Corona Legion – There is no bug!

After poking around for a bit, I realized there is no bug!!!!

The reason I wasn’t getting any new battles after July 1st is because on 7/1 the enemy morale dropped to ‘Rout’, which means they won’t offer battle and it’s equivalent to an ‘Early Victory’ for all missions but Garrison.

When that happens, the Mission doesn’t automatically end, you have to manually click “Complete Mission”.

This is all explained in the Against the Bot documentation, but even after reading it multiple times, I’m still missing stuff. Oops. Apologies to the devs for claiming there was an error.

That said, this seems like a good opportunity to end the campaign. I’ll definitely start a new one, hopefully getting the rules right, but don’t think I’ll blog it.

BattleTech is a complicated beast, and moreso when the MekHQ and Against the Bot features are added. There’s a steep learning curve, and I made *a lot* of mistakes in this campaign, and I also had quite a few settings on Easy Mode so I’d like to try again.

But I want to end on this note: I absolutely LOVED playing this. It was crazy fun to get lost in the enormous lore of BattleTech, to explore the incredibly deep rules, and fight big giant stompy robot battles with a mostly OK AI. And I really felt like a mercenary company commander, making tough decisions about resources, missions, strategy, and finances. I can’t recommend it enough!

Corona Legion – Midnight run

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Well this is nice! Moonless Night in a Storm? Those are some steep to-hit (+1 to melee, +3 to shoot. An extra +2 for ballistics and +3 for missiles!) and piloting (+4) penalties. I have a pretty good energy weapon loadout and decent pilots, so I’ll take my chances without using a strategy reroll.

In support I will deploy my Search & Rescue and Recovery assets, backed by the Guard in case I get overrun.

The result? An easy victory, the only damage is when a Centurion tried to stomp a vehicle and fell (and gave Pvt. Tselikas a head laceration). Otherwise mopped the floor with medium lasers and melee. I manually gave myself a victory halfway through rather than grind through all the OPFOR. Ideally, I’d like to switch the AI to flee mode, but that’s hassle, and because they AI just isn’t that good, it basically means “more free stuff for me” which seems unfair.

For salvage I took the wreckage of the SRM Carrier to sell for a cool $0.5MM. Scout Lance did have to be unassigned from missions so that Pvt. Tselikas could recover.

EDIT: Aaaargh. MekHQ borked again, not generating any new events. I had to go all the way back to 6/25/3025… This is the second time it’s happened and it’s actually really disheartening.

Corona Legion – Tornado alley

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Rerolled Daylight into Full Moon Night. Tornado F4 is insane. If I’m reading the table correctly, it means vehicles, infantry, and aerospace are automatically destroyed. Mechs can walk only. Penalties to energy shooting, no ballistic or missile attacks. And huuuge penalties to Piloting tests. On top of that, it’s Full Moon Night which gives a minor penalty to movement and attacks.

I think I’m going to be able to walk most of my lance out of here without trouble – just verrry slowly and carefully – except the Hetzer Wheeled Assault Vehicle that I just put into the lance. Those guys are goners. Going to use the Search & Rescue team for this as an asset, hopefully they can recover the Hetzer crew after the tornado passes…

It looks like MegaMek gives you the option to not deploy units that will get destroyed during a tornado, but that seems against the spirit of the game, so I’m going to take the hit.

As predicted, after losing the Hetzer was able to outdistance the enemy and (slowly) walk away without a scratch. A Stinger was on my tail for a bit, needing 12s to plink at me, but when I turned all my units around and walked backwards in a phalanx, it stopped chasing. Several of the enemy vehicles went off to visit Oz, however. Too bad I didn’t get any salvage for this mission!

In the admin phase of the of the game:

Unfortunately, I whiffed all three of my S&R rolls, so the Hetzer crew remain MIA. Fortunately among our prisoners recently released from the infirmary are two vehicle gunners @ 4+ skill (one with Tactics 3+!) and one driver @ 4+ (missing a hand, but no Drive penalty? Prosthetics must be awesome.) looking for work…

I hired a Veteran Mech Tech! That’s huge! Having only one was a major chokepoint in repairs.

Enemy morale is now Rout.

Random event: Bonus civilian mech. I randomly acquired a Shadow Hawk SHD-1R. A nice find, but upgrading from primitive tech would be prohibitive, so I just sold it for $1.1MM.

Finances: Started last month with $9.4MM, ended with $10.3MM. (And that includes purchasing 5 legs because I can’t roll a goddamn 8 to repair these mechs!)

Centurion was added to the “Scout” lance to replace the Hetzer.

Corona Legion – Reluctant rescue-ees

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battle_m2-b5_map

Extraction mission. We took very heavy fire. Extraction targets just froze up. The flatbed truck sat there, guns blazing, as a Firestarter charged down upon it. The people in the Toro and the Firebee just screamed Noooooooooo! for what seemed like an eternity, guns blazing. We joined in the hail of fire, but to no avail. Meanwhile, the APC got picked off by the Panther.

We kept on telling the Toro and Firebeee “We gotta go! Move it! Go go go!” but they wouldn’t budge, just kept firing. We threw our mechs in between them and the OPFOR and suffered heavily for it. The Crab lost (69 pts) of armor, and internal damage to the engine, left torso, and right leg. The Centurion took a similar beating, and the Hermes II not far off. Only the jump jetting Quickdraw got off easy.

Fast enemy reinforcements had arrived by now and had swiftly join the rushing tide. Finally the civvies snapped out of it and started to fall back before being overrun. At the last moment before entering the killzone covered by a dropship the Toro was tripped by a Spider, but our Grasshopper was just barely able to drag it to safety.

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Close call!

Campaign Notes

This time the AI bit me in the ass. The AI in these escape scenarios is way too aggressive, or just too bewildered, for its own good. The units seemed to get stuck at one point, and at another the Firebee just ran right into the middle of multiple tanks and Firestarters. How it survived I don’t know.

Bonus reward: 1 Part, one recruit of choice. Gonna hold onto the part, added another Doctor. Have a lot of crew and POWs that get injured.

Finally got the Training Lance ready. Pulled Sgt. Kim and the Stalker (ouch), to train Sgt. Koike, Pvt. Muhsin, and Pvt. Varvaressos.

Corona Legion – Forest of Doom

Commander’s Journal

6/8/3025, Cavalor

battle_m2-b4

Following the abandonment of Neokong, the pirates had the initiative but were operating in the dark. Our recon teams picked up a light vehicle column advancing on our position, navigating a tricky mountain pass. Our Scout Mech Lance caught them just as they were about to enter the valley floor.

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The steep entrance to the valley and dense woods posed a significant hazard for the vehicles. Our mechs simply crashed through or leaped over the trees to close, using the jumbled landscape for cover on the approach.

The mission was flawlessly executed except yet again some shrapnel tore into Sgt. Pruvost’s cockpit, this time resulting in some cuts to her leg. She’s a magnet for trouble, that one.

forest

Campaign Notes

I’m starting to feel guilty about exploiting the AI’s difficulties with terrain. The enemy vehicles could barely get onto the board, I think the furthest one got was 10 hexes in. Two of them crashed in the process and became immobilized, most importantly the Saladin and its fearsome AC/20.

My SRM Carrier has finally been crewed up mostly using PoW that have flipped sides. I’ve assigned it to the Guard Asset for now.

The entire Scout Mech Lance has earned enough XP to train up in Piloting for the whole unit.

Corona Legion – recall the boots

Commander’s Journal

6/5/3025, Cavalor

This one is entirely my fault. Following our first battle, I pulled our Heavy Mech Lance back to the the dropship for repairs. That left us under-manned on the front. Intel revealed we had an opportunity to take the town of Neokong and seize a pirate cache, but the only units that could get there in time were our mechanized infantry, and they were no match for the light mech lance and vehicles the pirates were using to evacuate. We scrubbed the mission. Our employers were disappointed, and we’ve learned a lesson.

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Campaign Notes

This was dumb of me. This mission requires me to keep three forces in the field at all times, so when I brought my Heavy Mech Lance back I was forced to put my infantry into the field. Their combined BV is 130 – they can’t handle anything. So when this mission came up I just had to decline and take the reputation hit.

Since I had never actually deployed infantry before, I did play a couple turns for practice and wow, they are bad. This whole section needs to be overhauled.

battle_m2-b3_bluefor

All three squads need to be increased to platoons. A squad is just useless. The flamer squad has a range of 0, which makes it very difficult to use without unacceptable exposure. For some reason one of the Jump Squads can move up to 2 hexes (because they have an SRM heavy weapon?), while the other can do 3. That one hex makes a world of difference for leaping between cover and getting attacks. The SRM was actually quite nice, but I think I’d prefer the mobility. And none have useable Anti-Mech skills, so that’s on the list.

I really would like to be able to use infantry, but they’ll need a major overhaul. But first I need to get the mech training lance up, and then the infantry next.

Clan Wolf Lobos

Corona Legion – Warrior VTOL down

Commander’s Journal

6/3/3025, Cavalor

The pirates on Cavalor are not going to give up the planet without a fight, and are pushing back on our positions. Scout Lance reported contact with a small force outside of the habcity of Tsentien and over comms the two sides agreed to an open engagement – no reinforcements, no air support, just a stand-up battle.

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(Campaign Notes: I used my one Strategy reroll to change the terrain from Flatland. I got Coastal / Sandy River. Not sure that’s better – I wanted some LOS blocking. We’ll see!)

+++BLUEFOR+++

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+++OPFOR+++battle_m2-b2_opfor1

Both forces concentrated on the southern stretch. The Hermes II (Pvt. Sander) and Quickdraw (Cpl. Duka) were first on the scene, followed by the Crab (Pvt. Varvaressos). The Centurion (Sgt. Provost) was the last to enter the field.

battle_m2-b2 - map 1battle_m2-b2 - map 2

The goal was to neutralize the Saladin first and take the AC/20 out of play, and Duka promptly immobilized it and then finished it off with volleys of SRMs. The rest of the team focused on high speed maneuvering with targets of opportunity – we were going to win this battle, it was just a matter of doing it with the least repairs required.

The two forces slashed straight through each other, like knights at a joust. Then they spun around, smoldering armor glinting in the sun, and ran at each other again. And again. And again. But on each pass, the enemy vehicles not only got shot up, but stomped on.vehicle_boom

At the end of the day, we wiped out the OPFOR in a sudden flurry. The Warrior Attack Helicopter was the most troublesome, refusing to flee the battlefield and relentlessly pursuing our most vulnerable mech, until it made a low attack run and was finally slapped out of the sky.

And though the Centurion lost *a lot* of armor (in no small part to the Warrior VTOL), we were able to get the lance back into fully operational mode quickly in the field. Unfortunately, the same can’t be said for Sgt. Pruvost – Dr. Ch’oe said she suffered a severe concussion and she may never fully recover from the TBI. We’ll have to keep a close eye on her.

(Campaign Notes: Sgt. Pruvost has a permanent concussion from a cockpit hit – +1 penalty to Piloting tests, effectively a 4/6 pilot now. Still better than two of my other pilots. In other news, Pvt. Varvasessos was able to get training in Gunnery and is a 5/7.)

We passed on most of the salvage – the planetary garrison can make better use of the vehicles than we can, though we did claim the VTOL wreckage – we might be able to use some of those parts.

Corona Legion – Across the stars

Last post, I settled on this contract:
contract 2-4

With a month of travel time, we bang out a ton of repairs, randoms more prisoners, and stock up on a lot of armor.

Incredibly, the Shadow Hawk’s legs are finally repaired! So of course I promptly catastrophically fail a leg repair on the Phoenix Hawk and need to order another leg. I’d end up ordering 4 total. And 2 Wolverine heads. One Veteran MechTech isn’t enough – I will jump on another Veteran or Elite tech.

From the prisoners we recruit mechwarrior Paula Vedati (4/4), vehicle gunner Aaron Alexandre (4, and +3 tactics), and vehicle pilot Dianne Pietramellana (4, missing a right arm but that only hurts Gunnery!). This is all part of the slow plan to build up another Mech lance, and maybe add a vehicle or two to reinforce our assets in case they get into trouble.

Commander’s Journal

5/11/3025, Cavalor

A few hops inward from Tyrlon, the Cavalor system is a young system in the Victoria Commonality in the outer fringes of the Capellan Confederation territory. Its distance from the Inner Sphere core has kept the region comparatively comfortable and intact, though not completely immune to insurrections and attacks. What’s odd, however, is that the Capellan Confederation is turning to mercs to solve such an issue instead of regulars, but for reasons I’m not sure, the Successor State’s military seems completely preoccupied with other affairs (like, say, a major plot against the looming Steiner-Davion alliance). Of course there is the planetary government, but our forces will be operating with a good deal of autonomy.

Cavalor

Our arrival caught the invading pirate forces off guard. Our Overlord dropship’s sudden landing in the hotzone, containing a potential threat of up to 36 mechs caused an immediate withdrawal of enemy forces from the theater, and our Heavy Mech Lance leaped out in hot pursuit.

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We timed our appearance in the deep of night under a cloudy, snowy sky. All the enemy saw was their radars going off, a huge flash of dropship jets bursting through the clouds, and PPCs blasting away at the landing zone, when they were put to flight,

(Campaign Note – a Heavy Mech Lance is terrible at Chase scenarios, unless the battlefield is really stacked in their favor. Daylight + Moderate Snowfall in Woods isn’t going to do a whole lot to keep most of enemies from getting away. So I used all my Strategy rerolls to get Moonless Night, which was perfect. Between darkness, snow, and woods, the enemy wood be moving at a crawl and failing piloting checks, which hopefully would give me time to pick off half.)

+++BLUEFOR+++

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+++OPFOR+++

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Much of the enemy took off before our heavies could disembark and set off in pursuit, and the pirate mobilized a lance of light armor to slow our pursuit.

My Grasshopper is the first of our mechs to reach the enemy lines, and I’m swarmed 11:1. I leap away from the main cluster to evade all those guns and as I land I swat a VTOL out of the air, King Kong-style. It goes down, and sets the woods afire.

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The rest of my lance comes up behind me when an enemy Centurion looms from the darkness. An autocannon shot rings out and absolutely wrecks the Left Torso of Cpl. Coblah’s Warhammer. Wait, what? OH, SHIT. That’s not a CN9-A, that’s a CN9-AH, and that extra letter makes a big difference. It’s a variant I’d never seen before, one that mounts an AC/20.

Well, Coplah barely manages to keep the Warhammer on its feet. The Centurion isn’t so lucky. The entire lance lights up on it at point blank range, and it goes crashing down and then gets curbstomped by three mechs. It doesn’t get back up.

An SRM Carrier races through the darkness, straight at our line, while more AC/20 shells rain down from the west. The Warhammer loses a lot of armor and has to play it safe for the rest of the battle.

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SRM Carriers are the stuff of nightmares.

I jump on top of the SRM Carrier, smashing one of the treads with my mech’s feet. Its weapons still work, but it’s at the bottom of a defile and the rest of the team are now clear of its LOS. So I leave the SRM Carrier there for now, we’ll come back for it.

In rapid succession, we cut down the two Saladins. And then, as we hoped, the snowfall had built up enough that vehicles started getting stuck. And in the darkness, trapped by snow, surrounded by looming trees, I rampaged among them. The snow, darkness, and woods meant nothing to the Grasshopper’s jump jets, stomping and blasting with impunity.

A fair number of vehicles had fled, but many others were left burning in dark, enough to certainly call this a victory.

The one target I really wanted to get wast a Whitworth, but the mech had fallen in a lake, and then the ice froze over above him. I couldn’t shoot him, and I didn’t want to go in after him for fear of falling through the ice myself and damaging my mech. Very clever, that pilot!

As our recovery vehicles rolled back in to the Overlord, it was clear we had netted ourselves $1-2MM in salvage profit. I personally logged 10 kills. This was going to be a good mission.

Campaign Notes

I really felt like I was cheating a bit. I know that between Moonless Night and Snow, the AI locks up, but for some reason Jump Jets suffer no penalty and I can just launch the Grasshopper around to scoop up easy kills. Or maybe I’m just brilliant, and that’s a legitimate strategy for destroying vehicle columns (I did use all my Strategy rerolls, after all!). So let’s call it a reward my tactical brilliance in including a jump jet-capable mech in my heavy lance.

I had to pull the Heavy Mech Lance from the field because the Warhammer needed a lot of work. Unfortunately, that left only one other lance that I could put in the field – the Guard Asset, which is just a collection of infantry.

Warhammer

Over the next several days, we stripped all the mechs and vehicles for weapons that I need, and sold the rest. About $1.75MM. I didn’t keep the Centurion ‘H’ – I’m prioritizing mechs with jump jets, and those without big ammo loads. 3025 is pre-CASE

I don’t think I want the AH – I don’t want anymore mechs without JJs and with big ammo loads in their torsos. 3025 is pre-CASE and I’ve witnessed far too many enemies just getting blown up by random ammo crits. In the long run I think I’d like to switch to mostly energy loadouts.

As for training: Sgt Claude Kim got +1 to Piloting, now a 3/3. I got my Logistics, Command, and Transport administrator personnel all Rank 1 in Negotiation, which will help in my next contract. My Major has more that 20XP, and I’m not sure how to use it. I can keep saving it and get a Piloting buff (2/2!), or I can add Leadership (deter retirements from the company), or add a special ability like Hopping Jack (reduce the penalty for jumping and shooting) or Melee Specialist (bonus to hit).

Decisions, decisions…

Corona Legion – April showers

It’s raining contracts! This is a super-important and rather opaque part of Against the Bots and I don’t really understand it, so lets’s fumble through together. Here are the non-House vs House contacts (for narrative reasons, I’m blacklisted from major Inner Sphere contracts) I was offered, and why I might or might not take them:

contract 2-1

So let’s break this down, what am I looking for?

First, travel time. Jumpships aren’t cheap and payroll doesn’t stop for travel, and those are by far my biggest expenses. The shorter, the better. 43 days is actually OK, because I’m cheating a bit – I’m not jumping back to Galatea or wherever after each contract, because I think that’s kinda dumb.

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Next, I look at Enemy Rating. Here, we have a Veteran OPFOR but with top quality equipment. Most of my units are ‘D’ quality, slightly worse, and my pilots are mostly Green or Regular. Even poor units are devastating when they’re accurate, so I’m inclined to skip any missions with better than Regular enemies.

Command Rights is of some interest – this dictates whether my allies contribute mechs to battles, and whether they are controlled by the AI or me. AI control is bad. Very bad. The AI is stupid and gets itself killed, and when that happens I get a Minor Contract Breach, which hurts my reputation. So I’m looking for Liaison (1 ally, but I control it) or Independent (no allies).

Transport Terms helps defray the travel costs. That can be a massive pile of money, especially if I were playing 2-way travel. But since I’m playing 1-way and only taking contracts that are close by, it’s important but not huge. A 55% subsidy saves me $0.3MM.

Salvage Rights are important because captured mechs can be big money and bolster your force. You tend to get either money or salvage though. On missions where spare parts are harder to get (Guerrilla, Raid contracts) I might prioritize salvage over cash if you are don’t have a big stash of repair parts, and need to cannibalize captured units for repairs.

Straight Support is negligible.

Battle Loss Compensation is a nice security against losses, but it’s just cash, and it’s really only as good as your ability to repair and replace losses.

And then there is Contract Pay, which is very easy to understand: Cold, hard, cash. The bigger the better.

Contract_planning

So where does that leave this particular contract? Even though the Estimated Profit looks really, really good at $2.7MM, I’m skeptical. It doesn’t factor in salvage, which can be several million in a generous salvage contract, but here we’re only getting 10%. And I really don’t want to be fighting Veterans on a Raid when it’s hard to resupply/salvage and repair, and I don’t like the House Command Rights. I can’t afford any more hits to my rep.

contract 2-2

-$9.3MM Estimated Profit looks bad, and it is. Almost 3 months travel is a ~$5M hit. It’d have to be a sweet-ass contract for that, and this ain’t.

contract 2-3

-$3.6MM Estimated Profit, but I actually like this one.  It’s a super-short contract, decent cash, decent salvage, I control the allies, and the enemies are Green. Their tech is rated ‘D’ so even easier, although less exciting salvage. Doable but maybe we can do better.

contract 2-4

Another short mission against Green foes. It pays nearly the same as the previous contract, but with 30% points more salvage. No allies get deployed in these missions (“Independent”) but that’s alright – no reputation risk. I think this is my winner! Short, safe, and lots of salvage.

Corona Legion – The long March

Campaign Notes

Following the amazingly epic three-hour nailbiter that was the final mission in this contract, I ran out the clock for the rest of March doing loads of repairs, ransoming prisoners, and recruiting a new mechwarrior. Very important, but no super-exciting so I’ll just fast-forward.

Most repairs are going fine, except the Shadow Hawk. It’s cursed! The leg repairs failed *again*. I think I’ve now ordered 6 legs?

There’s a last little bit of housekeeping before I begin my next contract – I need to reduce the number of units in my company. For a couple reasons:

  1. I’m sticking within my (customized) dropship transport limits: 16 mechs, 16 vehicles, 10 infantry, 0 aerospace. I’m currently at 19 / 13 / 6 / 0.
  2. We’re a ‘C’ rated company, which means we suffer contract penalties for more than 36 units (because factions don’t like large armies of dubious loyalties running around). I should have fixed that before the 1st of the month when contracts are computed.

So I’m going to sell:

Pegasus_Hover

One Pegasus for sale, refurbished. Crew not included.

That brings my unit count down to 32 and bank account up to $10.0MM. Not bad from a starting piggy bank of $5.8MM!

Lastly, in terms of selecting my next contract, I’m going to manually generate 5 extra contracts via GM Mode this time. For narrative reasons (despite winning the war, we scored a -1 in the contract overall, which is Not Good), I don’t think my company would be welcomed back to the Inner Sphere yet for some House v House warfare, so I’ll stick to Periphery missions only, but I don’t want to go bankrupt just waiting around. As the campaign goes on that’ll change