Sunday, June 5, 2011

Sit Rep, Mission #10

(Captain Nash talking via open comm line, providing information and compiling all the info from the whole company)

We are approaching the Star Port from the heavily wooded western side.  Seems there are hot on the heels of some of the Jaguars.  Signs all about of some very large mechs having recently come through this wooded area.

You are approaching the treeline now.  Should be mostly open terrain to the Star Port from here...

(Player mechs clear the treeline to see.....)

Holy!  That's quite the tonnage...and markings show that both Galaxy commanders are in those stars.  Jeter is on the left, Ruth on the right.  Don't let those two reach that dropship!  If they do, make sure that Dropship doesn't leave!  Go Go Go!

OOC:  Just one table this time.  You guys will move onto the table with your first move along the near table edge.  Gonna be brutal.  ;)

Friday, June 3, 2011

One week away...

One week away from the final battle of Operation Bulldog.

Here are the updated documents...

First the Mechwarrior Roster:

Next the Mech Bays:
Finally a little walk down memory lane...remembering when you you didn't have the nice rides that you now have...

Looking forward to the 10th.

Tuesday, May 31, 2011

Smoke Jaguar Dossier: Marauder IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Marauder IIC

Mech Class: Assault

Weight: 85 Tons

Tech Base: Clan

Description:
The Marauder IIC is based upon one of the most iconic BattleMechs in existence, the Marauder. It is ten tons heavier than its Inner Sphere cousin and is a great deal more powerful thanks to Clan technology. The 'Mech carries eleven and a half tons of Ferro-Fibrous armor on an Endo Steel frame. It is to the credit of its engineers that no production variants appeared until a wellspring of new technology emerged in the 3050s and '60s.

Armament: 
The Marauder IIC is armed with three of one of the most powerful weapons in the Clan arsenal, the ER PPC. An enterprising MechWarrior can use volley fire to keep up a steady barrage. When enemies close, the IIC can add a pair of Medium Pulse Lasers and four ER Small Lasers to its already-destructive firepower. Twenty-one double heat sinks keep heat levels manageable.





Captain Nash's Analysis:  Very Nice machine.  Same weight class as the Warhawk and just as deadly.  Dangerous at all ranges. 
(OOC: Ok I realized that I had not put one of these on the table yet, and it is a rare chance that I get to run what I consider one of the best looking mechs in the game.  So I took out the Warhawk Posada was in and placed him in a Mad IIC instead)


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=877

Wednesday, May 25, 2011

Mission #10: Mission Briefing

Mission 10: Catch a Jaguar

Jags are in full retreat off of Port Arthur.  Your job is to prevent the commanders from getting off world.  Your work is cut out for you...


Primary Objectives:
+ Prevent the Jaguar Officers from getting offworld.


Mission Briefing:
We have secured Port Arthur.  however that was only part of the job set before us.  Our Primary goal in all is the elimination of Clan Smoke Jaguar as a fighting force.  To let any of them escape will only mean more fighting for us or others in the future.  We have them on the ropes, and can potentially eliminate two Galaxy Commanders here on Port Arthur.

Satellite recon shows they have abandon their HQ, and large mech facility and are falling back to their Star Port.  Our Fleet assets are evenly matched with what the Jaguars have in orbit, so attempting to intercept them in space will be risky.  Best chance for success is to catch them here on the ground.   
 
Expected Jaguar forces:
Mechs:
Dire Wolf Prime: Galaxy Commander Ruth (1/2)
Stone Rhino (Behemoth): Star Colonel DiMaggio (2/3)
Executioner (Gladiator): Star Captain Mantel (2/3)
Highlander IIC: Star Captain Maris (2/3)
Warhammer IIC: Star Commander Jackson (2/3)

Warhawk C: Galaxy Commander Jeter (1/2)
Phoenix Hawk IIC: Star Captain Arod (2/3)
Marauder IIC: Star Commander Posada (2/3)
Night Gyr Prime: Star Commander Teixeira (2/3)
Kodiak: Star Captain Johnson (2/3)


Dropship:
Broadsword Class

Good Luck!
Nash out. 


OOC: No ECM in the bunch...so your C3 will be working so long as the C3Masters stay up.  Will be playing on just one 6' x 4' table.  You guys will be entering from the short edge.  Clanners will be already on the table and attempting get to the Dropship that is near the opposite short table edge.  Wide open terrain for the most part.

Smoke Jaguar Dossier: Broadsword Dropship

Smoke Jaguar Dossier

Type: Dropship

Name: Broadsword

Class: Aerodyne

Weight: 1850 Tons

Tech Base: Clan

Description:
Developed by Clan Sea Fox shortly before they became Clan Diamond Shark to replace the venerable Leopard-class, the Broadsword-class is superficially similar to the older design but has been redesigned to carry five OmniMechs as per Clan military structure.

The Broadsword features a balanced blend of speed, firepower and armor superior to its parent design, making it well suited to raiding or reconnaissance missions. The craft's only lack is integral AeroSpace Fighter support like that carried by the Leopard, a choice forced by the need to carry an additional 'Mech. The versatile and reliable craft is in use in the toumans of most Clans, though Clan Steel Viper field the lion-share after successfully staging a Trial of Possession for the Diamond Shark's Marshall yards.

Armament: 
The Broadsword features an effective armament for its size, with twin ER Large Lasers and ER PPCs, a Artemis IV FCS equipped LRM-20 and single Medium Pulse Laser mounted in its nose bays, support by twin LRM-20 launchers, a trio of Medium Pulse Lasers and a single Small Pulse Laser in each wing. Aft firepower is all short-range with a another Medium Pulse Laser carried between two Streak SRM-6 launchers. Ten tons of LRM and four tons of Streak missiles give the Broadswords missile launchers reasonable endurance, though only a single ton of reloads for its nose-mounted Anti-Missile System can quickly leave it open to attacks from enemy launchers.





Cargo:
The Broadsword is built around its ability to transport a complete OmniMech Star, but is somewhat restricted by its legacy of being based on the Leopard. The four side-bays are relatively identical to those of its aging father, with the fifth bay sitting within the craft's nose in the approximate position of the Lepoards two fighter bays. This problematic arrangement causes headaches for the technicians assigned to look after the 'Mech in the nose bay, as only the smallest 'Mech parts can fit through the internal passageway linking the other bays. Worse, the Broadsword’s main cargo bay is located on the vessel’s upper deck, which can only be reached via a pair of stairways, thus most of the vessel’s cargo must be manually transported between decks.


Captain Nash's Analysis:  As we all know...the weak point of a drop ship is her engines.  Get around to the back side and take out an engine to keep these birds on the ground.

Mission #10: Prelude

Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar HQ, Meeting Den.  Galaxy Commander Jeter is addressing the troops. 

Galaxy Commander Jeter:
Firebase Gamma was lost.  We have also heard that Draconis Combine forces have landed in the northern hemisphere and have overrun our Galaxy there.  We are all that remain of the Jaguar on Port Arthur. I need a status report of your mechs and their battle worthiness.




Star Captain Arod: Phoenix Hawk IIC ready










Star Commander Posada:
(To Arod) You got to replace that thing.
(To group) Marauder IIC ready to go.

Star Commander Teixeira:
Night Gyr Prime, ready for combat.

Star Captain Johnson:
Kodiak fully repaired and reloaded









Galaxy Commander Jeter:
Good, I'm expecting an attack here at the HQ.  No more falling back, no more retreating, We are Jaguars, we do not Run!  We will hold them here then...










The double doors to the meeting den burst open as Jeter is talking...

Galaxy Commander Ruth:
(Walks through doors followed by his command star of Mechwarriors, Interrupting Jeter mid sentence)
We will do no such thing Galaxy Commander. We have new orders from our Khan.




Galaxy Commander Jeter:
Ah, the frightened cub has come south after failing his duties in the north and now expects to hide behind the orders of his Khan...








Star Captain Mantel:
(Striding aggressively toward Jeter)
How dare you speak to Ruth that way...








Star Captain Maris:
(Catches up to Mantel and places hand on his shoulder to hold him back)
Easy Mick...Easy.







Star Colonel DiMaggio:
I'm sure the Galaxy Commander has forgotten that Galaxy Commander Ruth has overall command here on Port Arthur.

 




Star Commander Jackson:
Understandable mistake.  What have his forces been facing?  A lone company of inner sphere warriors, a reserve unit at that.  He would have had plenty of time to growl orders out to his troops.




Both stars of Jaguar warriors advance on each other except the Galaxy Commanders.  Just as punches are about to be thrown...

Galaxy Commander Ruth:
ENOUGH!  We are withdrawing....not only from Port Arthur but from the Inner sphere all together.






All the Jaguar warriors stop in their tracks looking at Ruth with mouths agape, wondering if they heard him correctly.

Galaxy Commander Ruth:
Khan Lincoln Osis commands that all Jaguar forces are to withdraw from the Inner Sphere and make for the Clan homeworlds.  Our enemies plan has been uncovered...the do not intend to just beat us, they intend to wipe out our Clan.  As poorly as we have fared here on Port Arthur many planets have already fallen to the counter attack.  We must fall back in order to save our Clan.  To stay and fight will only weaken us to the point of our doom.  That is all...Dismissed


The Jaguar warriors look at each other and slowly leave the room with slumped shoulders and puzzled looks of disbelief, wondering where it had all gone so wrong...

Smoke Jaguar Dossier: Executioner (Gladiator)


Smoke Jaguar Dossier

Type: Battlemech

Name: Executioner (Gladiator)


Mech Class: Assault

Weight: 95 Tons

Tech Base: Clan Omni

Description:
Fast and powerful, the Executioner, known as the Gladiator in the Inner Sphere, is an assault OmniMech often deployed by Clan Ghost Bear. Though originally produced by Clan Ghost Bear, design schematics for the Executioner were actually acquired in a trial with Clan Burrock (sometime after the Ghost Bears began to acquire and develop Omni-technology in 2873).

The Executioner took time to develop from the schematics, however, as the Ghost Bears originally decided to splice the design with the Kodiak BattleMech (still in the planning stages), creating an Omni-Totem 'Mech. When the two designs were eventually deemed too incompatible in early prototypes, the projects were split again, quickly creating the Executioner and eventually creating the rugged second-line totem Kodiak BattleMech. The only other Clans who have had great success with producing configurations of the Executioner were the Smoke Jaguars and the Burrocks, who drew up the original blue prints.

Using a massive Heavy Force 380 XL Engine, the Executioner has a top speed of 64.8 km/h. A MASC system enhances the top speed to 86.4 km/h (albeit only in short bursts), and four permanently mounted Pryzhok WM10 jump jets give the 'Mech the ability to propel itself 120 meters into the air. This unusual emphasis on speed gives the Executioner unmatched speed for its weight class, as it is often capable of keeping up with 'Mechs twenty or thirty tons lighter than itself. The Executioner also carries thirteen and a half tons of Ferro-Fibrous armor, which is below average for its weight class, but generally adequate. Sixteen double heat sinks are mounted to cool the 'Mech down.

Armament: 
The Executioner's primary configuration uses its mobility to keep enemies as far away as possible. A Gauss Rifle is the 'Mech's primary weapon, backed up by dual ER Large Lasers, which give it excellent direct firepower. For use against soft targets and possibly any light vehicles that manage to close the ranges, the Executioner carries two Machine Guns. This makes the 'Mech very effective in an open battlefield, but makes it virtually useless should it encounter a faster enemy with enough firepower, or a physical barrier.

Variants
* Alt. Config. A - The Executioner A equips the 'Mech with much needed close-range firepower. Three Large Pulse Lasers can inflict excellent damage, and are more accurate, to compensate for any jumping the Executioner A may be doing. Four ER Medium Lasers back this up, and this configuration also carries the Machine Guns of the primary configuration.

* Alt. Config. B - The Executioner B is configured to be able to engage an enemy at any range. For long range combat, the 'Mech carries a deadly ER PPC. When an enemy closes ranges, the Executioner B has a rapid-fire, and also deadly Ultra Autocannon/20, which is backed by an ER Medium Laser. To shield the 'Mech from indirect fire, the Executioner B also mounts an Anti-Missile System.

* Alt. Config. C - Armed in a similar vein as the B configuration, the Executioner C mounts an LRM-20 missile rack as a long-range, indirect-fire weapon. An Artemis IV FCS is attached to the LRM for increased accuracy. The Executioner C also carries an Ultra Autocannon/20, which is also backed by a laser, although it has been downgraded to an ER Small Laser. A Targeting Computer is attached to the laser and autocannon, greatly improving their accuracy.

* Alt. Config. D - Another close combat configuration, the Executioner D mounts a plethora of various pulse laser weapons, which have increased accuracy to compensate for the movement the Executioner D will likely be doing. The right arm mounts a Large Pulse Laser as a primary weapon-- this is supported by an additional three Medium Pulse Lasers, and the support is supported by an array of five Small Pulse Lasers. An ER Small Laser provides some more variation, and the Executioner D also mounts two SRM-6 racks to exploit-or more accurately, explode-breaches in enemy armor. However, no additional heat sinks are mounted, and the 'Mech may overheat if too many weapons are fired at once. 



Captain Nash's Analysis:  In a Heavy mech I would be afraid of this thing.  In an Assault, I would knock it down and move on to a more dangerous target.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=646

Smoke Jaguar Dossier: Phoenix Hawk IIC


Smoke Jaguar Dossier

Type: Battlemech

Name: Phoenix Hawk IIC


Mech Class: Assault

Weight: 80 Tons

Tech Base: Clan

Description:
In a rare fit of technological innovation, scientists from Clan Steel Viper decided to base a new assault-class BattleMech on the old Phoenix Hawk chassis. The resulting design, known as the Phoenix Hawk IIC is almost twice as heavy as the original, though it is severely under-gunned for an assault 'Mech due its incredible speed for a 'Mech its size. Only the use of an XL Engine, Endo Steel, and ten and a half tons of Ferro-Fibrous armor saved it from being totally useless. Though in many ways it resembles the combat prowess of the Inner Sphere's Charger, the Phoenix Hawk IIC also mounts five jump jets, enough to propel it 150 meters in a single leap. It is a 'Mech that seems designed for physical combat in a Clan culture that looks down upon the use of melee attacks.

Following the introduction of the OmniMech by Clan Coyote, the Phoenix Hawk IIC saw itself relegated to second-line status. After Clan Diamond Shark acquired the specifications for the design in the 3060s, they restarted production at Trellshire Heavy Industries on Twycross, possibly to sell to Inner Sphere customers.

Armament: 
The main armament of the Phoenix Hawk IIC is the paired Ultra Autocannon/10s, each of which has a three-ton ammunition bin it can draw on. A pair of Machine Guns provide extra firepower that is most useful against unarmored infantry. Ten double heat sinks are more than adequate to deal with all heat generated by the 'Mech.


Captain Nash's Analysis:  Can't quite figure this one out.  In the Arenas of Solaris this mech might be one of the best possible designs.  But for a clanner on the battlefield...it is lacking.  Still an 80 tonner that can Jump like a medium is nothing to sneeze at.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=877

Smoke Jaguar Dossier: Stone Rhino (Behemoth)

Smoke Jaguar Dossier

Type: Battlemech

Name: Stone Rhino (Behemoth)


Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan

Description:
Considered a mistake, the original design of the Stone Rhino was known as "Amaris' folly". Developed in a project whose objective was to create a BattleMech able to withstand an entire BattleMech company assault, these machines were to be launched into mass production and used to stop General Aleksandr Kerensky in his attempt to retake Terra. The prototype was described as a monstrosity whose leg actuators shut down during its first test run, so the project was summarily scrapped.

The Stone Rhino was one of the most remarkable surprises sprung upon the Inner Sphere by the invading Clans. Since the Inner Sphere forces knew about the Amaris Behemoth that was the name they gave to the 'Mech.

Bringing awesome firepower, those machines cannot be used effectively by commanders because they cannot afford to lose one. Mainly seen in Clan Smoke Jaguar, only a small number of those beasts have been described. No other Clan appeared to field this design, but because it is a venerable design, other Clans are suspected to possess some, widely spread throughout their toumans.

The Stone Rhino made use of eighteen tons of standard armor. It could jump up to ninety meters in one bound.

Armament: 
The design featured Large Pulse Lasers in each arm, twin Gauss Rifles in the torsos fired through the dorsal barrel, and an almost superfluous Small Pulse Laser located just below the cockpit. The Stone Rhino also sported an interesting feature; each arm contained a retractable, shock-absorbing cowl covering the weapon barrels. This allowed MechWarriors to use the arms as battering rams without damaging the weaponry.


Captain Nash's Analysis:  Yet another monster.  You guys will have to remember to focus fire with all these Clan assaults stomping around.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=919

Smoke Jaguar Dossier: Highlander IIC


Smoke Jaguar Dossier

Type: Battlemech

Name: Highlander IIC


Mech Class: Assault

Weight: 90 Tons

Tech Base: Clan

Description:
One of the most popular Star League BattleMechs, many a Highlander accompanied General Aleksandr Kerensky into exile. Some were mothballed, but many found their way into the toumans of the Clans. As technology advanced, the weapons systems were upgraded until the design known as the Highlander IIC finally emerged. Though no new Highlanders have been produced in over a century, several hundred are still in scattered use throughout the touman of every Clan.

With the use of newer, lighter weapons, the damage potential of the Highlander has roughly doubled. The IIC also contains enough ammunition that it rarely needs to conserve any during Trials. Clan scientists were forced to rearrange the placement of some weapons within the 'Mech to allow it proper ammo feeds, but the design is largely unchanged. It carries the maximum amount of Ferro-Fibrous armor that can be crammed on the frame, fourteen and a half tons. As with the original, the IIC carries enough jump jets to move up to ninety meters at a time, allowing MechWarriors to execute the "Highlander Burial".

Armament: 
At long range, Highlander IIC pilots have an EMRG "Captain" Series Gauss Rifle and a Type XXVI "Great Bow" LRM-20 launcher at their disposal. Once enemies are closer, they can bring a pair of MPA-14 Mod. 12a Streak SRM-6 launchers and a trio of Series PPS-VIII Medium Pulse Lasers into the fray. Twelve double heat sinks keep heat mostly in check. 


Captain Nash's Analysis:  If I was still piloting Battlemechs...this would be my ride.  It has it all, Armor, firepower, jump jets...and it looks pretty cool too.  Combined fire will be needed to drop this one.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1028

Smoke Jaguar Dossier: Dire Wolf (Daishi)

Smoke Jaguar Dossier

Type: Battlemech

Name: Dire Wolf (Daishi)


Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan Omni

Description:
The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion, and rightly so. The Dire Wolf weighs in at an impressive one hundred tons and has a relatively slow cruising speed of 54 km/h provided by a 300 XL engine. Its armor protection matches that of an Atlas, but it has superior potential firepower with fifty and a half tons of free pod space for weapons and equipment. It is these traits which saw the 'Mech christened Daishi (Japanese for "Great Death") by the criminal underbelly of the Draconis Combine, a name that would be proven grimly accurate time and time again.

The Dire Wolf was the brain-child of the Clan Wolf scientist caste, but was actually first produced by Clan Smoke Jaguar. Hearing rumors that Clan Wolf was developing the "Ultimate Assault OmniMech", the Jaguars won the plans and production rights in a trial that, rumor has it, was fought dishonorably. Production commenced on Huntress in 3010. In 3019, Clan Wolf began production of the OmniMech on Strana Mechty as well; Star Colonel Ulric won a trial of possession to expand manufacture into Clan Wolf. Beyond the limited manufacture of the Dire Wolf on Outreach, all Dire Wolves outside of Clans Smoke Jaguar and Wolf (or the Wolf's Dragoons) are either gifts, isorla, or were acquired through trade.

Armament: 
In its primary configuration, the Dire Wolf carries an extensive long range payload that is backed up by good close combat weapons. The primary long range weapons are four ER Large Lasers which give the Dire Wolf an impressive long range punch. These are backed up by two Ultra Autocannon/5s for even more direct fire capability and an LRM-10 launcher giving the Dire Wolf some indirect fire capabilities. For close combat, the Dire Wolf has a simple yet effective array of four Medium Pulse Lasers.

Variants
* Alt Config A - The A configuration of the Dire Wolf is configured to engage its enemies at a variety of ranges. The primary long range weapon carried in this configuration is a Gauss Rifle. This is backed up by three impressive Large Pulse Lasers which are effective at any range. For close combat, the A configuration carries two Streak SRM-6 launchers and for additional defense against incoming missiles it carries an Anti-Missile System.

* Alt. Config. B - The B configuration is armed for long range engagements with four Ultra Autocannon/2s which have a reach of 810 meters and are backed up by a pair of ER PPCs for even greater punch. An LB-X Autocannon/10 provides excellent medium to long range firepower and allows the Dire Wolf B to act in a variety of roles including vehicle hunting and anti-aircraft. For close combat, the B configuration has two Medium Pulse Lasers and an ER Small Laser.


Captain Nash's Analysis:  The pinnacle of Clan warmachines.  Use the C3 network and drop this one fast. Lethal at all ranges and the armor to keep it in the fight for quite a while.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=590

Tuesday, May 24, 2011

Mission #9: Mechbay & After Action Report

Very Nice!  We secured the firebase, with minimal losses, a near perfect mission.

First our losses, the Crusader, Black Knight, and Hatamoto Chi all went down with limb losses.  Furlow is getting them up and running as we speak, they will be ready for our next mission.  The Warhammer is another story.  The XL engine loss will take a little longer to replace.  All our other mechs will be fully repaired for our final push.  That includes the Kraken, our Supply master swapped us some Clan Ultra AC10's for the suits of Clan battle armor we captured.

We did land some sweet salvage thanks to some nice shooting.  Furlow is replacing the head of the Shogun C and will be available for our next mission.  Star Captain Gehrig surrendering left us a fully operational Mad Cat A.  We don't have enough clan salvage to swap it out with another version...but that is OK as the "A" in my opinion is the best one available.  The Loki that you dropped is beyond repair. Furlow can't seem to get the computers working on the Rifleman IIC you took the head off of.

Star Captain Gehrig was very forthcoming with information.  Seems as we were attacking, he got word that the Smoke Jaguars were pulling out of Port Arthur and he was to start evacuating his forces to the Starport.  I'm sure word will come down soon as to our next mission.  

Anyway here is the mechbay...

 As mentioned in the prior post...here is the selection order.
  1. Mitch
  2. Kyle
  3. Jay
  4. Fab
  5. Scott
  6. Larry
  7. Dereck
  8. Lee
  9. Jeff
  10. Gregg
  11. Derek
  12. Dave
Available mechs are:

Mad Cat A, Shogun C

Pretty Sure the next mission will be an assault of a Star Port.  Expect at least a star of Elite Clanners in Assault mechs...oh and probably a Dropship.

Monday, May 23, 2011

Mission #9: Killboard and Mech Selection order

Great Job Men!  That is how focused fire works.  Well Done!  

First up the Killboard.
Everyone gets One Kill for securing the firebase, and one kill for damage done to the clanners.  Fab gets and extra half kill for doing enough damage to Drop the Schrek tank by himself.  Scott gets 1/4 kill for being the only guy who lost his mech outright.




And the current mech roster. 
(OOC: If you have a yellow area next to your name, You have some options.)






Mitch, Kyle, Jay, Fab and Scott.  You all hit 15 kills after this battle.  I dropped your piloting down to a 4.  You all can choose an "Elite" class skill as well (or one of the lower class skills if you want).

Lee and Jeff.  You hit 10 kills.  I dropped your Gunnery to a 3.  You each can choose a "Veteran" class skill.


Mech Selection order....
  1. Mitch
  2. Kyle
  3. Jay
  4. Fab
  5. Scott
  6. Larry
  7. Dereck
  8. Lee
  9. Jeff
  10. Gregg
  11. Derek
  12. Dave
We managed to salvage 2 mechs from the battle.  An undamaged Mad Cat A, and a Shogun C, you can see their stats in the links below. 

Shogun C
Mad Cat

The Rifleman IIC lost it's head and is too much for Furlow to get up and running quickly.  The only Mech that could not be repaired was Scott's Warhammer, so he is the only one without a ride currently.  Yes, Jeff and Dereck your mechs are back up and running.  The Davion techs were so happy with the Battle armor that you captured they supplied us with enogh Ultra AC10's to get Derek's Kraken up and running again.  Mitch if you want the Furlow can swap your Atlas-K for the Atlas C3Slave version.

Now for the low down on the final mission.  Yep I said Final.  Short version...3 divisions of Kurita troops have landed in the northern hemisphere and have all but wiped out the Jags up there.  Turns out Operation Bulldog is going so well for us, that the Smoke Jags have decided to pull out of the Inner Sphere all together.
Our Job is to try an catch the Commanders at the Starport before they can escape in their Broadsword class dropship.  Yeah you guys will be facing a super elite star of clan assault mechs and a Dropship.  The details on that will come later.  Just wanted to let you know what you would be facing before you did your mech selections...

Available mechs Mad Cat A, Shogun C

Your Pick Mitch. 

Saturday, April 30, 2011

Mission #9: Mechbay & C3 Network


So the Mechs are in, upgraded and ready to rock.  Mitch took the K version of the Atlas making the C3 choice much easier.

So come game night you guys can choose how to set up the C3 network.  There are three C3 Masters.  Battlemaster, Naginata and Gunslinger each have one.  Two of them will be the lance C3Master...linking the 3 mechs in their lance.  The last will be a member of one of those lances, and Link both lances together so they can share the targeting data.  I would make the Naginata the Company C3master and keep it back as it has the best range and weakest armor of the three.

Here is my suggested breakdown o the lances...

Command lance:  Naginata (C3M Company), Gunslinger (C3M Lance), Mauler, Hatamoto Chi

Spotter Lance: Battlemaster (C3M Lance), Crusader, Warhammer, Venom

Assault Lance: Kraken, Atlas, Flashman, Black Knight

That way the whole command lance is moving at 3/5 where the spotter lance is in a better position with their faster speed to move up and provide targeting data.  For the record,...if that Venom ever has something less than a 3 on the movement die...expect it to be a smoking wreck the next turn.

I would put all the non-C3 mechs in an Assault lance and have them draw fire as you advance (staying out of cover).  That will keep the fire off the C3 and provide better accuracy once the Spotters get within 10" of a target.

Don't forget to drop the Loki early, should be a primary target for all of you.  That ECM it has makes all that fancy C3 tech worthless as along as it is functioning.

Wednesday, April 27, 2011

Mission #9: Mission Briefing

Mission 9: Capture the Firebase, Take Two, this time with feeling.

Firebase Gamma. The one black mark of the 7th's campaign on Port Arthur.  Time to erase that mark.   


Primary Objectives:
+ Eliminate all opposing Jaguar forces at firebase.

Mission Briefing:
Most of you have been here before...Lets get it right this time.
We will approach from the south again.  Figure about the same amount of defenses.  Try not to act like a chorus line when approaching the firebase this time and we should be fine.
Here is a review for the new members of the 7th.

There are two walls around the firebase.  
The outermost is rounded on the top so it will be almost impossible for your mechs to stand on.  Not sure if it would support the weight of a mech anyway.  Use it as cover, jump over, climb over, or destroy a section to continue your push.  It is short wall and should only come to the waist level of your mechs.

The innermost is on the firebase itself.  This one appears to be built right into the terrain, and will be impossible to destroy a section.  Estimates are that each wall section could support at least 500 tons.


Get in there and dig them out.  Eliminate or rout all Jaguar forces from the area.  The Jags are running out of areas to fall back to, so expect them to fight viciously to hold this post.

Expected Jaguar forces:
Mechs:
Timberwolf A: Star Captain Gehrig (2/3)
Shogun C: Star Captain Rivera (2/3)
Warhawk A: Mechwarrior Burnett (2/3)
Rifleman IIC: Mechwarrior Sanders (3/4)
Loki Prime: Mechwarror Sax (3/4)

Vehicles:
Demolisher Heavy Tank (Clan): (3/4)
LRM Carrier: (4/5)
LRM Carrier: (4/5)
Schrek PPC Carrier: (4/5)
Schrek PPC Carrier: (4/5)

Elementals:
Star Colonel Giambi's Point: Small Lasers (2/1)
Star Commander Winfield's Point: Small Lasers (2/3)
Point 3: Small Lasers (3/4) 
Point 4: Small Lasers (3/4)
Point 5: Small Lasers (3/4) 
Automated Turrets:
The South East and North West corners of the firebase are protected by a pair of turrets.
One of the pair has a Clan ER Large Laser, the other has an LRM 20 launcher.
There appears to be a structure on the northside of the firebase that may power these turrets.  Scan the building to see if dropping it will take out all 4 of the turrets.

Good Luck!
Nash out. 
OOC: You guys actually have a BV advantage this time through, and that was before I added in the bonus to your BV that you get with an active C3 network.  Clanners have 7 potential head capping weapons (2 Mad Cat, 2 Loki, 2 Demolisher, 1 Shogun C).  Use your thick armor to your advantage.  You guys are SLOW, most of your mechs are 3/5...so keep moving.  Drop the Loki soon, cause it has an ECM that will mess up your C3.  LRM Carriers will be easy to drop, to help get the numbers back in your favor.  Turrets take 20 points each, building that runs them takes 40 points.  May 20th is the date.  Still need to know which Atlas Mitch is taking, then I can post your rosters and we align the C3 company into lances.

Saturday, April 16, 2011

The Next Campaign...Solaris VII

So I've been thinking...What will we do after the Operation Bulldog campaign?

Then it hit me.

http://solarisseven.blogspot.com/

Bookmark the new Blog, or sign up as a follower to keep updated.  Probably will kick this off at the end of the summer, after we wrap Operation Bulldog's final 4 missions.

Friday, April 15, 2011

Mission #9: Prelude

Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar HQ, Communications Room.  Star Colonel Giambi getting a situation Report from Star Captain Gehrig who is in Firebase Gamma's communication room.


Star Colonel Giambi:
Glad to see you made it back safely.  Perhaps if you had listened and not taken that relic of a mech for the assault, you might have been successful in securing the HPG.  However I have bigger concerns.  The assault on Kobe has failed...(Giambi turns to look and see who has dared walk up behind him while he is talking...) 
   
Galaxy Commander Jeter looks down at the seated Giambi.  Star Captain Rivera and Mechwarrior Burnett stand just behind the Galaxy Commander.


Galaxy Commander Jeter:
Oh do please continue Star Colonel, I would like to hear this as well.




 
Star Colonel Giambi:
(Stands up)  Sir.  (Back to Gehrig) We have reason to believe the inner sphere forces might make another attack on Firebase Gamma. Tell me Star Captain, what forces do you have available to defend the firebase.


Star Captain Gehrig:
We have less than a Star of Mechs.  My Timberwolf is fully functional again.  Mechwarrior Sanders also made it back from the failed assault, he is now piloting a Rifleman IIC we had in reserve.  Mechwarrior Sax is piloting the Hellbringer (Loki) that fell in the first attack they made on Gamma.  We have four Squads of Elementals lead by Star Commander Winfield.  We have a Star of Inner Sphere tanks piloted by solhama warriors.  It consists of  Two LRM Carriers, Two Schrek PPC Carriers and the Clan Demolisher.  That is all the forces at my disposal.

Galaxy Commander Jeter:
 Tell me of the firebase defenses Star Captain. 





 Star Captain Gehrig:
We have all four turrets back up and running again.  We have replaced the twin Ultra AC2's with single ER Large Lasers.  The LRM launchers remain unchanged Sir.




Galaxy Commander Jeter:
Hmmmm.  I'll be sending you some reinforcements immediately.  (Turns to the Jaguars behind him).  I'm assigning you both to Firebase Gamma.  I want more Long range accurate firepower defending that base.  Burnett, Bring your Warhawk with the "A" configuration.

Star Captain Rivera:
My Shogun C is ideal for base defense, Sir.     


  

Galaxy Commander Jeter:
Excellent. Now where am I going to find a replacement squad of Elementals to complete that star of Battle armor?  (Sarcastically, Looking directly at Giambi)




Star Colonel Giambi:
(Looking a little shocked he is about to be reassigned from the Jaguar HQ)
Me Sir?


 
 
Galaxy Commander Jeter:
Yes, You Star Colonel.  I am placing you in command of Firebase Gamma.  Report there immediately with Rivera and Burnett.  Under no circumstances is that base to fall into enemy hands.    The Jaguar does not run away, retreat or fall back, some of us have forgotten that as of late.  Defend it to the last warrior.  Is that understood Colonel?



Star Colonel Giambi:
Yes, Galaxy Commander. 





Galaxy Commander Jeter:
Good!  Dismissed.  (Gehrig, salutes and signs off, Giambi, Rivera and Burnett exit the room.  Leaving Jeter alone with his thoughts.  He looks as if he has bigger concerns than just Firebase Gamma.)