Vote Results:
"Alpha-Command, moving to Beta-Assault's location. Most of the bad guys are coming to us, let's just get them together in one place and take them all down." Gbasden informs everyone. "Looks like we'll be there in approximately... 80 seconds. Sensors show approximately two heavy tank lances coming in down the northwestern pass, about twenty seconds behind us."
"Does this mean we'll have three Awesomes on the field?" Zarathud pipes up.
Beta-Assault and their FedCom RCT buddies are in some kind of situation - they're "surrounded" by a heavy mech lance, backed up by light mechs and light tanks. Of course, our guys are no slouches - two Awesomes (Zenn7, Zarathud), a Thunderbolt (Moley) and a Victor (LordMortis), plus FedCom pals with a pair of Crusaders and a Marauder MAD-3D. The 3D variant trades away the AC/5 for a large laser and more heat sinks. It's not enough to actually fire the large laser, but the extra heat sinks let it fire the PPCs.
Round 1:
Zenn7 starts the party off by pegging a Stinger with a couple of PPC rounds. The first two nail it center of mass, cracking the gyro housing and engine shielding, while the third one flies overhead as the bug mech falls over.
Moley and Zarathud open fire on a Grasshopper approaching from the south, scoring hits with multiple weapons, but the heavy's armor holds. It returns fire with LRMs, sprinkling a few pockmarks across Moley's armor.
Round 2:
A large number of PPCs and LRMs fly back and forth, but only Zarathud hits with one, continuing to target the Grasshopper.
Zenn7 evaporates an approaching Harasser missile platform with his Awesome's three PPCs, cackling a little bit as the cockpit heat goes up to sauna levels.
Round 3:
Zarathud and Moley continue working on the Grasshopper as it makes its way up the hill, Moley scoring a hit with the Thunderbolt's large laser and Zarathud with a PPC. One of our allied Crusaders takes a couple of LRMs to the legs, while Zenn7 is forced to cool off as his target of choice, a Locust, goes hiding behind a hill.
Round 4:
Zenn7 switches targets to a Firestarter running alongside a pair of heavier tanks, blasting it mostly center of mass with three PPCs. Armor is breached, but the mech keeps coming.
Zarathud doesn't quite destroy a Scorpion tank, but the PPCs remove all the armor off the front of the light unit and it takes its LRMs and breaks off, heading south, although not before delivering a parting salvo to the allied Marauder's legs.
Round 5:
The Grasshopper is starting to show signs of damage, as the armor plating over its left torso section is blown off by concentrated fire from Zarathud and Moley. The damage forces the enemy heavy to the ground as well, as a bonus.
Our allied Marauder takes a PPC hit from a Warhammer approaching from the east, so hopefully we can wrap up this Grasshopper and its Panther buddy quickly.
Round 6:
Zenn7 climbs up to the top of the rock in front of him and turns right, sending three PPC blasts towards a Wasp approaching from the east. The left half of the bug mech basically disappears under the blue onslaught.
Zarathud watches the Grasshopper get up, then planst three PPC shots into it. The first one takes the right leg off, effectively taking the 70-ton mech out of action.
Round 7:
LordMortis tracks the sensor blip of the Locust skulking around just below a rock outcropping, then fires up the Victor's jump jets to land right next to the undoubtedly surprised bug mech. Well, it's not that surprised, easily avoiding the gauss slug. What it doesn't avoid is the Victor's foot stepping on one of its toes, ripping about half the leg off and causing it to slam against the ground and knock the mechwarrior out.
A Skulker sneaks up to Zenn7, avoiding his PPC shots and melting off a little armor with its medium laser, although the Awesome's small laser dings it a little in the front.
Round 8:
Alpha-Command arrives from the north, intending to move south and southwest to mop up the hostiles there.
Stefan moves his crosshairs over the distant Warhammer, but there's no lock done. "What the? Oh, right." he notes as he looks up at the flashing red 'ammo depleted' indicator.
Zenn7 notes the forces to the northwest moving to react to the new arrivals, and turns the Awesome that way, blowing away a Hetzer as it unwisely leaves the protection of a protruding rock. Zarathud goes to "cleanse the palate" after taking out the Grasshopper, firing the Awesome's PPCs at a Vedette which had been pelting it with AC/2 rounds for a while. The vehicle disappears as the fuel tank explodes.
LordMortis comes after the Firestarter trying to hide, firing at the group of units to the northwest meanwhile. The gauss rifle expels a slug which lands center of mass on a Jenner. Gbasden also puts his extended range PPC to good use, blowing through a pair of heat sinks in a Wasp's left torso, spraying and flash-frying a significant amount of coolant fluid.
Round 9:
Zenn7 focuses fire on the Warhammer to the east, landing three solid PPC shots, one of which breaches right leg armor, taking a PPC in return. The Warhammer is unbalanced by the armor loss and keels over.
LordMortis takes a bath in some Firestarter flamer, losing a bit of armor and throwing off his aim.
"Assault-Seven, you're out of position, what are you doing?" Zarathud calls out.
"Targeting enemy Dervish!" the Marauder pilot calls out. Indeed, our FedCom buddy nails the Dervish in the left arm, taking it off with a PPC shot. Then, there's a brief burst of static and the Marauder's icon winks out, the mech falling over with smoke protruding from its head.
Round 10:
"Hostile reinforcements arriving northwest." El Guapo reports. "As we said, two heavy tank lances. Also, one beat-up Panther. Beta-Assault, looks like you guys are on your own for a bit while we deal with this."
"Should have just run them off separately", the mechwarrior grumbles quietly to avoid having the microphone pick it up.
Zarathud finally picks off the Skulker that's been zipping around in our formation, blasting our mechs in the back.
Gbasden engages the Panther El Guapo mentioned, taking a PPC hit and some SRMs, but completely annihilating the light mech in return, as two PPCs plow through the center torso, disengaging the reactor and gyro, and pretty much any semblance of structural integrity. El Guapo turns the Marauder around as well, pounding a nearby Manticore with PPC and laser fire, rattling the crew around a bit.
Isgrimnur and Stefan hunt down a loose Scorpion tank. Stefan may be out of LRMs, but his lasers aren't going to run out any time soon, and the little tank is melted down to slag.
Zenn7 must be showing off, as, of his three PPCs targeted at the Warhammer, two hit machine guns in the left and right torso respectively. Moley adds a few LRMs and a large laser to a leg actuator. The mechwarrior decides he's had enough and pulls back around a corner, retreating.
Round 11:
With the eastern flank mostly rolled up (other than a loose infantry squad, a Packrat and a Dervish missing an arm to the southeast), Alpha-Command shifts westward. Zenn7 continues emulating Zeus or Thor, chucking lightning bolts down from the hilltop. This time, targeting a Wasp, both of whose arms come off. The bug mech is unable to stay on its two feet and collapses, at which point its engine shuts down.
Round 12:
Notch another one for Zenn7, as the Firestarter that he started earlier exposes itself while trying to go after LordMortis, and takes a PPC through the back, dropping in a heap on the ground.
To the north, El Guapo and Gbasden engage a pair of Manticores, with mixed success, taking some damage. El Guapo does manage to finally drill through the armor on one of the heavy tanks, convincing the slightly burnt crew that a retreat is in order.
Round 13:
Gbasden and El Guapo move west. The Awesome fires a pair of PPCs at a nearby Vedette, blowing it away, while El Guapo handles the nearby Manticore. Some people prefer to go for a vehicle's side so that it's easier to hit the treads, some people prefer to aim at the rear. El Guapo decides on the brute force approach, putting two PPC shots and a gauss slug directly through the thickest armor in the front of the tank. It's enough firepower to crack it wide open.
Zenn7 blasts through the armor on a Bulldog to the south, while LordMortis gets up close and personal with an Archer that's been pelting him with LRMs for some time. Both mechs take some damage, with LordMortis' right leg armor disappearing under laser fire and scraping metal.
At this point, the opposing force begins a retreat. Our faster units track them, but they move down another valley and towards a couple of waiting dropships. Before we can mobilize the rest of our force to follow, they load up and the dropships burn for orbit, escaping before we can get together sufficient aerospace firepower.
Salvage is pretty good. We get a Grasshopper, and from the previous battle, a Grand Dragon. We also scoop up a bunch of tanks, including a weird-looking Hetzer. It appears to be short one ton of ammo, but has a bunch of advanced electronics instead, which our techs identify as a Beagle Active Probe. The tank itself is wrecked, but we'll be able to pull the probe out.
We spend a little time discussing what to do with the more advanced salvage. The active probe is something we could mount on a helicopter or on one of our recon mechs (e.g. a Phoenix Hawk) to help track down concealed units. Right now, the only units we've got access to that can detect hidden units without having to blunder into them and get shot up are a pair of Ostscouts and a pair of Ostsols, and they can only do that at 90 meters max. The Beagle has a range of 180 meters. Or we could trade it to our employers for a spare double heat sink or something.
[] Keep the probe, mount it on one of our units
[] Trade it for a DHS
We're definitely keeping the Grasshopper, as it's an excellent chassis. However, there's some discussion around the Grand Dragon. It's an iteration on the Dragon that has been a hallmark of house Kurita for many generations. For weapons, it's got a PPC and an LRM/10 rack for long-range work and a trio of medium lasers for short-range (we'll have to turn the rear-facing one forward). It's only got twelve heat sinks, but that's actually good enough for bracket fire. Armor is middling for its weight class, with a significant amount of mass used up by an engine capable of moving the mech at a brisk 5/8 (similar to a Quickdraw). It's also got an exceptionally flexible torso, similar to the Wolverine and its squat form both makes it harder to hit and keeps its center of mass low, enabling it to stay stable where many other mechs simply couldn't. Not that it really helped when a PPC blew out practically every actuator on one of the legs.
In its current state, it'll sell for 1.7M C-Bills (the sticker price for a new one is 5.2M).
[] Keep the Grand Dragon
[] Sell it
Grand Dragon aside, our current war chest sits at about 1.95 billion C-Bills. Some other status updates: our latest attempt at jumpship repairs is approximately 60% finished, according to the latest HPG message from the crew. Our northern Lyran Commonwealth planetary survey group reports having arrived at its destination systems and started their survey. Our south-west-central Federated Suns planetary survey group reports being about 33% finished with their surveys and attaches a few survey results to their message. Nothing too inspiring there, but they've got some time.
It takes about a week to repair damage and fix most of our mechs up. It wasn't a very lengthy campaign in terms of actual fighting, so damage is pretty light, as is ammo expenditure. Once we fix ourselves up and pack it in, our projected return to Outreach is mid-May, with Gamma company arriving at approximately the same time.