Saturday, January 15, 2011

Mission #5: After Action Report

Here is a run down of the action that happened during our Honor duels with Clan Nova Cat.

Battle #1 - Nova Plateau (Rocky Plain with minimal cover)
Star Colonel Kachotay (Supernova) G2/P1
Meech (Starslayer) - Mitch
Rock (Bushwacker) - Jay
Pillsbury (Jagermech) - Kyle

Pretty wide open battlefield with minimal cover.  The Bushwacker and the Starslayer closed as the Jagermech sat back and plinked away.  By turn four both the Bushwacker and Starslayer were right next to the Supernova.  Kachotay had done significant damage to the Starslayer, but it was not enough as Meech put a Large laser and a Medium laser into the head of the Clan Assault mech.  Ending the battle with all three Mechwarriors still standing. (they then took over running some of the clan mechs...which sped up the night tremendously.)

Winner: Lucky 7th

Lucky 7th:1 , Nova Cats: 0

Battle #2 - HPG site (Firebase and HPG building)
Star Captain Costner (Mad Cat A) G2/P3
Zombie (Blackjack) - Jeff
Caster (Wolf Trap) - Dereck
Warlock (Firefly C) - Gregg

Star Captain Costner enjoyed the fact the Nova Cats were going to be defending the inner sphere after this battle.  He however was a staunch believer that Clan technology should be kept for Clan warriors and not spread about through the inner sphere.  When he saw one of his opponents was using a Clan mech...he set that mech as a priority target.  The Firefly C was the first to fall.
Costner then split fire equally among the other two mechs.  His cockpit glass was splintered by two of the scatter shot LB rounds, then another round found the SRM ammo in the Mad Cat just as he fired off both his ERPPC's.  The explosion knocked the Star Captain unconscious.  The Explosion ripped his left arm off the Mad Cat and the Right arm was crushed as he fell on it.  His final shots found their mark, one erppc took the head off the Blackjack, killing Mechwarrior Zombie.  The other took out the engine of the Wolf Trap.  Costner awoke hours later, to find he technically would have surrendered due to the loss of both arms.

Winner: Draw
Lucky 7th: 1.5, Nova Cats: 0.5

Battle #3 - Nova City (City terrain, Paved streets)
Mechwarrior Chavez (Nova C) G3/P4
Priest (Wolverine) - Larry

A truly epic battle.  Both mechs jumped about using cover where ever they could find it in the city.  The Nova C ran out of Ammo with it's Gauss rifle, then with it's SRM4.  The Wolverine ran out of ammo with it's SRM6 and it's Ultra AC5.  Larry had to surrender after his last round of fire from the SRM6, because the Medium laser on his mech was destroyed early in the combat.

Winner: Nova Cats
Lucky 7th: 1.5, Nova Cats: 1.5

Battle #4 - Nova Delta (River, Hills, Scattered forest)
Mechwarrior Hayek (Cauldron Born D) G3/P4
Maverick (Lineholder) - Fab
Patriot (Centurion) - Lee

Three engine hits did in the Cauldron Born after Mechwarrior Hayek had dropped the Lineholder.  

Winner: Lucky 7th
Lucky 7th: 2.5, Nova Cats: 1.5

Battle #5 - The Badlands (Rocky Pillars)
Mechwarrior Lopez (Peregrine) G3/P4
Viper (Nightsky) - Scott

Jumping and running about the rocky pillars.  Massed Pulse lasers and the occasional ERPPC shot finding their marks.  The Peregrine took out the left torso of the Nightsky, dropping the XL engine and claiming the victory.  Though it could have easily gone the other way.

Winner: Nova Cats
Lucky 7th: 2.5, Nova Cats: 2.5

The Lucky 7th Won two of their fights, and in return the Nova Cats gifted them a brand new Peregrine class Clan mech.  Star Captain Costner handed over the access codes for the HPG to Captain Nash as was also agreed upon by the late Star Colonel Kachotay.

Well done folks...Now get ready cause we are going back on the offensive!

Nash out.

Mission #5: Killboard, Mechbay, Roster, and Mech Selection order

First up the Killboard. This is it set in stone, don't like it too bad.  Kills are awarded for bold actions, doing or saying something that makes most or everyone in the room laugh, and whenever I feel like it.  Anyways here it is for Mission #5.

Next up are the Mech losses.  Players lost...Firefly C, Wolverine, Enforcer, Lineholder, Blackjack, Nightsky and a Wolf Trap.  Command also took the unused Koshi (without the clan weapons), Hollander, and the Shadow Hawk.

As promised, we got a new shipment of mechs to replace our losses.  Maelstrom, Dragon Fire, Venom, Daikyu, Komodo, Crab and a Grand Dragon.  We also were given a Peregrine clan mech from our Nova Cat allies. 

 New look of the Mech Bays with all the changes.

  Mechwarrior Roster after mission #5

Mitch and Kyle, you guys have reached 10 kills. So you can lower your gunnery by 1 if you wish.  You also get another skill which can be chosen from the regular or veteran skill pools. 

Jeff, Gregg, and Lee.  You guys can choose your second regular skill (2 skills for your new guy Jeff).  You also can to choose if you want to spend the 5 kills to improve their piloting or wait til they have 10 kills to improve their gunnery (Like Kyle and Mitch are did).

Here is the mech selection order for Mission #6

Jeff (Dead Mechwarrior Rule)
Kyle (3 Blue Falcon Kills)
Mitch (1 Blue Falcon Kill)
Jay (1 Blue Falcon Kill)
Fab (More games sessions attended tie breaker)

Hint for the next mission:  You will be attacking a minor Smoke Jaguar military base.  Can expect to see Mechs, Tanks, Battle Armor and turrets. 

Get Pickin'

After action report for Mission #5 to follow....

Monday, January 10, 2011

Mission #5, Pre-mission notes

Just a couple of notes on Mission #5.

1) We are expecting some sort of snow storm on Wednesday.  I'll be all plowed out and will throw some sand down.  Not knowing what type of snow we will be getting, just make the turn into the driveway slowly.  I've had car slide all the way down it into my garage door before.  Wouldn't want the night to start off on a sour note with someone playing bumper cars outside.

2) Initiative:  We will be doing this a little different due to the dueling.  If the battle is one on one, or once it is down to one on one, we will use the traditional die roll to determine who moves first.  If you guys out number the clanner, we will use cards.  There will be one black card for the clanner and a red card for each of the player mechs.  We will shuffle and flip one of the cards.  If a red card is flipped, any of the player mechs (that have yet to move that turn) may move (You guys are not assigned a specific red card).  That will give you a little flexibility with movement.  Plus I've never liked the all or nothing movement when it is 2 or 3 against one.

3) Salvage:  Realized I didn't mention this yet.  There will be no enemy salvage from this mission.  You can get your reward mech if you win enough of the battles, but you will not be salvaging any clan mechs from the field. 

4) Replacement mechs after this battle.  Command has thrown their full support behind this mission.  Normally it takes quite a while to repair engine or gyro damage.  After this battle command has agreed to replace any destroyed mech or any mech that takes engine or gyro damage with a mech from the faction you choose as a group.  However the guys up north are running low on lighter weight chassis, so any left over mechs will be shipped up north.  So if you want to keep your mech and it has engine or gyro damage, you will have to run it next battle with that engine or gyro damage.  Here is how the post battle mech selection will go.

  • Players that have engine or gyro damage decide if they wish to turn in their mech for a new one.
  • Players will vote on what faction will supply them with new mechs. (Davion, Steiner, Liao, Kurita, Comstar, Rasalhauge, Mercs)
  • New mechs will be supplied from the faction chosen.
  • Players will go through normal mech section process.
  • Unselected mechs will be shipped out and removed from our roster.
5) I'll apologize in advance for those of you that get head shot this time through.  I'm expecting a 50% player mech loss and at least one of you will get the 15 point head shot.  One adjustment to the "What do to if a player dies rule."  When your character dies you get a new character with -5 kills from your total.  The furthest you can fall back is to a skill addition point (5, 10, 15 kills, etc.)  Think of it as a respawn point, once you hit the 5, 10 15 kill mark, you can never fall past that, even on back to back kills.  So if Poe (Rock) were to die this time out. he would fall back to his "respawn" cap of 5 kills.  However this respawn point is set between missions, not during missions.  Your new character will still get credit for the kills of the dead pilot on the last mission, just after he falls back to the "respawn" point.
  • Example: Poe was at 9.25 kills at the start of mission 4.  Giving him a "respawn" point of 5 kills.  During the game he kills the Spider but then is head shot.  The new character (Rock) is made starting with 5 kills, then adds the 1 for the Spider kill, giving him a total of 6.  Rock then writes a new dossier giving him a total of 7 kills.  Rock starts the next mission with a respawn point of 5 kills.  Say Rock gets 3 kills during that mission then is killed.  The new character would be made with a total of 8 kills (respawn of 5 + 3 kills).      
See yah Friday.