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BattleTech Player Boards => Non-Canon Units => Topic started by: 2ndAcr on 27 April 2017, 00:08:50

Title: 2nd Armored Cavalry
Post by: 2ndAcr on 27 April 2017, 00:08:50
 Well after a hard drive failure killed my last campaign, I am starting a new one.

 Formed in 2784 from disbanded SLDF units that chose not to follow General Kerensky on the Exodus. They instead banded together to form a mercenary command. Personnel and equipment came from the following commands.

 112th Royal Hussar Regiment  (2 Companies Mech, Union Dropship, Overlord Dropship, 3 Aerospace Fighters)
 457th Heavy Tank Regiment     (2 Companies Heavy/Assault Tanks, Triumph Dropship)
 125th Royal Hussar Regiment  (1 Company Mech, 1 Hover tank Company)
 191st Royal Jump Inf Div         (1 Jump Inf Batt, 2 VTOL Companies, 2 Drost Dropships, 3 Aerospace Fighters)
 20th Mech Inf Div                    (1 Mech Inf Batt, 8 Mechs, 8 Aerospace Fighters, Artillery Company)
 151st Royal Dragoon Regiment (Last 6 surviving Mechs)
 43rd Infantry Div                     (1 Inf Batt)
 48th Infantry Div                     (6 Inf Companies)
 38th Jump Inf Div                    (1 Jump Inf Company, 2 VTOL Companies)

 And then from SLDF Transport Command, 2 Star Lord Jumpships and 7 Dropships who chose to stay behind.

 It will take some time to fully flesh out this unit as it is a big one. Lot's of Infantry this time around.

 
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 27 April 2017, 19:30:34
Ohhhhh.... shiny!

So I'm to assume there is the promise of b Mechs here?

As in the Royal b variant.

TT
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 27 April 2017, 20:12:49
 Oh you know it. Going to try not to over do it, but that is going to be hard to do. Since I am drawing slices from a wide range of units, I will not have "pure" companies like SLDF standard. Might have some pure lances, but not entire companies. Some things will stick to SLDF norm, some things I am going to use my norms. Infantry Battalions are built square. 4 Companies, 4 Platoons each. There might even be a few "rare" mechs included.

 I am curious as to when I will have to "shelve" my shiny toys and start using the downgrades. Plus I want to see how long I can actually run this campaign.
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 27 April 2017, 20:36:09
Custom Infantry or just generic?

I can help, if you need any... tanks, infantry possible NightHawk (P)ALs?  O:-)

TT
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 27 April 2017, 21:42:06
 Mainly going to be Generic.........I will use 21 man Jump platoons but have 4 platoons per company. Only special unit (not going to do PAL, but I did toy with it as there was a special ops unit that has a unknown fate) is a Zero G Marine Platoon of 30, but was going to use one of the Generic platoons that have space suits.

 My stumbling block will be hauling my light vehicles. Prefer bays and not cargo. But I think I found a work around but we shall see.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 29 April 2017, 19:53:11
 Okay here is my unit TO&E:

 Cavalry Command Battalion
 PLG-3Z Pillager
 CRK-5003-1b Crockett
 AEM-03 Dragoon (We lied and did not destroy them as ordered)
 AEM-02 Dragoon (We lied and did not destroy them as ordered)
4X STK-3Fb Stalker
2X Vector (Scout)
2X Cyrano Gunship (Royal)
4X Thumper Artillery

 Mech Battalion
4X STG-3Gb Stinger
HSR-200-Db Hussar
3X MON-66b Mongoose
2X SLC-1G Sling
2X SLC-1H Sling

OSP-15 Osprey
3X GRF-2N Griffin
2X LYX-9Q Lynx
2X CRB-27b Crab
SHD-2Hb Shadow Hawk
PXH-1b Phoenix Hawk
2X KY2-D-02 Kyudo
2X TBT-3C Trebuchet

4X WHM-7A Warhammer
4X TDR-5Sb Thunderbolt
2X ARC-2Rb Archer
2X CTS-6Y Cestus

 Armor Battalion
12X Alacorn MKVI
12X Manticore
12X Zephyr

 Infantry Regiment
12X Jump Inf (Laser)
12X Mech Track Inf (Rifle)
12X Foot Inf (Rifle)
4X Foot Inf (Laser)
8X Foot Inf (Rifle)

VTOL Battalion
12X Cyrano Gunship (Royal)
4X Vector Attack
4X Nightshade ECM (Royal)
4X Cobra MASH
12X Cobra Transport

Aerospace Wing
6X EGL-R9 Eagle
3X STU-K5b Stuka
3X TRB-D46 Thunderbird
2X EGL-R10 Eagle

 Orbital Command
2X Star Lord
3X Lion
2X Drost IIA
2X Intruder
 Triumph
 Czar
 Union
 Overlord
 Achilles w/ Marine Platoon

 Total
1798 Combat Personnel
94 Support Troops

 I am weak on Technical support right now. All Lance or Platoon have tech assigned. I have 2 spare Aero Techs, 6 Mech Techs, 4 Mechanics. We will have to hire local Astechs to have enough people.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 29 April 2017, 20:17:35
   Aug 1, 2784

Colonel Harry Mitchell sat opposite the Lyran representatives while they discussed a contract. The offer sounded too good to be true. Pirate hunting, 6 months. Independent command, 100% Transport, 90% salvage and 80% Battle Loss Comp. Monthly payout 4.4 million.

 "I want a clause entered into this contract before we sign, it will state that we get to have our pick of any Aerospace, Dropships or Jumpships captured or the Lyran Government pays us 75% of market value of any assets we capture ." Colonel Mitchell stated flatly.

 The Lyran rep blinked hard, "Sir, you cannot be serious, we are offering you solid terms as it is."

 "But I am serious, it gets put on paper or our discussions are done. I have a 2pm meeting with the Combine rep, so what is it going to be?" Colonel Mitchell leaned back in his chair and waited.

 "30% market value and we get to choose what you get to keep." The Lyran rep coldly said.

 "Look, we can play this game all day, so this is my final offer, we get first dibs on any asset captured and we get 40% of the fair market value of any and all we turn over to you. This applies to Aerospace fighters, Dropships or Jumpships only, everything else the 90% salvage applies. So take it, or leave it, I got a meeting in less than 20 min with the Combine rep."

 The Lyran representatives looked at each other, finally the one in charge stood and offered his hand "Sir, the Lyran Government agrees to your terms".

 Colonel Mitchell stood and took the offered hand. "Let's get this contract written up and signed. Guess the Combine is out of luck."

 Ten minutes later the Lyran reps left the office and Colonel Mitchell's XO entered, "Sir, that was a heck of a bluff, they were the only ones that offered us a contract other than the damn Taurian's and I am glad we both agreed to tell them a flat no".

 "Well XO, I do love a good game of poker. But we got what we wanted, so let's get the troops gathered and head on out, we got some pirates to beat down.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 29 April 2017, 21:44:04
 Oct 24, 2784

 The Cavalry jumped into the Esztergom system and began the trip to the planet where the Lyran's reported the pirates to be operating from. It was dangerous, as this was FWL territory. Hopefully the Cavalry could complete their mission and leave without having to tangle with FWL troops.

 Luckily, no other ships had been spotted in system, but Colonel Mitchell kept the Achilles close to the Jumpships just in case. The 2 Intruders, 2 Drost, Union and Overlord would secure the small space port so that the other ships could come in safely.

 Nov 2, 2784

 Having his full command on the ground, he sent a company of Infantry support by A Company VTOL Attack to search and secure a small village 50 miles south of the space port. Arriving, they were hit by a pirate probing force. Enemy consisted of a Crab, Hunchback, Wasp and Talon-5W along with a J Edgar, LVT-4 and Korvan. The fighting lasted only minutes, but 3 Cyrano were lost.

 Total Cavalry Losses
3 Cyrano Gunships
5 KIA
8 WIA

 Total enemy losses
Hunchback (ammo explosion)
Crab (salvaged)
Talon (Captured)
Korvan (salvaged)
Wasp (Lyran)

2 Mechwarriors captured
6 Vehicle crew captured

 Colonel Mitchell was not happy with the exchange. Those Cyrano were almost irreplaceable.
Title: Re: 2nd Armored Cavalry
Post by: ColBosch on 29 April 2017, 21:51:18
*raises an eyebrow* 2nd ACR, huh? What encouraged this?
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 29 April 2017, 22:21:11
 Can't help it, greatest Regiment in the world. Probably still is anyway, even though they watered it down taking away our Bradleys and M1A1's.

 Served with it in 1989-1991 Bamberg Germany and then Desert Shield/Storm
Title: Re: 2nd Armored Cavalry
Post by: ColBosch on 29 April 2017, 22:37:56
I was 2CR (Stryker) (sigh) from about '04 until they reassigned us all to 2ID and send the regimental colors back to Germany. But man, it was something seeing the regimental flag, heavy with campaign ribbons. My sergeant and I pulled Regimental CQ one night, and we went through all the ribbons, looking up the history for each. Amazing stuff, and I am very proud to have served in that storied unit.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 30 April 2017, 00:19:05
 It has a long and proud history. Toujours Pret my friend.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 30 April 2017, 16:36:00
 Aug 5, 2784

 Once again a heavy probing action catches another Infantry company only this time while they were crossing a small valley between 2 wooded ridges. Caught in the open, the Infantry suffered 20 KIA and 30 wounded before C Company Armor arrived on the scene with their 12 Zephyr Hover tanks. Once C Company arrived on the scene, the action only lasted 10 min before the enemy was totally destroyed.

 Cavalry Losses
 20 KIA
 30 WIA

 Pirate Losses
2 Manticore destroyed
 Bulldog tank destroyed
 Puma tank destroyed
 Hunchback destroyed
2 Stinger destroyed
 Griffin (salvaged)

 
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 30 April 2017, 20:39:38
I could possible pop some stats for those generics for you if you want a little spice.

TT

Also would it be too hard to modify your post to reflect loss and/or salvage in your TO&E post?
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 01 May 2017, 00:09:23
 I could probably record losses in the TO&E post. I am trying to get figure out how to get MekHQ to generate larger than lance sized battles. Wish it would generate company sized fights for me. Getting tired of having my solo infantry companies taking on 1-2 lances, mech/armor lances taking on companies. Even though I deploy additional forces, those 4-7 turns waiting on them to arrive see's my solo units pounded.

 I want to slam entire company and Battalions against each other. Heck I would fight my entire force against a foe if I could.

 Right now, I am not fielding any additional forces as I am not recruiting new personnel to fill out losses as this contract goes.  I was gonna do a end of contract TO&E recount to take in additions and losses that must be made good.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 01 May 2017, 06:14:17
 Okay, I have to manually create the larger battles. So, Command Battalion and Mech Battalion are attacking the pirate main force of 48 Mechs. Pirates have 1 med company, 1 Heavy company and a Assault company in addition I gave them a mixed company of 1 med, 1 hvy, 1 assault lance.

 Using a 160X120 map. Spent 4 hours last night just marching. Only shots fired were by Cavalry VTOL choppers that scored a single hit on a Battlemaster at range 19. Cavalry Command Company and C Co Mech are just now getting in range of the enemy Medium Company. A and B Co lighter mechs are to the west of Command and C company but still a distance from engaging an enemy Assault Company with harassing fire.

 Gonna take a few days to finish this fight.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 02 May 2017, 14:29:15
 16 Nov 2784

 The battle lasted 4 hours. Colonel Mitchell and his people were exhausted. It was almost a evenly matched fight except his people had much better equipment overall. Intel had found some interesting markings on some of the mechs captured. It looks like this pirate band used to serve Amaris. That explained some of the advanced mechs these pirates fielded.

 The Cavalry Mechs were beat up. His senior Tech was raising hell about all the damage he had to repair. Estimates were full repairs would take weeks. He really needed to beef up the tech department.

 The Cavalry had lost 4 Mechwarriors KIA with another 13 in the hospital. They had captured 29 pirates, with 13 expressing interest in going legit and wanting to link up if he would have them. Intel was talking to the prisoners now to weed out the worst.

 On the salvage front, things were much better. They had captured enough Mechs to field another full company with a few left over. But they were a battered and beat down bunch of Mechs. It would cost a fortune in time and supplies to repair them all.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 02 May 2017, 21:54:25
 8 Dec 2784

 Having spent the last 3 weeks repairing equipment and sweeping the planet for any remaining pirates, Colonel Mitchell ordered the Cavalry to load up and leave Free World space. Overall the mission was a success. He contemplated what he did right and what went wrong.

 First wrong that needed correcting was beefing the tech staff way up. The Cavalry Mech forces were at 25% strength undamaged after the battle. 65% strength in 48 hours, but it took almost 3 weeks to arrive back at 100%.

 Second wrong, the infantry units need organic support. They got caught with low support a few times and he was not going to let that happen again.

 Third wrong, artillery support was lacking. That needs to be beefed up.

 Intel had finally finished weeding out the bad seeds of the captive pirates. 9 of the prisoners who expressed interest in joining were cleared to join the ranks.

 Captured Mechs

2x Goliath GOL-1H (selling both)
3x Emperor EMP-5A (one a total loss, 2 will be converted to 6A model and kept)
5X Griffin GRF-1N (selling all 5)
     Banshee BNC-3M (selling)
4X Wolverine WVR-6R (selling all 4)
     Hunchback HBK-4G (selling)
2X Battlemaster BLG-1G (selling both)
3X Lancelot LNC25-01 (selling all 3)
3X Thunderbolt TDR-5S (selling all 3)
     Talon TLN-5W (keeping)
3X Thug 11E (converting them to Royal model and kept)
     Galahad GLH-2D (keeping)
     Crusader CRD-2R (keeping)
2X Dragoon AEM-03 (keeping)
1X Dragoon AEM-02 (keeping)
     Crab CRB-27 (keeping and converting to Royal)
2X Lynx LNX-9Q (keeping)

 But what to do with the new Mech Company. Add a 4th company to the Mech Battalion? Maybe add the company to Cavalry Command Battalion, it currently only fields 8 mechs. Buy a couple new mechs and field 2 full companies there, shift VTOL Recon over to the artillery company as spotters.

 
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 02 May 2017, 22:09:09
Give the Royals mechs to the Infantry for supporting actions. They would have the next OpFor literally needing to change their brown stained BDUs ASAP!

Like detaching them for supporting roles while the infantry move up.

Weird I know... but effective. Use the hands to punch into buildings, SRMs in Anti-bunker busters, ER PPCs and ER Lasers for ranged attack.

Something like this I used back in the day, twin Thug-10E's and paired Crab-27's supported a company of PBI's on the move. Laid waste everything that was thrown at me, except an ambush in the form of a pair of Hetzers. Took AC fire to one of the Crabs, losing it.. but the return fire!

Imagine swapping a SRM Inferno ammo per Thug...

TT
Title: Re: 2nd Armored Cavalry
Post by: Dave Talley on 02 May 2017, 22:56:48
you might consider a mixed recon battalion
2-3 lances of recon mechs
2-3 lances of vtols
3 lances of fast hovers
all trained to work together in mixed detachments
Title: Re: 2nd Armored Cavalry
Post by: Lamont-Cranston on 02 May 2017, 23:46:26
>what to do

Combine arms the infantry and armour.

Combine the mechanised infantry battalion with the two tank companies.

Does the zephyr have an infantry bay? I can't remember. If so combine as many foot sloggers with 'em as possible. Maybe get hover apc for the rest?

You could even do Air Assault combining the Vector with some foot platoons too. Or the Jump infantry.

You could add a mech company to the tank/mechanised  infantry combo, this would bring it up to two full battalions in strength. A heavy one probably.

Maybe add the light mech company to the zephyr/hover apc foot infantry combo.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 May 2017, 16:57:41
Zephyr has no infantry compartment.
Good suggestions, all of them.

 I am toying with the idea of adding "Brigade" to the unit's name and forming 2 Regiments each with 2 Mech companies, 2 Armor companies and 2 Infantry Battalions. One a heavy/assault the other a light/medium faster unit. Mech inf and Jump infantry in the heavy regiment and add hover transports to haul the 2 leg Battalions for the fast regiment. Or I could use the Jump Infantry with VTOL in the fast regiment, along with the 2 leg infantry and add another Mech infantry Battalion to my roster for the heavy regiment.

 I could then fill out the Mech and armor Battalions to full strength in next couple contracts depending on salvage and such. My reason currently of thinking along these lines. I have 3 Lion Dropships, they can right now carry 24 mechs and 36 light vehicles, add the Czar to that and I can without modifying anything carry the entire regiment easily and on 1 Jumpship. Would be easy to mod the Lion where each carries a full company of Mechs, only losing 600 cargo space in doing so for the extra 4 mech bays each. Heavy Regiment would be carries on board the Overlord, Triumph and 2 Drost.

 Lot's of eggs in one basket on the Heavy Regiment though.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 May 2017, 17:29:52
 Order placed to beef up the artillery company.......2 Long Toms purchased and 4 Vali Arrow tanks purchased. Plus several hundred tons of Arrow ammo.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 May 2017, 17:37:19
 Also I noted that SLDF standard was for a armor company in each Battalion for Mech Infantry Battalions. Might use Chevaliers for this addition. Grunt infantry I can always purchase a company of Maxim Hover and assign a company to each Battalion. If I slim down each company to normal 3 platoons, I have another company Jump Infantry, 2 companies of Foot Infantry and 1 company of Mech Infantry.

 Not sure on last though, I am fond of my 4 Platoon Infantry Companies.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 May 2017, 18:21:10
 1 Jan 2785

 New contract accepted, this time we are working for our former bosses the Terran Hegemony. We are offered decent terms but accepting the contract felt right with the entire command, since 85% of the troops were born in the Terran Hegemony. Only 60% battle loss compensation and 40% salvage rights. Projected with contract pay only to lose 7.5 million.

 Mission, travel to Alphard and conduct a relief mission. Our foe, the Free Worlds League.
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 03 May 2017, 20:15:34
Short term:

I use the APC, Standard...

BUT:
3x Wheeled, 1x LRM Wheeled = 3 tons or a Foot Platoon
3x Tracked, 1x LRM Tracked = 3 tons or a Foot Platoon
2x Hover, 1x LRM Hover, 1x Sensor Hover = 3 tons or a Foot Platoon

Now the Hvy Hover, Wheeled and Tracked have a LRM variant but loses 3 tons for this.

I'd roll with 2 of each Hvy Standard and a 2 Hvy LRM variants for 12 Foot Platoons. But if you wanted to, there is SRM and MG variants as well.

TT
Title: Re: 2nd Armored Cavalry
Post by: Lamont-Cranston on 05 May 2017, 10:00:28
With the Terran Alliance breaking down and being gobbled up by the house lords, who would be hiring them? Local government or noble ruler?
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 May 2017, 16:18:07
 Well, MekHQ only has them listed as Terran Hegemony. So it will be a few years. I took the contract because I need some goodies that only the FWL currently has. Already lost 5 Vet and Elite Mech pilots to friggin head shots though. Damn so called Veteran enemy pilots that have 1 gunnery skills. Heck even a couple of Regular rated enemy pilots had gunnery skills of 1 and 2.

 Damn contract gonna be costly in casualties and low salvage.
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 05 May 2017, 18:08:46
To get gunnery skills of 1 or 2 you must be elite.
How did MHQ do that.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 May 2017, 18:46:54
 No clue but I have captured a few pilot 4, gunnery 1-2................and even a few 5 pilot and 1-2 gunnery
Title: Re: 2nd Armored Cavalry
Post by: Sir Chaos 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 07 May 2017, 19:12:02
Another few battles like that and you will be only a battalion.
MHQ is pretty unforgiving. O0
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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)

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: truetanker 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
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: truetanker 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
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: Lamont-Cranston on 08 May 2017, 06:25:03
No aerospace fighter or artillery support in those engagements?
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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



Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.

 
Title: Re: 2nd Armored Cavalry
Post by: Dave Talley 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
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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

 
Title: Re: 2nd Armored Cavalry
Post by: Iron Grenadier 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.
Title: Re: 2nd Armored Cavalry
Post by: Daryk 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: Daryk 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...
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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."
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 10 May 2017, 19:59:15
 Well since I forgot to make them Mauser armed, I am going to GM some in.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.

 

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr 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.

Title: Re: 2nd Armored Cavalry
Post by: truetanker on 16 May 2017, 07:35:30
This might be the start of the Kurita Chain gangs...

TT
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 16 May 2017, 21:28:23
 4 June 2787 (Scheat)

 Colonel Mitchell looked up from his desk as knock came on his door.

 "Come" He said, actually glad for the break from reviewing all the reports.

 The door swung open slowly and his Chief Tech entered the office.

 "Sir, I got some ideas to run by you if you got a few minutes." Warrant Officer Connor Hamilton said.

 Colonel Mitchell noted he carried a large binder tucked under his left arm.
 "Please tell me that is not more reports Chief."

 "No sir, me and the other senior techs have been tinkering with some ideas, but we need to run them by you before they go any further."

 "What are these idea's and what is it gonna cost me?" Colonel Mitchell warily stated.

 "Well sir, we captured a fair amount of equipment that last fight, most will not be combat ready until after this campaign is over, but we think we have some workable upgrades to some of the captured Mechs, for when we have the spare parts anyway, I don't want to use up what parts and supplies we have while a fight looms, except for some of the smaller weapons refits." Chief Hamilton stated.

 "Well Chief, let's here the proposal's." Colonel Mitchell said as he leaned back in his chair.

 Chief Tech Hamilton laid the binder on the Colonel's desk as he said "These are rough drafts, but it might help you follow along with me as I talk sir."

 Colonel Mitchell flipped the binder open and the first page said "BMD-12D "Spec" Bombardier" across the top. "Whoa Chief, I thought you wanted to salvage those Mechs for the parts since they run out of ammo so damn fast and are basically useless from that moment on?"

 "Well the base model, yes sir. I love it's speed and all, but it's current combat profile sucks, but me and the gang think we can make this a premier fire support Mech." Chief Hamilton said as he moved to the chalkboard.

 "What we propose is strip the current weapons out of it, we can downgrade the LRM launchers to LRM-15 and gain a bunch of tonnage. We give it 2 LRM-15, we can add 2 medium pulse lasers, and medium laser. That gives it some firepower up close. We can then slap 6 tons of LRM ammo in it. Now she is a credible fire support Mech. We keep the AMS and everything else the same. We don't use Artemis IV so we can shoot different ammo loads. Mainly Swarm ammo. Nothing else changes, a simple weapons swap. Now we would have fast moving heavy fire support Mech." Chief Hamilton said.

 "Okay, you have my interest Chief, what would we need to make this happen?" Colonel Mitchell asked, his note pad close at hand.

 "Nothing Colonel, nothing but the time to do the refit. We got everything we need in our stocks right now." Chief Hamilton confidently stated.

 "Alright Chief, you have my blessing for this modification. When you decide to do it, is up to you. What else you folks been cooking up?" Colonel Mitchell asked flipping to the next section. On it he saw the heading "ARC-2R "Spec" Archer" printed.

 "Sir, as you can see, I want to modify that ARC-2R Archer we have on the roster. I cannot make her a Royal, but I sure can boost her firepower overall. First we once again strip the weapons down, out goes the LRM20's and the rear firing medium lasers. We slap in 2 LRM15's and add 3 more medium lasers to the front." Chief Hamilton was about to go on when the Colonel raised his hand.

 "Chief, the Archer will not handle that kind of heat load."

 "Sir, let me finish please, next we upgrade the heat sinks to double sinks. We got a fair amount in storage and have been stripping them from captured salvage quality Mechs. I want to put 11 of them in her, that and the weapons changes leaves us with enough spare tonnage to boost LRM15 ammo to 8 tons total, 4 tons per launcher. Once again we don't add Artemis IV so we can fire special ammunition. 32 volleys per launcher. I would add CASE if we had the time or facilities but we don't. Now she can run and gun all day long, and if anyone gets too close, well they got 5 medium lasers to deal with and the sinks to use them all and then return to full rate of fire on the missiles. No more staggering launchers to cool down." Chief Hamilton seemed to really like this design.

 "And I guess we have the items in stock to do this refit." Colonel Mitchell half asked.

 "Yes Sir, we do, it would only take time. But as I said, I am loathe to make these changes while a fight looms."

 Chief Hamilton continued "Next we have the Lancelot LNC25-01 Spec, this refit will give us a fast raider. I want to strip the weapons down, slap in 2 Large Pulse Lasers and a Medium Pulse Laser and boost the armor across the board on her. She will be able to do running Alpha Strikes all day long and need no ammo resupply. This is a easy refit to do and yes, we have the items in stock."

 Colonel Mitchell kept studying the binder and waved the Chief to continue.

 "Next up we have the Longbow LBG-7Q Spec (stands for special). I want to change her to double heat sinks and take them down to 14 of them. That frees up 8 tons of space right there. We change the weapons layout to 2 LRM20 with 8 tons of ammo, once again no Artemis IV so we can shoot different ammo types. Now as a bonus, I want to beef up the close in armaments. I heard how our light Mechs caused all sorts of problems for them in the last fight, so I want to add a Large Pulse Laser in the Center Torso and a Medium Pulse Laser in each arm. Now any speed light Mechs get too close, well she can have a fair chance of making them regret that choice. Again, a simple refit we can do in house."

 Colonel Mitchell looked at his Chief Tech, a man he had known for 15 years, thru peace and war. He trusted this man's judgement without question. "Connor, you know I will accept just about anything you want to do, I never question your side of the house, why are you suddenly asking my permission?"

 "Sir, one, your the CO, two, I never want it said I don't consult with you on things of this nature. Making jerry rigged repairs for battle is one thing, doing all out refits are another. I know you gave me carte blanche on refitting Thug's, Crab's and other easy Mechs to Royals, but these changes, well they change the actual Mech itself to something much better I believe." Chief Hamilton watched his long time friend for a reaction.

 "Well what else you got for me Connor." Colonel Mitchell asked.

 "Wyvern WVE-5N "Spec", once again we swap to double heat sinks, and take it to 10, that gains us some tonnage to play with, I want to swap around the weapons. Out got the normal energy weapons, in goes a ER Large Laser in the Center Torso, we then boost the ammo count to 2 tons of SRM6 and 3 tons of LRM10. She is a fire support Mech, so we allow her to long range shoot all day long. Again a pretty easy refit."

 "Next, we don't have one, but we have run the numbers and it should work out. The Panther PNT-9R "Spec", I want to once again go double heat sinks, we slap 10 of them in there. We remove the weapons and replace them with a ERPPC in the right arm, 2 Medium Pulse Lasers in the Left Torso and a Small Pulse Laser in the head for anti infantry work. She can by no means Alpha Strike, but she can jump and fire her big gun all day long and switch to the Pulse Lasers if something faster gets too close. Then we max out her armor. Again, a fairly straight forward refit we can do ourselves if we get our hands on any."

 "We got a ton of ideas sir, but my big request, is I think we need some CRB-27sl Crabs. I know we have spoken before about stuff like this and you always mentioned wanting to form a Close Combat unit, one that gets in close but has to be able to jump. Well the CRB-27sl fits that bill. Sure the XL engine makes her not as durable, but it allows us to maximize other features. I got ideas for Excalibur version where we strip a heat sink, swap the armor to Ferro Fibrous to beef that paper armor up, remove the AMS and it's ammo, add another ton of either LRM20 ammo or Gauss ammo and add a ton and half of additional armor for 9 tons of the good stuff."

 "I even have a version of the Guillotine GLT-3N "Spec" where we swap to double heat sinks, but put 18 of them in, that gains us some tons to play with, we rip all the weapons out, slap a ERPPC in the right arm, and cram 6 Medium Pulse Lasers in the torso's, 3 each in the left and right. She can engage at range and once things get close rip things to shreds with the Pulse Laser's. If she Alpha Strikes and jumps, well that is going to tax the crap out her heat sinks. But otherwise it is a refit we can do in house."

 "A Catapult design where we go double heat sinks, 12 of them, swap to Ferro Fibrous armor, and add 3 more tons of LRM15 ammo to her. If we remove 1 Medium Laser I can outfit her with 6 tons of LRM15 ammo and still leave her with 3 Medium lasers as close defense weapons."

 "All of these designs are refits we can do in house. No need to ship the Mechs for a factory level upgrade. Average time is 2 weeks start to finish on each Mech. Not counting any problems we did not account for, but me and the gang have studied these plans pretty close and we do not forsee any issues." Chief Hamilton finally walked back to stand in front of his commander.

 "Connor, I love these idea's, but as you said we got a major fight looming and we cannot spare the parts. But, I am going to give you the okay to pick 1 Mech of your choosing but not on any active roster and you and the gang can refit it in your spare time. I do not want it taking away from any other maintenance issues, battle recovery etc. Work out the kinks of refitting a design to your new specifications. Keep up the great work and pass along my kudo's to your gang. See what other designs you folks can come up with."
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 17 May 2017, 17:36:30
 6 June 2787 (Scheat)

 It was time to face the Combine drop zone. Scouts reported just over a Battalion of Mechs but at least 1 Armor Regiment and a Infantry Regiment defending the enemy landing site. All Cavalry Mechs that could be repaired were repaired. It would not be long before enemy reinforcements arrived.

 At least a full Battalion of the Mechs are fresh, scouts could not get a firm count of the extra Mechs because most were in the enemy Dropships on the ground. Probably survivors from the previous battle.

 Yesterday, Colonel Mitchell decided to send Jump Infantry Battalion and C Company Armor and it's 8 Zephyr Hover Tanks along with all VTOL assets to the far continent to assist AFFS infantry with the Combine forces there. Reports were of 2 Regiments of infantry and a light armor Battalion. VTOL cargo birds would carry ammo reloads, supplies and some tech support.

 On the plus side, Cavalry Jumpships and Dropships were getting closer by the day. Last message was they were at Blandinsville a mere 4 jumps from Scheat. Word had come in that this was a major invasion of the Federated Suns by the Combine, so Colonel Mitchell had ordered the fleet to use extreme caution while in transit to Scheat area.

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 18 May 2017, 11:18:54
 7 June 2787 (Scheat)

 The Cavalry moved out at dawn. Both Mech Battalions along with A and B Company Armor advanced on the Combine drop zone. 3rd Grunt Infantry would follow the advance to secure the battlefield and any prisoners. 4th Grunt Infantry stayed behind to help secure Cavalry Base and safe guard the units dependents and non combat personnel.

 Artillery would begin shelling the enemy drop zone once Cavalry units were spotted. Scouts would spot for the artillery strikes. The Aerospace wing was on call for air strikes on enemy strong points and air cover from Combine fighters. But mainly they would try to prevent the enemy Dropships from taking off.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 21 May 2017, 15:18:54
 7 June 2787 (Scheat)

 The 2nd Armored Cavalry slammed into the Combine perimeter like a sledge hammer ripping a huge hole thru the Combine defense line. Within minutes the battlefield was littered with destroyed Combine tanks. But the Cavalry still paid a price. A Warhammer 7A took a head shot in the first volley from the only Demon the Combine fielded. (Not sure why but the 7A's seem to be head shot magnets, I have had the same 7A take a damn head shot in each battle, dang thing is cursed), several Cavalry Mechs went down dueling the enemy tank forces. 2 to engine hits (damn XL), 1 to a gyro hit and 3 took heavy enough damage to be ordered from the battlefield.

 The Combine infantry proved to be a major pain to clear from the woods they occupied. 3rd Grunt Battalion was committed to help clear them out. Artillery rained down upon the enemy Dropships, as Combine Mechs poured forth. 53 Combine Mechs faced the 71 Cavalry Mechs. Artillery managed to prevent a Dictator and Triumph from lifting off. All the other Combine Dropships lifted off and did not return.

 The Mech battle was all Cavalry though, as they greatly out massed the Combine forces. As they 2 sides closed and then merged, a great furball occurred. Cavalry LRM armed Mechs hung back and fired support while the bruiser's closed and engaged the Combine Mechs. The lighter Cavalry Mechs continued armor killing while the Heavy and Assault Mechs of the Cavalry slugged it out. When the smoke and dust finally settled, the Cavalry had destroyed the first Combine Dropzone.

 Cavalry Losses
All Cavalry mechs could be recovered and repaired with time and effort
2 Mech pilots KIA, 26 pilots wounded
4 Von Luckner destroyed
6 Armor crew KIA
17 Armor crew WIA
2 Turhan's destroyed
31 Infantry KIA
86 Infantry WIA

 Combine Losses
1 Dictator Dropship (heavily damaged)
1 Triumph Dropship (Severe damage)
7 DRG-1N Dragon (none captured or taken)
5 BMB-12D Bombardier (3 salvage, 2 captured/repairable)
8 PNT-9R Panther (2 salvage, 6 captured/repairable)
4 PNT-8Z Panther (1 salvage, 3 captured)
9 WHM-6R Warhammer (none captured or taken)
1 WHM-6Rk Warhammer (captured)
8 TDR-5S Thunderbolt (2 captured/repairable)
11 PXH-1Kk Phoenix Hawk (5 salvage, 6 captured/repairable)

 Colonel Mitchell sat on the foot of his Pillager and watched his infantry bringing in the captured and wounded. He spotted 2 of his infantry escorting a lone prisoner towards him. As they neared, he rose and walked to meet them.

 "Colonel, we captured the enemy commander of the Combine forces." A Cavalry Sgt said.

 "Sir, I am Tai-Sa Derek Kirby of the 25th Deiron Regulars, or what little is left of them. I commend you on this campaign. You outfought us every step of the way." Tai-Sa Kirby said.

 "Well Tai-Sa Kirby, your people fought well. I see your injured, I will have you taken to our doctors and taken care of, as all of your people will be taken care of." Colonel Mitchell stated.

 To the guards, he said "Sgt O'Malley escort the Tai-Sa to the Doctors, he is to be afforded all courtesy as an officer and prisoner of war. Get him patched up, fed and a clean uniform, then bring him to my office".

 "Yes sir, right away Colonel" Sgt O'Malley said while nodding a salute to his commanding officer. Turning to Tai-Sa Kirby, "Sir, let's get you to a MASH bird and back to base".

 As the enemy commander was led away, Colonel Mitchell turned to his XO, "Major, you have the field, I am returning to Cavalry Base. Get the Techs up here and let's get what we can back to base. The sooner Chief Hamilton gets his hands on this stuff, the sooner we will know what we can fix and maybe keep. Bad enough I will have to listen to him complain about all the banged up Mechs we bringing him."

 With that said, he climbed back up his Pillager and began the trek back to Cavalry Base.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 21 May 2017, 15:53:16
 9 June 2787 (Scheat)

 Colonel Mitchell looked up from his desk as a knock came at his door. Seeing Sgt O'Malley and Tai-Sa Kirby, he waved the Tai-Sa in and dismissed Sgt Kirby. "You can go Sgt O'Malley, I don't think I will have any trouble with the Tai-Sa".

 "Yes sir, but I will wait outside if it is all the same" Sgt O'Malley stated as he closed the door behind him.

 "Please have a seat Tai-Sa Kirby, your looking much better, I trust my people took good care of you". Colonel Mitchell said as he gestured to a chair.

 "Yes Colonel, your people have taken excellent care of me and my people, but please, call me Derek, the rank is still something I am getting used to. I was a Major in the 294th Hussar Regiment of the SLDF before we joined the Combine. I only just got promoted to Tai-Sa before this campaign. I noticed the Gunslinger markings on your Pillager, what unit were you with may I ask"?

 "Fine, then call me Harry, I was also a Major but in the 151st Royal Dragoon Regiment. I formed this unit with people that did not want to leave with Gen Kerensky, but not wanting to join any particular House, we went Mercenary instead."

 "Glad to meet you Harry, what may I ask is to become of me and my men"? Derek Kirby asked.

 "Rest easy Derek, you and your men will be treated as Prisoners of War, I will turn you over to the AFFS for transport until the war is over, once this campaign is over anyway." Colonel Mitchell calmly stated.

 "What if me and some of my men want to join with you? I know for a fact that the Combine leaders do not accept failure lightly and well, I failed pretty bad here and am not real keen on seeing what my fate might be."

 "Derek, I will have to give that some thought, even though I want to trust you as an ex-SLDF Major, I have to think of my command first and foremost." Colonel Mitchell said, but he was intrigued by this exchange. I wonder how many he might be talking about, he thought.

 And with that, the 2 former comrades talked for several hours about experiences and fallen comrades.
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 21 May 2017, 17:48:57
If the Tai-Sa can talk his remaining Dropships into turning coat, I think he'd earn a solid place in the 2nd, as unlikely as at that is...
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 21 May 2017, 20:42:51
 24 June 2787 (Scheat)

 Colonel Mitchell reached for the phone on his desk as it rang "Yes, what is it?" he answered.

 "Sir, reports have 4 Combine Jumpships arriving and releasing Dropships, they are doing a 1G burn for us."

 "Okay, alert all commanders. Commander meeting in 2 minutes."

 He hung up the phone and looked at the last HPG message he had received from his Naval Assets, it read:

 Activating orders packet 3
 
 It had an arrival time stamp yesterday on it. So much for timely message traffic.

 20 minutes later he strode into the conference room where all his command staff were already seated. Moving to his chair, he said "Alright folks, you all know why we are here, we got more Combine troops in bound as we speak. We got 10 days before they get here at their current speed. We don't know where they are heading, but I would bet it is to the other continent where the other Combine forces are located."

 He continued "XO, what is our current combat readiness?"

 "Sir, we are at 100% combat readiness in the Mech Battalions. We need about a company of infantry replacements to bring the infantry units to 100% manned, we have 135 astechs who have completed our very basic infantry training courses, but Chief Hamilton threatened to personally stick a grenade in a very uncomfortable place if I so much as think about drafting his people. He has stated it is one thing for his people to help with guard duty around the base but be damned if he will let his people get drafted for full time infantry duty. As you know we use them to mainly guard the ammo, repair, storage areas of the base." Major Jeremy Ping (commander 2/2 Mech Battalion and 2nd Armored Cavalry XO) said, all the while eyeing a smirking Chief Hamilton at the far end of the table.

 "Okay XO, recall our forces on the far continent. I spoke with the AFFS militia commander here before the meeting and he thinks his folks can handle the Combine forces there since we pushed them back to their landing zone. Besides, I want the Cavalry all together in case we have to bug out."

 "Intel, what cheery news you have for us?"

 "Sir, organized resistance on this continent is over. As stated, the Combine units on the far continent have pulled back and dug in defending their landing zone. Tai-Sa Kirby has handed over a list of personnel that want to join us instead of returning to Combine space if we have to evacuate the planet. The list includes:
43 Mechwarriors
62 Armor Crewmen
57 Mech Techs
26 Mechanics
3 Doctors

 "They are all former 294th Hussar personnel. But I advise caution on accepting them into our ranks during this campaign."

 Chief Hamilton cleared his throat for attention.

 "Go ahead Chief say what you want" Colonel Mitchell said.

 "Sir, the Technicians our spooky Intel friend was speaking of are top notch. All former SLDF trained. Heck, I liberated a few of them, on my own authority, to help with repairs on some of the captured Mechs, mainly overriding their security protocols." Seeing a few alarmed expressions on the faces gathered he held up a hand "They were all carefully watched and not one of them came near any of our active machines. I only used them on the captured stuff we cannot field anyway, so calm down."

 "Chief, I do not want any of them even remotely close to our active equipment. Not even to wipe the mud off them. Not during this campaign, and not until we decide whether to accept them into our ranks. Is that clear?" Colonel Mitchell firmly said. It was not often that he publicly scolded his chief tech, but Chief Hamilton tended to push the boundaries some.

 "I understand Colonel, sorry I did not consult you, but I needed those security codes broken for proper diagnostics." Chief Hamilton said, his face reddening as he spoke, whether from anger at being publicly called out or from shame was unknown.

 "Okay then, let us get down to planning how we are going to defeat the next wave of Combine troops."
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 22 May 2017, 02:48:53
Nice lot of new recruits you have there.
That should build you back up to strength. O0
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 22 May 2017, 17:37:20
 Actually my unit has grown, if I accept the new recruits, I can field a full Mech Regiment. Current Mech count once everything is repaired is 125 Mechs. But, the unit has to escape Scheat or defeat the Combine forces there for those to matter. ;)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 22 May 2017, 18:42:18
 6 July 2787 (Scheat)

 Colonel Mitchell ordered the Cavalry to re-locate to dispersed areas away from Cavalry Base the evening of the 1 July. Work started on transporting additional supplies to the dispersal areas began right after the command meeting on the 24th June. 1/2 Mech Battalion and Jump Infantry Battalion shifted to an area of dense woods where the trees towered over the tallest Mech about 150 miles from Cavalry Base and 35 miles from 2/2 Mech. 2/2 Mech Battalion relocated to the cave system 125 miles from Cavalry Base along with 3rd Grunt Infantry Battalion, Armor Battalion and most of the units support. 4th Grunt Infantry and the Aerospace wing re-located to a small airfield located almost 300 miles from Cavalry Base, the VTOL assets also relocated to the small airbase. All the captured but still damaged Mechs had been transported to the small airfield and stashed in a small mining operation near the airport.

 While the dispersal sites were far from ideal, Cavalry support units along with a small AFFS engineer unit had vastly improved these locations since the Cavalry's arrival on Scheat. Work had sped up during the recent Combine invasion with the AFFS contacting to civilian construction companies to also create dispersal sites at mining operations.

 Though spread out, the no Cavalry unit was more than 3 hours from another Cavalry unit.

 Today these actions paid off as Combine fighters bombed Cavalry base with FAE munitions and heavy bombings. This was followed by a combat drop of at least full Mech Battalion right onto Cavalry Base with enemy Dropships grounding not far away from Cavalry Base and unloading another 5 Mech Battalions. 2 full Combine Mech Regiments were now on the ground near Cavalry Base. Reports flowed into the Cavalry/AFFS command circuits of additional landings on the far continent. At least a Armor Regiment and a possible Mech unit added to the 2 Infantry Regiments already there.

 But the Cavalry had flown the coop already. Cavalry Aerospace Wing attacked the Combine Dropships soon after their landing inflicting serious damage to 1 Overlord and damaging at least 2 Union's. Cavalry Aero Wing flew back to their "hidden" base.

 If the Combine forces advanced upon the "hidden" airbase, they would have to go thru both 1/2 and 2/2 Mech to get there. Colonel Mitchell planned for Cavalry Dropships to land there if they got here in time.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 23 May 2017, 00:16:22
 9 July 2787 (Scheat)

 Combine forces began spreading out from the old Cavalry Base today. A Medium weight Combine Mech Battalion headed right for the Cavalry forces.

 Colonel Mitchell pulled everyone but A&B Company 1/2 Mech Battalions back into the deep timber. As the Combine Battalion closed on the forest, Colonel Mitchell gave the order to fire at 600 meters. 3 Combine Panthers and a Stinger fell in the first volley, several other Mechs took damage. The Combine forces went to full sprint charging the Cavalry forces. One Combine company managed to make the tree line fairly intact and immediately swamped a Cavalry Stalker, it fell to the pack but took a Combine Phoenix Hawk with it. A Cavalry BLG-1Gb Battlemaster, seeing the Cavalry Stalker fall, charged the Combine company in an attempt to rescue his fallen comrade. At a full sprint he crushed a Stinger, felled in the first volley, like a old beer can. Plowing into the enemy Company, he kicked another Stinger leg clean off and seriously damaged another Phoenix Hawk before he too fell to massed enemy fire.

 B 1/2 Mech began swinging left to take the Combine flank while A 1/2 tried to hold the line. Several more Combine Mechs fell, but so to did a Cavalry CRK-5003-1. As Colonel Mitchell's Pillager arrived on the collapsing flank, he too was mobbed by enemy fire and mechs. Killing 4 Combine Mechs, but badly damaged, he jumped clear as a full lance of Thugs arrived on the scene and began firing on the enemy forces. Slowly, the Cavalry line began pulling deeper into the deep, dark forest with the Combine forces hot on their heels. After 40 minutes of fighting, the surviving Combine Mechs began retreating, as they fled the forest, B 1/2 Mech opened fire on them and not a single Combine Mech escaped.

 Knowing more Combine forces would be on the way, he ordered Cavalry Mechs to drag as much salvage as they could back to the Techs. Jump Infantry Battalion provided security along the forest edge supported by C 1/2 Mech. A and B Company 1/2 Mech pulled back to repair and re-arm dragging 4 Panther and 7 Phoenix Hawks with them. If time allowed, more would be hauled from the battlefield.
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 23 May 2017, 02:09:17
I don't think your doing all that bad on Scheat.
1DC mech battalion already gone. O0
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 23 May 2017, 18:19:17
13 July 2787 (Scheat)

 Combine forces had been slowly closing in on the Cavalry positions since the last encounter. 2 Mech Regiments (minus the one Battalion already destroyed) had closed to within 10 miles of the Cavalry lines.

 Word came to Colonel Mitchell that a lone Mech was approaching the Cavalry lines flying a white flag. Colonel Mitchell ordered the Mech to be escorted under heavy guard to his forward command post (really just a tarp strung across the feet of his Pillager).

 Colonel Mitchell sat in a camp chair watching as the Combine Warhammer 6Rk approached escorted by a full lance of Thugs. When signaled to halt, the Combine Mechs hatch opened and the pilot began descending his rope ladder to the ground. Once on the ground he was met by a squad of Jump Infantrymen who verified he was unarmed before escorting him to their commanders "command post".

 Colonel Mitchell stayed seated as the Combine officer ducked under the tarp. Drawing himself to attention, the Combine officer announced himself "I am Chu-Sa Hokasuma and have been ordered by my commanding officer to come here to discuss surrender terms with you."

 "I am Colonel Mitchell of the 2nd Armored Cavalry and I would be happy to discuss the terms of your surrender"

 Chu-Sa Hokasuma's eyes widened and his mouth slightly opened "I think you misunderstand, I am here to discuss YOUR surrender to the Combine forces."

 "Now why in the heck would we surrender to the Combine forces when we have defeated everything you have thrown at us so far Chu-Sa?"

 Chu-Sa Hokasuma did not see the humor in this and felt his face redden with a sudden flash of anger that he fought to control "Colonel, we have been informed that you and your mean have fought honorably so my commander promises that all of your men will be treated just as honorably. Your equipment will be of course confiscated, but you will be well treated and alive."

 "No offense Chu-Sa, but you and your commander must be crazy to think I would agree to those terms. I mean after all we have already destroyed 1 Mech Regiment tossed at us, and started chewing on your new forces. I seem to get stronger as you folks get weaker. Now I can let you speak to Tai-Sa Kirby and he can tell you how well we have treated him and his people, I will promise you all the same treatment if you surrender now."

 Losing the fight to control his anger Chu-Sa Hokasuma raised his voice some "I have no desire to speak with the disgraced Kirby, you could hand him and his men over to me and my commander will maybe let me personally lead the firing squads."

 Colonel Mitchell finally stood "So just because a brave soldier loses a fight, you all would kill him and all with him? And you think I would surrender to people like you? Take this message back to your commander for me "Come and get us, I would like to field a full brigade before this is all over, your machines will make a great addition to my unit". "There, that is my answer to your commander, you may go now, I think this conversation is complete."

 Chu-Sa Hokasuma did not know how to respond to that last, so he just spun on his heel in the soft dirt and started back for his Mech, Cavalry infantry escorting him all the way. He noticed the 4 Thugs also standing close by, one even tracking his movements with both PPC.

 As the Warhammer slowly turned and began moving back the way it came, escorted by the Thug lance, Colonel Mitchell said to his self appointed guard commander Sgt O'Malley "Bring in Tai-Sa Kirby Sgt". Colonel Mitchell had ordered Kirby brought forward upon being alerted to the white flag.

 Appearing a couple minutes later, Tai-Sa Kirby said "So, me and my men are basically under a death sentence, well it is Major Kirby from now on. Sir, me and my men will gladly pledge ourselves to your command. If you would have us, we will gladly fight alongside you in this fight. We joined the Combine because we were already stationed in Combine space, they offered good benefits at the time, but damned if I will serve the likes of them. I can safely say neither will my men. I will serve at any rank and in any position you want or need me to Colonel. But I would prefer a fighting position if you will have me and my people."

 "It looks that way MAJOR Kirby, I am placing you in command of 3/2 Mech Battalion. It will be mainly Medium and Light Mechs with a few Heavies sprinkled in. I am pretty sure we will not be able to field a full Battalion yet, but we will see what Chief Hamilton and his people have been up to the last few days. Welcome to the 2nd Armored Cavalry Major Kirby. I am glad to have you and I know your people will have no problems fitting in." Colonel Mitchell said with a broad grin on his face as he offered his hand.

 Major Kirby now Commander of the newly christened 3/2 Mech Battalion gladly took the offered hand and silently vowed not to let his new commander or his new unit down.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 24 May 2017, 17:48:50
 22 July 2787 (Scheat)

 At 0300 a single word arrived over long range radio on a frequency Colonel Mitchell had ordered monitored "Here" was all that was heard. The message was delivered to Colonel Mitchell at 0325 and he smiled broadly as he read the single word. The sealed packet Colonel Mitchell had ordered Capt Gonzalez to open, had been instructions to enter the Scheat system as far out as possible from the planet and standard jump points to avoid detection. There the Cavalry Naval fleet would recharge their drives to prepare for an in-system jump to a pirate point near the planet. The word was to be transmitted when the fleet was exactly 7 days from arriving at the pirate point. Once they arrived at the pirate point, the Cavalry Air Wing would link up with the fleet.

 He leaned back on his cot as thoughts ran thru his mind. Any day now the Combine would have to launch their attack on his positions. Even the AFFS planetary commander was nervous. Just last night he had asked if the Cavalry's Fleet would arrive to evacuate the forces as he did not think the planet could be held, for HPG reports had come in that Scheat was now way behind the Combine front lines and no help would arrive any time soon. The AFFS commander had stated it would be a waste of men and material to continue to resist here on Scheat as the AFFS could use the Cavalry elsewhere.

 Colonel Mitchell was almost convinced that he could hold Scheat against the Combine if they stuck to conventional warfare. But he felt it was only a matter of time before either nuclear or orbital bombardment would occur. Especially since the Cavalry had mauled everything sent their way so far. Only reason the Combine had not done so yet was their warships were probably doing missions elsewhere, but was only a matter of time before even 1 was free to come back and strike.

 So he was going to give the order to make ready to evacuate the planet in the morning. Everything was to be made ready for rapid loading. Anything that could not be loaded within 12 hours of the units Dropships landing was to be made ready for destruction. He would order the units artillery to begin laying mine fields all across in front of the Cavalry lines in the am. Force the Combine to lose time and hopefully machines trying to close with the Cavalry. He would also order 2/2 Mech to close on his position and form a solid line, 3/2 Mech (2 Companies strong of light and med mechs) would be held in reserve. He would have all non mech forces pull back to the intended landing zone the moment the Fleet detached the Dropships.

 It was all he could do or think of at the moment. The moment the Fleet arrived at the pirate point, there would be no rest as the Combine would have to attack if they intended to halt the Cavalry's retreat from the planet. He also would order the Aero Wing to send some fighters into orbit to see what exactly was up there.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 26 May 2017, 20:54:32
 1 July 2787 (Scheat)

 The Cavalry Naval Fleet made the jump to a pirate point barely 1 day out from the planet Scheat. Only the Triumph, Czar, and 1 Lion made the descent to the planets surface. The rest of the Dropships maintained guard on the Cavalry's Jumpships. Cavalry Aero Wing lifted off from their airfield, one squadron would escort the Dropships to the surface and provide CAP for the landed Dropships, the other Squadron would stay with the Fleet.

 6 Hours after the Fleet made the jump, the Combine Mech forces launched their assault on the Cavalry lines. Almost 2 regiments of Combine Mechs hurled themselves at the Cavalry. 97 Cavalry Mechs stood to face them. The fight would be brutal, as the Cavalry Mechs had to hold at all costs to buy the time needed to load everything that had to be loaded.

 First to go was most of the Infantry, 1 light Mech company, all the heavy armor elements, and 1/2 the support troops. Any Mechs too damaged to be repaired would be loaded as cargo, 1/2 the units consumables would also be loaded on the first transports. The Union and Overlord would be the last Dropships down.

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 26 May 2017, 21:06:13
 1 July 2787 (Scheat)

 Colonel Mitchell had planned well. The Cavalry had expended almost 100 tons of Artillery laid mines across their front lines. 8 Mechs whose weapons could not be repaired and 4 Mechs with damaged engines, but with 2 hands would act as "draggers". They would make every effort to drag and Cavalry Mech too damaged to make it to the rear under it's own power to and area where the Mech Recovery units would transport them to the landing zone to be prepped for loading. They would be escorted by 2 Lances of light Mechs.

 (I am representing this by having them take the field but stay towards the rear. I will only advance them when a Cavalry Mech falls and I will rush them forward to make the "recovery". That will expose them to enemy fire. If an enemy Mech falls that I want to recover, I will rush them forward but only claim success if 2 Recovery Mechs make it to the downed Mech and return to my rear. That will represent making every effort to save what I can but not "cheat" the battle outcome.)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 26 May 2017, 21:22:00
 This battle is ongoing. But the bot takes forever, the Combine is throwing roughly 180 Mechs at the Cavalry.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 28 May 2017, 23:10:12
  1 July 2787 (Scheat) (quick update)

 The Combine forces lost several Mechs early on to hitting mines and then massed fire from the Cavalry Assault Mechs. The lighter Combine forces rapidly closed on the Cavalry lines, but they paid a price in their rush. Over 20 Combine light Mechs fell before they reached the Cavalry lines. The Cavalry slowly pulled back and pulled their lines in tighter. Swarm missile armed Cavalry Mechs rained fire on the massed Combine heavier Mechs still trying to close on the Cavalry lines.

 (The battle is being fought on a 180X180 map with the Cavalry in the middle of the battlefield slowly pulling back to the north map edge)

 Over 2 Battalions of Combine light Mechs and some Mediums have reached the Cavalry lines and are causing trouble. The Cavalry big guns have had to cease most long range fire on the Combine heavy elements to focus on the lighter mechs in their midst. Missile armed Cavalry Mechs continue to pound the advancing heavier Combine forces.

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 01 June 2017, 15:25:15
 1 July 2787 (Scheat)

 Within an hour of engaging the Combine forces, Colonel Mitchell gave the order for all Dropships to make the landing zone. Even though the Cavalry was exacting a fearsome toll upon the Combine forces, they kept pushing. Volunteer support personnel and techs had deployed to a forward staging area to provide near battle ammo re-supply. As Cavalry Mechs ran low on ammo, they cycled off the line and reloaded. Mainly the missile boats. Mechs too damaged to continue the fight headed back for the landing zone. The slow fighting withdraw being conducted by the Cavalry lasted almost 7 hours. Once the Cavalry had been pushed back to within 5 miles of the landing zone (the battle started 50 miles from landing zone) the Combine forces finally broke off the engagement. Colonel Mitchell ordered all Cavalry Personnel off the planet surface. Colonel Mitchell and 8 other Cavalry Mechs were the last to board the Union Dropship and lift off the planet's surface.

 Of the 97 Cavalry Mechs that started the battle, 31 were destroyed (8 recovered and taken to the landing zone) and 47 had to be sent back to the landing zone as too damaged to continue the fight. If the battle had continued, the Cavalry would have been hard pressed to put even a Battalion in the field.

 Of the 185 Combine Mechs that began the battle, 104 were destroyed by the Cavalry and the rest were beaten to a pulp.

 Of the 97 Cavalry Mech pilots on the front line, 13 were killed, 51 were wounded in one fashion or another.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 01 June 2017, 16:11:04
 1 July 2787 (Scheat)

 Colonel Mitchell watched the Combine forces ceasing fire and pulling back from the Cavalry lines. He ordered his people to cease fire and only return fire. He did not understand the sudden withdraw of the Combine forces. But as he was trying to work it out in his mind, a lone untouched Atlas appeared advancing bravely towards the Cavalry lines. He watched as the Atlas raised one arm as it kept advancing. Reaching a point halfway between the Cavalry lines and the Combine forces, it halted and the cockpit opened.

 Colonel Mitchell gave the order for everyone to hold their positions and fire as he throttled his Pillager towards the Atlas. As he neared the Atlas, he saw a lone figure begin dismounting. Bringing his Pillager to a halt barely 30 meters away from the Atlas, he too popped his cockpit and began the descent to the ground below. Reaching the ground, he turned and faced the Combine warrior.

 "I am Sho-Sho Takana, commanding officer of all Combine forces on this planet. I take it you are the commander of the forces facing us." The last was stated not as a question.

 "I am Colonel Mitchell, commanding officer of the 2nd Armored Cavalry." Colonel Mitchell said as he sized up the Combine officer.

 "I commend you and your men on their defense of this planet Colonel, I have ordered my forces to pull back and will allow you and your men to depart this planet. I am allowing this to avoid further bloodshed between our 2 forces. Even though I know we would ultimately be victorious, it would cost my forces dearly to do so. You and your men have fought honorably and I respect that." Sho-Sho Takana said.

 "Sho-Sho Takana, I accept your offer. Will you allow my search parties to enter your lines to recover any Cavalry personnel?" Colonel Mitchell inquired.

 "Yes, I will allow you to recover your people. But you may not recover any equipment on the field. This I will not allow. Any attempt to recover any equipment will be met with force. It is now property of the Combine." Sho-Sho Tanaka stated flatly.

 "Thank you Sho-Sho Tanaka, I agree to your terms. Personnel only." Even though Colonel Mitchell would love to recover his lost Mechs, he agreed to the terms. At least he could recover and account for all Cavalry personnel and be allowed to load and lift off unmolested.

 "I will have my people begin recovery operations right away Sho-Sho Tanaka, we will boost for orbit within 12 hours."

 "That would be fine Colonel. My people will not interfere with your operations nor impede your leaving this system. But once you depart this system, you and your force are once again enemies of the Combine. Maybe we will face each other again some day". Sho-Sho Tanaka said.

 "I understand Sir, and again I thank you for allowing me to recover my people and departing this planet safely." With that said, Colonel Mitchell drew himself to attention and saluted the Combine officer.

 Startled by this, Sho-Sho Tanaka also assumed attention and returned the salute.

 Dropping his salute, Colonel Mitchell turned and remounted his Pillager. As he turned to return to the Cavalry lines he radioed his SAR people to begin recovery operations of any Cavalry personnel.
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 01 June 2017, 17:28:57
It looks like the DC forces just ran out of mechs and decided to save face by letting the ACR go.
Another hard fought battle. O0
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 01 June 2017, 23:03:40
 Cavalry Losses in last Battle of Scheat

3X STK-3Fb Stalker (1 recovered)
2x GLT-3N Guillotine (1 recovered)
1X OSP-15 Osprey
1X WHM-7A Warhammer (recovered)
3X THB-11Eb Thug (1 recovered)
2X LNX-9Q Lynx
1X GFN-2N Griffin (recovered)
1X SL-1G Sling
1X MON-66b Mongoose
3X PNT-9R Panther
3X PHX-1 Phoenix Hawk
2X EMP-6A Emperor (both recovered)
1X AEM-03 Dragoon (recovered)
3X WHM-6Rk Warhammer
2X TDR-5S Thunderbolt
2X ARC-2R Archer

 Lucky for the Cavalry, most losses came from previously captured and repaired Combine Mechs. But still the losses hurt some. We still lost some precious Royal Mechs. But once all the captured Combine Mechs from the previous victories are repaired, the Cavalry should be able to field over a full Regiment of Mechs.

 The Cavalry have 12 captured Panthers that still need repairs done to them, but they will be refitted to the PNT-9R Spec config and assigned to the Infantry Regiment to provide the Infantry with a dedicated Mech Company in support. Though having no anti Infantry weapons, they will pack a decent anti Mech weapon load with their ERPPC. This could change though. The above is my current thoughts.

 Also captured and needing repairs are 9 PHX-1Kk Phoenix Hawks, I plan to leave them in their current configuration and combine them with the 3 LNC25-01 Lancelot we captured. All 3 will be converted to the LNC25-01 Spec config with twin Large Pulse Lasers. They will form a all energy weapon fast response/strike unit. But within the Mech Regiment most likely.

 The Cavalry will be under going another TOE change with all the new additions and losses. Currently 1/2 and 2/2 Mech Battalions are heavy/assault. I am not sure how I want to re-organize the units. I could keep them as is and form 3/2 Mech Battalion as a light/medium Battalion or I could break 1/2 and 2/2 Mech apart and assign 1-2 companies of heavy/assault to each Battalion and have all 3 Battalions with a light/medium company.

 Also awaiting repairs are 3 ARC-2R Archer, 4 CRD-2R Crusader, 4 BMB-12D Bombardier, 6 TDR-5S Thunderbolt, 2 WHM-6Rk Warhammer, 2 LGB-7Q Longbow, 2 THG-11E Thug, 3 BL-6-KNT Black Knight, 2 WVE-5N Wyvern, 3 CRB-27 Crab.

 Once I complete repairs and refits, I will have worked out the new TOE and will post it up. Any ideas, feel free to post up.

 
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 02 June 2017, 17:10:46
Did Major Kirby survive?
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 02 June 2017, 17:14:27
 Yes, Major Kirby survived. He will be out of commission for 6 weeks due to a concussion. I lost 6 original members and 7 of Major Kirby's new people. Forced to commit them to stabilize a flank that was being swamped and their light/medium Mechs took a beating from the Combine heavies.
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 02 June 2017, 17:42:26
Ouch... they definitely earned their place in the 2nd ACR, though!
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 02 June 2017, 20:19:40
 3 July 2787 (Scheat Orbit)

 True to his word, Sho-Sho Tanaka had not molested the Cavalry as they departed Scheat. Colonel Mitchell still kept his forces at a high readiness though. Today was the day they jumped out of the Scheat system. He had ordered Capt Gonzalez to use as many uninhabited systems as possible and if they had to jump into an inhabited system, to stay as far out as possible. Just as the fleet had done jumping into Scheat. There they would recharge and gather as much intel as they could on the systems they passed thru.

 They would head away from the Combine border until they found a AFFS held world. Only word they had was the invasion was a huge one and many planets had fallen to the Combine, but they did know which ones had fallen.

 As Colonel Mitchell read thru damage reports, the jump warning bell sounded. 5 minutes later everything blurred and he felt the familiar sensation of the jump. As his head cleared, the loud speaker sounded "General Quarters, Combine Jumpship close in, this is not a drill, launch all fighters, dropships prepare for emergency detaching!!!"

 Entering the Bridge of the Toujours Pret, he saw Capt Gonzalez near the plotting table. "What have we got happening Capt?" Colonel Mitchell asked.

 "Sir we have a Combine Jumpship with 2 Dropships less than 1000km away. They have their jump sail deployed so I gave the order to launch fighters and the Dropships as a precaution. The Achilles and Intruder are on an intercept course as we speak with the Combine Jumpship. He has not detached Dropships."

 As Colonel Mitchell silently cursed his luck, the radio sounded "Eagle one to nest, we have eyes on the prey. It is a Combine Tramp Jumpship, Dropships are ID'ed as 2 Union Dropships, 1 Leopard and a Danais. Wait, Dropships are detaching from the Jumpship. The Leopard is now ID'ed as a carrier, they are launching fighters, we might need some help over here."

 Capt Gonzalez immediately gave the order for the Cavalry's combat Dropships:
 3 Lion
 1 Overlord
 1 Union

 Over to assist the Cavalry's primary assault Dropships in the coming fight. All others held back to provide what defense they could to the Cavalry's Jumpships.

 (this will be my first foray at space combat in MegaMek. I will hot seat the battle as I know Princess does not do space combat)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 June 2017, 00:37:57
 Okay I could not figure out how to hot seat. Princess is not up to the task of space combat at all. And I forgot I have 2 Intruders.
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 03 June 2017, 20:05:15
That was kind of the DC to leave a jumpship to resupply you after destroying so much of your equipment.
Hope the battle goes well. O0
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 June 2017, 22:32:22
 3 July 2787 (uninhabited system near Alnadal)

 (I had to simulate this battle as Princess just cannot cope with space fights)

 The space fight was never really in doubt. The Achilles and 2 Intruders made short work of 1 Combine Union Dropship which suffered SI failure, sustaining light damage in return. The Aerospace wing went after the Leopard CV and crippled it's engines leaving it dead in space.

 The Combine Aerospace squadron blew thru the Cavalry's fighters but ran headlong into the incoming Cavalry Dropships which made short work of the 6 SL-26 Samurai fighters with massed fire.

 1 Intruder continued to the Combine Tramp Jumpship and ordered it to surrender. Aerospace wing joined the Achilles and Intruder in dealing with the 2nd Combine Union. After sustaining serious damage, the Union shut down it's engines and surrendered. The Tramp surrendered shortly after. The Danais then surrendered as it knew it could not escape.

 After boarding and securing the Tramp Jumpship, the cargo hold was found to hold mainly clothing, medical supplies and food stores. The surrendered Union was ordered back to the Tramp and secured by the Cavalry Infantry Company that secured the Tramp, the Danais was also secured at the Tramp Jumpship. The Cavalry's Space Marines boarded the crippled Leopard CV and secured it. Several engineers from the Cavalry fleet boarded the Leopard CV and estimated 6 days to repair the Dropships engines.

 The Union did not contain any military equipment and was basically empty. The Danais held 20 cargo trucks, 6 Powerman and 4 Buster loader mechs. Upon questioning, it was discovered that the Jumpship was returning to Combine space after delivering troops to garrison Olancha but had to make a hasty jump when a Davion Warship entered the Raman system.

 All the Combine personnel were transferred to the Danai for transport back to the Second to None. There they would be transferred to several empty infantry bays aboard a Drost under guard. The Achilles, 1 Intruder would remain with the Tramp Jumpship. Shuttles transferred crewmen from the Cavalry's Fleet to provide a short crew for the captured Jumpship. 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 June 2017, 22:40:14
 10  July 2787 (uninhabited system near Alnadal)

 The repairs on the Leopard CV had been completed the day before and she was brought back to the Tramp. The fleet had recharged their drives and were ready to jump.

 Since they now knew Olancha was in Combine hands, the only 2 options were, make a jump to another uninhabited system or to jump into deep space. Deep space was deemed too risky so the jump was plotted to another uninhabited star.

 The jump was plotted, all the ships had the information, the order was given and the Cavalry began the long journey to safety.
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 04 June 2017, 16:04:56
Sounds like you could run at least one false flag op...

TT
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 June 2017, 01:35:04
 1 Nov 2787 (Bristol)

 After months of travel, the Cavalry arrived at the Zenith jump point of Bristol. The had traveled all the way using uninhabited systems which increased the recharge time of the Fleets drives.

 Receiving permission to make planet fall, the Cavalry Dropships detached and headed for the planet's surface. Directed to a AFFS controlled space port. Colonel Mitchell and his men were anxious to get solid ground under their feet again.

 6 Nov 2787 (Bristol)

 Colonel Mitchell strode down the ramp finally with firm ground under his feet. An AFFS ground car awaited to take him and his XO to the planets AFFS military headquarters. Reaching the foot of the ramp, he stopped and briefly watched the last of his units Dropships touching down on their landing pads. After a few minutes of watching the landing process, he finally turned and both of the Cavalry officers headed for the awaiting ground car.

 15 minutes later, the ground car halted at the AFFS headquarters. Colonel Mitchell watched as a lone AFFS officer approached the ground car. After a couple seconds, Colonel Mitchell and his XO exited the ground car.

 "Colonel Mitchell, I am Subaltern Smyth and will escort you to General Paulson. If you will follow me sir."

 Climbing the step of the headquarters and entering the building, he could not help but notice the bustle of activity. Making their way to a back office whose door was open, Colonel Mitchell could see several AFFS officers inside. Knocking on the door frame, Subaltern Smyth announced them.

 "Sir, Colonel Mitchell is here" Subaltern Smyth announced.

 The AFFS officers turned to face the mercenary officers. "Come in Colonel, I am General Paulson. I had to look thru our database to figure out who you were."

 "Sir, 2nd Armored Cavalry reporting" Colonel Mitchell and his XO came to attention and saluted.

 Returning the salute, General Paulson gestured them to chairs. "Please gentlemen, have a seat" General Paulson said.

 While the Cavalry officers sat, General Paulson continued "Your unit was feared lost with months of no contact. You were last posted on Scheat, mind filling me in on what transpired and how you come to be here on Bristol."

 "Well General, we held Scheat for 3 months with little to no outside support. We engaged and destroyed the 25th Dieron Regulars, then fought a major delaying action against follow on Combine forces. Fearing nuclear or orbital bombardment, and with agreement of the planets AFFS commander, I withdrew my unit. We used uninhabited systems on our journey here." Colonel Mitchell stated slightly defensively.

 "Colonel, I am not accusing your unit of anything, I have the last report from Scheat's commander and he recounts your actions. I was just curious how your unit survived the journey." General Paulson stated. "You made quite an impression on Colonel Harrison on Scheat, he stressed, in his opinion, that your unit should be offered a new contract by the AFFS."

 "Colonel Harrison was a good officer, he refused to leave with us." Colonel Mitchell said.

 "Colonel, I have spoken with AFFS high command and your unit will be offered further contracts. Your unit is hereby released from your previous contract. Subaltern Smyth will give you several contracts to consider when we are done here. Let me bring you up to speed on the situation. Come on over to the holomap." General Paulson waved the Cavalry officers over.

 Rising, Colonel Mitchell could see that a huge swath of House Davion planets had fallen. "Wow, I did not know it was that bad." He stated.

 "Yes Colonel, it is that bad. That was why you never got help on Scheats. We have been pushed back all the way to New Avalon. From looking over your transmitted reports, your unit is one of the very few to actually increase in strength during this invasion."

 "Well General, we owe the AFFS their share of our salvage we took." But General Paulson waved him off before he continued.

 "Colonel, Harrison included that he awarded your unit all salvage taken up to the moment your unit returned to AFFS lines. What your unit has taken, your unit keeps." General Paulson said.

 Colonel Mitchell was stunned by this discovery. He had hesitated drawing up a new TOE until he found out what the Cavalry would be left with. This revelation changed things.

 The meeting lasted another 2 hours. Finally General Paulson excused the Cavalry officers to return to their unit, he offered the unit use of the on base repair facilities while the unit was on planet.

 Returning to their unit, Colonel Mitchell said to his XO "XO, we got a ton of work to do."
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 05 June 2017, 03:09:40
Wow that Colonel Harrison did the unit a big favour.
Some training time would be useful to get your unit up to speed but it will probably be on the job training. O0
Title: Re: 2nd Armored Cavalry
Post by: Dave Talley on 05 June 2017, 11:38:55
Yep, keep the jumpship as a tip!   ;-)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 June 2017, 17:53:27
 Oh, they will put everything to good use. The Tramp is a huge plus, the Union (always use a mech hauler), Danais (always use a cargo ship) and the Leopard CV (allows me to add another squadron for a full wing).

 I used a simple dice roll 1-3 I get it all, 4-6 I have to give up 1/2. I rolled a 2 and could not believe my luck. I have to do that on some choices as it would be too easy to just wave stuff in. I am now trying to buy 2 more Nightstars and foresee quite a few "not found" before I land them both.

 Still working on the new TOE. Having trouble deciding how to organize my Mech Regiment. I am going to Command Lances in the BN's and a Regimental Command Company (Prob 1 Mech Lance, Mobile HQ and 3 light Mechs as escort, not sure on 3rd lance). Trying to decide on a pure Assault Battalion, Heavy Battalion, Light/Medium Battalion or go with a Assault, Heavy, Light/Med Company in each Battalion. I am going to assign my Panther Company to the Infantry Regiment though, give them organic Mech support. Lot's of choices to make now.
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 05 June 2017, 18:11:52
It depends on how you plan to use your battalions.  If you ever intend to rush a whole battalion somewhere, you want that entire unit to have as close as possible to the same movement all the way through.  If you only ever intend to rush a company, mixing the companies in the battalions is probably better.  What level and character of operational flexibility do you want?

I suppose what I'm really saying is focus less on tonnage and more on mobility capabilities. Speed is life for more than just light 'mechs...
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 June 2017, 18:49:45
 I got almost, if not a full company of Thug, 8 or so Emperor, 1 Battlemaster, 1 Pillager, 1 Crockett, 5-6 Stalker, think I salvaged 2-3 Victors, 1 Longbow, 2 Night Star (2 more planned), 2 Highlander.

 Toying with a all Jump Capable Battalion, 1 Assault Company, 1 Heavy Company, 1 Med Company.

 I fight a bunch of Battalion sized fights mainly. So each Company plays it's part. Even full on Regiment on Regiment.

 If I did Company on Company, mixing my companies makes more sense.

 Still sorting thru all my salvaged mechs to see what I can make work etc. I will work on posting a full Mech count.

 
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 05 June 2017, 19:15:48
Sweet!  The Pillager, Crockett and two Highlanders would make an excellent command lance for a 3/5 company.  And if you're short a Thug, that Battlemaster would fit nicely with them.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 June 2017, 19:39:22
 Current Mech List

5X EMP-6A Emperor (3/5/3)
1X PLG-3Z Pillager (3/5/3)
2X NSR-9J Nightstar (2 More trying to be bought for 4 total) (3/5)
3X STK-3Fb Stalker (3/5)
2X HGN-732b Highlander (3/5/3)
8X THG-11Eb Thug (4/6)
4X THG-11E Thug (could convert to 11Eb and prob will) (4/6)
3X VTR-9B Spec Victor (4/6/4)
1X LGB-7Q Spec Longbow (3/5)
1X CRK-5003-1b Crockett (3/5/3)
1X BLR-3Gb Battlemaster (4/6)

3X AEM-03 Dragoon (4/6)
4X TDR-5Sb Thunderbolt (4/6)
3X TDR-5S Spec Thunderbolt (4/6)
1X GHR-5H Grasshopper (4/6/4)
2X CPLT-C1 Spec Catapult (4/6/4)
1X AEM-02 Dragoon (5/8)
5X BMB-12D Spec Bombardier (5/8)
2X EXC-B2 Excaliber (5/8)
2X ARC-2Rb Archer (4/6)
1X ARC-2R Spec Archer (4/6)
4X CRD-2R Spec Crusader (4/6/4)
3X WHM-7A Warhammer (4/6)
1x WHM-6Rk Warhammer (5/8)
4X MAD-2R Marauder (4/6)
4X GLT-3N Spec Guillotine (4/6/4)
3X BL-6b-KNT Black Knight (4/6)
2X CTS-6Y Cestus (4/6)
4X LNC25-01 Spec Lancellot (6/9)

4X GRF-2N Griffin (5/8/5)
2X TBT-3C Trebuchet (6/9)
9X PXH-1Kk Phoenix Hawk (6/9)
1X DV-6M Dervish (5/8/5)
2X KY2-D-02 Kyudo (5/8)
2X WVE-5N Spec Wyvern (4/6/4)
3X CRB-27b Crab (5/8)
4X CRB-27sl Crab (5/8/5)
1X SHD-2Hb Shadow Hawk (5/8/3)

12X PNT-9R Spec Panther (4/6/4)
2X NTK-2Q Night Hawk (6/9)
1X STG-3Gb Stinger (7/11/7)
2X SPR-4F Spector (7/11/7)
4X TLN-5W Talon (8/12)
1X MON-66b Mongoose (8/12)

 That is my current Mech counts. I am thinking of buying more light Mechs. I am weak on those. Maybe more Night Hawks or Talons. Currently 129 Mechs.........131 if I get my 2 other NightStars.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 June 2017, 19:50:13
 All Mechs marked (Spec) are my configs and are undergoing refits now. All are maintenance level refits.

 The 4 CRB-27sl Crabs are salvage. All are repairable only 1 needs a new engine and it is on the way.

 Oh, and Pillager, Crockett are Cavalry Commander and his "bodyguard". They will prob be in Regiment Command Company.

Title: Re: 2nd Armored Cavalry
Post by: Dave Talley on 05 June 2017, 22:16:09
what do the Panthers have?  as dedicated infantry support I could see quite a few things as ideas
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 06 June 2017, 06:08:47
 PNT-9R Spec

 Outfitted with 10 double heat sinks, ERPPC, 2 Med Pulse, 1Sm Pulse. Totally energy based. Can jump and fire ERPPC all day long.
Title: Re: 2nd Armored Cavalry
Post by: Sir Chaos on 06 June 2017, 09:01:28
PNT-9R Spec

 Outfitted with 10 double heat sinks, ERPPC, 2 Med Pulse, 1Sm Pulse. Totally energy based. Can jump and fire ERPPC all day long.

Neat. And the pulse lasers, especially the small one, give it anti-infantry capability - which it´ll need in the infantry support role.
Title: Re: 2nd Armored Cavalry
Post by: Dave Talley on 06 June 2017, 12:51:25
Nice, not as messy as my idea, is split the normal Srm4 into 2-2packs with inferno ammo
Yeah any SRM can use infernoes, but I like splashing multiple hexes, or starting multiple fires to create smoke
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 06 June 2017, 17:12:49
 Well, I actually built that config specifically to support the Infantry Regiment instead of breaking off a unit from the Mech Regiment. That way it is always under the Infantry Regiment Commander control, provides anti vehicle and some anti mech capabilities to the Infantry on top of their organic vehicle compliments. The 2 Grunt Battalions each have a full company of Tuhans attached to them. The Jump Infantry Battalion has organic VTOL support.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 06 June 2017, 17:30:30
 Current "Spec" Mech Configurations.

 PNT-9R Spec Panther (4/6/4)
10 Double Heat Sinks
ERPPC
2 Med Pulse
1 Sm Pulse

 VTR-9B Spec Victor (4/6/4)
12 Double Heat Sinks
AC20
4 Med Pulse Laser
3 tons AC20 ammo

 CPT-C1 Spec Catapult (4/6/4)
13 Double Heat Sinks
2 LRM15
4 Med Laser
4 Tons LRM15 Ammo

 BMB-12D Spec Bombardier (5/8)
10 Double Heat Sinks
2 LRM15
2 Med Pulse
1 Med Laser
AMS
6 Tons LRM15 Ammo
1 Ton AMS Ammo

 ARC-2R Spec Archer (4/6)
11 Double Heat Sinks
2 LRM15
5 Med Laser
8 Tons LRM15 Ammo

 CRD-2R Spec Crusader (4/6/4)
10 Double Heat Sinks
2 LRM15 w/ ART
5 Med Laser
4 Tons LRM15 ART Ammo

 LNC25-01 Spec Lancelot (6/9)
13 Double Heat Sinks
2 Large Pulse
1 Med Pulse

 GLT-3N Spec Guillotine (4/6/4)
17 Double Heat Sinks
1 ER Large Laser
6 Med Pulse
1 SRM6
1 Ton SRM6 Ammo

 TDR-5S Spec Thunderbolt (4/6)
15 Double Heat Sinks
1 ERPPC
1 LRM15
4 Med Laser
3 Tons LRM15 Ammo

 WVE-5N Spec Wyvern (4/6/4)
10 Double Heat Sinks
1 ER Large Laser
1 LRM10
1 SRM6
3 Tons LRM10 Ammo
2 Tons SRM6 Ammo

 LGB-7Q Spec Longbow (3/5)
14 Double Heat Sinks
2 LRM20
1 Large Pulse
2 Med Pulse
8 Tons LRM20 Ammo

Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 06 June 2017, 17:44:54
 As you can see, I mainly have rebuilt my missile boats. I hate running out of ammo. Plus I hate having near defenseless Mechs if they do run out or someone gets too close. So I have mainly boosted LRM ammo, some massively. I will range combat as much as I can, but I also want to put the hurt on anything that gets close.

 The Guillotine was built as a mugger, and pure and simple. I can range combat as I close, then even jumping have decent to hit numbers and put the hurt on anything I smack. I plan to operate them either in team of 2 or a full Lance when I mug someone.

 The Longbow, well my light Mechs gave it fits at close range. So I added some heavier pulse armaments to counter jump/fast lights plus boosted ammo a bunch.

 The Crusader and Catapult, designed as jumping fire support Mechs but with decent close range ability.

 The Lancelot, well just a fast heavy that gets good to hit numbers no matter what. Prob be teamed with the PXH-1Kk Phoenix Hawks who also move 6/9.

 The Thunderbolt, ranged combat with decent close in ability but way better cooling.

 Wyvern, just a long range fighter with a SRM6 for close in defense.

 Victor, close in expert. Can jumping Alpha with a plus 3 on heat scale. But can get good to hit with the Med Pulse weapons while jumping and staying neg heat. But can jump alpha for a plus 3, jump away and fire all Med Pulse and going back to heat neutral and repeating the Alpha strike.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 07 June 2017, 19:50:53
 1 January 2788 (Bristol)

 Colonel Mitchell had just signed the Cavalry's newest contract. They would garrison the planet Lexington for the AFFS. They were offered 100% transportation, Liaison Command Rights, 80% salvage, and 50% Battle Compensation. All fair terms for the Cavalry. The Contract put the Cavalry within 1 jump of Combine forces. The contract pay was only 60% of what the Cavalry needed monthly and Colonel Mitchell argued hard and long for the heavier salvage rights to help offset the low pay.

 Of the 4 contracts offered, this one might give the Cavalry time to re-organize their unit structure. The AFFS repair facilities on Bristol had been a huge help in repairing the Cavalry equipment. All Mechs were 100% repaired and refitted. The Cavalry was placing 80 million in equipment and parts orders before they left Bristol for Lexington. The fleet engineers had worked hard and long repairing the battle damage suffered but every naval asset was at 100%.

 The unit would boost for the Jump point on the 8th of January and head for Lexington taking a longer route due to the Combine forces between Bristol and Lexington.
Title: Re: 2nd Armored Cavalry
Post by: Daryk on 07 June 2017, 20:09:33
Looking over your current 'mech list, only a few companies immediately suggest themselves.  Unfortunately, outside of your company of Panthers, you have exactly four lances of 4/6/4 'mechs, and they split most naturally into two pairs of lances (Crusaders/Catapults/Wyverns and Guillotines/Grasshopper/Victors).  Also, if you could convert two of your three non-jumping Crabs into jumping variants, you'd have a natural company of 5/8/5 'mechs.  Aside from that, here are the four easy companies to identify:

8X THG-11Eb Thug (4/6)
4X THG-11E Thug (could convert to 11Eb and prob will) (4/6)

3X WHM-7A Warhammer (4/6)
4X MAD-2R Marauder (4/6)
3X BL-6b-KNT Black Knight (4/6)
2X CTS-6Y Cestus (4/6)

1X AEM-02 Dragoon (5/8)
5X BMB-12D Spec Bombardier (5/8)
2X KY2-D-02 Kyudo (5/8)
2X EXC-B2 Excalibur (5/8)
1X WHM-6Rk Warhammer (5/8)
1X CRB-27b Crab (5/8)

4X LNC25-01 Spec Lancelot (6/9)
8X PXH-1Kk Phoenix Hawk (6/9)
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 07 June 2017, 21:32:08
 Yeah, been playing with the organizations. Bad thing about the jumping Crabs is I would have to buy the dang XL engines and it would be a factory refit. I am trying to avoid the factory refit right now.

 Bombardier is more difficult as I am spreading them out some in pairs to my fire support lances.

 I have decided I will have to make some sacrifices on speed right now. I do have the 4 Lancelot, 6 PXH-1Kk and 2 Trebuchet in one company. Basically one lance of Lancelot, one of PXH-1Kk and a fire support lance of 2 PXH and the Trebuchet's. They are 6/9 movers too.

 Maybe I will salvage some more goodies in the new contract and will allow me to organize a little better. I am holding off on my Command Lances right now too. Currently have my extra Mechs crewed and formed into a 4 Lance company attached to my Support Battalion.

 I actually had a Griffin 2N show up on Factory list for 85% cost........needless to say I bought it quickly. Major re-organization will prob wait until after this contract. Much easier to dump the entire TOE and rebuild from scratch. I even toyed with maybe forming the unit into a Brigade with 2 Regiments.......One with Mech Regiment and Infantry Batt..............other with Infantry Reg and Armor Batt...............Different idea's keep popping up, so decided to wait until after new contract to see what I salvage and stuff.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 08 June 2017, 16:00:18
 23 April 2788 (Lexington)

 The 2nd Armored Cavalry made landfall today. Meeting with the AFFS Liaison officer Major Crawford and the planets AFFS commander Colonel Buford, Colonel Mitchell found both to seem competent. Colonel Buford commanded 2 Regiments of AFFS Infantry on planet. The Cavalry would be the only heavy forces assigned to Lexington.

 One thing about Lexington that Colonel Mitchell knew that he hoped the AFFS did not know was that several of his men had served on this planet when it had a major SLDF base on it. These personnel knew of several hidden (at the time of their posting) caches and he was curious if they were still there or had been plundered.
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 08 June 2017, 19:34:21
All Mechs marked (Spec) are my configs and are undergoing refits now. All are maintenance level refits.

What's so special about the SPR-4F, Spec tor ?

TT. ;)
Title: Re: 2nd Armored Cavalry
Post by: Sir Chaos on 09 June 2017, 05:15:05
What's so special about the SPR-4F, Spec tor ?

TT. ;)

That´s the one with all the fancy stealth stuff in it. Chameleon LPS and Null Signature System.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 09 June 2017, 18:16:45
 24 April 2788 (Lexington)

 Colonel Mitchell stood at the gate to the Cavalry's new home, it was the old SLDF Fort Ballycastle. Over 1/2 the old Fort was overrun with weeds and in places the forest had encroached and reclaimed it's territory. It was going to take some work to get the old place up to speed.

 The AFFS occupied a small portion of the once sprawling base. The AFFS had shifted to using the commercial Space Port for incoming Dropships. But Colonel Mitchell wanted to use the Fort's landing zone. But first they needed to get stuff cleaned up and checked out. It had been years since it was used. He did not like his Dropships being based away from the unit. Already his troops were starting the clearing of the Fort. Mechs with hands were helping uproot smaller tree's and carry them away. Techs were cleaning up the long unused maintenance bays. Other teams were clearing, cleaning quarters for the units personnel, the long unused ammo bunkers were being re-certified to store the units ammunition stocks.

 He had already contacted a civilian engineering firm to come out and certify the old landing fields. They would arrive tomorrow. Plus he had a couple VTOL's unloaded and tomorrow they would fly out to a few of those caches and see what remained in them, if anything of use. Already, in one of the bunkers, 1200 Mauser 960 rifles had been found still in their original shipping crates. But the Cavalry played fair and notified the AFFS of their find and was turning 600 of the rifles over to the AFFS forces. Colonel Mitchell was curious what else would be discovered. The base was once a Corps headquarters and had kept a huge amount of supplies and equipment on hand.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 11 June 2017, 16:35:26
 18 May 2788 (Lexington)

 The Cavalry had settled into their new home for the next 2 years. The Fort's landing pads had been certified and the Cavalry's Dropships had made the move to the Fort from the civilian space port. 3/2 Mech Battalion was currently running field exercise's to both get used to working together and to get a feel for the terrain. Colonel Mitchell had shifted 14 Mechwarriors from both 1/2 and 2/2 Mech to help bring 3/2 up to speed and some of the newer members were spread out between 1/2 and 2/2 Mech.

 4 Chameleons purchased had arrived and were slotted into the Cavalry Support Battalion attached to the unit's headquarters company as a security force. Also purchased were enough tanks to bring the Armor Battalion to full strength. With a company of Alacorn, Von Luckner and Manticore's. The unit's mechanics were currently retro fitting the Von Luckners to Star League configuration. The units 8 Zypher Hover tanks were currently assigned to an independent recon Company with a VTOL scout lance.

 3rd and 4th Grunt infantry were conducting operations close to the Fort working with the newly assigned Panther company of the Infantry Support Company. In 2 weeks a Dropship carrying over 1000 tons of spare parts, ammo and armor was slated to arrive. A month from now, 8 newly purchased Aerospace Fighters would arrive bringing the Cavalry Aerospace Wing up to a full 20 Aerospace fighters. Capt Gonzalez was in orbit working out emergency jump destinations and taking detailed maps of some uninhabited star systems within 1 jump from Lexington, just in case. 2 Companies from Jump Infantry Battalion were also in orbit training with the Fleet's Marines on boarding actions. It was Colonel Mitchell's intent to transfer them to Marine duty aboard the 2 Intruder's and recruit 2 replacement Companies to fill Jump Infantry Battalion back out to full strength.

 Of the 2 AFFS Infantry Regiments on planet, only 2 Battalions were based with the Cavalry. The other units were spread out across the planet.

 Overall, Colonel Mitchell was pleased with the current situation. Chief Tech was tinkering with some new idea's he had, but so far had not asked for permission to conduct any. But mainly Chief focused on training up his newer techs on advanced technology the unit used. Several Astechs were finally given his blessing to become full techs and allowed greater access to working on some of the unit's Mechs, but under close supervision.

 Only one of the "hidden" supply caches had been found with anything useful and that contained 40 double heat sinks, 30 tons Ferro armor. But 1/2 was turned over to the AFFS since it was their planet. All the others were empty.
Title: Re: 2nd Armored Cavalry
Post by: truetanker on 11 June 2017, 16:43:54
That´s the one with all the fancy stealth stuff in it. Chameleon LPS and Null Signature System.

Oh I know, he said that anything with Spec was a mod.

So I ask again, what's so special about SPR-4F, that desrives a mod?

 ;)

TT
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 11 June 2017, 20:27:17
 The 1/1 pilots in them...............LOL

 Not, one is a 3/2 and the other a 2/2 though. I have toyed with giving them an ER Large Laser though. Dang sure will not be able to Alpha strike though.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 13 June 2017, 20:37:40
 25 Aug 2788 (Lexington)

 After 4 months on Lexington, Colonel Mitchell was extremely pleased with progress. All of the Cavalry's equipment was at 100%, spare parts, ammunition, and basic supplies were fully stocked. Replacement equipment had arrived, enough tanks to fully equip the Armor Battalion with a full company each of Von Luckners (upgraded to Star League), Alacorn and Manticore. The hover company of 8 Zypher were filled out with a VTOL lance as the Cavalry's independent scout force. 8 Corsair's had arrived to bring the Cavalry Aerospace Wing to a full 20 fighters. (all this was posted in a previous post)

 After several months of field exercises the newest troopers were fitting right in. Half of the Jump Infantry troops sent into orbit for Marine training were fully ready as Marines. The rest were very close to being ready. Almost a full company of green recruits had enlisted into the Cavalry and were undergoing training as Infantry by some of the Cavalry's most senior Infantry troops. But they had months to go before they were certified ready to take to the field in the line units. While training would not last near as long as it did for SLDF, it was as close to it as they could make it.

 Feelers had gone out to the various worlds where Mercenaries gathered that the Cavalry was recruiting ex-SLDF troops. It was Colonel Mitchell's intent to try and bring in some more seasoned Infantry trained troops. Quality recruits of any branch would not be turned away though. The Cavalry could always use experienced Mechwarriors, Aerospace pilots, Armor crew and support personnel.

 Capt Gonzalez was chomping at the bit to go into Combine occupied space and do some raiding, but Colonel Mitchell held him in check. But Colonel Mitchell did put feelers out to the Cavalry's AFFS Liaison officer about maybe launching a Battalion sized raid into Combine occupied space. But so far, no word had come authorizing such an action.

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 03 August 2017, 21:04:05
 Sorry for the long delay, I have not had time to do an update or really play with the unit due to work. 16 hour days does not leave much time to play. But here is a new update.

 1 January 2789 (Lexington)

 Almost a year had passed since the Cavalry had seen combat. The closest they had come to combat was in November when a Combine Jumpship arrived in system but had the bad timing to arrive right in the middle of a Davion naval squadron passing thru the system. Within 20 minutes the Combine Jumpship and the 2 Dropships being carried were scattered atoms.

 The new Cavalry Marine Battalion was fully manned and trained up. Capt Gonzalez had even convinced the Davion Naval commander to let his forces attempt boarding of one of the Davion warships. Seven boarding actions were staged across a week. The first was a disaster. The second was better, but no Marines made it aboard the warship. The third saw 1 company of Marines actually make the boarding, only to be defeated by the defenders. Only the sixth attempt actually saw the Cavalry Marines make it aboard the warship with enough forces to over power the defenders. The seventh was a repeat of the first attempt, a disaster. Capt Gonzalez knew any boarding attempt of an actual warship in combat would be a near suicide mission with little hope of success.

 The Cavalry Mech forces were fully trained up, fully combat ready. Once again they were a well trained, well equipped force to be reckoned with. They were aching to get back into some action.

 The Cavalry Infantry Regiment was at 100% strength.

 The Cavalry technical support was actually at 125% strength.

 Overall Colonel Mitchell had his hands full keeping the troops occupied. He organized and ran as many field problems as he could. Base attacks, base defense, movement to contact, fighting withdraws, even several emergency evacuations. Anything to keep the troops busy and their minds occupied. Live fire exercises consumed tons of ammunition, and some ammunition was becoming hard to find and what could be found was very expensive. The Cavalry logistics staff was constantly looking for the advanced ammo, armor and weapons the Cavalry used. Davion Quartermaster helped some, but even then, if the Cavalry requested 100 tons of, say, Swarm ammo, they were lucky to see 10 tons arrive. And even then it was 3X as expensive as it once was.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 24 August 2017, 21:53:20
 27 February 2789 (Lexington)

 0330 Local Time

 Aboard the Always Ready, the sensor tech shook off the drowsy feeling as his long range sensors picked up a faint jump signature, it was so faint as it barely registered. "Mister Hogue, I need you over here sir."

 Mister Hogue (the watch officer) began floating to his sensor tech. "What have we got."

 "Sir, I had a momentary jump signature but I only have a vague bearing and no distance on it. Whatever it is, it is a long long way off."

 "So basically we don't know anything. Are you sure it was not just a sensor glitch?" Mister Hogue asked.

 "Sir, I ran a standard diagnosis on the sensors when I came on shift at 0200. All checked out fine. I clearly picked up that Davion Merchant that jumped in system at 0245. I was even able to get a good read on the incoming jump signature before he even arrived." The sensor tech stated. Mister Hogue was known to be very skeptical.

 "Well, I will note the log, but I don't think it is enough to sound a general alarm or wake the skipper over what could be nothing. Keep you eyes peeled and if anything else happens I will alert the skipper."

 "Sir, standing orders are to report ANYTHING out of the ordinary immediately to the skipper." The sensor tech protested.

 "I am well aware of the standing orders but I am not waking the skipper for what might be a small glitch and look like a fool. I am going to note the log and we will monitor the situation. IS THAT CLEAR?"

 "Yes sir, but I do so under protest. It was just this sort of complacency that allowed Amaris forces to take over the Hegemony. You only came in after we liberated Earth, I was in service almost the entire war. I served in the Secret Fleet making jumps into the outer fringes of systems doing recon and I am pretty sure what I just saw was what the Amaris troops saw when we jumped in." The sensor tech stood his ground.

 Mister Hogue was not swayed, if anything this last outburst steeled his resolve, "My orders stand."

Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 25 August 2017, 21:57:50
 27 February 2789 (Lexington)
 0630 local time aboard the Always Ready

 Capt O'Bannion entered the bridge. "Morning Mister Hogue, I take it another boring night?" As he sat down and pulled up the ships log. "What the hell is this?" He asked as his eyes found the log entry noting the extremely faint jump signature. "Mister Hogue, answers, why was I not awakened?"

 Mister Hogue could not but feel the eyes of the sensor tech on the back of his head as he slowly answered his commander "Sir the signature was so faint I figured it was just a sensor glitch and not worthy of disturbing you."

 "What part of the standing orders are not clear to you? ANYTHING out of the ordinary means just that, a faint sensor read of a jump signature qualifies as out of the ordinary."  Capt O'Bannion said as he turned to the communication tech, "Comms get me fleet command and notify Colonel Mitchell that we have possible but unconfirmed hostiles in the system and that a full report will be transmitted within the hour."

 Turning back to Mister Hogue and fixing him with an icy stare he softly spoke "Mister Hogue, you better hope and pray that this was a sensor glitch, because there will be hell to pay if this delay in reporting a possible hostile costs the Cavalry lives, I might just walk you to the nearest airlock and toss you out of it."

 Turning to the sensor tech, Capt O'Bannion said "Pull up the sensor logs, I want to see this faint signal. See if we can get a read on if it was jumping in or jumping out. If jumping in, we got some time, if jumping out, then whoever it was did what they came to do and left, and that is not good."

 "Sir, Capt Gonzalez is on the comms, they are secure using laser communication." The comm tech reported.

 "Hector, we got a possible problem. My sensors picked up a extremely faint jump signature last night. We cannot tell if it was leaving or incoming."

 "Why I am just hearing this Pete? I mean it has been quiet a long while but we are a single jump from Combine lines. We could have a damn warship inbound to our location right now!" Capt Gonzalez almost yelled, in the background, Capt O'Bannion heard his fleet commander order "Comms order all ships to immediately prep for jump to Tango 1. Contact Cavalry HQ and notify them of our actions. Suggest Colonel Mitchell sound a general alert and disperse his troops ASAP."

 "Pete, make ready for emergency jump to Tango 1. I want a full write up of what the hell happened. I hope to hell I am wrong but we are not taking any chances. That jump signature could easily be a scout ship leaving after seeing our deployments and right now a Combine warship or more could be making ready to jump right into the middle of us. It will take the fleet 15 min to make ready to jump, pray we make it."

 "You got it Hector, I will have a full write up for you asap. Making ready for Tango 1."
Title: Re: 2nd Armored Cavalry
Post by: snakespinner on 25 August 2017, 22:16:56
It just takes one fool who could not be bothered to do his job properly.
That airlock looks mighty inviting for mister Hogue. >:D
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 25 August 2017, 22:23:55
 27 February 2789 (Lexington)
 0700 Cavalry Base

 "Major Kirby, incoming priority message from Capt Gonzalez on secure."

 "What we got Sgt?" Major Kirby asked, he had the duty today.

 "Sir, Capt Gonzalez reports possible hostiles in system and recommends a general alert and dispersal."

 "Sound the alarm Sgt, let's get everyone up and to their dispersal locations. Alert Colonel Mitchell of our actions. Tell him I am activating Plan Bravo at this time."

 As the last left his mouth, the general alarm sounded all over the base.

 Within minutes the entire Cavalry base was a swarm of activity as Mechwarriors ran to their Mechs, Aerospace pilots headed for their fighters, Techs warmed up the Mechs and vehicles running last minute checks. The Cavalry's Armor Battalon along with both Grunt Battalions were already in the field running exercises and would head straight for their dispersal sites. Colonel Mitchell and his command Lance was with them.

 Plan Bravo was designed for a imminent nuclear strike or orbital bombardment. All Dropships would launch for distant locations, every unit of the Cavalry would head for their dispersal areas the moment they were mobile. All dispersal sites were a minimum of 100km from Cavalry Base and no more than a Company of Mechs would be in any one dispersal site, but each battalion would be within a 30km area. This was to try and provide maximum force protection.
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 05 September 2017, 22:07:24
 28 February 2789 (Lexington)

 The Davion jumpship in system had sent a distress signal reporting 4 emergence signatures with one close to it's location before going silent. No communications could be re-established with the jumpship. Colonel Mitchell had sent a flight from the Cavalry's ground based Aerospace squadrons along with one of the Cavalry's Union Dropships right after the distress signal. They reported detecting inbound dropships from the Zenith jump point.

 The Cavalry was primed and ready for whatever landed.

 

 
Title: Re: 2nd Armored Cavalry
Post by: 2ndAcr on 07 September 2017, 15:01:19
 1 March 2789 (Lexington)

 Aerospace scouting could not get close enough to get a accurate count and types of the incoming dropships, but 4 Dictator and 3 Czar Dropships had been positively ID'ed. A total of 14 Dropships had been counted. The incoming Dropships were maintaining a steady 1G burn to the planet. Taking their sweet time. Escorting the incoming Dropships were a swarm of Combine Aerospace fighters. Too many for the Cavalry's ground based Aerospace fighters to deal with. Only 12 Cavalry Aerospace fighters were available.

 No warships had been detected in system luckily.

 Colonel Mitchell ordered the Cavalry to all move to with a 1 hour march at cruise speed of his location. He had relocated his command lance and linked up with his Battalion (1/2 Mech). He just needed the Combine forces to get on the ground so he could determine the proper deployment of the Cavalry as a whole. Would they come right into Cavalry Base or would they land at the Capitol City Space Port.