Showing posts with label After Action Report. Show all posts
Showing posts with label After Action Report. Show all posts

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.

Tuesday, April 12, 2011

Mission #8: Mechbay & After Action Report


Was a very good mission for us as far as lost mechs go.  We only lost three.  The Crockett, Daikyu and Starslayer.  The hunchback IIC went down with arm and leg losses and Fulow is putting them back on as we speak.

OOC: All those pics I took from the new camera came out poor.  That will learn me for taking pics with a video camcorder.  Oh well.  I'll use the old digital camera next time. (Lame AAR I know)
Salvage wise, we landed The Chassis, Head, Gyro and Engine of the Kraken!  So we just needed to replace the weapon systems we took out.  We managed to pull an UltraAC10 off the wreck of the Cougar you guys downed.  With the UltraAC10 we landed from an earlier mission...We have a fully functioning Kraken 2 in our mechbay.

OOC: Here is where it will get confusing.

The Draconis Combine folks were so pleased you saved the Capital and Palace that they are offering us a complete C3 networked company.  They are also willing to swap out your current ride for an upgraded version of the same chassis..  With us salvaging the Kraken...I find it highly unlikely that all 12 of you will be in a C3 mech.

So you may want to discuss how many C3 lances you will want, I would lean toward 1 or 2.  How many of you want to be part of the C3 company will determine how many C3Masters we will need.  Here is the break down.

2-4 players = 1 C3 Master needed.
5-8 players = 3 C3 Masters needed. (Two can be in one mech, Naginata NG-C3B)
9-12 players = 4 C3 Masters needed. (Two can be in one mech, Naginata NG-C3B)


Here are the mechs they are offering, you can take the single or double C3Master version of the Naginata but not both...(click for larger image)


And here is the mechbay...

Further more...here are your upgrade options if you choose to take their offer to upgrade your mech.  If you're not listed here, don't take it personal...just that House Kurita doesn't have an upgrade for that chassis you are in.

Mitch:  You can upgrade your Atlas AS7-D to...
  • AS7-K - An 3050's Combine upgrade of the Atlas that used rediscovered Star League technology, the K model was built with an XL Engine that reduced the weight of the engine by half. The 'Mech was been rearmed for long range combat, the 'Mech carried a Imperator Dragon's Fire Gauss Rifle and an Shigunga LRM-20. These were backed up by a pair of Victory Nickel Alloy ER Large Lasers, which allowed the AS7-K to keep an enemy at range, though the use of single heat sinks caused swift heat buildup if both lasers are fired repeatedly. For close range defense, the K model carried two Victory Heartbeat Medium Pulse Lasers and a Yori Flyswatter Anti-Missile System. Finally, CASE had been added to the side torsos to protect against an ammunition explosion. BV (1.0) = 1,649
  • AS7-C - A modification of the K model, the C model was intended to carry a C3 Slave unit into combat. This was achieved by removing one of the Medium Pulse Lasers from the K model. The extra free ton was used to add another heat sink to the design. BV (1.0) = 1,650
  • AS7-CM - Another modification of the K model of the Atlas, the CM Atlas was designed to carry a C3 Master Computer into battle. In order to do this one of the ER Large Lasers was removed and in its place a C3 Master computer was installed, allowing it to coordinate a C3 lance. BV (1.0) = 1,725
Dereck: You can upgrade your Crusader CRD-5M to...
  • CRD-5K - The 5K Crusader is a complete upgrade produced by Cosby BattleMech Research Firm. The chassis has been redesigned using Endo Steel construction techniques and the engine has been upgraded to an XL Engine. The 'Mechs armament has been completely overhauled as well. The primary weapons are two Shigunga MRM 30 launchers and, as secondary weapons, it carries two Victory 23R Medium Lasers and two Victory Heartbeat Medium Pulse Lasers. To allow the 5K to share targeting data, it also carries a C3 Slave Unit. Finally, to vent waste heat, the 'Mech uses eleven double heat sinks and is protected with twelve tons of armor with CASE to protect itself from ammunition explosions. BV (1.0) = 1,223
Jeff: You can upgrade your Grasshopper GHR-5N to...
  • GHR-6K - The 6K variant of the Grasshopper upgrades the design by using an Endo Steel chassis and the 'Mechs heat sinks have been upgraded to double heat sinks. The LRM-5 launcher has been replaced with a Guided Technologies 2nd Generation Streak SRM-4 missile launcher and the 'Mech carries five Medium Pulse Lasers for close range combat. For long-range situations, the Grasshopper carries an ER Large Laser. The 'Mech also carries a C3 slave unit to allow it to share targeting data with friendly units. BV (1.0) = 1,484

What ever mechs are unselected or left behind will be removed from the roster and sent north to help up there. If one of the guys that has the upgrade choice gets out of their mech someone else can jump in and take the upgrade if they want.

With Mitch's C3Master option you could do the 4 C3masters all in separate mechs.  The Double C3 master provided with the Naginata is ok, but the mech is a lot better with just the single C3Master. The mechs you have that can't link into the C3 network are...Kraken, Hunchback IIC, Flashman, Guillotine, Black Knight, Exterminator, and Champion.

I can see 3 paths to take...

A) Eleven C3 mechs + Kraken.  Single C3Masters in Atlas, Naginata, Gunslinger and Battlemaster.  Or maybe 10 C3 if Gregg wants the Hunchback IIC again.

B) Eleven C3 mechs + Kraken   Double C3 in Naginata, Single in Battlemaster and Gunslinger, Atlas a slave.

C) Eight C3 mechs + Kraken +3 other non C3 (HBack IIC?, Flashman?, Unupgraded Atlas?)  Single C3Masters in Naginata, Gunslinger, Battlemaster.

Any other path is going to waste tonnage from a C3Master being unused / or unclaimed and I can't see an Assault mech getting passed up..

Nash out.

OOC:  Time to get picking...

As mentioned in the prior post...here is the selection order.
1) Derek (Dead Mechwarrior Rule)
2) Mitch
3) Kyle
4) Jay
5) Fab
6) Scott
7) Larry
8) Dereck
9) Lee
10) Gregg
11) Jeff
12) Dave

Available mechs are:
Kraken, Naginata, Gunslinger, Battlemaster, Hatamoto-Chi, Mauler, Warhammer, Grand Dragon, Catapult, Kintaro, Crab, Venom, Hitman.

Derek your pick.  If any of you have any questions feel free to email or comment here on the blog.

Monday, March 21, 2011

Mission #7: Mechbay (after action)

Jagermech III (Prototype)
Ok folks here is our current status for mechs after our defense of the HPG station.

We were down to three working Mechs, a Grasshopper, a Starslayer and a Crusader.

Battlefield salvage was pretty slim, you guys did a number on the both the clan mechs you fought and your mechs.

Furlow was able to get the Daikyu up and running again with the spare parts from the mechbase we captured in our first mission.  However, it is the 01 version with the twin Ultra AC5's, rather than the 02 version we had before.

Kumiko has helped us from beyond the grave.  Her Hunchback IIC was mostly unscathed when she took the head hit.  The Hunchback IIC you guys dropped was scrap except for the head.  Furlow has cobbled those two damaged mechs together and we have a fully functioning Hunchback IIC.

Command shipped us a prototype right from the NAIS mech design lab on New Avalon.  Something called a Jagermech III....Don't ask me where the Jagermech II went...I have no clue.  Anyway check the mechbay for what she has for weapons...not a terrible design.

Next, you guys have some fans.
There is a Captain of the 4th Company of the 1st Davion Guards who is fighting up North.  Somehow his unit got a hold of the battle footage of your defense of the HPG.  Captain Pedrioa, apparently bagged a salvagable Jaguar Warhawk and no longer needs his current mech.  After seeing how Meech stood up to a star of advancing Jaguars, he thought his Black Knight 6 that he dubbed "Laser Show" should be sent down to our unit.

Yes, I know that still leaves us quite a few mechs short for the Company to be up to full strength.  Wait for it...

Finally, we no longer have to worry about defending the HPG.  Command has handed the defense (and the facility itself) over to the experts...Comstar.    The white robed techie dudes, were impressed when they saw the facility, and the clan mechs you had taken out.  So, they handed us over a Level 2 of mechs.  Who knows why they call their lance's "Level 2's".  Or why these "Level 2's" are 6 units rather than the standard 4...but I'm not complaining.  We have our first Assault mechs folks.  They gave us an Atlas and a Crockett.  Atlas is still 3025 tech, but seeing as how the upgraded Atlas has an XL engine I'm not seeing the old tech as a bad thing.  The other mechs are are a solid bunch of heavies.  Flashman, Guillotine, Champion, and Exterminator.  Most of these mechs have some new tech, key word being some.  Note the lack of CASE on most of them.

We are also on the heavy side now, I requested a light scout mech through command...seems they are in short supply at this time.  Guess we will have to bag a Clan Light if we want another one on our roster any time soon.

Anyway here is the mechbay...


Nash out.

OOC:  Time to get picking...

As mentioned in the prior post...here is the selection order.
1) Mitch (Blue Falcon, jumps over Fab)
2) Fab (Dead Mechwarrior rule)
3) Jay (Tied with Kyle...tie breaker goes to Kyle with more kills in the last mission, but Jay uses BF)
4) Kyle
5) Scott
6) Larry
7) Dereck
8) Gregg (BF over Derek)
9) Jeff  (BF over Derek...ouch)
10) Lee (BF over Derek...ummm, wow)
11) Derek (who must be sore)

EDIT:  adding Clan salvage sheet.

Sunday, February 13, 2011

Mission #6: After Action Report (Debriefing)



Location: Briefing room, HPG station, Southern Hemisphere, Port Arthur.

Captain Nash addresing the mechwarriors after their failed assault on a Jag firebase.

  Wow, that could have gone a little better.  At least you all made it back.  Glad we got that Mechwarrior recovery hovercraft working.  She got a good workout yesterday.

Alright, you guys have faced tough tests before, this was the toughest.  Command thought you guys were on a roll, and probably put you into a situation that left too much up to chance.  I however am not of the same mind set.

You guys had this, but acted like a bunch of wet behind the ear recruits.  Here is where I see your could have improved.

1) Whose idea was it to use a gunline rather than concentrating your forces on one point?  Pushing a flank as one group might have helped.  Sure a couple might have taken the brunt of the firebase defensive fire, but that would have allowed the others to engage at short range relatively untouched.

2) Did I forget to send you the dossiers of the expected tanks at the base?  When looking at those, don't just look at the weapon loadouts.  Also look at the Armor, and how fast they are.  Lookin at the Pike and the LRM carriers, if you guys gotten to a side wall and forced them to move in order to engage at you, it might have been a little better for you.    

3) Way back in Terra's history.  Armies used to have Commisars.  They were officers, that insured the objectives of the mission were accomplished.  If a soldier retreated in the face of the enemy...he would have been an example to others as to what happens to troops that retreat during an advance.  Putting the pressure on the clanners was key.  Falling back after taking a couple of hits, or in the face of a squad of toads...not that good of an idea.

4) Toads.  I think I overstated how dangerous they actually are.  At most they can take a ton of armor off of you.  Sure if they get on the head of your mech, you are in trouble, but facing volley after volley of an LRM carrier that can strip 4 tons off...easy choice which I would rather face.

5) I must have forgotten to mention to try to take out the Power building to drop all the turrets at once rather than take each one out.

6) Movement will help keep you alive when assaulting.  Not using your max speed when in range of the enemy guns, will make you a prime target.

Anyway, rant over.  Glad you all made it back.  As you know we have been assigned garrison duty here at the HPG while we lick our wounds.  Command has given us quite the selection of heavy mechs to fill out our roster.  Some of you may notice the Mechwarrior Meech is not here at the briefing.  He took a tumble climbing out of the Venom.  Apparently there was some hidden damage on the access ladder and a rung let go on him.  He will be down at least a month (Player in Florida for next months game).

I fully expect a counter attack by many of the same forces we just faced.  They will probably leave the tanks at their base and hit us with some mechs, maybe elementals.  Be ready folks.  Look over the new mechs we have, and start familiarizing yourself with your selection.

Dismissed.

(OOC) Mitch will miss the next mission, he has given up his pick to help the team...he will get the first pick next time through no matter the killboard or dead mechwarriors.  Jay is staying in the Daikyu, so Kyle your pick.

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
vs.
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
vs.
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
vs.
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
vs.
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
vs.
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.




Sunday, December 12, 2010

Mission #4: After Action Report

Farewell Kumiko, we barely knew yah.  Some extremely accurate fire from the Smoke Jag forces we encountered blew the head clean off the Hunchback IIC on Turn 3 ending Kumiko life and drastically changing the mission objectives.

So incensed were the mechwarriors of the Lucky 7th, they took the fight to the clanners.  Though that course of action cost Mechwarrior Poe his life as well, falling to another headshot from Star Captain Cano in his Shadow Cat.  The players also lost a Wyvern mech when Mechwarrior Derek valiantly dueled with a Peregrine.

However at the end of the day the players took the field, with only the Peregrine and Koshi fleeing the field.  Leaving much salvage and equipment in the players hands.

Kill board, mechbay, clan salvage and mech roster coming soon.

Saturday, November 13, 2010

Mission #3: After Action Report

Smoke Jags hit the farm in Six groups of three waves to assault the two farms.

The first wave had groups a Hunter Light missile tank and a Pegasus Hover tank, being led by a mech attacking each of the farms  The Assassin and Spider from the last game were the two mechs leading their units.  The hover tanks flew down the river attempting to flank the farms.  Players moved up to intercept the LRM tanks and mechs.


The second wave had a Manticore and Patton tank coming in from each roadway corner.  Two Condor Hover tanks came in as well down the river.  Players were doing ok at this point.  P-Hawk had taken an 11 hex charge from a Spider, costing the Phawk most of it's weaponry.


  The third wave was three clan mechs.  A Shadow Cat, Howler 3, and Jenner IIC.  Farms were pretty beat up, with three of the four buildings falling to the clanners.  Shot of the night went to Jeff in the Shadow Hawk - K.  Took out the Targeting computer on the Howler on the first PPC exchange.

  Tanks had the orders to shoot at the farms unless an enemy unit was closer.  LRM tanks had orders to take out the farms first.  Mechs were to take on enemy forces and leave the farms to the tanks.  (Edit: Tanks would bypass the closer mech targeting priority if that target had been challenged by a Clan Mech.  This explains why the Condor didn't shoot at Scott, but finished off the farmhouse toward the end.)

  Shadow Cat made some friends, disarming the player Koshi, coring the Phoenix Hawk and all but finishing the Wyvern (One CT internal left).  Then with the remaining forces closing in on him, he fell back to fight another day.  

  Salvage, Killboard and mech roster coming soon.

Saturday, October 9, 2010

Mission #2: After Action Report

  Just before our forces were to set out, Captain Nash thought he picked up a ground unit on the dropship sensors.  Just to be safe Viper stayed behind and patrolled the perimeter in his Vulcan while the rest of the 7th when on the SAR mission for the Raven (Merloni) and Catapult (Garciparra).



  As elements of the Lucky 7th approached the two bridges they split into two lances.  Merloni got of a narrowband transmission as the player approached the bridges saying he last saw the Front line clan unit cross the East most bridge (leaving the board).  Lance Alpha for the players consisted of a Clint, Poe in his Valkyrie, Caster in his Panther and Whitworth.  They crossed the western most bridge, headed toward the weapons repair facility.  Lance Beta consisted of  Pillsbury in his Sentinel, Maverick in his Javelin, a Hermes II, and a Jenner.  They crossed the middle bridge headed toward the unknown facility.

(Begin cut-scene)  Lance Alpha spotted two Aerospace fighters coming in at them on a straffing run.  Their tactical displays shows the incoming Smoke Jags were in two Xerxes class fighters, each armed with two Ultra AC20's and 2 ER Large Lasers.  They were not the only ones that saw the fighters coming in...Garciaparra powered up his Catapult and stepped out from his concealed position just as the areospace fighters passed overhead.  He knew the fighters would make quick work of Lance Beta, and fired off an LRM20 at each of the Xerxes soft underbellies.  He managed to splash both of the fighters with critical hits before they could take a shot.  Unfortunately, one of them spiraled into the Easternmost bridge collapsing it.  That however was the least of Garciparra's problems, Ten Elementals lept from the nearby woods right onto his Catapult and began tearing it to pieces.  The power armored infantry managed to critical the LRM Ammo rack.  One of the Elementals happened to be climbing over the Catapult's ejection canopy as safetys engaged punching Garciparra out.  The canopy lifted only about 3 meters with the added ton of powered armor infantry on top of it.  Ramon most likely didn't feel a thing as his ejection seat slammed into the improperly deployed canopy. (End cut-scene)

   Lance Beta takes out one of the twin Ultra AC turrets defending the unknown facility.  Lance Alpha sees a under-strengthed star of Inner sphere Smoke Jag mechs coming from the Weapons facility.  The Smoke Jags have a Locust IIC, Firestarter, Assassin, and Spider.  Merloni, powers up his Raven and breaks to join up with Lance Beta, being a little too close to the Elementals and not wishing to share Garciparra's fate.  Three more squads of Elementals emerge from the woods chasing after the Raven.

  Lance Beta moves up taking out the remaining Streak SRM6 defensive turret.  Scans reveal the unknown facility to be some sort of cockpit / sensor repair building.  Sitting ready to go in one of the crates is a Koshi omni mech Head assembly.  The Javelin picks up the crate and turns to head back to the bridge.  The rest of Lance Beta pour fire into the western most bridge, thinking that might slow down any pursuit from the Clan front line star that has most likely been alerted to their location.

  Lance Alpha engages the Smoke Jag lance.  Mechwarrior Cano in his Locust IIC challenges Caster in his Panther to Honorable combat.  After the second turn of fire the Panther is missing a leg and the players realize the difference between a Locust and a Locust IIC.  The third turn of fire finishes cores the legged Panther, who was given an opportunity to punch out.  The rest of Lance Alpha takes out the Firestarter. 

  Lance Beta moving back to the bridge notices a Smoke Jag Peregrine mech standing in their deployment zone.  The Peregrine however has it's eyes on the badly damaged Valkyrie from Lance Alpha and heads off in that direction.  Lance Beta with the Raven in and the crate begin to cross back over the middle bridge when a Mad Cat enters the board by the western bridge they were shooting at.  Star Captain Gerigh, challenges Pillsbury to honorable combat hoping to slow the fleeing Davion Mechs.  Gerigh scans the bridge after seeing the damage and estimates that it will not support the weight of his Mad Cat.  He puts an ER Large laser in to the rear torso of Pillsbury's Sentinel.  Mechwarrior Hoyt in a Hankyu comes one to the board in the players deployment area and challenges the Jenner.

  Lance Alpha takes out Cano in the Locust IIC with a gyro hit and taking out a leg.  The Valkyrie is in serious trouble with minimal armor left and a Peregrine mech closing in.  Seeing a clear line to the crates in the weapons facility, the Whitworth and Clint (Rather than jumping over the river), head south back to the weapons facility to grab a crate or two.  The Peregrine moves up and finishes the Valk the next turn.

  Closing in on leaving the board edge the Javelin and Raven encounter a Firefly C, who does some damage to the Raven, but not enough to stop him from escaping (Primary objective accomplished).  The Javelin leave the board as well securing the Head component for the clan Koshi omni mech.  The Hankyu and Jenner, duke it out on the bridge, neither getting the upper hand.

  The next turn the Hermes II gets off the board, The Sentinel and Jenner finish off the Hankyu while taking fire at long range from the Mad Cat.  The Sentinel and Jenner leave the board the following turn.  Just leaving two members of Lance Beta up near the weapons facility.

  Five squads of Elementals closing on the Clint and Whitworth, along with the Assassin who has been harrasing the players all game.  The Peregrine challenges the Whitworth.  The Firefly C challeneges the Clint even though he is multiple turns away for being in weapons range.  The Clint scans the crates at the weapons facility and grabs a crate that has a clan large pulse laser.

   The Peregrine finally finishes off the Whitworth taking out the CT.  There might have been 10 points of armor left on the Whitworth...no grouping whats so ever on any shots that hit it throughout the game.  The Clint realizes that he will not have a chance to get off the table without using his jumpjets, drops the crate and flees off the table before the FireflyC can put enough accurate fire into him.

Smoke Jaguar losses: Firestarter, Locust IIC, Hankyu, 3 turrets, two small crates.

Davion losses: Panther, Whitworth, Valkyrie

Kill board and salvage reports to follow in a couple days.

(More detailed Images to come on this page, want to restage some of the key moments.)
           
           

Saturday, September 11, 2010

Mission #1: After Action Report

Smoke Jaguar Forces
Hermes II HER-2S, Whitworth WTH-1S, Koshi D (Zimmer), Jenner JR7-F, Ostscout OTT-7J
Patton Tank, Galleon Light tank x2, Harasser (Laser variant) x2, Pike support tank (Clan) x2
  Not much of an after action report this time through.  (Forgot to take some pics of the battle.)

Players made short work of the opposition, securing three three objectives.  Key moments of the battle.
1) Players take out the communications tower early.  Discover the range of the Pike Ultra AC2's is almost the whole board.

2) Mechwarrior Hetzer charges the Mech facility alone to take on the Patton tank, his support decided to focus their attention elsewhere. 

3) Mechwarrior Meech jumped into a wooded area and failed his piloting check, damaging his head.

4) Mechwarrior Poe went one on one with Star Commander Zimmer (until the last played turn, where there were 5 or 6 players shooting at Zimmer)

We called it at that point.  The Jaguar Whitworth was mostly undamaged, and there were still the two Pike tanks left.  Plus the players had yet to destroy the Clan HQ.  Players had only lost the Cicada to an XL engine loss.  It was getting late (past midnight) so what follows is the GM taking liberty to finish the game (don't worry you players will like the final result).

The Whitworth and legged Zimmer continue to fight, the Whitworth finishing off both Jeff's and Larry's commando with engine hits.  The Whitworth finally shuts-down due to overheating, and the pilot ejects (Salvageable).  Zimmer is killed, kicked in the head by Poe (Clan salvage details to come).  Hetzer's commando takes a floating crit from an Ultra AC2 to the SRM ammo...Hetzer ejects escaping the blast.
Big Duke in his Stinger is the only mech to remained unscathed, however as he takes point to approach the Clan HQ, two hidden Streak SRM6 turrets pop out of the ground and destroy the Stinger's center torso. (Yeah I took away your commandos and stinger...sure that breaks your hearts.)

Summary: Major Victory for the players. All clan forces destroyed.  No players were lost.  Kill Board, Mech losses and Salvage to come in the next post.