Double post because i can!
After 3rd's and 5th's week of showing off, 6th Armored was the only lance the week after to do battle.
6th had to go up against a Vulcan, a Rifleman, a Bulldog with the AC/2 conversion and a Pike Support Tank, which has three(!) AC/2s on top of two SRM2s
Under Scourge's command and with a Capellan Vindicator supporting(which has supported in 3rd and 5th's battles as well, lucky for us those battles were on different days, so it's not an improbable thing to do.) they set out to duke it out with these pirates.
After a couple of rounds of nothing, Deathfun decided to take a potshot at the over-eager Vulcan. Damn near insta-killed it, a clean headshot leaving just one point of IS left in that location. Sadly though, nobody made a headshot on it in the entire battle, leaving us to duke it out the old fashioned and very slow way.
The terrain was really helpful, it kept the Bulldog and Pike at extreme range for PPC and LRM fire(not sure what AC/2s Extreme Range bracket is, but Extreme Range has a +6 modifier to hit, so we can't take shots at that range without horribly wasting ammo) so their shots were inaccurate as hell, not doing much damage. The Rifleman on the other hand did a few nasty crits, namely our Scorpion's engine was knocked out, leaving it dead in the water for a round, then it got whacked by another laser hit from the Rifleman, who was slowly but surely building up heat.
The Vulcan was doomed after Scorpion's loss though, Deathfun had a taste for blood and he decided he wanted more of it, a prompt SRM shot to the torso blew the Vulcan's MG ammo and it went up, up and away into a low orbit.
I decided the Rifleman was the biggest issue after the Vulcan was destroyed, so our tanks rolled up to the riverbank and pelted it. A LOT. Seriously, when it finally went down, the only armor left was in the central torso and the head area. The Rifleman did take out our Capellan friend, who was doing an excellent job of decoying everything except the Vulcan whilst we were attacking the nimble mech.
The Rifleman proved to be salvage-worthy(hence why i know it was absolutely ripped to shreds..) and is now Trashman's assigned mech, lacking anything better, but it'll be a while before it's combat ready, parts are proving to be slow in arriving lately.
A new week dawns, and Sparda's Marauder is right on time with his refit, because he's gonna have to shake her down under fire in a Stand Up fight, alongside Dragon's 4th Lance.
3rd Lance, being fully repaired for almost a week now, gets to do a Chase again, let's see if they can redeem their sloppy performance of last time.
A little Houserule i came up with, which explains why 1st and 4th are fighting in the same battle.
As the rules state that i have to roll battle probability and type per lance, i am no longer free to decide which lance gets to fight which fight. So, if any two or more lances roll the same type of battle, i can decide if i want them in the same fight or not. This of course Gives us a little more firepower to work with, but it also means there's more firepower against us.
If you like this houserule, or not, please say so

EDIT: Remind me to buy our two lovely ladies a new tank..
And StarSlayer, if you want back in, i think i can justify taking you out of the MIA list of personnel, as you didn't die and we did assault the pirate base in the last contract(should've brought this up when we actually assaulted that base, but i just thought of this actually)