Let's play: Battletech via MegaMek

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Hyena
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Zenn7 wrote: Thu Feb 20, 2020 2:26 am
On topic, let's not waste time with a lance or two and not go full force and risking an end-run on one of the facilities we are supposed to be guarding when we have no idea if these guys are our problem or not (other than if they get a chance for payback, I'm sure they'd be our problem).
Agreed.

If we are on their contract, they don't have much left to come after us with left. Bring it.

If we aren't on their contract, we probably will be soon for taking out a major piece of hardware (and quite possibly a shit-ton of mechs). But that could take weeks or months to organize, depending on where they came from and when they get word.

Either way, we're getting paid to protect the facilities, so we should. Let them come after us, we'll be ready. At least we know they're out there. Can we widen the patrols or extend the training process to a wider area?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Forget the overlords - 3
Dedicate one or two lances - 6
We have Delta company rotate one of their lances at a time. Between all the rain messing up the tracks and the other force's general reluctance to be found, it proves pretty hard to track their movement. In the end, we don't find them, they find us: while Delta-Ranger is out training some corporate guys, we get bushwhacked. Two lances of medium mechs (well, one and three quarters, plus one Vedette) engage our units. We also get pounded by hostile artillery and a couple of aerospace fighters buzz us.

Delta-Ranger is Archinerd (Dervish), Freyland (Quickdraw), Madmarcus (Wolverine) and Paingod (Griffin), while the corporate trainees are a Kurita-variant Wolverine (no jump jets, upgraded armor, more ammo for the SRM launcher for some reason and an extra small laser), a standard Grasshopper and a Dragon. No, not a Grand Dragon, with its PPC. Not even a standard 1N Dragon with its underpowered autocannon more suited for a medium mech. A 1C Dragon, which has *drum roll* an AC/2. It does have the maximum possible armor supportable by the chassis type, but man, Larry's really skimping on mechs for his corporate security guys. At least they've got the Grasshopper.

The hostiles are a trio of Phoenix Hawks, a Wolverine, a Dervish, a Griffin and a Shadow Hawk.

Round "1" (a few rounds of running around with no action skipped):
Spoiler:
Image
One of the hostile aircraft buzzing us, a Corsair, makes a pass at the corporate Grasshopper, scoring armor off its arm with laser fire. It then eats a substantial amount of anti-aircraft fire, including LRMs from Freyland, a large laser from Madmarcus and a PPC shot from Paingod. The Grasshopper doesn't sit idle, either returning fire as its strafed. Damage indicators show a trio of lasers on the fighter disabled, but it stays in the air.

Round 2:
Spoiler:
Image
The two mech forces close with each other, Paingod scoring our only hit with a PPC to the Shadow Hawk's left torso.

Round 3:
Spoiler:
Image
The artillery continues merrily rolling eastward. We'll need to either keep running that way or zip back and hope to get under the curtain. Running east isn't an option as the hostiles are heading west (and look like they've got somewhere better to be).

The corporate Wolverine gets blasted by a Shilone flying overhead - the aircraft zips in and unloads its standard weapons load, in addition to a full load of rocket pods for good measure. There's some panicked screaming about engine core breach and other nonsense, but the mech remains intact. He still has to take a knee, though.

The corporate Dragon gets worked over quite a bit by one of the Phoenix Hawks, which jumps in and unloads lasers. The Dragon's low profile reduces the amount of MG rounds that hit it to almost nothing, but one of the lasers makes up for it, precisely slicing off the right arm. Said Phoenix Hawk pays for it though, as Freyland carves several tons of armor off with lasers and streak SRMs, with Madmarcus adding to its troubles. The two Phoenix Hawks deliver kicks to the Dragon, but here's where its upgraded armor pays off and the legs remain attached.

Round 4:
Spoiler:
Image
"Uh, they really do have somewhere better to be." Freyland remarks, watching the Phoenix Hawks bound away. The train of thought is interrupted by an artillery round landing between the Quickdraw and Madmarcus' Wolverine, taking a little armor off each mech with the shrapnel. The Shadow Hawk the two of them target loses most armor and actuators on its right arm, keeling over as the mechwarrior overbalances. Freyland delivers a curb stomp, cracking open the rear armor on the 55-tonner's center torso and a little bit of engine shielding, putting the Shadow Hawk in the unusual situation of being overheated. Almost - the low ambient temperature helps bring the mech's heat down to manageable levels pretty quickly.

Paingod gets in behind the Wolverine to the east and trips it up, sending it down face first.

Round 5:
Spoiler:
Image
"Eyes up, Shilone's coming around for another pass!" Paingod warns.

Madmarcus acknowledges, but keeps at the Shadow Hawk, running in behind it to deliver a couple of laser to the left torso, along with some SRMs. Somewhere along the line, the hostile mech's autocannon ammo blows, rendering any discussion about continued engine damage moot. Our Wolverine takes some damage from the strafing Shilone, but Paingod keeps it from lingering with PPC and LRM fire, following up by directing attention to the hostile Wolverine, which is also firing on Madmarcus. A couple of seconds later, said Wolverine is on the ground, not moving, the mechwarrior having blacked out.

Round 6:
Spoiler:
Image
The corporate Wolverine reports successfully disengaging from the battle. That's good, at least we won't be getting dinged for losing a trainee mech.

On the plus side, it looks like the artillery curtain is on the wrong side of us, so as long as we keep following the hostiles westward, we should be ok.

Paingod breaks south, sparing a single PPC shot for the downed Wolverine - the mech just doesn't seem that damaged and taking out a couple of actuators on the right leg should help keep it down for good.

Freyland and Madmarcus engage a Phoenix Hawk that's not moving quite fast enough, melting large amounts of armor off the 45-ton mech. Its left leg armor is almost gone, but it keeps moving.

Round 7:
Spoiler:
Image
The guy in the Wolverine appears to feel the same way that Paingod does about that mech continuing to fight and climbs out the hatch, passing out as soon as he does so. Paingod winces as an artillery round lands within blast radius of the Griffin, cracking some armor off its right torso, but then chuckles with amusement as the smoke from the blast clears - the Vedette that's been trundling along after its mech buddies has slipped a tread and is stuck.

Archinerd gives chase to the Dervish that's been our mechwarrior's opponent for the last half minute. Up to this point, the two mechs have exchanged laser and SRM fire to little effect, but our mechwarrior's superior piloting skills tell, and the enemy mech explodes as its LRM magazine gets caught by a laser. Not much for salvage there.

Freyland and the adjacent Phoenix Hawk continue exchanging fire, the lighter Pixie coming away with a damaged hip actuator while Freyland's Quickdraw just loses a little more armor. The hostile Griffin takes a pounding from Madmarcus and the corporate Grasshopper but remains upright, despite a leg armor breach.

Round 8:
Spoiler:
Image
Freyland brings the damaged Phoenix Hawk down with repeated application of lasers to a leg, which causes the limb to freeze up and the mech to go from graceful example of Star League engineering to 45-ton paperweight as it topples.

To our great surprise, the corporate Grasshopper manages to bring the Griffin down to the ground with leg actuator damage. "Good shot, Ranger-Six!" Madmarcus remarks, then proceeds to try to stomp the downed mech, which displays incredible agility still and rolls out of the way.

Round 9:
Spoiler:
Image
The Griffin's leg snaps off under Freyland's continued assault. The Shilone is unable to pry our mechs off its downed buddy, only losing a laser for its trouble, although the corporate Grasshopper does lose a heat sink to an LRM salvo. Paingod's PPC nearly takes the Shilone out as the fighter loses altitude, but is barely able to level out before crashing into the ground.

With no ground-based hostiles left on the field, the aircraft retreat and the artillery fire ceases.

Salvage isn't too bad - we pick up a legged Wolverine, a legged Phoenix Hawk and a Griffin that's missing both a leg and its primary weapon. All good mechs, just "need a little love", as our salvage crews put it. Granted, "a little love" is hundreds of thousands of C-Bills worth of parts and several weeks worth of work, but it's small potatoes compared to the kind of money we've been slinging around on colony construction.

Every one of Delta-Ranger's mechwarriors comes back happy. It's not often you get to have an almost straight-up mech on mech fight, but there's something special about the kings of the battlefield duking it out without having stupid little anklebiters crunching around underfoot.

How do we handle this salvage?
[] Repair and keep as spares
[] Sell to local buyers for ~3.5M C-Bills

On the plus side, we're able to capture a mechwarrior and a tanker. The tanker's just a local guide who was hired to tell these mechwarriors where to god. The mechwarrior talks, though, and offers to join up. We'll consider it after the contract is over. Or at least after we've tracked down his buddies. Right now there's a little bit of a conflict of interest, but anyone who's able to keep a Phoenix Hawk upright while jumping at full tilt with a damaged hip actuator is no pushover. If he joins up, we'll probably want to keep his Phoenix Hawk around. We'll make that call later.

For now, a combination of intel recovered from the captured mechs and good old fashioned "legwork" by Delta-Recon lance uncovers the location of some suspicious activity. Looks like it's a series of hastily-erected structures guarded by almost half of the mechs that would be present in an Overlord, plus a sprinkling of tanks. Delta-Recon reports heavy digging equipment present, but were not able to get close enough for an in-depth scan.

When we ask Larry about it, he doesn't seem to express an interest in it. "How're the dumb bastards gonna get their stuff off planet? You done blew up their dropship!"

[] Dispatch a substantive force to take these guys down and see what they're digging up
[] Have Delta-Recon keep an eye on them, but leave them alone otherwise for now
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

[X] Drop cluster bombs on their irreplaceable digging equipment, then point and laugh.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Drop cluster bombs on their irreplaceable digging equipment, then point and laugh.
This actually seems like a reasonable option.

Do we know why these guys are here? I can't remember whether that's already been explained or not. IF we don't, then my interest in taking them out and exploring the site go way up, as this suggests that there's something valuable there (that our enemies but not our employers know about).
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

We do not know why they're here exactly at this time - the mechwarrior we captured is a mercenary and was not privy to their overall plans.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Bring up artillery to within range of them. Drop cluster bombs, then begin shelling them with artillery. When they come out to fight, engage with Alpha One and rout them. Point and laugh.
Ok, a slight tweak to the Freyland Initiative.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Feb 21, 2020 2:52 pm How do we handle this salvage?
[x] Repair and keep as spares
[] Sell to local buyers for ~3.5M C-Bills

[x] Dispatch a substantive force to take these guys down and see what they're digging up
[] Have Delta-Recon keep an eye on them, but leave them alone otherwise for now
1. Repair and keep in mothballs, if anything they can always be sold at a later point.
2. Any excavation that warrants an Overlord-worth of hardware gotta be producing something pretty valuable, so I'm in favour of "staking a claim" on it.

Off-topic - I just have to share this - this particular combat log had me in stitches earlier today. All I could picture was a skull and crossbones composition in a middle of a field.
Spoiler:
Physical attacks for Phoenix Hawk IIC (Standard) Mk II (Hellions)
    Kick (Left leg) at Wasp WSP-1S (Clan Jade Falcon (Reinforcements)); needs 3, rolls 11 : hits (using Kick table) LL
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 33 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        23 damage transfers to LT.
            Critical hit on LL. Roll is 8; 1 location.
            CRITICAL HIT on Hip.
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 23 damage to LT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        12 damage transfers to CT.
            Critical hit on LT. Roll is 7; no effect.
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 12 damage to CT.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is 4; no effect.

    Kick (Left leg) at Wasp WSP-1S (Clan Jade Falcon (Reinforcements)); needs 3, rolls 3 : hits (using Kick table) RL
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 33 damage to RL.
            Armor destroyed.
             SECTION DESTROYED.
        23 damage transfers to RT.
            Critical hit on RL. Roll is 7; no effect.
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 23 damage to RT.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        12 damage transfers to CT.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on Heat Sink.
        Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) takes 12 damage to CT.
             SECTION DESTROYED.
*** Wasp WSP-1S (Clan Jade Falcon (Reinforcements)) DESTROYED by damage! ***
            Critical hit on CT. Roll is 3; no effect.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Repair and keep as spares

If our finances are solid I like the idea of keeping the mechs in reserve. Could always sell them in the future if we need cash.

[x] Dispatch a substantive force to take these guys down and see what they're digging up

If it’s valuable enough to have attacked us then I’m rather curious about what they’re digging up.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Also, we should be sure to tell our employer that we're attacking the stragglers in order to aggressively safeguard corporate properties, so that we can avoid sharing any hidden treasure with the company.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Fri Feb 21, 2020 4:11 pm
Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Bring up artillery to within range of them. Drop cluster bombs, then begin shelling them with artillery. When they come out to fight, engage with Alpha One and rout them. Point and laugh.
Ok, a slight tweak to the Freyland Initiative.
Against 1/2 an Overlord's mechs? You are highly confident in our bombing/artillery given that's like 18 mechs - whatever survives against Alpha 1 (4 mechs, good ones to be sure, but still, these aren't vehicles).

As for our questions:

Keep/repair the mechs.

Can we spare a significant force without significantly jeopardizing our contract? If so, let's go a knockin'...
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Zenn7 wrote: Fri Feb 21, 2020 8:03 pm
El Guapo wrote: Fri Feb 21, 2020 4:11 pm
Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Bring up artillery to within range of them. Drop cluster bombs, then begin shelling them with artillery. When they come out to fight, engage with Alpha One and rout them. Point and laugh.
Ok, a slight tweak to the Freyland Initiative.
Against 1/2 an Overlord's mechs? You are highly confident in our bombing/artillery given that's like 18 mechs - whatever survives against Alpha 1 (4 mechs, good ones to be sure, but still, these aren't vehicles).

As for our questions:

Keep/repair the mechs.

Can we spare a significant force without significantly jeopardizing our contract? If so, let's go a knockin'...
Yes, agreed. If we can't, destroying the digging equipment seems like the second best choice.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Did we ask our prisoner one very important question - does he know who hired them to dig?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

We are able to "spare" at least three lances, since the planetary militia doesn't actually have anything for us to do at the moment.
Leraje wrote: Fri Feb 21, 2020 8:43 pm Did we ask our prisoner one very important question - does he know who hired them to dig?
He does not. He does reveal that there's a liaison lance from the employer riding along for the contract. "Mostly kept to themselves, stayed in their quarters. Blocked off access to a whole bay with security guys and contract breach threats."
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Wait a damn minute.

There was a secrect, blocked-off bay on the Overlord we shot down and we didn't find anything special in the wreckage?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Sure, most of the regular guys got out, no reason why the other guys wouldn't be able to.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Zenn7 wrote: Fri Feb 21, 2020 8:03 pm
El Guapo wrote: Fri Feb 21, 2020 4:11 pm
Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Bring up artillery to within range of them. Drop cluster bombs, then begin shelling them with artillery. When they come out to fight, engage with Alpha One and rout them. Point and laugh.
Ok, a slight tweak to the Freyland Initiative.
Against 1/2 an Overlord's mechs? You are highly confident in our bombing/artillery given that's like 18 mechs - whatever survives against Alpha 1 (4 mechs, good ones to be sure, but still, these aren't vehicles).

As for our questions:

Keep/repair the mechs.

Can we spare a significant force without significantly jeopardizing our contract? If so, let's go a knockin'...
Fine - if you're so scared, we can throw in other lances as well.
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Re: Let's play: Battletech via MegaMek

Post by Zarathud »

Time for the Awesomes to pick off some baddies.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Sat Feb 22, 2020 12:28 am
Zenn7 wrote: Fri Feb 21, 2020 8:03 pm
El Guapo wrote: Fri Feb 21, 2020 4:11 pm
Freyland wrote: Fri Feb 21, 2020 3:41 pm [X] Bring up artillery to within range of them. Drop cluster bombs, then begin shelling them with artillery. When they come out to fight, engage with Alpha One and rout them. Point and laugh.
Ok, a slight tweak to the Freyland Initiative.
Against 1/2 an Overlord's mechs? You are highly confident in our bombing/artillery given that's like 18 mechs - whatever survives against Alpha 1 (4 mechs, good ones to be sure, but still, these aren't vehicles).

As for our questions:

Keep/repair the mechs.

Can we spare a significant force without significantly jeopardizing our contract? If so, let's go a knockin'...
Fine - if you're so scared, we can throw in other lances as well.
Well, now that you mention it, this is an ASSAULT... time for our heavy metal ASSAULT lance.

As Zarathud said...
Zarathud wrote: Sat Feb 22, 2020 12:06 pm Time for the Awesomes to pick off some baddies.
Let's send Alpha 1, Beta 1 and Beta 2. No point in screwing around, liquidate these bastages this time.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
repair the mechs and keep as spares - unanimous

bomb the site - 2
dispatch a force to capture the site - basically unanimous
Zenn7 rounds up Beta company to go after these guys. At El Guapo's urging, Gbasden brings along Alpha-Command lance as well. The plan is pretty simple - these guys rotate mech patrols at regular intervals, so what we'll do is engage the outlying patrols, then one of the lances will go in and secure the area.

Given that we're talking about Beta-Assault, "engage" means "turn into scrap metal". A militia Locust exercises contract privilege to tag along, which, well, he'll be along with Beta-Assault as an "observer to monitor the state of hostile mercenary activity". Zenn7 briefly considers arranging an accident for the bug mech to somehow lose a leg to get rid of it.

Beta-Assault quickly attracts some unwanted attention in the form of a company of mechs - there's a heavy lance (Warhammer, Archer, Crusader, Ostroc), a medium lance (Hunchback, Clint, two Panthers) and a light lance with a tank (Wasp, Ostscout, Firestarter, and a Scorpion - SRM tank). So we've got our work cut out for us, but it shouldn't be much trouble.

Round 1:
Spoiler:
Image
An Ostscout and a Clint move around to the northeast of our lance, probably thinking to flank us. The Clint takes two PPCs from Zenn7, zapping large holes through its armor as actuators burn. It really is a very thinly-armored mech, paying the price for mounting an AC/5 on a 40-ton chassis.

Round 2:
Spoiler:
Image
Moley's Thunderbolt attracts a lot of fire, taking a couple of lasers, but armor holds. Zarathud moves south into some woods, while Zenn7 stays still and continues firing at the Clint as it tries to initiate evasive maneuvers. The key word being tries - three PPC shots drill the medium mech. The first one blows through the right torso, leaving behind a green mist as one of the heat sinks pops, and sending the autocannon arm flying. The second one punches through center torso armor, cracking the engine shielding. The third severs the right leg at the knee. The mistreated Clint flops to the ground with its next step.

An Ostscout zips up to Moley, trying to deliver a kick - which it does, although its leg winds up being nearly stripped of armor as Moley blocks the worst of it.

Round 3:
Spoiler:
Image
The guy in the Clint wastes no time in giving it up. Between the engine heat leakage and the fact that half his mech is missing, it's over.

LordMortis jumps forward to engage a Firestarter as it closes in on Zarathud and takes two large lasers for his trouble. Ignoring the relatively superficial damage, he blasts the 35-ton mech with a couple of lasers and the SRM salvo. The SRMs turn out to be unnecessary as the Firestarter's machine gun ammo blows with the second laser hit, scattering bits of mech across the woods. He also spares a gauss shot for the distant Warhammer, but that mech's armor holds up just fine.

To the north, Moley opens fire on the Ostscout as it continues its harassing movements, although its darting back and forth and narrow profile limit the damage the laser is able to inflict. Zenn7 focuses fire on the Ostroc firing at LordMortis, taking the left arm off with a PPC shot while another zaps armor off the left leg. The 60-tonner hits the ground. A back-hand swing at the Ostscout produces no results, as the smaller mech ducks under the Awesome's massive barrel fist.

Zarathud engages an approaching Hunchback. The 4N variant trades in the classic AC/20 for an AC/5, a pair of lasers and two five-racks of LRMs. Well, it's certainly a mech design, anyway. LRMs pepper the woods around our Awesome and our Awesome itself a little, while the Hunchback's right arm takes a PPC-based pounding, one of the actuators burning out.

Round 4:
Spoiler:
Image
LordMortis jumps away from the incoming hail of lasers, PPCs and LRMs, lining up a Gauss shot on the Ostroc that's been firing at him. The gauss slug punches out the head, and the 60-ton mech collapses like a marionette with its strings cut.

Zarathud takes the leg off an advancing Panther, while Zenn7 fires at the Warhammer. Zarathud's mech takes the brunt of the return fire - a couple of PPCs and a few lasers, along with Moley, but our mechs' armor continues holding, although it's starting to get into the yellow.

Zenn7, after getting zapped and kicked again by the Ostscout, holds his last PPC (to cool off anyway), then clotheslines it. The little mech's head comes off, legs swinging upwards, then the whole thing comes down.

Round 5:
Spoiler:
Image
We continue our head-removal rampage. One of Zenn7's PPCs takes the head off the 4N Hunchback as it exchanges fire with LordMortis. Not much damage in that exchange, but the Hunchback is out of action.

Round 6:
Spoiler:
Image
Zenn7 is on fire - a PPC shot to the right torso section of a Crusader as it moves in on Moley's Thunderbolt sends the venerable 65-ton mech sky high, with LordMortis wincing as the explosion happens right in front of him.

Zarathud knocks over the second Panther with PPC fire to a leg, while LordMortis and Moley team up on the Warhammer, blowing its right arm off with laser fire and a gauss slug.

The militia Locust actually manages to knock over the Wasp harassing Zarathud (and which our mechwarrior has been pointedly ignoring in favor of targets actually able to inflict meaningful damage).

But with over half of their mechs gone, the rest beat feet rapidly. The Warhammer survived, which is annoying, as did the Archer in the back, plus the Panther and Wasp (and the Scorpion tank). But a solid showing overall, with very little damage to our mechs, while the other guys won't be getting back to their dig site in time to make a difference at this point. Salvage from here will be pretty good - about 5M worth of mechs, including three which are "just" missing the head. Everything will require significant work to get it back into working (or, uh, even sellable) condition, but it's a solid haul.

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

Unrelated, an infantry crew shows up at our landing zone, small APCs tugging crew-served gauss rifles, and are interested in signing up with our outfit. The downside is that it's a 28-man infantry platoon, which means a whole bunch more dudes to house and feed. Not a huge expense, but annoying. On the other hand, this may actually give us an infantry unit we'll be able to deploy without a massacre every time as they outrange pretty much everything except AC/2s.

[] Hell yeah, field gun gauss rifles
[] Pass, giving infantry a shiny big gun won't make them any less infantry than before
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Hell yeah, field gun gauss rifles

You had me at gauss rifles... :wub:

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

+1
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Mon Feb 24, 2020 5:13 pm [x] Hell yeah, field gun gauss rifles
[] Pass, giving infantry a shiny big gun won't make them any less infantry than before
A hamster-powered Gauss rife is still a Gauss rifle with all it's glorious head-removing capabilities. Just have to instruct the troops to aim high :twisted:
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Isgrimnur wrote: Mon Feb 24, 2020 6:04 pm+1
+2
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Hyena wrote: Mon Feb 24, 2020 6:45 pm
Isgrimnur wrote: Mon Feb 24, 2020 6:04 pm+1
+2
+3

And WOW... the Locust didn't annoy us/get in our way (and it survived!!!)
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Zenn7 wrote: Mon Feb 24, 2020 7:06 pm
Hyena wrote: Mon Feb 24, 2020 6:45 pm
Isgrimnur wrote: Mon Feb 24, 2020 6:04 pm+1
+2
+3

And WOW... the Locust didn't annoy us/get in our way (and it survived!!!)
(Mental image of the old Far Side cartoon with the obese old lady posting Missing signs of her dog, which is stuck between her buttcheeks. Except Awesome and Locust, respectively. )
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Mon Feb 24, 2020 5:29 pm [x] Hell yeah, field gun gauss rifles

You had me at gauss rifles... :wub:

Gotta spend credits to get credits!
Heck yeah! With the proviso that we don't deploy them until after we are done with the current unpleasantness in case they are plants.
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Re: Let's play: Battletech via MegaMek

Post by Drazzil »

Zenn7 wrote: Mon Feb 24, 2020 7:06 pm
Hyena wrote: Mon Feb 24, 2020 6:45 pm
Isgrimnur wrote: Mon Feb 24, 2020 6:04 pm+1
+2
+3

And WOW... the Locust didn't annoy us/get in our way (and it survived!!!)
+4
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Gauss infantry - let's get them - unanimous
Scrub welcomes the new hires aboard. She explains to them that they won't be getting deployed offensively during current active hostilities due to potential conflict of interest and security considerations, but once the current altercation wraps up, we'll integrate them into our forces. They'll get a couple of weeks of paid vacation while we vet them, then start pulling astech duty and guarding salvage teams.

May 23, 3044
35km southwest of Beta Assault's previous engagement
Unzmarkt, Free Rasalhague Republic

The good thing about a thin atmosphere is that it really cuts down on the strength of various wind, rain and snow storms. It's a little tough to breathe when you go outside, but that's why we have mechs.

Beta-Hunter draws the assault on the dig site - Leraje in a Guillotine, Wolf in the Orion, Hyena the Archer and Siljanus in the Stalker. The remaining defenders are a Grasshopper, a Dragon, a Hermes II and a pair of Wasps, as well as two tank lances. We also detect what appears to be a Wasp and an Icarus, but instead of sticking around they start running as soon as they see us.

The dig site appears to have a few turrets as well, mostly LRM tubes.

Round 1:
Spoiler:
Image
Leraje and Hyena come in from the north while Siljanus and Wolf come in from the east. Leraje observes a Wasp hopping up on top of a temporary structure and opens fire - a couple of lasers at the mech, stripping armor from the right arm, a couple of lasers at the building itself, which crumbles under the combined weight of the Wasp and imparted laser energy. Siljanus throws some LRMs its way as well, and the bug mech winds up on its back in a pile of rubble.

A Grasshopper gets the jump on Hyena, but is unable to capitalize, only slicing a little armor off the back. An Archer isn't really suited for this situation, to be honest.

Wolf scowls as a little Savannah Master avoids all of the Orion's fire.

Round 2:
Spoiler:
Image
The Wasp manages to get up and runs northeast in an effort to help harass Hyena, but gyro damage renders it unable to maintain balance and it falls over, cracking its right arm in half.

Hyena plows through the woods, trying to lose the pursuing Grasshopper. An unfortunate Manticore tank gets in the way, and its ammo detonates under fire from the Archer's lasers.

"Got you covered." Leraje informs Hyena, unloading the Guillotine's lasers into the Grasshopper, throwing in an SRM salvo for good measure. The Grasshopper is a tough mech, so its armor holds, but continues carving away at the Archer's rear armor, which now shows up as red. Leraje gets its attention afterwards though, going in for a kick - the Grasshopper deftly steps aside and counters, forcing our mech to a knee (nobody even notices until later review of the battle ROMs that this disrupted a Wasp's attempt to kick our Guillotine in the shins and the bug mech wound up on the ground). Hyena's Archer takes some damage to the left leg from the nearby Dragon as well.

Siljanus is unable to acquire any mobile targets, so turns the Stalker's energy loadout to removing a 20-tube rack of LRMs from the rooftop of another temporary structure. Its last salvo flies out at Hyena's Archer, blasting armor off the front, then the turret is silenced.

Wolf gets a good bead on that Savannah Master and disintegrates it with lasers and a few SRMs, ignoring the minor armor damage from its laser.

Round 3:
Spoiler:
Image
Hyena is finally able to move next to a building to protect the Archer's vulnerable rear armor, watchin with some amusement as the Wasp with the downed gyro repeatedly fails to get up then stops moving. The Archer gets a little bit beat up, but armor continues to hold for now, while Leraje is unable to dislodge any of the pursuers. Except for that other Wasp, which gets the left leg ripped off, and then its SRM ammo explodes, destroying the bug mech altogether.

Wolf's mech rocks as a Plainsman hovertank zips up and unloads SRMs at point blank range - armor holds, and the Orion's retaliation takes the vehicle out of action - autocannon fire and a laser introduce a hole in the turret armor, then an SRM flies through and disables the engine.

Round 4:
Spoiler:
Image
With Wolf and Siljanus circling around from the south, the attention on Hyena's Archer slacks off a little, enabling our mechwarrior to punch a hole through a Galleon's right side armor. The Archer takes a laser from the nearby Dragon, sending the left leg's armor into the red, then gives the enemy mech a solid boot to the left side, knocking it over.

A Hermes comes out to meet Siljanus and eats a large laser, followed up by some SRMs from the Stalker's twelve tubes, but its armor holds. Siljanus is unable to reach over there with the Stalker's foot, but takes the time to squash a Bulldog as the tank fires its short range weapons into the assault mech's considerable armor.

Wolf disables an LRM Carrier with the Orion's short range weapons as it rotates to keep track of Hyena's position without much success.

Round 5:
Spoiler:
Image
Hyena steps out of line of sight as the Dragon struggles to get up.

Wolf and Siljanus back up a little as well, leaving Leraje the ability to sneak up behind the Grasshopper as its distracted. A Hermes tries to get out of our Orion's line of sight, but Wolf tracks it with the autocannon, the rounds blasting most of the armor (and everything else) off the right leg, causing the medium mech to keel over to the left as it runs forward.

The Grasshopper takes some damage to one of its leg actuators while continuing to work on Hyena's mech, but stays up.

Round 6:
Spoiler:
Image
Hyena rounds the corner as the Hermes gets back up and tries to sneak up on Wolf - the lasers go wide, but one of the LRM salvos clusters pretty well, destroying the 40-tonner's damaged right leg, sending it to the ground.

Leraje fires up the jump jets, timing the landing just in time to land behind the Grasshopper as it moves west to slash armor from Wolf's Orion. The fellow 70-tonner staggers as its left arm goes limp and coolant fluid sprays out from a torso breach, then topples forward. The Grasshopper's head makes direct contact with the pavement as it hits the ground and it stops moving.

Wolf exchanges fire with the nearby Dragon, taking damage to the right leg while an autocannon burst removes a lot of armor from the Dragon's torso.

Round 7:
Spoiler:
Image
The Dragon makes a break south, and neither Hyena nor Leraje are able to take him down, the low profile of the mech reducing the damage it takes from the various lasers and LRMs directed at it.

Siljanus stomps flat an LRM turret that's been bothering us.

In the end, a Hunter light support tank and a Galleon are the only hostile units that make it out of the facility. Those, and the random Wasp and Icarus that ran away earlier in the fight. We'll be keeping the Grasshopper, the rest of the stuff is getting sold - the militia would undoubtedly love to have a "new" Hermes and a Dragon.

The dig site turns out to be some kind of underground hangar - the part that has been dug up has some exits that appear to have collapsed, and the hangar is empty. "Probably housed those mechs that ran off at the start of the fight." Leraje remarks.

Hyena makes a wrinkled face. "That Icarus looked like it was about five hundred years old sure, but not the good kind of five hundred." (and indeed, when we review the battle ROMs, that looks like an ICR-1X, which was kind of a limited-run prototype of the ICR-1S. But, uh, the ICR-1S isn't a very good mech, honestly.)

Wolf sighs and asks "... that, and how did a Marik prototype get all the way out here?"

The work crews look like they've taken off, so it's going to take us some time to figure out what was going on down here and if there's anything else left to dig up.

On the plus side, we've taken out probably a quarter of the mechs that would have come on that Overlord. The other good part is that our aerospace fighters are able to track the escaping Icarus and Wasp and boy do the stumble on a hornet's nest - three facilities, all controlled by the remaining mechs from the Overlord, supplemented by tanks from local source probably. We take a day or two to get some recon teams in the area. We've got our work cut out for us, but we'll need to figure out some way to approach this.

One facility is another dig site. What's being dug up is unknown, but it's guarded by a light and a medium mech lance, plus two lances of tanks.

The second facility is, based on analysis of radio traffic and the fact that someone's set up a bunch of comms arrays, a comms center. It's guarded by a heavy mech lance and a mixed light/heavy armor company.

The third facility appears to be where the command staff and all the mech/tank maintenance facilities are located. It's defended by a heavy mech lance and a light mech lance, and a tank lance as well, plus a substantial number of fixed defenses.

Our scouts report an artillery battery roving around the area, so if we launch an attack anywhere, we're likely to get hit with Thumpers and Long Toms. Additionally, hostile aircraft are present.

Several approaches are suggested, including just hitting the command center, hitting all three facilities simultaneously or some combination thereof. Looking at our current force commitments, we can spare between three and six lances, or three plus some air support/artillery. Chances are, any place we don't hit will reinforce the places that are getting hit.

Pick any number of these between 0 and 3 (0 indicates we're going to call it quits on this)
[] Dig Site - probably where any goodies are. Tactically not very important, other than reinforcement potential. And they may try to blow it to deny us access.
[] Comms Center - this is where the hostiles are coordinating their forces. Hitting it will slow down reinforcement response times.
[] Operations Base - good luck keeping any of those mechs together after this gets hit. Or running the operation without any command staff.
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

Hit em all. Or at least the operations base.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Cylus Maxii wrote:Hit em all. Or at least the operations base.
That would be nice. Do we have enough assets to do this effectively?
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Hmmm...I would love to see what mechs are down in that other dig site. This one might have been the scrub site. Is the force guarding the other site comparable to what we faced here? If so, I say let's take it down.

And that's a valid question asked by Siljanus. Didn't we pretty much bring our entire arsenal? Can't we take them all? If so, or even just a two-pronged attack, I say the op center and the dig site as 1a and 1b.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

We brought our entire force, but a large chunk of it is committed to guarding our employer's facilities. Contractually, we can spare three lances plus air and/or arty support (nobody said anything about the weight of the lances that need to be guarding said facilities though).
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

Sounds like a perfect time to leave the zeppelin lance behind.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

Hit 'em all.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Hit the dig site and command. Prior to that launch a bombing run at the Ops Base preferably accompanied by some Mechs to draw their forces to defend. If the OpFor bites the lure, pull back the mechs or reroute them to reinforce attack on dig site or command.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

I don't know if sudden betrayal is within the scope of the game but the gauss rifles of our new friends will be safely locked up when we're on our newest adventure, right?
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Tue Feb 25, 2020 4:22 pm

Pick any number of these between 0 and 3 (0 indicates we're going to call it quits on this)
[x] Dig Site - probably where any goodies are. Tactically not very important, other than reinforcement potential. And they may try to blow it to deny us access.
[] Comms Center - this is where the hostiles are coordinating their forces. Hitting it will slow down reinforcement response times.
[x] Operations Base - good luck keeping any of those mechs together after this gets hit. Or running the operation without any command staff.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Tue Feb 25, 2020 4:22 pm Pick any number of these between 0 and 3 (0 indicates we're going to call it quits on this)
[x] Dig Site - probably where any goodies are. Tactically not very important, other than reinforcement potential. And they may try to blow it to deny us access.
[x] Comms Center - this is where the hostiles are coordinating their forces. Hitting it will slow down reinforcement response times.
[x] Operations Base - good luck keeping any of those mechs together after this gets hit. Or running the operation without any command staff.
Gamma 1 to Dig site.
Alpha 1 to Comms Center.
Beta 1 to Ops Base.

Send their respective company air assets with them. Alternately, if we want to include artillery, have them support Beta 1 (fixed defenses might be a little easier for the arty's to hit).
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Tue Feb 25, 2020 6:49 pm Hit the dig site and command. Prior to that launch a bombing run at the Ops Base preferably accompanied by some Mechs to draw their forces to defend. If the OpFor bites the lure, pull back the mechs or reroute them to reinforce attack on dig site or command.
I agree with this.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote: Tue Feb 25, 2020 9:04 pm
NickAragua wrote: Tue Feb 25, 2020 4:22 pm

Pick any number of these between 0 and 3 (0 indicates we're going to call it quits on this)
[x] Dig Site - probably where any goodies are. Tactically not very important, other than reinforcement potential. And they may try to blow it to deny us access.
[] Comms Center - this is where the hostiles are coordinating their forces. Hitting it will slow down reinforcement response times.
[x] Operations Base - good luck keeping any of those mechs together after this gets hit. Or running the operation without any command staff.
I concur with the above.
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