Wednesday, May 25, 2011

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.