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Author Topic: Operation SAPPHIRE September 3060 - January 3061  (Read 2410 times)

Darrian Wolffe

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Operation SAPPHIRE September 3060 - January 3061
« on: May 19, 2024, 10:17:12 PM »



Timeline
11 August, 3060
Contract Accepted
All lances gain $1,056,995 from advance pay
Unit gains $5,284,990 from advance pay
Unit spends $700,000 on travel expenses
Unit Liftoffs from Grumium to Blue Diamond

15 August, 3060
Alarion Military Academy opens
(3060-08-15)
Alarion [DBC] -
Today, the Lyran Alliance Armed Forces (LAAF) held the opening ceremony for their newest military academy. The new military academy will focus on training crews, technicians and pilots of the LAAF's expanding WarShip, JumpShip, DropShip and aerospace fighter fleet. The Alarion Military Academy has attracted some exceptionally skilled and experienced staff to ensure that our next generations of naval officers and enlisted have the best training available to keep the Alliance safe from any enemy.

16 August, 3060
Coventry Military Academy reopens
(3060-08-16)
Coventry [DBC] -
We have more good news to report regarding the Lyran Alliance's military academies. A ceremony was just held to christen the reopening of the Coventry Military Academy. As all of our viewers recall, the Coventry Military Academy was damaged during the Jade Falcons' destructive invasion in 3058, which saw the Jade Falcons conquer several worlds before converging on Coventry with several Galaxies of 'Mechs. The Falcons were intent on capturing the planet's vital 'Mech factories and there was fierce fighting by the defending 10th Skye Rangers, Coventry Militia and the Coventry Military Academy Training Cadre. The Academy's buildings and grounds were caught in the middle of one particularly violent battle and the Academy has been rebuilding ever since the Falcons were forced off the planet.


13 September, 3060
The 2nd Rangers make landfall on Blue Diamind.
Contract begins.

---------------------------------------------------------------

Ranger Lance Assignments
Defend- Admin
Fire
Marigold

Fight - Admin
Fury
Blitzkrieg

Scout - Admin
Lancer
Jazz

Training - 5 lances required on Training ( you will still get the 5XP after a full month here so do not worry.) - Admin
Ehreschuld
Spectre
Paladin
Foil
Norbotten

Reserve
Osiris
Ironside
---------------------------------------------------------------

Ranger Support Unit Assignments
Bravo Company, Lancer Lance
Maxim (BA Field Refit)
Demolisher Heavy Tank (Gauss)
Zephyr (STD) x2
IS Battle Armor (Laser)
Achileus Light BA (MG)

Charlie Company, Ereschuld Lance
Condor Heavy Hover Tanks (Fusion) x2
Partisan Air Defense Tank (STD)
Maxim Heavy Hover Transport (BA Factory Upgrade)
Raiden battle Armor (Tsunami)
IS Battle Armor (SRM)
Raiden Battle Armor (Flamer)

Delta Company, Fire Lance
Manticore Heavy Tanks (STD) x2
Maxim (BA Field Refit)
Ontos (3053)
Kanazuchi Battle Armor (Battle Claw)
Kage Light Battle Armor (Laser)

Repair Vehicles - all count as Field Workshop Conditions (HM,WT p. 27)
Savior Repair Vehicle: Lancer
Paramour Repair Vehicle: Foil
Jifty Repair Vehicle: Jazz
---------------------------------------------------------------

Ranger Admin Assignments

Logistics Admins (Veteran): -1 on Introtech and TW tech acquisition TNs (6 total)
Paladin
Marigold
Jazz
Fire
Norbotten
Ehreschuld

Logistics Admins (Elite): -1 on Introtech and TW tech acquisition TNs, -1 on ClanTech acquisition TNs (2 total)
Foil
Spectre

HR Admins: Techs get 510 minutes per day instead of 480 (7 total)
Lancer
Fury
Blitzkrieg
Ehreschuld
Fire
Marigold
Jazz
---------------------------------------------------------------

Contract Adjustments:
IntroTech Acquisition TNs are at a -1 bonus, to a minimum of 3 (2 always fails)
-Will require use of non-MechWarrior skill to pass contract objectives
-Will likely require mercs to adhere to rules of engagement to minimize damage to friendly territory (no flame weapons
or AE weapons in urban centers, etc)
-Will almost always result in multiple allied Mechs (usually Green) attached to your combat formations


---------------------------------------------------------------

Monthly Financial Data
Gross Monthly payment: $12,683,951
Payment to Lances: $792,746
Payment to Unit: $3,963,745
« Last Edit: May 20, 2024, 09:40:15 PM by deadlyfire2345 »
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Darrian Wolffe

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #1 on: May 20, 2024, 03:36:43 AM »

How Cadre Missions Work And You: A Short Guide to Getting Angry At Someone Else Besides Your GM

Cadre Missions simulate a group of experienced and competent mercenaries (theoretically, you) providing on-the-job training and protection for the young and tender state troops just coming out of some academy or training program somewhere.  As such, in a similar fashion to Garrison Duty or Guerilla Warfare contracts, your skills out of the cockpit are just as important as the skills within it.

First, the primary Lance Role in a Cadre Mission is not scouting or fighting or defense.  It's Training.  A certain number of lances are required to be assigned to the Training role during the contract.  These Lances, which are assigned at the beginning of the month, are not available for scenarios or reinforcements.  They are working a full-time job training the students.  The only way a Lance which is in Training can participate in any scenario during that month, is if they're involved in a Solo Mission involving...well...them.  And probably a bunch of raw recruits they have to also care for during the Solo.  And because it's a Training role, it means that you're almost certainly going to start the fight with powered-down weapons and/or training ammo loaded. On the bright side, at the end of the month (or portion thereof, for the first and last months of the contract), you and all your lance members get +5 XP, even if you didn't actually have a Solo Mission that month. 

Second, everyone ELSE who isn't training actually has to go fight.  The usual caveats apply, but there's also generally going to be an escort of trainees in every mission, which you have to keep alive - and who have to actually score hits on the enemy during the fight.  You can't bury them prone in a heavy woods on the corner of the map in the basement of a septuple-hardened building.  These trainees also require skill checks, usually Leadership, during the scenario, to keep them from panicking and running away under fire.  Other skills do sometimes apply, Bureaucracy or Administration rolls are possible at the end of a scenario, or else it hits you with a small VP penalty.  These seem to always appear in the scenario briefing, so if you don't see an Admin roll required after a scenario, you don't have to worry about it.

Third and finally, everyone who is doing Training ALSO gets to do skill checks.  EVERY CO doing training is required to succeed on at least 1 Skill check at the end of the month, indicating that hopefully you have taught them something worthwhile, valuable, and have done so correctly.  This can be ANY skill, except for Piloting and Gunnery.  To complete your Contract successfully, in addition to VP, you need to accumulate a certain number of successful Skill Checks.  I'm not sure how many you need, and won't know until we've advanced to the last month of the contract; I think it's a percentage of however many rolls you need to make.  A unit with 3 lances doing training for 6 months would generate a different total number of Skill Checks (~18 checks) than a 10 lance unit who puts 5 lances on Training role and stays for 5 months.(~25 checks); this is what makes me think it's a percentage.  So, go about your business, make your Skill Checks when prompted (unless something says otherwise, TNs all seem to be an 8, or pass/fail based on your skill rating.  So a 5+ Mech Tech skill needs a 5 or better on 2d6, while a Strategy +3 rating would need to roll a 5 or better on 2d6 in order to pass the TN8 requirement.), and we'll all see about figuring out whether we've screwed up or not at the end of the contract.

And before you ask, no.  Like all non-combat die rolls, you cannot spend Edge on these.
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agustaaquila

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #2 on: May 20, 2024, 09:37:17 PM »

Are we assigning out repair vee to reduce Tns, please?
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deadlyfire2345

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #3 on: June 01, 2024, 07:44:33 PM »

For October. Will use this post for assignment changes.


Ranger Lance Assignments
Defend- Admin
Lancer
Jazz

Fight - Admin
Fury
Paladin

Scout - Admin
Foil
Norbotten

Training - 5 lances required - Admin
Spectre
Ehreschuld
Marigold
Blitzkrieg
Fire

Will make changes once more people answer.



For unit purposes:
End of Contract BLC paid for:
Manticore: 1,056,320
Thunderbird: 2,572,200
Maxim (BA Field): 628,800
Chaparral (STD): 881,200
Zephyr (STD): 929,580
« Last Edit: August 25, 2024, 03:24:46 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #4 on: June 08, 2024, 03:51:40 PM »

Salvage pool:
M1: 13,612,781
Jazz solo: 1,142,281 
M2: -4,891,322
M3: 21,962,557
Foil solo: 4,808,820
Paladin solo: 3,371,396
Fury solo: 18,421,897
Zeta solo: 6,341,128
M4: 52,071,624
Total pool: 116,841,180
« Last Edit: September 22, 2024, 04:23:43 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #5 on: June 29, 2024, 08:07:51 PM »

Nov assignments:

Ranger Lance Assignments
Defend- Admin
Lancer
Blitzkrieg - If he will be there

Fight - Admin
Norbotten
Ehreschuld

Scout - Admin
Fire
Ehreschuld

Training - 5 lances required - Admin
Fury
Jazz
Marigold
Foil
Paladin
« Last Edit: August 25, 2024, 10:39:59 AM by deadlyfire2345 »
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Darrian Wolffe

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #6 on: July 06, 2024, 03:19:32 AM »

28 September, 3060
Mission 1: Breathrough (Defender) - Fire, Marigold, Blitzkrieg, Fury Lances
Result: Victory - +2 to contract score
After-Action Report: The morning brief was short and simple. Take a look at the recruits and assess where they are following their first training year. Initial review showed some promise and development but material was lacking. Mechs many hand me downs or aging trainers were all that were on site. Initial departure from the river academy went smoothly as expected. The cadre and escorts quickly began staging for training assessments but never made it further than each teams waypoint. The sudden influx of radio chatter across all channels and then static filled "Greetings freebirth" signaled Clan Wolf was here.

Fire lance would be center line in what was an overwatch into the training grounds with delta assets not far behind. ASF and artillery units were on standby for live fire drills already. A stroke of luck hopefully in the upcoming battle. Cadre units were conducting training patrols in the Eastern city park with overwatch of Fury lance. Blitzkrieg happened to be ascending the northern lake and Marigold inspected the western forest. Further out would be Ranger actual scouting for additional useful training areas.

Wolf units would drop near the center line forested rockcropping, the now vacated river training center, city outskirts and local campus. An absurd amount of Wolf medium, light elements dropped in the west. The clear intent being push the forest patches and spearhead a breakthrough the outer picket. The heavier mobile forces reinforced the center push with the larger elements. Several split off to engage the cadre in the city.

Immediate call for fire orders went out and Ranger support teams began to work. ASF teams broke off to start attack runs between ground and air. Wolf air would meet and down Markus Mronz in his Thunderbird killing him on just bad luck. ASF black box recovery would show multiple stabilizer type hits deemed unrecoverable. This would eventually circle the battlefield narrowly missing Fire as the ASF crashed downslope by 30m or less.

Ranger elements would begin shifting to meet the faster Wolf units taking time, armor, firepower from the center line. Fire and Delta assets would hold the center line exchanging and dealing heavy damage. This would roughly be the extent for much if the battle. The maxim would take battle armor into the city but they were a near null factor contributing little. The Maxim would be lost turning a corner taking a full broadsides volley in the side.  Manticores and Ontos would continue to deal damage and eventually trading a manticore for a Vulture.

The cadre would hold out with some help. Fury would attach a Thunderbolt and Wraith which was more than enough. Cadre performing above expectations helping to down one mech to no losses. Fury would send the remainder to reinforce center. Fire would continue drawing fire and taking heavy damage for it being forced to regroup.

Ranger artillery and ASF intercept would be on point dealing heavy damage across multiple units. Several of which were direct hits or close enough to contribute directly to downing units.

The western battle would have both sides exchanging heavy fire as soon as Ranger actual made it back. Point blank fighting, spent casings, pools of armor, with full fist to cuffs.Some Wolf elements would escape while many others would be there slumped over dead or crippled. Many volleys would deal heavy damage and quick kill securing follow ups by Marigold equating to seven less machines. There would be an effort to chase Wolf units by Blitzkrieg that eventually prevented several from getting through. There would be several Ranger mechs heavily damaged but all recoverable and far fewer Wolf machines that could be said the same for.

The center held the entire fight from which Wolf onky could glimpse the mountain lake. The exchange of fire and the massive push forced Rangers to regroup behind the cliff edge. This prompted a quick discussion as it would be one of three turning points in the battle with Rangers having checked all prior. Western push absorbed and mostly squashed, the cadre units rising to the occasion unscathed, and finally seizing the initiative while doing what Fire and Fury do best. Fire and Fury jumped over the cliff face putting even the heavily damaged machines into the foray. Deltas remaining assets also joined in causing significant damage. Fire and Fury chose violence dealing such accordingly. The combined might of the No Dachi, Atlas, Spartan would see multiple Madcats downed. Adding in the remaining elements still within short and brawling distance would attribute to crippling and heavily damaging the remaining clan large machines. This would check the third instance to secure victory as the wolves declared the field ours. Terms being take the Isorla uncontested as long as certain machines were allowed to vacate. We obliged the field already won with the heavy damage and now expected short window for repairs.

This would be a lot closer than hoped but about expected outcome. Some units made it through but would be pushed back later or fade off into hiding. Rangers would lose some vehicles but no mechs outright and that with a win is a bonus. Salvage wasn't bad either and thats the cherry on top.


28 September, 3060
Solo Mission: Jazz Lance
Result: Victory - no effect on contract score
After-Action Report: Intelligence reported that the Wolves were scouting a small town near the Rangers base with the intention of establishing a presence.  Orders were received to try to dislodge them.

Satellite data indicated 2 stars of mechs and one star of toads spread out across the eastern approaches to the town.  Jazz Lance and a Lyran Guards training cadre lance headed in from the west matching the clans spread formation with Jazz in the center and winged by 2 Lyrans on either side.

As both sides converged [clans were closing faster than was comfortable] Jazz drifted NE to the NW corner of town while Lyran’s Enforcer and Ostsol headed straight E through the northern trees lines.  The Lyran Locust and LAM started south of Jazz in a feint then moved as Wolf forces got close.  The LAM’s pilot must have been a daredevil in a previous life as he made several close passes behind Wolf mechs and screamed down between 2 rows of apartment buildings to keep things interesting all over the battlefield.  It is unknown how much damage he did.  Gun camera footage will have to be examined for confirmation.  The Locust was surprisingly effective doing what Locusts do best: running like hell and getting mechs to chase it.  It had lost a arm but otherwise operational at the battle’s conclusion.

2nd line elements of the Wolves engaged the Enforcer and Ostsol in the northern woods where a cat and mouse game ensued.  The Wolf Wasp eventually made a mistake and was dropped by the Enforcer.  Most of the Wolf Omni’s engaged Jazz in the NW section of the town.  Jazz’s Berserker and Nightsky led the assault with Wolfhound taking long range shots of opportunity [Rng Mstr Long] and Jazz One in MadCat providing fire support.  Jazz’s Berserker attracted the most attention [go figure] while other units rotated fire as required.  Luck finally turned toward Jazz in the battle as a nearly undamaged Stormcrow received a 2nd LPL blast to the head from the Nightsky, killing the pilot and the pilot of the Pouncer that had been previously rescued by the Stormcrow.  A Wolf Fenris pilot also ejected when his SRM4 ammo bay was hit by fire from Jazz One’s MadCat.  Clan Elementals in the area were never a factor as the pace of movement in the battle was too fast and only one Wolf omni picked any of them up to get them closer to the battle.

Final recap:  Lyran training cadre forces performed well under extreme pressure, particularly Enforcer and Ostsol holding their ground in face of clan assault and LAM and Locust for pushing the speed of their machines to the limit.  Jazz personnel covered each other well and also didn’t panic in the face of superior numbers.  Sgt Luttazi achieved Ace ranking with her 5th mech kill.  Clan losses include: 2 Fenris, Pouncer, Stormcrow and Wasp.  Jazz:  No losses, heavy armor damage to Berserker.  Lyrans:  Heavy damage to Enforcer and Ostsol [not crippled], Loss of arm on Locust.  Head hit to Sgt Reese in Berserker [this is becoming a habit].  Clan Stormcrow and Pouncer salvaged.  Jazz’s intent is to scavange Pouncer and sell; and repair and keep Stormcrow, probably selling Cronus.


16 October, 3060
Mission 2: Recon Raid (Defender) - Jazz, Foil, Paladin
Result: Victory - +2 to contract score
After-Action Report: It was a bright and sunny morning on Blue Diamond.  The kind of morning that you knew something bad was about to happen.  The Rangers Scout forces were training the attached Lyrans how to set up a defensive perimeter at one of the small coastal ports in their operational zone.  Unfortunately, elements of Clan Wolf decided to recon the area.

Local commander Jazz set up a quick screen line led by Foil in the center backed up by Jazz, Lyrans, Paladin and Fury west to east behind Foil.  Wolf forces likewise entered the area in a spread formation as they charged in from the north with 2 stars of 2nd line mechs to the east and 2 omnimech stars near the beach to the west.

With the first shots fired, Foil faded to the southeast and joined up with Fury defending a ridgeline just north of the city.  Jazz ordered the Lyrans into the city as Jazz and Paladin slowly gave ground to the city outskirts.

The Wolf 2nd line forces initially pushed hard but lost momentum going up against the entrenched Fury and Foil.  The Wolf Heavy Star split sending 2 omnis to try to break through.  The other 3 onmis headed west to break the stalemate in the west.  Jazz was finally forced to give way to the Wolf Scouts who cored the Jazz Wolfhound and pressed forward hard.  However Jazz counterattacked disabling a Pouncer, Stormcrow and Hellbringer, but they could not stop Clan Wolf from obtaining intel of the seaport.

Meanwhile in the east, the late arrival of Ranger reinforcements in the form of Marigold Lance finally unlocked the stalemate in the east.  The Rangers pushed forward hard, preventing any recon of the eastern side of the battle and moving west to relieve Jazz.  Paladin One assumed command when Jazz One’s Madcat lost a leg and hit the ground hard.

Victory belonged to the Rangers this day.  The Rangers could not prevent the escape of the Wolf recon in the west but the Wolves paid a high price for their raid as the Rangers salvaged a half dozen omnimechs after the battle.


31 October, 3060




1 November, 3060



5 November, 3060


1 November, 3060
Mission 3: Crossroads (Defender) - Lancer, Blitzkrieg, Ereschuld, Paladin, Norbotten Lances
Result: Victory - +2 to contract score
After-Action Report: With the protection given by our employer, The recruits and a team under Lancer CO were assigned to protect a HVT building. Lancer and Norbotten in the East, with Ehreschuld, Blitzkrieg and Paladin in the West. Units in the East took the fight head on against their CO unit star, consisting of heavy units. 2 stars hit the West, with their lighter element going straight for the city, possibly to look for this building. Ehreschuld kept them at bay and took them out with authority shortly once they entered the city. Lancer side slipped up and were placed in a poor position, that led to massive damage against Lancers Sunders, causing internal damage and hitting the head of COs ride. Paladin and Blitzkrieg began to slowly start the dogfight against the assault star, that held back.

During this time, 2 stars worth of units, along with a star of Nagas, started to push from the North. Their reinforcements became to funnel into the East, breaking off to take pot shots on CO, with the rest going into the city. Jazz comes in from the South to intercept their reinforcements to prevent the buildings to be scanned, and was able to take them all down with moderate damage by the end of it all. The TSM units began to take chase, while the assaults in the East take on the remaining units. The Mad Cat that broke off from the reinforcement group began to harass CO Sunder during the entire scuffle. Slowly routing their forces on the East, the units in the West were struggling to take down the assault star. Lancers Demolisher, taking shots at an adder that just came into the fray, was able to take a quick shot to the head.

Norbotten started to take shots at mechs that Lancer was unable to take down, was doing massive damage. With the Hauptmann double gauss, smashing through armor of their forces. The Spartan made it to the West side, trying to take down an enemy and failing to connect any physical to do major damage. Got inward, but not close enough to tackle Paladin or Blitzkrieg. Thankfully, the assaults never got close to our recruits.

Paladin and Blitzkrieg began to attack the star around the same time that the units from the North were able to start firing. The fire became intense and units from most Ranger lances started to take heavy damage. The unit was unable to rout any of the clan assaults on the West, nor all the Nagas, and Blitzkrieg ended up losing a pilot in the process. Ended up with the Rangers scaring the remaining units away after the hard fought victory. No lost mechs, 2 cored vehicles, and one vehicle without an engine. SGT Petrakis from Blitzkrieg ended up being the casualty of a destroyed head.

18 November, 3060
Solo Mission: Foil Lance - Probe (Defender)
Result: Victory - no effect on contract score
After-Action Report: Hostile weather training situation must be taken when they come up. To demonstrate to the effects of a stiff breeze, Oricle took several trainees out to show how a stiff breeze impacts weather in an abandoned small town. The rest of Foil came along, and liason command sent along one of the a very experienced officer with a clan rifleman to oversee. Its a good thing they did, for in the middle of training hostile blimps of Clan Wolf mechs appeared. Foil lance struggled to take their weapons out of training mode, with Lawyer failing to restart instantly, and the trainees failed to restart weapons for the entire battle.   Koppenmeier showed his mettle, exchanging fire with a Hoplite's Gauss Rifle as the Wolf force closed into the city.

Foil set up a defense in the city, moving into positions to ambush mechs as they entered the city. Sun Tzu wrote long ago to not interrupt you enemy when they are in the middle of making a mistake. Knowing the inferior clan mind would make that mistake, Cushion and Puddles watched in anticipation as a single Locust ran ahead of the other mechs, and fell into ambush. The Black Hawk Ku, jumped in behind, and while loosing all armor in a few locations damage the gyro of the locust. It got back up and ran into the city, where Oracle gave a close demonstration of shooting over buildings with telemetry data and ripped the Locust to shreds. On the other side of the battle, the Wolf forces stayed closer together, but eventually the Hussar ran forward showing its much greater speed to attack the Javelin which had stayed still to try again to restart its weapons. The Rifleman jumped over and showed him his mistake. Up to that point he had gotten much better of the Hoplite, taking a single shell for almost a dozen large clan lasers, but taking its full armaments and a kick meant there was no Hussar left. At the same time, the moderately damaged Hoplite entered the center of the city, where the remaining members of Foil struck true. The most effective of the three was Cushion, who lead her slightly overheated KU to blow up the gauss. In the ensuing confusion, with Lawyer's Quickdraw grabbing the Shadow Hawk IIc in a bear hug, Foil and allied forces were able to withdraw, and were not pursued thanks to responding patrols of Lyran troops on actual patrol.

Three mechs for zero, so while we ran away count it as a win. (2-0 actual score for Rangers) So for some armor damage, and the Ku being beaten again, the Cadre got valuable lessons in responding and ambush tactics. Also lots of extra duty tasks for failing to remember how to restart their weapons.  Also Foil captured the Locust pilot, who has taken many hits trying to pilot with his damaged gyro,


18 November, 3060
Solo Mission: Paladin Lance - Stand Up (Defender)
Result:
After-Action Report:  Paladin lance brought out a squad of Lyran recruits out for maneuverability testing in the desert where them falling over wouldn't hurt too much or damage any civilians in the pitch black conditions, having equipped a pair of headlights into the KU for helping lead the way out to the desert and back home. Sadly we came across a moderately heavy star of clan mechs with a suite of elementals interrupting our exercise! Thankfully it seems the Clan star wasn't prepared for the low light conditions, having brought no searchlights nor any mechs with 2 full hands able to bring a handheld one, and thus the only mech on the field with visibility control is our KU piloted by Jessica Moon. Initially upon seeing the enemy approach, Paladin's KU and Lynx were able to power up their energy weapons, but the Marauder lagged behind on bringing the Clan Large Pulses back online for a couple turns, we will blame it on Garcia being new to assault mech piloting. And London Ren has never been happier to have the redundancy of 3 tons of gauss ammo, allowing her to reign fire for all 7 turns of the skirmish, knocking down the Pouncer and eventually sending the pilot unconscious on turn 2 after a bit of flailing on movement phase thanks to a lucky gyro crit, and generally cracking armor on the clan star throughout the battle. The 2 allied PHawks and shadow hawk were having trouble getting their energy weapons online, so they hid prone behind the hill at the south of the map for a few turns getting their bearings and staying safe from danger.

Generally the unprepared clan force was having horrendous luck getting damage off in the dark, but for one turn where Jessica incidentally flagged one of the Ostols while illuminating the gargoyle to let the unit collapse on it, but thankfully despite the turn of somewhat concentrated clan fire, the Ostol was able to retreat and be backed up by the PHawks and Shadow Hawk once they had finally gotten their weapons online and moved to join the battle. The clan strategy was focused around ensuring good vision on our KU, in hopes to destroy our searchlight unit and evening the playing field but after the ostol was flagged seemed to be to destroy the Ostol in so convincing a fashion as to shake the morale of our comrades and send them scattering, allowing them to fight the Paladins with the numbers advantage. After a lengthy approach, the command console pilot Garcia switched places with Seraphina as she is much stronger in melee and was able to double leg the Ebon jaguar, as well as leg the Mad Cat, and was later able to crit out the engine of the Mad Cat when it couldn't make any more headway towards our allies, recovering the pilot in the following turn. In the middle of it all the squad leader of the Lyran group, a veritable black knight pilot, had himself a bit of a dual with the Clan Fenris, though not an officially sanctioned one, they both seemed content to stand 30 meters from each other trading blows until the Black Knight emerged victorious, and our XO in the Lynx swooped by to retrieve the pilot, finishing off the Pouncer who had regained consciousness, but then ran and fell on his face again in the same turn, granting an easy execution. The scenario ended rather anticlimactically when the entire paladin group targeted down the Elemental group who fell from the Mad Cat in order to end the scenario before the Ostol could be lost, with a stellar shot from the famously far sighted London Ren into the group at only 150 meters took down the 4th suit necessary to consider them combat ineffective. Thus rendering 5 units (Fenris, Ebon Jag, Mad Cat, Pouncer, and Elemental Squad 4) mission kills and a decisive Paladin Victory
No losses, minimal repairs needed, fully mission capable by Nov 26

2 December, 3060



2 December, 3060
Solo Mission: Zeta Lance - Star League Cache 1
Result: Victory - no effect on contract score
After-Action Report: One of Zetass tech found an old star league cash with a pristine rampage. Lieutenant Liebert went out in his Flashman to help with recovery. Wolves sent a small force of three battlemechs, a Spider-5v, Griffin-1N, and a Nova C to intercept and capture the Rampage. upon confrontation the Flashman fired upon the spider and ended up kicking the spiders leg off. The Flashman then proceeded to skirmish and exchange blows with the Nova as the rampage rounded itself out of the east warehouse and the griffin took up an sniping position on the entrance ramp. After successfully standing back up, the spider assisted with firing on the Flashman until he had his other leg kicked off of him and killed by the Flashman. The Rampage joined the fight swapping between both the Nova and Griffin as they continued to strip the armor off of the Flashman.  A Lucky round from the Rampage struck the guass rifle in the Nova causing the mech to fall and the pilot knocked unconscious.  After having its arm blown off losing the PPC the Griffin continued to pepper its LRMs into the Flashman, landing a lucky critical on the upper left arm and damaging its large laser. The Flashman proceeded to retreated into the west building drawing the Griffin to its entrance and proceeded to blind it in laser fire.  The Rampage, firing upon the griffin at the same time, lands a lucky strike in the torso of the mech blowing up its ammo bins and coring the mech. With the Nova pilot still unconscious, the Flashman finished the fight by destroying the final enemy mech.



3 December, 3060
Solo Mission: Fury Lance - Hold the Line (Defender)
Result: Victory - no effect on contract score
After-Action Report:  Fury Lance's plan was to hit the Clanners with desultory fire on the way in, break up their formations and string them out, and then use the broken terrain on my side of the map to conduct a reverse slope defense, hitting the Clanners at point-blank range as they came over the hills and leveraging melee combat in my favor. As plans go, *most* of it survived intact.

The Clans came on tentatively, using elevated terrain to screen their forward movement and so giving up large portion of their speed advantage. To be honest, forming up into MechBricks and pulling a headlong charge into my face was our biggest worry - we didn't have enough firepower to drop them if they tried that - so we were more than content to use hills for cover and LOF blocking.  The Wolves eventually pushed forward along both flanks, ceding the center of the operations area to the firepower of the Marauder IIC.  This left them strung out, and Rangers were usually able to focus on 1 or 2 units at a time.  With nothing else to engage it, the Marauder IIC put fire into the Hellbringer, bringing it down early and giving Fury a nigh-insurmountable initiative advantage.  The right flank push was broken up when the No-Dachi crushed the head of the Executioner with its mace.

On the left side, the Zeus and Awesome proved much more effective than anyone thought they'd be, including themselves.  The Zeus took multiple turns of concentrated fire, and only fell after scoring a kill, an assist, and losing its entire right leg.  The pilot shut down the Mech at that point, content with his contributions to the battle.  The Ranger line was penetrated eventually, on both sides, but the left flank units were hunted down and killed by the Wraith, with supporting fire from the Allied Mechs.  The Adder and Linebacker made it to the objective zone on the right, but the LAM and SGT Montgomery's Thunderbolt had responded and were putting fire into them.  With 7 Mechs destroyed, and only 1 Wolf Mech having made survived the full turn inside an objective zone, and with reinforcements imminent and the exposed No-Dachi and Thunderbolt both fairly low on armor, the Rangers declared victory at the end of Turn 8.  There were no casualties or significant damage among Fury Lance, and only the shut down Allied Zeus had taken critical damage.  Fury Lance recovered 2 prisoners, Elsa Ward, and MechWarrior Jannike, and recovered the head-capped Executioner and the Fenris E as salvage.  Both units will be stripped for parts and sold off, as Fury Lance has only about 5 tons of Clan F/F armor in the warehouse at this time.


3 December, 3060
Mission 4: Breakthrough - Lancer, Jazz, Fury, Fire
Result: Victory - +2 to contract score
After-Action Report: Ranger units spread out in a hilly area trying to pass through waiting clan forces on the center of the field. 2 stars had elements ready to be deployed near the center to fire upon units closing in. All ranger units thought they could get the jump on by veering West. Lancer, with Fire, started to push center, while 2 of Lancers fastest omnis with armor and a Maxim, took a detour West to take a mad dash towards the end, away from assault fire. Clan units began to come straight towards Fury and Jazz, pinning them with the help of the assault star hugging the center hill. A star of mediums began to tangle with Lancer units trying to get past. A Fenris was able to knock the hover system on the Maxim, disabling it quickly with a lucky shot. Recruits helped push the West flank, staying at a comfortable distance and took shots when needed.

Trying to help Jazz, Fires KU got focused and dropped in a near instant, while Jazz's Berserker took too much and had to shut down. Fire was ready to push center, which ended up poorly when the rest of the lances who were closest held back. Artillery fire trying to tackle the infantry, allowing the path to be cleared easily, but struggled. Allied ASF struggled to get through cover and only ended up taking out 2 elemental units, while dealing minimal damage to other mechs. Ranger Fenris lost a foot from an elemental that got too close. Blitzkrieg coming on when he did helped Lancers fast units to push enough to get past. The Center remained heavily controlled and caused the units that tried to push forward to struggle. Artillery fire from off site and onsite unit helped kill some infantry that could cause potential damage to legs.

The Star that was in the East began to push inward, with a Supernova placed taking shots at the easiest targets that got in its path. Furys No-Dachi got close enough to take out a leg and cripple him. Jazz finished him off in the end. Furys Marauder IIC began to take heavy fire and started to take cover to recuperate. Fire and Fury began to push forward, making the Dire Wolf and Masakari move from their current position. Both were shortly downed with the help of Blitzkrieg and Lancer CO/XO.

Skirmishes in the center was a slow process, taking the longest time to get through. Blitzkrieg began pushing inward, taking down enemy reinforcements and helping with forces in center. Fire was taking heavy damage and trying to stay out the fight, while also taking pot shots at what the lance could, ended up in a bind when the pilot in Sunder took a kick to the head, losing the pilot. Pushing through, Lancer, Fury, and a recruit in a Wolverine, was able to push through and get to the end in the nick of time. Gaining enough units to the end, the fire subsided. Leaving behind dropped mechs, fear of loss, and doubts if the win was worth it in the end. We will have to regroup and repair in time.

1 January, 3061
Mission 4: Base Attack - Ehreschuld, Marigold, Blitzkrieg, Foil, Reinforcements: Paladin
Result: Victory - +2 to contract score
After-Action Report: The Wolf Clan forces deployed with the 2nd line star to the northwest, the light nova guarding the easiest access point to the northeast, the assault star anchoring the southwest while the medium star and remaining elementals were deployed to the southwest.  This was mostly as expected based on the available intel.  With the allied forces committed to assaulting from the east, Major Kelswa took the tough assignment and would tackle the assault star with a goal of pinning it in place allowing the other Ranger forces to secure a foothold on the plateau.  As normal, things went sideways from the first moment of engagement.

Blitzkrieg, Marigold and Foil struck hard and fast from the north.  A combination of miscommunication on the Wolves part along with some good and lucky shooting in the opening salvo destroyed the UTR powering up the northeast Union-C, securing an early objective.  The light nova charged off the plateau to engage allied and Ranger forces and ended up pinning in place an excited allied assault lance.  The second line star also advanced off the plateau to engage Ranger forces and while boasting the heaviest mechs on the field, were outnumbered, out tonned and out gunned by Blitzkrieg and Marigold who needed to get through it to make the plateau.

Early maneuverings saw combined fire on both Ehreschuld's Battlemaster as well as the Wolves Man O' War, with both mechs dropping in the second volley.  Ehreschuld's fire was enough to trigger an engine explosion in the Man O' War damaging the rest of the assault star that was tightly grouped and doing minor damage to the Lion dropship.  The light nova further drove into the allied forces.  Understanding that the Lyrans were rookies, a concerted effort to bring down one or more of the Lyran units might see the route of the allies, roughly a quarter of all the forces arrayed against the Wolves.  It is a credit to the training provided by the Rangers, that despite engaging the Clan forces and taking significant fire, all Lyran forces maintained their cool and remained engaged throughout.

Another couple of volleys would see Blitzkrieg, Marigold and Foil reach the northern edge of the plateau, still taking fire from the remnants of the second line star, but able to threaten much of the loading units.  Allied forces moved to recover MAJ Kelswa and MSGT Price and providing longer range support.  The least skilled of the deployed allies in the lightest units, Ehreschuld would not toss them into the close engagement that the exchange became as far less effort would be required to drop the lighter allied units.  The tactics didn't come without cost as focused fire from both the medium star and the assault star took their toll.  The Ostwar was cored and Ehreschuld's Ebon Jaguar took heavy damage.  The Rangers acquitted themselves well, focusing down the Madcat Prime and once again triggering an engine explosion, incinerating the remains of the mech, damaging more of the assault star, again damaging the Lion dropship and ensuring there was little recognizable of the Ostwar.

Paladin's arrival cemented the turning point in the battle.  His LAM chased the Mobile HQ while his other forces pressured the medium star, easing the pressure on Ehreschuld.  The assault star finished off the Ebon Jaguar and was forced to contend with Paladin's forces from the south and the bulk of the Ranger forces coming in from the north.  Marigold, Blitzkrieg and Foil were doing an excellent job wrapping up forces and attacking trucks trying to load onto the dropships.  Wolf reinforcements struck from the west and would ultimately core Blitzkrieg's Highlander in the waning moments of the battle.  They arrived too late though to have a significant impact on the battle.  One of the Union-Cs did manage to escape, damaging friendly and Ranger forces in the wash of it's leaving.  The destruction of one of the cargo trucks and the detonation of its cargo - long tom artillery shells, destroyed another similar cargo truck and the two explosions did more significant damage to the Lion.  A desperate effort was made to protect the last UTR by the remaining clan forces, but were overwhelmed by the Rangers who destroyed it before they could finish powering up.  Once aware that they couldn't leave, lacking power and having taken damage to their engines, they surrendered.

An offer was sent immediately by Lyran Command to the Colonel, offering the Rangers a choice of Clan dropships (emptied) and the mobile recovery unit in exchange to forgo all salvage from the battle.  In the end the Colonel declined, the Rangers split the spoils and wrapped the contract.
« Last Edit: October 20, 2024, 01:31:22 PM by Hat »
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Darrian Wolffe

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #7 on: October 20, 2024, 07:03:22 PM »

EMPLOYER AWARDS


Blitzkrieg Lance

Lyran Meritorious Service Ribbon: For showing bravery during combat above and beyond the call of duty
Reward: $75,000


Ereschuld Lance

Alliance/Commonwealth Star: For uncommon action of bravery, honor, and self-sacrifice in combat situations benefitting the Lyran military.
Reward: $200,000, 1 Repair Part

Fire Lance
No Award Granted.


Foil

Lyran Meritorious Service Ribbon: For showing bravery during combat above and beyond the call of duty
Reward: $75,000


Fury Lance
No Award Granted.


Jazz Lance

Lyran Defense Service Ribbon: For significant bravery during the defense of the Lyran Commonwealth, to a higher degree than that of the Combat Action or Meritorious Service Ribbons.
Reward: $200,000, AXM-3S Axman BattleMech


Lance Lancer

Lyran Excellence Recognition Ribbon:For Commanding a unit which struck a significant blow to the enemies of the Lyran Commonwealth (no Raiding contracts).  CO Award only.
Reward (CO): $75,000
Reward (Unit): Random Bonus Roll: Civilian Vehicle or Mech only.  MASH Truck (Standard)


Marigold Lance
No Award Granted.


Norbotten Lance
No Award Granted.


Paladin Lance

Lyran Meritorious Service Ribbon: For showing bravery during combat above and beyond the call of duty
Reward: $100,000


Zeta Lance
No Award Granted.
« Last Edit: October 21, 2024, 05:24:09 PM by Darrian Wolffe »
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Hat

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #8 on: October 21, 2024, 08:53:27 AM »

Rob, what OoP group does the Alliance/Commonwealth Star fall into?
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Darrian Wolffe

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Re: Operation SAPPHIRE September 3060 - January 3061
« Reply #9 on: October 21, 2024, 05:25:57 PM »

Rob, what OoP group does the Alliance/Commonwealth Star fall into?

It's listed in Group 2.
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