Stand and FightIn spite of
Rook's seniority, Sixth Lance is first on the field, and so Sgt. Khadjikyriakos is running the operation. The Bastards don't put a massive amount of weight on rank, at least not when tactical considerations are at play.
(Someone please claim the good sergeant, so I don't have to type 'Khadjikyriakos' quite so many times. In fact, I'm going to call her 'Sgt. K', and assume you know who I mean.)
The BattlefieldIt's quite a large field, and relatively open except for a few stands of woods.
As you can see from how far I had to zoom out to get the whole setup.Rook and the Raiders deploy in the north, where the longer-ranged units can shelter behind the arc of woods in front of them. In the south, Sixth Lance will cover their flank, skirmishing with anyone who gets too close.
The Bruisers are due in 12 turns or so. Enemy reinforcements are on the way as well, but information is spottier there.
Turn 1Rook and
Ker-Ker, with longer-range weapons than most of the rest of this force, split up to the north, while
Carcer and **Faceplant move south to form an ad-hoc demi-company with Sixth Lance. At the end of the turn, everyone is still outside of weapons range.
Turn 2Rook is just within LRM shot of the advance portion of the enemy force, and will take a crack at them this turn.
She lands nine LRMs on the enemy Flea, and Pvt. Selvåg from Sixth Lance cuts off its leg above the knee with a very lucky large laser shot.
Turn 3The FedCom Phoenix Hawk is again a bit over-excited, given the balance and distribution of forces on the field. I'll kick the bot controlling him, and replace it with a more cowardly one.
By being closer to the enemy, he gets the kill on the downed Flea, and takes no damage in return. Maybe he was just daring, more than cowardly. Elsewhere on the field, fire is exchanged ineffectually.
Turn 4Turn 4 sees the battle collapsing toward the south of the field, where the short-range units have more space to maneuver (although less cover).
We get the better end of the exchange of fire this round: bin Ala' al din, in the TBT-5N, does heavy damage to a Vedette's tracks, and
Ker-Ker cuts the arm off of the enemy Wasp. In return, Mats Johansen in the TBT-5S gets pretty low on right torso armor, behind which there is an awful lot of SRM ammo.
Turn 5Johansen books it out of danger.
Ker-Ker finishes off a Vedette that the FedCom Phoenix Hawk immobilizes (he does, at present, seem daring more than foolhardy), while
Rook knocks down the enemy Trebuchet with a volley of LRMs and large laser fire.
In the south, Sgt. Khadjikyriakos unloads a volley of laser fire into the enemy Raven, stripping armor off of several of its components and nearly knocking it over. (Oh for an LB10X!)
Turn 6We have returned (unintentionally) to operating lance by lance. The Raiders move forward up north, while Sixth Lance jockeys for position in the south.
Sgt. K legs the Capellan Raven (whose pilot ejects; Philippa gets the kill), and the FedCom Phoenix Hawk scores another kill, stomping through the roof of the Harasser missile platform.
Turn 7Most of Rook's Raiders stay still this turn, despite being relatively close to enemy forces: they're screened by woods, and the easier aiming will hopefully yield dividends on the Wasp and Vedette nearby.
Rook does most of the work on the enemy Wasp, but
Faceplant scores the kill.
Turn 8The Bastards close the range, but gunnery is largely ineffectual. Chatter over the radio nets suggest there are reinforcements nearing, but it's not clear whether they mean allied or enemy.
Turn 9Rook eliminates the scout vehicle that ran out in front of her with a volley of laser fire (missiles held in reserve this turn).
Faceplant immobilizes the Vedette in front of him with his UAC/5, then finishes the job with a stomp, while he peppers the Capellan Trebuchet with LRM fire.
Things are looking up, but now, emerging from the treeline ahead of the Bastards, are Capellan reinforcements, and they're pretty weighty: an Awesome (although the less cool 8V variant), two Cataphracts, and a Shadow Hawk.
Turn 10 The Bastards redeploy quickly to meet these new threats. In the south, Sixth Lance is going to have to fight a holding action and retreat toward support; they've taken a bit of damage already, and although they probably win a stand-up fight, it doesn't seem worth the risk when they have a lovely stand of trees to hide behind.
In the north,
Ker-Ker notches a mech kill: a headshot on the damaged Capellan trebuchet.
Turn 11In the south, Sixth Lance takes the relatively cautious maneuvering by the Awesome and Cataphract as a chance to make a run for the center of the field. In the north,
Faceplant is in the middle of a few enemies, in search of a back shot on the Cataphract up there. Hopefully he doesn't live up to his callsign.
The northern Cataphract is in dire straits now, with armor shredded off of multiple limbs and severe internal damage all along its right side.
Faceplant doesn't.
It's about time to tell the allied Phoenix Hawk to run for it; enemy fire takes its arm off.
Turn 12The Bruisers arrive on the field.
Teddy Bear stays north, rushing to help the Raiders clean up on that side of the field, while
Linebuster and the Guillotine drivers head south to back up Sixth Lance. (Sgt. K and Lise Selvåg in the Raven are staying on station, hidden by the trees, while the pair of damaged Trebuchets legs it.)
Ker-Ker takes out the Pegasus with an aimed shot through its front armor plate, while a barrage of LRMs from
Rook's Stalker finds the holes in the Cataphract's armor and cracks its gyro's casing. The massive spinning elements shatter, carving a path through the rest of the mech, and it collapses to the ground.
Turn 13It looks like the Trebuchets and FedCom's Phoenix Hawk will escape the field successfully. The reinforcements continue to advance at best speed.
Carcer gets the enemy Stinger, a team effort with
Rook. Pvt. Selvåg, dancing around the enemy mechs, puts a solid shot into the rear armor of the SCorpion tank—she's not a great gunner, but she is pretty lucky, so far.
Turn 14Ker-Ker and
Faceplant stay north to deal with the Shadow Hawk, while the rest of the company on the field moves south toward the Awesome and Cataphract. In ordinary circumstances they would probably be running now, but there's not a lot to run to, at this point, as the AFFC offensive rolls up the Capellan lines.
Carcer finishes off the Scorpion tank, while Selvåg both dodges all the incoming fire from the Awesome and Cataphract, and cheekily carves a hunk out of the Awesome's arm with her large laser.
Turn 15No photo this turn. The enemy Shadow Hawk escapes the field after taking heavy internal damage, while the rest of the Bastards trade fire with the two remaining Capellan mechs.
Turn 16Not a lot to report. The two doomed Capellans move north toward the previously-engaged Bastards, hoping perhaps to score a kill against previously-damaged mechs.
Turn 17The Capellan mechs are on the edge of the board now, probably looking to disengage next turn. We'll do what we can to prevent that.
Teddy Bear uses the awesome maneuverability of the Vulcan to get in close and unleash a full volley from his weapons.
Once again, our FedCom ally (whose bot is not running away like I expected it to, after replacing the starter AI with the 'run away' AI) does serious work: even down an arm, he cuts the leg off of the Awesome with accurate fire. The Cataphract is knocked prone, too, unable to escape this round.
Turn 18Linebuster gets the kill on the downed Cataphract, again using cluster ammo at long range to find the holes in the enemy's armor.
The smoke clears, and no Capellans are left in the field. The radio nets tell a similar tale all across the front line: organized resistance is breaking down, Capellan units are beginning to surrender, the fighting is slowing to a halt.
Damage, Injuries, SalvageCarcer and Mats Johansen both take light injuries in the course of the fight.
Kill BoardsI don't know if
Rook is one for a post-mission drink, but she'll have as many Tsingtaos as she wants tonight, on the rest of the company, now that she has crossed two more milestone on the kill board: double ace in mech kills, six-time ace overall.
Last MissionAll-Time- "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
- "Drake" Halit (17, 6 mechs, 2 Clan kills)
- "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
- "Woad" Kohler (14, 5 mechs, 1 Clan kill)
- "Teddy Bear" Jamil (11, 4 mechs, 2 Clan kills)
- "Linebuster" Atkinson (9, 3 mechs)
- "Wizard" Que (8, 6 mechs, 6 Clan kills)
- "Severe" Payne (8, 6 mechs)
- "Hanzoku" Yuksel (6, 4 mechs, 2 Clan kill)
- "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)
- "Blinky" Stirzacre (5, 1 mech)
- "Milspec" Ortega (4, 1 mech, 1 Clan kill)
- "Pepper" Popalzi (3, 1 mech)
- "Faceplan" Farooqi (3, 1 mech)
- "Wojtek" Frajtov (2, 2 mechs)
- "Kicks" Hernandez (1, 1 mech, 1 Clan kill)
- Pvt. Erine Forakis (1, 1 mech)
- Sgt. Philippa Khadjikyriakos (1, 1 mech)
StatusIt is now November 22, 3053.
The Bastards celebrate a hard-won victory, as news of Capellan units surrendering pours into our headquarters in that Tsing City hotel. The veterans congratulate Sixth Lance: this is their first combat deployment, and they acquitted themselves well.
Drake allows himself a smile. He might have preferred to be in the field, but coordinating this two-pronged attack took a fair bit of staff work, and as the unit grows, he might find himself watching operations like this a little more often.
The stand-down order arrives later in the evening: organized Capellan operations on Tsingtao have ended, and second-line FedCom units take over security duties. A uniformed figure slips into the Bastards' party at the hotel, and pulls
Drake aside for a quick briefing.
Evidently we have a dedicated FedCom liaison now, from the AFFC's Department of Mercenary Relations: Hauptmann Catriona Toman, who introduces herself in a way that says she pretty clearly would have preferred the Davion/Federated Suns rank of 'Captain' instead of its Federated Commonwealth equivalent. Apart from that quirk, she is brisk and businesslike.
Tsingtao is secured. The Capellans must answer for their attack. The top brass in the Sarna March have decided that their response will be taking a Capellan system. We will be part of Operation Hephaestus, the assault on Ares, the wheels for which are already turning. The 1st FedCom Regimental Combat Team is already en route, and will pass through Tsingtao to pick up the Bastards.
Or, potentially, only some of the Bastards. Hauptmann Toman lays out the plan for us: an advance force raids strategic objectives on Ares, softening the world for invasion in the days before the main force lands. We are developing a reputation for lightning strikes and independent operations. The AFFC has noticed, and thinks we might be the best fit for the advance raid: one company of mechs, landed about ten days before the invasion starts, running at maximum operational tempo before linking up at the landing zones.
The Hauptmann is quick to point out that this isn't an order: we're free to say 'no', and AFFC regulars will conduct the advance raid instead. The Bastards will land as one unit, with the main invasion force. On the other hand, she says we will be extremely well-compensated if we take on the advance raid, in addition to our contract for the planetary assault—she doesn't name an exact figure, but does insinuate that it's well into eight figures for a little more than a week of combat. "Think about it," she says, "and let me know in the next two or three days." Advance elements will be leaving on December 12.
With that, she excuses herself, surreptitiously taking a bottle of Tsingtao from the open bar on her way out.
(note: I'm working on some house rules for the advance raid, which I will finish and post if we decide to take FedCom up on the offer, or at least decide to hear the offer in full.)
ContractCapellan forces onworld have been defeated. (If any scenarios are generated between now and the official end of the contract, I will remove them by GM fiat.)
FinancesWe have
73.183 million C-bills in the coffers, after purchasing a Marauder and an Awesome.
TO&E, MechWarrior Claims, and Mech AssignmentsUnits lacking a bolded callsign are free to be claimed.
Sgt. Khadjikyriakos' callsign is temporary, because her surname is a lot to type. Feel free to pick another one.
- 1st Company
- Drake's Destroyers
- Major Huri "Drake" Halit (Mephansteras) - Awesome AWS-DRAKE
- Cpl. Ferdinand "Woad" Kohler (A Thing) - Grasshopper GHR-5KOB
- Pvt. Jan "Euchre" Kojic (EuchreJack) - Lancelot LNC25-0B
- Pvt. Abdul-Hafiz "Pepper" Popalzi (mrkilla22) - Archer ARC-2K
- Rook's Raiders
- Captain Mariamu "Rook" Ishikawa (Culise) - Stalker STK-3Fb
- Cpl. Damayanti "Carcer" Ngo (Dorsidwarf) - Flashman FLS-7K
- Pvt. Elroy "Faceplant" Farooqi (NickAragua) - Dragon DRG-5N
- Pvt. E-Shei "Ker-Ker" Ec (Kanil) - Lancelot LNC25-0B
- Bear's Bruisers
- Lt. SG George "Linebuster" Atkinson (Hasek10) - Emperor EMP-6A
- Lt. JG Tedros "Teddy Bear" Jamil (Knave) - Vulcan VL-5T
- Pvt. Ed "Hanzoku" Yuksel (Hanzoku) - Guillotine GLT-4L
- Pvt. Xue-Min "Wizard" Que (Rince Wind) - Guillotine GLT-4P
- 2nd Company
- Fourth Lance
- Captain Sung-min "Double Dog" Dare (a1s) - Warhammer WHM-6R
- Pvt. Catherine "Severe" Payne (Burnt Pies) - Koshi/Mist Lynx
- Pvt. Gwenael "Kicks" Hernandez (Sheyra) - Phoenix Hawk PXH-1Kk
- Recruit Simona - Ryoken/Stormcrow
- Ortega's Outriders
- Lt. JG Jose "Milspec" Ortega (milspec) - Crab CRB-30-UK
- Pvt. Kevin "Blinky" Stirzacre (moghopper) - Ostroc OSR-2D
- Pvt. Erine Forakis - Phoenix Hawk PXH-3K
- Pvt. Ik-jun "Wojtek" Frajtov (Blaze) - Phoenix Hawk PXH-1
- Sixth Lance
- Sgt. Philippa "K" Khadjikyriakos - Thunderbolt TDR-5S-T
- Cpl. Margita bin Ala' al din - Trebuchet TBT-5N
- Pvt. Mats Johansen - Trebuchet TBT-5S
- Pvt. Lise Selvåg - Raven RVN-2X
Repairs and RefitsOur techs spend a marathon night, from the 21st to the 22nd, working on battle-damaged mechs, and by noon, every one of them is ready to fight again.
Unnecessarily, as it turns out, but good work regardless.
In terms of Phoenix Hawks, we have six: one 3K, one 1Kk, three stock models, and one refitting to 1Kk. I would favor refitting one or two more to 1Kk or 2K standards—the 2K is the same as the 1Kk, except with four medium lasers in place of two medium pulse lasers.
Our salvaged Raven is the 1X model, which was the late-3030s prototype of the chassis, which carries 7.5 tons of prototype EW gear that is impossible to replace like for like—we have Beagle Active Probes and Guardian ECM suites now. If we want an EW Raven, we can refit it to 3L standard. Otherwise, the 2X variant (same as our existing Raven: good armor, large laser, 2x medium laser, SRM-6) would be a fine choice.
OrganizationBetween salvage, mechs brought to the unit by new hires, and purchases, we have already ten of the twelve mechs we'd need for a third company: two Awesomes, a Marauder, a Quickdraw, three Phoenix Hawks, a Whitworth, a Raven, and a Wasp. The unit market hasn't reset, if we want to add any other chassis from the last update.
Action ItemsDo we take the advance raid assignment?
Do we refit any of the three stock Phoenix Hawks?
What do we do with the salvage Raven?
What do we do with the salvage Awesome?