Showing posts with label Moonlit_Wind. Show all posts
Showing posts with label Moonlit_Wind. Show all posts

Monday, June 20, 2011

Sunday Orders:: 061811

Sunday Orders:: 061811

Orders:

*Queue Starship Troopers Klendathu disaster tune.*


Recap:

Almighty and most merciful Father, we humbly beseech Thee of Thy great goodness to restrain this immoderate weather with which we have had to contend. Grant us fair weather for battle. Graciously hearken to us as soldiers who call upon Thee, that armed with Thy power, we may advance from victory to victory and crush the wickedness and oppression of our enemies and establish Thy justice among men and nations. Amen.


The weather's perfect. Cod, get me that chaplain. He stands in good with the Lord, and I want to decorate him.
--General Patton, the day after the Weather Prayer worked



...History is replete with significant disasters and successes at the hands of the weather. And as the opening fight on Yunnah started in a blizzard near the geo-thermal plant, it repeated itself.

The entire fight can be summed up in one simple equation. Take a standard pilot from Moonlit wind, a 4|5, in the back bone mech of the unit, a Panther.

On average, he was faced with a +4 mod for jumping (hilly terrain, avoiding concentrated fire) and the weather conditions at either range or within the minimum of the PPC. But by comparison an average unit from Itar's Aces, whom energy weapons and fast moving mechs was the order of the day, faced a relative -3 mod (pulse weapons, computers, better pilot).

In summary, it was a disaster. The Panther couldn't fight in close combat. The Trebuchet and other hard hitting units relied on missile weapons that would never hit because of the blizzard. And the infantry were stuck un-deployable due to the lack of extreme cold weather gear. Evacuation of the on board infantry assets were considered, but abandoned due to the imminent risk of a landed VTOL being shot at.

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The opening moves left the infantry huddled up in the GeoThermal plant avoiding the extreme conditions of the outside blizzard. Not long in Itar's Aces began spotting with the helicopters and raining artillery on the plant. The lone panther (Tomo) on the objective began a running battle harrying the oncoming forces. Battered and having successfully distracted a couple mechs, he would go on to go toe to toe against a clan Black Hawk and several other mechs simultaneously.
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But it was for naught, the reinforcements arrived too late and too few. Their Grand Dragon, despite leaving a dent in the position of the Itar's Aces, suffered a catastrophic fusion containment failure and began limping early on in the fight. By the time the breaking point had been reached, the Moonlit wind did not have a viable way to leave the field and pleaded for a truce or faced complete dissolution.

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In return for granting the functioning panther (whom had been fighting since turn 1) and leaving the salvage material of the another panther, the Moonlit Wind exited the field. They lost their 2 jenners to artillery fire. Their pilots Satomi and Ally were killed.

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Moonlit Wind gets 1.8Mcr for fielding that day. Tomo gets an extra experience point for holding the field despite enormous odds till negotiations forced him to dismount. One of the Ripper VTOL crews gets the other for effectively controlling the tempo of the game.

The next game will be the insurrection mission. In place of the Garrison's mercenary assets, the defenders will be consisting of the divisional reserves (po tanks, Behemoths, and the odd pre-3058 reservist).


All in all, it was among the best Battletech games I've ever played with the game hanging on a knife edge for almost 5 turns. (And many apologies, SHAMEFUR DISPRAY!, to Kenny whom I proxied for and nearly took his company down to a lance.) My strategy merely fell completely apart when the Grand Dragon crippled sooner than expected and Gordon played a good game using his forces to his strengths by staying close and focusing his fire. He even successfully second guessed the Moonlit Wind's strategic setup.
That and the blizzard completely hosed the Moonlit Wind force setup.

Tuesday, April 12, 2011

Sunday Orders:: 041011

Sunday Orders:: 041011
Orders:



Assassin ASN-21 arrives on Outreach using civilian shipping.

$353,000cr is spent in civilian shipping sending the company back to Outreach.


Turtle Bay's MON-66 and STG-5R make it to Outreach using civilian shipping.

$240,000cr is spent in civilian shipping sending the company back to Outreach.


The bulk of Itar's Aces' equipment make it to Outreach successfully using civilian shipping.

Recap:

Moonlit Wind and Turtle Bay Irregulars are dispatched on Al Duwayd to halt the last desperate attempt by the pirate clans to leave the world. Reduced through constant infighting to a core group of regulars and the well equipped members of Rodney's Raiders personal contingent, the band made a raid on a local dropship component warehouse in an attempt to replace critical maneuver drive components that had been damaged in a tragic Mr. Pibb related accident and prevented the dropship Misdemeanor from fully acting in the conflict in the skies above.

This fortuitous drink spillage had cast the Misdemeanor from becoming orbital wreckage and into a potential last saving grace for the Pirates. This is a desperate gamble for the now loosely aligned group. Loosing here means an eventual confrontation with a DCMS firing squad. They do not operate under forced withdrawal.

The local militia is operating a Calliope in the area. But between their indiscriminate firing discipline and poor training they unreliably hit nearly everything in their vicinity.

Due to the ponderous and slow nature of the assault mech that the Turtle Bay Irregulars fielded, the Pirates got a free turn of movement. They seized the initiative with early grabs at the parts contained within the warehouses.



The battle goes well for the Pirates at first as the handless mechs are bid into the meat grinder to buy time while the more capable machines raid the warehouse. But time runs out as the machines are reduced to slag and the Turtle Bay Irregulars begin to take the hands off of all the remaining raiding mechs. The Turtle Bay Awesome pays its weight back many times over, absolutely raking the armor off of every Pirate mech under its cross hairs.

But the Pirate's pull part after part off in multiple runs as they run interference against the main body of mercenary units. It comes down to the wire with the battle nearly lost for the Mercenaries when Moonlit Wind attempts to cripple the remaining mech with hands in a charge.



He fails. And assessing the damage, the Moonlit Wind subsequently withdraws from the field.

Pressing on the attack the Turtle Bay Irregulars hold the field dealing crippling blows to the rest of the Pirate forces, but not before pressing hard to stop the remaining Pirate Pheonix Hawk with their damaged Commando in one last bid to turn the tide, and loosing it in return fire.

The Pirates just barely get the parts they need and flee off world.

Moonlit Wind earns 120k (60k TBT-5N, 30k JR7-F, 30k PNT-9R) in retainer for the mission.

Turtle Bay Irregulars earns 210k (120k AWS-8Q, 60k DV-6M, 30k COM-2D) in retainer for the mission. A bonus of 600,000cr is paid out for destroying 60 tons of Pirate assets. In addition for holding the field, they now have a damaged custom Locust and a Whitworth WTH-1H.

All pilots get 1xp. Ayami Kyudo gets an extra XP for noble but flawed heroism in what could have been the defining moment of resistance. "Mark Walhberg" and the Commando Pilot both get an extra for displaying above par heroism and, in the case of the Awesome, nearly holding the entire flank by himself. (Can you kindly send me the names of your pilots again?) :)

As the campaign has ended, the escrow accounts are paid out and the mercenaries are kindly asked to leave the hollowed Draconis ground immediately.

Note: (This can be redressed to different locations, I'm assuming a trip back to Outreach for refit. A new campaign will be setup shortly. Also, restate any sales now that the actual mechs are on Outreach in case you changed your mind.)

Monday, April 4, 2011

Sunday Orders:: 040311

Orders:



Moonlit Wind recruits Ally Mae 4|5 and Yuk Foo 4|5 on Outreach, $300,000cr. A jenner leg for a JR7-D was purchased on Outreach for $316,192cr.

Also purchased on Ad Duwayd:
15t Standard Armor $187.5k
4 Heat Sinks $10k

Shipping
Assassin ASN-21 to Outreach $45k.

Total Costs: $858,692cr



Turtle Bay Irregulars ships its Stinger STG-5R and Mongoose MON-66 back to Outreach. Civilian transport costs $45,000cr. Mention was made to purchasing equipment off of local market to repair mechs. The clerks assume its 20 tons of standard armor @ 12.5k each.




Itar's Aces pulls most of its forces off of Blue Hole toward Outreach leaving behind the Black Knight and the spare hardware. Civilian transport costs $155,000.00.

Recap:

Itar's Aces (Gordon) hot dropped onto Blue Hole interdicting a Clan Jade Falcon Recon element (Kenny).



Putting up stern resistance the Itar's Aces punish the clan with an early loss of a Dasher and brutalizing a Puma. In return the mercenaries face nearly crippling damage across the board. Rebuked at the river crossing the Puma makes a running gun battle and narrowly escapes off the board to complete its objective. The Cougar avoids the river and swings wide right. The mercenary Clint attempts to interdicts the Cougar and ends up in a gun to gun battle with it. Despite the heroism he looses the mech in the attempt.

The clan succeed in taking most of their forces across the board for a marginal victory. The clan commander avoids being thrown out the air lock for what started out as a near catastrophe.

Itar's Aces earned $900,000cr paid out immediately since he is withdrawing. Salvage was one Dasher Prime. Itar's aces earned Jolanta 3|4 as a bondsman to Itar (went ahead and rolled for it, 8+, rolled 8. Gordon made a good point about it and it has literary precedent. Though in the future there may be more concrete rules, feel free to suggest any.). All pilots earn 1xp with the Clint pilot (Cortex?) getting another for his aggression.

Moonlit Wind earned $500,000cr (retainer for 5 light assets) for playing OpFor and winning.

Edit: 4/4/11 13:43 - Change up in shipping for Itar's Aces, Incorrect shipping tonnage.

Friday, March 18, 2011

Mercenary Company: Moonlit Wind



Overview:

Previous officer and mechwarrior to the DC military, Ryu Taigi was injured in the last engagement he served with the military. Due to an extended period in the hospital and recouping from his wounds, the DCMS discharge Ryu.

After a year recovery, Ryu Taigi titled himself Ronin and with his pension and a moderate loan, established the Moonlit Wind (Tsukikage Kaze) Mercenary Company.

The company started with him, and two fellow officers from the DCMS, peer Ayami Kyudo and a recon pilot Satomi Usagi. In a few short sorties for the DCMS, Ryu Taigi acquired the finances to field two green pilots, Tomo Tenshi and Nobuo Dorobo, as well ordered two refurbished Panther from the DCMS.

Now, the Moonlit Wind Merc. Company left DC territory and set up a base of operation on Outreach, bidding its service, strength, and honor to whomever pays.

Initial

C-Bill

Budget

20,000,000

Grand Dragon DRG-1G

5,116,800

Trebuchet TBT-5N

4,203,500

Jenner JN7-F

3,121,424

Panther PNT-9R

2,476,259

Panther PNT-9R

2,476,259

Mech/Vehicle Total

17,394,242

Ronin Ryu Taigi (Crackshot I, Survivor) 3|4

-

Ayami Kyudo 3|5

210,000

Satomi Usagi 4|4

210,000

Tomo Tenshi 4|5

150,000

Nobuo Dorobo 4|5

150,000

Personal Total

720,000

2x PPC

400,000

5x Medium Lasers

200,000

1x LRM-15

175,000

1x LRM-10

100,000

1x SRM-4

60,000

Parts Total

935,000

2t SRM-4

54,000

2t LRM-15

60,000

1t LRM-10

30,000

Ammo Total

144,000

Total Expenditures

19,193,242

Treasury

806,758