Author Topic: 2nd Armored Cavalry  (Read 20447 times)

Sir Chaos

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Re: 2nd Armored Cavalry
« Reply #30 on: 06 May 2017, 13:04:27 »
If you´re using the Taharqa method for determining pilot skills, "Regular" is merely the average skill - actual skills are determined rolling 2d6 a usual, plus an additional +1 or -1 to Piloting or Gunnery each. Other skill levels give a modifier to the 2d6 roll. So basically anything from 7/6 to 2/1 is possible, only more or less likely depending on skill level chosen.
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2ndAcr

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Re: 2nd Armored Cavalry
« Reply #31 on: 06 May 2017, 20:25:58 »
 9 May 2785

  After almost a month of cat and mouse fighting, Colonel Mitchell knew it was time to have it out before the enemy received help. He would take Cavalry Command Company (now a full mech company), Cavalry Artillery Company, B and C Company Mech, A Company Heavy Armor and the newly formed reserve Company of Mechs, Mech Inf Battalion and engage the main enemy force identified as the 4th Marik Militia. Bravo Company Armor, 4th Grunt Infantry and 4 mechs unassigned to a unit would remain behind to secure the drop ships.

 VTOL Battalion, C Company Armor (Hover), 3rd Grunt Inf and Jump Infantry Battalion would sweep around behind the enemy main body and hit their main base of operations. VTOL scouts had been watching the enemy base for some days now and it looked like 2 Infantry Companies, a light Armor Company and heavy Mech lance guarded the enemy base.

 Already the Cavalry had lost 9 Mech pilots KIA, 3 Manticore Tanks, and 27 KIA, 31 WIA from 4th Grunt Inf Battalion. They had captured 21 Mech pilots, 123 Armor crew.

 Captured Equipment (from battles so far)
2 Chevaliers (damaged still)
3 Guillitine 3N Mechs (2 damaged still (missing head, missing both legs), one fully ready)
2 Thug 11E (both still damaged)(missing gyro, missing leg)
1 Griffin 2N (damaged still, missing left arm and right leg)
1 Archer 2R (fully ready)
1 Black Knight (non royal version, fully ready)
1 Phoenix Hawk PHX-1 (fully ready)

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #32 on: 07 May 2017, 18:41:05 »
 12 May 2785

 After a grueling 230km march, the task force sent to hit the enemy base commenced their attack. A Company Mech (light) and C Company Armor headed for the enemy base from the south. (I forgot to include A Co Mech in my previous post)

 Swiftly crossing the open ground towards the enemy perimeter fence, they faced sporadic fire from the Marik tank light tank company. But the fire was surprisingly accurate, A Co Mech lost a Mongoose and a Stinger to enemy fire. C Co Armor had 3 Zephyr hover tanks destroyed and another 3 immobilized before reaching the enemy base proper. The enemy lost 4 Cheveliers and had another 5 immobilized by supporting LRM fire. Upon reaching the enemy base, A Co Mech blasted thru the perimeter fencing and called for the VTOL's to come in.

 The 6 VTOL carrying the Jump Infantry Battalion stayed in the air and the Jump troopers began dropping into the base using their jump packs. Attack VTOL Company supported the attack and began engaging the enemy Heavy Mech Lance. This Lance consisted of: 2 Thunderbolt 5S, Archer 2 R, Crusader 2R. Massed fire destroyed the Archer to an ammo explosion in short order. As the enemy Lance continued advancing, A Co Mech also began engaging the enemy Mechs, combined mass fire from the 2 Companies finally brought down the last mechs, but at the cost of 2 Sling's, 1 Mongoose, 5 Cyrano (Royal) gunships. All of A Co Mechs took damage.

 The VTOL's carrying 3rd Grunt landed and together with C Co Armor and Jump Battalion finished off the defending light tanks and the 2 infantry companies.

 Total Losses for the Cavalry:
2 MON-66b Mongoose
2 SL-1H Sling
1 STG-3Gb Stinger
4 Zephyr Hover Tanks (6 more immobilized)
5 Cyrano (Royal) Gunships
93 Infantry KIA (23 Jump, 70 Grunt)
131 Infantry WIA (47 Jump, 84 Grunt)

 Marik Losses:
2 TDR-5S Thunderbolt (1 salvage, 1 repairable)
1 ARC-2R Archer (ammo explosion)
1 RFL-3N Rifleman (salvage)
12 Chevalier light tanks (3 repairable, 9 salvage)

 Captured in the attack
4 Paramour Mobile Repair
4 135-K Coolant Trucks
1 Mobile HQ (Standard)
2 Light Battlemech Recovery
4 Heavy Battlemech Recovery
14 Cargo Trucks
850 tons standard armor
200 tons Ferro Fibrous armor
250 tons assorted ammunition
200 tons assorted weapons, heat sinks, repair parts

 Making the call that the enemy camp was secure 2 Lion Dropships escorted by the Cavalry Aerospace Wing landed and began loading the captured enemy material. Also on board the Dropships were 2 companies from 4th Grunt Infantry to help provide security.

snakespinner

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Re: 2nd Armored Cavalry
« Reply #33 on: 07 May 2017, 19:12:02 »
Another few battles like that and you will be only a battalion.
MHQ is pretty unforgiving. O0
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2ndAcr

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Re: 2nd Armored Cavalry
« Reply #34 on: 07 May 2017, 19:41:50 »
 12 May 2785

 The main Cavalry force engaged the 4th Marik on the plains 120 miles from the enemy base. 48 Cavalry Mechs, 12 Alacorns and Mech Infantry Battalion faced off against 2 Battalions of Marik Mechs, and a company each of medium and heavy armor.

 The battle was of 2 huge tidal waves crashing into each other in the center of the battlefield. The Cavalry's superior weapons and skill showed quickly as several enemy mechs were destroyed quickly. Mech Infantry Battalion provided security for the artillery company but engaged a light enemy lance that managed to sweep around the Cavalry main line, it was touch and go but the timely arrival of several Cavalry Medium Mechs knocked out the last 2 enemy light mechs.

 The Marik main forces consisted of 2 Assault Mech Companies, 2 Heavy Mech Companies, 1 Light Mech Company, 1 Medium Mech Company.

 Lucky for the Cavalry the light and medium enemy Mechs outpaced their heavier friends and the Cavalry Mechs and armor dealt with them quickly enough that most were destroyed before their heavy friends arrived. But still the engagement hurt the Cavalry. 2 Alacorn were destroyed and 4 immobilized. 1 Royal Griffin's engine was cored, 1 Warhammer 7A was head shot, 1 Kyudo was destroyed by a head shot, another Royal Griffin had it's gyro destroyed.

 The last 5 medium mechs were saved by the arrival of the faster Marik heavy mechs as most of the Cavalry began to focus on the heavy mechs. 5 enemy heavy mechs fell within minutes. Artillery began shelling the approaching enemy assault mechs. After hours of fighting with some of it hand to hand, the battle was finally won. But it was a heavyily paid for victory. Several Royal Mechs were total losses, not a single mech was left unscathed. Fire support mechs had run themselves completely out of ammo by the time the battle was over.

 Total Cavalry Losses
5 Alacorn tanks destroyed (6 immobilized)
1 Thumper destroyed
3 GRF-2N Griffin (1 total loss (engine exploded), 1 destroyed gyro, 1 engine destroyed)
2 STK-3Fb Stalker (1 salvage, 1 head shot)
2 WHM-7A Warhammer (1 head shot, 1 gyro destroyed)
1 TDR-5Sb Thunderbolt (both legs gone)
1 KY2-D-02 Kyudo (head shot)
2 LNX-9Q Lynx (1 salvage, 1 missing both legs)
Almost all remaining mechs are missing arms, weapons destroyed, some missing a single leg, engine damaged, gyro damaged etc. (NOTE: I only had 9 Mechs still standing when the battle was over. Out of 48 engaged, the list is too long to go in major detail, the ones listed are the ones I wrote down as the battle was joined, it got to where several mechs a turn were dropping so I quit making detailed lists)

141 KIA (27 armor crewman, 6 Mech pilots, 108 Mech Infantry)
261 WIA (28 Mech Pilots, 29 armor crew, 204 Infantry)

 Marik Losses:
7 EMP-5A Emperor (4 salvage, 3 repairable)(keeping 3)
3 HGN-732 Highlander (1 salvage, 2 repairable)(keeping 2)
6 THG-11E Thug (2 salvage, 4 repairable)(keeping 4)
4 STK-3F Stalker (1 salvage, 3 repairable)(keeping 3)
2 LGB-7Q Longbow (2 salvage)
2 AWS-8Q Awesome (2 salvage)
3 ARC-2R Archer (2 salvage, 1 repairable)
5 TDR-5S Thunderbolt (2 salvage, 3 repairable)
5 GLT-3N Guillotine (2 salvage, 3 repairable)(keeping 2)
3 CRD-2R Crusader (3 repairable)
4 MAD-1R Marauder (1 salvage, 3 repairable)
2 RFL-3N Rifleman (1 salvage, 1 repairable)
4 GRF-1N Griffin (1 salvage, 3 repairable)
2 HBK-4G Hunchback (2 salvage)
3 KTO-19 Kintaro (1 salvage, 2 repairable)
3 WVR-6R Wolverine (1 salvage, 2 repairable)
4 MON-66 Mongoose (1 salvage, 3 repairable)
4 HER-1S Hermes (2 salvage, 2 repairable)
2 WSP-1A Wasp (2 repairable)
2 STG-3G Stinger (2 salvage)
8 VNL-K65N Von Luckner (6 salvage, 2 repairable)
4 Demon (4 salvage)
8 Korvin tanks (8 salvage)
4 Zephyr tanks (4 salvage)
(NOTE: I can only keep a certain amount of salvage so if not noted, it was given to my employer)

 Captured 31 armor crew, 41 mech pilots (6 armor crew and 18 mech pilots want to join)

 
« Last Edit: 07 May 2017, 19:58:39 by 2ndAcr »

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #35 on: 07 May 2017, 19:50:17 »
 And here is the write up of the battle you spoke of. Even though I can repair most of my mech forces, the loss of any Royal stings and the cost is tremendous when you have engines destroyed. Dang XL engines are expensive and hard to get.

 As you can see, my Mech Infantry Battalion was basically destroyed only 1 platoon on map at battle end of 12 platoons.

 I pretty much destroyed the 4th Marik but in doing so, I basically made my unit combat ineffective for weeks or longer. It will be easier to repair the damage to machines than the damage to my wounded. I got a bunch with missing limbs, several will be out over 100 days, 90% of my Mech Pilots will be/should be fully healed in 4-12 days, but I am going to lose 3 of the wounded Pilots to missing limbs and forced retirement.

 The first battle took just 2 hours to complete, the 2nd took almost 12 hours total to complete. I had 8 princess' running the enemy forces last battle. I was surprised when that light mech lance came around my flank and was suddenly closing on my artillery forces. I had to send forth my infantry to try and slow them down until help arrived.
« Last Edit: 07 May 2017, 19:54:13 by 2ndAcr »

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #36 on: 07 May 2017, 20:06:28 »
 13 May 2785

 The return of the long range strike force and the Lion Dropships were a huge relief on Colonel Mitchell. He already had a crushing headache from the concussion he suffered in yesterday's battle. The Doctors told him 27 days until he will be cleared to return to full duty.

 He had already given the orders to make ready to lift off. He wanted to gone from this planet and all pain it had brought to the Cavalry. His XO was handling most of the details as the doctors had ordered him to bed rest for at least a week. So for the next week, he would only get the barest of details on how bad the unit had been hurt. He knew the killed and wounded counts. His head hurt too much to spend any amount of time trying to read the stacks of reports.

 They needed a nice quiet garrison contract somewhere that would not break the unit financially to recover from this contract.

truetanker

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Re: 2nd Armored Cavalry
« Reply #37 on: 07 May 2017, 20:32:09 »
Have you thought of salvaging your Royals to fix others? I know the weight differences would hurt, but to keep at least one alive and up, one has to make the difficult choices. But OTOH, if it sells good...

Or keep the weapons and equipment with any special ammos until you have enough to outfit a comfortable unit with spares going until the time is once more needed to downgrade, again...

TT
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TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
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2ndAcr

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Re: 2nd Armored Cavalry
« Reply #38 on: 07 May 2017, 20:50:54 »
 Oh, I have managed to salvage quite a few weapons. Not to mention some I just captured. I got enough weapons to easily convert the Emperor 5A to 6A, the Thug 11E to 11Eb, and the Stalker 3F to 3Fb versions. I might have to buy a few Artemis fire control systems though. But I have not done a detailed accounting of how many of each type weapon was just destroyed last contract.

 Most are simple maintenance upgrades. Some are more intensive.

 Any Mech or vehicle I have that is down to salvage after a battle gets stripped bare.

 I got ammo out the wazoo. Several hundred tons of the good stuff. Minimum is 100 tons of each type of special ammo on hand at all times. I buy it when I got the free cash to do so. It might take 120 days or longer to get to me, but I buy it like there is no tomorrow.

 Funny, I was surfing Sarna on weapons and noted that ER Laser and Pulse Laser did not go extinct until the mid 2900. Wish I knew when that stuff gets yanked off the market as I suspect extinct means the last known in use. It will be the Ferro armor that begins to really hurt. but that salvage last contract will help ease the pain some.

 I will post up a new TO&E once the dust settles and all repairs are made, if they can be made that is.
« Last Edit: 07 May 2017, 21:03:40 by 2ndAcr »

truetanker

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Re: 2nd Armored Cavalry
« Reply #39 on: 07 May 2017, 21:03:25 »
Start stockpiling it than... switching over all to standard or even Heavy Commercial, as both are BAR 10, when you have to... Leaving the Royals or your best heavy hitters in FF armor. You could always drop a half ton here and there to save on armor... 8 points would hurt on a medium and lighter classes, but on a heavy or assault it shouldn't.

But it is your game... I like it a lot.

TT
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Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
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2ndAcr

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Re: 2nd Armored Cavalry
« Reply #40 on: 08 May 2017, 00:28:06 »
27 May 2785

 All Cavalry forces and Dropships have linked up with their Jumpships the Toujours Pret and the Always Ready. For just over 2 months the Cavalry had conducted combat operations against the 4th Marik Militia. According to the chief technician, just over 1 company of Mechs were at 100% ready status and until they knew where they were heading, he could not order parts as they currently had no destination to ship them to. He was not a happy camper to say the least.

 Colonel Mitchell leaned back on his bunk aboard the Union Dropship as he read all the reports compiled for him. The first report was the casualty list. Mech Infantry Battalion was effectively destroyed. Only time would tell how many of his troopers would return to full duty. Even after all the years of combat with the SLDF, it still sickened his heart to read over the casualty reports.

 Even as he read the reports, he was making notes on a legal pad. He knew that although the Cavalry had effectively destroyed the 4th Marik Militia, they themselves were made combat ineffective in doing so. For months material wise and possibly years manpower wise. No mercenary formation could survive at that rate.

 He quit making notes as the jump warning signal was given. Plus his head was hurting again. He had time to think the matter over. The Cavalry would bounce back, and come back stronger than before, this he promised himself.

Lamont-Cranston

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Re: 2nd Armored Cavalry
« Reply #41 on: 08 May 2017, 06:25:03 »
No aerospace fighter or artillery support in those engagements?
« Last Edit: 08 May 2017, 11:26:38 by Lamont-Cranston »

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #42 on: 08 May 2017, 16:32:48 »
 No, I have not toyed with Aerospace in MekHQ yet. But watching the princess bot, I am afraid it would be too powerful for her to handle as she bunches up something fierce at times.

 Artillery support on the big battle. Brought my artillery company which was 4 Thumper, 2 Long Tom and 4 Vali Arrow vehicles. I used them to mainly soften up the enemy heavy and assault companies as they advanced on my main lines. But I made both Assault companies Elite rated (instead of regular) so once they closed into weapons range they really hurt.
« Last Edit: 08 May 2017, 16:35:37 by 2ndAcr »

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #43 on: 08 May 2017, 22:45:37 »
 Quick summary

 I am going to come out of the last contract stronger than I thought. I forgot about the 8 mechs I had mothballed. 4 Nighthawks, Catapult C1, 2 Crab (converting to Royal version) and a Talon-5W. (all captured during the skirmishes).

 Combined with the captured enemy mechs and a couple mechs I bought, I will field 2 full Battalions of mechs if I add Cavalry Command Company to one of the Battalions. It took 45 days to hunt my 2 new mechs but I bought 2 Nightstar mechs.

 I will either have to sell a Lion and buy a Overlord (if I can) or modify my Lions to tote everyone in bays. I am leaning to modifying my Lions to carry a company of mechs each and possibly boost their light vehicle carrying capacity to 24 each in place of cargo space. It should lower my cargo by about a thousand tons on each Lion if I did the math right. The Lion has good firepower and decent armor.

 Unit has signed a new contract and is enroute at this time.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #44 on: 09 May 2017, 22:22:20 »
 30 Dec 2785

 Colonel Mitchell disembarked from his dropship and started across the drop port to greet the AFFS officers walking towards him.

 "Colonel Mitchell? I am Major Sanderson and I will be your AFFS liaison officer. I look forward to working with your unit during this contract here on Scheat."

 "Nice to meet you Major, I look forward to working with you. I hope all is in order."

 "Yes it is Colonel, you and your men have full access to this  base and spaceport. You have had equipment and supplies arriving the last few weeks in preparation for your arrival. I hope you do not mind, but I had our mechanics and base personnel go over your newly arrived equipment. All is in top condition and I have it all stored in those warehouses across the way for you." Major Sanderson stated.

 "Good, I will of course have my own people check the equipment over, but I thank you for taking care of my new toys." Colonel Mitchell said. Deep down, he wanted his folks to go over the equipment to make sure there were no hidden surprises.

 During the stops for recharging, Colonel Mitchell and his staff had sent many purchase orders to manufacturers, arranging delivery of new equipment. They had spent over 75% of the Cavalry's money, over 140 million beans, purchasing new equipment and repair parts.

 "Colonel, let me show you to your headquarters and we can go over the ground layout. I am anxious to see your new TO&E." Major Sanderson stated with a glint in his eye.

 "Sure Major, I will be honest, we are not at 100% strength, but are getting close. Currently we are at 80% full strength on mechs, but if all our parts arrived, we will be at 100% within the week. We are doing a major shuffle of the troops during this deployment." Colonel Mitchell stated flatly.

 As they reached his new headquarters building, Colonel Mitchell silently said a prayer that he would have time to complete repairs, and get the troops up to speed before anything bad occurred.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #45 on: 09 May 2017, 23:10:30 »
 The new 2nd Armored Cavalry TO&E

 1/2 Mech Battalion
A 1/2 Mech
PLG-3Z Pillager
CRK-5003-1b Crockett 
CRK-5003-1 Crockett   
4x THG-11Eb Thug 
2x BLR-1Gb Battlemaster
3x STK-3Fb Stalker

B 1/2 Mech
3x WHM-7A Warhammer
3x TDR-5Sb Thunderbolt
AEM-03 Dragoon
CRD-2R Crusader
2x ARC-2Rb Archer
2x CTS-6Y Cestus

C 1/2 Mech
3x CRB-27b Crab
2x MON-66b Mongoose
2x TLN-5W Talon
2x KY2-D-02 Kyudo 
2x TBT-3C Trebuchet   
NTK-2Q Night Hawk

 2/2 Mech Battalion
A 2/2 Mech
2x HGN-732b Highlander
2x NSR-9J Nightstar
4x EMP-6A Emperor
2x THG-11Eb Thug
2x STK-3Fb Stalker

 B 2/2 Mech
3x GLT-3N Guillotine
TDR-5Sb Thunderbolt
CPLT-C1 Catapult
PXH-1b Phoenix Hawk
2x AEM-02 Dragoon
2x AEM-03 Dragoon
STK-3Fb Stalker
MAD-2R Marauder

 C 2/2 Mech
4x GRF-2N Griffin
OSP-15 Osprey
2x LNX-9Q Lynx
SHD-2Hb Shadow Hawk
2x STG-3Gb Stinger
2x SL-1G Sling

 Armor Battalion
A Co
7x Alacorn Mk VI
5x VNL-K65N Von Luckner

B Co
7x Manticore
5x VNL-K65N Von Luckner

C Co
8x Zephyr Hover

D Co (Artillery)
3x Thumper
2x Long Tom
4x Vali Arrow
4x Nightshade ECM VTOL

Infantry Regiment
Jump Battalion
12x Jump Infantry Plt (Laser)
4x Cyrano Royal VTOL
8x Cobra VTOL
4x Nightshade ECM VTOL

3rd Grunt Battalion
12x Infantry Foot Plt (Rifle)
12x Turhan Urban Combat

4th Grunt Battalion
8x Infantry Foot Plt (Rifle)
4x Infantry Foot Plt (Laser)
12x Turhan Urban Combat

 These are the primary combat units of the 2nd Armored Cavalry. They also field a Support Battalion (medical co, battle recovery, HQ company, transport company), Aerospace Wing of 12 fighters.

 All told they have:
1703 combat personnel
461 support personnel (with another 800 local hired as astechs and some medics)
643 dependents not serving in the regiment proper

Salaries are currently
2,321,629

Current Cash on hand
32.7 million

Current ammo, armor, weapon spares, repair parts total
13,828.32 tons




2ndAcr

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Re: 2nd Armored Cavalry
« Reply #46 on: 09 May 2017, 23:22:48 »
 NOTE: I spent millions on parts and supplies and new equipment. Roughly 140 million. I also spent a month at a Mech Factory (simulated) converting some mechs to Royal versions. Only because it is a factory level upgrade for CASE install and XL engine install I guess. But I did have my techs do the work, I just switched the mechs location from transport to factory during refit.

 These will be the last factory Royal conversions. Only Royal refits I do will be like on the Thug-11E to Thug-11Eb, maintenance level refits only. I bought 2 Battlemaster 1G and had them converted at the factory to Royal's and spent the conversion time for my techs to do the work. I really like them and forgot to include some.

 

Dave Talley

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Re: 2nd Armored Cavalry
« Reply #47 on: 09 May 2017, 23:29:56 »
A 1/2 Mech
PLG-3Z Pillager
CRK-5003-1b Crockett 
CRK-5003-1 Crockett   
4x THG-11Eb Thug 
2x BLR-1Gb Battlemaster
3x STK-3Fb Stalker


holy shit, this makes my inner lyran very happy
the thought of a lance of Royal Thugs makes me giggle, especially backed up by 2crocketts and 2 beamers, with the 3 stalkers and pillager as fire lance
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2ndAcr

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Re: 2nd Armored Cavalry
« Reply #48 on: 09 May 2017, 23:41:59 »
 Thanks I actually have them split up though, I field no pure lances right now except my one Griffin 2N Lance. I could and did in my first TO&E, but found them lacking some, I found 2 Warhammer and 2 Tbolts work really well together though. Better than 4 of each type per lance. Of course my main fights are Company or Battalion sized. I doubt I will do many more Lance sized battles outside of recon/scout.

 Command Lance
Pillager (driven by the Regimental commander) Gunslinger graduate, he likes to mix it up when he can, rarely misses
2 Crocket
Thug

Assault Lance
2 Thug
2 Battlemaster

 Fire Support Lance
3 Stalker
Thug

 

Iron Grenadier

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Re: 2nd Armored Cavalry
« Reply #49 on: 10 May 2017, 13:12:20 »
I found 2 Warhammer and 2 Tbolts work really well together though.



That is a great combination. Right now the players are running a pair of Warhammer 7A's and Thunderbolt 5Sb's as their unit command lance.

Daryk

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Re: 2nd Armored Cavalry
« Reply #50 on: 10 May 2017, 17:12:53 »
For your infantry, if you spread the laser rifles around to your rifle platoons as secondary weapons (2 per squad), you'll double their range for a small hit in damage with no movement penalty.  And if you can get Inteks (which cost the same as vanilla laser rifles), you can get to 3/6/9 range.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #51 on: 10 May 2017, 17:39:54 »
 I might do that, thanks for the advice on the laser rifles. I had not messed with modifying infantry before. Since ex-SLDF, I prob should have re-armed my infantry with Mauser since that was standard issue for SLDF. Pretty sure it does more damage than the standard rifle.

 9 Jan 2787

 Colonel Mitchell had dispatched the Cavalry Dropships and Jumpships to Devalan for maintenance that was long overdue. Plus he cut a sweet deal with the AFFS to help pay for modifying the units 3 Lion Dropships to carry 12 Mechs and 24 light vehicles each during their maintenance calls. He agreed to a 2 year extension on the units garrison contract at 1/2 the normal pay and the AFFS would pay 50% of the expense for the modification to those Dropships.

 The Cavalry fleet would arrive at Devalan mid March 2787 and repairs would be completed mid June 2787 with a return slated for early Sept 2787. Both Jumpships were slated to go first in the repair slips upon arrival and maintenance estimates were for 1 month down time before completed. The Lions would be the last ones ready.

 Colonel Mitchell really hated the thought of not having any naval support, but maintenance needed to be done. The ships had not seen a shipyard since 2784 and were long overdue, it was a matter of time before some of the minor issues turned into huge ones if not taken care of.

 Overall, he was pleased with the new structure of the unit. He finally had his chief tech off his case about needing parts for repairs. Everything had arrived to them on time. A rare occurrence but miracles do happen.

Daryk

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  • The Double Deuce II/II-σ
Re: 2nd Armored Cavalry
« Reply #52 on: 10 May 2017, 17:58:08 »
If you go with Mausers, ignore everything I said except that a pair of Inteks will extend their reach to 3/6/9.  Mausers only go 2/4/6, but do quite a bit more damage thanks to the integral grenade launcher.  Of course, if you can get custom weapons made, you could slap one of those grenade launchers on an Intek...

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #53 on: 10 May 2017, 18:08:53 »
 18 May 2787 (Scheat)

 Colonel Mitchell awoke with a start when the alert siren went off across the base. Jumping out of his rack, he quickly dressed while reaching for the phone to call HQ. The duty officer answered on the 3rd ring.

 "This is Colonel Mitchell, what have we got Major?" Colonel Mitchell asked as he strapped his boots on.

 "Sir, we got Jumpships arriving at the Nadir jump point. Pings have returned, they are Combine ships Colonel. We count at least 4 Jumpships and also received a hasty message from a AFFS jumpship located at the Nadir jump point that they were releasing Dropships.  So they are not just passing thru sir." Major Mary Turrill of 4th Grunt Infantry stated.

 "Okay, we got a minimum of 11 days before they reach orbit if they do a normal burn, so we let us call it 5 days before trouble arrives of they do a hard burn at 2G. Send to all commands, we are going with Case Blue, repeat Case Blue." Colonel Mitchell said.

 "Roger sir, Case Blue to all commands."

 (Case Blue was one of several plans the Cavalry staff had put together. Case Blue was in case of planetary invasion by a major power. The unit had moved 100's of tons of ammo and supplies into caches in the dense forests and mountains. The Support Battalion escorted by 3rd Grunt Infantry would move to the first location located 80 miles south of the main base and space port. All dependents would move into the city proper away from the base itself for safety. All units would be gearing up and awaiting orders.)

 "Major, send a HPG message to Devalan to have all ready naval assets we got ready to return. Also, include to Capt Gonzalez to open sealed order packet number 3. Repeat back to me Major." Colonel Mitchell said.

 "Send HPG to fleet at Devalan, all ready naval assets to ready for return. To Capt Gonzalez, open sealed order packet number 3." Major Turrill read back.

 "Good to go Major, I will be at HQ within the next 20 minutes and will monitor things from there."

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #54 on: 10 May 2017, 19:59:15 »
 Well since I forgot to make them Mauser armed, I am going to GM some in.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #55 on: 10 May 2017, 21:46:47 »
 27 May 2787 (Scheat)

 The enemy had been identified, it was the 25th Deiron Regulars. Once a SLDF unit that was recruited by the Combine enmass.

 The Cavalry Aerospace wing had engaged the enemy fighter escorts in near orbit. 4 Combine fighters shot down but the Cavalry lost an Eagle in return. The enemy fighters were flying close escort to the enemy Dropships, and without the Cavalry's Dropships to support the fighters, Colonel Mitchell ordered the wing to stay at range and pick off any overly aggressive fighters that ventured away from the supporting Dropships.

 The 25th made landfall on 28 May, well away from the main spaceport and Cavalry base. It looked like 4 Dictator's, 2 Triumph and 2 Czar made landfall at this landing zone. Recon flights showed 2 Czar also landed on the planets other continent. That made for 1 mech regiment plus, 1 heavy armor regiment and at least 3 maybe 4 infantry regiments total. At least 2 infantry regiments could not easily be brought to bear on the Cavalry.

 Knowing the Cavalry was outnumbered and stranded with no way off planet, the only option was to fight and try to hang onto the HPG station as long as possible. Colonel Mitchell hoped the AFFS would send a relief mission soon, maybe even a warship or 2. If that kind of help arrived, Colonel Mitchell knew he could hold the planet. But without help, it would be a stretch to think they could win this fight. But they would take a bunch with them. He ordered VTOL scouts out to the enemy landing zone to get a clearer picture of the enemy strength. He ordered the Cavalry Mechs to stand to and prepare to meet the 25th Deiron Regulars once they started advancing. They would conduct a fighting withdraw if need be.

 

 

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #56 on: 12 May 2017, 23:48:17 »
 1 June 2787 (Scheat)

 Colonel Mitchell got the word 2 hours ago that the Combine force was starting to leave their drop zone area. The Combine forces were actually splitting up, The 3 Battalions of Mechs were heading for the Cavalry base, while the armor Regiment and at least an Infantry Reg were heading for the planets capitol 25 miles from the Cavalry base. One enemy Mech Battalion was still at the enemy drop zone, possibly guarding the units supplies and dropships.

 Colonel Mitchell knew he had to try and stop both columns. Ordering his Armor Battalion and Infantry Regiment to head for the planets capitol and halt or destroy that column. Artillery Company would stage from Cavalry base to support both fronts. Support Battalion was setup at the Cavalry's first hidden cache/base, which was located in a dense forest along a small river ravine which had a pretty fair cave system. Upon arriving at Scheat, the Cavalry's recon elements had scouted these caverns, the first one was big enough to hold an entire Mech Battalion in it. 3rd Grunt Battalion was sent to link up with it's parent Regiment and halt the Combine forces.

 1/2 and 2/2 Mech Battalions would take on the enemy Mech Regiment. Scouts reported that what looked to be a light Mech Company and a Medium Company were ranging ahead of the Combine advance. Colonel Mitchell ordered C 1/2 and C 2/2 to take the lead and start engaging the enemies recon elements. The Cavalry's other 4 Companies (2 Assault and 2 Heavy Mech Companies) would follow along behind the counter recon force. He thought of deploying his Aerospace Wing but held them back for the time being. He would need them when the Cavalry's Jumpships and Dropships arrived back in system, so he would hold them in reserve, only using them if Combine Aerospace fighters joined the looming ground fight. Of if the enemy broke thru the Cavalry lines.

 Lucky for the Cavalry, the lighter Mechs of the approaching combine force was far outdistancing their heavier elements. VTOL scouts were keeping both columns under observation. All forces were on a collision course.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #57 on: 14 May 2017, 19:19:47 »
 1 June 2787 (Scheat)

 Cavalry recon elements started engaging the enemy scouts at range. Slowly nibbling away at the stronger force as they fought a fighting retreat towards the Cavalry main force. Luck was with the Cavalry as our recon elements had superior weapons that out ranged most of the enemy scouts. After 15 min, the enemy scouts started pulling back, leaving 3 Mechs on the field.

 Pushing back forward, Cavalry scouts started locating the enemy main force cresting the ridge ahead. Knowing they could not stand with the enemy main force, the Cavalry recon began falling back at speed. Pre-plotted artillery began dropping minefields along the enemies projected path. Dodging incoming fire as best the could, the Cavalry recon Mechs poured on the speed to crest the next ridge line before the enemy could get in range. Right as they reached the next ridge, Cavalry Mechs began appearing at the crest. Cavalry scouts passed thru the lines to the rear. They left behind a NTR-2Q Nighthawk who's engine was cored early in the fight and a STG-3Gb Stinger who lost a left and was then completely destroyed by incoming fire.

 The enemy advance stalled, so Colonel Mitchell ordered artillery onto the far ridge giving the Combine force a choice, advance or retreat. The Combine chose advance as they began once again moving across the valley towards the Cavalry Mechs. The first Combine Mechs leading the enemy charge ran right into the minefields, 2 EXC-B2 Excaliber Mechs went down followed by a TLN-5W Talon. As the enemy came into range, Colonel Mitchell gave the order to fire only on good firing solutions. Gauss rifles and ERPPC's began firing on the Combine force with an almost 80% hit rate. As the Combine charge reached LRM range, they too began firing. Several Mechs went down in the ensuing barrage. At least 2 Battalions of Combine Mechs were in the valley floor now. As they pressed on, the firing solutions got even better and more Combine Mechs began falling. They now got into range and began firing back, slowing their advance for better firing solutions on the Cavalry. But by slowing, they too gave the Cavalry even better solutions and even more Combine Mechs fell.

 This engagement lasted for over an hour before the Combine Mechs, now down to roughly a Battalion in strength began falling back, most heavily damaged. Not letting them go, Colonel Mitchell ordered the Cavalry forward in pursuit. The Cavalry swept across the valley floor like a tidal wave. Swift Cavalry Mechs ran down the larger but heavily damaged Combine Mechs, adding to the Combine troops misery. Many more Combine Mechs fell to accurate Cavalry fire. As the fastest Cavalry Mechs reached the once Combine ridge top, the 3rd enemy Battalion was right on the other side but not yet climbing the ridge.

 Colonel Mitchell ordered the Cavalry to advance at best speed so as to not let the enemy get the high ground on them. But as the Cavalry climbed the ridge, so was the Combine Battalion. The 2 sides clashed right on the crest and it was a close range slugging match. Luckily for the Cavalry, the enemy had waited just a bit too long to begin their advance so the slower Cavalry Mechs had reached the base of the ridge themselves and began the climb. Several Combine Mechs fell quickly, but so did a few Cavalry Mechs. But then the Cavalry started really pouring on the fire and even more enemy Mechs fell. In places it was hand to hand, several Cavalry Mechs went down to lost legs. But so did a few Combine Mechs, plus a few lost their heads literally in the fur ball. For 30 min there was little cohesion on the ridge top as each Mechwarrior fought his own little war, but the Cavalry had the numbers on the Combine and as the Combine numbers fell, the Cavalry troopers began teaming up on enemy Mechs.

 Finally, it was over, the last enemy Battlemaster fell. Silence rang out across the valley. As in the distance could be seen the sight of the few remaining Combine Mechs fleeing as fast as they could. This round was won, Colonel Mitchell almost ordered an advance on the distant enemy camp, but knew his Mechs were dangerously low on ammunition and everyone needed repairs. But they held the battlefield, for now anyway, he ordered salvage teams in to see what could be recovered and brought back to Cavalry Base.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #58 on: 14 May 2017, 19:36:21 »
 Out of 72 Cavalry Mechs engaged, the Cavalry suffered the following losses:

 Totally destroyed (salvage only)
     NTR-2Q Night Hawk
2x CRB-27b Crab
     STG-3Gb Stinger
     AEM-02 Dragoon

 Seriously Damaged (destroyed limbs, torsos or engines)
13 Mechs

 Heavily Damaged but easily fixed
10 Mechs

 Still Mission capable after easy repairs (armor and ammo)
46 Mechs

 5 pilots KIA
19 pilots WIA

 Out of engaged 108 Combine Mechs the Cavalry captured the following easier repaired mechs
1x WVE-5N Wyvern
2x SPR-4F Spector
2x GLT-3N Guillotine
2x TLN-5W Talon
2x BL-6-KNT Black Night
1x LGB-7Q Longbow
2x BMB-12D Bombadier
1x THG-11E Thug
2x EXC-B2 Excaliber
4x MAD-1R Marauder
1x WHM-6Rb Warhammer
3x CRB-27 Crab
2x MON-66 Mongoose

 Also taken were the following mechs as pure salvage
1x TLN-5W Talon
2x GLT-3N Guillotine
1x WVE-5N Wyvern
2x THG-11E Thug
2x EXC-B2 Excaliber

 All remaining Mechs were left where they fell, if the Cavalry won the war and managed to hold onto the planet, they would recover the rest.

2ndAcr

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Re: 2nd Armored Cavalry
« Reply #59 on: 16 May 2017, 00:25:46 »
 2 June 2787 (Scheat)

 With the defeat of most of the 25th Deiron Regulars, the armored column and it's infantry halted their advance on the planets capitol and began pulling back to their landing zone. Scouts posted near the enemy landing zone reported the enemy was assuming defensive positions.

 Colonel Mitchell studied the new developments. AFFS militia infantry troops were slowly giving ground on the planets other continent to the 2 Infantry Regiments reported there. He was half tempted to attack the enemies landing zone, but forced that idea from his head. With no way off planet, he could not afford a risky gamble. No new news had arrived via HPG other than a receipt from Capt Gonzalez of his orders.

 Repairs were proceeding smoothly on the Cavalry's damaged Mech force. He had sent 2/2 Mech Battalion and Jump Infantry Battalion to base themselves in the cave system with Cavalry Support Battalion. No need to have everyone at the base in one location. It put them 1-2 hours apart, so either 1/2 Mech (at Cavalry Base) or 2/2 Mech could move easily to help the other. Plus right now, the Combine just did not have the strength to threaten either force seriously.

 Since the Cavalry and the AFFS still controlled the HPG on planet, they would have to send a Jumpship back to Combine space for additional troops. Using some guess work, if a Jumpship left system yesterday, he figured 1-2 weeks minimum for additional troops to arrive. And that assumes they Combine has the Jumpships and Dropships ready to go with the troops embarked. He figured he had 2 weeks to a month before additional Combine troops arrived.