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Let's play: Battletech via MegaMek

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xwraith
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Re: Let's play: Battletech via MegaMek

Post by xwraith » Thu Apr 25, 2019 10:50 am

El Guapo wrote:
Wed Apr 24, 2019 4:59 pm
NickAragua wrote:
Tue Apr 23, 2019 4:14 pm
[FYI, starting next week, updates are going to be sporadic or nonexistent for a while, as I adjust to having a newborn infant around. Again.]
Just get your eldest child to do some of the updates. Problem solved.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed May 15, 2019 1:56 pm

May 16, 3039
Alpha-One and Alpha-Two work with Donegal Guards forces to execute a pincer against a particularly troublesome Kurita commander, who deploys his troops to counter both forces. Alpha-One gets the tougher job: getting past a bunch of tanks and light mechs... backed up by an honest-to-god lance of assault mechs. Hawk shows up in an Awesome, leading a lance of shitty salvaged tanks. Isgrimnur's Hatchetman is still getting fixed (the techs are having to basically rebuild the entire right side of the mech from scratch), so he's in an Archer. El Guapo's replacement Marauder is ready - the techs have made the slight modification of moving the almost completely unprotected ammo magazine into the right torso, where it's neighbors with the autocannon. Gbasden in the Awesome and Stefan in the Catapult round the lance out.

The opposition is... intimidating. An 8T Awesome (some kind of silly variant without three PPCs), a "bog-standard" Atlas, a Cyclops (90-tonner featuring an AC/20, a pair of medium lasers, an SRM/4 and an LRM/10), and a Warhammer. Plus the standard assortment of crappy militia tanks and light mechs, although there's an extra Thunderbolt and a Griffin in there as well. It's going to be a slug fest, and entirely possible that we will be unable to break through. Since Alpha-Three is in the area anyway, they'll come in to support the breakthrough.

Round 1:
Spoiler:
Image
Our heavier units deploy to the south of a small town, with Isgrimnur, Stefan and three Vedettes flanking in from the southwest.

The heavier Kurita units move forward, screened by lighter elements. We also spot a brief puff of smoke from within the town.

Gbasden's Awesome buckles as LRMs come in from the Atlas. That being the biggest threat on the field, he plows all three PPCs into it, melting off a substantial amount of armor.

Isgrimnur takes out an approaching Galleon tank with a solid spread of LRMs to the right side, while the hostile Manticores target the Lyran LRM Carrier and blow it away, though not before it gets in a salvo of LRMs at one of them. El Guapo heats up his mech, applying a pair of PPC shots to that same Manticore, but it's a tough tank. Still, the damage indicator shows its front armor in the red.

Round 2:
Spoiler:
Image
Gbasden backs up a little and switches targets to the Manticore that El Guapo worked over last round. The tank's front armor is breached, and it begins retreating. El Guapo, meanwhile, cools off and only fires a single PPC, but that's enough to give the crew of a Scorpion tank severe burns. Hawk blows away a Harasser that zipped around the back of our formation.

Isgrimnur barely flinches as a laser burns armor off the Archer's right arm, then sends an LRM salvo at a distant Scorpion tank, immobilizing it. Stefan's mech rocks as a PPC takes armor off his right missile rack, but returns as good as he gets, severely damaging the enemy tank's treads.

Pretty productive, we've blunted the Kurita charge. Given the weapon loadouts, it's to our advantage to stay at long range at this point. That might change when we run out of LRMs, but hopefully we'll have whittled them down some more by that point.

Round 3:
Spoiler:
Image
Isgrimnur sniffs around. Despite the mech's environmental controls, it smells like something's burning, and the heat gauge is quite higher than expected, possibly due to standing in a blazing inferno. The combination of heat from "external sources" plus the LRMs from the previous turns means it's advisable to cool off, but there's a Javelin *right there*. So Isgrimnur moves his thumb over a little and fires just two of the Archer's lasers. Then two more for good measure. The mech's heat gauge is basically solid red at this point. Three of the four lasers connect. Stefan joins in as well, his Catapult's four lasers breaching the light mech's left torso armor, coolant fluid spraying out. The Javelin returns fire, scoring a couple of laser hits on our Archer, but is unable to compensate for the armor loss and falls over.

To the east, El Guapo drills an approaching Locust through center of mass with a PPC. It remains upright, but any more hits on the center torso section will end it. A J. Edgar and an Ostscout make hash out of the remaining Lyran tanks, disabling a Vedette with LRM support from the distant Atlas and Cyclops.

Round 4:
Spoiler:
Image
Lighter enemy units get around our Awesomes and Marauder. With our "screening units" basically gone, we're going to have to deal with these lighter units. Of course, *those* are just a screening force for the Kurita assaults to approach. e.g. the Atlas.

Gbasden nearly jumps out of his seat as the Atlas moves in and opens up with its weapons. Luckily, the autocannon and the other ordnance miss, although the surroundings get a little toasty. He takes a beating from the lighter enemy units though and has to take a knee. Between the two Awesomes, we deliver six PPC shots to a Manticore, which blow off huge chunks of armor, but the tank just keeps on trucking.

Stefan walks over to the Javelin he and Isgrimnur just knocked over and blasts it with a couple more lasers, this time taking the left side of the mech off entirely, while sending a few LRMs at another Javelin. These two are "Fire Javelins", meaning they pack four medium lasers instead of twelve SRM tubes. Their fire is mostly ineffective. Stefan's primary target teeters and falls over again.

Round 5:
Spoiler:
Image
Guess what, assholes, reinforcements are here! The Kurita light units are caught between Alpha-Three and Alpha-One. Let's see them pick at us now. Alpha-Three arrives, consisting of a Rifleman (3C variant, El Guapo's old ride), a Shadow Hawk (2K variant, PPC instead of weapons hodge podge), a Trebuchet 5J (three medium lasers, LRM/15) and a Crusader 3L (just like a regular Crusader except with jump jets and downgraded SRM tubes).

The lighter bad guys break left, aiming to pick on Isgrimnur and Stefan. The Jenner zaps Isgrimnur several times with the Archer's lasers, while Isgrimnur returns fire with his lasers, once again causing a cacophany of heat warning beeps. The Archer's armor holds up, while the Jenner throws out sparks as actuators blow out along with one of the lasers. The Jenner's mechwarrior, to his credit, manages to keep the machine upright, but is too distracted to carry out any physical attacks. This leaves the nearby Ostscout by itself. Using his considerable expertise swinging an axe, Isgrimnur swings the Archer's leg, cracking the Ostscout a couple of times, nearly removing both legs. The loss of armor and inherent instability caused by getting booted by a 70 ton mech results in the Ostscout's right leg snapping just below the hip. It's still technically attached, but only by loose myomer and electrical cables.

Hawk aims at the damaged Manticore, finally taking it out, while Gbasden struggles his mech back up and out of the fire and delivers two shots to a laser carrier, which remains intact. Until Stefan sends thirty LRMs its way, with eighteen finding their mark and blasting it to bits.

El Guapo backs away to the south and flips the Marauder's arms backwards, zapping the harassing Locust's right weapons mount off with a PPC shot.

The newly-arrived Trebuchet looses an LRM salvo at a distant Manticore, with a few lucky missiles finding their way through the armor and forcing the tank to spurt oily smoke instead of moving.

Round 6:
Spoiler:
Image
With their Manticores disabled, crippled or destroyed, that leaves just the Kurita assault mechs for heavy firepower. Them and a Von Luckner slowly trundling up. The smoke from the fires is definitely helping us avoid the worst of the damage. Even though it's getting blown away by the light wind, it's still pretty dense due to the number of fires burning.

The Jenner that got worked over by Isgrimnur last round breaks south, but Stefan is on the job, firing the Catapult's laser cluster. The shots strike true, cracking the light mech's leg open below the knee.

Gbasden turns his Awesome towards the Atlas and slows down, smoke billowing past. The Atlas fires on the Rifleman, scoring a couple of laser hits and blowing out some external equipment, but avoiding most damage. Gbasden lines up the Awesome's PPCs and scores a perfect head shot, taking out the cockpit, the assault mech flopping to the ground. The Rifleman does take a hip shot from a Kurita Vedette, cracking the hip joint, but the mechwarrior keeps it upright. Standing nearby, Hawk makes sure to reach around and backhand the nearby Javelin, popping a heat sink in its right torso.

Our Crusader takes a pounding from the nearby Javelin and Locust, the damage forcing the heavy mech to a knee, but capitalizes on El Guapo's earlier center torso hit by cracking the bug mech's gyro housing with a machine gun burst.

Round 7:
Spoiler:
Image
What do you do when you armor is breached and your gyro is poking out from the front of your mech? If you're this Kurita Locust, you run in front of an Awesome with your back facing towards its three PPCs. It's actually not a bad idea when said Awesome, driven by Hawk, is busy (together with El Guapo) targeting a distant Warhammer and knocking it over after three PPC hits and an AC/5 burst. The Trebuchet covers El Guapo, blasting armor off the nearby Vedette's left side. The Locust's plan falls apart, though, when Hawk still takes a second to stick out an 80-ton foot and trip it up, cracking the enemy mech's left leg in the process.

Gbasden takes a break from destroying assault mechs and blows away a Vedette with just two PPCs to cool off. The hip-damaged Rifleman starts pulling back, taking quite a beating and losing both AC/10s and getting knocked over.

Isgrimnur stay in his smoky woods, blasting a nearby Wasp with a couple of lasers, then giving it a one-two (-three-four) punch, which takes the right side of the bug mech off. The Wasp decides to leave. That's the Kurita light lance gone or fled.

Round 8:
Spoiler:
Image
Stefan jumps into the smoke and woods with Isgrimnur, blasting a Pegasus as he goes. The hovertank's air cushion deflates and there it is, stopped. The crew runs out as fast as they can.

The Warhammer catches four PPCs, two from Gbasden, two from El Guapo, the latter's last PPC shot breaching right arm armor. Our Trebuchet is pretty busy dueling with the nearby Fire Javelin, exchanging lasers and absorbing a PPC from the Warhammer meant for El Guapo. However, he takes a couple of seconds to lock on to the Warhammer and fire off an LRM salvo, which goes through an armor breach in the right torso and sets off the heavy mech's SRM ammo.

Our Rifleman explodes when the nearby J. Edgar opens up at close range with its considerable amount of machine guns and gets through an armor breach, detonating the AC/10 ammo.

Round 9:
Spoiler:
Image
Things calm down briefly. There's still a heavy mech/tank lance advancing down the west flank, along with a Griffin and Wasp who exchange fire with Stefan and Isgrimnur. The J. Edgar that took out the Rifleman gets stomped flat by Gbasden, while Isgrimnur punches the Griffin, severely damaging its arm. Our Trebuchet fights with the Fire Javelin, the enemy mech winding up on the ground after being tripped up.

Round 10:
Spoiler:
Image
El Guapo remains in the forest and targets the Cyclops in the distance as it sends LRMs our way, scoring a hit center of mass with a PPC.

Isgrimnur nails the Griffin with lasers, the enemy mech's left arm going limp. Stefan targets the nearby Wasp with laser, and it unexpectedly blows up as the lasers hit. Turns out Alpha-Three's Shadow Hawk blew out its SRM/2 ammo with a PPC shot. The Fire Javelin continues to skulk around in the smoke, but Gbasden has finally had enough of its lasers to teh back and gives it a solid boot. The smaller mech simply falls apart, as our Awesome has to shake its leg to get bits of gyro and myomer bundles off.

The situation is basically unsalvageable for the Kurita forces at this point and, presumably, the guy in the Cyclops calls a retreat. The Griffin jumps away, the Skulker squeals off as well, and the rest of the forces disengage. We've got work to do, so we don't pursue.

Our salvage crews can't stop drooling over the prospect of working on an Atlas. We also grab the legged lance of light mechs, because why not - a Jenner, a Locust and an Ostscout. The Locust is getting taken apart for spare parts, while the other two we'll keep boxed up. We leave the flattened Javelin carcass and the tanks. Hawk and the remaining two Lyran tanks will remain to supervise salvage operations, while Alpha-One and Three move to assist Alpha-Two. Gbasden's mech is showing red and yellow on limb armor, and we lost Alpha-Three's Rifleman, but otherwise, we're in pretty good shape to reinforce.

While they're marching, we receive word that Beta-Three and a lance of Lyran buddies have successfully eliminated their target (although the allied forces lost a Centurion to an ammo explosion).

Gamma-Air, meanwhile engaged and routed a patrol of lighter aircraft attempting to establish air superiority over Berta, while Gamma-Three reports the presence of an artillery base there. Gamma-Three's recon indicates a company of mechs guarding it (two light lances and a heavy lance), along with a lance of tanks. The artillery is not currently a threat to any of our operations, and our liaison doesn't seem to care much about it. There is the potential for some pretty good salvage though. Do we take it on or leave it?

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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod » Wed May 15, 2019 2:30 pm

If it's not on a contract, does the salvage count against our contract salvage?
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed May 15, 2019 2:35 pm

It counts, although we can also hand over salvage to our employer to build up future salvage credit.

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LordMortis
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Re: Let's play: Battletech via MegaMek

Post by LordMortis » Wed May 15, 2019 3:01 pm

Yay! It's back. I guess the kid are all growed up and off to college now.

Freyland
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Re: Let's play: Battletech via MegaMek

Post by Freyland » Wed May 15, 2019 3:04 pm

Welcome back.

I say pass. This campaign is costly enough without risking resources on side missions.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Wed May 15, 2019 7:32 pm

If we anticipate having to come under these artillery guns in the future, take it. If not, leave it. As Freyland noted, this campaign is too expensive already!

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden » Thu May 16, 2019 12:12 am

Agreed with Zenn7 - if we think it will become a threat, take it out. Salvaging an Atlas is a good step to making this a profitable venture, though.

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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii » Thu May 16, 2019 12:57 pm

Agree with the above cautionary approach.
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Re: Let's play: Battletech via MegaMek

Post by Paingod » Thu May 16, 2019 12:59 pm

Cylus Maxii wrote:
Thu May 16, 2019 12:57 pm
Agree with the above culinary approach.
I really need to get checked out. I may have had one or two LRM's too many to the cockpit. I thought you said what I edited it to until I read it again.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Thu May 16, 2019 1:41 pm

We decide to ignore the artillery base for now.

May 18, 3039
Alpha-One and Three march double time over the course of two days. The plan is for Alpha-Two to engage and fix the elimination target in place, then Alpha-One and Three move in and close the noose. Unfortunately, the Kurita guys get the drop on Alpha-Two and their Lyran buddies, and they are surrounded as they enter a medium-sized industrial complex. Alpha-Two is a Merlin, a Trebuchet, a Griffin 1S and a Phoenix Hawk, while the 14th Guards are a nasty group of heavy tanks: a Bulldog, a Manticore, an SRM Carrier and a Demolisher.

The attacking Kurita forces are a heavy mech lance (Warhammer, Archer, Champion, Crusader), a reinforced medium mech lance (Trebuchet, Griffin, Firestarter, Locust, Valkyrie) and some assorted tanks, the nastiest being a Von Luckner. The command vehicle is actually a wussy little Galleon tank.

In response to the distress call, Alpha-Three proceeds at top speed with its three mechs, and will arrive in about a minute, while Alpha-One is slower and almost two minutes out.

Round 1:
Spoiler:
Image
Alpha-Two's commander, driving the Merlin immediately gets pounded by a Locust and a J. Edgar hovertank, taking heavy armor damage across multiple locations. She retaliates by disabling the J. Edgar with a PPC shot. Her Trebuchet wingman jumps in and fires lasers at the Locusts, damaging its left weapons mount.

To the south, an allied Bulldog gets blown away by the Kurita Archer sending a cloud of LRMs into the tank's right side.

Round 2:
Spoiler:
Image
As the Merlin is outmanuevered by the Locust (our mechwarrior jumps away, trying to get into some woods for cover, but the faster bug mech runs in behind the Merlin anyway, using its rotating weapon mounts to fire backwards), the allied SRM Carrier annihilates the target command vehicle.

"Target destroyed. We'll attempt to break out to the west." announces the Lyran commander.

"Understood. Alpha-Two-Three and Four, provide cover."

Round 3:
Spoiler:
Image
That Locust is just kicking the Merlin's ass - despite being about three times heavier. The heavy mech takes serious damage to the right arm, one of the actuators blowing out and a medium laser powering down as well. The Merlin does blow off about half the Locust's weapons with the laser on the other arm, though.

The allied forces perform prett ywell, the SRM Carrier disabling a Manticore. Our Phoenix Hawk watches as the Kurita Von Luckner levels its weapons assembly at the allied Manticore and blows the fellow heavy tank's treads off. The allied Demolisher takes the left torso off a foolish Wasp that didn't close in quite fast enough. We pour fire into the Von Luckner, but it remains intact.

Round 4:
Spoiler:
Image
"Berta-Two here, we're getting pounded. Going to need assistance." comes the call from our Lyran buddies. They've gone from pounding the enemy into dust to having just one vehicle combat effective, the Demolisher.

Our Griffin moves to the west, attempting to retreat, and is intercepted by a Valkyrie. The Kurita pilot has the right idea, trying to get around the back of the Griffin, but the 1S's primary armament is all in the right arm, so he's able to swing all three lasers around and zap teh Valkyrie pretty good.

The Phoenix Hawk gets a pleasant surprise as the mechwarrior circles his mech around the Von Luckner, covering the heavily damaged and disabled Lyran allies. dodging autocannon fire (mostly). The lasers simply melt some armor, but the machine gun burst finds a weak spot in the turret armor, and then seconds later the Von Luckner goes up in smoke. The Phoenix Hawk then gives the nearby Griffin a solid boot, taking a backhand to the left torso in return.

The Locust inflicts some more damage on the Merlin, but has finally had it when the Trebuchet locks on with lasers and blasts through the torso armor, damaging the engine.

Round 5:
Spoiler:
Image
Our Griffin outmanuevers the Valkyrie, disabling its right arm (which means the enemy mech just has an LRM launcher left for weapons). The Phoenix Hawk runs over to target an AC/2 carrier as it blasts away at the Griffin, detonating the vehicle's fuel tank with an MG burst.

In the center of town, the Demolisher is disabled by combined LRM fire from the Archer and Trebuchet, but not before taking the head off the Kurita Archer. Those twin AC/20s are brutal, too bad they're mounted on something so easily immobilized.

Round 6:
Spoiler:
Image
Alpha-Three's double-time has paid off, and they arrive in time to intercept the Kurita heavies closing in from the north. It's pretty unnecessary though. After the Griffin detonates the Valkyrie through repeated application of lasers to the LRM ammo bin, and Alpha-Three's Crusader perforates another AC/2 Carrier, the rest of the Kurita units find themselves outnumbered and retreat, no doubt leery of the four additional sensor blips coming in.

Etiquette prevents us from claiming the Archer as salvage, since the Lyrans are the ones who got the kill. We babysit the salvage operations, then return to base. The Lyran tank crews are appropriately thankful that we stuck around to bail them out, and three of the vehicles will be perfectly serviceable once they're repaired. Back at base, our tech crews are on the ball and all of our non-destroyed mechs are repaired. The Atlas will apparently take a few weeks to get back into working order, but the techs are able to pull spare parts from the cockpit of a salvaged Locust, so we won't have to screw around with that.

Analysis of our recon data in Berta sector has yielded the location of quite a number of facilities, including a mech base, a supply depot, and a comm center. This is in addition to the artillery base. The mech base is one of our strategic objectives for this contract, but the other bases are within mutual support range, so that whole system will be a tough nut to crack.

Kurita forces are also detected moving through Emil and Friedrich sectors, no doubt to reinforce a command outpost they have set up in Anton within striking range of our dropships. Hawk plans to lead a lance of Lyran units to intercept the Kurita units moving through Friedrich. He suggests that we don't need to destroy all of said units, just give them a bloody nose and run them around long enough for our forces in Anton to take out the command post.

Our other problem is that we're starting to run pretty low on LRM/15 ammo, which will effectively put all our Archers, Trebuchets and Catapults (and any aircraft with LRM/15s) out of action - at the current rate of expenditure, we're looking at being able to fight this set of sorties, but after that, we'll need to get a hold of some reloads. There hasn't been a supply drop for a while, so our Lyran buddies don't really have the spares, either.

We definitely want to defend our dropship landing zone (at least four lances' worth). The question is, which of the targets in Berta do we hit?

1. Artillery base - unimportant by itself, but those tubes will be shelling anything we send to the other facilities
2. Mech base - strategic objective *and* will be sending out mech backup to the other facilities
3. Comms center - allows the Kurita guys to better coordinate reinforcements going to the other facilities
4. Supply depot - not immediately important, but we're starting to hurt for ammo and spare parts for our heavier units

The trick is, we only have enough "loose" forces to hit three of those - we're deploying two companies to counter the forces advancing on our LZ, and we'd like to avoid deploying Alpha company, since they've been "on the clock" pretty much non-stop over the last week. That leaves one company free to hit the Berta facilities.

One of our mechwarriors does manage to lighten the load a little by pointing out that we've got a lance of artillery tubes who've basically been sitting around doing nothing, and maybe it's time for them to stop sitting around whacking off.

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Re: Let's play: Battletech via MegaMek

Post by gbasden » Thu May 16, 2019 3:05 pm

I say we skip the comms center for now. If we can deal with the artillery and mech base, there shouldn't be as many reinforcements for them to coordinate anyway. And we definitely need the supplies.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Thu May 16, 2019 9:00 pm

gbasden wrote:
Thu May 16, 2019 3:05 pm
I say we skip the comms center for now. If we can deal with the artillery and mech base, there shouldn't be as many reinforcements for them to coordinate anyway. And we definitely need the supplies.
Agreed. Maybe our arty can help us with the mech base? Or are they better left on defense?

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Re: Let's play: Battletech via MegaMek

Post by gbasden » Thu May 16, 2019 9:11 pm

I think the artillery would be awesome on the mech base mission.

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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Fri May 17, 2019 11:29 am

Zenn7 wrote:
Thu May 16, 2019 9:00 pm
gbasden wrote:
Thu May 16, 2019 3:05 pm
I say we skip the comms center for now. If we can deal with the artillery and mech base, there shouldn't be as many reinforcements for them to coordinate anyway. And we definitely need the supplies.
Agreed. Maybe our arty can help us with the mech base? Or are they better left on defense?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Fri May 17, 2019 4:58 pm

After some discussion, we come up with the following plan - Delta and Beta will split the difference on dropship defense. Delta-One and Delta-Two will handle the Kurita forces marching across Emil sector, Beta-One will borrow one of Beta-Three's mechwarriors and go level the command center, while Beta-Two handles Friedrich sector. Delta One/Two and Beta-Two will be assisted by Lyran forces already in the area.

Gamma-three will hit the artillery base, Gamma-Two will attempt to capture the supply depot while Gamma-One will hit the mech base with artillery support. Gamma-Air will be on station to provide air support as needed. The 14th Donegal will be sending two lances to help as well. It'll be a little bit more difficult with the comm center providing coordination for the Kurita forces, but doable.

May 21, 3039
Gamma's assault on the mech base and supporting facilities encounters some initial difficulties - as the Lyran forces move in, a Kurita dropship zips in to let out a swarm of reinforcements. The allied forces call in air support. Gamma-Air is on the job, but before they get there, they are engaged by a Kurita air patrol, and our Slayer winds up having to fight off a light aircraft, while loaded down with bombs. But the aero jock gets it done. The Kurita force turns out to have been a lot smaller than the Lyrans made it sound, and the dropship was a Leopard. Once our aircraft show up and begin their bombing runs, the Kurita guys leave pretty quick. But the delay prevents the Lyran units from join Gamma's assault on the mech base complex. On the plus side, we'll have two aircraft with a full bomb load (and minor armor damage) to support whichever elements of Gamma need it.

Gamma-Three fails to destroy the artillery base. The early night-time raid was a good idea on paper, the goal being to simply jump in, blast the ammo stores, then get out, but the Kurita guys were smart enough to park a lance of artillery tubes a few kilometers away. They shell Gamma-Three on approach, and although our lance manages to disable or destroy three artillery tubes and wreck a few ammo dumps (most of the damage actually done by friendly fire), the base remains functional. Our lance takes catastrophic damage, losing the Ostscout and its mech jock and the Griffin (with the mechwarrior being captured). The Phoenix Hawk and Spider both return to base with severe engine damage. Still, the damage prevents the artillery base from deploying its artillery tubes in time to support the other places Gamma is attacking.

When Gamma-One attacks, the mech base is home to a heavy mech lance, a light mech lance, some garrison tanks and two heavy aircraft flying air support (just happen to arrive at the right time). Gamma-One itself is Hyena back in the Striker, Scrub/Warhammer, Cylus/Grasshopper and Xwraith/Thunderbolt. All we *really* need to do is spot for the artillery so they can blow the base to bits, but if we can get some salvage, so much the better.

Round 1:
Spoiler:
Image
We move into a patch of woods and are engaged by lighter enemy units. A Saladin zips in and takes some lasers from Cylus, puffing air and metal chunks out of its skirt. Cylus also sends some missiles at an approaching Panther, the hits clustering around the head.

Scrub and Xwraith engage a Grasshopper in the distance, scoring hits with PPCs and the ER laser respectively, peeling off about two tons of armor.

Hyena's mech rattles a little as a Slayer flies overhead, spoiling his aim with the AC/10. He nails it with a PPC in the tailpipe, though. The aircraft buckles but the aero jock retains control.

Round 2:
Spoiler:
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Here's something you don't see every day. A Catapult CPLT-K2, otherwise known as a "Katapult". When house Kurita was running low on LRMs, some engineers got the bright idea to take the LRM launchers off a Catapult's shoulders and put PPCs there. Well, the PPCs were pretty heavy and required way more heat sinks, so they took the jump jets off, too, and half the lasers. Then, somebody's cousin probably owned a factory that makes machine guns, so they shoved a pair of those in there too. The twin PPCs make it a dangerous long-range unit.

Cylus jumps clear of the Saladin. The hovertank blasts Scrub's Warhammer with its AC/20, stripping most of the armor off the right arm, but is then zapped with another laser salvo from our Grasshopper, taking it out. A Locust runs up to Hyena, hitting the 80-ton Striker with a laser and some machine gun bursts. Hyena replies by spinning up the autocannon and cracking open the bug mech's right torso, detonating the on-board MG ammo. That's one mech down.

Round 3:
Spoiler:
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Artillery shells from our battery starts coming down, the Long Tom causing armor and tread damage to a cluster of mechs and tanks.

Scrub's left arm comes off under fire from a large cluster of hostiles plus a Slayer aircraft. She scowls, bringing her remaining PPC to bear on the aerospace fighter and blasts it in the undercarriage. Something puffs out the back, then it corkscrews into the ground right behind the Warhammer.

Hyena and Cylus focus fire on a Panther, blasting armor off the torso and a few of Cylus' LRMs blowing out a heat sink. The loss of armor causes the light mech to stagger and fall face first, where it stops moving for a little bit, presumably the mechwarrior blacked out.

Xwraith surgically cuts armor off a nearby Wasp's right leg with the ER laser, then stomps on a nearby Harasser, flattening it between the ground and the Thunderbolt's 65-ton foot.

Round 4:
Spoiler:
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A Long Tom round comes flying in slightly off-target and lands right on top of an unfortunate Harasser, which completely disappears as the on-board ammo (two tons' worth) and fuel add to the artillery shell explosion.

Cylus jumps in to cover Scrub as she pulls back - the Warhammer's right arm takes serious damage as well, one of the actuator snapping under fire from the Katapult. Cylus' fire takes the left arm off a nearby Wasp, then a kick removes the bug mech's left leg, sending it flopping to the ground.

Xwraith jumps forward, disabling a Maxim hover transport with short range laser fire, then stomping a couple of SRM-toting infantry as they clamber out.

Round 5:
Spoiler:
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Scrub backs the Warhammer up some more, getting ready to retreat. Despite the arm actuator damage, she zaps a nearby Scimitar tank with the PPC, disabling it. A few laser shots from Xwraith reinforce the vehicle's immobility.

Cylus jumps back, firing at some woods to try to put an impromptu smoke screen between our mechs and the enemy swarm - a large laser and an LRM/5 salvo target the Katapult beyond the woods. The laser flakes some armor off the left leg, then the LRMs impact the center torso. It seems like it'd just be a little plink, the Katapult is pretty heavily armored, but it explodes instead. I guess putting that MG ammo there didn't pay off.

To the south, Hyena's Striker beeps at him, reporting a right torso armor breach. He ignores it, blasting the offending Pegasus hovertank, plowing through armor and internal structure with the autocannon. A few blasts from the laser set the nearby woods on fire, forming a smoke screen with better success than Cylus had.

Round 6:
Spoiler:
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We create another smoke screen but not much happens otherwise, other than some armor blasting, although Hyena does get into a brawl with a Panther in the smoke, knocking it down to a knee.

Round 7:
Spoiler:
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A Jenner charges through the smoke and Cylus sweeps lasers across its legs, taking nearly all the armor off and damaging internals. Xwraith grunts as SRMs and lasers impact around the cockpit, but finishes Cylus' work, taking the Jenner's leg off at the hip. The mech crushes its right-side weapons as it falls.

Hyena backs up a little and cores out the Panther with a laser and autocannon combo.

Round 8:
Spoiler:
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There's nothing quite like seeing an infantry platoon caught in the open by a shell from a Long Tom, and Scrub cringes as PBIs go flying everywhere.

Hyena continues the game of cat and mouse in the smoke, poking out to blow up a Scorpion tank as it fires LRMs at Cylus. The Grasshopper is a little bit beleaguered as it gets strafed by the remaining Slayer. The enemy aircraft weathers the return fire and flies off for another pass. The Jenner is being pokey, so it gets a boot to crush the right torso section.

Round 9:
Spoiler:
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Hyena's mech staggers as the enemy Warhammer bursts through the smoke and unloads short-range weapons. Two heat sinks burst, as well as the PPC. The return fire fails to breach armor, although a boot nearly strips the enemy heavy's right leg.

Xwraith plays hide and seek with the enemy Grasshopper. The ER laser's superior accuracy comes into play as it goes in center of mass, and the Grasshopper lurches and drops to its knees - the beam cuts through the enemy mech's large laser barrel, and its heat readings spike as well.

Cylus jumps south, turning the Grasshopper's lasers on a Harasser, cutting it to bits. The Slayer tries to strafe him but is deterred by a PPC shot from Scrub's Warhammer.

Round 10:
Spoiler:
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The smoke is becoming a little too crowded, so Hyena steps out and blasts a Galleon tank to bits with the autocannon.

Scrub engages a Crusader, the Warhammer's short-range assault throwing off the enemy mech's aim as it targets Cylus, then stomps on a nearby Vedette, immobilizing it. Cylus' Grasshopper still takes a hit to the arm from one of the Kurita Thunderbolts, blowing out an actuator.

Round 11:
Spoiler:
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Cylus moves to back Hyena up, detonating a Striker light tank when one of the Grasshopper's lasers connects to its fuel lines. Hyena's mech shudders as that damn Slayer comes back for another strafing run, and the indicators for the right side go black. At least he gets off a last salvo against the nearby Panther, laying it out on its ass. At that point, Cylus capitalizes by stomping on its chest and crushing pretty much every major internal component.

Scrub shakes her head at this point. Our artillery just isn't being accurate enough, and we're taking too much damage. It's time to pull out.

Round 12:
Spoiler:
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As we pull back, Cylus gets a good shot on the enemy Warhammer, jumping over it through the smoke and blowing out its SRM ammo, sending debris sky-high.

The Crusader chases Scrub and Xwraith through the smoke, taking a significant amount of damage but disabling Scrub's second PPC. Xwraith opens up with every laser, then boots it, causing the enemy mech to stagger and drop to a knee.

Round 13:
Spoiler:
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The Crusader struggles up and backs out, to be replaced by a Thunderbolt. Xwraith engages the enemy mech, but the 5S model has more firepower, at the expense of not having jump jets, plus our mech is more damaged. Still, no armor breaches yet.

Cylus takes down a Galleon tank that lingers in the woods a little too long.

Round 14:
Spoiler:
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That Thunderbolt chasing Xwraith and Scrub through the smoke overshoots its capabilities a little. Xwraith runs around the back of the enemy mech, distracting it with rear attacks, then Scrub sends a fusillade of short range fire at the enemy mech. In addition to the severe leg damage from MG fire and SRMs, one SRM gets through the center torso armor plating and shatters the gyro. Leg actuators crack as the mech keels over.

Round 15:
Spoiler:
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I guess we didn't withdraw so much as pull back into a bunch of smoke and start picking the Kurita guys off one by one. Cylus picks off a Scorpion tank with ease, while Scrub and Xwraith blast the Crusader as it wanders back into the smoke, inflicting multiple armor breaches. Scrub holds its attention while Xwraith kicks the leg out from under it, the heavy mech crushing its right arm as it topples.

Round 16:
Spoiler:
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That Slayer comes around for another pass, firing lasers and SRMs at Cylus' Grasshopper, scoring some hits. Xwraith has had enough of it and locks on LRMs, a good number of missiles impacting the enemy aircraft. The aerospace fighter's engine goes out and it goes down.

Unfortunately, it goes down right into Cylus' mech, bouncing off before both the fighter and the mech fall to the ground.

Round 17:
Spoiler:
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The legged Crusader starts moving around again and pointing its remaining weapons where it shouldn't, so Scrub unloads on it. A machine gun burst hits the Crusader's MG ammo storage bin, and up it goes.

Round 18:
Spoiler:
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Cylus wakes up, feeling a little groggy. The mech's damage readouts are basically entirely in the red, except for the legs, which are intact for some reason. The right arm is missing entirely, as is a large chunk of torso structure. It's time for the Grasshopper to retire honorably from the field while the remaining enemy units are otherwise occupied.

Scrub takes out the nearby Galleon tank as it approaches the smoke cloud, her Warhammer's short ranged weapons remaining just as effective despite the loss of the two PPCs. Xwraith engages the enemy Thunderbolt, causing major armor loss, and making the enemy mechwarrior fall over.

Round 19, 20:
Spoiler:
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Xwraith briefly steps out of the smoke, taking some fire and delivering a laser blast plus LRMs to the Scimitar. All damage is absorbed by armor, however. The mechwarrior in the enemy Thunderbolt moves into the smoke, hoping to get the drop on Scrub, but she's ready and her short range weapons blow out one of the Kurita mech's lasers. Not the big one, but still. Whereas the enemy mechwarrior must be sweating balls by now, Scrub is keeping nice and cool, as she's got no PPCs to fire. A match up of Thunderbolt and Scimitar hovertank vs Thunderbolt and damaged Warhammer doesn't end well, the enemy mech's left torso ruined and all lasers but one inoperative.
Spoiler:
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This leaves a crappy hovertank and two treadheads who spent the time cowering in the base as artillery shells rained around them. The base is pretty wrecked at this point, so we allow the Thunderbolt to grab its left arm and withdraw. The enemy mechwarrior bows to Scrub as he leaves. It's just as well, that was her last SRM salvo. While we're distracted though, the Slayer that bounced off of Cylus manages to fire up its engines and performs a rough ground take off.

What a goddamn meat grinder. But at least we won. And even better, some of the buildings remain intact, so we can salvage some spare parts and ammo, in addition to anything we may or may not get from the supply depot. Unit salvage is pretty good, we pick up the downed Slayer for spare parts for our aircraft, and the gyro'd Thunderbolt, because you can never have enough Thunderbolts. Gamma-One is probably going to be out for a while though as we organize repairs.

Cylus was the MVP on this one, taking down a whopping nine enemy units, including four mechs. Our artillery guys, meanwhile, need to work on their targeting. Scrub spends the whole trip back to base giving the artillery guys an earful. "Not that I don't appreciate you guys scattering that infantry platoon to the four winds, but you assholes fired off sixty three Thumper rounds and twenty one Long Tom rounds, and all you have to show for it is a little armor damage and some dead infantry? Come on!"

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xwraith
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Re: Let's play: Battletech via MegaMek

Post by xwraith » Fri May 17, 2019 11:27 pm

Soon we shall have a lance of thunderbolts. All with ER large lasers.

Soon.
I forgot to call it "a box of pure malevolent evil, a purveyor of
insidious insanity, an eldritch manifestation that would make Bill
Gates let out a low whistle of admiration," but it's all those, too.
-- David Gerard, Re: [Mediawiki-l] Wikitext grammar, 2010.08.06

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue May 21, 2019 1:34 pm

Gamma-Two, meanwhile, takes on the supply depot, with mixed success. On the one hand, we capture the supply depot. However, Gamma-Two loses the Centurion, while the Kintaro is pretty close to out as well: both the engine and the gyro have been knocked out (although the techs assure us that they don't need complete replacement). The Trebuchet loses its LRM/15 launcher. It's all fun and games until a dropship flies by and three heavy mechs jump in right on top of your lance. Luckily, Gamma-Air is on station and whoops the Kurita ground forces pretty good.

The plus side is that, in addition to capturing a reasonable (though less-than-expected) amount of ammo, we recover another Marauder (bringing our total up to three) and a Guillotine. Once we rebuild it, it'll be a pretty reasonable 70-ton mech, packing an array of four medium lasers, a large laser and an SRM/6 tube. The heat sink content is pretty good too.

Between the supply depot and the looting the mech base, we're able to secure a good amount of ordnance. The liaison even hooks us up with two tons of Listen-Kill ammo for LRM/20s.

-------------
The Kurita forces advancing on our dropships run into some serious problems. Beta-Three hits their staging area, while Beta-One, Delta-One and Delta-Two intercept their forces as they gather. Beta-Three catches the guys at the staging area with their pants down, and they retreat after our Vindicator takes down their commander's mech (a Clint), destroying its gyro and removing a leg.

Beta-One borrows a replacement mechwarrior from Beta-Two, temporarily putting him in a Stalker, and moves, along with Hawk and a lance of Lyran heavy tanks, to intercept and destroy one of the groups heading towards the staging area. Hawk is driving a Vulcan this time, explaining that he feels a need to practice with an inferior mech. Zenn7 shrugs, muttering something about "stupid fickle academy kids these days".

The group being intercepted is eight mechs (one light lance, one heavy lance - an Archer, a Dragon, a Crusader and a Cicada), plus a collection of hovercraft and a couple heavier tanks, slightly short of two lances. The fight begins in a somewhat confused fashion, as the two forces are somewhat intermixed - we ambush the Kurita guys, but they'd spread out a little prior to us starting the party. In the end, we're not sure who really ambushed who.

Round 1:
Spoiler:
Image
Zenn7 is way the hell out of position, but everyone else is already stuck in.

The biggest threat in the area is the SRM Carrier, which gets off a salvo on the Stalker. Most of the missiles go wide or hit trees, a few hit water, and the rest sandpaper off some armor. Moley uses the Thunderbolt's lasers to cut the offending vehicle to bits. The Stalker stays in the water and unloads at point blank range on a nearby Wasp, which, surprisingly enough, remains intact. Minus its entire right side.

Zarathud fires at the SRM Carrier as well, though the Awesome's PPCs are a moot point. Hearing a clang off the front, our mechwarrior looks at the little Firestarter trying to kick our assault mech in the shins and delivers an 80-ton counter-boot, sending the Firestarter flying to the ground, minus a crunched leg.

To the north, the Lyran tank lance and some of the other Kurita units exchange fire - a Panther runs alongside a Von Luckner, firing the PPC and SRMs at the heavy tank's treads, and takes an AC/20 round to the right torso. The mech wobbles as the gyro cracks, and falls over. When the Von Luckner rolls forward, though, it leaves its right-side treads (and most of the wheels) behind, becoming immobile. The Kurita Archer takes an AC/20 round from the "scout" Hetzer and is knocked on its ass as well.

Round 2:
Spoiler:
Image
The Panther gets up and limps off as best it can.

Moley takes advantage of a Firestarter's misstep to backup up and blast it in the back with a couple of lasers. The mech turns bright red on the infrared scanner, indicating engine damage, then keels over as the damaged gyro is unable to compensate.

The Crusader moves up and Zarathud charges in to its left. Our Stalker fires from the water, scoring multiple laser hits on the enemy mech, which causes it to fall over and Zarathud's point-blank PPC shots to miss. Well, that's why they have a minimum range. Our mechwarrior takes out some frustration by stomping on the Crusader's leg, though the armor holds up. The only major damage to that mech so far is the loss of one of the arm-mounted LRM launchers that got crushed against the ground.

To the north, the Lyran tanks continue brawling with their Kurita counterparts, neither side gaining a decisive advantage.

Round 3:
Spoiler:
Image
Moley's Firestarter target struggles up and backs away, trailing steam and metal bits. Moley turns attention elsewhere, combining fire with Zarathud to blast the Crusader's arm off.

To the north, the Kurita Archer continues taking a pummeling from AC/20s, losing its left arm laser. The Brutus gets beat up a little, the crew rattled around by multiple missile impacts. That "scout" Hetzer trades a ton of AC/20 ammo for a beagle active probe, which would be great in an urban environment looking for concealed units, but kind of useless out here. On the plus side, it's not like a Hetzer will last long enough to fire off three tons of AC/20 ammo anyway. Well, it's an ok field test for experimental equipment.

Round 4:
Spoiler:
Image
As Zenn7 finally closes to weapons range, things turn bad for our Lyran buddies. The Hetzer is immobilized by the Kurita Archer firing LRMs, while the Brutus goes up in smoke and lots of debris, as about five tons of various missiles detonate under fire from the Kurita Dragon. The Rommel is disabled by a Locust. This leaves the rest of the Kurita guys for us and Hawk.

Zarathud fires three more PPCs at the Crusader as it staggers away, breaching armor, then Moley finishes it off with a laser blast to the LRM ammo bin. The Firestarter in front of Moley goes down again under the Rommel tank's last shots and Moley takes the opportunity to stomp on it, crushing the right torso section. The mechwarrior wastes very little time in powering down and climbing out.

Round 5:
Spoiler:
Image
Hovertanks swarm around Zenn7 and Zarathud, evading our lumbering mechs' PPCs, but Moley is on the job, disabling a Scimitar hovertank with short range laser fire. Zarathud's PPCs blast the main gun off a Vedette to the east. The Stalker and Dragon exchange fire, but the damage is relatively minor. Until the Stalker steps behind the Dragon as it charges by and scrapes half the actuators off its right leg. Then it goes down.

As he gets up, the guy inside realizes that it's him and a damaged Archer, plus a dwindling number of light tanks (and, uh, a Locust and a Cicada), against three assault mechs, a heavy and a medium. The remaining Kurita forces retreat. Now it's up to Delta to prevent our dropships from being attacked by the remaining Kurita forces.

Salvage is so crappy we don't even bother picking it up, but on the plus side, the Lyrans are able to recover three of their four tanks.

Back at base, our techs strip Gamma-Two's wrecked Centurion for armor and ammo, then put the wrecked chassis in storage for later sale. The damage we've taken is pretty extensive so far, and our techs work around the clock patching up armor and replacing destroyed components.

Mech re-design time:
The Kintaro sucks ass. It's got way too many guns and not enough heat sinks. With 20 heat points worth of lasers and SRMs and only 10 heat sinks, you're basically stuck with alternating laser and SRM fire. And you still overheat anyway if you move. The mechwarrior driving it also complains about the lack of manueverability. Once we finish this contract, one way or the other, this mech becomes a primary candidate for some customization work.

The mechwarrior proposes one modification, but asks the rest of the crew for suggestions. The suggested modification is:

1. Drop the LRM/5 and ammo, add three heat sinks. This will at least ensure that the mech can fire all of its guns without the diagnostic screens going blurry.
2. Write-in

Another decision we should make is whether or not to keep the third Marauder. Never hurts to have a spare, but there are some minor storage and transportation costs associated with it. It'll sell for about 5.6M in its current state.

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

Post by El Guapo » Tue May 21, 2019 1:41 pm

Keep the Marauder. We have three, but these things tend to blow up periodically for some reason.

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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden » Tue May 21, 2019 1:56 pm

As this meat grinder is proving, it's probably good to keep extra decent mechs on hand.

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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii » Tue May 21, 2019 3:24 pm

Wow - that was an intense battle! I'm surprised I survived the fighter crashing into me. Was my Grasshopper totaled?
My nephew, Jake - "I mean is there really anything more pure? Than sweet zombie monkey love?"

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue May 21, 2019 4:06 pm

Cylus Maxii wrote:
Tue May 21, 2019 3:24 pm
Wow - that was an intense battle! I'm surprised I survived the fighter crashing into me. Was my Grasshopper totaled?
The right arm got knocked off, but the rest of the mech "just" needed pretty much every armor plate replaced and a few structural repairs, to the tune of ~20k C-Bills and 300+ man-hours worth of work (with two tech teams working in shifts). The techs estimate it'll be fixed up by the end of the week.

The Slayer is scrap, though. Just goes to show how tough some mechs are.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Tue May 21, 2019 9:08 pm

NickAragua wrote:
Tue May 21, 2019 1:34 pm
Zenn7 is way the hell out of position, but everyone else is already stuck in.
Who's messing with my nav com???

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