison unit is under our command, other FedCom units may not be), 50% salvage rights; or House command rights (FedCom liaison unit is not under our command, and will play observer to ensure we're conducting ourselves according to the terms of the contract); 65% salvage rights. We are responsible for the survival of FedCom units under our direct command, and of the liaison. With House command rights, the FedCom liaison will defend itself but avoid direct combat.

In all cases, the contract begins on August 1st.

edit: the savegame appears to be converted up to MekHQ version 0.46.1—slowly climbing toward modernity! I think the approach to get it up to the latest release is to load/resave it at each stable version along the way.

Mephansteras

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Seems generally quite solid. Definitely favor the 65% salvage in exchange for not being responsible for the FedCom troops. We're good enough that we should be able to make use of their distractions even if they do stupid stuff.

I don't have any particular preference between support and 20% battle loss.
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EuchreJack

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20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?

Fishbreath

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20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?

Yup, all of our ordinary maintenance and salary costs.

EuchreJack

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20% battle loss is the better deal if we see any action whatsoever, so I am voting for that.

Does straight support cover our payroll expenses?

Yup, all of our ordinary maintenance and salary costs.
Hm, then on a low-intensity conflict, it should work out to about the same.
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