Campaign Operations Part 2 (The epic saga continues…..)
So from last week’s article we’ve come up with some defining
traits for the unit we’re going to build.
·
It’s a Comstar unit, which opens up access to
the Comstar availability table for combat units
·
With some amazing dice rolls, we came up with
252 million c-bills for our starting budget for our unit.
·
We’ve settled in on a battalion sized unit, with
a preference for assault weight class units
Working from that, and using the master unit list (if I had
access to the Combat Manual: Comstar that I hope is in development, I could use
it instead of the Master Unit List), I am ready to start filling out the unit
full of big stomping robots.
So as stated in the previous article, I will be rolling in
lance sized formations so I don’t end up with weird groupings of 7 Banshees and
a pair of Battlemasters as my only units.
Looking at my first lance sized formation, Alpha Lance of my 1st
Company, I decide that this is my command lance for the company and I start to
dig through the MUL for things that would totally be fun in a unit of this
type.
My first choice for a battalion command ‘mech is the
Nightstar. Not available in any other
faction in 3025 (due to the advanced technology required to build one being lost
to the first three succession wars), it’s a solid assault command ‘mech. I also would like to get a Thunder Hawk,
(another lost to the ravages of time battlemech) an Atlas (not lost to time,
but certainly heavy enough to put serious hurt on anything silly enough to get
close to it) and a King Crab, (I have a soft spot for King Crabs).
Now that I’ve got my units I want in mind, it’s time to grab
the dice and see how awesome this is going to be. I check the chart on page 14, and see that
for a regular pilot, driving an assault class ‘mech, I need to roll at least an
8 or better. I pick up my lucky dice,
and I roll for the moon. I come up with
a 4 for the Nightstar, a 5 for the Thunder Hawk, a 9 for the Atlas, and a 12
for the King Crab. After I finish
sniffling and complaining about not wanting to keep track of a source of gauss
rifle slugs and endo steel bones, I come back and look at the table again. With a King Crab in the bay, as well as an
Atlas, I am pretty sure that this unit won’t set any land speed records, but
does have a decent chunk of short range firepower. I double down on that and try to roll for
another King Crab and another Atlas.
The Dice Gods giveth, and taketh away. I roll a 4 for the King Crab, and a 9 for the
Atlas. Having filled 3 of the four slots in the lance, I decide to look for
something with a longer range gun and settle on a Battlemaster. It’s got the same availability, and I am
looking for an 8 to secure the services of 1regular rated Battlemaster. The dice are pleased, and roll a 10.
So I’ve got my first lance rolled up, and I am fairly
pleased. Two Atlases, a King Crab, and a
Battlemaster is heavier than most assault lances of the era. I’ve synergized a little in the ammunition
department, as the Atlases and the King Crab share Autocannon 20 shells. The downside to this lance is that it is
Ammunition dependent, and long field engagements are going to reduce its
killing power.
Moving on to the second lance in my first company, I’ve gone
after something a little bit different.
There are only a couple of units in the assault weight class that have
jump jets, and given that Lance #1 is slow and steady, some enhanced
maneuverability is in order. Checking my
chart, I find two choices, the 80 ton Victor,
and the 90 ton Highlander. I want to fill out a unit with both, so it’s
time to roll the dice and hope like the dickens. I throw the dice, and come up with a 10 for
the Victor, and 11 for the Highlander. Since I have successfully acquired both
units, I can roll again to acquire them.
The second round is just as successful as the first, and I end up
rolling an 8 and a 9, securing an entire lance of jump capable assault ‘mechs. (When the pictures go up, I am subbing in a
pair of Shoguns for the Highlanders for now, until the Highlanders make their
way here).
Now I’ve got two lances rolled for, and one more to go for
this particular company. Looking at my
available units and the roles I expect for them, I do detect a slight deficit
in long range fire support. I also don’t
necessarily want to shell out for LRMs every five minutes, so I think it’s time
to invest in some big gun assaults.
Checking my available miniatures pool, I settle in for wanting another Battlemaster and a trio of Awesomes. The dice roll for the first two units I’m
gaming for, the Battlemaster and one of the Awesomes. Rolling a pair of 10s, I come up with both
units, and then it’s time to try for the second and third round tries on the
other two Awesomes. I end up rolling an 8 and a 10 for the other
two, and have filled out the First Company of the Tombstones. I’ll put up the other two companies and the
spreadsheet breakdown later on, but the unit so far is
1st Lance
King Crab (O)
Atlas
Atlas
Battlemaster
Atlas
Atlas
Battlemaster
2nd Lance
Highlander (O)
Highlander
Victor
Victor
Highlander
Victor
Victor
3rd Lance
Battlemaster (O)
Awesome
Awesome
Awesome
Awesome
Awesome
Awesome
All of the units are rated at Regular experience, and the
officers for each lance are listed with the parenthetical (O)
That's Part II in the books, hopefully I get part III worked up soon, and maybe if the fortunes favor us, I can convince Drewbacca to post a write up of his attempt at monkeying with these rules
Game on, Game Fans
No comments:
Post a Comment