So we had our battle in the cities of death... only it was less death for the clan players.
The mission set up saw the clans bring some lower skilled warriors to get more total tonnage on the field. However that was not the story of the week. The mission was really bad for comstar as well, as the only goal was to kill everything, which is really hard for comstar when the clans are focusing fire on the closest thing. But that too is not the story. We also wont talk about how the random map rolls were hills, which are terrible for my inner sphere heavies to traverse, but the clans outfitted in jump capable mechs were able to cover quite easily... so my 6 run speed moved me 3 hexes for a +2 shooting penalty for only +1 TMM, meaning to even get closer to the clans hopping 5 hexes each turn I had to keep running up and down those damn hills to bring my shorter ranged weapons into play... but no, that too is not the story of the week.
The Story of the Week... Black Dice for Black Knights. Let me explain.
One player really liked the swordhachet black knight 9 that comstar made. So he was really looking forward to fighting and salvaging it to use despite being a clan mech player. So, the 77th rolled their random mechs and got two! Meaning this player had his chance to kill and salvage them, the only way to aquire the mech as it is not a variant the clans, who have the older star league black knights, can get normally.
Deployment turn 1 saw the clans picking the edge with the fewest buildings on it. My mechs are all hidden in bunkers, so they only come out after I see the clans, but I had to deploy across the map turn 1. So, with the clans in an open corner able to establish range advantage, my turn 1 all my far away assets on the other map sheet left hiding to try and box in the clan mechs, so my closer units on the same mapsheet as the clans could attack from hiding with the far away units on a later turn. I did cripple the executioner clan mech with LRM fire, as I outranged most of the clans in indirect fire at least since the clan players took no LRMs.
Turn 2, I rolled low initiative, so the clan players siezed since their initiative was so much higher using the Turkina Keshik special rule. Thus, they got to shoot before I moved and gained cover/evasion. One of the 2 timberwolves fired at the closest mech out of hiding, a black knight. However, the next to activate was the hero of the hour, clearly a goliath scorpion at heart, and first shot with his Thor's ER PPC took the black knights head clean off, giving him the salvage on a great comstar mech with only 32 damage taked total. That meant that my closest unit, who was gonna stalk up using LOS blocking buildings in my turn to pin the Falcons in place, was now dead. The falcons had an open flank to maneuver back, making my mechs at long range unable to deal any damage for the next few turns. In my movement phase I brought everything out of hiding, trying to deal damage in short range this turn as next turn the clan forces will move back. I did some damage but nothing critical.
Turn 3, the clan players got another sieze, as I rolled horrible again. As I feared, they focused down another mech 4v1, this time my vulture, and also sent a shot into the crappy Hussar which died to a medium pulse laser to the head and another to the chest. Paper armor everywhere. Ouch. The most damaged mech, the Gladiator, was now in the corner.
Turn 4, my initiative was snake eyes, so yet again the clan forces got a full activation before me. This time they didnt kill anything, but damaged the tbolt and shootist. I had bad odds with the shootists AC20 turn 4 that maybe could have crit the black hawk, but I missed.
Turn 5, my initiative of 5 was the best id rolled in 4 turns, but still too low so yet again the clans got to activate multiple mechs before me. The Gladiator I smacked with more indirect LRMs from my infantry spotters, but the gladiator is good at swatting infantry so this was my last turn shooting him. He positioned well to have some mechs on the left side and some on the rear, to keep the open right front torso from getting even more crits. I failed my 1 crit roll to hit ammo, and he passed all his PSRs. With no more infantry to spot, turn 6-7 he could just hide and stay safe. In the sieze portion of the turn the Tbolt died, and the shootist was finished off by the stragglers. Hilariously, the Nova that shot my shootist rolled boxcar crit on the arm, and then rolled boxcar crit on the leg... so despite having tons of armor and structure everywhere else, the shootist was out of the fight as it was gonna fall automatically. I rolled for fall damage, and, of course, hit my head, which had suffered some damage earlier. Thus I killed myself. The nova player took great joy in this LOL, he turned red laughing and earned the nickname 'the jeff that laughs' in a Gotham-esh villainy laugh sort of way.
Turn 6 I finally won initiative but to little too late, my black knight, 2 orions, and a tank was all that was left that could hurt the clans. However, the Thor, with the new black knight finally in range, acted first in the turn order, and first roll, ER PPC, and he tossed the dice but didnt look at them. The other players had to look, and confirmed a SECOND head shot. So I shot back, but only did minor damage... another fresh mech dead to the first turn being shot at.
Round 7, I had a good initiative roll but the players won initiative when they used up their edge to force me to reroll... into a 3. With only 2 mechs left they ignored the tank and far off infantry and went all in on the 2 orions. Both mechs were fresh, but man was momentum with these players. It took all 5 clan mechs alpha striking, but both orions had the same thing happen... the rt torso got open, and of the 11 crits in that torso, they found the LBX ammo and destroyed the XL engine. So I didnt even get a shot back on turn 7.
In the end, I lost 2 fresh black knights to a head shot, the Shootist to medium damage and multiple headshots following multiple boxcar crits to remove limbs with 3 points of IS damage to each, the Tbolt got cored when the Thor put 21+ damage into my open CT, coring it out with the ER PPC and both LRM clusters all hitting the same spot and none of the other fully armored spots, and both orions to lucky ammo crits despite a pretty packed rt torso.
I caused some damage, but thanks to great salvage from all the headshots and XL torsos the clan players came out ahead of their damage costs. And the Thor player who only rolled his black dice when rolling the ER PPC retired those dice after so many headshots lol. Hence his 'Black Dice for Black Knights'. With 3+ mech kills The Thor was the MVP by a landslide. Last game, it was the Timberwolf A who went nuts with ER PPC headshots, earning 2 ER PPC headshots last week and 4 total kills. The fact that a Thor matched it is extra impressive, but it also means that comstar is RUINED. I lost 6 out of 8 mechs to bad initiative where I couldnt even shoot back this week, so the players mechs got out of this fight pretty amazingly. The mission and map were both bad, but holy heck add in bad initiative luck and multiple headshot kills on fresh mechs, and the results are just devastating.
Comstar mechs remaining.
403rd (regular, 12 each)
Battlemaster (-1)
Victor (-3)
Cyclops 11A x2
388th (regular, 8)
Rifleman 5D
201st (regular, 8 each)
Marauder (-3 damage, 2 head hits)
Rifleman 3n (-1 damage leg armor)
394th (veteran, 8 each)
Sentinel 3Lx2
Centurion
111th (regular, 3 each)
Mongoose
Mongoose
Mercury 97
Hussar 200
Next mission, comstar attacks back (roll 6). Meeting engagment, 201st (whats left) primary attacker (heavy unit so heavy tanks again).
Jade Falcon (defender) picks home edge. Attacker deploys up to 100 force points, defender deploys up to how much the attacker brings.
Track cost: 1. Objective (+2) destroy 50% of the enemy force. Game ends automatically on turn 15.
Maps: Rolling hills plus open terrain.
Special rules. 6 clusters of buildings placed, 3 per map, alternating by side. Comstar is the attacker so cant use them for bunkers per the Suburbs rule, but can deploy 33% of their force as normal hidden units per the fake town rule (so can shoot out of phase if not detected by an active probe, and can be shot at if detected). Thus 6 units can be placed in hiding out of my 19 units.
Enemy force: Marauder and Rifleman (who has leg damage as I cant spend 1 to just heal 12 leg damage) +16, The 394th medium attack specialists sentilelx2 and cent (so 2 clan mechs are delayed) +24, The 111th light mongoosex2 mercury hussar with LB10x(+12), the Rifleman 5D (+8), The cyclops, victor, battlemaster (+36), so 96 total. 2x2 infantry (8 points) and 2 heavy tanks (10 points). Im selling some battlefield support points to fix the above units damage, so thats less bomb attacks you have to worry about. Cant heal my 2 head hits on the marauder. This leaves 1 cyclops in reserve.