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 »

AWS260 wrote: Mon Aug 24, 2020 5:10 pm
NickAragua wrote: Mon Aug 24, 2020 4:34 pm [x] A Snub-Nose PPC
[] ER Large laser with upgraded cooling jacket (-1 heat)
[] Pass, we're not really up for serving as bait
Boomstick.
If it's anything like the snub-nose PPC thing I got in the (newish) Battletech PC game in the 3039 mod Nick wrote some of the story bits for, definitely this. I rather like it there, 5 blasts of 15 each (instead of 1 at 50). Heat is pretty high iirc though.
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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

I'll leave it up to AWS - that is if he wants to risk his hard to repair Pixie by playing bait.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

AWS260 wrote: Mon Aug 24, 2020 5:10 pm
NickAragua wrote: Mon Aug 24, 2020 4:34 pm [x] A Snub-Nose PPC
[] ER Large laser with upgraded cooling jacket (-1 heat)
[] Pass, we're not really up for serving as bait
Boomstick.
Yup. If you’re gonna pimp out your ride use something badassed!
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Zenn7 wrote: Mon Aug 24, 2020 5:57 pm If it's anything like the snub-nose PPC thing I got in the (newish) Battletech PC game
Somewhat. The snub-nose PPC there acts more like an LBX autocannon with cluster ammo. Mechanically, the snub-nose PPC in tabletop has an incredibly long short-range bracket (up to 9 hexes) where it does standard PPC damage for standard PPC heat. At 10-13 hexes (medium range) the damage drops off to 8 and at 14-15 hexes the damage drops off to 5. Weighs one ton less than the standard PPC, too. I've never used it before, but it looks like it's a lot of fun to use.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Mon Aug 24, 2020 8:16 pm
Zenn7 wrote: Mon Aug 24, 2020 5:57 pm If it's anything like the snub-nose PPC thing I got in the (newish) Battletech PC game
Somewhat. The snub-nose PPC there acts more like an LBX autocannon with cluster ammo. Mechanically, the snub-nose PPC in tabletop has an incredibly long short-range bracket (up to 9 hexes) where it does standard PPC damage for standard PPC heat. At 10-13 hexes (medium range) the damage drops off to 8 and at 14-15 hexes the damage drops off to 5. Weighs one ton less than the standard PPC, too. I've never used it before, but it looks like it's a lot of fun to use.
Does it hit multiple targets within short range (because of the "cluster" ammo)?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

El Guapo wrote: Tue Aug 25, 2020 12:18 pm
NickAragua wrote: Mon Aug 24, 2020 8:16 pm
Zenn7 wrote: Mon Aug 24, 2020 5:57 pm If it's anything like the snub-nose PPC thing I got in the (newish) Battletech PC game
Somewhat. The snub-nose PPC there acts more like an LBX autocannon with cluster ammo. Mechanically, the snub-nose PPC in tabletop has an incredibly long short-range bracket (up to 9 hexes) where it does standard PPC damage for standard PPC heat. At 10-13 hexes (medium range) the damage drops off to 8 and at 14-15 hexes the damage drops off to 5. Weighs one ton less than the standard PPC, too. I've never used it before, but it looks like it's a lot of fun to use.
Does it hit multiple targets within short range (because of the "cluster" ammo)?
Nah, mechanically it's basically like a regular PPC except with different range/damage characteristics.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
ER laser - 2
Snub nose PPC - 5
Zenn7 nods and approves the operation. We'll keep the snub-nosed PPC, and use the ER laser as bait. Hawk's people get to work constructing a Potemkin village around the ER laser, filling it with traps and minefields. While they set up the traps, we maintain patrols around the location. We want to keep any bad guys out of the area until that's set up.

Alpha-Ranger is on patrol, when a two mech lances and two tank lances show up in the middle of the night. Hawk's aerospace fighters are on station.

Round 1:
Spoiler:
Image
Alpha-Ranger in formation advancing towards incoming contacts.

Round 2:
Spoiler:
Image
A Ferret zips in and drops off some infantry to harass our mechs. It doesn't go well, Gbasden opens up on it with the Griffin's lasers and the Ferret has to dodge, which causes a bunch of the infantry dudes to lose their grips on the zip line and drop about 30 meters to the ground. Cujo lets loose with an SRM salvo from the Wolverine which takes the Ferret out. Gbasden's mech takes a little MG fire but it's inconsequential.

Round 3:
Spoiler:
Image
We move past the enthusiastic wreckage and engage the hostile mechs, to little effect.

Round 4:
Spoiler:
Image
Stefan attempts to engage the Griffin but the enemy mech proves a little too nimble (and hard to see in the complete lack of lighting).

Round 5:
Spoiler:
Image
Our air support shows up. We'll start by dropping some bombs on the tanks in the back. Our Shilones make their bombing runs, blasting a bunch of hovertanks and a Commando to bits with thermobaric ordnance. Our Ostroc jumps west and kicks a Scorpion tank over as well, while Cujo punches a Stinger LAM in the dome. The armor holds up, but another shot like that and that dome is gone.

Round 6:
Spoiler:
Image
Our Lucifer drops all of its fuel-air bombs on a pair of Lucifers and a Goblin tank, taking all three targets out. All that's left is a pair of infantry dudes crawling out of the wreckage.

Cujo and Stefan brawl with the Stinger LAM and Vulcan, but no major damage is inflicted.

The hostile "recon" group has had enough at this point, and the remaining mechs and hovertanks retreat. Salvage is basically non-existent, as those fuel-air bombs really took care of business. There's one headless Commando, a Scorpion tank and a wrecked Ferret, as well as some assorted infantry equipment. All of which we hand over to Hawk's people.

The trap is now set up, and we've presented a credible defense, so hopefully whoever wanted those prototype components will come after them in force and we can wrap this up.

Meanwhile, we've got a command decision to make. Drazzil's performance in charge of Gamma-Probe has been pretty sub-par. He's a decent mechwarrior, but Isgrimnur's evaluation of his leadership is... unflattering (the words "tunnel vision" and "carried by lancemates" get used a lot). Cujo thinks about how to handle this:

[] Give the lance leader job to Akalon instead
[] One more chance for Drazzil to adjust his leadership style
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

How does Lance Leadership fit into this, exactly? Unsure since the line between story telling and game mechanics is quite blurry to me.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Tue Aug 25, 2020 1:33 pm [x] Give the lance leader job to Akalon instead
[] One more chance for Drazzil to adjust his leadership style
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Freyland wrote: Tue Aug 25, 2020 2:28 pm How does Lance Leadership fit into this, exactly? Unsure since the line between story telling and game mechanics is quite blurry to me.
:)

Mechanically, each officer has skill ratings for strategy, leadership and tactics - each of those has some effect on the way battles can be set up (specifically: strategy influences the arrival turn when friendly forces aren't deploying immediately, tactics lets me reroll battlefield terrain and/or set up minefields + infantry, leadership lets a lance have up to two "supporting units" such as tanks, VTOLs or aerospace fighters). Drazzil's guy has only one point in leadership, while Akalon's guy has a point in tactics and enough XP to upgrade a bunch of the other skills.

But, of course, demoting a guy may or may not lead to morale problems.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Tue Aug 25, 2020 1:33 pm [x] Give the lance leader job to Akalon instead
[] One more chance for Drazzil to adjust his leadership style
Drazzil needs to spend less time planning operations and more time joyriding in the Pixie LAM's rumble seat.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Tue Aug 25, 2020 2:59 pm
Freyland wrote: Tue Aug 25, 2020 2:28 pm How does Lance Leadership fit into this, exactly? Unsure since the line between story telling and game mechanics is quite blurry to me.
:)

Mechanically, each officer has skill ratings for strategy, leadership and tactics - each of those has some effect on the way battles can be set up (specifically: strategy influences the arrival turn when friendly forces aren't deploying immediately, tactics lets me reroll battlefield terrain and/or set up minefields + infantry, leadership lets a lance have up to two "supporting units" such as tanks, VTOLs or aerospace fighters). Drazzil's guy has only one point in leadership, while Akalon's guy has a point in tactics and enough XP to upgrade a bunch of the other skills.

But, of course, demoting a guy may or may not lead to morale problems.
I can live with Drazzil's lowered morale. More importantly, the rest of his lance will be more likely to live with the "loss" of his leadership. Put Akalon in charge.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Akalon gets the lance leader job
When informed of the command staff's decision, Drazzil breathes a sigh of relief. As he later tells AWS, "I just couldn't handle it. There's too much stuff going on at that level."

Isgrimnur, meanwhile, observes with some amusement Akalon polishing his new lieutenant's bars.

Drazzil's mech is out of action for a few days, as the leg damage was pretty extensive. We were able to pull some actuators from the salvaged Wolverine for spare parts, but that leg was about to come off anyway so it still takes a lot of effort to fix it.

October 5, 3047
Projected Smuggler Convoy Route

We get word from Hawk's intel people about another shipment of parts heading for the space port from a factory. Hawk sends one of his guys (a little dude in a Wasp) with us. Leraje assumes it's mostly to help sort out salvage, as a Wasp isn't going to be of much help when going up against two lances of mechs (including two heavies, three mediums and three lights) backed up two tank lances and a scout VTOL.

The convoy itself is four industrial mechs carrying cargo.

Beta-Hunter lance will be taking point, while Delta-Ranger will circle around the back of the convoy and pincer them in once Beta-Hunter has engaged.

Round 1:
Spoiler:
Image
Wolf and Angel approach the convoy from the east, moving southwest with the little Wasp buddy trailing along. Cylus and Leraje make contact with fast-moving elements of the convoy to the north. Cylus scores a hit on a Drillson hovertank with the large laser, but only enough to flake off some armor. The rest of the long-range weapons fire misses.

Round 2:
Spoiler:
Image
Wolf targets an approaching Locust, frying its right "arm" machine gun with a PPC blast.

To the north, Leraje and Cylus engage a couple of hovertanks. Leraje inflicts a good amount of damage on the Drillson that Cylus targeted, but it's still operational.

Round 3:
Spoiler:
Image
So, what happens to a Savannah Master when it's the only target in sight for about ten seconds and two seventy-ton battlemechs have nothing else to shoot at? Spoiler alert, it doesn't go well for the Savannah Master. Cylus gets credit for the kill.

Wolf moves forward to engage a Phoenix, a pretty ancient mech design that we've encountered a few times. It's got a PPC and four SRM tubes, which is pretty weak for a 50-tonner, plus half its electronics short out whenever it fires the PPC. That probably isn't helped by getting blasted by two of the "Donals" mounted on the Warhammer. Angel and Wolf both zap the Locust as it moves up to harass our Warhammer, but are unable to knock the light mech out of action. The damage to Wolf's Warhammer is pretty light, though.

Round 4:
Spoiler:
Image
A Ferret VTOL flies off the battlefield, presumably to report on what's going on to someone.

Wolf continues engaging the Phoenix, moving over a low rise and into some woods and ignoring the pursuing Locust for now. Holding one of the PPCs to limit heat, our mechwarrior fires the rest of the Warhammer's considerable weapons array, blowing off the smaller mech's right arm and wrecking its right torso section. The Phoenix can't compensate for the damage and falls over. Wolf does take a bit of damage from the Locust's continued harassment, and briefly considers whether to temporarily target it again or continue engaging the remaining convoy mech nearby as it tries to get away.

To the north, the Drillson slides underneath Leraje, only to be taken apart by Cylus. "Finally." Our mechwarrior points out. All this sliding around and laser fire distract our Guillotine driver, however, preventing him from landing any hits on an Assassin that jumps in.

Delta-Ranger completes their envelopment and engages the enemy formation from the rear. Madmarcus runs in, firing the Wolverine's lasers and SRMs at a Vedette, blowing the tank's fuel supply wide open while avoiding most of the incoming counter-fire. Archinerd, meanwhile, targets the back of a LoaderMech. Perhaps with a little too much firepower if we wanted to capture it, as basically all that's left after that attack are a pair of arms and legs.

Paingod engages an Archer while gingerly stepping around a Von Luckner's turret firing arc to avoid the AC/20. Our Merlin avoids incoming LRM fire while causing decent armor damage to the heavier mech.

Round 5:
Spoiler:
Image
Wolf decides to stay on the convoy mechs, blasting the left half off the remaining one with a PPC.

A little further south, Angel uses the Flashman's lasers to core out a ProspectorMech hauling cargo, then kicks the MiningMech running by so hard that its left leg rips off.

To the north, the Assassin keeps picking on Cylus, pelting our heavy mech with laser and SRM fire, with a Whitworth assisting, but our mechwarrior has had enough. The Grasshopper's large laser cuts off the Assassin's right arm, a medium laser fuses the hip joint, while another medium laser nails the head, causing the mechwarrior inside to black out and the mech to collapse in a heap. Leraje and Freyland, meanwhile, targets the offending Whitworth, Leraje scoring a head shot. The 40-tonner's armor holds up otherwise, however.

Madmarcus runs up behind a Champion that's been targeting our Wolverine. Lasers slice through the thin rear armor and then SRMs detonate the autocannon ammo, putting the mech out of action for good. Archinerd takes a bunch of LRMs from the Archer and a Hunter support tank, the missile cracking the right shoulder and forcing our Dervish to the ground.

Round 6:
Spoiler:
Image
Freyland jumps south, breaching the armor on a Hunter light support tank with lasers and SRMs (holding the Cronus' large laser to manage heat). Cylus makes sure that the Assassin stays down by flattening one of its legs with the Grasshopper's 70-ton foot. Leraje engages a Whitworth, the two mechs exchanging fire, but not inflicting any major damage on each other.

Wolf, having had enough of the stupid little locust, hops over a hill to intercept the bug mech and cracks its left leg, sending it flopping to the ground, where the gyro gets dislodged from its housing.

Round 7:
Spoiler:
Image
Somehow, the Assassin manages to get up, but Cylus spares a second from firing at the Clint and disabling its right arm to break its other leg. Paingod takes out a Hunter support tank that Madmarcus had damaged earlier, then stomps on the Von Luckner that he's been dancing around, destroying it.

At this point, it's basically mop-up as the hostiles begin to retreat (although we insist that the remaining convoy mechs drop their cargo first).

We call in the salvage crews to recover some mechs and cargo. We'll pull the small laser from the Dig King to fix a damaged one on one of our aerospace fighters, and we've got some spare parts from that salvaged Wolverine to fix Archinerd's Dervish. The sale value of the stuff we pull is about 1M

October 6, 3047
12km outside Potemkin Village

We don't have to wait too long for someone to find the homing beacon. It seems that someone really wants that extended-range laser back, as they're willing to send in an assault lance (a Stalker, two Victors, and a Black Knight), backed up by a couple of light mech lances, a medium mech lance and two tank companies. That's a pretty significant amount of firepower.

Zenn7 raises his eyebrows as the recon report comes in and gets on the horn with Hawk and tells him about it. "... we can probably take them, but we will get mauled pretty badly." he finishes.

Hawk considers it for a second. "I don't think these guys are our smugglers, they can't possibly have the pull to put together a force that big. You can engage them, or we can pull the tracker and try again another time. Up to you. I suppose I should say that we should try to minimize damage to forces that aren't directly affiliated with the smugglers, but, everyone around here is guilty of something."

We'll probably need to drop in both Alpha-Heavy and Beta-Assault for this one. We do have a good number of minefields that we can set up, but it'll still be a pretty damn tough fight.

[] Disengage
[] Fight
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Disengage
[] Fight

To paraphrase the famous mechwarrior Ben Kenobi, "These are not the smugglers we're looking for."

That is a big force to send for an upgraded laser. Is this some Comstar-Verizon shit again pulling the strings?
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Wed Aug 26, 2020 3:28 pm [x] Disengage
[] Fight
No point in risking hardware and lives if we do not have to or stand to profit from it.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Wed Aug 26, 2020 4:24 pm
NickAragua wrote: Wed Aug 26, 2020 3:28 pm [x] Disengage
[] Fight
No point in risking hardware and lives if we do not have to or stand to profit from it.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

El Guapo wrote: Wed Aug 26, 2020 4:26 pm
Leraje wrote: Wed Aug 26, 2020 4:24 pm
NickAragua wrote: Wed Aug 26, 2020 3:28 pm [x] Disengage
[] Fight
No point in risking hardware and lives if we do not have to or stand to profit from it.
Agreed.
Double agreed.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Wed Aug 26, 2020 5:39 pm
El Guapo wrote: Wed Aug 26, 2020 4:26 pm
Leraje wrote: Wed Aug 26, 2020 4:24 pm
NickAragua wrote: Wed Aug 26, 2020 3:28 pm [x] Disengage
[] Fight
No point in risking hardware and lives if we do not have to or stand to profit from it.
Agreed.
Double agreed.
Triple agreed.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Disengage - almost unanimous
Zenn7 squashes the brief temptation to lead our heaviest units into a grinder and tells Hawk to de-activate the tracker. The hostile force spreads out and searches the area, but we're long-gone.

Archinerd's mech is still in the shop next week, our techs basically having to rebuild the arm from scratch, and it's a process - those Dervish arms have a lot of equipment mounted on them. On the plus side, they also take care of the problems that mech has been having with "sticky" arm actuators that refused to extend backwards. Isgrimnur's mech gets another software update to the anti-aircraft targeting computer, hopefully it won't lock up next time. He's still not quite sure what the point is of having specialized hardware like that in a mech whose primary armament is a medium-range autocannon and a three-ton hatchet.

October 12, 3047
Suspected Point of Origin

Cujo briefs her lance one last time. "Hawk's people have put infrared strobes on four crates in the target facilty. Our job is to get in there, grab the crates, get out. Secondary objective, disable those buildings, after grabbing the crates. Bad news: bad guys have a short lance of light mechs and a bunch of light tanks guarding it. Good news: we're doing a night-time raid, and the weather's in our favor. Let's try and keep the casualties to a minimum, but if you have to defend yourself, do what you have to."

Round 1:
Spoiler:
Image
Most of the facility defenders are buttoned up and moving at a crawl. We're looking at a big warehouse and a smaller one to the east. The weather isn't pulling any punches, one of the more rickety-looking structures on the outskirts of the facility collapses on its own.

Round 2:
Spoiler:
Image
Behind Delta-Ranger, there's a distinct whoomp-whoomp-whoomp of three artillery shells landing. Is someone... shelling this facility?

Our Ostroc jumps south, engaging two Wasps - those and the Griffin (and a pair of VTOLs) are the only real mobile hostile units in the area at the moment. One of the Wasps loses armor on its right leg, but remains upright.

Round 3:
Spoiler:
Image
Our mechs jump into the facility, using buildings for cover. The alert jump-capable mechs move to engage us, with little success - even our veteran mechwarriors have trouble hitting their targets in this mess. Our Ostroc does manage to break a Wasp's leg, sending the bug mech flopping to the roof of a building it landed on, and likely keeping it there for the rest of the battle.

Round 4:
Spoiler:
Image
We land on top of the large warehouse, easily avoiding missile fire from the nearby SRM turrets, our Ostroc reaching in and distributing crates to Gbasden and Cujo's mechs while Stefan zaps a nearby Prowler with lasers to keep the crew's heads down.

Round 5:
Spoiler:
Image
Cujo sends Gbasden to the east to grab the last crate, while Stefan picks one of the turrets off the top of the warehouse we just raided.

Round 6:
Spoiler:
Image
Stefan jumps over to a Maxim hover transport, just in time for an artillery round to fly in and flip it over, debris from the artillery blast scouring armor off the Trebuchet as well.

Round 7:
Spoiler:
Image
Another artillery shell lands in the base, annihilating a Vedette as its fuel tank goes up.

Our Ostroc continues jumping around, covering for Gbasden as he grabs the last crate, but somehow, a bunch of infantry figure out its landing spot and swarm up the mech. That's going to be a little rough. Our mechwarrior attempts to brush them off, scraping some armor off its left arm, but managing to get a knock a few guys away. There's still about twenty guys crawling all over our mech, looking to plant satchel charges in vulnerable spots.

Stefan jumps in behind this incident, kickng over a Wasp that was trying to help the infantry.

Round 8:
Spoiler:
Image
"Damn, should have stayed there. Would have knocked those anklebiters right off." our Ostroc driver muses as he jumps away from the warehouse with infantry clinging on - about two seconds later, an artillery shell lands there, blowing off the nearby Wasp's right arm. The infantry plant a couple of bombs, blowing off several armor plates, but our Ostroc pilot gets control of the situation, squashing quite a few guys, then dislodging the rest as the mech lands.

Stefan and Madmarcus collapse about a third of the warehouse we just looted.

Round 9:
Spoiler:
Image
Gbasden collapses the building he just looted, while Stefan, Cujo and the Ostroc continue working on the warehouse. It's almost gone.

Round 10:
Spoiler:
Image
"Objectives acquired, secondary targets destroyed. Move out!" Cujo directs her lance.

The "hostile" artillery legs the Wasp on our way out, preventing it from pursuing, and the Griffin doesn't seem to fancy taking on 4 to 1 odds.

Round 11+
Spoiler:
Image
Our lance pulls back in good order, having taken out the designated warehouses, as well as two bug mechs out of action for a good long while. And most of it wasn't even our fault, three out of the four mobile unit kills were the random artillery coming from nowhere.

The two helicopters pursue us for a little bit, but give up once we outpace them. Damage to our mechs is pretty minimal. We hand the crates over to Hawk's people, who rub their hands together while their eyes have a bit of a manic glee.

This mysterious artillery battery is not something we were aware of, and, although they did more damage to the hostiles than to us, Cujo is still somewhat wary. We could try to track it down, see what's up.

Or just call it a day, report it to Hawk and deal with it if we encounter it again.

[] Track down the mystery artillery
[] Call it a day
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Thu Aug 27, 2020 5:16 pm
NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
I love a good mystery! And I hate artillery!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Thu Aug 27, 2020 5:24 pm
Leraje wrote: Thu Aug 27, 2020 5:16 pm
NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
I love a good mystery! And I hate artillery!
We should be friendly and neighborly and introduce ourselves. Inside their artillery range and at a nice, optimal range for whatever mechs are saying Hi.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Zenn7 wrote: Thu Aug 27, 2020 7:25 pm
$iljanus wrote: Thu Aug 27, 2020 5:24 pm
Leraje wrote: Thu Aug 27, 2020 5:16 pm
NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
I love a good mystery! And I hate artillery!
We should be friendly and neighborly and introduce ourselves. Inside their artillery range and at a nice, optimal range for whatever mechs are saying Hi.
Preferably within stomping range, maybe?
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Hyena wrote: Fri Aug 28, 2020 10:29 am
Zenn7 wrote: Thu Aug 27, 2020 7:25 pm
$iljanus wrote: Thu Aug 27, 2020 5:24 pm
Leraje wrote: Thu Aug 27, 2020 5:16 pm
NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
I love a good mystery! And I hate artillery!
We should be friendly and neighborly and introduce ourselves. Inside their artillery range and at a nice, optimal range for whatever mechs are saying Hi.
Preferably within stomping range, maybe?
Stomping range followed by a bit of jumping up and down on them is the best.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Leraje wrote: Fri Aug 28, 2020 10:32 am
Hyena wrote: Fri Aug 28, 2020 10:29 am
Zenn7 wrote: Thu Aug 27, 2020 7:25 pm
$iljanus wrote: Thu Aug 27, 2020 5:24 pm
Leraje wrote: Thu Aug 27, 2020 5:16 pm
NickAragua wrote: Thu Aug 27, 2020 4:26 pm [x] Track down the mystery artillery
[] Call it a day
I for one would prefer to know what's up with the arty and what could possibly be expected of them. Don't feel like being shelled without any notice. Scratch that, do not feel like being shelled period.
I love a good mystery! And I hate artillery!
We should be friendly and neighborly and introduce ourselves. Inside their artillery range and at a nice, optimal range for whatever mechs are saying Hi.
Preferably within stomping range, maybe?
Stomping range followed by a bit of jumping up and down on them is the best.
"It's the only way to be sure."
-Ripley
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis

"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Investigate mystery artillery battery - almost unanimous
Cujo's lance, after reviewing the vectors of the incoming artillery rounds, figures out a straight line along which the mystery artillery battery could be located and calls in some help to search a little faster.

"Gamma-Probe, I've got some coordinates for you. Need you guys to come help us make a sweep and see what you find." Cujo informs Akalon over comms. "You're looking for at least three artillery pieces, possibly with escorts."

"Understood, on our way." comes the reply.

Gamma-Probe is accompanied by one of Hawk's guys, driving a Phoenix Hawk 1K (for authenticity in pretending to be Kurita). Not the best Phoenix Hawk variant, what with the jump jets having been stripped out in favor of some crappy weapons. Hawk also says he'll send some air support to help take down the artillery once we locate it.

Round 1:
Spoiler:
Image
The artillery battery turns out to be hostile. Or, at least, their escorts shoot at us and Hawk confirms they're none of his people.

"Alpha-Ranger, Gamma-Probe here. We found it." Akalon reports. "Converge on our coordinates, and send the air support too, please."

Cujo smirks. "You're first on the scene, so you're running the show, Lieutenant. We'll be there in sixty." So will Hawk's air support, a Thunderbird and a Sparrowhawk.

Akalon's eyes go wide as he sees a Brutus assault tank trundling slowly down the street. He quickly feathers the Vulcan's jump jets and gets out of the way. Some long-range fire comes our way, but no damage is inflicted.

Round 2:
Spoiler:
Image
AWS takes a few seconds to transform to fighter mode so our LAM can zip around to the back of the enemy formation and pick on the artillery pieces. We continue closing in and exchanging fire. Hawk's guy takes a couple of LRMs but nothing serious.

Round 3:
Spoiler:
Image
Isgrimnur and Akalon begin picking at one of the Thumpers, laser fire stripping armor but doing little to take the artillery piece out of action. However, their attacks weaken the armor enough that Akalon is able to put a foot through the side and crack the engine open. One artillery piece down. Isgrimnur, meanwhile, stomps on a Harasser zipping around underfoot.

To the north, Drazzil engages a Hunter support tank with lasers from up close, cracking through the right side with a foot.

The lighting conditions and driving winds make it difficult for return fire to hit our mechs, so the damage we take is pretty minimal.

Round 4:
Spoiler:
Image
Drazzil jumps south to get a better eye on an LRM turret lobbing missiles his way, landing behind a short structure that blocks a good chunk of incoming fire from a Dervish and a Condor hovertank, the works the Condor over with lasers and SRMs.

Round 5:
Spoiler:
Image
Alpha-Ranger arrives from the west, completing the pincer. The artillery pieces get a little too enthusiastic and nail some of their own guys. Not too much damage, but still amusing.

AWS whooshes the aerospace fighter over to a cluster of buildings displaying some suspicious readings, which turn out to be turrets.

This is going pretty much exactly how it should, we bypassed the defenders and are now whaling on the artillery pieces.

Round 6:
Spoiler:
Image
Hawk's aerospace fighter squadron shows up, doing a quick pass over the area. The Thunderbird blows out an anti-aircraft rocket emplacement. The Sparrowhawk catches a salvo of LRMs to the nose, and crashes.

AWS hops down on the newly discovered turrets, aiming to blast a few with the LAM's weapons array.

Isgrimnur, meanwhile, swaps targets with Akalon and uses the Hatchetman's autocannon and a laser to wreck a Thumper's traversal mechanism, disabling the artillery piece.

Round 7:
Spoiler:
Image
Cujo rolls her eyes and moves to scoop up the ejected allied aero jock.

Akalon and Isgrimnur take out another Thumper, avoiding a Javelin and Firestarter's attacks - an autocannon burst from the Hatchetman finishes the artillery piece, blowing its fuel tank.

Drazzil runs into a little trouble - a stray SRM from a Pegasus hovertank dings him center of mass and hits the gyro. The mechwarrior keeps the mech upright, despite it staggering.

AWS has more trouble, however: the LAM clips the turret as the it's about to jump off the building - an ammunition store blows up, collapsing the structure, causing our Pixie to drop to the ground. The auto-eject mechanism fires as the LAM disappears in a cloud of smoke, dust and falling debris, with a large secondary explosion in the mess. The seat dings off the side of a building, knocking our mechwarrior out. The transponder is still blinking, though.

Round 8:
Spoiler:
Image
Gbasden hops up on a building, braving laser fire from a Wasp, it'll require two hops to get to where AWS landed. Our mechwarrior swings the Griffin's right arm backwards and zaps the Wasp in return, taking off its right arm. Taking advantage of the hostile mechwarrior's destruction, Stefan jumps in behind it and breaks its left leg in half, taking it out of the fight.

Drazzil retreats to the east, gritting his teeth as the mech sways due to gyro damage, but manages to stick the landing. Just two or three more jumps like that and he'll be clear. The Thunderbird covers our mechwarrior's retreat, blasting the Brutus tank's treads off so it can't maneuver easily to fire back at our mechwarrior.

On the plus side, Akalon disables the last of the Thumper artillery pieces, putting an end to that problem. On the minus side, a large amount of reinforcements arrive to the southeast. We *should* be out of here before they enter combat range, but it's always nerve racking when the odds turn against us so quickly.

Round 9:
Spoiler:
Image
Gbasden completes the platform puzzle, hopping up to where AWS is and retreiving our mechwarrior.

Akalon and Drazzil retreat east, Akalon covering our mechwarrior's retreat by blasting through the armor on an AC/2 carrier.

Round 10:
Spoiler:
Image
Gbasden delivers a parting shot, collapsing the rest of the warehouse where AWS' LAM disappeared.

Round 11:
Spoiler:
Image
Isgrimnur, meanwhile, joins Akalon and Drazzil in retreating, hopping across some buildings to move a little faster. A Dervish that's been (unsuccessfully) lobbing LRMs at us gets in the way and takes a laser blast to the center torso, followed by a hatchet blow. The three-ton melee weapon caves in the armor and completely destroys the gyro, causing the 50-ton mech to collapse where it stands.

The rest of the battle is just us retreating, Gamma-Probe to the east, Alpha-Ranger to the west. Our job's done - artillery is silenced, turrets destroyed. We observe the "reinforcements" exchanging fire with the forces already there, which is a little unexpected, but not a concern of ours at the moment - we've got all our ejected pilots and need to get back to base as everyone's running low on armor and ammo.

AWS gets away with some "minor" scrapes, cuts and burns, but losing that LAM stings. The rest of the deployed force has only armor damage (other than Drazzil's gyro needing a little work), but is almost completely out of ammo.

Discussing it with Hawk, he says he's got enough intel resources to follow up on this incident where the "reinforcements" here were shooting at the artillery we were taking out, but he's going to need some help in the form of a heavy or assault lance to provide heavy fire support if necessary. While they're there, they can look into whether the LAM actually survived or if it's gone.

[] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome)
[] Send Beta-Hunter (Guillotine, Flashman, Warhammer, Grasshopper 5H)
[] Pass
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »


[x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome

Everything is Awesome....!

And Hawk did ask for something heavy.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Fri Aug 28, 2020 6:02 pm [x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome

Everything is Awesome....!

And Hawk did ask for something heavy.
Agreed. How can you go wrong with an Awesome?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Fri Aug 28, 2020 8:00 pm
$iljanus wrote: Fri Aug 28, 2020 6:02 pm [x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome

Everything is Awesome....!

And Hawk did ask for something heavy.
Agreed. How can you go wrong with an Awesome?
Awesome plan!
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote: Fri Aug 28, 2020 6:02 pm [x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome

Everything is Awesome....!

And Hawk did ask for something heavy.
I'm never going to pass up an opportunity to go someplace new and blow things up.
Black Lives Matter.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Fri Aug 28, 2020 11:44 pm
$iljanus wrote: Fri Aug 28, 2020 6:02 pm [x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome

Everything is Awesome....!

And Hawk did ask for something heavy.
I'm never going to pass up an opportunity to go someplace new and blow things up.
Image
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Aug 28, 2020 5:09 pm [x] Send Alpha-Heavy (Marauder, Grand Dragon, Grasshopper 5N, Awesome)
[] Send Beta-Hunter (Guillotine, Flashman, Warhammer, Grasshopper 5H)
[] Pass
Send Alpha - they have more firepower and we are not 100% clear what to expect from "reinforcements" by the time we get there. Have Beta on a standby in case Alpha gets in over their head.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Alpha-Heavy - unanimous
October 21, 3047
Paulus Shipping Storage Depot
Errai, Federated Commonwealth

"We've got the data and the loot, but looks like there's some local militia coming our way. Maybe they didn't like us breaking into their facility." Hawk's people tell us. "We're gonna need you guys to cover us while we clear out."

"Right." El Guapo responds. "What's the ETA on that air support?"

"ETA one minute."

The incoming hostiles are, for the most part, fast-moving light tanks and hovercraft, with a reinforced light mech lance.

Round 1:
Spoiler:
Image
"Uh, I got a problem here, my engine's stalled." One of Hawk's spy guys reports. They're not exactly driving combat equipment - industrial mechs are, well, more malfunction-prone than military ones. Of course if you ask our mechwarriors and techs, the military mech parts break down at the worst possible times as well, so.

Hyena grunts as his Grasshopper takes an AC/20 hit from an approaching Saladin, blowing out the laser in the right arm. Not a big deal, but annoying. This throws the Grasshopper's aim off and it misses its shots, but Thud scores a hit on the Saladin, blowing out one of its drive fans.

Fury charges up to an ancient LTV-4 hovertank, blasting several holes in its hover skirt with lasers, while El Guapo engages a Scimitar hovertank to the west, blasting armor chunks off with the Marauder's PPCs.

We take some minor armor damage otherwise, but are doing fine.

Round 2:
Spoiler:
Image
"It's no good, I can't get the engine started back up. Gonna have to ditch this mech."

"Are you shitting me?" El Guapo sighs.

Thund's left flank takes a severe beating from the Saladin before Fury is finally able to disable the "light" hovertank.

Hyena moves out to engage a couple of hovertanks and is able to distract them from the escaping engineering vehicle to the north at the cost of some armor.

Round 3:
Spoiler:
Image
"Back in the base until air support gets here." El Guapo calls out as his Marauder is buffeted by autocannon and laser fire. One of the Marauder's lasers finds a Condor hovertank to immobilize by melting a drive fan and causing it to crash into a nearby building.

Thud does so, taking advantage of the extended-range PPC's faster charge time to blast through the LTV-4's weakened armor and engine. Which lets Fury torch the fuel tank. A little overkill, but good to get a PPC off the field.

Hyena takes a bit of damage as well, responding by breaking the leg off a Wasp that approaches a little too close. The Grasshopper's right arm is basically shredded, but the mech is fine otherwise.

Round 4:
Spoiler:
Image
We pull back further into the building cluster as Hawk's Buffel engineering vehicle zips out of there. The two industrial mechs to the east are also making their way out of the area.

Round 5:
Spoiler:
Image
Zarathud moves south and legs the other Wasp as it arcs overhead, causing it to land on its ass instead of on its feet. Hyena hops south as well, disabling a Striker tank with the Grasshopper's laser array. A Valkyrie lands nearby and throws a punch, along with a laser blast, both which Hyena avoids before planting a kick on the lighter mech's right leg, causing it to fall over.

Round 6:
Spoiler:
Image
Hawk's air support arrives and begins making strafing runs. A Saracen tank is destroyed by one of the Eagles.

Fury takes advantage of the distraction and detonates an SRM-toting Scorpion tank with the Dragon's lasers.

The Wasp that Thud legged earlier gets up, which exposes it as a viable target for a passing Eagle. That doesn't end well for the Wasp. The Valkyrie that Hyena damaged gets up and runs away, but is legged by another passing fighter, a Riever, which strafes the light mech with its AC/20, sending it to the ground.

Thud and Hyena engage a Firestarter - Thud loses a good amount of armor, but the Firestarter takes an armor breach to its left arm from Hyena. The less said about any physical attack attempts that occurred here, the better.

Round 7:
Spoiler:
Image
The guy in the Valkyrie fires his ejection seat straight into a building, which, well, good luck to the janitor cleaning that mess up.

The Firestarter harassing Thud blows out a hand actuator on the assault mech's left arm, then explodes as two of Hawk's fighters focus fire in it. Thud switches targets to a Saracen zipping around outside, breaching its rear armor with a PPC shot. Hyena helps cover the Awesome by squashing a nearby Galleon tank.

El Guapo targets a Griffin in the distance, but the Marauder's shots wind up hitting a nearby building instead. At least the building collapses.

The rest of the hostile units cede the field, not having anything to counter the pretty strong air support. We grab a Galleon tank wreck off the field so we can replace the laser on Hyena's Grasshopper, then beat feet as well. Thud's Awesome will need a replacement hand actuator and the Grasshopper's arm will need to basically be re-built from scratch, but otherwise, we got through that ok. Still, Alpha-Heavy will need some patching up before they can be deployed anywhere else.

---

"We've a problem." Hawk gets on the radio to Zenn7. "The airfield my local mercs have been using is about to come under attack. Bad guys have an assault mech lance, a light mech company, and a heavy tank lance rolling in. I'm heading out in my mech, and they'll be able to scramble some of their fighters, but I could use the help."

If we don't help defend this air base, the amount of air support we're receiving will be greatly reduced (we'll have to do most of it ourselves). It's not strictly part of our contract objectives, but those aerospace jockeys have been pretty helpful so far.

[] Send Beta-Assault in
[] Pass
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote: Mon Aug 31, 2020 4:30 pm [x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
Makes sense.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Mon Aug 31, 2020 4:30 pm [x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Mon Aug 31, 2020 4:30 pm [x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
Absolutely
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Mon Aug 31, 2020 5:18 pm
$iljanus wrote: Mon Aug 31, 2020 4:30 pm [x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
Absolutely
After all the losers we bailed out over the years, it'll be good to bail out someone who's useful.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Zenn7 wrote: Mon Aug 31, 2020 8:47 pm
gbasden wrote: Mon Aug 31, 2020 5:18 pm
$iljanus wrote: Mon Aug 31, 2020 4:30 pm [x] Send Beta-Assault in

Most definitely need to help em out. Always good to maintain good relations with our air support.
Absolutely
After all the losers we bailed out over the years, it'll be good to bail out someone who's useful.
Hey, let's not make it personal, ok? I'm standing right here...

(Send in Beta-Assault)
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

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