[Man, company-size battles sure take a long time to do]
Vote Results:
"Don't worry about it, Lyuba." Scrub replies. "We'll catch up groundside."
June 7, 3042
Asuncion, Free Worlds League
Rebel Command Center
This place is pretty heavily fortified. They've got a pretty solid-sized artillery battery, a lance of assault mechs and we detect four heavy aircraft coming in.
The plan is for the battle lance (Cylus - Grasshopper, Xwraith- Thunderbolt, Hyena - Stalker, Scrub - Crusader) to attract the enemy attention while avoiding getting thumped, then the lighter units move in for flanking, with their priority targets being the artillery pieces.
Our main problem, as before, will be those damned aircraft, with their endless strafing. If it wasn't for the artillery, we would strongly consider standing off at maximum range and taking the time to shoot them down first. As it is, though...
Round 1:
Xwraith hits the jackpot right off the bat, spotting a Thumper artillery piece moving into position. A flight of LRMs hits the vulnerable top of the vehicle, causing severe internal damage.
Scrub moves forward along a parallel street, firing at a nearby Ferret scout VTOL. The nimble little craft dodges all her fire, then lets loose with a burst from its little machine gun. To Scrub's dismay, one of her right arm actuators shows as having gone out. Very embarrasing.
Round 2:
The trick here will be to avoid that assault lance to the south until more of our units arrive, but still be mixed-in enough with the rest of the hostiles that their artillery either hits friendlies or doesn't fire.
The Ferret zips off before Scrub can retaliate further and runs directly into Cylus, who had side-stepped to avoid fire from a rebel Stalker. The little helicopter does its best to stay out of the Grasshopper's firing arcs, but the right arm swings around and a single laser takes it down.
Scrub, meanwhile, engages a Drillson hovertank as it fires at Xwraith, who's busy taking apart the Thumper. Well, "engages" is a generous term - the hovertank avoids all her attacks. "Stupid piece of Capellan crap." she mutters.
Round 3:
Cylus comes up on another Thumper and quickly disables it with the Grasshopper's medium lasers. A Striker guarding said Thumper opens up with SRMs and lucks out, blowing out one of the 70-ton mech's arm actuators. Still, a little less artillery coming our way is a good start.
Round 4:
Probe and Striker lances arrive, moving in at top speed to join the battle.
Xwraith steps out of the line of fire for the most part and disables a Vedette as it comes around the corner. Pointless little ankle-biter but its AC/5 can still peel off armor if left unattended.
Hyena moves forward into a street after a couple of hovercraft zip by, turning left and detonating another Thumper artillery piece. That's three out of action, with two remaining. A non-trivial number of LRMs come in at an oblique angle, indicating somebody's spotting him, but the Stalker is tough enough to absorb the damage.
Cylus engages a Whitworth among the rooftops, scoring several large and medium laser hits while taking a small amount of armor damage in return.
Round 5:
Xwraith jumps in to support our Griffin as it winds up in an enemy Stalker's line of sight, scoring multiple hits to the enemy assault's left leg, laser and LRM flaying away armor. No need to be concerned - the Griffin's PPC hits the 85-tonner in the right arm, at which point there's a series of explosions, annihilating the mech in short order. The Griffin's LRM salvo flies past the now open space and disables a Striker tank.
What happened? Well, the Stalker's designers opted to store its LRM ammo in the arms, adjacent to the missile launchers.
Hyena stays out of the street, opting to engage the two lighter mechs that have him surrounded. The Griffin gets an SRM salvo to the front for distraction while the main firepower is directed agains the building it's landed on. Striker lance's Cronus helps out with multiple laser and SRM hits as well, causing the target Griffin to fall over on the rooftop. The ignored Enforcer to Hyena's left rakes the AC/10 across the right leg, damaging an actuator. Hyena's mech wobbles a little from all the damage, but he keeps it upright. AWS moves in to back him up, engaging the Enforcer, which continues its assault on Hyena's poor Stalker, taking out a leg heat sink and another actuator with a kic.
Cylus continues beefing with the Whitworth, the Grasshopper's lasers removing thr armor from the enemy mech's arms, while preventing it from inflicting any damage. Although, a few LRMs from a nearby Striker tank do peel off some armor.
Scrub finally gets rid of that damn Drillson, having taken a substantial amount of armor damage, but managing to corner the hovertank and stomp it flat.
Round 6:
It's good that we're getting the upper hand on this, because here come the aircraft.
Hyena's Stalker eats the brunt of it, though we turn our guns skyward and dutifully blaze away. The enemy Enforcer takes advantage of this and legs our machine, sending it crashing to the ground, where its left torso section crunches against the pavement. Said Enforcer, however, loses its leg to Probe lance's Ostroc which comes up from behind it as AWS jumps away.
Cylus nails a Chippewah in the left wing with the laser, noting with amusement as the armor is breached and a wheel falls out. Good luck landing after this sortie, pal!
Scrub fires her LRMs up at one of the aircraft, then notes a Vedette blazing away at Xwraith, bringing her foot down on the vehicle's rear and removing all armor. The tank's driver guns it out of there.
AWS takes advantage of the momentary distraction to disable the last mobile Thumper artillery piece.
Round 7:
Hyena's Stalker is in pretty bad shape (a quick look at the damage schematic shows the entire right side as black, while there are so many alarms queuing up that the alarm system is starting to lag), so he yanks the ejection lever and bails out, as much to spare himself the endless alert screeching as in acknowledgement of the fact that this mech is only going to leave this field on the back of a salvage truck.
Just as the ejection seat settles down, a salvo of Thumper rounds from the remaining stationary artillery piece lands nearby. The downed Enforcer's autocannon ammo goes up and shrapnel flies everywhere. Scrub stares in mute horror.
Xwraith opens fire on the Chippewa as it makes another pass, hitting the left wing with the ER laser and breaching armor. The damage is too much, and the aircraft spirals out of control, slamming into the ground. One down, three to go.
Cylus and AWS team up on an enemy Longbow as it briefly separates from the Awesome. A mistake, as the 90-ton fire support mech isn't equipped to deal with a Grasshopper and a Phoenix Hawk up close. It takes severe armor damage and is knocked over.
Round 8:
Cylus briefly avoids ground contact to focus on the nearby Thunderbird as it dips in to strafe one of our mechs.
Probe's other Phoenix Hawk eats a lot of lasers from the strafing Eagle, while the Jenner gets legged by the airborne Thunderbird, then blown to bits by the Stuka as the small mech's SRM ammo cooks off. No ejection seat is visible.
Xwraith fires lasers at the downed Longbow, hoping to finish it off. No such luck.
Striker Lance's Cronus disables a Scimitar hovertank, taking it and its annoying autocannon/laser combo out of action.
On the plus side, the enemy aircraft take another loss - an Eagle, which banks to successfully avoid some of Scrub's LRMs, but some air turbulence forces it to lose altitude and plow into the pavement. ::middle finger emoji::
Round 9:
Cylus' Grasshopper takes a beating from a strafing aircraft, bringing the mech to a knee, but the Thunderbird pays for it, taking multiple laser hits and slamming into a building, collapsing it. Our lighter mechs disable a pair of Vedettes, reducing the firepower coming at us a little bit more, but we don't make any more real progress on the assault mechs.
Round 10:
Cylus' Grasshopper gets strafed by the Stuka once more and simply gives up. The goddamned Stuka continues flying around like a prancing acrobat.
The only bright spot is AWS being able to destroy a Striker tank, finishing it off with a boot after pumping laser and machinegun fire into it. That's the last of the tanks, leaving the hostiles with a lance of mechs, an infantry platoon, a triple-barrel Thumper piece and a damnable aerospace fighter that just won't die.
Round 11:
Scrub spots the Whitworth that evaded Cylus earlier and jumps up after it, firing all of the Crusader's short range weapons. The cockpit turns into a sauna, but our mechwarrior is rewarded with multiple internal impacts, cracking the hip and blowing a laser off the left arm. Probe lance's Vulcan joins the party, blasting a couple more actuators off the same leg, which forces the 40-tonner to the ground.
We get a revenge kill on the Stuka, focuse anti-aircraft fire bringing it down into a building.
That leaves our mechs against an Awesome, a Stalker, a Longbow and a beat-up Griffin 1S.
Round 12:
Well, never mind about the Longbow, he's booking it out of here.
AWS jumps west to provide support against the fairly obnoxious Griffin 1S, taking a few SRM hits from the Stalker while clearing some buildings. Striker Lance's Griffin takes some leg actuator damage from its counterpart but remains standing.
That infantry to the southwest is screwed. Their hidey-hole is on fire and there's a Vulcan waiting outside.
Round 13:
Yep, they're roasted alive.
The Griffin 1S gets dog-piled by about three different mechs, our Ostroc putting large laser through the center torso armor and melting the gyro housing. The Stalker gets fired on by Scrub and Xwraith, taking significant armor damage but remaining upright while being unable to land any meaningful hits on us.
Probe lance's other Phoenix Hawk and Striker lance's Wolfhound begin working on the artillery piece, slagging a couple of barrels.
Round 14:
AWS under-estimates the Phoenix Hawk's speed a little and runs right into a "reduced" salvo from the Stalker, which locks the left leg up entirely, causing it to spin around and fall over on its right side.
Round 15:
We mob the Stalker. Our Cronus takes a headshot from the Awesome, dinging the pilot pretty good, but the Stalker itself gets completely messed up. Actually, it's kind of hard to tell what happened, but from the looks of it, the mechwarrior tried to hop up on top of a shorter building in an effort to get away from the angry mob, then his SRM ammo went up and the building collapsed.
Round 16:
We move to chase down the Awesome as it begins to retreat, picking at its rear armor.
AWS' leg is in no shape to chase down even an Awesome, so the Phoenix Hawk keeps the speed to a limping level and cuts the top off an SRM turret with a laser.
Round 17:
As we start bringing down buildings, the guy in the Awesome gets on the horn during a brief break in being pounded.
"All right, capitalist mercenary scum. You win. What do you want?"
Scrub responds immediately. "Get your jackasses off our jumpship. Anything here that can walk off under its own power can do so."
"Only as long as you can assure me that you won't be handing them over, and release any prisoners you capture to us."
Scrub nods. "Done."
"Very well. I'll make the transmission."
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Our search and rescue crew gets to Hyena just in time, preventing him from bleeding out from multiple shrapnel wounds. The concussion will keep him out of action for a month and a half. Private Lili Seema, driving the Jenner, wasn't as fortunate - her ejection seat just plain old didn't work.
The vac-suit guys occupying the jumpship stand down as the Moonraker arrives. The trip back to the planet is a little bit awkward, but we hand them over to the rebels at the designated coordinates.
We take the Whitworth and Griffin for salvage, as well as the disabled Thumpers, selling the remaining tank salvage off on the open market. Well, we actually don't keep the Thumpers either, stripping the armor and selling the unarmored hulks off - there's a shortage of armor plating on-planet currently, given all the fighting going on, so we need the armor. We also grab the Drillson that was harassing Scrub's Crusader. According to her the color of the laser beam from its turret was weirdly different from the usual large laser - and, indeed, it turns out to be an ER large laser instead. Score! Kind of. We're going to have to do a serious refit to make it work with one of our mechs.
Cylus' Grasshopper is scrap, but it serves one last purpose in its life - we take it apart for spare parts. Some time ago, we'd salvaged a Warhammer here, and it's surprising how many individual components are compatible between the two mechs. Our techs dub it the "Warhopper".
Cylus climbs into the salvaged Whitworth, which we're able to get working with spare parts from a Cicada we'd salvaged some time ago and the Clint that got legged out from under AWS. AWS' Phoenix Hawk gets fixed up with spare leg parts, which gets us to a total of 11 active mechs. With the Cronus from Striker lance and the Stalker (plus Hyena) being out of action, we'll down-scale our garrison operations to two active lances, which still meets the terms of our contract.
Still, as sad as it is to lose that Grasshopper (good news though, we have a spare one sitting back in a hangar on Outreach), the important part is that we've recovered our jumpship and repairs have resumed. The arrival of the Marik task force in the system has put a temporary crimp on pirate activity, so we're able to use the Moonraker to ship in that load of spare parts - only about a month and a half late.
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"... so then he asked me if I wanted to invest in double-strength toilet paper!" Scrub finishes off the joke, her and the Marik force commander enjoying a few beers in the back of a salvage hauler.
Force Commander Lyubonka Adnan shakes her head, chuckling. "Bringing back the real important Star League tech, I see."
"Right? I don't think I've ever seen that much toilet paper in my life. The Union doesn't even have that big a cargo hold, but when it's filled to bursting with toilet paper rolls..." Scrub shakes her head. "So anyway, how's being a house mechwarrior working out for you?"
Lyuba shrugs. "Basically the same as being a merc. Go here, blow this up, kill these guys. Main difference is I still get paid when there's no work to be done. And I know my kids are taken care of when I'm off stomping around in a battlemech."
"When did that happen?" Scrub asks. "You never seemed like the settle down type to me."
"I'm still not." comes the response, delivered with a smirk. "What about you?"
Scrub shakes her head. "Hasn't worked out that way so far. It's tough - I don't really like to get involved within the company, and we don't really stay around anywhere long enough for anything serious." she wrinkles her nose. "And I don't really want to date civilians anyway, they're pretty boring. Seriously, who spends an hour talking about organic waste re-processing administration on a date?"
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While Gamma is doing their best to put their mechs back together, let's check in with Beta and Delta on Connaught. Hawk shares some intel with us regarding an individual working on an equipment upgrade for one of the Kong Interstellar plants and suggests that we capture him. Normally he hangs out in pretty well-protected environments, but he's apparently being moved between plants under heavy escort - almost a full company of mechs, including two assaults and four heavies. We'll need Beta-Assault for that one.
Our recon also reveals a nearby maintenance facility for tanks and mechs, the residents of which could interfere and tip the balance. It's defended mainly by infantry, but no doubt some of the vehicles and mechs will activate as well. We'll tap Lt. Cujo's Delta-Sweep lance for that. The main decision to be made here is ordnance loadout for the Wolverine, which Cujo considers at some length. Bringing infernos will let her fry that infantry pretty rapidly but makes the SRM launcher somewhat less useful against mech and tank targets (it really depends on the mech - some mechs could care less and will run just fine with a leaky engine while on fire, others are pretty heat-sensitive). Standard SRMs reduces the lance's dedicated anti-infantry firepower to just what a Phoenix Hawk has, two MGs.
[] Standard SRMs - good against mechs and tanks, not so hot vs infantry
[] Inferno SRM - great against infantry, ok vs tanks, situational vs mechs
Hawk also insists on either coming with Delta-Sweep himself or sending one of the other Lyran specialists along. His "Daboku" is uh... interesting. It's a 90-ton assault mech, with a quartet of AC/2s, a pair of LRM/10s and two large lasers. Which it can fire only while standing still, otherwise it gets sluggish. Neither mech is particularly good at dealing with infantry, but they can help out against any tanks or mechs present.
[] Orion ON1-K - decent all-around mech, a bit heat-sensitive
[] Daboku DCMS-MX90-D - slow, long-range sniper