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Let's play: Battletech via MegaMek

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Fri Mar 15, 2019 3:12 pm

We've completed the "rescuing" part. According to the liaison, we are still obligated to continue assisting the MAC until they have completed their objectives or the contract's duration runs out (April 20th). She shares a list of strategic facilities that the MAC plans to hit (a variety of "destroy", "capture and hold" objectives for each) over the next few months - including the above-mentioned air defense facility (and also including a weapons manufacturing center, as well as the usual assortment of military bases).

The usage of WMDs (especially against civilian populations) is highly frowned upon... by whoever they get used against. The guys using them and their friends, well, they'll figure out a way to justify it or not care. Of course, if we're being set up, then the Capellans probably wouldn't want us hanging out presenting "evidence" and otherwise undermining whatever they're doing.

Which is made more problematic by the fact that we don't actually have any evidence of anything at this point.

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur » Fri Mar 15, 2019 3:37 pm

How good at acting are we?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Fri Mar 15, 2019 9:41 pm

NickAragua wrote:
Fri Mar 15, 2019 12:13 pm
There are two main tasks for us this week:

1. Get a reliable count and close-up scans of a particular enemy unit that's been poking around an area designated by the liaison. She'll come out with the lance we send out, and the MAC will provide backup.

2. Relieve a MAC force guarding a heavy anti-air launch site captured earlier in the week. They are expecting an incoming attack and need someone to hold down the fort while they repair and resupply.
Great, I knew we shouldn't have taken this one. Going forward in this mission, we don't do anything we don't absolutely have to per the contract unless we have to do it to protect ourselves.

1 - Delta 1 can go get scans.

2 - Beta 1 to guard the launch site.

We should make preparations to be ready to leave this place rapidly, in case things go south and we have to make a run for it.

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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Sat Mar 16, 2019 12:14 am

Zenn7 wrote:
Fri Mar 15, 2019 9:41 pm
NickAragua wrote:
Fri Mar 15, 2019 12:13 pm
There are two main tasks for us this week:

1. Get a reliable count and close-up scans of a particular enemy unit that's been poking around an area designated by the liaison. She'll come out with the lance we send out, and the MAC will provide backup.

2. Relieve a MAC force guarding a heavy anti-air launch site captured earlier in the week. They are expecting an incoming attack and need someone to hold down the fort while they repair and resupply.
Great, I knew we shouldn't have taken this one. Going forward in this mission, we don't do anything we don't absolutely have to per the contract unless we have to do it to protect ourselves.

1 - Delta 1 can go get scans.

2 - Beta 1 to guard the launch site.

We should make preparations to be ready to leave this place rapidly, in case things go south and we have to make a run for it.
Hey, I voted for Butte Hold. Or Butte Hurte. Whatever it was.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Mon Mar 18, 2019 3:06 pm

November 9, 3038
Air Defence Launch Site

Beta-One winds up stationed within a fairly substantial facility, with naval lasers and other unpleasantness pointed skyward. Because we have some time, we deploy an infantry platoon equipped with long-range (for infantry) support laser cannons, and plop down land mines on some likely approaches. Then we wait for the MAC to relieve us.

We receive a terse message that they are en route, but, sensors show an incoming swarm of militia units, backed up by a heavy mech lance. We'll have to hold down the fort by ourselves until the MAC guys get there.

An additional unpleasant surprise hits us when the incoming Davion forces remotely seize control of half of the base's defensive turrets. Granted, they're all light anti-infantry crap, but it's still annoying.

Round 1:
Spoiler:
Image
The turrets that haven't been compromised and the ones that have open fire on each other. Both sets are in pretty heavy-duty bunkers and are primarily anti-infantry equipment, so it'll take them a while to bring each other down on their own. While waiting for the enemy units to get there, our mechs take the time for some target practice. But, even with our mechs helping out, those turres are tough.

Round 2:
Spoiler:
Image
One of the enemy tanks hits a mine cluster, taking some major armor and motive damage. One of its buddies tries to drive around and crashes into a building instead. Not bad.

Our infantry continue to pour on the fire into one of the compromised turrets, sending laser blasts into it. After receiving a solid beating from said infantry and Moley's lasers, the turret stops firing. Zenn7 and Zarathud take out another one in a similar manner, while LordMortis unloads on a third. That takes out all the turrets that could have threatened the base structures we're supposed to defend, so now it's time to deal with the actual attackers.

Round 3:
Spoiler:
Image
A Vedette runs into another one of our minefields. The explosion bends its main cannon out of shape and blows all the front armor off, so that tank is out of action.

Moley and LordMortis hop out of their hiding spots and engage targets. The brave Scorpion tank that had "cleared" a minefield earlier is still trundling forward and eats a laser directly through the weakened front armor, taking it out. LordMortis gets pummeled by light autocannon fire from tanks and LRMs from a distant Crusader, which throws his aim off a bit. The damage to the Atlas is insignificant, however.

Round 4:
Spoiler:
Image
Moley engages a Pegasus, which pelts our Thunderbolt with SRMs while absorbing a surprising amount of laser fire. LordMortis steps to the side, avoiding LRMs from a Manticore heavy tank and a Crusader, although his Atlas takes a couple of AC/2 and SRM dings from nearby Vedettes. He lets rip with the autocannon and lasers, taking one of the tanks apart. Zenn7 and Zarathud move down a street to the south, trying to get in range of a group of tanks, which ping away with AC/2s from beyond PPC range to little effect.

The LRMs flying by LordMortis are actually intended for our infantry platoon, which tries to cross the street to get to a better firing position. Most make it, except for four who get caught in blast radii.

Round 5:
Spoiler:
Image
An LRM Carrier rounds a corner, looking to fire at Moley, who runs up to point blank range. No sense in letting sixty LRMs get good target locks. Surgical precision strikes take out the vehicles treads. To emphasize the point, Moley lifts up a foot briefly, encouraging the crew to scramble out.

Zenn7 and Zarathud advance down their chosen street, enemy vehicles scattering to get out of the way. A Vedette isn't quick enough and eats four PPC shots, more or less falling apart after that. An automated flamer turret melts another Vedette's treads to slag. Faced with the prospect of being barbecued, the crew chooses to bug out.

One of the automated turrets on our side has been taking a pounding, and is about to collapse.

Round 6:
Spoiler:
Image
The small laser turret collapses under fire from a distant Jagermech and its Vedette buddies.

A Manticore drives around the corner with a Vedette for backup, engaging LordMortis' Atlas. It actually gets in some good hits, but then is completely pulverized by AC/20, laser and SRM fire. The Atlas lurches as it becomes slightly unbalanced due to the major armor loss, but LordMortis quickly regains control and stomps on the front of the nearby Vedette, ripping off all the armor. The tank's driver thinks the better of it and reverses back down the street.

Moley takes a few more SRMs from a nearby Pegasus and swats an infantry trying to rappel down on to the Thunderbolt from a nearby Ferret.

Round 7:
Spoiler:
Image
The Crusader rounds the corner, engaging LordMortis. The Atlas takes a couple of medium laser hits, machine gun rounds plink harmlessly off the armor, and a few SRMs scatter around. LordMortis frowns, then spins up all of his close range weapons and fires away. The Atlas' cockpit heats up quite a bit, but the Crusader gets knocked down after losing several tons of armor. To accent the point, LordMortis brings the hundred-ton mech's foot down on the Crusader's left leg, crushing the SRM launcher there, along with that segment of the leg.

Moley moves to engage a Vedette and gets bushwhacked by a Whitworth jumping in. Well, the Whitworth comes away worse, losing a bunch of armor to laser fire. The Thunderbolt takes some hits from a harassing Pegasus and dodges the Whitworth's attacks, but Zarathud's Awesome is now making its way down the street to help out.

Round 8:
Spoiler:
Image
LordMortis grunts as a Pegasus unloads SRMs on his mech, dinging one of the lasers. The Atlas' counterattack mostly misses, except for a single laser, which takes out several fans, causing the hovertank to swerve into a lamppost. A solid curb stomp on the fallen Crusader fails to get it to stop moving.

Zarathud puts two PPC shots in the front of a Vedette as it tries to fire on Moley, stripping off all the armor. Moley follows up with a large laser shot to the same location, coring the tank out, then kicks aside a couple of infantry guys, as the rifle fire is getting annoying.

Round 9:
Spoiler:
Image
A laser carrier rolls around a corner, firing at Zenn7's Awesome. Zenn7 backs up a little, causing most of the shots to miss, then fires PPCs at the vehicle, evaporating it. Zarathud fires down the street at an LRM Carrier, taking it out, although not before it lets loose with an LRM salvo, impacting our mech with thirty two out of sixty missiles, forcing Zarathud to take a knee.

LordMortis continues beating up the downed Crusader, which is starting to resemble the Monty Python Black Knight at this point, but is still trying to prop itself up and fire arm-mounted weapons.

Moley lasers and stomps another Vedette into oblivion.

The Davion force may have been willing to continue the fight if it was just against us, but the arrival of MAC reinforcements from the south convinces the remainder that it's time to go.

Except the Crusader. LordMortis levels his AC/20 at the lighter mech's cockpit as it struggles to prop itself up against a wall and hits the button to activate the loudspeaker.

"You gave it a good shot, but it's over. Time to shut it down."

A tight-beam transmission comes at the Atlas from the Crusader, then the mechwarrior complies, climbing out, looking a little beat up, coughing from the smoke coming out of the nearby tank wrecks. LordMortis looks suspiciously around to see if there are any Capellans nearby, then calls out - "Get going."

We did lose one of the infantry guys, the other three are fine. Other than a few sprains here and there. Our salvage crews grab a spare medium laser barrel off the laser carrier to replace the one LordMortis lost, and we lever the downed Crusader on a flatbed truck to haul it back to base. Repairing it isn't an option currently, but we'll box it up and put it in the Jumbo - we'll be able to take it apart for spare parts, sell it or fix it up. The commander of the relief force is impressed that we were able to take down the suborned turrets while preserving most of the base. We do him a solid by sending him remote deactivation codes for the remaining land mines.

The contents of the transmission are a set of mech sensor readings, a few pictures of a couple of "Fox's Breath" crates, and a set of coordinates. The sensor readings match up with what Delta-One recorded when carrying the Capellan mech briefcases. The coordinates are a random chunk of wasteland tundra within a couple hundred kilometers of our base. Shall we pay it a visit?

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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Mon Mar 18, 2019 3:16 pm

Damn those 1337 h@xx0rz!

Yeah, let's go check out the tundra.

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Re: Let's play: Battletech via MegaMek

Post by Hyena » Mon Mar 18, 2019 3:31 pm

Hell yes we go check it out. I ain't gonna be caught holding the glowing end of the stick if I don't have to. Like I/ve said, I don't mind blowing a mech sky-high, and I don't mind stomping on a tank filled with infantry that wants to kill me, but I draw the line at civilians and chemical warfare.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Mon Mar 18, 2019 4:11 pm

Is this the part of the storyline where we reveal ourselves to be tough, hard-fightin' mercenaries, but with hearts of gold?

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Mon Mar 18, 2019 4:21 pm

Well, that all kind of depends, doesn't it?

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Re: Let's play: Battletech via MegaMek

Post by AWS260 » Mon Mar 18, 2019 4:29 pm

El Guapo wrote:
Mon Mar 18, 2019 3:16 pm
Yeah, let's go check out the tundra.
Send in El Guapo alone, on foot.

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Re: Let's play: Battletech via MegaMek

Post by LordMortis » Mon Mar 18, 2019 6:33 pm

Did someone say gold?

(I'm glad you're the mastermind behind our urban warfare. When I was trying to create my personal nick experience in MegaMek I discovered the AI to be my match in a 100% urban area)


My fear is this the part of the story where we get framed and become the A Te...Company.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Mon Mar 18, 2019 8:42 pm

El Guapo wrote:
Mon Mar 18, 2019 4:11 pm
Is this the part of the storyline where we reveal ourselves to be tough, hard-fightin' mercenaries, but with hearts of gold?
If we went, investigated and saved the day, we'd have hearts of gold.

If we just broke our contract, we'd be not terrible people.

If we reached out to Davion and tried to work out a contract with them to switch sides, we'd be not heartless but still very mercenary!

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Mon Mar 18, 2019 8:56 pm

LordMortis wrote:
Mon Mar 18, 2019 6:33 pm
(I'm glad you're the mastermind behind our urban warfare. When I was trying to create my personal nick experience in MegaMek I discovered the AI to be my match in a 100% urban area)
It's funny, I used to dislike urban scenarios, but I actually wind up preferring those and rough terrain (hills or lots of woods). Since the bot almost always gets swarms of crappy units, rough terrain allows me to manage line of sight a lot better. My worst nightmare is being caught out on flat ground by a swarm of hovercraft.

I bet I'd feel different about urban combat if I turned "double blind" mode on, but the bot's efficiency *really* drops off, and it'll just stand there.

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Re: Let's play: Battletech via MegaMek

Post by Zarathud » Mon Mar 18, 2019 9:36 pm

Sticking our nose where it's going to blow up? No. We have wallets of gold, and no hearts.
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Re: Let's play: Battletech via MegaMek

Post by Hyena » Tue Mar 19, 2019 11:25 am

Don't mistake me for a soft-hearted hero-type. I just don't like killing civilians, much less with chemical weapons.

And I trust our current employer about as far as I can toss my 'mech.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Tue Mar 19, 2019 11:27 am

I suppose if we stole the WMDs we could threaten to redirect them towards our employer unless they double our salary or something.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue Mar 19, 2019 1:33 pm

November 11, 3038
While we're discussing whether or not to visit the Davion-provided coordinates, Delta-One moves as previously planned to conduct recon. They're backed up by our liaison, who's chosen to drive a Griffin for this operation, and by a lance of fast hovertanks from the MAC. Well, mostly a lance of fast hovertanks. One of the four is a Scorpion. Our lance members exchange amused looks, as they expect those tanks to go down pretty fast in case we get into any actual combat.

Things go pear-shaped pretty quickly, as we surprise a reinforced mech lance plus a reinforced tank lance setting up concealed positions.

Round 1:
Spoiler:
Image
As Freyland runs for cover in some woods, a Goblin opens fire. Unfortunately, the Goblin opens up with LRMs, at point blank range, so instead of a beating, our Quickdraw receives an amusing little fireworks display as LRMs scatter every which way but at it.

One of the allied Saladins gets beat up by a Locust firing machine guns and a Pike support vehicle firing AC/2s as they spring an ambush when the hovertank passes by some woods. It remains intact, but slows down greatly as smoke trails from it.

It looks like the Davion guys have a Thunderbolt, Rifleman and Centurion (AC/20 variant) for heavy units, along with a Zhukov tank.

We return fire and get some good hits in - Madmarcus tags the ambushing Locust with a couple of SRMs. While its turning to face our mech, a pair of Saladins blow it away with AC/20 fire. Paingod inflicts severe damage on a Condor, Archinerd scores a headshot on the Thunderbolt, which is busy whittling away at the nearby Scorpion, which remains intact after the weapons fire, but not when said Thunderbolt steps on it. The ammo inside the light tank goes off, scorching the mech's foot.

Round 2:
Spoiler:
Image
Freyland "discovers" a Javelin when it drills our Quickdraw with three lasers. Armor holds up, but that was annoying. As our mechwarrior rotates the Quickdraw to the left, the Javelin simply falls over as an AC/20 shot to the back of the head takes it out.

One of the MAC Saladins blasts the Rifleman with its AC/20, breaching the right torso and taking out a medium laser. The enemy mech retaliates by slashing off a chunk of the hovertank's skirt, and it poofs down into the snow.

Paingod jumps into the river and sinks the Condor hovertank - a large laser blast causes it to dip downwards and glug glug glug. Archinerd fires LRMs at the Goblin that Freyland discovered earlier, removing its treads entirely. The two remaining Saladins get disabled or destroyed pretty quickly by enemy counterattacks, but they took out a good amount of hardware while they were active.

Round 3:
Spoiler:
Image
The Davion forces begin a retreat, their planned ambush having been spoiled. Madmarcus disables the Zhukov (a dual AC/10 tank) after it puts two autocannon bursts into the Wolverine's left leg, damaging an actuator and forcing our mech to a knee.

Round 4+:
Spoiler:
Image
We disenagage, moving to the south, and allowing the remaining Davion units to withdraw, except for a pair of Vedettes which are too slow - Archinerd stops one with LRMs, Madmarcus burns out the treads of another with lasers.

Despite letting the bulk of the Davion forces get away (it was a recon mission after all), we still haul in about 1.5M C-Bills worth of salvage. The MAC is able to recover two of their Saladins, and, since they got the kills on the two mechs, they get those as well. The Scorpion isn't quite as recoverable, having been scattered to the four winds, and our salvage crews get a good chuckle hauling the Condor out of the water while its crew shiver in one of our APCs.

Madmarcus' Wolverine is a little beat up (two AC/10 rounds to the left leg followed by some pitter-patter), so that mech will be out of action for the week. We'll need to put the mechwarrior in a spare. We've got a couple of Griffins, or maybe MM and Paingod can swap and Paingod can get back into a Griffin while Madmarcus steps into the Ostroc. The Wolverine should be back in action within a couple of days, but we need our mechwarriors out there ASAP, so downtime isn't an option.

The morning briefing with the liaison and the MAC commanders is tense, both because we're pretty sure someone in the group is about to nerve gas a bunch of people, and because we're in for an intense week of operations.

For starters, a fully-laden spheroid dropship, probably full of mechs, has landed within a day's march of our landing zone. We need a recon team to go out there and find out what they're doing. The MAC guys volunteer to send along some backup as well from where they're located to run interference for our recon lance if need be. If it turns out that there's a lot of mechs, we'll probably want to commit an additional, heavier lance to the exercise.

Second, the liaison informs us (her voice dripping with sarcasm) that, since we're so good at killing off personnel that she wanted us to capture and interrogate, she will require the services of a lance from both us and the MAC to eliminate another Davion officer.

Third, the MAC have requested that we send a lance to help them defend one of their dropships that has been grounded by hostile aircraft. They've driven off the "little mosquitoes", as he puts it, but have detected a significant enemy ground force approaching. This is pretty convenient, as the dropship has been grounded near the coordinates given to us earlier, so we can kill two birds with one stone by sending two lances there, and having one check out the coordinates beforehand.

Finally, the liaison informs us that the MAC have captured a strategic industrial facility, and were in the process of setting demolitions and sabotage, when a Davion force attacked. The MAC drove them off but took severe damage and need a lance to relieve the defenders until they can finish their work.

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Re: Let's play: Battletech via MegaMek

Post by LordMortis » Tue Mar 19, 2019 2:47 pm

Demanding, isn't she? We better be getting a lot of money.

[successfully finds and hotlinks a picture of Han and Leia on Yavin before the Death Star assault]

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Tue Mar 19, 2019 11:37 pm

NickAragua wrote:
Tue Mar 19, 2019 1:33 pm
For starters, a fully-laden spheroid dropship, probably full of mechs, has landed within a day's march of our landing zone. We need a recon team to go out there and find out what they're doing. The MAC guys volunteer to send along some backup as well from where they're located to run interference for our recon lance if need be. If it turns out that there's a lot of mechs, we'll probably want to commit an additional, heavier lance to the exercise.

Second, the liaison informs us (her voice dripping with sarcasm) that, since we're so good at killing off personnel that she wanted us to capture and interrogate, she will require the services of a lance from both us and the MAC to eliminate another Davion officer.

Third, the MAC have requested that we send a lance to help them defend one of their dropships that has been grounded by hostile aircraft. They've driven off the "little mosquitoes", as he puts it, but have detected a significant enemy ground force approaching. This is pretty convenient, as the dropship has been grounded near the coordinates given to us earlier, so we can kill two birds with one stone by sending two lances there, and having one check out the coordinates beforehand.

Finally, the liaison informs us that the MAC have captured a strategic industrial facility, and were in the process of setting demolitions and sabotage, when a Davion force attacked. The MAC drove them off but took severe damage and need a lance to relieve the defenders until they can finish their work.
Dropship that's dropping in on us - Recon is obviously Delta 1, have Alpha 1 back them up.

Send Gamma 2 off to kill someone.

Beta 1 to defend MAC dropship with Gamma 1 coming along (after a slight detour to check out some interesting sights...)

Beta 2 to defend the MAC strategic industrial facility.

Thinking missions 1 and 3 require a heavy lance - which is Alpha/Beta/Gamma 1 - and that we want a leader lance (any of the 1 lances where OO's are the mechwarriors, not our virtual cohorts) to check out the suspicious coordinates. That kind of dictates where we need to go. The other 2 require heavier lances and that's Alpha/Beta/Gamma 2, so that's what we sent for missions 2 and 4.

Nick - if Gamma 1's siteseeing trip reveals something bad, what are our options in reality? (I'd be in favor of trying to negotiate a contract w/ Davion to switch sides, but not sure that's possible).

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Re: Let's play: Battletech via MegaMek

Post by gbasden » Wed Mar 20, 2019 1:50 pm

(Sorry, was out of touch on a cruise ship for the past bit)

Hell yes we send someone to the Davion coordinates. Being party to (or the scapegoat for) war crimes isn't in our portfolio.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed Mar 20, 2019 2:44 pm

I'll enumerate them (and Scrub's evaluations of their benefits, drawbacks and chances of success), but the available options will depend on how Gamma-One performs in their scenario.

November 14, 3038
Delta-One moves in to recon the site where we detected the Davion dropship landing. The dropship is long-gone, thankfully, but it left behind a large number of presents. Delta-One counts two heavy mech lances, almost two light mech lances, and a reinforced company of militia tanks (mostly tracks, but a few hovers and a helicopter). They're camped out in a pretty large cluster of structures. Nothing too sturdy - a mix of new pre-fabs and older-looking buildings.

For the time being, Madmarcus has borrowed Paingod's Ostroc, while Paingod climbs into a Griffin. Madmarcus sends out the coded signal for the MAC units to initiate their diversion, and Delta-One moves in, hoping to get detailed scans of the units and buildings. The heavy snowfall will help cover our approach and prevent us from getting shot up too much, hopefully.

Round 1:
Spoiler:
Image
We'll need to use the buildings for cover, since that's quite a large number of mechs out there. Including a lance that's approaching from the west, behind us. These must be the 12th Vegan Rangers.

The plan is to cut across the base to the north of the main enemy force and carry out our scans, then have a mech swing south to check out the lone building there.

Unfortunately, the MAC's diversionary attack comes from basically the opposite side of the base where most of the enemy units are located, so, to respond, they'll wind up moving across our line of advance. Hopefully we'll have gotten through by the time they finish scrambling.

Archinerd exchanges LRMs with an enemy Centurion, neither mech hitting.

Round 2:
Spoiler:
Image
A couple of bug mechs are going to be able to intercept us, which is annoying, but not fatal. Just as long as they don't tie us up so the heavies can crush us. Paingod fires the Griffin's PPC at a distant Goblin tank, stripping some armor off its side, while the rest of the weapons fire misses.

Round 3:
Spoiler:
Image
A Wasp jumps up to our mechs, supported by long-range fire from its ground-bound buddies. Unfortunately, Freyland is on the ball and zaps it with four lasers plus a pair of streak SRMs, breaching armor in multiple places - an SRM renders the left arm non-functional. The enemy mech zaps away with its one medium laser, which goes through a weak spot in the armor and just barely misses an ammo bin, shorting out a jump jet instead.

Round 4:
Spoiler:
Image
The damaged jump jet impairs Freyland's mobility, and the Quickdraw takes a bit of a beating, although the armor holds up. Well, avoiding three out of four PPC shots isn't too bad. Paingod scores a torso hit on the attacking Stinger, discouraging it a bit as the right torso nearly disappears.

Round 5:
Spoiler:
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We continue jumping east, taking cover behind buildings as best we can. Paingod legs the Stinger from the previous turn, heating that Griffin up but good. I'd say it was worth it, though.

Round 6:
Spoiler:
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For that flurry of fire, not much hits - Freyland and the Firestarter exchange medium lasers to some armored sections, but the rest of the weapons fire misses. The Firestarter launches a kick at our Quickdraw, but Freyland steps out of reach, and the overextended light mech falls over.

Round 7:
Spoiler:
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"Delta-Two, break northeast and engage from long range." Madmarcus orders Freyland. A Stinger is reluctant to let our Quickdraw go, which is too bad for it, as its right arm gets cut off by laser fire, along with a large chunk of the right torso. With its only real weapon gone (leaving it with a machine gun in the left arm), the enemy mech backs off.

We hear a massive explosion from the west, followed by a brief transmission: "Charlie-Three reports target destroyed. One Wasp down."

Archinerd and Madmarcus get close to a pair of buildings, conducting sensor scans. It looks like there are some old mech repair gantries here, as well as several storehouses. Six more structures to go.

Round 8:
Spoiler:
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Hoo boy. Lance of heavy mechs, coming in from the west. It won't be relevant too us, but the MAC guys are probably going to get plastered. Unless, somehow, three Vedettes and a VTOL can take out a Grasshopper, a Marauder, a Quickdraw and a Victor.

On the plus side, scanning is in full swing, and we get good sensor data on four more buildings while only being hit by light anti-infantry weapons.

Round 9:
Spoiler:
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Freyland moves northeast, but that Firestarter managed to get up and won't leave our mech alone. Freyland rotates the Quickdraw left, zapping the pursuing mech with several laser blasts and letting out a pair of SRMs. One of the lasers punches through the right leg armor and ruins the hip joint, while Freyland's right arm takes a hit to the hand actuator. Not a big deal, but it does cause only one of the Quickdraw's punches to hit.

Still, with a damaged hip joint, that Firestarter won't be chasing anyone around any more.

One of the allied Vedettes reports an armor breach and begins withdrawing to the north. Good luck to that guy.

Round 10:
Spoiler:
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Paingod breaks south to scan the last building we need and takes a few autocannon rounds, but nothing major. The mechwarrior smirks as the Griffin's PPC shot takes a chunk out of one of the target Warrior helicopter's rotors. Archinerd takes a kick from a pursuing Stinger. We'll need to shake the little bastard off before we can clear the base.

The MAC Peregrine reports taking severe damage, which is not surprising, since it's trying to delay three heavies and an assault mech.

Round 11:
Spoiler:
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Paingod gets a scan of the last building, and we're out. Madmarcus "clears out" the pursuing Stinger by the simple expedient of kicking it so hard that its entire left side shears off.

Round 12+:
Spoiler:
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We leave the area without anymore serious damage. Except for Paingod blowing away a pursuing Pegasus hovertank with a PPC. And an LTV-4 putting several PPC shots into the Griffin as we clear out, but then Archinerd disables it with covering fire from the Dervish's LRMs, forcing it to plow into the rapidly-accumulating snow.

As Delta-One gets clear, they squeak a transmission of their acquired data to Alpha-One and HQ. The conclusion is, the Davion forces (specifically, the 12th Vegan Rangers) are attempting to reactivate an old mech maintenance facility, to use as a base of operations for conducting a more thorough search of the area. One way or another, we can't really have that, so Alpha-One will be going in to demolish the relevant structures. If they can rout the hostiles, great, but not required.

It'll be pretty tough going, as, by the time Alpha-One starts their attack, the snow will have piled up pretty deep. On the plus side, that'll greatly reduce the mobility options for the opposing units, especially their tanks. Delta-One reports having taken out three Stingers, in addition to a pair of hovertanks, while the diversionary force got a Wasp, so that'll make the battle a little bit easier. Still, two heavy mech lances will make for a tough fight.

The MAC units providing the diversion got pretty beat up, though, with two Vedettes and the VTOL having retreated with armor breaches, while one of the Vedettes got disabled and has been captured, so they won't be able to provide any more help. Honestly, taking out the Wasp and getting three out of four of their units out after getting bushwhacked by a heavy mech lance is pretty impressive - we are talking about the lowest of the low kind of units, here: Vedettes just have an AC/5 and a machinegun (although, to be fair, one of them was a Liao variant with two medium lasers instead).

Delta-One reports status green, except for Freyland, whose armor is firmly in the yellow, with a damaged right arm and a blown-out jump jet. Ammo expenditure was minimal so far. The heavy snow will reduce Delta-One's maneuvering options (walking through it is slower than usual, while jumping into heavy snow makes you easier to hit due to reduced maneuverability), but having Alpha-One take on two heavy mech lances with backup doesn't really smile on us, either. Does Delta-One help with the assault?

Also, Gbasden, your guy has enough XP to upgrade a little bit:
+1 Piloting (from 3 to 2)
Melee Master (2x melee attacks rather than 1, like what Isgrimnur has with the axe)
save up for a higher-cost ability

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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod » Wed Mar 20, 2019 2:54 pm

It's good to be in the Griffin again. I can take the heat. :D
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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden » Wed Mar 20, 2019 10:51 pm

I like Melee Master. Also, I think yes on Delta-One reinforcing. Freyland should just be under orders to hang back and play defensively.

Zenn7
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Thu Mar 21, 2019 7:34 am

gbasden wrote:
Wed Mar 20, 2019 10:51 pm
Also, I think yes on Delta-One reinforcing. Freyland should just be under orders to hang back and play defensively.
Agreed.

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