Let's play: Battletech via MegaMek

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Zenn7
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Let me make sure I've got this right:

1 - we have no idea where Gbadsen is - the likelihood of finding/rescuing him before they kill him is very low (under 20%).

2 - our position on this planet is not great. Our ability to successfully complete the objectives of our contract are low (well under 50%).

3 - leaving/breach contract will cost us up to $46mm, may not be working w/ Fed Com (the by far and away best house to work for) any time soon, and may suffer a little on next few contract offerings/negotiations but...
- 1-2 successful missions will undo the overall damage to our rep
- we can spare the money, just set us back on our long term plans a little, no irreparable harm
- Fed Com thing will take longer to overcome, but assuming we can eventually.

Assuming I have all that right, we stick around, GBadsen most likely dies, and we most likely fail the mission... which will cause most/all the penalties we would suffer under #3 anyway - right?
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

That's a pretty good summary. In the words of Lt. Scrub, "The Marik guys have us over a barrel here."
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

As acting commander, I gather our company command staff (minus our liaison) and inform them of my intent to comply with House Marik's demands as it is in the best interests of continuing existence of our company.

(Not sure if your note that I'm acting commander meant anything for real, but that's my thoughts based on the situation and likely outcomes).
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Let's play: Battletech via MegaMek

Post by Zarathud »

What if we play along to get our commander back, then come back and stomp the bastards and get that mech back? We have our own ship. We shouldn't let anyone play us. Let them steal your CO once and then everyone will be trying it.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Sad. I like commanders that don't get captured.

urk.
Zenn7
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Zarathud wrote: Fri Jul 13, 2018 2:09 am What if we play along to get our commander back, then come back and stomp the bastards and get that mech back? We have our own ship. We shouldn't let anyone play us. Let them steal your CO once and then everyone will be trying it.
The flaw in your plan is that they can track our ship. When we don't leave or come back, there may well be some stomping going on, but we are likely to end up on the wrong end of said stomping.
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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

Can't leave him behind, can't keep the liaison happy if we do. Id' say it's more important to reclaim a team member than to pander to a contract. It'll hurt, but we can rebuild that. Nothing goes perfectly forever.
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LordMortis
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

20% doesn't sound very fairy tale to me, so I say we take him back and hang our heads in shame as we exit.

Twice as many mechs seems to be par for the course. I'm not worried about that. I'm worried about execution before we find him.

I guess I put off retirement for that much longer.
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Re: Let's play: Battletech via MegaMek

Post by Archinerd »

You win some, you lose some.
Accept the offer, let's not lose a Mech and a good pilot.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I say that we find one of the true heroes - a space lawyer - and have him pore over our contract until he finds a loophole allowing us to get out of it.
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Hyena
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

El Guapo wrote: Fri Jul 13, 2018 10:01 am I say that we find one of the true heroes - a space lawyer - and have him pore over our contract until he finds a loophole allowing us to get out of it.
I'm not a lawyer, but I did stay at Holiday Inn Express last night. Does that count for anything?

That being said, I vote we take him back, tuck tail and run. I have a fairly strong feeling that will get a second shot at these guys eventually. If not these guys in particular, then at least this house. And that's all that really matters, right? And if not, maybe we'll end up working for them and take their money one day. Either way I'm good.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Seems worthwhile to talk to the Davion liaison and try to work out a deal of some sort on our way out - basically "look, we're over a barrel here so we have to scoot, but happy to work something out regarding needed killing".
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LordMortis
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

I also want to re-iterate how heartbroken I was that MegaMek totally does not present any narrative at all when we are treated to such nuance here and that someone needs to go to HBS and get them to read this thread and have them hire Nick to write scenario packs. This narration is exactly what HBS need to launch it to the next level. The groundwork is laid. Nick just needs to put in a few years worth of work with a team who can literally and metaphorically illustrate his narration.
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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

LordMortis wrote: Fri Jul 13, 2018 11:32 amsomeone needs to go to HBS and get them to read this thread and have them hire Nick to write scenario packs. This narration is exactly what HBS need to launch it to the next level. The groundwork is laid. Nick just needs to put in a few years worth of work with a team who can literally and metaphorically illustrate his narration.
<raises a mug of stale coffee, nodding>
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

I vote we make take trade and lick our wounds.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

[If I didn't have to uproot my family and move across the country, I would totally consider working for HBS and their Swedish overlords.]
------------

After some discussion with a pretty unanimous outcome, we decide to take the Free Worlds League commander's offer. Zenn7 makes the call.

"Good choice, Lieutenant." comes the response. "We're forwarding rendezvous coordinates near the zenith jump point. Our dropships will meet you there and conduct the prisoner exchange."

The liaison fumes, but there's little he can do with just his Leopard. He withholds remaining payment and makes it clear that we're paying for our own ride back home. As we burn for the jump point, we detect the pair of Mules and escort fighters lifting off from the planet as well. In a little over six days, we reach the rendezvous coordinates and turn over the captured Free Worlds League mechwarriors, while Gbasden floats across the airlock to our ship.

The Marik Lt. Colonel floats over as well and offers Zenn7 and Lt Scrub both a handshake. "No hard feelings, Lieutenant. Your people did your job as best as you could, but, even if there *was* some kind of secret research facility here, it's laughable to think that three dropships can find it from orbit."

Lt. Scrub smirks. "Was there one?"

The Lt. Colonel chuckles as he floats away. "Right, like I'd tell you."

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

The jumpship arrives in a couple of days. It's a somewhat awkward ride back to Outreach, and everyone feels a great sense of relief to finally walk dirtside. To breathe air that doesn't smell like stale tin cans and heat sink fluids. To look up at the sky and see blue and puffy white instead of yellow and pitch black. Real food, booze, different people, all that good stuff.

The only blemish on the R&R is the Comstar arbitration hearing. It's unpleasant, featuring a tirade from the liaison about "egregious breach of trust implied by the contract". In a surprise bonus, the Marik commander forwarded a (somewhat redacted) account of the events on Ventabren, presumably as a way to stick one last bone in FedCom's craw ("not only did we kick your asses, but we're going to make you lose more money!"). The liaison pushes for a forfeit of all pay received, while our legal team counters that the employer did not provide sufficient intelligence. After some deliberation, the Comstar reps assess a nominal "cost of transit for allied forces" penalty (basically, fuel and jump costs for the FedCom Leopard), which comes to around two million C-Bills, and a "breach of contract" is added to our record. Considering the amount of money involved in the transaction overall, it's basically a slap on the wrist and a strongly worded admonishment. There's obviously no love lost between the Comstar reps and the FedCom guys, that's for sure.

After relaxing for a few weeks, we take stock of our resources. We've got 34 spare mechs sitting in our Mule, boxed up. Our current roster is eighteen mechwarriors, seventeen of them with mechs. After some discussion, the plan is to bulk out to 36 to 48 mechwarriors. Luckily, every other Tom, Dick and Harry on Outreach is a disposessed mechwarrior, so it'll "just" be a matter of weeding through particularly crappy ones.

Here's our current roster (minus NPCs), and a listing of our spare mechs.
Spoiler:
Image
Image
Once we bulk up the company, we'll be re-organizing ranks, and pretty much everyone here is going to get promoted. We'll also be re-working the arcane "share dividends" system and simply paying everyone more money in salaries instead - the reason being that, once we bring all the new guys on board, everyone's dividend payouts will drop dramatically.

A few points of input:

1) Gbasden, you'll need to pick a replacement mech. Some of the heavier options:
- An overabundance of Wolverines (6M variants with large lasers and 6R variants with AC/5s)
- A Cyclops (A 90-ton behemoth. The one we have, a 10-Q, has 3x medium lasers, 2x LRM/10 and an SRM/4, moving at 4/6 with 272 armor. We can also convert it to a 10-Z, which trades a laser, an LRM launcher and goes down to 160 points of armor for an AC/20)
- The Stalker (85 tons, 2x Large Laser, 2x LRM/10, 4x Medium laser, 2x SRM/6, 3/5 movement and 216 armor)
- An Orion ON1-K (75 tons, AC/10, LRM/15, SRM/4, 2x Medium Laser, 4/6 movement, 231 armor)
- A Warhammer (the 6R variant with more guns than our current one but less armor)
Or, you can pick pretty much anything on the list of spare mechs.

Keep in mind that you're specialized in energy weapons and are also a "melee specialist".

2) Hyena, you've got enough XP to improve gunnery or piloting (both are at 3) - please pick one.

3) What's the lowest skill mechwarrior we want to recruit? Green? Regular? Veteran? Looking for higher skill guys will take longer and be more expensive (to be honest, we'll be here all year if we just look for veterans). On the other hand, we don't want to be handing expensive mechs to a bunch of snot nosed kids who "played around in a mech simulator one time".
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LordMortis
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

Regulars come with one "perk"? Or is it the veteran's that come with one perk?

I wouldn't hire any more green warriors than I would intend to send out in 35 ton or less mechs as support or advanced scout without serious need for recon and then if I were putting them in Spiders, I want some piloting skills.

A few. Maybe. Growing a batallion based on a large contingent of green troops looking for their action? Not so much.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Fri Jul 13, 2018 2:03 pm The only blemish on the R&R is the Comstar arbitration hearing. It's unpleasant, featuring a tirade from the liaison about "egregious breach of trust implied by the contract". In a surprise bonus, the Marik commander forwarded a (somewhat redacted) account of the events on Ventabren, presumably as a way to stick one last bone in FedCom's craw ("not only did we kick your asses, but we're going to make you lose more money!"). The liaison pushes for a forfeit of all pay received, while our legal team counters that the employer did not provide sufficient intelligence. After some deliberation, the Comstar reps assess a nominal "cost of transit for allied forces" penalty (basically, fuel and jump costs for the FedCom Leopard), which comes to around two million C-Bills, and a "breach of contract" is added to our record. Considering the amount of money involved in the transaction overall, it's basically a slap on the wrist and a strongly worded admonishment. There's obviously no love lost between the Comstar reps and the FedCom guys, that's for sure.
C'mon, we should have done a group play session of the arbitration! We each pick a member of our legal team and take turns going toe to toe with the FedCom lawyers. THIS THREAD NEEDS MORE ARBITRATION PROCEEDINGS!
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I'd say limit it to regulars and veterans for now. If we strike out on round one, then consider expanding it to Greens.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

+1 El Guapo suggestion
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Regs and Vets. Couple greens maybe if we start taking too long.

How is it Lt JG Zenn7 was acting commander when Gbadsen got kidnapped rather than full Lt Scrub? For that matter, isn't Archinerd senior to me (least wise in that he's been a Lt JG longer)?

Just curious how that worked out.

And I am jealous of people like you who can add this much narrative to what I am gathering is mostly just a straight up squad x is in battle, here's the map/enemy. I could not begin to add that much imaginative thought to my gaming.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Zenn7 wrote: Sat Jul 14, 2018 12:19 am

And I am jealous of people like you who can add this much narrative to what I am gathering is mostly just a straight up squad x is in battle, here's the map/enemy. I could not begin to add that much imaginative thought to my gaming.
That's what I love most about this thread. The narrative is amazing.

And a special bit of thanks for not letting them space me.
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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Fri Jul 13, 2018 2:03 pm

1) Gbasden, you'll need to pick a replacement mech. Some of the heavier options:
- An overabundance of Wolverines (6M variants with large lasers and 6R variants with AC/5s)
- A Cyclops (A 90-ton behemoth. The one we have, a 10-Q, has 3x medium lasers, 2x LRM/10 and an SRM/4, moving at 4/6 with 272 armor. We can also convert it to a 10-Z, which trades a laser, an LRM launcher and goes down to 160 points of armor for an AC/20)
- The Stalker (85 tons, 2x Large Laser, 2x LRM/10, 4x Medium laser, 2x SRM/6, 3/5 movement and 216 armor)
- An Orion ON1-K (75 tons, AC/10, LRM/15, SRM/4, 2x Medium Laser, 4/6 movement, 231 armor)
- A Warhammer (the 6R variant with more guns than our current one but less armor)
Or, you can pick pretty much anything on the list of spare mechs.

Keep in mind that you're specialized in energy weapons and are also a "melee specialist".
It looks like from my novice reading of all of those mech variants that the Warhammer 6R would be the best choice for an energy specialist (if I'm reading it right and it's the one with the dual PPCs.)

Also, I concur with the idea that we not recruit green mechwarriors unless we have no choice.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Sat Jul 14, 2018 1:25 am
Zenn7 wrote: Sat Jul 14, 2018 12:19 am

And I am jealous of people like you who can add this much narrative to what I am gathering is mostly just a straight up squad x is in battle, here's the map/enemy. I could not begin to add that much imaginative thought to my gaming.
That's what I love most about this thread. The narrative is amazing.

And a special bit of thanks for not letting them space me.
Think nothing of it (until we get around to that salary restructuring... then... REMEMBER I SAVED YOU A$$!)
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Hmm... how similar are the stats to Battletech? Piloting improves ability to drive, obviously, but does it affect anything else? Defense, dodging/difficulty to get hit, etc.? Gunnery is tempting for obvious reasons, as well. Piloting a heavy mech would probably need more skill than gunnery, however, so I'll stick with piloting.

Also, whom do I have to "code red" to advance in rank? Or is that how I've been stuck at private for so long?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Piloting governs your ability to a) hit targets in with physical attacks and b) prevent your mech from falling over when doing fancy manuevers, such as running on ice/pavement, running really fast in low G, getting shot a bunch etc.

[As an aside, there are no equivalent 'guts' or 'tactics' type skills, although some special pilot abilities mimic their effects]

I'm pretty sure all the OO guys will be getting promoted after we finish our recruitment drive.
Zenn7 wrote: Sat Jul 14, 2018 12:19 am How is it Lt JG Zenn7 was acting commander when Gbadsen got kidnapped rather than full Lt Scrub? For that matter, isn't Archinerd senior to me (least wise in that he's been a Lt JG longer)?
Archinerd has actually been with the company less time. The Lieutenants were rotating command in shifts, and Lt. Scrub was off duty at the time the call came in (although her and Archinerd did both get consulted).
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

And so, we begin our recruiting drive.

As it turns out, not everybody applying is disposessed, some candidates bring their own mechs. Mostly crap bug mechs, but we do enroll a guy with a Phoenix Hawk and a Trebuchet 5S.

Another mechwarrior of note is one Demetra Harris, who brings a Hussar HSR-200-D. A long-time family mech with all kinds of crazy Star League technology. It's got double heat sinks, ferro-fibrous armor and an "Extended-Range Large Laser". Just about every tech that comes in to look at it has to change their pants afterwards. The difficulty is that the ferro-fibrous armor is a) not being actively manufactured and b) paper thin anyway. A single hit from any weapon save a machine gun or a small laser will go right through it. We hire her anyway. We're probably going to have to strip the ferro-fibrous armor off as it's impossible to replace. The ER Large Laser is nice, though.

Re-organization takes some time. We now have four companies:
Alpha is headed by Major Gbasden, and is the command unit.
Beta is headed by Captain Zenn7, and is the heavy metal.
Gamma is headed by Captain Scrub, and is a general purpose unit (with a command lance, a medium lance and a recon lance)
Delta is headed by Captain Archinerd, and is a recon unit.

The current mechwarrior roster:
Spoiler:
Image
Most of the original crew have been promoted as well. Salaries are now directly proportional to rank, with a modifier for skill level, and every OO mechwarrior is at least a Corporal. Officers get performance bonuses based on mission performance and penalties for equipment/personnel loss, the details of which we won't be going into currently.

We actually employ 243 people full-time now, including 145 military personnel and 98 support staff. We've also got 216 astechs on staff (to help maintain our 50+ mechs).

We also take some time for a little mech modification.

There's a Shadow Hawk 2K. This packs a PPC and an LRM/5, and has way too many heat sinks (capable of sinking 17 heat but only generating a maximum of 15). So, we remove two of the heat sinks and stick another LRM/5 launcher on the right side.

The Hussar loses the ferro-fibrous armor (since you can't exactly go down to the corner store and buy spares). This does not result in a noticeable decrease in armor, as the armor was paper thin anyway to begin with. We keep the armor around for now, who knows someone may want to buy it.

An Ostsol and a Quickdraw have all their weapons turned forward (rear-facing lasers? really?).

We spend a little additional time acquiring air support: each company will have a lance of aircraft supporting it (a lance is 2 for aircraft for some reason).

We also swap machine gun ammo bins out for half-tons across the board and dedicate the freed tonnage to extra armor.

Freyland, Isgrimnur: You've got enough XP to upgrade gunnery and piloting (both are at 3 currently). Which one?

The R&R&R&R (Rest & Relaxation & Recruitment & Refit) period lasts almost a year. We have plenty of money in the war chest, so we can afford to hang out and de-stress. Although we run regular training and shakedown exercises, people even wind up having time for personal lives outside the company. It's a novel concept, but most adjust just fine.

Once March 3034 rolls around, we start looking around for contracts. Among the endless parade of objective and extraction raids, one particularly interesting contract stands out. A Draconis Combine rep, a tall, blond dude calling himself Siggur Halvarsson, offers us a relatively short-term contract hunting pirates out in the north end of the Inner Sphere. We would be travelling to the planet Skandia, a beautiful, temperate world on the Combine border.

Vital contract stats:
Independent Command
100% transport costs coverage
90% salvage rights
20% battle loss compensation
Regular/D opponents
3 month contract duration
20M C-Bill payout (after we "appropriate" the transportation funds then stuff most of our force into the Mule)

There are two drawbacks:
1) This is a low-paying job
2) The planet's gravity is 1.13g

On the upshot, it's a nice, easy mission against pirates, perfect for a shakedown. The salvage rate is also *excellent*, we'll really be hauling it in on this one.

[Going forward, I'll only be doing detailed battle reports on scenarios where OO members are involved - there's just not enough time in a day otherwise]
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

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

Post by El Guapo »

Yeah, spending some time smashing pirates sounds like a nice diversion, and even if it's low-paying seems like we should be able to salvage some good stuff to supplement the payout.
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

Who doesn't like smashing pirates?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Mon Jul 16, 2018 3:01 pm The current mechwarrior roster:
Spoiler:
Image
Most of the original crew have been promoted as well. Salaries are now directly proportional to rank, with a modifier for skill level, and every OO mechwarrior is at least a Corporal. Officers get performance bonuses based on mission performance and penalties for equipment/personnel loss, the details of which we won't be going into currently.
I hope those officer bonus are darn good! Otherwise, I want demoted to Sergeant Major (who's making almost 4 times my elite captain salary!).

Pirates sound like a good warm up for the newbs.
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Gunnery, please.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Sure, lets smash some pirates.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Mon Jul 16, 2018 3:01 pm

We actually employ 243 people full-time now, including 145 military personnel and 98 support staff. We've also got 216 astechs on staff (to help maintain our 50+ mechs).
#JobCreators

We need a tax cut!
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

El Guapo wrote: Mon Jul 16, 2018 5:18 pm
NickAragua wrote: Mon Jul 16, 2018 3:01 pm

We actually employ 243 people full-time now, including 145 military personnel and 98 support staff. We've also got 216 astechs on staff (to help maintain our 50+ mechs).
#JobCreators

We need a tax cut!
From 0%?

Actually, that gives me an idea...
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Agreed, let's smash some pirates. And WHOA did I get a promotion! Thanks, sir!
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Re: Let's play: Battletech via MegaMek

Post by Madmarcus »

Pirate smashing is good.

Everyone knows the Sergeant Majors run the place.
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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

Man, I don't ever want to be promoted... :)
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2021-01-20: The first good night's sleep I had in 4 years.
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Archinerd
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Re: Let's play: Battletech via MegaMek

Post by Archinerd »

Woah, that's a lot of mechs.

I'm all in favor of hunting Pirates.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

We sign off on the contract terms. With plenty of armor and spare parts in stock, we should be able to handle a three month pirate hunting operation. Even better, we won't have an obnoxious liaison underfoot. Even though it's nice that they help out sometimes. The mothballed mechs and spare parts fit quite nicely on the Mule, cutting our transport costs from an initial estimate of 15M to 2M.
Spoiler:
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As we jump from Nai-Stohl to Eltanin, our jumpship forwards the data download from the local HPG. A particular news item is of great interest to us. It seems that the Free Rasalhague Republic has declared independence from the Draconis Combine, striking out on their own. With both the Draconis Combine and Federated Commonwealth officially recognizing the new nation, we wonder how that will impact our contract, and send a query out via HPG. The reply is that our contract is now held by the FRR and that the terms are unchanged otherwise.

It takes us a few days to unload our mechs and get everything unpacked. We get in touch with the local government, who inform us that, while the Draconis Combine recognized the FRR, there are a number of DCMS elements who have refused to follow their orders and started shooting instead. While the FRR organizes its standing army, they've chosen to supplement their military with mercenaries. Such as us.

Our job is to a) protect local industrial and strategic assets and b) locate and destroy the rogue "Ronin". They might not have DCMS support, but they've absconded with a large number of mechs, tanks and personnel. The local government gives us a breakdown of facilities that have already been attacked, and grants us permission to use local installations to house our personnel and equipment. Our first order of business is to send out Delta company to sweep areas of suspected Ronin activity. Delta 2 lance finishes their sweep without any results, while Delta 1 and Delta 3 hit paydirt. Delta 3 finds a lance and a half of medium and heavy tanks, backed up by a pair of mechs. The enemy force spots them as they conduct detailed scans and gives chase, but Delta 3 loses them in a tornado.

Delta 1 (Archinerd's Delta lance) locates an enemy force as well - a reinforced company of mixed tanks and a lance of mechs. The goal here is to "scan" the enemy force by lighting them up with weapons fire (our targeting computers will record the data), then retreat. We engage at dawn, while there's a light fog - this will enable us to get good scans while minimizing our exposure to return fire. The opfor features a large number of hovertanks, so this will be somewhat unpleasant - we'll need to keep to cover as well to avoid getting swarmed.

Round 1:
Spoiler:
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We move up as rapidly as we can. On the plus side, the opfor appears to be having trouble navigating in the fog as well.

Round 2:
Spoiler:
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One group of enemy units to the east, one to the north. We're going to have to tag all of them. A Ferret scout VTOL flutters up to our mechs, dropping off two squads of infantry. Unfortunately for them, Madmarcus is *right there* and evaporates the Ferret with the large laser while blasting an infantry squad with an SRM salvo. His mech heats up a little, but the salvo kills just about everbody, leaving one poor guy staggering around amidst the VTOL wreckage, and the second squad desperately seeking cover.

Round 3:
Spoiler:
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Archinerd turns his targeting computer and weapons onto a Stinger that breaks through the woods ahead. LRMs impact the left arm, blowing away the machine gun mounted there and also breach the right leg. Paingod "tags" a distant Maxim with LRMs, causing the hovercraft to throw out sparks as the stabilizer for its front-mounted weapons is destroyed. Madmarcus takes some laser fire from the nearby infantry squad and retaliates by blowing them away with an SRM salvo.

Round 4:
Spoiler:
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The Stinger pilot panics and fires his jump jets to relocate, blowing out a leg actuator as he lands. We continue our target scans, as weapons fire is still pretty ineffective.

Round 5:
Spoiler:
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Weapons fire is just as ineffective, but we start getting targeting data on the northern group of units as well. We do set some fires to provide a little extra smoke cover for us.

Round 6:
Spoiler:
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Archinerd opens fire on a distant Pegasus, peppering it with LRMs. The guided missiles hit pretty much everything but the armor plating - one goes into the engine compartment to disable a fuel line, one blows out an air duct, and one of the SRM launchers gets greased as well. The Ronin have a "Hi-Scout Drone Carrier", which is normally a vehicle that stays out of fighting and deploys its drones for long range reconaissance. Guess it didn't deploy enough drones to keep us from seeing these guys. Madmarcus exchanges weapons fire with a fairly large number of enemy units but is only hit by a single LRM while delivering a solid large laser blast to the front of a Condor.

Round 7:
Spoiler:
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Freyland blows out a leg actuator as he jumps to heavy smoke for cover. Somewhat unfortunate. We're going to need to clear that area out a little bit. Madmarcus heads into the heavy woods, attracting a large amount of fire that would have gone to Freyland otherwise, and opens fire on a Saracen hover tank as it zips around, firing SRMs. His large laser carves armor from the right side, and then his SRMs completely deflate the tank's hover skirt, sending it grinding along the dirt. Freyland manages to hit a J. Edgar hovertank from the ground, blasting away motive elements with a medium laser, while Archinerd works on a distant Galleon, blowing away treads with LRMs. Paingod's fire against a distant Goblin is accurate but absorbed by the tough tank's armor.

Round 8:
Spoiler:
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Freyland retreats deeper into the woods. The Quickdraw's arms flip back and the pursuing Maxim is disabled with a pair of medium laser shots. The mech takes a large amount of fire from the infantry platoon behind it and stumbles in the woods, falling over. Paingod fires at a Scimitar while kicking the nearby J. Edgar, hitting both but failing to breach armor meaningfully, while Archinerd scans a pair of Vedettes way to the north.

Round 9:
Spoiler:
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Well, we've got full sensor data on all the enemy units. Now, we'll need to try to pull back.

Round 10:
Freyland sticks the landing as the Quickdraw leaves behind the burning patch of woods. We focus fire on a pair of vehicles that stray out from behind the flaming mess. Paingod lands a direct PPC hit on a Harasser, all but evaporating it, while Archinerd unloads LRMs into a Galleon, flipping the little tank over.

As we continue to pull back, the Ronin let us go (especially once a few of Archinerd's LRMs blow the tracks off a Scorpion tank). The forces Delta Company encountered were certainly not all the renegade units on-world, but it's a good representation of what we'll be facing. The damage to the Quickdraw's hip is unfortunate, but we have some spare parts and are able to fix it up within a couple of days. Most of the damage to the enemy force is temporary, but we did destroy two light tanks and a scout VTOL.

Having quadrupled the size of our company, we have no problem covering pretty much every important location on the continent.
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