Field Problems for Discussion

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Gronk311

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This thread is for the posting of missions created by the community. Have fun planning and posting your solutions.
 

Gronk311

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To start off, here is a mission I posted in the old forums

200 ton field problem


Planet Atlantis

8 November 2026


You are a Lance commander being inserted prior to your regiments arrival on the planet. You have 1 leopard or fury drop ship, and are restricted to 200 tons of combat equipment (including infantry)


The terrain is rolling hills, rivers, forests, and swamps. The spaceport is the only area within operational distance of the regiment's objective that can support the full regiment landing.


You have 4 hours from touching down to silence the heavy PPC's. If you don't make that timeline, the regiment will have to scatter their landings, leaving many lances and ships cut off without support.


Your mission is to seize and hold a small star port. The port is garrisoned by a light battlemech lance and several light fixed turrets. The presence of heavy surface to space PPC's necessitates touchdown no closer than 100km from the port. The heavy PPC's cannot engage ground targets.


The closest enemy reinforcements are 400km beyond the base from your LZ. There is a mixed company of battlemechs on garrison duty at the industrial complex. It is likely that reinforcements will begin moving at the same time you deploy.


Reconnaissance probes have supplied the following information about the enemies on the ground:


Known enemies at the spaceport:

1 Urbanmech

1 Locust

1 Commando

1 Valkyrie

4 light AC2 turrets

4 light LRM-5 turrets

4 Heavy PPC emplacements- cannot target ground forces


Reinforcements

Lance 1

Wasp

???????

???????

Cicada


Lance 2

????????

????????

Centurion

Hunchback


Lance 3

Stalker

Annihilator

??????????

??????????


What do you load on your dropship?


PPC bunkers

200m^2, 40m tall, not counting PPCs

3 planetary defense PPC (100 dmg/shot, 3shots/min per PPC)

Armor clad reinforced concrete construction (200 armor/facing)

Rear facing has partially exposed power transformer (10 hp)

Transformer can be swapped out in 20 min


AC2 turret- armor 4/3/1 internal 3, 1 AC2, 1ton Ammo, 1 gunner


LRM-5 turret- armor 3/3/2 internal 3, 1LRM-5, 1 ton ammo, 1 gunner


Space port description:

Clearing is roughly 8km by 6 km

12 1km ferrocret landing pads arranged in an oval pattern around the central control, maintenance, and defense area.

The PPC bunkers are arrayed in an X pattern. The light turrets are paired up along the four main access roads, between the bunkers.

Once past the bunkers, there are several dozen maintenance workshops and warehouses.


The center of the port houses a cross shaped compound surrounded by concrete walls.


The north building is the mech bunker, housing the garrison lance.


The west building is the power station. It is an exceptionally large fusion plant, which powers the spaceport and the PPC bunkers. The majority of the station is under ground. It is also slightly unstable. Sustained weapons fire would likely cause it to detonate, turning the spaceport into a radioactive crater.


The center building is the only building as tall as the PPC bunkers. It houses administrative, port control and regional/orbital communications.


East of the control tower, there is a squat hardened bunker. It houses the 12 military maintenance teams. They are responsible for facilities maintenance. This includes swapping out the transformers that supply power to the planetary defense bunkers.


Each maintenance team has 5 vehicles, 2 utility trucks carrying 4 mechanics and tools/spare couplings, 2 tractor trailers, one empty, one loaded with a replacement transformer, and a 30 ton crane. The teams are trained to replace a transformer in 20 minutes, at night and under adverse conditions. The mechanics are armed with small arms only.


The southern building is the passengers terminals and customs inspections station.


Two fuel storage facilities are located at either end of the clearing. These tanks refuel landed ships, but have no impact on the main spaceport compound


Additional information

FR: Regimental command - S-2

TO: Pathfinder 1

Top Secret

The following was received 12 hrs ago, transmission time 23 min

S-2 evaluation: B (accuracy 80% +\- 3%- Highest rating possible to long term intelligence asset. )

Corroborating intelligence on hand- +10%

Overall rating: A (accuracy 90% +\- 5%)


FR: Ghost-Alpha-63

Authentication Code (REDACTED)

TO: Regimental S-2

SU: Evaluation of Objective Rebirth

Terrain: OBJ Rebirth is situated on a exceptionally large sea mount. Low land height ASL result in large areas of marsh and flooding. Higher elevations are heavily forested and uneven enough to make dropship landings impossible

OBJ Rebirth- Prime is built into the primary peak of the seamount

OBJ Rebirth- Alpha 1 is constructed on the stub of a secondary peak

Excepting A1, there are no clearings capable of landing more than a single dropship.

Political Situation:

Baron Justin Fanfare is the hereditary magistrate of the oceanic province. He is often at odds with the planetary government, and has used his isolated Provence to bypass most "inconvenient " import export restrictions.

In addition to his position as magistrate, he is the CEO and owner of OBJ Rebirth. The planetary government is unaware of the existence of OBJ Rebirth, and the baron's involvement.

Using his personal funds to supplement government funding, he has increased his provincial militia in size, and has hired mercenaries to defend his personal corporations.

Military:

The oceanic Provence militia is a combined arms force consisting of:

1BN OPM armored (50 tanks, green)

2BN OPM Mechanized Infantry (50 APC, green)

3BN OPM Light infantry (regular, no armored vehicles)

4BA OPM Artillery (mobile, 32 guns, green )

5BN OPM (light, 2 companies, maintenance, assigned care of planetary defense batteries, regular, no heavy weapons)

1SQ OPM Areospace (Medium) (17 operational fighters)

1CO OPM Battlemech (14 operational mechs)

Green Shadow Mercanary Company (12 mechs, 1 union dropship, 1 infantry platoon, veteran)


Military movement last 30 days

D-28 3BN OPM returned to garrison after month long training exercise with planetary government troops on main content.

D-17 union dropship shadowlight (owned by green shadow merc co) and union dropship scraplighter ( contracted by OBJ Rebirth) launched from A1 on course to dock with jump ship StarBridge. Cargo 23 battlemechs, assorted weapons, poss combat vehicles

D-9 jump ship StarBridge and passenger drop ships Shadowlight and Scraplighter exit system

D-7 multiple unknown jump ships detected in system, dropships inbound.All planetary military assets placed on alert.

D-6 oceanic Provence ordered to send 2/3 of its militia to defend HVT on main continents.

D-5 the following forces were sent by barge convoys to main continent

1BN OPM (all)

2BN OPM (all)

4BA OPM (24 guns)

1CO OPM Battlemech (10 mechs)

Maintenance and support vehicles for 1SQ OPM (all)

1SQ OPM Fighters lifted off destination capital aerospace base

D-3 4 light AC2 and 4 LRM5 on jurryrigged ground mounts arrived at A1. Placed in support of Defence Batteries

D-2 Mech patrols increased at A1, 2 mechs at all times 8 hr patrol w/ 4 hr overlap



Green Shadow MercenaryCompany

Veteran, reinforced

Arrived under contract to OBJ Rebirth 18 months ago

Strength on arrival 5 operational mechs, 1 Plt infantry, 1 dropship.

Prior to arrival listed as having 1 union, 1 Fury drop ships, 12 mechs, 2PLT Infantry w/ support vehicles.

Arrived in possession of a large quantity of salvage. Contract includes use of OBJ Rebirth facility's for refit.

Current strength 12 mechs, 1 INF PLT, 1 union dropship (not in system)

6 months ago fielded 12 mechs at advanced live fire gunnery exercise.

3 months ago defeated 1CO OPM Battlemech in simulated combat exercises.


OBJ Rebirth confirmed as a Battlemech repair, refit, and customization facility. Likely was Battlemech factory destroyed during Artimas Coup or first succession war.

Current pattern of operations is to purchase heavily damaged mechs and salvage, and utilize facility to refit mechs to operational status. Recovered mechs are then sold to dealer on Mercenary Star.

Alternately mercenaries have arrived with salvage mechs and had them refit for a price.

Repairs to facility may be continuing. Recently a surplus of fusion engines and myomers has left the facility.



OBJ Rebirth-A1 significant items

4 planetary defense bunkers

3 NPPC cannons mounted in heavy turret

Bunker construction

Base area 400m x 200m

Walls .75 m battle grade armor over 10m reinforced ferocrete walls

Turret walls 2.5 m battle grade armor

Power is supplied from external source through transformer at external rear of structure. Heavy firing will burn out transformer, 5BN OPM trained to replace transformer in 20 min.



Power is supplied by CHN-82 fusion power plant. Single plant powers all 4 batteries for continuous fire. Plant has been constructed 85% below ground level. Located west of central control tower

WARNING - CHN-82 REACTORS ARE UNSTABLE

damage to the reactor has an 87% chance of exploding. In the event of reactor explosion, there is a 32% chance of detention resulting in a 364 Megaton explosion.

WARNING - reactor detonation has a 97.3% chance of shattering the basalt core of the secondary peak that forms 23% of the seamount surface area. If the core is shattered, the supported area will sink into the ocean.

WARNING - if CHN-82 reactor explodes but does not detonate, radioactive material will blanket n area 456km^2

Within that radius live 63.8 million people


5BN OPM is garrisoned at bunker complex to East of central control tower. They have sufficient parts on hand to replace all four transformers five times.

Repair operations require a convoy of 5 vehicles, 2 utility trucks, 2 flatbed tractor trailers (one hauling the transformer) and a crane. Once at the site, replacement takes 20 min at peak efficiency, longer if equipment or personnel are not present.


Central control tower houses regional and orbital communications as well as facility control.

Battlemech hanger is north of control tower, shelter and repair facilities for 16 Battlemechs

South of the central control tower is a custom holding and inspection facility. No known military significance.

Ghost-Alpha-63 End Transmission

Top Secret


Regimental S-2 has received additional supporting intelligence

Long Range Optics has confirmed barge convoys in route or main continent. Tarpped vehicles and mechs match Ghost report.

Public News Reports include footage of vehicles and mechs loading, as well as barge convoys departure.

Pre deployment speech given to OPM units at Fanfare Base by Baron Fanfare

News confrence held as loading began. Transcript is being prepared.

Regimental S-2 evaluation:

The majority of OPM has been transferred to primary continent to oppose Lord General Oralia's landings on the primary continent.

Current forces in regimental operational area is as follows:

3BN OPM - 4 companies light infantry, regular, no armored vehicles.- garrison at Fanfare Base, Ocean City.

4BA OPM - 8 guns, left to support 3BN OPM, likely due to lack of barges to transport them.

5BN OPM - 2 companies light mechanics, 8 light turrets, primary maitance of planetary defense batteries. - located OBJ Rebirth - Alpha 1

1CO OPM Battlemechs- 4 mechs - A1

Green Shadow Mercanary Company - 12 mechs, 1 PLT light infantry

Endorsed by COL Jenson, Regimental Commander

End Transmission
 
Last edited:

Cynwulf

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I have been mulling this problem over for some time. Take a Leopard convert both aerospace bays to mech bays and bring 6 mechs or take a fury build a combined arms force of hover assault infantry, jump capable infantry hitching rides on armored hover craft. I have decided on the latter. Really need boots on the ground to actually take the facility i am sure mechs could take out the ppc towers and prevent the combat maintenance teams from fixing them but whats preventing those maintenance teams from blowing the power station and creating a radioactive crater? Considering much of the base is underground one will have to prevent sabotage of this facility in particular.

Considering this Fury dropship:

Hover Assault Platoon Delta- 20 men each has a hover bike with attached heavy SRM launcher (2 shots each), men are equipped with Magnum auto pistols x 20, auto grenade launchers x4, Light Recoilless Rifle x4. Wear advanced combat helmets (military comm, IR scanner, Night vision, AV 7 vs Flash), Balistic Breastplate, gloves and combat boots. 20 tons total weight

Hover Assault Platoon Omega- 20 men each has a hover bike with attached heavy SRM launcher (2 shots each), men are equipped with SMG x20, auto grenade launchers x2, Flamer Man Pack x4 demolition kits x 2. Wear advance combat helmets(as above), balistic breastplate, gloves, combat boots. 20 tons total weight.

Anti Mech Jump Infantry Platoon- 21 men equipped with Blazer Rifle x 21, Anti-mech demolitions x21, semi portable support laser x3. Wear Advance combat helmets, balistic breastplate, combat boots and gloves. For this mission given hover bikes to get to destination then will ditch them when within range. 28 tons total weight.

Commando Platoon- 14 men equipped with Jump packs. 1st squad Gyrojet Rifle x7, Demolition kit x 7, 2nd squad sonic stunner x7, vibro axe x 7, demolition kit x3. wear advanced combat helmets as above but also have range finders, balistic breastplate in addition arms and legs covered in ab/flak armor, combat boots and gloves.
the commandos will hitch a ride on top of the hover armor quite adept at doing so. 4 tons total weight.

Saladin Assault Hover Tank 35 tons
Harasser Hover tank x2 LRM variant 25 tons each
Harasser Hover Tank SRM x2 variant 25 tons each

If i have this straight you have two defense turrets at each entrance east, west, south and north? We will hit from the east arrival will be in 47 minutes which includes off loading. The Saladin goes first followed by hover tanks the the hover bikes. Since the Saladin is slowest they will catch up rapidly then proceed at 130 Km/hr with it. I can easily come from whatever direction dependent on ease of terrain for hovercraft. If i remember right most the inhabitants use hover vehicles on this planet easy access via waterways and terrain.

The Two harasser lrm hover tanks will take out the east turrets as the two hover assault platoons proceed to their objectives. The Anti mech jump infantry have ditched their hover bikes and proceed to objectives via jump pack. The 2 commando squads will use jump packs to ditch their rides and proceed to their objectives. The Saladin and 2 SRM Harasser hover tanks act as close support for the Assault Bikes.

The anti mech jump platoons primary mission is to disable the Valkarie, secondary mission to disable the urbanmech, tertiary targets are the commando and locust.

Assault hover platoon delta primary mission is to take out the other six defensive turrets they will split north and south to take out those four turrets using bike mounted srms then can converge on the west defensive turrets and take them out. when done will converge on the inner compound. their four auto grenade launchers and 4 recoilless rifles may be needed to finish off any resistance.

Assault hover platoon omega primary objective is blowing any gates from the east side into the inner compound and taking the squat hardened bunker east of the control tower. smg, 2 grenade launchers, 4 flamers and 2 demolition kits for blowing hardend bunker doors should do the trick. Once the maintenance crews are dead or at least contained some elements can take the control tower if necessary.

1st squad of commando platoon- primary objective blow the ppc tower partially exposed transformers. 2 men each will take out each transformer and leave nasty surprise 1 man the commander will take a good position on the roof tops to help coordinate the battle. secondary objective take roof tops and fire upon the enemy with their high powered gyrojet rifles.

2nd squad of commando platoon- take and hold the power plant should be able to subdue any hostiles with sonic stunners. Can use demolitions to block access tunnels to the facility if necessary.

The two Harasser LRM varients will rain death where needed.

The Saladin and 2 Harasser SRM variants will help the anti mech jump infantry with the light mechs and blast gates or doors into buildings where necessary.

As objectives are taken and as circumstances unfold the commando in command of the operation should be able to send squads here and their if deemed necessary from his vantage point.....
 

Gronk311

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Good plan, @Cynwulf

IIRC, you are the first to select the Fury dropship for this problem.

I would be very surprised if the local commander was willing to detonate the power plant, but taking precautions is probably not a bad idea.

Given my (limited) experience with armor vs Battlemechs in TT, I do wonder if your tanks will be able to take on the recon lance. But it is your call.

Overall a very nice plan.
 

Cynwulf

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the AC 20 on the Saracen is a nightmare for the recon lance. Along with two Harassers with srm 6 x 2 each and the 2 Harasser LRM 10 each for support. tough weaponry against the light recon lance. However while hover vehicles are hard to hit at speed when they are hit things go boom. The trump card is the anti mech jump infantry will definetly keep the mechs on their toes.

Just to let you know if i was holding that base and it would become a staging ground for the enemy i would blow it to kingdom come! The first thing i thought about actually when i considered bringing a leopard with mechs how would i control the folks in the buildings? While i am certain the battle would be a bloody one it always is with infantry i have no doubt those ppc towers will be down for the cavalry to arrive within 20 to 30 minutes. Even if one or two of the recon mechs are still standing if i control the building and the ppc towers are down when a company of mechs drops right down on the facility they lose.

The whole operation is about securing the power station, destroying their capability to fix the ppc towers. And then the folks can drop in the reinforcements right on top of the facility.
 

Gronk311

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the AC 20 on the Saracen is a nightmare for the recon lance. Along with two Harassers with srm 6 x 2 each and the 2 Harasser LRM 10 each for support. tough weaponry against the light recon lance. However while hover vehicles are hard to hit at speed when they are hit things go boom. The trump card is the anti mech jump infantry will definetly keep the mechs on their toes.

Just to let you know if i was holding that base and it would become a staging ground for the enemy i would blow it to kingdom come! The first thing i thought about actually when i considered bringing a leopard with mechs how would i control the folks in the buildings? While i am certain the battle would be a bloody one it always is with infantry i have no doubt those ppc towers will be down for the cavalry to arrive within 20 to 30 minutes. Even if one or two of the recon mechs are still standing if i control the building and the ppc towers are down when a company of mechs drops right down on the facility they lose.

The whole operation is about securing the power station, destroying their capability to fix the ppc towers. And then the folks can drop in the reinforcements right on top of the facility.

And sink 25% of your land mass? I don’t think so. Unless you are a Word of Blake fanatic. But those nut jobs won’t appear for thirty-five years or so.