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 »

Vote Results:
Spoiler:
Ask Larry - 3
Investigate on our own - 1
Forget it - 1
Notify Comstar that "we recovered a mech and were going to deliver it to them, but it was stolen". - 3
Overwhelmingly, we're looking for payback. How we'll go about getting it is kind of up in the air.

The percentor mostly manages to maintain a serious facade when informed about the Daboku, although Scrub can hear stifled giggling. He eventually regains his composure and tells her to stop wasting his time.

Larry shrugs and says he'll put out feelers about a crappy 90-ton mech floating around. He considers our previous favor to him, when we bailed his personnel out a few months ago, settled.

December 7, 3045
Probably Daboku Holding Facility

It still takes his people two months to find a good lead - security footage from a guarded supply depot owned by a rival resource extraction outfit. We detach Ad-Hoc lance to take the defenders down - nothing to serious, a reinforced medium mech lance and a short company of light tanks. Plus a few stationary one-shot rocket launchers. We hit them at dawn for maximum surprise.

Round 1:
Spoiler:
Image
Fury charges the Grand Dragon forward, the other mechs in Ad-Hoc lance bounding as fast as they can. Fury's PPC lashes out at a Wolfhound climbing over a slight incline, connecting directly with the head of the 35-ton mech. The "full head ejection system" misfires, the head rolling right off the mech, and the rest of it collapses.

"Boom, headshot!"

Our Archer blows away a visible rocket emplacement with an LRM salvo.

Round 2:
Spoiler:
Image
Fury backs it up a little, letting the others catch up and exchanging long-range fire with a laser-equipped Griffin (1S model). Both mechs score hits, melting armor off each other. Fury takes a second to squash a hovercraft that zips in, firing its laser wildly and missing.

Round 3:
Spoiler:
Image
Our Archer and Rifleman combine fire on an approaching Scorpion tank, blowing it away with autocannon, laser and LRM fire. To the east, our Hunchback engages the Griffin, blasting all of its right torso armor off with the AC/20 as Fury jockeys for a better position.

Round 4:
Spoiler:
Image
The Griffin's left arm is annihilated by another burst from the Hunchback's autocannon, while a pair of jump jets blow out on the right torso.

Our Rifleman takes a hit center of mass from an approaching Saladin, responding with an armor breach of its own. The Saladin pulls back, the crew considering its job well done.

Round 5:
Spoiler:
Image
"Took a good shot there, rotating back." The Rifleman reports as the Archer moves forward to take its place, Fury pacing forward as well. Fury's PPC shot blows a plate off the back of a Scorpion tank as it turns to target our Hunchback, still whaling on the Griffin. The Scorpion tank's treads slide off as it rolls forward, and it's stuck. The Rifleman blows away another Scorpion tank, but the Archer is unable to take down the approaching Plainsman, leaving it free to pick at our mechs.

Round 6:
Spoiler:
Image
Fury moves northwest to mop up a couple of loose tanks. One of the Grand Dragon's lasers spears through a damaged Warrior helicopter, sending it spiraling to the ground where it initiates a fireworks show - two tons of ammo, fuel tank.

To the east, the light show is no less spectacular as our Hunchback wipes out the retreating Griffin - the AC/20 effortlessly crunches through armor, allowing a precision small laser shot on the LRM ammo bin.

The main problem is the Phoenix Hawk that's come out to engage our Archer at close range - Fury will have to come back and help out there.

Round 7:
Spoiler:
Image
Fury begins a long circle around, blasting the fans off a Pegasus as the Dragon crashes through a cluster of trees, then rocking a Skulker scout tank.

To the east, our Hunchback blasts a Hunter support tank to bits, stopping it from sending LRMs our way.

The Archer holds its own for now against the Phoenix Hawk and a Plainsman hovertank.

Round 8:
Spoiler:
Image
The Hunchback runs into town, AC/20 blazing - the second Wolfhound that had been taking pot shots at us from long range with its large laser loses its left arm and half its torso, but our Hunchie takes a hit to the autocannon as a Firestarter sneaks up on it and breaches the weak rear armor.

Fury finally moves to bail our Archer out, joining the Rifleman in pounding the Phoenix Hawk - the 45 tonner's left arm is effectively disabled, with no function weapons left there. Our Dragon takes a good number of SRMs from the Plainsman hovertank, but armor holds up.

Round 9:
Spoiler:
Image
The crew of the Skulker recovers and makes a run at our Archer, paying the price with their lives as our 70-tonner turns its lasers on them.

In the middle of the base, our Hunchback disables the Striker light tank, leaving just him and the Firestarter.

The remaining units - the Phoenix Hawk, Firestarter and a hovertank, move to retreat, joining their fleeing Wolfhound pal (and the Saladin that left a while back).

No Daboku, though we do recover an almost pristine Wolfhound and a bunch of spare parts for our heavy/assault mechs. We also confiscate their heavy lift VTOLs. Interrogation of captured prisoners and review of their security cam footage reveals that the Daboku was briefly stored at this facility, but was transferred to an unmarked transport some time before we got here, which then headed for a nearby spaceport. According to the spaceport's traffic logs, a Kurita-marked dropship departed a few weeks ago. The facility itself is owned by a subsidiary of a Kurita resource extraction concern. With all that, it's a pretty safe conclusion that we won't be seeing that mech again.

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

Wolf has demostrated a marked improvement in mech operation skills:
[] Gunnery from 3 to 2
[] Piloting from 4 to 3

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

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[] Bring in Gamma-Strike for air support
- [] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Thu Jun 11, 2020 3:35 pm

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[X] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[X] Bring in Gamma-Strike for air support
- [X] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
These seem like a good fit for narrow mountain passes (where presumably they'll have to bunch up and pass through a narrow area).
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Thu Jun 11, 2020 3:52 pm
NickAragua wrote: Thu Jun 11, 2020 3:35 pm

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[X] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[X] Bring in Gamma-Strike for air support
- [X] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
These seem like a good fit for narrow mountain passes (where presumably they'll have to bunch up and pass through a narrow area).
Sounds good.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Thu Jun 11, 2020 6:47 pm
El Guapo wrote: Thu Jun 11, 2020 3:52 pm
NickAragua wrote: Thu Jun 11, 2020 3:35 pm

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[X] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[X] Bring in Gamma-Strike for air support
- [X] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
These seem like a good fit for narrow mountain passes (where presumably they'll have to bunch up and pass through a narrow area).
Sounds good.
Possibly - though do we know what the other attack is? Make sure we're not in danger of being overwhelmed there and need extra support that side?
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote: Thu Jun 11, 2020 7:50 pm
Leraje wrote: Thu Jun 11, 2020 6:47 pm
El Guapo wrote: Thu Jun 11, 2020 3:52 pm
NickAragua wrote: Thu Jun 11, 2020 3:35 pm

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[X] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[X] Bring in Gamma-Strike for air support
- [X] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
These seem like a good fit for narrow mountain passes (where presumably they'll have to bunch up and pass through a narrow area).
Sounds good.
Possibly - though do we know what the other attack is? Make sure we're not in danger of being overwhelmed there and need extra support that side?
I’m also curious about any information we may have on the forces that may be involved with the other attack. Otherwise minefields and cluster bombs will be good for the first attack. If the second attack looks substantial we could substitute the gauss and lasers in and task the air support towards blunting the second attack.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

$iljanus wrote: Thu Jun 11, 2020 9:17 pm
Zenn7 wrote: Thu Jun 11, 2020 7:50 pm
Leraje wrote: Thu Jun 11, 2020 6:47 pm
El Guapo wrote: Thu Jun 11, 2020 3:52 pm
NickAragua wrote: Thu Jun 11, 2020 3:35 pm

The next week, Site Green comes under attack as our excavation crews continue their work. We identify two separate forces coming at us, so we have time to set up ambushes for each one. The first group is a heavy mech lance backed up by a light/medium tank company. They'll be passing through a small mountain town, which is where we can set up our ambush. Gamma-Battle lance will be handling that. We'll camp out inside buildings for extra cover and blast them as they come through. We've basically got three options here to help with our ambush:

[X] Set up minefields (4x)
[] Deploy our support laser and gauss rifle platoons
[X] Bring in Gamma-Strike for air support
- [X] Cluster Bombs
- [] Fuel-Air Bombs

Whichever we pick will be unavailable for the second battle due to the distance between ambush points.
These seem like a good fit for narrow mountain passes (where presumably they'll have to bunch up and pass through a narrow area).
Sounds good.
Possibly - though do we know what the other attack is? Make sure we're not in danger of being overwhelmed there and need extra support that side?
I’m also curious about any information we may have on the forces that may be involved with the other attack. Otherwise minefields and cluster bombs will be good for the first attack. If the second attack looks substantial we could substitute the gauss and lasers in and task the air support towards blunting the second attack.
The terrain for the second attack is more "urban", but the force composition is actually roughly similar.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

NickAragua wrote: Thu Jun 11, 2020 12:49 pm
Hyena wrote: Wed Jun 10, 2020 5:18 pm
El Guapo wrote: Tue Jun 09, 2020 3:21 pm I can't believe both of you fools passed on both a Warhammer and a Marauder.
The only reason I passed on those is because I thought I needed to replace the role of an LRM boat in our group. If I don't, I would LOVE to climb into a Warhammer.9

Nick, any preferences/recommendations?
Originally, I was using LRMs in that lance because it's got a TAG-equipped hovertank attached to it, but it's been of somewhat limited use frankly. The tank has done fine (except sinking that one time), but we wind up not engaging in too much indirect fire.

I personally would really like to see the 5N Grasshopper in action, and maybe your mechwarrior will have better luck with a more heavily armored jump-capable mech. But it's up to you, I'll work with whatever you pick.
Heck yeah, I'll climb up that tall drink of 70-ton mech.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Oooooh the urban environment will be great for our infantry.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell :P
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell :P
What, are you some kind of leftie socialist?
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

El Guapo wrote:
Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell Image
What, are you some kind of leftie socialist?
If we have a financial interest in companies involved in rebuilding we're actually capitalists!
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Thu Jun 11, 2020 11:16 pm
Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell :P
What, are you some kind of leftie socialist?
Just think what the company accountant would do to all participating parties after being handed "accidental damages" bill, unless of course we can somehow pass it for "urban renovation" and bill the town
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

$iljanus wrote:
El Guapo wrote:
Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell Image
What, are you some kind of leftie socialist?
If we have a financial interest in companies involved in rebuilding we're actually capitalists!
That’s enough, Lt. Minderbinder.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Isgrimnur wrote:
$iljanus wrote:
El Guapo wrote:
Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell Image
What, are you some kind of leftie socialist?
If we have a financial interest in companies involved in rebuilding we're actually capitalists!
That’s enough, Lt. Minderbinder.
What's good for the Octopus Overlords is good for the planet.
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Fri Jun 12, 2020 9:47 am
Isgrimnur wrote:
$iljanus wrote:
El Guapo wrote:
Leraje wrote: Thu Jun 11, 2020 11:11 pm
$iljanus wrote: Thu Jun 11, 2020 9:42 pm Oooooh the urban environment will be great for our infantry.
Also, I do not think that cluster-bombing urban environment would be looked on kindly even though it's fun as hell Image
What, are you some kind of leftie socialist?
If we have a financial interest in companies involved in rebuilding we're actually capitalists!
That’s enough, Lt. Minderbinder.
What's good for the Octopus Overlords is good for the planet.
:D

Agreed with the deployment plan above.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Minefields in first battle - unanimous
air support in first battle - 3
December 11, 3045
Mountain Pass
35km west of Site Green

After looking at the enemy force composition some more, we rotate our lance assignments - Beta Hunter will take the mountain pass, with Hyena jumping into the re-built Grasshopper GHR-5N, while Siljanus happily rotates the Stalker's re-built left weapons pod. Gamma-Battle will take the other approach, with Gamma-Probe providing backup. We get the mines placed and our aerospace fighters loaded up while the infantry trundle over to Gamma-Battle's location.

The armor company is beatable enough. What causes everyone to frown is the presence of an Atlas, a pair of Thunderbolts and a Grasshopper. They spot us before walking over the landmines, so that part of the ambush is a wash, but we still have some aerospace fighters coming in with cluster ordnance. At least their formation is pretty disrupted. We note that one of the tanks, a Manticore, has apparently been modified as a command tank - we'll see if we can capture it.

Round 1:
Spoiler:
Image
Wolf moves forward, firing weapons to dislodge a Peregrine VTOL from Leraje's back, dinging the rotors a couple of times with lasers and SRMs. Siljanus is caught on the wrong side of the buildings, but takes a minimal amount of fire. The Stalker's short-range fire knocks over a Thunderbolt that got caught in the ambush when we powered up.

Round 2:
Spoiler:
Image
Leraje jumps north to say hi to some Vedettes, while Siljanus continues beating up the Thunderbolt that just got up. Hyena and Wolf make their way north as well to back our Stalker up. Siljanus' continued laser fire at the Thunderbolt introduces multiple laser blasts to the head, collapsing the 65 ton mech and reducing the amount of firepower coming at our Stalker - which takes a good amount of damage and wobbles from armor loss, in addition to the surrounding treese being set on fire to generate extra heat.

The Peregrine that Wolf dinged peels off and retreats from the field.

Round 3:
Spoiler:
Image
Siljanus, not having any desire to engage it directly, moves away from the Atlas so that we can try to team up on it, while Hyena continues engaging the other Thunderbolt at long range, stripping some armor but having little effect otherwise.

Round 4:
Spoiler:
Image
After nearly half a minute of dancing around with a pair of Vedettes, Leraje finally manages to take one out.

Hyena switches targets to the enemy Grasshopper as it opens up on Siljanus' Stalker, inflicting heavy armor damage - Hyena's PPC lands, but the rest of the lasers go wide.

Round 5:
Spoiler:
Image
Relief comes in the form of Gamma-Strike's aerospace fighters. One of our aerospace fighters, a Lightning drops a load of cluster bombs on a pair of hovertanks, taking one Saracen out and disabling the other. The Corsair takes some damage from anti-aircraft fire but delivers its payload as well - a Scorpion tank is destroyed, while a Vedette miraculously survives, although with severe motive damage. The Eagle makes a run at at the Atlas, blowing up the two adjacent tanks and forcing the assault mech to a knee. So much for capturing the Manticore.

The Warrior helicopter trades fire with Wolf's Orion, but when an aircraft, especially a slow moving one, trades fire with an Orion, it loses. In this case, an LRM salvo, guided by the specialized anti-aircraft targeting system of the Orion, punches through the front of the heli, breaking it up in mid-air.

Unfortunately, our Zephyr hovertank gets blown to bits by the enemy Grasshopper - a laser gets through the turret armor and detonates the NARC pods. Our Corsair took a little more damage than we anticipated as well, flying out of control and smashing into the ground to the south. The aero jock ejects safely.

Still, despite losing a fighter and our hovertank, the momentum of the battle has turned.

Round 6:
Spoiler:
Image
Our mechwarrior set to wiping out the anklebiters, with Leraje, Siljanus and Wolf each bagging a Vedette, Hyena blasting through a Galleon's armor. Our aerospace fighters make another pass at the Atlas, the Eagle pulling off a "Split-S" maneuver to get back into the fight and the Lightning landing a center-of-mass hit with the AC/20. Other than falling over, the Atlas just shrugs it off.

With their armor screen gone, the heavier mechs begin pulling back. We let them go, following our usual procedure of allowing withdrawals, opting to recover our personnel instead. The crew of the Zephyr are KIA, the hovercraft having been scattered across the terrain. The Corsair is basically slagged, good only for spare armor. At least we won't have to worry any more about the targeting software glitch that caused it to appear as a mech on our tactical displays. We get ready to pull our spare Zephyr out of storage in our Jumbo.

Overall, other than losing that Zephyr just now, our attached support units have performed fairly well - Zenn7 and Zarathud (and, to a lesser extent, Moley and LordMortis) are both happy with their coolant truck, while Leraje and the rest of Beta-Hunter were pretty happy with their little Zephyr buddy.

While we're still primarily a mech company and will remain so, the command staff considers giving all lance leaders the option to request support units - hovercraft, VTOLS, artillery, (transported) infantry, aerospace fighters - if we can get a hold of it and find the crew for it, we can attach it to a lance, with the understanding that we won't be breaking up existing units (no poaching from the search and rescue unit). Of course, the trouble with tanks and such is that they tend to be... less durable ... than battlemechs, so it'll be more of a bother.

[] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command

Currently, all we have available is a Saracen hovertank, which isn't really anything to write home about (medium-armored 35-ton hovertank, with six SRM tubes and ten LRM tubes), but if any of Alpha-Command, Gamma-Battle, Gamma-Probe, Delta-Ranger or Ad-Hoc wants to claim it, we'll put it back together.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Preferably of a flying variety with a 20T ordinance payload:)
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Fri Jun 12, 2020 5:10 pm
NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Preferably of a flying variety with a 20T ordinance payload:)
Yeah, I think it's fine to give commanders the option, though I don't think many are going to rush to drastically change things.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command

It’s all about the winning so whatever it takes. It takes a village! A well armed village!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Fri Jun 12, 2020 5:15 pm
Leraje wrote: Fri Jun 12, 2020 5:10 pm
NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Preferably of a flying variety with a 20T ordinance payload:)
Yeah, I think it's fine to give commanders the option, though I don't think many are going to rush to drastically change things.
Think it's a good idea with the right support, but a Saracen doesn't sound like the right support (perhaps other commanders in the company might find it useful).
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Big mechs like squishy friends!
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

AWS260 wrote: Fri Jun 12, 2020 7:32 pm
NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Big mechs like squishy friends!
Ablative armor!
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

gbasden wrote: Fri Jun 12, 2020 9:15 pm
AWS260 wrote: Fri Jun 12, 2020 7:32 pm
NickAragua wrote: Fri Jun 12, 2020 4:46 pm [x] Sure, more combined arms and firepower could be useful
[] Bah, working with treadheads is demeaning enough when they're under someone else's command
Big mechs like squishy friends!
Ablative armor!
Yes please.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
More combined arms - unanimous
We'll keep an eye out for support units as things come up from salvage or on the market.

December 11, 3045
85km east of Site Green

Meanwhile, Gamma-Battle and Gamma-Probe have some work to do. Gamma-Probe gets slightly side-tracked en route to Gamma-Battle's position - a couple of mechs and tanks engage our medium recon lance, forcing them to take a detour. Drazzil catches up to a Griffin just outside a small town, so the residents will get a to check out a cool mech battle instead of watching their morning TV. The Cronus is built for close-range fighting, while the Griffin is a long-range combatant. Both mechs have equal mobility, including jump jet capability, so Drazzil's goal will be to close in rapidly and stay there.

Round 1:
Spoiler:
Image
The two mechs advance to contact.

Round 2:
Spoiler:
Image
The Griffin jumps over some woods, letting loose with its PPC while Drazzil fires a couple of laser blasts. Neither hits.

Round 3:
Spoiler:
Image
Drazzil fires up the jump jets, juking north. The Griffin follows, easily avoiding our mechwarrior's laser fire.

Round 4:
Spoiler:
Image
"Whoops."

Round 5:
Spoiler:
Image
Drazzil finally manages to score some hits on the elusive mech, flaking armor off with lasers and SRMs, then overextends the jump and nearly flubs the landing, dropping to a knee, leaving our mechwarrior in a disadvantageous position.

Round 6:
Spoiler:
Image
The Griffin circles around the back of our mech. Drazzil is able to swing the right arm around and lightly brush some armor off the Griffin with a large laser. The hostile's PPC goes wide, but it's able to land a solid boot on the Cronus' left leg, forcing our mech back down to a knee.

Round 7:
Spoiler:
Image
The fellow 55-tonner isn't quick enough to get around the back of our Cronus this time and eats a couple of lasers, along with a one-two punch, basically getting clotheslined and winding up on the ground.

Round 8:
Spoiler:
Image
"Gotcha now, you little shit." Drazzil growls, unloading lasers and SRMs on the downed enemy mech, which holds up its left arm, blocking the incoming salvo at the cost of the left arm. Drazzil kicks the useless limb aside and stomps on the left torso section, crushing a pair of jump jets.

Round 9:
Spoiler:
Image
Against all odds, the Griffin gets up, continuing to fight. This time, its right arm takes a good amount of damage, an actuator blowing out, which causes its PPC shot to go into the air. Drazzil takes a kick, but is able to compensate and stay upright this time.

Round 10:
Spoiler:
Image
The Griffin uses its remaining jump jets to fly behind Drazzil, avoiding a lone laser blast and throwing an ineffectual punch.

Round 11:
Spoiler:
Image
Perhaps the enemy mechwarrior has finally realized that the Griffin is not a close combat machine, as he uses the Griffin's remaining jump jets to put some distance between him and Drazzil's Cronus, blasting our mech with a PPC and LRM salvo to flake off some armor.

Round 12:
Spoiler:
Image
Nope. The dumb bastard charges back in, letting Drazzil circle around and kick him in the back of the right leg after a generous helping of lasers and SRMs. The damaged leg shatters as the enemy 55 tonner goes down, and the enemy mechwarrior bails out.
Spoiler:
Image
We accidentally started a forest fire during this fight, and, if left unchecked, it'll easily consume the town, which doesn't appear to have the necessary firefighting capability to deal with this. Drazzil spots a good place to carve out a firebreak, but it'll take a few minutes to do so, which will delay our mechwarrior's arrival to assist Gamma-Battle, who are about to engage the enemy.

[] Carve out the firebreak
[] No time, gotta go
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Mon Jun 15, 2020 12:44 pm

We accidentally started a forest fire during this fight, and, if left unchecked, it'll easily consume the town, which doesn't appear to have the necessary firefighting capability to deal with this. Drazzil spots a good place to carve out a firebreak, but it'll take a few minutes to do so, which will delay our mechwarrior's arrival to assist Gamma-Battle, who are about to engage the enemy.

[X] Carve out the firebreak
[] No time, gotta go
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Mon Jun 15, 2020 12:44 pm We accidentally started a forest fire during this fight, and, if left unchecked, it'll easily consume the town, which doesn't appear to have the necessary firefighting capability to deal with this. Drazzil spots a good place to carve out a firebreak, but it'll take a few minutes to do so, which will delay our mechwarrior's arrival to assist Gamma-Battle, who are about to engage the enemy.

[X] Carve out the firebreak
[] No time, gotta go
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Mon Jun 15, 2020 1:44 pm
NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
I agree. I know we're ruthless mercenaries and all, but let's not be such assholes that we won't delay one mechwarrior a few minutes to save lives. Plus I assume it's beneficial to our operations to not have the planet's population hating us.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

El Guapo wrote:
Leraje wrote: Mon Jun 15, 2020 1:44 pm
NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
I agree. I know we're ruthless mercenaries and all, but let's not be such assholes that we won't delay one mechwarrior a few minutes to save lives. Plus I assume it's beneficial to our operations to not have the planet's population hating us.
I don't want to wonder if someone spat in my beer when frequenting the local pub because we let their parent's house burn down.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote: Mon Jun 15, 2020 2:11 pm
El Guapo wrote:
Leraje wrote: Mon Jun 15, 2020 1:44 pm
NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
I agree. I know we're ruthless mercenaries and all, but let's not be such assholes that we won't delay one mechwarrior a few minutes to save lives. Plus I assume it's beneficial to our operations to not have the planet's population hating us.
I don't want to wonder if someone spat in my beer when frequenting the local pub because we let their parent's house burn down.
Also if we let the fire burn then at some point in like 10 or so campaigns from now a shadowy commander of a rival mercenary company will start hunting us down while we are on missions, and will then explain that he's after us because 10 years ago we ignored a fire that burned down his family's house and killed his father.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

El Guapo wrote: Mon Jun 15, 2020 2:48 pm Also if we let the fire burn then at some point in like 10 or so campaigns from now a shadowy commander of a rival mercenary company will start hunting us down while we are on missions, and will then explain that he's after us because 10 years ago we ignored a fire that burned down his family's house and killed his father.
It'd be sooner, but it takes time to build up a good-sized merc company.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Mon Jun 15, 2020 2:48 pm
$iljanus wrote: Mon Jun 15, 2020 2:11 pm
El Guapo wrote:
Leraje wrote: Mon Jun 15, 2020 1:44 pm
NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
I agree. I know we're ruthless mercenaries and all, but let's not be such assholes that we won't delay one mechwarrior a few minutes to save lives. Plus I assume it's beneficial to our operations to not have the planet's population hating us.
I don't want to wonder if someone spat in my beer when frequenting the local pub because we let their parent's house burn down.
Also if we let the fire burn then at some point in like 10 or so campaigns from now a shadowy commander of a rival mercenary company will start hunting us down while we are on missions, and will then explain that he's after us because 10 years ago we ignored a fire that burned down his family's house and killed his father.
Creating firebreak is definitely faster and less messy than ensuring that there are no survivors from the fire...
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Mon Jun 15, 2020 2:57 pm
El Guapo wrote: Mon Jun 15, 2020 2:48 pm
$iljanus wrote: Mon Jun 15, 2020 2:11 pm
El Guapo wrote:
Leraje wrote: Mon Jun 15, 2020 1:44 pm
NickAragua wrote: Mon Jun 15, 2020 12:44 pm [x] Carve out the firebreak
[] No time, gotta go
I agree. I know we're ruthless mercenaries and all, but let's not be such assholes that we won't delay one mechwarrior a few minutes to save lives. Plus I assume it's beneficial to our operations to not have the planet's population hating us.
I don't want to wonder if someone spat in my beer when frequenting the local pub because we let their parent's house burn down.
Also if we let the fire burn then at some point in like 10 or so campaigns from now a shadowy commander of a rival mercenary company will start hunting us down while we are on missions, and will then explain that he's after us because 10 years ago we ignored a fire that burned down his family's house and killed his father.
Creating firebreak is definitely faster and less messy than ensuring that there are no survivors from the fire...
And there's always one. And they'll be claiming their vengeance in the family mech. Haven't you read Decision at Thunder Rift? :D
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I will say, the movie based on the son's quest for vengeance would no doubt be awesome. Though, those movies tend not to end well for the people who caused the father's death.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

"My name is Inigo Montoya. I am looking for the six-fingered mech."
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

AWS260 wrote: Mon Jun 15, 2020 6:18 pm "My name is Inigo Montoya. I am looking for the six-fingered mech."
6 fingered mech wielding the finest blade ever made, that was crafted by my father! Cause every mech should bring a blade to a laser/missile/autocannon fight?

Or maybe it's a 6 fingered man inside the custom mech my father built?

Either way, let's not chance it, create the fire break.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Tue Jun 16, 2020 12:31 am Cause every mech should bring a blade to a laser/missile/autocannon fight?
Kurita says "yes".
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

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

Post by NickAragua »

Vote Results:
Spoiler:
cut the firebreak - unanimous
Trees splinter under concentrated laser fire as Drazzil cuts a firebreak. It takes him a few minutes, but the fire is contained. Our mechwarrior then sprints off to reinforce Gamma-Battle. Our mechs set up in some buildings and wait until the approaching hostiles are at point blank range to spring their ambush. The main threat is the reinforced heavy mech lance - two Archers, a Grasshopper, a Warhammer and a Cyclops - this 90-ton mech packs a lot of short-range firepower, so maybe a point blank ambush isn't going to work out that well. Gamma-Probe will be there in about 90 seconds, by which point the fight is likely to be over one way or the other.

Round 1:
Spoiler:
Image
The buildings aren't quite as sturdy as our like and our mechs take a little armor damage as counterfire comes in. The basement in Cylus' building collapses, dropping our mech down, although our mechwarrior manages to knock down the enemy Grasshopper. Angel's target is a Warhammer, while Scrub targets a Javelin. Xwraith gets the short end of the stick, having to engage the Cyclops.

Angel's target takes major armor damage from the Flashman's lasers - our mech targets the right leg, separating it just below the hip and flopping it over.

Our support laser infantry blasts motive elements off a Hunter tank, taking a few laser shots back - we lose three people there.

Round 2:
Spoiler:
Image
Cylus crawls out of the collapsed basement, getting clear of one Saladin hovertank and a couple of mechs while getting the drop on another Saladin, kicking it over. In general, we abandon our buildings as they're about to collapse anyway. Cylus turns left, blasting a Javelin with lasers and LRMs as it harasses Scrub's Warhammer. One of the lasers goes through a hole opened up by Scrub's earlier attack and detonates an SRM ammo bin, blowing the light mech sky high.

Scrub targets a Saladin, blowing it away with a PPC shot.

Angel sticks around in a building a little too long - a stray PPC shot and a bunch of SRMs causes some structural elements to collapse, and our mech winds up bathed in debris. The mechwarrior still manages to kick a fan off the nearby Pegasus

Our support laser infantry continues working on the Hunter, taking it out of action for good with repeated laser blasts.

Round 3:
Spoiler:
Image
Cylus moves to engage the back of the hostile Grasshopper as it comes looking for him. Our Grasshopper takes about eighteen SRMs from a Pegasus that's wedged in a building, but stays on target, blasting the left arm off the enemy mech. The mechwarrior overbalances, falling over, and Cylus follows up, delivering a curb stomp.

There's a good amount of fire exchanged between Scrub and the nearby Phoenix Hawk as well. Our mechs take some heavy damage in the process. The 45-tonner tries to land a kick, but Scrub steps back, causing it to wind up on its back instead.

Xwraith jumps over the Cyclops, stripping armor from its left side. It returns fire with its autocannon, blasting armor off the left torso. However, this leaves our mechwarrior with an opening, and the Cyclops loses its left leg. That's a relief.

Angel blasts a Wasp in the hip, knocking it over. Seeing the enemy Warhammer get up despite missing a leg, our mechwarrior breaks the other one.

Round 4:
Spoiler:
Image
The Wasp that Angel blasted in the hip isn't able to get up from the top of its building and falls back over, bits of leg clattering over the edge.

Cylus' target Grasshopper eventually manages to get up and limp out of the line of fire. Of Cylus. Not of Scrub, who nails it in the now-unarmored hip joint with an SRM salvo. The unbalanced 70-tonner keels over and stops moving, the mechwarrior having blacked out.

Angel and Xwraith continue firing on the downed Cyclops, which is attempting to get up and pointing its weapons in our direction.

Our gauss rifle infantry wind up buried as an Archer rains LRMs down on their building.

The guy in the Cyclops bails out, prompting the rest of his pals to retreat to the south, away from our mechs and the approaching Gamma-Probe. By the time those guys get there, it's all over but the salvage.

Our mechs took some heavy armor damage and quite a bit of internal structure damage, but are mostly functional. The entire gauss infantry platoon is gone, while the support laser platoon lost three people in total. Our mechs make a solid effort at digging people out, but there are no survivors and the equipment was destroyed as well.

As far as salvage goes, it's pretty damn good - we've got ourselves a Cyclops. Our techs tell us that we can fix it up - it just needs a replacement AC/20 and the leg re-attached, but we can pull that off one of the Saladins we also salvaged. We've also got a legless Warhammer, which we'll keep for spare parts and a bunch of tank wrecks, but the Cyclops is the real exciting thing. Xwraith gets the kill credit on that one, having removed its leg, while Angel gets the kill credit for the Warhammer (and a Wasp, but nobody's counting those really).

Once we get the cyclops fixed up, we'll see about assigning it to one of our lances. Although, the stats aren't the greatest - sure, it moves at a brisk 4/6, but for firepower it's got: AC/20, 2x med. laser, an SRM/4 and an LRM/10. That's about as much as an Orion. And its armor coverage is under 60% of maximum - we've got heavy mechs with more armor than that. So we may consider boxing it up for now until we can do some work on it.

[] Assign the Cyclops to one of our lances (anyone with a ground-bound mech can feel free to claim it)
[] Put it into storage for now until we can figure out how to make it into an actual assault mech

For support units, we've got a Demon tank up and running that we salvaged some time ago. This is a slow (4/6), 60-ton wheeled tank, the main feature being a gauss rifle in a turret. The front and sides have an SRM/6 launcher and medium lasers respectively, and the armor coverage is pretty good. The ammo bins have CASE installed as well.The main downside is that it's a wheeled tank, so it lacks the mobility of mechs. For now, we've got it patrolling around our dropships, but we can be convinced to assign it to a combat lance.

The two lances with a movement profile that would allow the tank to keep up are:
[] Alpha Command
[] Gamma Battle
[] Keep it guarding the dropships
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Tue Jun 16, 2020 3:22 pm [] Assign the Cyclops to one of our lances (anyone with a ground-bound mech can feel free to claim it)
[x] Put it into storage for now until we can figure out how to make it into an actual assault mech

[] Alpha Command
[] Gamma Battle
[x] Keep it guarding the dropships
Stock Cyclops is pretty meh, so fix it up and stick in mothballs till it can be improved. How easily can we source an XL engine for it?
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