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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 »

Vote Results:
Spoiler:
Engage - 3
Let him go (for now) - 5

Angel - 4
Scrub - 1
Cylus - 2
"Understood. Tracking at maximum sensor range." Angel responds.

It turns out to have been a good call, as a kilometer or two behind the lead Cataphract is a medium-heavy mech lance (another Cataphract, a Thunderbolt and two Vindicators), and another kilometer behind them is a demi-company of light tanks and hovercraft, about eighteen in total. Engaging that lead mech would have been pretty rough.

Angel reports the counts and direction of the hostiles then moves to rejoin Gamma Command.

The layout of the comms facility our merc buddies are ransacking makes it perfect to lay a couple of explosive "presents", which we did along probably approach vectors.

"How long until you guys are done in there?" Scrub asks. "Because you've got about ten minutes before we're hip deep in Capellan militia."

"We've got what we need." comes the response. "Just need to get out techs and equipment out. Can you help us punch through?"

"Yeah. We're on it." Scrub responds.

In addition to the civilian units, the mercs brought a heavy tank lance to the party - two Manticores, a Patton (similar to a Manticore, but with an AC/10 and lesser versions of all the other guns), and a Schrek AC Carrier. Which is like a Schrek PPC Carrier, except with half the firepower.

"Major. More bad news." Cylus reports as we form up. "We've got incoming aircraft. Conventional fighters, but lots of them."

"Ugh." Scrub sighs. "Command to base. Scramble Beta-Strike immediately. They need to head to our location and swat these flies."

Round 1:
Spoiler:
Image
The allied tanks are badly out of position, so they probably will be good for little other than swatting the occasional aircraft. Gamma-Command lance will be able to engage the hostiles just fine, but not all of them. Those merc techs are going to have a rough time, especially when the conventional fighters show up.

A bit of good news, a Scorpion tank runs over one of our minefields and gets blown up pretty good.

The new mechwarrior in the Thunderbolt lobs some LRMs over a couple of buildings, trying to hit a Thunderbolt designated by allied units, but the missiles go wide.

Round 2:
Spoiler:
Image
The "lead" Cataphract to the south steps on another minefield, taking a good amount of armor off its legs and falling over. That'll slow him down a little.

There's a flurry of comms traffic as our lance comes around the corner and engages the enemy forces. Scrub points the Warhammer's PPCs and lasers at a Scorpion tank, blowing the lightly armored unit away.

Angel and our Thunderbolt focus fire on the approaching Centurion, Angel cutting off chunks of armor with the Flashman's lasers as the enemy mech works on Scrub's Warhammer, scoring an autocannon and a laser hit, while the two mechs scrape armor off each other's legs.

Cylus engages the Cataphract coming around the corner - the enemy mech's autocannon throws sparks instead of firing as our Grasshopper runs a couple of laser beams over the general area. Cylus performs a sort of leg sweep (as close as you can get with a 70-ton mech anyway), forcing the Cataphract to the ground. Cylus' left leg armor isn't looking too hot, though.

Round 3:
Spoiler:
Image
As a pair of Saladins and an SRM Carrier move to back their Centurion and Cataphract buddy up, Scrub decides to back out of the intersection. Angel follows her, while our Thunderbolt backs up. That's a few too many AC/20s and SRM launchers in that area right now.

Angel concentrates fire on the Cataphract as it gets up, scoring a couple of laser hits. The Cataphract's PPC and a laser connect with Scrub's Warhammer, zapping off some armor. The enemy mechwarrior should have been paying attention to Cylus, as our Grasshopper pilot is able to jump over and cut through the damaged left leg armor, frying a pair of actuators, forcing the 70-tonner to a knee. Cylus steps on the damaged leg, rendering it inoperable. That mech is basically out of action at this point, so we can move in to other targets.

"They're pickin' me apa... " comes the transmission from one of the evacuating merc tech units. A converted mining mech blows up as its internal combustion engine goes critical. [Author's note: poor thing took three gyro hits and four engine hits]

"Hope it wasn't carrying anything important." Scrub muses.

Round 4:
Spoiler:
Image
Scrub continues moving south to try to support the rest of the evacuating units. Out of the "corner" of her eye (on the compressed 360 degree vision strip), she sees the Saladin tanks come around the corner and come after her and sighs, bracing herself and turning the mech. Twin PPC blasts fry the Saladin in the back, while the short range weapons mostly miss the closer one, except a laser and an MG burst, which go through the paper thin side armor, greatly discouraging the crew. She grunts as two AC/20 rounds slam into her mech, rocking it. The left leg starts flashing red and the mech keels over, slamming into the ground.

Cylus leaves the Cataphract and moves to help our Thunderbolt engage the Centurion. Between the two of them, they fry its right arm autocannon and force the mech to a knee.

Angel, meanwhile, moves to engage a Vindicator to the northeast of Scrub, but is unable to make much progress, taking minor armor damage instead.

Round 5:
Spoiler:
Image
"Somebody call for air cover?" Beta-Strike chimes in. Somehow, they've managed to get here before the conventional fighters.

Scrub quickly shakes her head off and designates a few units harassing the merc techs. "Take these priority units out now, then air watch!" she barks she struggles to get her mech up off the ground.

"Command-Four, take that Cataphract out for good, looks like he's still in the fight." Cylus orders the Thunderbolt, moving on to other targets. Namely, to finish of the Centurion. Which happens when a laser from the Grasshopper pierces the 50-ton mech's rear armor, torching an ammo bin.

The Thunderbolt, in combination with a pair of PPCs from Scrub's Warhammer, knocks the Cataphract with the disabled leg back down. A curb stomp intended to keep the 70-tonner down on the ground winds up puncturing the autocannon ammo bin, which annihilates the mech and sends the poor mechwarrior's eject seat flying into a nearby building.

Angel moves to cover Scrub, taking out the treads on an annoying little Vedette rolling around underfoot, though the armor on the Vindicator's leg proves to be equal to the task of absorbing a kick from the Flashman.

Round 6:
Spoiler:
Image
"Watch those rear arcs, here come the mosquitoes!"

"Yeah, if mosquitoes had AC/20s." Angel mutters.

Scrub's Warhammer is brought down as the damaged leg gives out under autocannon fire from one of the Meteor conventional fighters, although Scrub doesn't go down quietly, blowing the craft apart with well-placed PPCs and laser blasts. A PPC shot to the engine from the adjacent Vindicator doesn't help.

Our Lucifer puts a large laser and an LRM slavo up the tailpipe of a second Meteor, breaking the craft apart in mid-air. The Chippewa focuses on a Mechbuster and its threatening AC/20, taking it out of action with multiple pulse laser blasts, while also scarring a Crane. The upgraded Gotha also blasts a pair of fighters, both light 'Defenders' - they're not destroyed outright, but the come crashing to the ground shortly after being hit. Not too shabby, we got five of the aircraft on that first pass, leaving just three, including one heavily damaged.

Round 7:
Spoiler:
Image
Scrub cringes, wiping a mixture of blood and sweat from her left cheek, as she uses a nearby building for leverage to get the Warhammer up off the ground, the disabled leg still serving fine as a walking stick of sorts.

The Vindicator finally leaves Scrub alone, after our Thunderbolt joins Angel in trying to swat it off. It makes the mistake of landing on a nearby building, at which point our Thunderbolt proceeds to shoot out a couple of structural elements, bringing the structure and mech down to the ground.

Seeing that our Thunderbolt's got it, Angel moves to engage the Thunderbolt to the northeast, flaying off armor with large and medium lasers. The Thunderbolt fires back scoring a couple of SRM hits and a laser scar, but this one's going to take a while.

Our Chippewa blows one of the remaining fighters out of the sky, the Crane exploding in mid-air as its LRM ammo cooks off.

Cylus takes out the last major threat to the north, stomping the Grasshopper's foot through the front of an SRM Carrier, leaving just the Thunderbolt up there.

Round 8:
Spoiler:
Image
We still have a couple of units being harassed by hostiles that we need to bail out, so we move our mechs in that general direction as Scrub starts limping off the battlefield. Well, except for our Thunderbolt, who helps an allied Manticore leg the Vindicator, which will likely keep it out of action for the rest of the fight.

Our Chippewa heavily damages a Bat Hawk, the smaller fighter barely able to bank away.

The remainder of the hostiles retreat at this point, having taken out a good chunk of the escaping merc techs (having caved in the side of a truck and taken two legs off another quad mech).

We load as much as much salvage on flatbeds as we can before the hostiles come back. Mostly it's a few tank wrecks, but we do bag the legged Vindicator. In the end, we couldn't protect enough of the tech crew, and the mercs have to leave a bunch of what they looted behind in order to get their personnel and intact equipment out.

Scrub's Warhammer is a mess - the left leg is completely gone, and the engine will need some work to patch it back up. Our techs don't even think they have enough spare parts to fix the leg, maybe we'll ask our fellow mercs if they've got any extra legs for a 70-ton mech.

On the plus side, our upgraded aerospace fighters really made hash of the hostile fighters. Beta-Strike's expertise doesn't really lie in air-to-ground work, and it shows. They only got one kill on a tank softened up by land mines, but six aircraft kills (plus heavy damage to the rest).

We're really bad at protecting allied units, that's for sure.

Our next set of operation is going to be pretty tough, we can't afford to pull punches. We'll need to finish taking out nearby militia comms facilities so that our merc buddies have time to switch their encryption out for something a little less compromised. And we'll need to take down a convoy carrying parts for the militia dropships.

The comms facility is the same one we just failed to raid. The garrison (in addition to whatever was present before) has been reinforced by a light and medium mech lance, plus a light/medium tank company, and an artillery battery. We can approach the situation from two possible angles: mount an all out attack with the goal of taking and holding the facility. Or, we can run a quick raid and attempt to disable the critical comms equipment while dodging artillery shells and pissed-off mechs. Either way, our merc buddies have volunteered to feint with light tanks and a lance of mechs to draw some of the hostile forces off.

[] Send in Alpha-Ranger or Delta-Ranger for the "smash and run"
[] Send in Alpha Company to grind things up

The convoy, we'll think about a bit later, but it looks like we'll need to send in some heavy metal to take it down, as well as a nearby artillery base.

Freyland
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Did someone say Delta Ranger?

We've been catching up on our Space Netflix backlog.
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
--RedF1ve

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Mon Jul 13, 2020 5:38 pm
[] Send in Alpha-Ranger or Delta-Ranger for the "smash and run"
[x] Send in Alpha Company to grind things up

Zenn7
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Does grinding this place up help us with our primary objective more so than just hit&run raid?

If so, Alpha company.

If not, get those lazy Delta Ranger bastages outta the lounge and out earning their pay already!

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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote:Does grinding this place up help us with our primary objective more so than just hit&run raid?

If so, Alpha company.

If not, get those lazy Delta Ranger bastages outta the lounge and out earning their pay already!
Yeah, what Zenn7 said. Spoken like a boss!
tl;dr

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Cylus Maxii
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

El Guapo wrote:
Fri Jul 10, 2020 6:46 pm
NickAragua wrote:
Fri Jul 10, 2020 4:24 pm

Also:
[] "Permission granted, take it out now before he spots us!"
[X] "Let him go, it may be bait."
I don't think we care enough about him to risk the trap? It's a 70 ton mech, which would be an odd choice for a scout mech. I think we should keep an eye on him if we can (not sure how mobile most of the mech choices listed are), and hope that he leads us to the enemy; if he starts getting in the vague vicinity of our dropship, *then* engage.
agreed
My nephew, Jake - "I mean is there really anything more pure? Than sweet zombie monkey love?"

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

Post by El Guapo »

NickAragua wrote:
Mon Jul 13, 2020 5:38 pm


[] Send in Alpha-Ranger or Delta-Ranger for the "smash and run"
[X] Send in Alpha Company to grind things up
Seems like more fun.

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Cylus Maxii
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

El Guapo wrote:
Tue Jul 14, 2020 10:40 am
NickAragua wrote:
Mon Jul 13, 2020 5:38 pm


[] Send in Alpha-Ranger or Delta-Ranger for the "smash and run"
[X] Send in Alpha Company to grind things up
Seems like more fun.
Agreed
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 »

Vote Results:
Spoiler:
Delta-Ranger - 1/3
Alpha Company - 6/8
After thinking about it some (and nursing a bit of a grudge), Scrub decides to commit Alpha Company to the operation, leaving operational control to Cujo. Cujo divides her force in two. Heavy and Urban lances will assault the comms facility (along with a merc Hunchback and a lance of tanks and APCs loaded up with infantry to conduct the looting the mercs need to do), while Cujo and Alpha-Strike (with replacement Shilone instead of Thunderbird) assists a medium lance of merc mechs in a feint against an enemy force patrolling the surrounding area.

Chronologically speaking, the assault against the comms facility happens first.

"You two have been doing this for a while, so I think you can figure it out." Cujo states. "Also, don't screw it up. No pressure." She says with a wink, then cuts vidcomm.

"Yeah, maybe this time, you'll actually get to fight." Isgrimnur points out.

"Sure, if you let my lance go in first to attract attention. I'll come in from the southwest, engage for thirty seconds, then you pile in from the north and hit them where it hurts." El Guapo smirks.

"A plan worthy of a conniving FedRat." Isgrimnur comments.

"You've got something better?"

"Nope. Let's do it."

February 25, 3047
Militia Comms Facility
Wright, Capellan Confederation

The militia appear to have cycled out their damaged units for fresh ones, and put up some nasty-looking replacement turrets, including, as we find out shortly after engaging, five fixed artillery tubes and four "mobile" artillery pieces - including a Long Tom. The mobile artillery isn't even in sensor range, they're just dialing in fire. We'll see if we can get them to shoot at their own base.

Cujo's diversion was pretty effective, though, so we wind up with a medium and a light mech lance, plus two lances of light tanks. So, other than those guys and the artillery, it's a turkey shoot on turrets.

Round 1:
Spoiler:
Image
El Guapo lines up the Marauder's gauss rifle and pings a slug off the head of the Locust. It's not a dead-on shot, so the head stays on, but it still rings the mechwarrior's bell.

Thud, meanwhile, pegs a Vedette with the extended-range PPC, shearing off its right side treads.

Round 2:
Spoiler:
Image
The guy in the Locust must have gotten dinged pretty good because he skids on the pavement and falls over on his right side, crunching the right "arm" a bit, landing right in front of our mechs. Either that, or the mis-aimed artillery round got him.

We're unable to really capitalize on it, though.

The two merc tanks, including an APC plow into a crowd of bad guys and get blown up (and the infantry gets splattered as well).

El Guapo catches himself thinking that at least it'll cut down on transport costs.

Round 3:
Spoiler:
Image
The guy in the Locust scrambles up off the ground and tries to get away, but El Guapo gives chase. "Keep moving, that artillery's about ten seconds behind us." He reminds the lance as he puts a PPC directly through the Locust's center of mass, wrecking it completely. His Marauder rocks a little bit as SRMs come in from a nearby turret, but armor holds up.

To the north, Fury, looping around the base, kicks a Darter scout car over. A little too hard, apparently, as the vehicle explodes after flipping over several times (probably the SRM ammo bin, but who knows). "Shouldn't have had those burritos for lunch, I guess." our mechwarrior quips.

Round 4:
Spoiler:
Image
As Isgrimnur's lance arrives to the north, they're confronted by a pair of hovertanks. Fury gets pounded by SRMs from a Plainsman hovertank, but keeps the Grand Dragon upright.

El Guapo backs it up a little bit, blowing away a Wasp that silhouettes itself on top of a building - a PPC shot takes off the left arm, a gauss slug rips off the right torso, and a medium laser spears through the center of mass, bringing the bug mech down in a smoking ruin.

Round 5:
Spoiler:
Image
A Long Tom shell lands in the middle of three Urban lance mechs, nailing the Bass's Blackjack, BattleAxe and Paingod's Merlin, as well as taking all the armor off the Plainsman hovertank stuck underneath.

Thud targets and detonates a quad SRM/6 turret, which was kind of limiting our ability to move around the center of the facility - a PPC shot plows into some kind of armor storage and that's it for that whole building.

The BattleAxe from Isgrimnur's lance scores its first mobility kill, blasting through the fans and hoverskirt of a Condor hovertank (Liao version, with lasers instead of an autocannon) with a well-placed SRM salvo.

El Guapo's next target doesn't go down quite as easily, being a 40-ton Vulcan, but a pair of torso armor breaches from a PPC shot and a gauss slug convince the mechwarrior that he's had enough, and the barely medium mech zips off. Our mechwarrior sighs, annoyed at having to pick mechs off the allied Hunchback, whose mechwarrior has managed to black out after a few too many head shots and fall over.

Isgrimnur, meanwhile, busies himself with sneaking around the northeast side of the base and hatcheting out designated comms equipment.

Round 6;
Spoiler:
Image
"Spread out!" Isgrimnur calls out to his lance. They did just bunch up with a Long Tom firing at them, which isn't the best call.

Bass sees an opportunity to get a few shots in on a Vindicator that stumbles on the pavement in the middle of the base and runs forward. Well, at least it gets the rookies spread out.

Fury loops around a building cluster and sights a VTOL that's been gunning down allied infantry. Well, it's a little late for the infantry, but a PPC blast puts the Peregrine out of action for good, basically evaporating it. The nearby Saracen hovertank's method of 'hide and seek' doesn't work out for it, as the Dragon steps on the hover skirt, crushing the front section and flipping the vehicle over.

El Guapo continues swatting flies around the allied Hunchback, blowing off a Phoenix Hawk's leg off with a combo PPC and gauss rifle tap. Actuators shatter and the leg hangs useless, sends the smaller mech to the pavement. The mechwarrior blacks out too, which is a nice bonus. The downed Hunchback's arm is separated from its torso, but it's mostly intact otherwise. Now if only the dumbass inside would wake up.

Our BattleAxe takes some hits from the soon-to-be-vaporized Peregrine and a couple of fixed autocannons, but the mechwarrior concentrates and delivers a double dose of PPCs to the center torso of a nearby Urbanmech. The lovable trashcan's heat signature lights up and it starts wobbling. Miraculously, the Urbie stays up, but is no longer in any shape to do battle, and begins slowly ambulating away.

Round 7:
Spoiler:
Image
"Oh, for crying out loud..." El Guapo exclaims. While the Phoenix Hawk is taking a break, the Vindicator has decided to get up and move towards the Hunchback. It's a simple matter for our Marauder to back up and engage the 45-tonner.

It doesn't help, the Hunchback gets completely wrecked. At least the Vindicator loses a leg to combined fire from Bass, the BattleAxe and El Guapo.

Round 8:
Spoiler:
Image
Thud smashes some comms equipment, as does Isgrimnur. We're almost done with that aspect of this fight.

El Guapo's Vindicator and Phoenix Hawk victims haven't given up yet apparently - the Vindicator gets up while the Phoenix Hawk fires its weapons. Combined with fire from a Dervish behind some buildings, El Guapo's mech rocks but doesn't go down. He stomps on the Phoenix Hawk's remaining leg, and the mech stops moving, the mechwarrior having been knocked out, again.

Fury melts a Scimitar hovertank down to slag, putting an end to the tank support in the area.

The rest of the fight is a foregone conclusion - the Guillotine appears to have malfunctioned and is stuck in a hangar, while the Vindicator and Phoenix Hawk are missing legs, so we just kind of leave them alone.

Until the Vindicator opens up on El Guapo and takes a gauss slug through the center torso, putting it out of action permanently. The Phoenix Hawk manages to crush its head against a nearby building in a failed attempt to get up, putting the mechwarrior out of his misery.

The remaining mech, a Dervish, loses its right arm to a hatchet blow from Isgrimnur. On the plus side, the lack of those weapons will help the mechwarrior avoid overheating from the engine breach caused by Isgrimnur's lasers. As the enemy mech attempts a fighting retreat, it underestimates Isgrimnur's jump capability and loses its left leg to another hatchet blow.

The rest of the battle is destroying turrets until somebody in the base realizes that the fight is over, powers down and calls off the artillery.

"Cease fire, cease fire! But, uh, watch out, our arty battery still has last one salvo in flight. Target coordinates are twenty seven by twenty one... shit, you probably don't know our grid... " Comes the voice over the comms.

Bass scoffs. "Whatever, they've been missing this whole time, how much damage can it d..."

At this point, a Long Tom round lands straight on top of our Blackjack, consigning it to the scrap bin and killing our mechwarrior.

"Capellan rat bastards, kill 'em all!" Paingod calls out, being just short of the blast radius, and revs up the Merlin back up. A couple of the other mechwarriors follow suit - unless Isgrimnur and El Guapo put a stop to it, anyway.

[] "Hold your position, mechwarrior!"
[] *shrug* *mumble* what kind of asshole calls cease fire with rounds still in flight anyway...

That, and Alpha-Ranger calls for backup. They need help disengaging from their battle. The heavy lance is doing ok, with El Guapo's Marauder and Thud's Awesome in the yellow for armor, while the Cyclops and Fury's Grand Dragon are green. Isgrimnur's lance has multiple armor breaches, and even Isgrimnur's mech has several red spots.

[] Run down the artillery battery so they don't shell Alpha-Ranger as well
[] Reinforce the battle directly

Freyland
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

"Sigh."

/flips channel

"Ooh, Mechwarrior Nun!"
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
--RedF1ve

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Tue Jul 14, 2020 9:05 pm
Bass scoffs. "Whatever, they've been missing this whole time, how much damage can it d..."
Image
NickAragua wrote:
Tue Jul 14, 2020 9:05 pm
[x] "Hold your position, mechwarrior!"
[] *shrug* *mumble* what kind of asshole calls cease fire with rounds still in flight anyway...

[] Run down the artillery battery so they don't shell Alpha-Ranger as well
[x] Reinforce the battle directly

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

+1

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Hold your position - unanimous

Reinforce battle directly - 5
Run down artillery - 1
"Hold your position, Urban-Two." Isgrimnur calls out.

"But sir, they... "

"I said, hold your position."

The mechwarrior halts the mech. Isgrimnur breathes out a sigh of relief.

After doing some back-of-the-envelope math, El Guapo figures that, especially with the Long Tom, those artillery pieces are going to be pretty slow - we should be able to spring Alpha-Urban loose before they even get into position. Isgrimnur's lance stays behind to supervise salvage and recovery operations (and there's a lot of recovery to be done - in addition to our mech and mechwarrior, our merc buddies lost three tanks and two platoons' worth of infantry).

Our aerospace fighters are loaded up with fuel-air ordnance for this fight, which should make them extremely effective. On the first couple of passes, anyway.

Round 1:
Spoiler:
Image
One of our Shilones drops some fuel-air ordnance on a cluster of mechs and tanks. A Panther and AC/2 Carrier are consumed instantly, while a Banshee (yes, a 95-ton assault mech, but it's the crappy fast model) just absorbs the damage and keeps on going. Straight into the ground as it trips over some debris. Thermobaric explosives are something else to watch - at first it looks like the bomb is a dud (because it's just spreading the flammable "mist" over a very wide area), but then whoosh, and you've got a 75-meter radius sphere of fire.

Our Lucifer performs a similar duty on a couple of light units, evaporating a pair of light hovercraft, while a Hunter support tank escapes any meaningful damage.

Our second Shilone scores three kills, dropping half its bomb load on a Hetzer, Saracen hovertank and a Wasp (1L, the Liao variant with an SRM/4 instead of laser and SRM/2, although it's irrelevant what it's got at this point).

The mercs lose one of their hovertanks, a Drillson that got a little too close to the bulk of the enemy force.

Round 2:
Spoiler:
Image
One of our Shilones keeps targeting the Banshee, causing a breach on the right arm. The Lucifer and other Shilone drop the rest of their bombs, but the results aren't as spectacularly effective as the first load, with only one Vedette being consumed in a the resulting fireballs. We do set a patch of forest on fire, though.

A hostile VTOL crashes while trying to avoid fire from some of the merc units, so hey, they're not completely useless!

Round 3:
Spoiler:
Image
Just to show the results of a "few" (~eighteen) well-placed fuel-air bombs (never mind the Drillson, that's the Ostsol's fault). Granted, each bomb costs 20k, but considering that we took out ~1M C-Bills worth of equipment, it's worth the tradeoff.

Our Shilones team up on a Bulldog, blowing it away with direct weapons fire, while our Lucifer blasts the right arm (and half the torso) off a Stinger, rendering it combat ineffective.

Round 4:
Spoiler:
Image
Alpha-Urban lance arrives to survey the devastation. We actually have a secondary objective here - to get that Warhammer, so we can salvage one of its legs and repair Scrub's mech - with the loss of Bass and his Blackjack, we're already short a mech and would prefer not to be short two.

Our aerospace fighters take out some more hostile units, the Lucifer disabling a Condor, while a Shilone lights up a Saladin's autocannon ammo, causing the little mobile AC/20 to disappear. It's no thermobaric explosion, but it's still a pretty good light show.

Stefan Mk IV racks up his first kill. A harassing Saracen hovertank gets a little too close in an effort to fire SRMs at our Ostsol, thinking it can avoid being kicked because it's on the high ground. But the Ostsol's guns are all torso-mounted, leaving the mech free to fire lasers to weaken armor and then throw out a couple of punches through the hovertank's front, smearing the crew and turning the vehicle into a wreck.

Cujo uses smoke for cover when approaching the Warhammer, but is unable to inflict any significant damage on the enemy mech due to the effectiveness of said smoke at blocking line of sight.

The loss of or heavy damage to over half their force in such a rapid time is highly demoralizing and they disengage shortly.

"Where are you guys going, we just got here?!" Stefan calls out.

"Relax, kid." Cujo responds. "You'll get your chance."

We assist the (surviving) crew of the Drillson in loading up into the other tank, then disengage as well - sensors show aircraft circling over the retreating units, and we still have to be mindful of the artillery slowly rolling in our direction. The merc mechs grab what salvage they can (there's not much, those fuel-air bombs don't really leave much), thank us for the assist, then head back to their dropship.

----

Speaking of dropships, while our merc buddies are licking their wounds, we've got some dropship parts to steal from them. Based on our recon operations, there are a pair of convoys moving parts through a nearby route that we can hit. Unfortunately, the projected convoy route is also covered by an artillery base. So if we want to have time to salvage things, we'll have to hit the arty base as well.

Which heavy metal do we want to send to hit the arty base? Beta-Hunter is a little faster and we'll get to try out Wolf's upgraded Warhammer as well as a BattleMaster (plus Leraje's Guillotine and Hyena's Grasshopper 5N), while if we send in Beta-Assault, we'll get to try out the Siljanus Mk II's Mackie (along with the standard lineup of Zenn7's Awesome and LordMortis' Victor, plus a Thunderbolt). The two lances are both quite capable of taking the artillery base, so it's mostly a matter of which new toy we want to try out.

[] Beta-Hunter
[] Beta-Assault

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Post by $iljanus »

...while if we send in Beta-Assault, we'll get to try out the Siljanus Mk II's Mackie (along with the standard lineup of Zenn7's Awesome and LordMortis' Victor, plus a Thunderbolt). The two lances are both quite capable of taking the artillery base, so it's mostly a matter of which new toy we want to try out.

[] Beta-Hunter
[X] Beta-Assault

As the song goes...Put me in coach! I’m ready to slay...today!
tl;dr

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Post by Leraje »

NickAragua wrote:
Wed Jul 15, 2020 5:31 pm
[x] Beta-Hunter
[] Beta-Assault
We are bored and are out of bubblegum :D

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Post by Freyland »

Damnit, "Mechwarrior Nun" is only one season long! I wonder if that documentary "Tiger Liao" I keep hearing about is any good...
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
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Post by Isgrimnur »

You should watch the trailer for Jumpship: Below Decks.

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Post by Freyland »

Isgrimnur wrote:
Wed Jul 15, 2020 7:28 pm
You should watch the trailer for Jumpship: Below Decks.
*Someone* is too cheap to pay for that Streaming service.
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

"Stefan Mk IV racks up his first kill." Hussah I did a thing!

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote:
Wed Jul 15, 2020 6:53 pm
As the song goes...Put me in coach! I’m ready to slay...today!

"look at me... stompin' field."

As for the vote though, Beta-Hunter. More concerned about them getting tested/ironed out before they get into something too serious than I am Beta Assault (cause they got me and my trusty Awesome, Lord Mortis with some experience in the Victor and we're used to T-bolt w/ us; can compensate for the new toy time for getting coordinated with us).

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Those ComStar subscription fees really hit you where it hurts. Monopolies, man!

Vote Results:
Spoiler:
Beta-Assault - 2
Beta-Hunter - 5
February 26, 3047
Planetary Militia Artillery Base
Wright, Capellan Confederation

Leraje forms his lance up before they hit the artillery base.

"Primary targets: artillery pieces, marked structures. We're looking at three Long Toms and a Thumper, so stay mobile, those Long Tom rounds will flatten you." He pauses. "Get in to within two hundred ten meters, and they won't be able to target you at all, but watch your back in that case."

"Secondary targets: anything that moves." He adds, twisting the mech's torso to look directly at the little Zephyr hovertank zipping alongside our lance.

"Hunter Five, stay on the outskirts, engage isolated targets."

"Right, and try not to get sunk." Wolf adds, smirking.

Round 1:
Spoiler:
Image
We advance into the town, aiming to get through the open ground and get up close where our mechs shine. Our Battlemaster takes a couple of missiles, but armor holds. Hyena spots the source of some of those missiles, a rooftop-mounted LRM/20 launcher, and picks the piece of equipment off.

Round 2:
Spoiler:
Image
Leraje's mech rocks as a Long Tom round impacts a mere thirty meters away, inflicting some armor damage.

Wolf lets rip with PPCs and lasers at an approaching Grasshopper, scoring with both PPCs on the left torso, leaving the armor there glowing red.

"Uh... we're immobilized." The crew of the Zephyr calls out. "Bailing out."

Round 3:
Spoiler:
Image
Hyena takes a nasty hit from a Long Tom round. The Grasshopper's armor holds up, but right torso is looking thin. Still, he manages to nail a Saladin hovertank with a PPC, sinking it.

Round 4:
Spoiler:
Image
Leraje is in trouble, getting buffeted by the outer blast radius of multiple long tom rounds. The only consolation is that they're basically leveling their own base and, now that Leraje is in the middle of a bunch of hostiles, hitting their own units. The mechwarrior breathes a little easier once he's able to melt down the treads and vertical traversal mechanism on the Long Tom he's landed next to, rendering it useless.

We just don't have any luck with BattleMasters, it seems. With armor still basically intact, the mech wades into the base, using buildings to manage sight lines. A laser blast from the nearby Phoenix Hawk staggers our mechwarrior, which allows a little Saracen hovertank to plink the SRM ammo bin. Our mechwarrior goes for a little flight.

Wolf is so distracted by this display, that the Warhammer's short range weapons fail to disable a nearby Vedette.

Round 5:
Spoiler:
Image
"Uh... shit." Leraje states. "Hyena, pick up our mechwarrior. Wolf, cover us. We're pulling back."

Hyena does just that, but then a Long Tom round comes screaming in, splattering the ejected mechwarrior. Our mechwarrior retains enough composure to be able to blow a Saracen hovertank to bits, though.

Wolf works on clearing the retreat path, kicking over a Pegasus hovertank after applying some short range firepower to slow it down.

Round 6:
Spoiler:
Image
Our mechs have a little trouble disengaging - if we leave those artillery pieces, they'll shoot us down as we run off. Hyena addresses that by disabling a second Long Tom piece.

Round 7:
Spoiler:
Image
Wolf just barely manages to step out of the way of an incoming Long Tom round, only taking some armor damage. The Vedette dancing with our mech isn't so lucky, getting splattered. An artillery round aiming at Hyena causes a Saladin to do a somersault and smash itself against the ground. This ought to give us a little breathing room.

A helicopter blasts Leraje in the right leg with its SRMs, taking out an actuator and a heat sink. We deliver some armor damage in return, but are unable to take anything else out.

Round 8:
Spoiler:
Image
On his way out, Hyena disables a Thumper, leaving just a single Long Tom firing at us. This should be manageable, although Leraje is going to have trouble getting out with that damaged leg.

Especially if it cracks open when a Phoenix Hawk jumps over and kicks it, keeling the Guillotine over to the left.

Round 9:
Spoiler:
Image
Not looking good. Leraje gets his Guillotine up off the ground, but it then gives up the ghost after a few too many engine hits (the engine is really a complete wreck). Wolf swats the Phoenix Hawk off as it tries to give our Warhammer trouble. With the lance leader out of action and us having just two damaged mechs left, our mechwarrior calls for a cease fire.

After a short negotiation, we are forced to leave both Leraje and the BattleMaster behind, as well as the Zephyr and its crew.

Delta-Ranger, meanwhile, carries out their convoy raid. The convoy's projected rout takes it through a small town, and we've got some time to set up an ambush. Our two basic options are either to set up four minefields to block off the main routes through the town or to camp out some infantry with support lasers and crew-served AC/10s. Although, given the fact that Beta-Hunter failed to take out the artillery base, deploying infantry might not be the best course of action, what with the whoosh-bam-splat thing that artillery does to infantry.

[] Deploy infantry in ambush positions along convoy route
[] Deploy minefields along convoy route

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Damn, may have to change the lance designation "Beta Hunter" to "Charlie Foxtrot" :shock:
NickAragua wrote:
Thu Jul 16, 2020 3:12 pm
[] Deploy infantry in ambush positions along convoy route
[x] Deploy minefields along convoy route

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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote:
Thu Jul 16, 2020 3:12 pm
[] Deploy infantry in ambush positions along convoy route
[x] Deploy minefields along convoy route
It's been a while since we had a mission go this far sideways.

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Post by Isgrimnur »

Next time, let's just bomb them.

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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

NickAragua wrote: ↑Thu Jul 16, 2020 3:12 pm
[] Deploy infantry in ambush positions along convoy route
[x] Deploy minefields along convoy route


Deploy mines. Enemy arty seems to be in control of the field so no need to needlessly risk our infantry.
tl;dr

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Re: Let's play: Battletech via MegaMek

Post by Hyena »

$iljanus wrote:
Thu Jul 16, 2020 4:43 pm
NickAragua wrote: ↑Thu Jul 16, 2020 3:12 pm
[] Deploy infantry in ambush positions along convoy route
[x] Deploy minefields along convoy route


Deploy mines. Enemy arty seems to be in control of the field so no need to needlessly risk our infantry.
Yeah, this.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Hyena wrote:
Fri Jul 17, 2020 11:24 am
$iljanus wrote:
Thu Jul 16, 2020 4:43 pm
NickAragua wrote: ↑Thu Jul 16, 2020 3:12 pm
[] Deploy infantry in ambush positions along convoy route
[x] Deploy minefields along convoy route


Deploy mines. Enemy arty seems to be in control of the field so no need to needlessly risk our infantry.
Yeah, this.
This.

And we need to review how exactly our assault on the artillery base went so sideways.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Minefields - unanimous
We go with the minefield approach. The town is a deathtrap to enter at this point.

"Hey, Ranger-Two, time to turn the soaps off and get moving." Madmarcus reminds Freyland.

"But I was just getting to the good part, Lucille was going to tell Davis that she... never mind. Ready op."

Round 1:
Spoiler:
Image
Archinerd starts the party off by taking a glancing hit from a Saladin's AC/20. Even a glancing shot takes off all the armor, and the arm starts glowing a healthy red on the damage indicator. The return fire breaches the hovertank's armor, though, and it retreats. Freyland and a convoy truck exchange fire, while our mechwarrior avoids a full SRM salvo from a Drillson hovertank.

Round 2:
Spoiler:
Image
Looks like some of those mines we planted were duds - that LRM carrier drove right over them and didn't blow up.

On the other hand, Freyland disables the hover truck trying to make its way past us.

Round 3:
Spoiler:
Image
That southern set of mines wasn't a dud, though. A Packrat runs over it and a bunch of the mines blow up, causing the vehicle to look for a second like its suspension has gone berserk, until it more or less falls apart. An industrial mech follows a little too close behind and winds up losing an arm and a leg, and most of the other leg as well. And then its engine explodes, sending a gout of burnt fuel upwards from the mech's core.

To the north, Freyland takes out a Scorpion tank, relieved that it's no longer repeatedly lasering either our Quickdraw or Archinerd's Dervish. Archinerd, meanwhile, is busy working on stopping a cargo mech - lasers and SRMs make short work of the armor, then a kick to one of the back legs sets off a chain reaction which results in some kind of ammunition exploding. Well, that's one way to stop a convoy vehicle.

The newbie in the Griffin lines up a PPC shot on the third convoy cargo mech and blasts it in the center of mass, damaging the gyro and sending it tumbling to the ground, where the engine stalls out.

Madmarcus, meanwhile, lasers a nearby Vedette, then nimbly dodges a Phoenix Hawk's kick and stomps through the LRM Carrier's engine block - it may have avoided the mines, but a Wolverine's kick is another matter. The guy in the Phoenix Hawk cracks his head (both the mech and mechwarrior) on the ground, blacking out for a moment.

Round 4:
Spoiler:
Image
The guy in the gyro'd cargo mech to the south bails out - that's the convoy disabled. Now to rout the escorts. Artillery has begun to fall around the area, but our mechs are considerably faster than Beta-Hunter, so it's ineffective.

A Clint moves to engage Archinerd's Dervish, giving Freyland an opportunity to get in behind it and put a couple of lasers and some streak SRMs through the rear armor, dinging the gyro. The Clint wobbles, but remains upright, even after Freyland delivers a blow to the left leg and snaps an actuator.

Round 5:
Spoiler:
Image
Freyland keeps working on the Clint, the lighter mech being unable (or unwilling, due to gyro and actuator damage) to just light its jump jets and get away. A brace of laser fire melts a substantial amount of armor and an autocannon (it's got two, AC/2s), and the 40-tonner falls over backwards. A curb stomp puts an end to it as the on-board autocannon ammo detonates and scatters mech bits over the surrounding terrain.

Round 6:
Spoiler:
Image
"... so then the Clint blows up, and I fire my jump jets to get in between the buildings and get some cover from that damn Drillson. Next thing I know, I wake up and all the sensor contacts are half a kilo away." Freyland tells Archinerd. "Pretty hilarious, my mech was still standing while I was taking a nap."

Archinerd smirks. "Well, I did blow up that laser carrier. You were only ought for half a minute or so, but they gave up as soon as I got it."

"Well," says Freyland with a chuckle. "I hope half that Harvester Ant wasn't carrying anything important."

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

"So... that's four mechs down in the last two weeks, two mechwarriors dead and one missing." Scrub repeats, to confirm. "Plus a dead aero jock, and... four captured tankers? From the Zephyr?"

"Yes." Zenn7 responds.

"What happened at the artillery base, why'd we get whacked so badly?"

Zenn7 raises two fingers. "I talked to the surviving mechwarriors, and it boils down to those damn Long Tom pieces wearing down their armor. The lucky shot on the BattleMaster, that just happens", one finger goes down, "but Leraje's mech was at about 45% armor by the time he got to engagement range. Little helicopter legged him with an SRM, and then everyone dogpiled in."

"Guess it would have been good to have some air support to get that artillery first?" Scrub muses. "Too bad we pulled that Shilone."

"Yeah." Zenn7 agrees.

"Now, we gotta do something about Lt. Leraje. I understand Wolf negotiated the withdrawal, but the Capellans weren't really keen on letting us hang around and recover personnel?..."

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

With the recovered parts, the mercs are able to start repairs on their dropship. With four mechs out of action, we temporarily re-assign the surviving members of Hunter Lance to other lances. Wolf will take Scrub's place in Gamma-Command lance while she plays chair parade with her Warhammer missing a leg. Hyena will move to Isgrimnur's Urban Lance. Paingod's Merlin has a busted shoulder that we've been unable to repair, but the mech is pretty effective otherwise.

Our allied mercs are somewhat concerned that the artillery base is still active - theoretically, the artillery could drive over and shell them. Especially once they get those Long Toms and Thumper repaired. The mercs are willing to pitch in with some air support.

Another reason to tackle that artillery base is that we should to try to track down our captured mechwarrior, which means taking the base more or less intact and asking a couple of questions nicely.

[] Return with sufficient force to take the artillery base down for good
[] Leave it for now, detail a recon lance to keep an eye on artillery

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Re: Let's play: Battletech via MegaMek

Post by $iljanus »


[x] Return with sufficient force to take the artillery base down for good
[] Leave it for now, detail a recon lance to keep an eye on artillery

They must be destroyed.

And you should've sent in the Mackie! As they're commenting about seeing history walk on to the field, Zenn7 in his Awesome busts a cap in their ass.
tl;dr

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote:
Fri Jul 17, 2020 5:24 pm
[x] Return with sufficient force to take the artillery base down for good
[] Leave it for now, detail a recon lance to keep an eye on artillery

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote:
Fri Jul 17, 2020 6:20 pm
[x] Return with sufficient force to take the artillery base down for good
[] Leave it for now, detail a recon lance to keep an eye on artillery

They must be destroyed.

And you should've sent in the Mackie! As they're commenting about seeing history walk on to the field, Zenn7 in his Awesome busts a cap in their ass.
You're assuming these backwoods nubs know what a Mackie is to know it's history walking. :)

You are correct though that we need to take this artillery base out. For real this time.

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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Time to take out the arty

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote:
Fri Jul 17, 2020 6:36 pm
NickAragua wrote:
Fri Jul 17, 2020 5:24 pm
[x] Return with sufficient force to take the artillery base down for good
[] Leave it for now, detail a recon lance to keep an eye on artillery
Agreed.

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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Take 'em out and get Leraje back.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Take the artillery base down for good - unanimous
Scrub sits down with Zenn7 and Madmarcus and plans the operation. The basic idea is that Delta-Ranger will initiate the fight, with their only goal being to take the artillery down. Then, Beta-Assault will come in and finish off the remaining mobile forces. We'll have air support available in case we need it.

March 2, 3047
Low Orbit
Wright, Capellan Confederation

As we get things going, our aerospace tracking informs us that there's a Leopard-class dropship approaching the artillery base on a sub-orbital trajectory. There are several theories as to why, ranging from wanting to drop off mechs to pick up prisoners (or both?). In any case, our command staff decides that this can't be allowed, and we detail two squadrons of aerospace fighters - Beta and Gamma-Strike.

Scrub also wrangles up an extra Capellan-style aerospace fighter element from our merc buddies, so we have an edge in numbers, if not weight. As we get closer, the dropship is being escorted by four Transgressors (two with AC/20s, two with all-energy armament), an Eagle and a Thunderbird. So it's somewhat important.

Round 1:
Spoiler:
Image
Our intercept solution is impeccable. Although the Leopard cranks its ECM up to the max, our Gotha scores a bunch of LRM hits on the port side, while the Chippewa works away at it with pulse lasers. One of the merc fighters, a Corsair, duels with a Transgressor, disabling its main gun and a medium laser, but another Transgressor gets on the Corsair's tail and inflicts heavy damage. A merc Lightning gets into a furball with another Transgressor, and both come away spinning out of control.

Round 2:
Spoiler:
Image
Our fighters burned a little too hard to catch up with the Leopard and need to give their engines a few seconds to cool off. Which isn't that great. But the Leopard is at least giving us time to engage by facing the wrong way and not using its main engines.

Our Lucifer's decision to cool off the engines lets a hostile fighter on its tail, where the engines now, in addition to needing to cool off, are going to need a bunch of time with the techs after the direct application of some lasers. At least the Chippewa stays on target, knocking a pair of fighters off its tail while still applying pulse laser fire to the Leopard.

Round 3:
Spoiler:
Image
Gamma-Strike burns in on an intercept vector for the Leopard. The main damage continues to come from our Chippewa, which manages to blow out a mech bay door with a pulse laser, venting the Leopard's mech bay. From the looks of it, the mechs were strapped in, but still.

Gamma-Strike's Eagle is the only one that diverts course, succeeding in blasting a Transgressor off our damaged Lucifer's tail.

The merc Corsair's part in this is more or less over and it drifts away from the battle.

Round 4:
Spoiler:
Image
The merc Seydlitz gets blown away by weapons fire from the Leopard as the relatively cumbersome craft pulls a surprise vector adjustment. However, this leaves the dropship's port side open for continued blasting by our Chippewa, which blows out a laser turret.

Round 5-7:
Spoiler:
Image
Our main vector diverges from the Leopard, so we're going to have to spend some time firing main thrusters to re-engage. Meanwhile, we get into a couple of isolated dogfights. A Transgressor gets a laser hit on our Eagle, but then flies into a world of hurt, our Lightning stripping all armor from the left wing and cutting into the structure with its AC/20, while our Eagle comes in from the right and zaps the cockpit area with a PPC.

Round 8:
Spoiler:
Image
Our pilots pull an exceptional dogfighting performance this time around, with our Lightning rapid-firing its autocannon (a risky move due to the possibility of jamming the main gun and/or having a round blow up in the barrel) to blast an enemy Eagle's nose and right wing. The glowing wing and inability to fire back indicate damage to heat sinks and fire control systems, so that fighter's basically useless now.

Our Eagle, meanwhile, nearly punches through the aft armor on the Transgressor that our Lightning blasted previously, almost sealing the deal.

Round 9:
Spoiler:
Image
There's one fighter of ours that kept up with the Leopard the whole time, pulling some serious Gs to get back into weapons range. It pays off, and our Chippewa blasts through the Leopard's weakened port side. With their restraints destroyed, cargo and mechs spill out into space and the thrusters flicker out as the dropship drifts out of control and escape pods start launching.

There is no salvaging this craft - a suborbital hop means its trajectory will take it back into the atmosphere, where it will likely break up on re-entry. Looks like the damage has prevented some of the escape pods from launching, as there are several panicked transmissions going out from the dropship over the open frequency. Judging from the comms traffic, there aren't enough Capellan fighters to tow the escape pods *and* land on/evacuate the rest of the crew in time.

Our flight leader considers this - we *could* help them out, but doing so will likely prevent these two aerospace squadrons from reinforcing the brewing battle at the artillery base.

[] Help with search & rescue
[] Sorry guys, you're on your own

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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote:
Mon Jul 20, 2020 10:15 pm

[X] Help with search & rescue
[] Sorry guys, you're on your own

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

gbasden wrote:
Tue Jul 21, 2020 3:47 am
NickAragua wrote:
Mon Jul 20, 2020 10:15 pm

[X] Help with search & rescue
[] Sorry guys, you're on your own
+1

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

gbasden wrote:
Tue Jul 21, 2020 3:47 am
NickAragua wrote:
Mon Jul 20, 2020 10:15 pm

[X] Help with search & rescue
[] Sorry guys, you're on your own
These are the enemy, right? I'm happy to save them, but I don't want to immediately turn them over to begin shooting at us. So I'd suggest saving them but basically holding them as POWs (which we can exchange for other POWs or concessions).

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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote:
Mon Jul 20, 2020 10:15 pm
[X] Help with search & rescue
[] Sorry guys, you're on your own
If our rescue raid goes badly, we can use these guys for a prisoner exchange.

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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote:
NickAragua wrote:
Mon Jul 20, 2020 10:15 pm

[X] Help with search & rescue
[] Sorry guys, you're on your own
Only if it doesn't put us at a severe disadvantage in the upcoming battle. In combat our first responsibility is to our troops and it's not a civilian rescue operation. Both sides are combatants knowing the risks of our profession.
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