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Let's play: Battletech via MegaMek

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote:
Tue Mar 24, 2020 4:43 pm

[X] Not only are the trainees not ready, but their bug mechs are going to get splattered
[] Sure, why not, experience is the best teacher
Why murder the trainees when we don't have to?

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

gbasden wrote:
Tue Mar 24, 2020 5:54 pm
NickAragua wrote:
Tue Mar 24, 2020 4:43 pm

[X] Not only are the trainees not ready, but their bug mechs are going to get splattered
[] Sure, why not, experience is the best teacher
Why murder the trainees when we don't have to?
agreed

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Zenn7 wrote:
Tue Mar 24, 2020 5:39 pm
Do we get any actual penalty if the trainees go splat?
Yes, although we've been doing so well that it's unlikely to affect our overall evaluation at the end of the contract.

Stefan Stirzaker
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Im sure they will follow orders and stay safe. Send them in with us

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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote:
Tue Mar 24, 2020 7:04 pm
gbasden wrote:
Tue Mar 24, 2020 5:54 pm
NickAragua wrote:
Tue Mar 24, 2020 4:43 pm

[X] Not only are the trainees not ready, but their bug mechs are going to get splattered
[] Sure, why not, experience is the best teacher
Why murder the trainees when we don't have to?
agreed
Which part of "dystopian wartorn future" don't you guys understand?

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

El Guapo wrote:
Wed Mar 25, 2020 1:19 am


Which part of "dystopian wartorn future" don't you guys understand?
Hey, we've put in a lot of time training these clowns. If we murder them all, we're just going to have to start over from scratch with new trainees!

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Bring the trainees -4
Don't bring the trainees -6
November 11, 3044
Herzfeld Ridge
Unzmarkt, Free Rasalhague Republic

"Look, Larry, your trainees are making progress, but putting bug mechs up against the kind of opposition we're going to see here... maybe you guys are going to need some command training. Don't worry, we'll run them twice as hard when we get back."

Alpha-Command gets the capture job. The target mech is a Crusader CRD-3R, which is a difficult mech to capture, on account of all the ammo. It's torso is basically stuffed with ammo - long range missiles, short range missiles, mg rounds... crazy. Our best bet will be to take out the legs and get the mechwarrior to eject.

We intercept the target in a mountainous area.

Round 1:
Spoiler:
Image
Of course, just our luck. The mech we're trying to capture is right in the middle of the big pile of tanks. This is going to take some work.

Round 2-4:
Spoiler:
Image
We advance to the top of the hill.

Round 5:
Spoiler:
Image
El Guapo "makes contact" with the vanguard of the enemy force. And by "makes contact", I mean puts a gauss slug through the front of the hovertank. It remains intact, but is completely immobilized as a result.

Round 6:
Spoiler:
Image
Gbasden and El Guapo are a little bit mean to this Griffin that jumps forward. Within the span of about five seconds, the Griffin goes from a war machine with two solid long-range weapons systems to a 55-ton paperweight with jump jets - Gbasden disables its PPC while El Guapo sends a gauss slug through the LRM launcher. The enemy mechwarrior does manage to get a few missiles off at Gbasden before getting pummeled, but those just flake off a little armor.

Round 7:
Spoiler:
Image
The Griffin bugs out. A Warhammer moves within range of Gbasden's PPCs as our Awesome crests the hill, setting up just below a rise for maximum cover. Nothing is within optimal range at this point, so we exchange long-range fire, scoring a few minor hits while return fire spatters against the hill and trees we're using for cover.

Round 8:
Spoiler:
Image
The hostiles are making an effort to advance out of our line of sight under the hill to the southeast. That's fine, we've got plenty of targets visible. Gbasden and El Guapo pummel the Crusader with longer-ranged weapons, (extended-range PPC and gauss rifle respectively), stripping armor from multiple locations and knocking it to the ground. El Guapo also spares a couple of PPC shots for an LRM-firing Scorpion tank, hulling it out. Gbasden's hull rings with the impact of autocannon rounds from the Rifleman, to which he responds with a standard PPC shot.

Stefan slows a Harasser down with an LRM barrage, then Isgrimnur cuts it up with lasers, the mechwarrior's lower lip going into a pout as he realizes he won't need to whack it with the hatchet.

Round 9:
Spoiler:
Image
Tactically, capturing that Crusader is going to be difficult. Our tough mechs won't be able to keep up, and the faster mechs will need to cross basically an open field while under fire. Isgrimnur uses the Hatchetman's jump jets to avoid the heavy fire coming his way while lasering a couple of vehicles trying to hide at the bottom of the hill out of our heavies' line of sight. We inflict some major armor damage overall, though, including damage to the Crusader's right leg.

Round 10:
Spoiler:
Image
A Whitworth gets the drop on Gbasden as our mechwarrior is focused on the action at the bottom of the hill, firing its lasers and throwing a kick. The 'klang' causes him to miss his shots on the Crusader. El Guapo gives the 65-ton mech a couple of PPCs then sends a gauss slug through an annoying Vedette that's blasting away at him with its autocannon.

Round 11:
Spoiler:
Image
Stefan looks at the Saracen hovertank at the bottom of the hill. It's still reading as 'active', but it's obviously blown a fuse or something, because smoke streams from the air ducts. Thus, he joins El Guapo in unloading LRMs on the Rifleman to the southeast.

Isgrimnur jumps over to take out the Whitworth which runs circles around Gbasden. The hostile 40-tonner attempts a kick but winds up without a leg as the hatchet comes down. Well, it was a good try.

Round 12:
Spoiler:
Image
The Crusader winds up without any arms after all our guys focus fire on him. That's... pretty much all of his guns. Except for the SRMs.

Round 13:
Spoiler:
Image
The enemy mechwarrior wavers, and Gbasden orders Isgrimnur forward as he lumbers the Awesome over the top of the hill to attract fire. Which he does, successfully, taking several PPC shots and autocannon rounds.

Isgrimnur jumps to the bottom of the hill where a Packrat is waiting for him, unloading SRMs into the Hatchetman. Our mechwarrior swipes the little vehicle aside with the hatchet, smashing it against a nearby rock.

Round 14:
Spoiler:
Image
The Crusader runs for cover at the bottom of the hill, and that's when Isgrimnur makes his move, jumping the Hatchetman down right next to our target. The 65-ton mech doesn't quite lose a leg, but the hatchet hits pretty deep and cracks the hip joint, sending it to the ground. That'll do.

El Guapo legs the Warhammer to the east with two PPC shots followed by a gauss slug, while Gbasden turns back briefly - that Whitworth has managed to get up on its leg stump and keeps lasering the back of our Awesome, causing some actuator damage to the right arm and popping a heat sink. The 40-ton mech gets two PPC blasts for its trouble, blowing the right arm off and disabling the torso, keeling over again. Hopefully for good this time.

Round 15:
Spoiler:
Image
Gbasden knocks over the Rifleman to the south as it tries to come to its Crusader buddy's rescue as said mech struggles to its feet.

Isgrimnur investigates the source of an ECM jamming field that's making his targeting systems go a little fuzzy - it's a Royal Zephyr hovertank, kind of like the one we used to have. That's a personal priority target right there, right after the Crusader.

Stefan's LRM ammo bins click empty. Time to get up close.

Round 16:
Spoiler:
Image
The hovercraft makes an attempt to get away, but Isgrimnur catches up, using restraint and lasers to just immobilize it.

The Warhammer gets up again and trades PPC fire with El Guapo - our mech comes out ahead, with the Warhammer on the ground again.

Round 17:
Spoiler:
Image
With no heavy mechs left on the field as the Rifleman takes a beating and begins retreating, and Isgrimnur disabling the Pegasus hovertank with laser fire, the rest of the hostiles pull back, leaving their Crusader leader limping along with a damaged hip actuator.

We advise the mechwarrior to power down and surrender, which he does.

Well, there we go. Got the Crusader, didn't have to use incompetent rookies in bug mechs, *and* got a replacement Zephyr. Repair bill shouldn't be too bad, just need to replace armor and an actuator on Gbasden's Awesome.

While we're waiting for Larry's guys to extract the decryption keys from the Crusader, one of our (surviving) infantry platoon leaders approaches our command staff and shows a couple of catalogue entries for improved infantry armor.

"So we've got a couple of options for tougher body armor - ablative, ballistic. Twice as effective as standard body armor generally. Then we've got this." He points. "Check it out - full enviro seals, so we can work in hostile atmo, cold, hot, whatever. Only a six hundred thousand C-Bills if we want to buy this equipment for all our infantry troopers."

It's a little awkward, considering how much money we spend on mech and aerospace fighter parts.

[] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote:
Wed Mar 25, 2020 5:03 pm


[X] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
When we need them, we need them to survive.

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Wed Mar 25, 2020 5:03 pm
[x] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
It's cheap, provides a noticeable improvement with an added benefit of keeping them happy AND cutting down on death pay-outs in a long run.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote:
Wed Mar 25, 2020 5:10 pm
NickAragua wrote:
Wed Mar 25, 2020 5:03 pm


[X] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
When we need them, we need them to survive.
Isn't the cost when they die (death payouts and crap) higher than this? We might be saving money with this armor in addition to the tactical and morale benefits.

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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »


gbasden wrote:
NickAragua wrote:
Wed Mar 25, 2020 5:03 pm


[X] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
When we need them, we need them to survive.
I like investing in things that expand our capabilities. It's like a good infrastructure investment. And couldn't the gauss gunners use better armor to keep them healthy?
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

Stefan Stirzaker
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Upgrade

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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote:
Wed Mar 25, 2020 5:43 pm
gbasden wrote:
NickAragua wrote:
Wed Mar 25, 2020 5:03 pm


[X] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
When we need them, we need them to survive.
I like investing in things that expand our capabilities. It's like a good infrastructure investment. And couldn't the gauss gunners use better armor to keep them healthy?
Yeah, if we're going to bother to have infantry, we might as well have good infantry.

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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »


El Guapo wrote:
$iljanus wrote:
Wed Mar 25, 2020 5:43 pm
gbasden wrote:
NickAragua wrote:
Wed Mar 25, 2020 5:03 pm


[X] Refit infantry with upgraded body armor and hostile environment suits, reduce casualties by about 50%
[] Uh... we don't really use infantry that often
When we need them, we need them to survive.
I like investing in things that expand our capabilities. It's like a good infrastructure investment. And couldn't the gauss gunners use better armor to keep them healthy?
Yeah, if we're going to bother to have infantry, we might as well have good infantry.
We're going to have the BEST infantry. It will be the Most Beautiful infantry in the system.
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

Do the hostile environment suits include N95 masks?

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

AWS260 wrote:
Thu Mar 26, 2020 10:25 am
Do the hostile environment suits include N95 masks?
You could say they are a super-set of N95 masks.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Purchase upgraded infantry armor - unanimous
"Sure thing, Lieutenant." Gbasden responds. "I'll let you guys decide which parts of the armor are appropriate to wear and when, I'm not exactly an expert on infantry operations. I hope it helps next time."

November 15, 3044
Kimura Industries Regional Operations Center
Unzmarkt, Free Raslhague Republic

Larry's people finish extracting the encryption codes from the Crusader. We get to keep the mech. Along with the Warhammer and the Whitworth. We'll think about whether to keep those salvaged mechs or fix them up and sell them later.

For now, Delta-Ranger lance fires up their mechs and raids the Kimura ops center. If possible, they'll capture it. Otherwise, grab servers from designated locations, slag the designated facilities and evacuate. The capture should be doable, as the opposition is a company of tanks backed up by a short mech lance, while the fixed defences are mostly short-ranged turrets and a single Thumper artillery piece. Plus, those buildings are looking pretty tough, it'll be quicker and less tedious to take out a bunch of tanks.

Our mechs have a bit of an advantage as the cold weather is going to help them keep cool.

Round 1:
Spoiler:
Image
We waste no time engaging the garrison, which comes out to meet us. The biggest problems are going to be the three Saladin hovertanks with their spinal-mount AC/20s, plus the LRM and SRM Carriers and Patton tank. The Phoenix Hawk may make trouble as well.

Madmarcus takes care of the LRM Carrier right away, ducking to the side of its LRM salvo while breaching armor with a pair of lasers then sending in an SRM salvo to finish the job. The Wolverine does take a few SRM hits from a nearby turret, but armor holds.

Archinerd moves up and is engaged by the Phoenix Hawk, the two mechs exchanging fire. Archinerd comes away a little worse, having taken some armor damage from lasers and a glancing kick.

Round 2:
Spoiler:
Image
It's hard to outmaneuver three Saladins working together. Eventually, one of them will draw a bead on you and take a shot with that AC/20. As Madmarcus moves up the main "avenue", attracting the attention of one of said Saladins, Freyland maneuvers around the south of that block, taking out one of the Saladins. Archinerd fires down the street, disabling a Pegasus as it pelts Freyland's Quickdraw with SRMs. Madmarcus' mech buckles as an AC/20 round impacts the left torso - the recoil is the only reason the second one flew right by. His counterattack disables the hovertank, but our mechwarrior will have to be careful, that was a hard hit and the left torso armor is completely gone.

Round 3:
Spoiler:
Image
Madmarcus chases after the last Saladin, only to get surrounded by the Phoenix Hawk and Locust. Freyland is on the job, jumping in behind the two hostile mechs. Madmarcus' mech rocks again as a Vedette rapid-fires its lighter autocannon into the armor breach on the Wolverine's torso, taking out the SRM launcher. The nearby Locust doesn't help, joining in with its lasers to strip armor. Freyland takes a good chunk out of the Phoenix Hawk's armor, but the mech stays upright. Our Quickdraw briefly switches targets, stomping on the back of the Locust's leg as it brings it back from kicking our Wolverine. The 20-ton mech's leg crumples, sending it flying on its left side. Freyland notes with idle curiosity as the bug mech's heat readings spike, indicating a major engine shielding breach. An afterthought LRM salvo from Freyland results in a Harasser hovertank with two armor breaches (not that it had much armor to begin with) and a great desire to leave the area.

Paingod ends the "duel" with the distant Hunter light support tank. It and our Griffin had been swapping LRM salvos for the last fifteen seconds, but a PPC shot finally goes through the front of the tank, destroying it.

Archinerd watches the two trade missile salvos, then jinks the Dervish to the side as a Saladin comes zipping around the corner. The AC/20 shot goes wide, but the Dervish's lasers and SRMs find their mark, taking the hovertank out.

Round 4:
Spoiler:
Image
One of Madmarcus' jump jets farts instead of putting out a steady stream of thrust, which prevents our mechwarrior from getting clear of the Phoenix Hawk. The Pixie must be heated up because it holds the large laser in favor of the two mediums and the machine guns, raking a burst across the Wolverine's head. The mechwarrior should have been paying more attention to Freyland who fires up the Quickdraw's jump jets to land behind him, sawing both arms off with laser blasts, while dinging the cockpit with a couple of streak SRMs. The mechwarrior blacks out and goes down. Since the Pixie's weapons are all arm-mounted, that's it for that mech.

Archinerd jumps south to take care of the vehicles massing there, putting lasers and SRMs into the back of a Hetzer as it rolls north. Paingod moves southeast as well, engaging and disabling a Pegasus hovertank with a solid PPC shot. He takes a few SRMs, but nothing serious.

Round 5:
Spoiler:
Image
Archinerd carefully maneuvers out of the SRM Carrier's line of fire and delivers a series of laser blasts and SRMs which surgically disable the vehicle to maximize salvage. Then a salvo of LRMs from Freyland comes flying in from the north, consuming the disabled tank in an orange fireball as its fuel storage gets hit.

"Ugh, come on! I had him!" Archinerd pouts.

Freyland is a little too busy disabling the nearby Vedette to reply.

Madmarcus moves southwest, leaving behind the downed Phoenix Hawk, and is engaged by the last remaining enemy mech, a Griffin. The mechwarrior hops up over buildings, basically taunting our Wolverine, but gets a little greedy and winds up having to claw up to a knee on a rooftop after losing a bunch of armor to our mech's lasers.

Round 6:
Spoiler:
Image
Archinerd and Madmarcus both simultaneously roll their eyes as the Thumper piece fires an artillery shell in a vain attempt to hit one of our fast-moving mechs, but it scatters and nails the Patton tank instead, causing it to throw a tread.

Round 7:
Spoiler:
Image
Madmarcus' eyeroll quickly stops as the mechwarrior is momentarily distracted by incoming autocannon fire. One flipped over truck and a particularly tough streetlight later, the Wolverine is on the ground. The cockpit turns into a sauna from heat leaking out of the engine, and the mech wobbles uncharacteristically as our mechwarrior tries to get it back up. The little hover tank buzzes off before Paingod can make a meaningful counterattack.

Round 8:
Spoiler:
Image
The Scimitar doesn't last long, as Archinerd hunts it down and disables it with lasers and SRMs. The Griffin, having recovered from its rooftop ordeal, attempts to engage Freyland, but winds up on the ground, missing most of its left side (including the leg), with severe engine and gyro damage to boot.

With all of their mobile units neutralized, the turrets power down, and we are free to call in our salvage crews. Quick decryption of the captured data indicates that Kimura Industries is planning on a major ore shipment within a few hours. We know their planned flight path, and while we can't get any mechs over to the drop port in time, we'll be able to launch aerospace fighters with plenty of time to make atmospheric interception, where the dropship will be at its most vulnerable.

Our mechs are in pretty good shape, other than Madmarcus' mech, which will need half a million C-Bills' worth of repairs.

Now, what to do with all these mechs we salvaged? We got ourselves a Warhammer (techs tell us we can re-attach the leg), a Whitworth (left half the mech is missing), Crusader (no arms, cracked left hip meaning full leg replacement) and a Griffin (no leg, severe engine and gyro damage). We'll probably keep the Warhammer and get rid of the Whitworth and Crusader, but the Griffin presents a dilemma.

The mechwarrior offers us some "information that you may be interested in", if we let him keep the mech.
[] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking

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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

The mechwarrior offers us some "information that you may be interested in", if we let him keep the mech.
[x] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking

A mech is nice but I place a lot of value in information.
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Thu Mar 26, 2020 5:39 pm
[x] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking
Knowledge is power.

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote:
Thu Mar 26, 2020 6:16 pm
NickAragua wrote:
Thu Mar 26, 2020 5:39 pm
[x] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking
Knowledge is power.
Absolutely. And if he reneges we blow him to kingdom come.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote:
Thu Mar 26, 2020 7:06 pm
Leraje wrote:
Thu Mar 26, 2020 6:16 pm
NickAragua wrote:
Thu Mar 26, 2020 5:39 pm
[x] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking
Knowledge is power.
Absolutely. And if he reneges we blow him to kingdom come.
Trust, but verify. And then obliterate if he's lying.

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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote:
gbasden wrote:
Thu Mar 26, 2020 7:06 pm
Leraje wrote:
Thu Mar 26, 2020 6:16 pm
NickAragua wrote:
Thu Mar 26, 2020 5:39 pm
[x] Let him keep the mech, see what the info is
[] Sorry pal, better put your boots on and get walking
Knowledge is power.
Absolutely. And if he reneges we blow him to kingdom come.
Trust, but verify. And then obliterate if he's lying.
And piss on his ashes because I hate a liar
tl;dr

Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?

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Archinerd
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Re: Let's play: Battletech via MegaMek

Post by Archinerd »

I'm a little surprised I'm still alive, I should start reading this thread again. I think I stopped somewhere around page 29.

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Archinerd wrote:
Fri Mar 27, 2020 2:59 pm
I'm a little surprised I'm still alive, I should start reading this thread again. I think I stopped somewhere around page 29.
lol, you retired, and then your daughter retired, you're on Mk III (unrelated) now.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

No-battle update this time, wound up with lots more work than expected.

Vote Results:
Spoiler:
Let the guy keep the Griffin - see what he's got to say
"All right, Mr. uh... Romero." Scrub informs our guest. "We'll let you keep your mech. We can even throw in a ride on a flatbed back to town so you can get it fixed up." She opens up her hands. "Now, let's hear what this info is."

The captured mechwarrior sniffs. "Right. So that dropship you're planning to raid, it's not a cargo ship. The last cargo ship left a week ago. It's a Leopard CV, fully loaded with fighters. Whatever you send against them is going to get bushwhacked, and there's no cargo to be had."

"You know what kind of fighters?" Scrub asks.

The other guy shakes his head. "No, sorry. Not really an expert on aircraft. They all had wings of some kind? A couple looked kinda circular when they were loading." He shrugs.

Scrub nods. "Ok. You'll have to stay with as our guest for a few days while we check out this story."

----------------

How do we handle this? We should probably buzz the coordinates in question anyway, but what we do if the dropship in question actually is a fighter carrier is "up in the air" (har har har). We could either abort the interception - we already took out Kimura's base of operations, an extra dropship isn't going to make a difference. Or, we could launch the attack anyway, call in an extra flight and see if we can capture ourselves a fighter carrier. But, it'll be a tough fight (unless it's loaded up with six conventional fighters). We could also ask Larry what he thinks.

Assuming the dropship turns out to be a fighter carrier:
[] Attack anyway
[] Abort the attack

[] Inform our employer of this development
[] Don't inform the employer

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote:
Fri Mar 27, 2020 5:42 pm
No-battle update this time, wound up with lots more work than expected.

Vote Results:
Spoiler:
Let the guy keep the Griffin - see what he's got to say
"All right, Mr. uh... Romero." Scrub informs our guest. "We'll let you keep your mech. We can even throw in a ride on a flatbed back to town so you can get it fixed up." She opens up her hands. "Now, let's hear what this info is."

The captured mechwarrior sniffs. "Right. So that dropship you're planning to raid, it's not a cargo ship. The last cargo ship left a week ago. It's a Leopard CV, fully loaded with fighters. Whatever you send against them is going to get bushwhacked, and there's no cargo to be had."

"You know what kind of fighters?" Scrub asks.

The other guy shakes his head. "No, sorry. Not really an expert on aircraft. They all had wings of some kind? A couple looked kinda circular when they were loading." He shrugs.

Scrub nods. "Ok. You'll have to stay with as our guest for a few days while we check out this story."

----------------

How do we handle this? We should probably buzz the coordinates in question anyway, but what we do if the dropship in question actually is a fighter carrier is "up in the air" (har har har). We could either abort the interception - we already took out Kimura's base of operations, an extra dropship isn't going to make a difference. Or, we could launch the attack anyway, call in an extra flight and see if we can capture ourselves a fighter carrier. But, it'll be a tough fight (unless it's loaded up with six conventional fighters). We could also ask Larry what he thinks.

Assuming the dropship turns out to be a fighter carrier:
[x] Attack anyway
[] Abort the attack

[x] Inform our employer of this development
[] Don't inform the employer
Don't really care what Larry has to say, but let's let him feel like we're involving him. Less likely to question things we "forgot" to mention.

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Inform the employer, but press the attack only if we are offered extra compensation.

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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote:
Sat Mar 28, 2020 5:38 pm
Inform the employer, but press the attack only if we are offered extra compensation.
Agreed. I don't see a lot of upside to attacking on our own right now.
Last edited by gbasden on Sun Mar 29, 2020 5:44 pm, edited 1 time in total.

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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Do we have access to additional air support other than what we can supply? And is the risk worth the reward?

No problem telling Larry and he may even have a source for some air support. Have no problem telling him to piss off if he doesn't and the risk is too great to take the mission on our own.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Tell Larry - 6
Don't tell Larry -1

Abort Attack - 2
Attack if employer wants us to / offers to provide support / extra payment - 5
"I see." Larry says, a look of disappointment on his face. "Ah tell you hwat, if you fellas want to take on that there Leopard, I'll send up a couple of fighters to help you out."

Gbasden sniffs, recalling the offer of bug mechs to help us with the earlier ground combat. "What kind?" He asks.

"Got a pair of lights right here, loaded up with rocket pods."

Gbasden looks at the lieutenant in charge of our aircraft that'll be tasked with attacking the dropship. He shakes his head subtly.

"Don't think it's going to be worth our while at this point." Gbasden states. "Unless you'd care to throw something in the pot?"

Larry chuckles. "Nah, I don't care about an air carrier Leopard. Kimura's done on this world for a while now anyway. Now, if you gentlemen don't mind... " he looks expectantly at a six-pack of canned beer on his desk. "I've uh... got some work to do."

------------------

We fix up and unload all the salvaged tank wrecks and the mechs we didn't want, release the captured Griffin and its owner to the nearby spaceport (on the back of a flatbed). Perhaps next time, Larry will be able to offer us something better than bug mechs for support. Between the regularly-coming payments from URL, SUMI and the planetary militia, as well as the money from selling all the loot, we're now sitting pretty at 2.58B C-Bills. Pretty profitable contract overall.

Our jumpship comes back with a shipment of upgraded infantry armor, which we receive near the end of November. So now our infantry is a little better suited to the rigors of the modern battlefield.

Madmarcus' Wolverine and Gbasden's Awesome are fixed up within a couple of weeks.

The next couple of months are quiet. For us, at least. News reports indicate civil disturbances and outright rebellion on Schnepfau one orbit further out, but that doesn't spill out to where we are. Our training cadre contract with SUMI ends in the middle of the month, while the guys at the dig site inform us that they're basically done. Beyond that one data storage device they located (and the decryption of which is now at about 25%), they don't find anything else of note, other than dusty corridors and decayed living quarters.

[] Let the ComStar guy know about the results of our excavation (minus the storage device)
[] Make his mole(s) earn their money

-------------------

In the middle of November, we receive an employment offer from a "Chief High Executive Officer Marvello Prachi The Third, Esquire, G.F.T." of the Marvello Corporation, a local industrialmech manufacturing concern. He wants to contract three lances for "diversionary and objective raid activities against subversive elements engaging in sabotage against MY company assets, for a duration of between one and three months depending on your level of success. Further specific details will be shared upon contract acceptance." The opposition is expected to be mercenaries hired by rival corporations and corporate security forces, and we are assured that this contract will not conflict with our existing obligations to either our employer or the planetary militia. "Unless the planetary militia happens to be guarding a target we're contracted to hit." Scrub comments after listening to the lengthy shpiel.

The payout isn't too bad, 175M. Since our current "side jobs" are done, we have the forces available to take this on. We'll be working alongside Marvello liaisons on this one, with 90% salvage rights.

[] Take the corporate objective/diversionary raids
[] Pass, sounds sketchy

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Mon Mar 30, 2020 10:47 am
[] Let the ComStar guy know about the results of our excavation (minus the storage device)
[x] Make his mole(s) earn their money

[x] Take the corporate objective/diversionary raids
[] Pass, sounds sketchy
Take the contract, however stipulate that if any of the deployments interfere with our current contracts (e.g. the aforementioned planetary militia situation) we are walking off the field.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote:
Mon Mar 30, 2020 11:47 am
NickAragua wrote:
Mon Mar 30, 2020 10:47 am
[x] Let the ComStar guy know about the results of our excavation (minus the storage device)
[] Make his mole(s) earn their money

[x] Take the corporate objective/diversionary raids
[] Pass, sounds sketchy
Take the contract, however stipulate that if any of the deployments interfere with our current contracts (e.g. the aforementioned planetary militia situation) we are walking off the field.
If we let ComStar know, do we think they will likely figure out that we took a storage device or do we think it unlikely they would know. We can let them know if we think it's unlikely (no harm, might as well give them something to do besides hound us).

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Zenn7 wrote:
Mon Mar 30, 2020 3:39 pm
Leraje wrote:
Mon Mar 30, 2020 11:47 am
NickAragua wrote:
Mon Mar 30, 2020 10:47 am
[x] Let the ComStar guy know about the results of our excavation (minus the storage device)
[] Make his mole(s) earn their money

[x] Take the corporate objective/diversionary raids
[] Pass, sounds sketchy
Take the contract, however stipulate that if any of the deployments interfere with our current contracts (e.g. the aforementioned planetary militia situation) we are walking off the field.
If we let ComStar know, do we think they will likely figure out that we took a storage device or do we think it unlikely they would know. We can let them know if we think it's unlikely (no harm, might as well give them something to do besides hound us).
Can we just bury ComStar in detailed reports and tedium? So that we can technically disclose everything, but just mixed in with so much boring minutiae that they'll struggle to identify what's important and valuable?

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

If they don't already know, they're unlikely to find out via a report that makes no mention of the data storage unit - our excavation crews didn't wreck anything, but they walked around everywhere and pawed at pretty much everything. We'll make sure to catalogue every boring detail of every room, though, what size and type of screws, varying rates of wall degradation, etc. It's unlikely to phase ComStar from an info processing standpoint, but as a forensic scene, the dig site is hopeless anyway.

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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote:
Mon Mar 30, 2020 11:47 am
NickAragua wrote:
Mon Mar 30, 2020 10:47 am
[] Let the ComStar guy know about the results of our excavation (minus the storage device)
[x] Make his mole(s) earn their money

[x] Take the corporate objective/diversionary raids
[] Pass, sounds sketchy
Take the contract, however stipulate that if any of the deployments interfere with our current contracts (e.g. the aforementioned planetary militia situation) we are walking off the field.
Sounds good.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Let the ComStar guy know about excavation - 4
Make the mole(s) work for it - 2

Pass, sounds sketchy - 3
Take the contracts - 4
Percentor Yong's expression is neutral when he is informed of our completed work on the dig site, but he remains polite as usual (to be fair, he was polite even when his mech was laying into our dropship) and suggests that he'll be in touch, for what reason nobody knows. Our last guys barely finish packing up when a fairly substantial-looking (both in numbers and weight) force moves in to occupy the dig site. Our last departing mech waves to them, as if to say "have fun".

In our negotiations with CEO Marvello, we get our legal guys to include a mission abort clause if we are directed to engage militia or Larry's forces or installations. He hems and haws, but while we're not the only game in system with a mech batallion, we're, without tooting our own horn too much, probably the best. "And you do want to have the best forces available to you, don't you?" Scrub asks.

January 1, 3045
St. Kristaphorian
Unzmarkt, Free Rasalhague Republic

Which is how Apha Command finds themselves attacking a corporate convoy guarded by almost three medium mech lances and two tank lances. The convoy's projected route moves it through a town, so we set up our gauss field gunner infantry in ambush position along the projected route. This will be a good chance for them to try out their body armor in a more favorable situation than an open-field battle. And Alpha-Command will be around to back them up. Happy new years!

The attached liaison is driving a pretty fancy-looking Wasp LAM, and is completely insufferable even on voice-only comms with the volume turned down (Stefan even goes so far as to apply a french language filter, but it doesn't help). "Look at me, Mr. Fancy Davion-Sounding Motherfucker With a Transforming Flying Mech" and other less-flattering commentary colors the private channels between our mechwarriors as we wait for the convoy to approach.

Round 1:
Spoiler:
Image
El Guapo and Isgrimnur break around the south of a town, while Gbasden and Stefan move around the north. The liaison mumbles something in his fancy Davion accent then his mech starts clicking and whirring and parts sliding around as it slowly builds up speed.

Round 2:
Spoiler:
Image
Say what you will about this douche in the Wasp LAM, but that thing can haul ass in its intermediate mode. Now if only they could pust some guns and armor on it, like that Phoenix Hawk LAM over to the west. But hauling ass also makes it harder for it to shoot, apparently. El Guapo squeezes off a PPC shot at the Pixie LAM, but the nimble mech easily avoids it. LRMs come screaming in at Isgrimnur but he takes the Hatchetman off to the side and the salvo goes wide.

Round 3:
Spoiler:
Image
The liaison gets into trouble when his LAM doesn't quite make a rapid turn and spins around in place. Luckily for him, the convoy escorts are unable to capitalize on this, their lasers and LRMs all going wide.

El Guapo spots one of the convoy vehicles and blows out away with a PPC shot.

Isgrimnur starts charging in, firing lasers and autocannons at a Condor hovertank. The enemy crew fires their autocannon and lasers back in a panic. One of the lasers zaps through a weak spot in the armor made by the autocannon and Isgrimnur's mech lurches while alarms begin wailing.

"Critical hit. Gyroscope damaged. Critical hit. Jump jet destroyed. Critical hit. Engine shielding damaged." the computer helpfully informs him as the cockpit becomes very warm.

Round 4:
Spoiler:
Image
This is a bit of a problem, as our southern flank is now critically exposed - the hostiles are pushing around from the west side of the town, leaving only a token screening force in the north. El Guapo will have his hands full. Isgrimnur fires up the jump jets, successfully fighting to keep the tilting mech upright and jumping out of the line of fire.

El Guapo backs up as well, taking cover in some light woods while unloading on a Trebuchet. Careful to conserve heat, the Marauder still puts out enough firepower to cause two armor breaches, one in the left torso, one on the right leg, knocking the enemy mech down to a knee. An Archer retaliates, firing its complement of LRMs at our mech, but its low profile combined with the cover from the woods reduce the damage to just six out of forty warheads.

To the north, Stefan, fires the Catapult's LRMs at a screening Condor hovertank, blowing out its engine with a solid salvo.

Round 5:
Spoiler:
Image
"Goddammit, Command-Four, watch the line of fire!" Gbasden curses as Stefan nearly eats three PPC bolts directed from the Awesome at a hostile Thunderbolt. As a result, only one hits, melting some armor off the 65-tonner's left leg.

El Guapo blasts away a Vedette that rounds the corner, putting in a PPC shot followed by a gauss slug through the front. The liaison pulls some fancy maneuvers in the Wasp LAM, twisting the nimble mech left and right, avoiding all incoming fire, which would have easily eviscerated even a fast mech like a Spider or an Ostscout. He doesn't inflict any damage, but does distract the hostiles coalescing around the southern flank for another critical few seconds.

Round 6:
Spoiler:
Image
The Locust outmaneuvers Stefan, but not Gbasden, losing its right arm machine gun to a PPC shot. The Thunderbolt, meanwhile, winds up on its face as two PPCs take a lot of armor off.

The Wasp LAM's luck runs out a bit as the LAM jock fails to avoid every PPC and laser shot and loses a bunch of armor. He does get a grazing hit on the right arm of the enemy Crab, but come on man, that's not what you're here for.

Round 7:
Spoiler:
Image
"Sorry, ol' chaps, Maybelline here has taken a rather vicious beating, and I'm afraid I will have to retire from the battlefield." comes the announcenment from the Wasp.

Gbasden cringes at the thought of facing three mechs, even if one of them is a crappy IndustrialMech conversion and another is a damaged bug mech. "Command-Four, break south. Two and Three need your help more than I do.". The guy in the Thunderbolt cracks some armor off against the pavement then slinks off behind a building, leaving his Locust buddy hanging in the wind, trying to dodge PPCs. It doesn't do too well, and by the time Gbasden stitches the pulse laser across its weakened torso, there's no armor to stop the beam from pew-pew-pewing directly into the machinegun ammo bin.

Round 8:
[data feed lost]
The liaison's Wasp LAM converts to its fighter mode and zips off into the distance.

Gbasden's mech takes some indirect LRM fire from inside the town, and his cockpit heat spikes. The Awesome's heat sinks handle it easily, but that's just because he's not firing all three PPCs.

El Guapo pulls back to the east, engaging a Trebuchet that comes around a corner. The enemy mech's weapons don't do much, while it takes another armor breach from a gauss slug.

Round 9:
Spoiler:
Image
"Uh, getting a bit overwhelmed here." El Guapo reports. His PPC shot and a gauss slug nearly take the top off a Scorpion tank, causing the driver to swerve out of the line of fire.

The Thunderbolt continues to elude Gbasden, while Stefan gets ambushed by the now-free Phoenix Hawk LAM, losing some leg armor.

Round 10:
Spoiler:
Image
El Guapo continues backing up, taking damage from incoming autocannon fire, but thankfully getting rid of the Hetzer before it can bring its AC/20 to bear.

Gbasden has to hold one PPC to avoid overheating, but still inflicts a good amount of damage on the Thunderbolt. The hostile mech winds up for a kick on the Awesome's flank, stripping a good amount of armor, then is extremely surprised when the Awesome's left arm swings around and the backhand goes directly into the head, crushing it.

Stefan engages an ancient Kyudo mech, trading three laser hits for one, then exchanging kicks. The older, lighter mech takes some actuator damage, but Stefan's armor is starting to show yellow.

Our field gunners report engaging a Shadow Hawk, scoring a gauss hit with no casualties so far.

Round 11:
Spoiler:
Image
"Hold on half a minute, looks like they left most of their convoy unprotected." Gbasden calls out.

El Guapo shakes his head. "Don't think I have half a minute. They're faster than me." But he does manage to melt the main gun barrel on a Vedette, rendering the tank basically useless.

Round 12:
Spoiler:
Image
El Guapo continues backing up past the Gauss infantry's position, engaging a Griffin and a Vedette. The Griffin takes heavy damage but remains upright.

Gbasden engages a Powerman loadermech but manages to miss both PPC shots and the pulse laser somehow. Must have been the dust from the collapsing building he had to plow through.

Stefan manages to leg the Kyudo, removing its damaged right leg entirely with lasers followed up by a kick.

Round 13:
Spoiler:
Image
The convoy escorts back off a little under extra gauss fire from the infantry, allowing El Guapo space to blow up a Vedette.

Round 14:
Spoiler:
Image
El Guapo takes out another Vedette while the gauss rifle infantry relocate - the building they were using for cover is starting to look like swiss cheese.

Stefan returns to Gbasden's location and cracks open the right arm on a Powerman, the building it was standing on collapsing in a cloud of dust. The internal combustion engine doesn't like any of this and blows up.

Round 15:
Spoiler:
Image
Stefan finishes off the last convoy vehicle rather spectacularly as its fuel tank blows. The Catapult's cockpit heats up a little due to direct application flamer, but the mechwarrior will be fine.

After El Guapo takes an arm and a leg off the Trebuchet that's been giving him a hard time, the rest of the convoy escorts peel off, having no more convoy to escort. The mechwarrior wipes his forehead and lets out a sigh. That was pretty rough.

The remaining mechs help the Trebuchet off the field, leaving us with some tank wrecks and a headless Thunderbolt for salvage. The Hetzer that El Guapo disabled also had a Beagle Active Probe on it, so we'll be pulling that off. We sell the tank wrecks and the museum-piece Kyudo to our various contacts on planet, netting about 2M C-Bills. Gbasden and Isgrimnur's mechs are in the shop for the next week, the repairs running up to about half a million C-Bills.

The gauss rifle infantry's performance was decent - no casualties, and some major armor damage inflicted on enemy mechs. They're still getting used to the increased armor bulk, but the lack of getting massacred helps cut down the griping.

We consider briefly complaining about the liaison's extremely poor performance, but, honestly, we're lucky he didn't get himself blown away and get us dinged with a contract breach.

------

Next week is going to be a major milestone training exercise, with the objective of testing the ability of Larry's Unzmarkt Resources Limited trainees to correctly identify a diversionary raid. In reality, of course, there's no way those scrubs could stop Beta Company with its two Awesomes and assortment of assault and heavy mechs, which will be conducting the main "attack", but it's still good to know what's a diversion and what's not.

Who's going to conduct the diversion? We know the trainees are driving mostly light and medium mechs, with tank support (and have picked up a few artillery pieces from our "fire sales").

[] Gamma Company - a mix of medium and heavy mechs, medium aerospace fighter flight, presents a more credible threat but will be slower to withdraw and reposition
[] Delta Company - a mix of medium and light mechs, light aerospace fighter flight, presents a less credible threat (although, in particular, Delta-Ranger lance punches way the hell above its weight) but will be faster to withdraw and reposition

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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Gamma Company - a mix of medium and heavy mechs, medium aerospace fighter flight, presents a more credible threat but will be slower to withdraw and reposition
[] Delta Company - a mix of medium and light mechs, light aerospace fighter flight, presents a less credible threat (although, in particular, Delta-Ranger lance punches way the hell above its weight) but will be faster to withdraw and reposition

Gamma will be convincing so use them since a believable diversion is the point of the exercise.
tl;dr

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote:
Tue Mar 31, 2020 7:00 pm
[] Gamma Company - a mix of medium and heavy mechs, medium aerospace fighter flight, presents a more credible threat but will be slower to withdraw and reposition
[x] Delta Company - a mix of medium and light mechs, light aerospace fighter flight, presents a less credible threat (although, in particular, Delta-Ranger lance punches way the hell above its weight) but will be faster to withdraw and reposition

Gamma will be convincing so use them since a believable diversion is the point of the exercise.
Think Gamma would be too heavy, hard to distinguish their a diversion as they are capable of doing the job on their own. I think we should go with Delta, they can get in, run the trainees around for a bit and get out. What a diversion should do.

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote:
Tue Mar 31, 2020 10:01 pm
$iljanus wrote:
Tue Mar 31, 2020 7:00 pm
[] Gamma Company - a mix of medium and heavy mechs, medium aerospace fighter flight, presents a more credible threat but will be slower to withdraw and reposition
[x] Delta Company - a mix of medium and light mechs, light aerospace fighter flight, presents a less credible threat (although, in particular, Delta-Ranger lance punches way the hell above its weight) but will be faster to withdraw and reposition

Gamma will be convincing so use them since a believable diversion is the point of the exercise.
Think Gamma would be too heavy, hard to distinguish their a diversion as they are capable of doing the job on their own. I think we should go with Delta, they can get in, run the trainees around for a bit and get out. What a diversion should do.
Agreed.

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