Tsingtao: December 12Mechs line up on the tarmac at Tsing City's central airfield. Three lances of the Bastards file into Leopard DropShips, along with a pair of armored repair vehicles and two of our technicians: Orel Pestunov, who seems positively eager to get stuck in, and Chika Heri, who is a bit less gung-ho but proud to be part of the advance team.
Drake shakes hands with
Double Dog before mounting up: Captain Dare will be commanding Assault Company until both halves of the unit link back up on Ares.
Ares: December 21From jump arrival to Ares proper was two and a half days of mounting tension: ahead, FedCom aerospace fighters and combat DropShips tussle with system defenders, knock out surveillance satellites, and prepare the way. On the Leopards carrying the Bastards, meanwhile, there's nothing to do but follow the fighting on the holo-screens, and check and re-check mech systems before the drop.
Finally, we're in close, descending past low orbit. The mechwarriors board their machines and ready themselves, the Leopards switch from bottom-mounted transit drives to aft-mounted in-atmosphere drives, and the approach begins. In mech cockpits, heartbeats quicken as systems come up and computers call out status: "Reactor online. Sensors online. Weapons online. All systems nominal."
The mech bay doors open to reveal the landscape thundering by, only a couple hundred meters below. The dropships bump and jostle, banking slightly as they line up on drop zones. The clamps kick free, the mechs fall clear of the bays, and the drop is on.
Round 1Things are already a bit hairy—the enemy seems to have gotten its reinforcements early. (I set most of these units to arrive after 3 or 6 rounds, but here they are already. I must have set something up wrong, or maybe neglected to set it up the last time through. It took a few tries to get everything figured out.)
Drake's lance will land just past the DropShip's first maneuver. The Bruisers will land a touch north of that and jump into the base for demolition work. The Outriders will land a hair north of that, and hold onto a spot where the Bruisers can jump back out of the base.
Like so.
It's a good thing the Leopards are able to stick around for a turn or two of air-to-ground fire. Two of them focus on the enemy Guillotine, and the strafing run takes out its left leg. The pilot bails out. The enemy Crusader also takes some damage.
In return, the units on the ground fire on our mechs, doing light damage to them as they fall. Tracers and missiles flash up from the units on the eastern side of the field, striking the third Leopard. Its pilot struggles to regain control after the impacts.
Round 2The third Leopard skims the treetops, still wrestling with his controls. The first two are on the way out, up north, and will fire on any targets of opportunity for us as they leave.
Jump jets (or disposable jump packs) fire as our mechs drop to ground level. But for
Wojtek, the company lands safely.
Wojtek misses his footing on a slope, and drops prone with light damage.
The Fifteenth Dracon is here on the west of the battlefield with us.
Drake takes a characteristically long shot, cutting deep into his target's armor.
Milspec and the Outriders are much closer to the Champion and Cataphract on the north end of the map, and will do their best to reduce those threats this turn, while they still benefit from the fact that they fell from the sky: a tricky situation for a mech's targeting systems to deal with.
Round 3The enemy SRM carrier gets a good volley off on one of the Leopards overhead, and...
Drake is on the radio as soon as the Leopard goes down. The flight crew reports injuries but no deaths. They're bogged down in the snow and unable to even attempt a vertical takeoff, or turn for a rolling takeoff (if the roughness of the terrain would even permit that). Looks like another task for us.
To evac the flight crew, we'll need to stop a mech next to the Leopard, and have it remain stationary for a full movement phase.
Wojtek is going to take that assignment. The Leopard crew will hang onto the mech's legs—
Wojtek will walk them off the field, then have our support element pick them up. He'll do his best to catch up to the rest of the company while we're running for the airbase.
Turns out (as I maneuver mechs to cover
Wojtek) that it's an Outriders assignment:
Milspec and Forakis follow
Wojtek, while
Blinky splits to the west to flank the Cataphract and Champion.
Teddy looks like he's going to be the first Bastard on the board for this raid: he knocks the pilot of the Fifteenth Dracon Crusader unconscious, and has the mech at his mercy for the upcoming turn.
Linebuster,
Wizard, and
Hanzoku work on the objective buildings.
On its way out, the final airborne Dropship gifts us some critical hits into the center torso of an enemy Vindicator, toppling it and forcing its pilot to bail out.
Round 4The Outriders (minus
Blinky) are nearly to the downed DropShip. In the meantime,
Wizard and
Hanzoku should be able to knock out the comms dishes this turn, and
Linebuster is going to get a good crack at the headquarters building. We'll probably shoot at the fuel tanks a bit as we retreat, but given the intensity of combat and the other things we have to do today, I'm not inclined to stick around and fight deep into the base proper.
The downed Leopard continues to spray fire at the enemy vehicles in its firing arcs, knocking out a Bulldog tank and damaging the Fifteenth Dracon Champion behind it.
Both comm dishes fall, one each to
Wizard and
Hanzoku, and
Linebuster makes a good start on the headquarters building.
Drake ties
Teddy for first kills of the day: both are headshots, but
Drake's is 20+ hexes with an ER PPC, and
Teddy's is a machine gun on a prone mech in the adjacent hex.
Round 5Wojtek moves into position to evacuate the Leopard crew. The Bruisers are in place to finish the primary objective.
Wizard and
Hanzoku take out the headquarters building with PPCs and large lasers, while
Linebuster blows the nearest fuel tank.
Which blows up some more fuel tanks.
Oh. Oh my.
It goes on for pages and pages like this.
And it turns out that Trebuchet was standing a little close for comfort.
Lesson: when we get to the airbase,
don't stand near the fuel tanks.
Linebuster scores himself a kill in the middle of all of that collateral damage.
The Leopard crew, firing their weapons one last time before abandoning ship, knocks out the Fifteenth Dracon Champion's leg, forcing the pilot to bail out.
Wizard takes some substantial hits from the Trebuchet before it goes down, but stays on her feet.
Round 6The Leopard crew scrambles out of the wreckage as LRMs impact around them, and clamber onto the legs of
Wojtek's Phoenix Hawk. They're not out of the woods yet—
Wojtek needs to walk (not run) them off of the field, and those Condor hovertanks to the east are closing in.
The two surviving Fifteenth Dracon pilots are calling in LRM fire from the heavy missile tank inside the walls on our mechs, which makes them combatants. We'll lay down some suppressing fire at them next turn, and if they die, they die.
Round 7In the north,
Wojtek gets on the move with his passengers in tow, while
Milspec,
Blinky, and Forakis cover him. In the south, the rest of the unit moves for the south edge of the board, preparing for our run to the airbase.
Round 8The Outriders are where the action is; three of them line up on one of the Condors. Hopefully that's enough to bring it down.
Drake,
Woad, and
Euchre are hanging around near the southwest exit to the facility to provide long-range support fire, if the Condors come further west. Since he's not needed just yet,
Drake pops one of the remaining fuel tanks. Sadly, there is no massive chain reaction this time.
A few large lasers crackle past
Wojtek from the Capellan vehicles, but none hit, and he and his passengers escape unharmed.
The Capellan defenders are falling back now, and so are we.
Results, Damage, InjuriesExcept for
Wojtek, who will do his best to catch up to us for the airfield assault, the Bastards all escaped successfully.
'Undamaged' isn't technically true for most of the places it occurs, but we're far from battered.
Wizard's Guillotine needs about two tons of armor, and the Emperor took a solid hit or two while it was falling to the ground, but otherwise, we're only missing a point or two of armor here and there.
Wizard and
Teddy are both dinged up from hits to their mechs' heads: a bruised foot and a cut on the forehead, respectively.
No salvage on this mission: we're not sticking around to strip armor.
Kill BoardsDrake is still chasing
Rook down. For all that he spends his time driving one of the the lightest medium mechs you can buy,
Teddy Bear remains a good ways up the kill board.
Last MissionGranted that it doesn't pay for having one shot down, but those dropships did some serious work on our behalf. The Guillotine and Vindicator were all on the flyboys (so also the tank), and the Champion and Crusader were team efforts.
All Time- "Rook" Ishikawa (31, 10 mechs, 2 Clan kills)
- "Drake" Halit (18, 7 mechs, 2 Clan kills)
- "Carcer" Ngo (14, 6 mechs, 2 Clan kills)
- "Woad" Kohler (14, 5 mechs, 1 Clan kill)
- "Teddy Bear" Jamil (12, 5 mechs, 2 Clan kills)
- "Linebuster" Atkinson (10, 4 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)
StatusAdvance Company is running at 50 kilometers per hour toward the airbase. Needless to say, this phase of the raid will not be happening in real time. Maybe next Sunday—these fixed scenarios are tons of fun, but also not easy to put together.
Cargo4 tons of leg actuators 60 rounds of LB10X solid shot (10 per ton) 30 rounds of LB10X cluster shot (10 per ton) 960 LRMs (120 per ton) 90 points of ferro-fibrous armor (17.9 points per ton) 224 points of standard armor (16 points per ton) 1 ton of rescued Leopard crew
Supply vehicle capacity: 41/70 tons
We haven't used any of our supplies yet, because we're still engaged in combat.
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.
Advance Company (currently deployed on the raid) is Drake's Destroyers, Bear's Bruisers, and Ortega's Outriders.
The remaining three lances are temporarily organized as Assault Company.
- 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 "Khad" 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
Other RemarksPeople like to hate on the Inner Sphere ER Large Laser (it makes a ton of heat and doesn't do a ton of damage) and the Medium Pulse Laser (the range is very short), but the extra range and the to-hit bonus respectively are really obvious, compared to 3025 tech like
Hanzoku's Guillotine or
Teddy's Vulcan.
They may not be the totally optimal choices, but they do work well for us.