Re: Let's play: Battletech via MegaMek
Posted: Tue Apr 02, 2019 9:37 pm
That is not dead which can eternal lie, and with strange aeons bring us some web forums whereupon we can gather
http://www.octopusoverlords.com/forum/
This may break with tradition, but perhaps we could use subterfuge and send him in an Amazon delivery dirigible?
I'm up to move back to the Hatchetman and let someone know the joys of my Archer refit. And I'll take the laser upgrade, as it's portable between the two. Leave the H'man stock for now.Archer
Option 1: Refit this to the Kurita model - trades the 4x medium lasers and and LRM/20s for two large lasers and LRM/15s.
Option 2: Refit this to the "Isgrimnur" model - simply rotate the rear-facing lasers so they point forward. If it ain't broken, don't fix it.
Isgrimnur looks fondly at the repaired Hatchetman and considers whether to climb back in or continue driving the Archer. Also:
1) Improve piloting from 3 to 2 (easier to hit guys with melee, avoid sliding on pavement)
2) Improve gunnery with the AC/10 or lasers
If moving back into the Hatchetman:
1) relocate the laser from the axe-hand to the other hand, improving overall firepower (can both axe and full laser), but the mech becomes unbalanced and harder to keep upright
2) keep it as is
Hmm...at work and I can't access the loadout of the Warhammer. Which variant do we currently have, and what is the weaponry?NickAragua wrote: ↑Wed Apr 03, 2019 4:55 pm
Warhammer
Speaking of Warhammers, Hyena called this one, so:
Option 1: Refit to a 6D model, which ditches the machine guns, SRM launcher and ammunition to add max armor and two heat sinks.
Option 2a: Drop the MG ammo to a half-ton, ditch the small lasers. Add a heat sink and a little bit of extra armor.
Option 2b: As 2a, except instead of the extra heat sink, we add another ton of armor.
Gotcha. I agree. I feel I would be giving up too much offense if I dropped the SRM as well, but you're the expert on this. I suppose it would be impossible to drop the MG/ammo, SRM/ammo, and small lasers, add a med laser (or two), then polish off with max armor and a 'sink (or two)? Are there enough hardpoints for an extra ML, or are they ballistic/missile only? Would that even be practical in terms of heat?NickAragua wrote: ↑Thu Apr 04, 2019 12:27 pm It's a WHM-6R. Standard loadout is 2x PPC, 2x m.laser, SRM6, 2x MG, 2x s.laser 151 armor points.
The main problem I have with the MGs and the small lasers is that they're pretty useless. So getting rid of them would free up a total of three tons for some mixture of armor and heat sinks.
Like I said, you're the expert! Hoping this works out better than my Battlemaster and Atlas experiments...NickAragua wrote: ↑Thu Apr 04, 2019 2:16 pm Yeah, I think we're going to keep the SRM/6 launcher, and drop the MGs/small lasers. The 6R has 18 heat sinks, which is enough to volley-fire the PPCs (1-2-1-2), and switch one out to the 2x Mlas/SRM when the bad guys close in. The SRM/6 launcher can also be loaded with infernos when we anticipate facing infantry. The first turn, heat goes up to 22 (running + PPCs or PPC and short range stuff), next turn we drop one of the weapons to cool back down. Etc.
There are actually no hardpoints in tabletop, but I'm kind of using that rule in this particular game. Also, adding the extra ML will blow past the existing heat capacity, and even an extra two heat sinks won't actually prevent the mech from slowing down (it'd have the laser mounted, but wouldn't want to fire it, making it a bit pointless).
The Onion. Or if you want something a bit more upscale, Allium.One other thing: let's name our second dropship. It's a Union-Class. The Jumbo is just "The Jumbo", but the second dropship needs a new name. It's one we were able to capture and repair a couple of contracts ago.
"The Spare."NickAragua wrote: ↑Thu Apr 04, 2019 5:33 pmOne other thing: let's name our second dropship. It's a Union-Class. The Jumbo is just "The Jumbo", but the second dropship needs a new name. It's one we were able to capture and repair a couple of contracts ago.
Drop ship name - SPARE-0 (zero, but usually pronounced as O "sparrow")NickAragua wrote: ↑Thu Apr 04, 2019 5:33 pm One other thing: let's name our second dropship. It's a Union-Class. The Jumbo is just "The Jumbo", but the second dropship needs a new name. It's one we were able to capture and repair a couple of contracts ago.
Hawk will be hot dropping with two of the lances to hit a regional command center in Dora, an area which also houses multiple data processing and analysis centers. Destroying this will greatly decrease Kurita coordination across the planet.
Caeser houses multiple unidentified facilities, so we'll need to allocate three lances to run recon and engage enemy forces.
Berta is a big unknown, so a single lance will suffice. Nobody's entirely sure what's in that sector.
Anton has a substantial ground force presence, as well as an airbase, which Hawk tells us we'll need to destroy, but first, he wants us to re-acquire some equipment captured by the Kurita forces. It's got transponders, but if we move in with overwhelming force, the Dracs may just slag it. He suggests we allocate two lances to the operation.
Somebody raises the concern that this plan calls for eight lances in total, while we can only hot drop six.
"Sure, but the landing zone is in Anton! You guys can walk, can't you? You've got battlemechs?" Hawk points out.
"Sure, in a box." Scrub says with a smirk. Perhaps referring to our common practice of shoving most of our mechs into the Jumbo for the duration of interstellar travel.
Our trip to the planet is uncontested - the Donegal Guards have already punched through the Kurita aerospace defenses. We'll need to decide who's dropping on (or walking to) which area before we hit atmosphere.
I'll go with the PPC specialization. The to-hit penalty at 8 heat is only -1, right? +2 to hit on my biggest guns seems like a better thing for causing things to blow up.NickAragua wrote: ↑Thu Apr 04, 2019 10:02 pmPPC specialization is a flat +2 on your PPC attacks.
Some Like it Hot lets you ignore the to-hit penalty when you hit 8 heat buildup.
We need to find you an Awesome too!El Guapo wrote: ↑Fri Apr 05, 2019 10:37 amI'll go with the PPC specialization. The to-hit penalty at 8 heat is only -1, right? +2 to hit on my biggest guns seems like a better thing for causing things to blow up.NickAragua wrote: ↑Thu Apr 04, 2019 10:02 pmPPC specialization is a flat +2 on your PPC attacks.
Some Like it Hot lets you ignore the to-hit penalty when you hit 8 heat buildup.
2 - sign him up and wait on putting him to use until next mission (or more desperate on this one, which seems likely at this point).NickAragua wrote: ↑Tue Apr 09, 2019 4:14 pm One of the mechwarriors captured during Delta-One's defense of the Moonraker offers to defect. We could definitely use the extra manpower, but there's some concern over giving a mech to a guy who was just shooting at us less than a day ago. So, we consider a few options:
1) Put the guy in a medium, use him to fill an empty spot in one of our lances. Well, once his broken rib heals up. Should be about three weeks.
2) Sign him up, but don't give him a mech until we're through with the contract or a lot more desperate.
3) Hand him over to the Lyrans.