Physical combat is probably simulated the same way that an AC/20 impact is simulated. The firing unit probably sends out a signal saying "I'm kicking you and I hit" or "I'm punching you and I miss", at which point the target unit simulates rattling. Probably easier to do it with mechs, since they already have neurohelmets and gyros. Not sure how you simulate, to a tank crew, being kicked and flipped over. Probably just shut it down?
July 9, 3035
Harlan Airbase
"Tonight, we will be simulating a night-time attack against an enemy airbase." Zenn7 explains to the Marik rookies. "Our objective is to seize the facility intact. So the first thing you need to understand is that, every time you're firing off your weapons, and your targeting reticle is over a building, ask yourself - is this going to render the whole exercise pointless?"
"What about gun emplacements, sir?" Asks one of the trainees.
"Leave them, unless they're particularly nasty, in which case, try to target them directly." Answers Zenn7.
"Now, pay attention. This is a dense, sprawling base, with not much room to maneuver. Manage your sight lines, and watch your speed on the pavement, you'll slip if you go too fast. Stay at least two hundred and seventy meters away from those Demolishers, they will ruin your day otherwise. You, in the Spider, pay attention where you're going. A sneeze will take your mech apart. You, in the Shadow Hawk, use your jump jets and your boots and fire all your guns, your mech is basically heat-proof. You, in the Dervish, watch your heat levels, bracket your fire. Us three in the assaults will form the base of fire, and you guys will be bringing in the flanks. The opfor will be attempting to simulate a Lyran Commonwealth force, so expect a bunch of slow-poke heavy units."
"One more thing. If the computer says that your mech is crippled, you are to withdraw immediately. Same will go for the opposing force. Any more questions?"
"Why are we doing this at night, in the rain, sir?"
"Because it's harder that way." Zenn7 responds with a smirk.
Round 1:
Well, it looks like the opfor is on the ball and has scrambled six fighters already. The pepper the trainees with LRMs, while our AA fire proves ineffective.
Round 2:
LordMortis "breaks in" the new Atlas by slipping on the pavement and falling over. Good thing none of the rookies were around to see it. The hovertank to the west is called a "Drillson". It's actually been in service in the Federated Suns for about thirteen years now, but some salvage must have made it to the Free Worlds League. It's a pretty beefy 50-ton hovercraft, similar to the Sabaku Kaze. It packs a large laser and two SRM/2 launchers on a turret, plus a front-mounted LRM/10 launcher and some machine guns for dealing with stray infantry. Not a bad hovertank at all, so we'll need to take it out ASAP.
LordMortis also "breaks in" the new Atlas by unloading LRMs and SRMs at a fighter passing overhead. The simulated missiles pepper the little aircraft and the Atlas' computer reports internal damage.
Round 3:
Zenn7 points a pair of PPCs at a Golden Eagle buzzing by, and the computer reports it destroyed. Zarathud gets a hit on an aircraft as well, but takes damage from the Drillson as it zips in, with a distant Brutus providing LRM fire for cover. LordMortis boots the hovercraft, stripping just about all armor off the turret. The rookie in the Spider's already inside the base, shooting at an LRM Carrier which is helpless to return fire at point blank range.
Round 4:
LordMortis chases down the Drillson as it zips away and gives it an AC/20 burst to the turret, flagging the hovercraft as destroyed. Zarathud, meanwhile, begins firing at the Brutus, causing substantial (simulated) damage to the treads.
The rookie Shadow Hawk hanging out with Zenn7 exchanges light weapons fire with a nearby Valkyrie, punching it in the right torso as well.
"Concentrate fire!", Zenn7 reminds them.
Round 5:
The Valkyrie hops over to try to pick on Zenn7, and eats three PPC shots, with two breaching torso armor. The lighter mech's computer wobbles it around and it falls over.
"So you see, when jumping up to an assault mech, it's best to jump into the rear arc. And even then, you still have to watch out, because sometimes they can torso twist and swing an arm back and get you with an AC/20."
Zarathud and LordMortis combine fire on the Brutus to the west, severely damaging its motive systems, while the allied Spider jumps in and gives the LRM Carrier another laser. The vehicle's armor register as breached. As the mechwarrior is celebrating with a kick to a nearby Pegasus, he whiffs and falls over. That's going to be problematic.
Round 6:
Zenn7's targeting computer reports that the Valkyrie has simulated the loss of the right torso section, and the mech is flagged as crippled. He switches targets to a Vedette down the road, eliminating it.
To the south, LordMortis inflicts substantial damage on a Manticore that comes out, while the Spider gets up and manages to avoid an LRM salvo from the nearby turret, as well as weapons fire from the adjacent Vedette, even giving it a good kick to stun the crew.
Round 7:
The Dervish and Shadow Hawk box the Saracen in, as it tries to get away down an alley. The Shadow Hawk gives the light hovertank a solid medium laser and SRM salvo, breaching its armor.
Zarathud breaches armor on the Brutus, flagging the vehicle as crippled.
Round 8:
We continue our slow, plodding advance into the city. With help from Zarathud's PPC fire, LordMortis uses the AC/20 to blow away the nearby Manticore (simulated), then looks with disappointment at the Wasp that has chosen to jump in to his left. He sends the appropriate neurohelmet commands to trigger a kick with the left leg, and the bug mech falls over. From the outside, it looks like a marionette with its strings cut, but the computer reports total destruction of the right half of the mech.
The trainee in the Spider continues his reign of terror, picking off a Pegasus hovertank with lasers and a boot. We'll want to keep an eye on this one, he's doing pretty well.
Round 9:
Zenn7's Manticore target moves out of line of sight, so he plows PPC shots into a distant Demolisher instead, almost breaching the armor on the left side. The Dervish supporting Zenn7 gets some LRMs in on the weakened armor, crippling the tank as well.
LordMortis fires his LRMs at a fighter that comes flying overhead for another pass. "*triple beep* ammunition explosion on target". Zarathud also gets another hit in on a fighter, disabling an SRM/2 launcher. These gnats aren't very threatening, but they keep flying around and zapping our mechs in the back, so it's good to take them out as we get the opportunity.
Meanwhile, the Spider trainee immobilizes a Vedette. If he manages to keep his mech intact through the exercise, we'll be impressed.
Round 10:
The trainee Shadow Hawk makes the mistake of jumping into the firing arc of a Brutus and takes multiple hits, a large laser to the left torso and SRMs to the head. Stays up, but pay attention! At least he scores a nasty hit on the motive system with the medium laser.
Zenn7 zaps another fighter out of existence, while Zarathud begins working on a Prowler from long range. LordMortis steps over in front of a Vedette, while firing LRMs at the same Prowler. The Vedette doesn't do too well after being worked over with an AC/20, medium lasers and SRMs. "*triple beep* ammunition explosion on target" comes up again.
Round 11:
LordMortis takes down the Prowler with the AC/20 as it darts around trying to dodge Zarathud's PPCs. A platoon of jump troopers leaves the tank and strike out on their own (it's allowed under the rules of the wargame). The rookie in the Shadow Hawk closes with the Brutus and begins stomping on it, causing damage to the treads. "That's right, if you stay on top of him, he won't be able to fire back.", advises the guy in the Spider.
Meanwhile, Zenn7 blasts another fighter. It remains intact, but the "crippled" flag comes up, and the opfor flyer is forced to withdraw. Maybe it has something to do with all the armor on the wings and nose having been peeled off.
Round 12:
LordMortis takes off at a brisk run down the road and unloads on the Manticore up ahead. It was previously damaged by Zenn7, so breaching its armor is no problem when applying an AC/20 burst to the front, followed up by medium lasers. The trainee Dervish opens up with short range weapons on the Hunter, keeping the crew penned up in there for some time.
Round 13:
The remaining aircraft continue buzzing around, although one of the gnats takes another PPC hit. The trainees stick with their target vehicles and continue peeling off armor. The Shadow Hawk's pilot lets out a triumphant whoop as his computer registers the Brutus' armor breached.
Round 14:
Zenn7 blows away another gnat, bringing the total to probably about five out of six. The infantry fires on LordMortis, but it's hard to breach the armor on an Atlas with hand-held infantry weapons. He "stomps" on the nearby Scimitar, taking it out of business.
Round 15:
Another gnat out of the fight by Zenn7. LordMortis takes down the last Demolisher, leaving the base defenders an infantry platoon, a beat-up Hunter and six turrets for defense.
The exercise overseer and the opfor leader call it. "Attacking force wins. Base captured."
We recommend the mechwarrior driving the Spider (one "Kieran Mihajlovic") for a commendation. He's a natural. He did a bang-up job harassing those bottled-up tanks and keeping them from joining the battle against the rest of our units, while keeping his mech more or less in one piece. LordMortis seems pretty happy with the Atlas' performance, having scored no less than eight kills. Zenn7 receives the "unofficial anti-aircraft battery" award, having accounted for a total of five aircraft.
The rest of the week is spent drilling Marik trainees on night-time operations. And the next week, as a lot of them have trouble "getting it". No matter how many times LordMortis explains about searchlights, night-vision systems and light discipline, there always seems to be some doofus who "wanted to see better" and lights up his entire lance trying to get a better shot on a Vedette.
With a routine settling in, a couple of our mechwarriors find themselves at the local military watering hole and run into a Lt. Colonel Geoff Ferrero, who approaches Scrub with a smirk on his face.
"Welcome to the Marik side of the fence, Captain."
"Thanks, for now. Been keeping tabs on me, Lt. Colonel?" Scrub answers.
"Sure, I read the reports. And please, we're off duty. Geoff is fine."
"Zanthe." Scrub says as she extends her hand. "I take it the secret research base business is treating you well?" she asks.
"Of course." Geoff answers with a sly grin. "But we do like to rotate back to civilization once in a while. Speaking of which, any particular reason your company took the contract? It seems pretty low-profit, for a group with battallion of mechs and their own transport."
Scrub thinks for a second. "Well, we're all pretty tired after our stint in Rasalhague territory. This isn't exactly a vacation, but it's a lot less stressful. Not much in the way of other work, either. Our other options were mostly raid, raid, raid... oh, and raid." She shrugs, then considers her options.
Should we see if we can ask the Lt. Colonel about acquiring some Streak SRMs?