Let's play: Battletech via MegaMek

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Zenn7 wrote: Wed Aug 01, 2018 12:29 am
NickAragua wrote: Tue Jul 31, 2018 11:58 am Officer bonus payouts are as follows:
Archinerd: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Gbasden: 57.5k c-bills (3 missions, 2 strategic objectives, 1 mech lost)
Lt. Scrub: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Zenn7: 37.5k c-bills (2 missions, 2 strategic objectives, 1 mech lost)
We were there about 3 months? So ~36.5k for our fearless leader Gbasden, plus 57.5K bonus pay = ~94k.

Our Sergeant majors got ~36k/mo * 3 months = 108K.

Our Master Sergeant latrine digger El Guapo got ~30k/mo * 3 months = 90K.

Err.... I think me and the other officers need to revisit this bonus/pay structure.

Either that or I think I want to be a Sergeant Major since he makes more than our commanding officer (who makes more than me).

Am I missing something here?

Still enjoying your epic novelization of your game immensely, just trying to understand the logic/mechanics of this part as it seems off. Hope you don't mind the trivial nitpicky question.
Well, we're getting rid of our accountant already. :D

It may be worthwhile to up the per-mission/per-strategic objective bonus to 20k going forward to compensate officers appropriately for their services. Mech loss penalty would remain at 25% of mission bonus.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Wed Aug 01, 2018 10:25 am
Zenn7 wrote: Wed Aug 01, 2018 12:29 am
NickAragua wrote: Tue Jul 31, 2018 11:58 am Officer bonus payouts are as follows:
Archinerd: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Gbasden: 57.5k c-bills (3 missions, 2 strategic objectives, 1 mech lost)
Lt. Scrub: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Zenn7: 37.5k c-bills (2 missions, 2 strategic objectives, 1 mech lost)
We were there about 3 months? So ~36.5k for our fearless leader Gbasden, plus 57.5K bonus pay = ~94k.

Our Sergeant majors got ~36k/mo * 3 months = 108K.

Our Master Sergeant latrine digger El Guapo got ~30k/mo * 3 months = 90K.

Err.... I think me and the other officers need to revisit this bonus/pay structure.

Either that or I think I want to be a Sergeant Major since he makes more than our commanding officer (who makes more than me).

Am I missing something here?

Still enjoying your epic novelization of your game immensely, just trying to understand the logic/mechanics of this part as it seems off. Hope you don't mind the trivial nitpicky question.
Well, we're getting rid of our accountant already. :D

It may be worthwhile to up the per-mission/per-strategic objective bonus to 20k going forward to compensate officers appropriately for their services. Mech loss penalty would remain at 25% of mission bonus.
No! From each according to their ability, to each according to their need.

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Also, the contract sounds great, but we should wait until I get a new Marauder off of the market.

Alternatively, can we negotiate with the FRR to be paid in Marauders?

I guess a Warhammer would do if we have a spare one or one of them comes up on the market, although they're not as cool.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Gbasden's got the second Warhammer currently.

How do you feel about a Grasshopper or an Orion?

The Banshee refit started, but will take between 2 and 4 months, according to the techs, so it won't be ready for this contract.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Wed Aug 01, 2018 11:03 am Gbasden's got the second Warhammer currently.

How do you feel about a Grasshopper or an Orion?

The Banshee refit started, but will take between 2 and 4 months, according to the techs, so it won't be ready for this contract.
eh, the Rifleman will do for now.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

Do you get to hit people with the rifle?
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

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Isgrimnur's going to start attaching hatchets to all the mechs when no one is looking.
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Re: Let's play: Battletech via MegaMek

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It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I will say, it does create opportunities for differentiated branding vs. all the other mercenary companies. We could be like "the Hatcheteers", or something.
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Re: Let's play: Battletech via MegaMek

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"The 1st Octopus Overlords: Chopping your enemies down to size!"
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Re: Let's play: Battletech via MegaMek

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After sorting out the contract payment structure, we sign the deal. We'll be departing at the end of the month. Meanwhile, everyone (except the techs) gets the rest of the month for R&R. Rasalhague is a pleasant enough place, if a little high G.

While trolling space craigslist fot Marauders, El Guapo finds a gem. A Cyrano Gunship. Now normally, one would think, ok, so it's a crappy VTOL with ferro-fibrous armor which doesn't really do anything against meaningful weapons fire (it can barely stop a single medium laser blast). The single large laser is nice, but is beside the point. But the important part is that it has a Beagle Active Probe. This means we'll be able to spot ambushes from much further away than before. Yoink!

Zenn7 spends the time practicing his PPC skills and can now hit a fly from 630 meters away [gained the Sniper special pilot ability, which halves range penalties].

We complete most of our refits before the end of the month, but that Banshee will take upwards of 21,000 minutes, and possibly longer. Well, we do have to replace the engine and gyro, and re-calibrate the on-board software.

We also get a good chuckle out of examining some of the neighboring star system names. Is there really a place called "Pomme de Terre"? How do the inhabitants not die of shame?

The Third Drakons insist that we use their dropships - it seems they don't want us doing our usual thing where we box all our mechs up and put them into the Mule, then spend a couple of days unpacking them. It makes some kind of sense. This is a planetary assault, so we'll have to establish a foothold immediately and possibly hot drop. Where they got the Overlord, we don't know, but Beta, Delta and Gamma companies don't complain as they file on board. The Overlord is a much nicer dropship than the Union, which always smells like feet, coolant fluid or burnt grease. Our flight group is thus our Mule, Union, the Overlord, and a Leopard carrying our future "command staff".

Once we get on-world, the arrangement will be that each of our missions will have a commanding officers from the FRR in charge. At least they don't insist on breaking up our lances and integrating them into their own structure. We'll usually be able to encourage the officers to be more or less cautious, but probably won't be able to prevent them from doing the really dumb things that rookie officers are known to do. The most depressing thing is that they don't name the contract anything cool. No "Operation Living Flame" or anything, just "Contract FRR-ZTWXPH2TN". Booooring.

November 6, 3034
As we make the jump and transit into the system (it's a very short, two-day burn from the jump point), things stop being boring as a small fleet of enemy fighters intercepts our dropships on approach, a total of fourteen aircraft. We're looking at a mixture of Lightnings (AC/20-equipped 50-tonners), Lucifers (the crappy model with lighter armor), Shilones (LRM/20, large laser) and Sholagars (lights with lasers and SRMs).

We launch all eight of our fighters. It's going to be a furball. We'll need to get past the blockade, preferably blowing up as many of them as we can so they can't pursue us. It'll also be really nice to avoid losing the dropships, since that's where we're all located (although, honestly, I don't think any of us will miss the guys in the Leopard).

Round 1:
Spoiler:
Image
We advance slowly, in formation, except for the Leopard, which approached from a different vector, so hopefully they don't get picked off. Staying in formation allows our ships to take advantage of each others sensor shadows and stay within the dropships' ECM bubbles.

Round 2:
Spoiler:
Image
A couple of the Sholagars zip out ahead of the enemy formation, and our dropships fire LRMs. The Rasalhague Leopard scores a hit with a few missiles, blowing out a heat sink on one as they impact the right wing.

Round 3:
Spoiler:
Image
Enemy units zip in to engage our formation. Buckle up! Of particular concern is a Lightning, which fires off an AC/20 burst at the Union from point blank range, the shells causing severe damage to a cargo bay door. We've had everything strapped down, but that cargo bay is going to be inaccessible until we get planet side. The offending spacecraft pays the price though, getting blown to bits by concentrated fire from a substantial number of dropships and our fighters. A second lightning takes a shot at our Slayer, but eats some weapons fire from the side arcs of our dropships and the allied Overlord, taking several hits to the avionics system. The poor bastard is unlikely to regain control of his aircraft.

Round 4:
Spoiler:
Image
The Sholagars fly off without slowing down. Maybe they'll be back in time, maybe they won't. It doesn't matter, the bulk of the enemy force is now within weapons range. This is a real furball, right here. It's impossible to keep track of who's in whose rear arc or whatever. The only thing you can really do is stay within range of the dropships.

Our Cheetah takes a hit to the cockpit, shaking the pilot, while one of the enemy Lightning fighters gets the drop on our Lightning, winging it with an AC/20 burst - this destroys a medium laser and takes out a heat sink. The closer enemy craft, the Lightnings, get pasted quite a bit but survive, albeit with damage to weapons systems and avionics. One of the nearby enemy Shilones loses control though and drifts away.

Round 5:
Spoiler:
Image
It looks like the engagement is over. Our formation remains intact (and even the Leopard managed to get through), while the Ronin have been scattered to the four winds. A Lightning lingers a little too long and is blown apart by the Rasalhague Overlord.

Round 6:
Spoiler:
Image
We vector out of weapons range, and the enemy spacecraft do not pursue.

Landing planetside is a little bit hairy with a damaged bay door, but Captain Barry in the Moonraker gets it done.

The second we land, though - well, no rest for the weary. The officer in charge, "Overste" Magnus Fjeld, orders us to dispatch four lances immediately upon landing. We are to escort a supply convoy from landing zone C to our own (landing zone A), while harrassing nearby enemy forces and eliminating a unit driven by their commanding officer.

Who's up for a GM'd mission?

Option 1: Harass enemy forces
Option 2: Target elimination
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

GM'd mission sounds good. Between the two I'd pick harass enemy forces.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

Always up for GMed. No preference.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Can we do a custom mission against an opfor that consists of Marauders with faulty legs and targeting computers, backed up by blimps?
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Gm'd sounds good. No preference for the mission
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Wed Aug 01, 2018 3:42 pm Can we do a custom mission against an opfor that consists of Marauders with faulty legs and targeting computers, backed up by blimps?
Be our luck we wouldn't be able to fix the faulty legs and targeting computers. And the blimps would have ER PPCs and prove to be extreme effective because they stayed out of our range.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Wed Aug 01, 2018 10:25 am
Zenn7 wrote: Wed Aug 01, 2018 12:29 am
NickAragua wrote: Tue Jul 31, 2018 11:58 am Officer bonus payouts are as follows:
Archinerd: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Gbasden: 57.5k c-bills (3 missions, 2 strategic objectives, 1 mech lost)
Lt. Scrub: 50k c-bills (4 missions, 1 strategic objective, no mechs lost)
Zenn7: 37.5k c-bills (2 missions, 2 strategic objectives, 1 mech lost)
We were there about 3 months? So ~36.5k for our fearless leader Gbasden, plus 57.5K bonus pay = ~94k.

Our Sergeant majors got ~36k/mo * 3 months = 108K.

Our Master Sergeant latrine digger El Guapo got ~30k/mo * 3 months = 90K.

Err.... I think me and the other officers need to revisit this bonus/pay structure.

Either that or I think I want to be a Sergeant Major since he makes more than our commanding officer (who makes more than me).

Am I missing something here?

Still enjoying your epic novelization of your game immensely, just trying to understand the logic/mechanics of this part as it seems off. Hope you don't mind the trivial nitpicky question.
Well, we're getting rid of our accountant already. :D

It may be worthwhile to up the per-mission/per-strategic objective bonus to 20k going forward to compensate officers appropriately for their services. Mech loss penalty would remain at 25% of mission bonus.
It might be nice indeed. But even still, I would have gotten 75K + 36.5 = 111.5k,compared to the Sergeant majors 108k. Overall though, seems like we were getting more money when we were just a company (our shares amounted to more?) Or maybe it's just this contract compared to some of the others.
NickAragua wrote: Wed Aug 01, 2018 3:04 pm Zenn7 spends the time practicing his PPC skills and can now hit a fly from 630 meters away [gained the Sniper special pilot ability, which halves range penalties].
On the other hand, the ability to bullseye womp rats in my T-16 is pretty cool too. El Guapo, I think this means I can use my PPCs to help you shave. Hold still while I try it...
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Re: shares, once the company went up to from 16 mechwarriors + 16 techs + 4 admin + 2 medical to 48 mechwarriors + supporting techs + supporting admin + dropship crews, the value of the individual shares becomes heavily diluted.

Before, when our contracts paid out, the share pool was 50% of the contract payout, not including money from selling salvage. A founding mechwarrior officer had 3 shares (one for being a founder, one for being a mechwarrior, one for being an officer). I forget the exact number, but there were on the order of 100 shares. There are only three founders remaining, and only twelve officers, so the share distribution remains pretty even.
Total Share PoolPayment with old company sizePayment with new company sizecontract time
10M10M / 100 shares * 4 shares = 400k10M / 300 shares * 4 shares = 133k2 months
50M50M / 100 shares * 4 shares = 2000k50M / 300 shares * 4 shares = 666k4 months
The bottom row is the share payouts for the current contract, the top row is for the previous one. Never mind that we wouldn't get a 50M share pool (from a 100M contract) with a reinforced company.

I'd estimate that the number of awarded bonuses from this contract would be about 2x previous, so I'd expect about a 160k payout (with the additional 2x increase in bonus size). So, based on this "back of the envelope" math, it seems like 40k per mission/strategic objective would better bring the income in line with the share system (up to 320k). The difference is that it's based on squad performance and conflict intensity, rather than the company's income.

The other option is to keep the bonuses at 10k per mission/strategic objective and bring the base salaries on the same curve as the enlisted personnel.

Also, keep in mind that we're re-investing all the money in the company. The only reason we have a large war chest is because we're saving up for either a large dropship (Overlord class) or a jumpship (Invader?).
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

First, thank you for spending the time/effort to figure that out.

Second, I am open to whatever the other officers have in mind, but I'm thinking we go for the Overlord and a jump ship large enough to support all of our drop ships. THEN we officers start getting WAY better pay! (though maybe going to 20k for now might be nice).

Though overall, I'm more thrilled by my sniper PPC ability than my paycheck... :)
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Wed Aug 01, 2018 3:04 pm
Who's up for a GM'd mission?

Option 1: Harass enemy forces
Option 2: Target elimination
I'd love to, but I'll be camping next week. Poor timing on my part!
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Ok. I'll post up a scenario thread in a couple of days.

November 10, 3034
En route from Landing Zone C

Gamma lance makes the rendezvous with the convoy and its escorts. The FRR actually sent a reasonable escort force - two Manticore tanks, a Devastator heavy tank and a Hi-Scout drone carrier. The drone carrier and Gamma's assigned CO communicate (the CO's name is, and I wish I was joking, "Engelbert Dorfmeister"). His piloting of the Assassin doesn't impress anyone in Gamma en route, leaving us less than enthusiastic about his contribution. The convoy itself is a couple of logger and construction mechs, a coolant truck and an ordnance transport. IFF confirms that the ancient-looking Shadow Hawk is also part of the convoy rather than the escort force ("Where's the LRMs and SRMs?" wonders Hyena).

Our assigned CO tells us that the Hi-Scout has detected a company of enemy units approaching from the south - a lance of hovercraft, a lance of Vedettes, a mixed medium lance and three assault mechs. So we'll have our work cut out for us. The goal is to prevent the enemy units from blowing up the convoy, the escorts are expendable.

Round 1:
Spoiler:
Image
Sure enough we get sensor contacts to the south. The good part is that we're going through the woods, which isn't favorable terrain for things like hovercraft. From the looks of it, two of those guys have already crashed into trees and disabled themselves.

Round 2:
Spoiler:
Image
We advance through the woods. The convoy is to our west and east flanks, with the bulk of the opfor to the front of us. Unfortunately, none of the enemy units crash into trees this time.

Round 3:
Spoiler:
Image
Our overly enthusiastic Assassin-driving CO runs into a crowd of enemy units. Cylus and everyone else backs him up. There's a fairly substantial amount of weapons fire, but nothing hits.

Round 4:
Spoiler:
Image
The Assassin takes a couple of shots from medium lasers and SRMs, but its armor holds and the mechwarrior manages to keep himself upright. He exchanges fire with a Stinger, stripping armor off its right arm. Cylus is the only one on our end who has a shot and he nails the nearby Maxim transport in the front with the large laser, following up with a boot to knock one of the LRM racks out. He takes a kick from the Stinger, but stays upright as well.

Round 5:
Spoiler:
Image
The opfor decides to make a push through the center. We'll see how that goes. Hyena ducks under a flight of thirty LRMs from the Crusader, firing back. His autocannon burst and a large laser shot from Cylus both connect. Lt. Scrub opens up on the nearby Stinger, stripping armor from the right section entirely with lasers and removing the right arm, while shocking a Vedette's crew with a PPC blast. The Stinger's weapons were primarily in there, so the mechwarrior turns his mech around and heads away from the battle.

To the east, that flank of the convoy exchanges fire with an Awesome. Everyone takes some hits, but armor holds up everywhere.

Round 6:
Spoiler:
Image
The convoy and escorts to the east flank aren't doing too well. The Maxim disgorges some infantry, too. An allied Manticore gets disabled by one of the Ronin Awesomes, a PPC shot going through the engine block. The other Awesome fires on the derelict Shadow Hawk, blasting away at the torso armor and knocking the smaller mech down to a knee. It does get an AC/5 shot off, but come on.

In the center, things go a little better, with Xwraith disabling a Pegasus - lasers chase after the little tank, all missing, except the last one, which cuts off about half the air ducts on the rear of the vehicle, and it settles down in the grass. Cylus gets in behind the enemy Crusader, carving away rear armor with lasers and taking leg armor off with a boot.

Round 7:
Spoiler:
Image
Xwraith and Cylus team up on the Crusader, which fires everything it's got at Xwraith but whiffs. Xwraith hits with three laser blasts instead. Cylus continues carving away with lasers as well. The enemy mech falls over under the onslaught, and Cylus helps by stripping the rest of the armor off the right leg. Lt. Scrub hits the nearby Centurion with everything she's got, while all he does is aim the AC/10 at the center torso and crack the gyro, then kicks her. The Warhammer has to take a knee. Meanwhile, Hyena fires at a Vedette but fails to breach armor, then cracks open the nearby Phoenix Hawk's right torso with a backhand.

The Shadow Hawk relic from the convoy is consigned to the bin of history as one of the Awesomes blows up its AC/5 ammo bin. The rest of the convoy does better, with the Devastator finally spinning up its AC/20s and blowing away a Condor's motive system, while the Killjoy ordnance transport fires its SRMs and heavily damages the Maxim's motive systems.

Round 8:
Spoiler:
Image
That poor Killjoy is getting swarmed, and I'm pretty sure is about to be blown apart by several PPC shots.

Yep, I was right. One of the Awesomes has had enough and does a little pew pew, and the Killjoy melts.

Xwraith strips armor from the Centurion's left torso, while Hyena finally disables his target Vedette. Scrub gets up and puts a couple of PPC shots on the Centurion as it backs up, one to the head and one to the right arm, blowing out several actuators.

Hyena takes a second to throw a punch at the nearby Phoenix Hawk, breaking through its left arm armor. Cylus continues working on the Crusader, carving away at the weak rear armor, then giving it a boot. The larger mech trips up and falls over backwards, the impact being enough to crunch the already depleted rear armor and damage the engine casing, sending its heat through the roof.

Round 9:
Spoiler:
Image
Not so fast there, buddy! As the Centurion attempts to break east, Xwraith comes up behind him and puts a large laser into the AC/10 ammo bin from the rear, lighting off the fireworks. Cylus continues working on the Crusader, although the enemy mechwarrior does a good job taking the laser blasts on the armor. A boot trips the enemy mech up, popping the left hip actuator and ripping off the SRM/6 launcher mounted on that leg, at which point it falls over and damages anothe actuator on the way down. Good luck getting up from that one. Hyena is a little distracted by the PPC fireworks that comes at him, although they just set the woods on fire instead of his mech.

While the convoy elements to the west make their way past the battle, we continue engaging enemy units to the east. Hopefully the assault mechs will retreat once they lose their screening units.

Round 10:
Spoiler:
Image
Nope, no luck on getting up. Cylus' lasers now find their way into the internal structure. Out of frustration at the enemy mechwarrior's reluctance to give it up, he stomps on the rear torso section, cracking open the LRM ammo bin and lighting it up. Hyena blows away the slowed-down Maxim, the PPC and autocannon ripping it apart, while dodging a clumsy kick from the nearby Phoenix Hawk, which lands on its ass. The nearby Devastator knocks a Phoenix Hawk down with an AC/20 round to the torso.

With their screening units gone or not doing so hot, the enemy assaults retreat to the southeast. They did manage to blow up the decrepit Shadow Hawk and the J-27 "Killjoy" ordnance transport, but the construction mechs and coolant truck got through. It'll have to be enough for whatever the FRR guys have planned, and our assigned CO informs us that it's sufficient to consider the mission a success. The best thing we can say about the assigned CO on this one is that he didn't get in the way or get himself too shot up.

We send our appraisers down to evaluate the salvage once things cool down a little. Gbasden's Comstar bank account app dings, and we wind up credited about 2M - 800k for the fighters we shot down in orbit and 1.2M for the tanks the FRR was able to salvage. They were also able to recover their disabled Manticore. The only damage on our end is the gyro in Scrub's Warhammer, but that should be repairable before her next sortie if they return to base.

Question:
Do we want Gamma-One lance to stay in the field and support Alpha-One's upcoming enemy force harassment? On the upside, we'll have an anvil against which to smash the opfor. On the downside, those three assault mechs may make an appearance - a Battlemaster and two Awesomes, along with a couple of Vedettes and some beat-up Phoenix Hawks. The assaults have taken a little bit of damage but are otherwise fine. Gamma-One is also in pretty good condition, the random through-armor gyro hit notwithstanding.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

If we're doing ok, I say stay out in the field. Not gonna lie, trying to add either a Battlemaster or another Awesome or two to the stable would be ideal, as well...
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

Tactically, it seems to make sense to do it. Doesn't mean it can't go sideways, though.
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

I have plenty of snacks in my cockpit. I'm good to stay out a bit longer.
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Re: Let's play: Battletech via MegaMek

Post by Zarathud »

These AARs have caused me to buy 7 packs of Battletech minis at GenCon. Once you buy an Awesome, you need something to shoot! :D
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Yes, I agree with sending more mechwarriors to help in the fight that I will be in. Assuming that I'm still in Alpha One.
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LordMortis
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

Ascared?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

I'd love to get a Battlemaster as well, but our salvage rights are "exchange", meaning we don't get to keep the mechs. A shame, but there it is. With all the money we're raking in, we can buy our own Battlemaster. If we want to.

November 12, 3034
Southwest of Landing Zone C

Beta-One lance approaches their target, one "Donna Yamada". Apparently, she's coordinating the efforts of her force from a Scimitar hovertank. Not the command platform I would have chosen, but that's her prerogative. In addition to the assigned CO, the Free Rasalhague Republic sends a lance of medium mechs, which will be about a minute behind us.

Zarathud is back in an Awesome, while a replacement mechwarrior is in the Archer. The opfor is a reinforced company of hovertanks and medium tanks, along with a lance and a half of light mechs. We can either just blow up the Scimitar and be on our way, or rout these guys completely (it should be doable).

Round 1:
Spoiler:
Image
As Zenn7 and the Archer make their way towards the sensor readings, they observe a rather large fireball to the northeast. Seems a Pegasus hovertank has crashed into a tree and had its ammo go off. The woods are going to make long-range firing somewhat difficult, but will also make it hard for the enemy hovertanks to zip around and be annoying. So, a net benefit for us. The attached CO ("just call me Jay"), a strictly average pilot in a Griffin, sticks with Zarathud and LordMortis for now.

Round 2:
Spoiler:
Image
We get a bit closer, but can't actually see the enemy units through the pretty thick woods.

Round 3:
Spoiler:
Image
Contact! But nothing hits.

Round 4:
Spoiler:
Image
A Locust runs up to the back of Zarathud's Awesome, but LordMortis is ready for it, his AC/20 putting some suppressing fire on the bug mech while a medium laser cuts through the left MG mount and disables the MG and an actuator. He takes a couple of small hits as well, but the Hunchback's armor holds up. The obnoxious little mech dodges a kick and LordMortis overextends, having to take a knee to avoid falling to the ground.

Round 5:
Spoiler:
Image
Zenn7 spots the Scimitar tank that we're supposed to eliminate as it approaches. The enemy gunner fires an AC/5 round at the Archer, hitting the center torso, then the hovertank explodes as Zenn7 plants a PPC shot directly into the fuel tank. The Archer also takes some fire from a nearby Maxim and has to take a knee to steady itself, punching the Maxim on the way down and damaging the hover skirt. Zarathud zaps a Vedette to the east with a PPC, jamming the turret.

Round 6:
Spoiler:
Image
A couple of Wasps try to get behind the Archer. Zenn7's got him covered, blowing the right arm and right torso armor off of the more distant one, and sending a kick at the second. It misses, but the enemy mech's "skillfull" dodge lands it on the ground. The Archer's LRMs savage a Maxim's motive system, slowing it down to the speed of an average assault mech. With leg damage.

LordMortis and Zarathud take a careful look at the nearby Pegasus and notice that it's completely unarmed, and decide to focus their firepower elsewhere. LordMortis blows away a Vedette, shredding armor with the AC/20, then destroying the internal structure with a medium laser blast. Zarathud doesn't have much of an angle on anyone, so the Awesome fires a PPC at a distant infantry platoon harassing the Archer, frying a couple of guys, then knocks the turret off the adjacent Vedette with a boot.

Round 7:
Spoiler:
Image
The FRR reinforcements show up. They're still probably thirty seconds from being able to join the battle, but it's still nice to have some backup. Light autocannon fire peppers Zenn7's armor, but he focuses on a Wasp, melting down its left torso armor. Coolant fluid sprays out as a heat sink is ruptured as well. The Archer fires LRMs at a distant Bulldog, causing damage to the treads, while LordMortis perforates a Maxim trying to sneak up behind Zarathud, who strips armor off the damaged Maxim, which very slowly begins to limp off the field.

Round 8:
Spoiler:
Image
Zarathud steps into the water to cool off. Ahh, it's nice. A little too relaxing though, misses every shot. Zenn7 ignores the enemy Wasps for a second and plows PPCs streams into the Bulldog, burning through the right side armor and frying the interior, then takes the time to crush an infantryman who steps a little too close. The Archer takes over Wasp duty, slicing through the right torso of one with a large laser.

Round 9:
Spoiler:
Image
An allied Phoenix Hawk is the first to the area and fires at a nearby Locust, missing every shot. Zenn7 breaches the armor on a Vedette while frying a laser infantry trooper with the small laser. Hey, it's good for something! Zarathud also breaches armor on a Vedette, hopefully not the same one. The Archer badly overheats, firing lasers at the Saladin, but at least manages to break a large chunk off the little Pegasus driving around underfoot. The hovercraft is unable to stay above the surface of the water and sinks.

Zarathud backhands the Saladin as it zips by, smashing it to bits, while LordMortis whiffs his shots on the nearby Locust, but crunches its right leg with a boot.

Two Vedettes start driving away, trailing smoke and bits of armor, so it worked out.

Round 10:
Having taken heavy damage, the enemy force begin withdrawing. The allied units obviously haven't had enough yet, so they give chase, and our attached CO orders that we pursue as well.

Our Archer takes an AC/2 hit from the AC/2 carrier as it retreats, firing at full bore, the shell going through the center torso armor and dinging both the engine and gyro. He gets revenge with an LRM/15 salvo, disabling the support vehicle's engine and breaching armor. LordMortis takes the left torso and almost the right arm off the nearby Locust with the AC/20, then kicks off the right leg.

Surprisingly enough, our attached CO also manages to actually hit something, breaking the leg off a nearby Locust. Granted, we already started working on it for him, but still. The nearby Wasp also falls over while trying to kick the allied Wolverine.

Round 11:
We blow away the last of the Locusts - the allies the one to the west, while LordMortis cores out the one to the east. The allied units also finish off a Wasp that had stuck around.

The remainder of the enemy units skulk away through the woods and go off-scope. Not much got away - a Crab, an AC/2 Vedette and a Striker. The allied units move to chase them down, returning victorious shortly (four almost pristine, jump capable medium mechs against a ground-bound Crab and two light tanks isn't exactly good odds.

Salvage is worth 1M C-bills.

Sending Beta-One to reinforce Alpha-One (Gbasden, Isgrimnur, El Guapo and Stefan) is a no-brainer, since none of the enemy units from this battle escaped. The Archer won't be showing up and returns to base, as gyro and engine damage prevent it from keeping up with the rest of the lance. LordMortis sprained his leg somehow (probably when his cockpit was pelted with machine gun fire from one of the many Locusts), but insists on coming along.
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

a Crab
/nursing his leg in his mech dreaming of two AC 20s at one time.

What I do if I had 1M C...
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

LordMortis wrote: Fri Aug 03, 2018 1:44 pm
a Crab
/nursing his leg in his mech dreaming of two AC 20s at one time.

What I do if I had 1M C...
You're thinking of a King Crab. The Crab is a 50-tonner with two large lasers. Although they do look similar from far away.
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

/Ignores the narrator and continues his fantasy.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

LordMortis wrote: Fri Aug 03, 2018 1:30 pmAscared?
I always endeavor to have as many people shooting at my enemies as possible, and as few people shooting at me as possible.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

LordMortis wrote: Fri Aug 03, 2018 1:44 pm
a Crab
/nursing his leg in his mech dreaming of two AC 20s at one time.

What I do if I had 1M C...
I remember the (Clan) mech that I was using by the end of MechWarrior 2 was a 100-ton mech with:

2 PPCs
2 Gauss Cannons
2 SRM6s
2 medium lasers.

It was beautiful.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

I imagine you had a nice tan after every battle.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

With clan tech, you only need ~8 extra double heat sinks to fire all that in an alpha strike without overheating. Throw in some ferro-fibrous armor, endo-steel structure and XL engine, and you might actually be able to fit all that stuff on the mech, too. And I'm sure it goes without saying, but I bet none of the weapons were in the arms. :lol:

A reminder to those that signed up, that the GM-ed mission will be starting on monday.

Forum Games thread.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Looking over the Forum Games thread, I noticed Scrub is in a Warhammer 6D. After this mission (since my chances at an Awesome seem slim), would she be willing to trade? Her all energy variant Warhammer would save me the penalty on the SRM and Machine gun given my energy specialization.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Sun Aug 05, 2018 11:41 pm With clan tech, you only need ~8 extra double heat sinks to fire all that in an alpha strike without overheating. Throw in some ferro-fibrous armor, endo-steel structure and XL engine, and you might actually be able to fit all that stuff on the mech, too. And I'm sure it goes without saying, but I bet none of the weapons were in the arms. :lol:

A reminder to those that signed up, that the GM-ed mission will be starting on monday.

Forum Games thread.
Yeah, pretty much. I'm sure it wouldn't have worked with inner sphere tech. But with Clan tech, the heat was fine (and the heat produced by the Gauss and SRMs wasn't bad).
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

gbasden wrote: Mon Aug 06, 2018 12:27 am Looking over the Forum Games thread, I noticed Scrub is in a Warhammer 6D. After this mission (since my chances at an Awesome seem slim), would she be willing to trade? Her all energy variant Warhammer would save me the penalty on the SRM and Machine gun given my energy specialization.
"You know, I *did* want some more firepower." is the response.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Setup
Deployment
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9

Long story short, Alpha-One disabled the tanks, while Beta-One and Gamma-One showed up just in time to get enough of the mechs that the mission was considered successful.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Salvage payout isn't too bad given that we completely destroyed the most expensive salvage. The FRR guys hand over 1.1M C-bills for the mostly intact Manticore and Vedette, and the LRM Carrier wrecks.

Invasion command also orders Delta-One to harass an enemy column skulking about landing zone D. It consists mostly of hovercraft, crappy treaded tanks and several lances of light mechs. Archinerd suggests holding their approach until they can hit the rear of the column, but the attached CO is having none of this "tactical advice" and orders us to engage the front of the column instead.

The FRR has graciously assigned a lance of medium tanks to assist us, and they'll be showing up just in time to hit the tail of the column. This is probably going to be a shit show. As usual, Archinerd in the Dervish, Paingod on the Griffin, Madmarcus in the Wolverine, Freyland in the Quickdraw. Attached officer is another Dervish, although he's a bit less of an asset.

Round 1:
Spoiler:
Image
We start off in a firefight against the front of the enemy formation, a lance of light mechs. Both parties go for the heavy woods directly to the north. Freyland really puts the hurt on a Wasp, hitting with three medium laser shots which burn through the light rear armor, popping actuators and heat sinks. The follow-up kick breaks the right leg, and when the little mech flops to the ground, its damaged right section comes off and the heat levels spike to about twice as much as Wasp would normally be able to generate. The mechwarrior inside wastes no time in bailing out. Archinerd gets a solid headshot on a Stinger, while Madmarcus starts a fire shooting at his target.

Round 2:
Spoiler:
Image
A Saracen tank to the south does its best to avoid the attached CO's mech and crashes into a tree instead. That counts as a kill, right guys? Guys? A Pegasus goes off the field as well, moving rapidly in a different direction. We'll let it go, plenty of targets here.

Archinerd goes chasing after some more of the light mechs, blasting through the center torso on a Wasp with a medium laser to damage the gyro and short out a jump jet. The mechwarrior is unable to keep the mech balanced and it falls over, cracking open the engine casing and the center torso section, reducing it to scrap. Archinerd then takes a bonus whack at the nearby Locust's leg, stripping off armor and damaging an actuator. Paingod takes the left arm off a Stinger with his PPC. Freyland is on a roll today, getting in behind a Phoenix Hawk and taking the head off with a pair of medium laser shots. That's gonna be some good salvage money! Madmarcus spends more time dodging incoming fire, so has to contend with just scoring a few SRM hits on a Pegasus.

Round 3:
Spoiler:
Image
Archinerd gives his short range weapons a break, firing LRMs at the Locust that Paingod damaged earlier and blasting the right leg off of it. Freyland and Madmarcus team up on the Javelin, with one of Freyland's lasers cutting the links between its arm and torso, but the mech remains upright.

Round 4:
Spoiler:
Image
Well, that was the vanguard. The slower enemy units enter the battlefield to the south. The FRR "support" runs right into the bulk of the enemy force as well. I honestly don't see how those four scrubs stay alive. We'll let the vanguard go, we've pounded them enough - it's time to try to beat up on the main body a little.

It's actually kind of amusing, I don't think these guys realize they'll have to go several kilometers west to get their tracked tanks over the river to the north. On the plus side, one of the Ronin helicopters crashes.

The allied units exchange some serious fire. A Pegasus unloads SRMs into a Hetzer, taking down its engine, while a Hetzer uses its AC/20 to strip all the armor and cut into the internals of a Vedette, but two of the allied units are crippled by counterfire. Madmarcus does manage to disable a Maxim with a kick, however. On the plus side, any weapons fire that goes against crappier allied units is weapons fire that's not coming at us.

Round 5:
Spoiler:
Image
Most of the main body advances. Paingod smokes a Scorpion tank, blowing through the front armor with a PPC shot. Madmarcus hops into a lake behind a Saladin, cutting off air ducts and other propulsion elements with lasers, immobilizing it.

Round 6:
Spoiler:
Image
A Ronin Scorpion tank falls behind and pays the price, getting blasted apart by a full weapons salvo from an allied Pegasus.

Round 7:
Spoiler:
Image
This is going to be a bit annoying, as we'll have to leave the protective cover of the woods to engage the remaining enemy units as they move to the river. The allied units and attached CO must be shell shocked, as they don't advance with us. Fine, whatever, we can deal with this.

Archinerd fires a full LRM salvo at a Scorpion tank. One of the LRMs blows the fuel tank, sending debris sky high. To the east, Paingod blows away a Vedette, while Madmarcus takes a couple of stray shots at a Bulldog in the center area, melting the right side treads down to slag with the large laser.

Round 8:
Spoiler:
Image
Yep, there's the annoying part. Freyland takes a PPC shot to the right arm, damaging actuators there. Our Quickdraw does manage to blow the turret off a Vedette, however, shortly after a laser goes through the crew compartment. Archinerd also takes a couple of shots, disabling an SRM launcher.

Round 9:
[video feed damaged]
Archinerd backs up, destroying another Scorpion tank with LRMs. Why not.

Round 10:
Spoiler:
Image
Freyland jumps up to the river, losing the right arm entirely to a PPC shot from the Scorpion mech. Paingod helps out by blowing away a Packrat from underfoot.

At this point, the rest of the opfor scatters - the ones that could cross the river cross it, the ones that couldn't move off the field to find an alternate crossing. As the attached CO tells us that we've accomplished our objective, we don't really have any desire to continue the pursuit (we could... we have jump jets...), so we head back to base. 3.5M in salvage exchange is added to our bank account. The damage to the allied units should be fixable with a little elbow grease, so I'd say the FRR got a pretty good deal on this one. Probably the best piece of salvage they scored was a beheaded Phoenix Hawk. Unless they like AC/2-equipped Bulldogs?

As our techs are working on fixing up the mechs, invasion command distributes the next set of orders. We'll be hitting the enemy's logistics train for the most part. And a set of orbital cannons that keep shooting down allied aircraft.
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