Let's Play: Battletech via MegaMek (G2)

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NickAragua
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Let the hostiles retreat
Our mechwarriors exchange some fire to send the hostiles on their way, and then the shooting stops when we don't pursue. We send the salvage crews in to recover the wrecked Dervish and and other armor - we'll be keeping the extended-range laser off the Drillson, then sell the rest.

Calling the Dervish a mech is pretty generous - all that's left is the head section, a leg and both arms, which were blown off in ammo explosions and landed some distance away. We can pull the streak SRM launchers and some ferro-fibrous armor off it, but otherwise, it's gone.

Pvt. Assianique Kumagai was not exactly the most spectacular mechwarrior we'd ever seen, but neural shock from multiple ammo explosions is not a pleasant way to go. Usually not a problem as mechs didn't use to have CASE, so a single ammo explosion would usually just send the mechwarrior for a flight and leave them with a headache (but annihilate the mech).

Delta-Ranger moves on, continuing their search pattern for the artillery base.

Delta-Recon gets another reference point on the artillery's position when they are intercepted by a light mech lance accompanied by two tank lances (including some heavy tanks). Accompanied by a Scimitar, our lance's role in this engagement is to track the incoming artillery and see if we can get a better fix on their position.

Round 1:
Spoiler:
Image
Delta-Recon's Phoenix Hawk, Assasin and Firestarter advance to the west side of a small abandoned facility, our mechwarriors watching with a little amusement as a J. Edgar hovertank wraps itself around a tree.

Our Phoenix Hawk fires its right-arm large laser at an approaching Wasp, melting the bug mech's right arm (the one containing a medium laser, basically its main gun) to slag, leaving the 20 tonner with just a leg-mounted SRM launcher. Our K-variant Firestarter adds its large laser to the mix as well, blasting a jump jet off the hapless bug mech's right leg.

Round 2:
Spoiler:
Image
We stay clear of the SRM Carrier, engaging it (unsuccessfully) at long range with large lasers and LRMs.

Our Spider decides to mix it up with a Locust to the east of town, with limited success - our mechwarrior takes a headshot from a streak SRM, delivering a kick to the Locust's right hip upon splashing down in the river.

Round 3:
Spoiler:
Image
To the west, our Firestarter continues picking at the SRM Carrier while the Phoenix Hawk and Assassin move into the building cluster, baiting a Locust to follow them. The Firestarter avoids incoming weapons fire by splashing into a small pond.

Our Spider avoids the enemy Locust as it bogs down in the water and jumps in behind the Valkyrie, getting in a solid hit on the engine through the light mech's weak rear armor. The standard tactic for when you land behind a mech is to break its ankles, but here, our mechwarrior is tempted to try to push the Valkyrie into the river to try to take advantage of that center torso breach. Unfortunately, the enemy mechwarrior is able to keep his mech's torso above water.

Round 4:
Spoiler:
Image
Our Phoenix Hawk jumps south, spearing the LRM Carrier through the front with the large laser. It's still intact but leaking stuff out the front. A few LRMs ding off the Phoenix Hawk's armor, but our mech is ok.

The Firstarter takes an armor breach to the right torso from the rear from a Galleon tank, but manages to blast through the SRM Carrier's left side with the large laser.

Both the heavy units begin to retreat, leaving just the Manticore as the lone enemy heavy on the field.

Our Assassin pilot sends a string of curses out as the mech's weapons fire at the Locust in the river hits the river instead of the bug mech, which tracks our Spider, nailing it with all four streak SRMs. The Spider continues blasting away at the back of the Valkyrie, breaching its right leg armor with lasers and a solid foot scrape.

*Now* we can push it into the river.

Round 5:
Spoiler:
Image
Most weapons fire misses for a little bit as things calm down briefly and our mechwarriors take a few seconds to look at ballistics data on the incoming artillery shells.

Our Assassin does take out the Locust, cracking its right leg open - the hull breach causes further damage as water rushes into the limb, which floats off along the river bottom as the bug mech goes under.

Round 6:
Spoiler:
Image
Our Spider and Assassin jump west to help our Firestarter help the Scimitar as our hovertank is engaged by a Wasp and the Valkyrie. The Valkyrie eats a medium laser through the existing hole in its back, zapping the engine and gyro pretty good - with the damaged gyro, the mech is unable to remain upright.

Our Firestarter, meanwhile, takes the leg off the Wasp, effectively eliminating it from the fight in a more standard fashion.

Round 7:
Spoiler:
Image
The guys in the Wasp and Valkyrie bail out. Our Scimitar gets disabled by a stray artillery round, which is pretty annoying, but the loss of the mechs leaves the hostiles with just one active Locust and a bunch of tanks.

The Bulldog takes multiple shots from the Assassin's laser and SRMs, one stray missile flying into the crew compartment with predictable results. Our Spider, meanwhile, blasts the Kestrel VTOL that's been buzzing around with a laser, detonating it mid-air.

Our Firestarter sends a Galleon tank off with a kick to the back and then the rest of the hostiles retreat. Being pretty beat up and the salvage not being too great anyway, we let them go.

Our salvage crews haul the water-logged Locust out of the river, "rescuing" the somewhat grateful mechwarrior. We'll probably even let him keep his machine after stripping it for armor, streak SRMs and ammo. A brief chat reveals that he's part of a substantial mercenary crew hired to protect a competing surveying/digging crew out of Lyran space. Nothing too surprising, but it means we're on the clock in general.

Speaking of being on the clock, Delta-Ranger is able to locate the artillery base, while Delta-Sweep locates a convoy with excavation and/or survey equipment moving along towards a set of coordinates we were planning to survey.

Alpha-Heavy is standing by to attack the artillery base, and Delta-Sweep is tracking the convoy - it's way too heavily escorted so Delta-Sweep won't be able to take it on (we're talking an armor/hovercraft company and two mech lances - one light, one medium). Leraje's Gamma-Battle lance is en route with hovertank and Chaparral artillery support, however, they'll probably have to hold back as well until Alpha-Heavy is done taking down the artillery base - otherwise, we'll get shelled while attacking the convoy. The longer we wait to attack the convoy, though, the more chance there is of Delta-Sweep getting spotted and run off, at which point we lose track of it.

Or, we could suck it up and attack under artillery shelling.

[] Wait to attack the convoy until Alpha-Heavy is done with the artillery base
[] Screw it, attack now!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Wed Jul 14, 2021 2:28 pm
[X] Wait to attack the convoy until Alpha-Heavy is done with the artillery base
[] Screw it, attack now!
Best not to get ourselves killed if we can plausibly avoid it. I'd suggest having the attack team on stand-by in case we are in danger of losing the convoy, though.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Wed Jul 14, 2021 2:28 pm [x] Wait to attack the convoy until Alpha-Heavy is done with the artillery base
[] Screw it, attack now!
Can we have a flight or two standing by to bomb the convoy if they run?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Leraje wrote: Wed Jul 14, 2021 4:25 pm
NickAragua wrote: Wed Jul 14, 2021 2:28 pm [x] Wait to attack the convoy until Alpha-Heavy is done with the artillery base
[] Screw it, attack now!
Can we have a flight or two standing by to bomb the convoy if they run?
What can we have on stand by if it looks like we might lose them?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Is there an option to only assign a minimum amount of units needed o successfully shadow the convoy while maximizing their chances of avoiding detection? Then hopefully we can deal with the arty base and pounce on the convoy in the middle of their excavation?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Delta-Sweep is about as light-weight an low-footprint as it gets - all light mechs, very fast.

We can have aerospace reinforcements ready to go. Additional ground units will take a while to get there, though.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Do we have any nukes? Or can we get any? Seems like some sort of mass destruction option should work to wipe out the convoy, shouldn't it?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

You would think that even in the grim future of Battletech one could task a drone to keep tabs on the convoy so we could pounce on it later. Or, dare I say it...a quiet blimp.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

$iljanus wrote: Thu Jul 15, 2021 2:36 pm You would think that even in the grim future of Battletech one could task a drone to keep tabs on the convoy so we could pounce on it later. Or, dare I say it...a quiet blimp.
A camouflaged blimp!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

NickAragua wrote: Wed Jul 14, 2021 2:28 pm
[] Wait to attack the convoy until Alpha-Heavy is done with the artillery base
[X] Screw it, attack now!
LEEEEEROOOOY JENKINS!

Let's have some jeopardy shall we?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

[AN: Had the update written up Friday, but then got nailed by a "bio-chemical attack" aka stomach bug]

Vote Results:
Spoiler:
Wait until Alpha-Heavy takes out the artillery - |||||
Attack now - ||
"Don't worry, once we get there, we'll have this artillery base wrapped up in a few minutes." El Guapo reports over comms. "... still say we should just drop nukes on that stupid convoy... *mumblemumblestupid ares conventionmumble mumble*"

"Hey Captain, what's with the zipper and the treadhead?" Zarathud asks, Hunchback loping along next to the Marauder.

"Homing Arrow IV and TAG." El Guapo responds. "Hovercraft moves in and designates targets with TAG, Chaparral fires homing rounds. Right. Anyway, you're my buddy. Heavy-Two, Heavy-Three, you're buddies. Primary targets are artillery vehicles and emplacements. Keep moving until we get them taken out."

A brief pause.

"And, honestly, keep moving afterwards too. We've got two lances of light mechs and a bunch of light armor so watch your ankles. Watch out for whatever's putting out the ECM - pretty low radius so must be a Raven. Not a big threat, but could be hiding something nastier."

Round 1:
Spoiler:
Image
We take some fire on the approach, including Zarathud's Hunchback taking a shot to the dome from a distant Scimitar hovertank. Mildly annoying, but we can handle it.

Round 2:
Spoiler:
Image
Our Zephyr zips past a line of hostile tanks and TAGs a Long Tom. Our first Arrow IV flies directly into the 100-ton artillery piece's left side and gouges out a huge chunk of armor, but doesn't really accomplish anything else.

Still, "good effect on target!", the hovertank's crew reports, following up with several laser blasts and nailing the Long Tom's elevation mechanism with an SRM. At which point, a Jenner runs up to our Zephyr and zaps it in the right side with several lasers, blasting out the engine.

A Griffin tries to separate Zarathud from our "in trouble" hovertank, which costs the enemy mech - our mechwarrior rapid-fires the AC/20, destroying the Griffin's left arm entirely and cutting into the left torso armor.

"The slag is wrong with my targeting system?" El Guapo curses, slamming his fist down on the dashboard as his PPCs and gauss rifle miss entirely for the second time.

Round 3:
Spoiler:
Image
"Cease fire, Heavy Six. TAG unit's out of action." Zarathud calls out.

El Guapo exchanges long-range fire with a Griffin, finally scoring a hit, if only a glancing one with the gauss rifle on its center of mass.

Our Guillotine takes some armor damage but delivers a lot of pain to the second Long Tom, blasting armor off with lasers and SRMs, while Isgrimnur takes a good chunk out of the Raven's leg with a PPC. Now that we've gotten close enough, the Raven was covering three medium mechs - two Griffins and a Wolverine. Still manageable, though.

Round 4:
Spoiler:
Image
Our Guillotine destroys the Long Tom artillery piece it was targeting to the east, lasers finally cutting through the extremely thick armor before an SRM lights up the fuel tank. A brief stomp to a nearby Thumper slows the lighter artillery piece down, and then our mechwarrior needs to get a move on.

El Guapo and Zarathud target a pair of Vedettes, El Guapo scoring multiple hits with pulse lasers and an extended-range PPC but failing to breach armor, while Zarathud's shots go wide.

Round 5:
Spoiler:
Image
"Now we're talking." El Guapo says with a smirk as he backs up, blowing both weapon mounts off a Jenner, leaving it as a walking SRM/4 launcher.

Isgrimnur continues blasting the Thumper that our Guillotine started working on while the Guillotine moves north and engages a Wolfhound, breaching its right leg armor with laser and SRM fire. LRMs come from overhead, taking the armor off our Guillotine's right arm, however.

Round 6:
Spoiler:
Image
"Damn it. This isn't happening." El Guapo shakes his head as his Marauder continues to refuse to hit targets, especially once one of the left arm actuators is fried. "Pull back. We're bringing in aerospace to level the place."

Easier said than done for Isgrimnur, whose Thug decides against remaining upright and only taking a knee prevents our mech from faceplanting.

Round 7:
Spoiler:
Image
The left arm on Zarathud's Hunchback hangs limp as a Javelin jumps in, firing SRMs. The incoming damage knocks our 50-tonner to the ground. El Guapo fires at multiple targets, trying to provide cover - a Stinger loses its right arm and one of its lasers, a Valkyrie takes an armor breach and a Thumper artillery piece in the back takes a gauss hit. A stray artillery round lands next to a Vedette in the area as well, flipping the tank over. Good shooting there, guys.

To the east, a Scimitar explodes under fire from our retreating Guillotine, reducing the pursuit a little bit.

Round 8:
Spoiler:
Image
As El Guapo walks the Marauder back, Zarathud gets the Hunchback back up and gets out of the firing line briefly. Only a Stinger gets a shot off, losing a jump jet off the right torso for its trouble.

To the east, the Wolfhound comes back at our Guillotine, running around a corner and blasting it in the right torso. The SRM ammo bin detonates, annihilating the mech and sending our mechwarrior for a flight.

Round 9:
Spoiler:
Image
Our Chapparal discourages pursuit from a Stinger by pinging it in the head with a laser, causing an armor breach.

El Guapo crashes through a building, stepping into a basement and scraping a bunch of armor off, but leaving room for Zarathud's Hunchback to retreat.

Round 10:
Spoiler:
Image
With our ejected mechwarrior and Zephyr crew safely off the field, our mechs make their way off as well. Isgrimnur leaves a parting gift of a few SRMs for a pursuing Drillson, blowing off its drive fans and leaving it screeching across the pavement.

Not the best fight we've had - we lost a hovertank and a Guillotine, although at least all our personnel survived. Including one tank crew member who managed to sprain all four limbs and get a concussion. We did take out one of the Long Tom artillery pieces, but that won't degrade that artillery battery's performance enough.

The convoy, meanwhile, looks like they've detected Delta-Sweep, and a fairly substantial number of mechs are attempting to corral the recon lance. So either Gamma-Battle launches their attack on the convoy now (while getting shelled), or we give it up.

We do have a flight of aerospace fighters loitering in the area to help out.

[] Attack the convoy
[] Forget it
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Mon Jul 19, 2021 9:43 am
[X] Attack the convoy
[] Forget it
YOLO

Any other reinforcements we can throw in?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

El Guapo wrote: Mon Jul 19, 2021 10:33 am
NickAragua wrote: Mon Jul 19, 2021 9:43 am
[X] Attack the convoy
[] Forget it
YOLO

Any other reinforcements we can throw in?
Eliminating the arty was not meant to be I guess so let's go get ourselves a convoy
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Mon Jul 19, 2021 4:27 pm
NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
Agreed. Proceed with attack if Delta's diversion works. Bomb the convoy in either case.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Leraje wrote: Mon Jul 19, 2021 4:38 pm
El Guapo wrote: Mon Jul 19, 2021 4:27 pm
NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
Agreed. Proceed with attack if Delta's diversion works. Bomb the convoy in either case.
Enlarge Image

Just saying.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

El Guapo wrote: Mon Jul 19, 2021 5:33 pm
Leraje wrote: Mon Jul 19, 2021 4:38 pm
El Guapo wrote: Mon Jul 19, 2021 4:27 pm
NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
Agreed. Proceed with attack if Delta's diversion works. Bomb the convoy in either case.
Enlarge Image

Just saying.
Pretty! But also prohibited. Of course, who's to say that the convoy wasn't carrying some excavated nuclear ordinance and the ancient safety mechanisms happened to fail...
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Did you know that inner sphere sensors have badly degraded during the wars, and often give false positives that indicate nuclear explosions when none have occurred?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Leraje wrote: Mon Jul 19, 2021 4:38 pm
El Guapo wrote: Mon Jul 19, 2021 4:27 pm
NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
Agreed. Proceed with attack if Delta's diversion works. Bomb the convoy in either case.
Agreed.

And just to be clear - NUKEs are NOT AN OPTION!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

What about mass drivers? Rocks enter the atmosphere all the time.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Heh, depends on how much of the loot you want to remain retrievable.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

NickAragua wrote: Mon Jul 19, 2021 8:43 pm Heh, depends on how much of the loot you want to remain retrievable.
Sure you might have a point.. .

How comical would be if we're about to capture the convoy and at the last moment an artillery strike from those annoying units we couldn't eliminate takes it out by mistake? Almost as funny as the convoy being filled with cutting edge Star League cooking utensils after looting an abandoned Star League mess hall.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Speaking of kinetic bombardment - one of the funniest moments I had in my current MechHQ campaign was when the Overlord pilot failed a control roll after DS was hit a few times and ended up crashing on the battlefield taking out most of the OpFor in the process. DS proceeded taking off from the crater next turn. Served to confirm that throwing a ship at something solves most of the problems. :twisted:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Zenn7 wrote: Mon Jul 19, 2021 7:13 pm
Leraje wrote: Mon Jul 19, 2021 4:38 pm
El Guapo wrote: Mon Jul 19, 2021 4:27 pm
NickAragua wrote: Mon Jul 19, 2021 4:09 pm
Leraje wrote: Mon Jul 19, 2021 3:10 pm What's Delta-sweep's plan for OpFor - drag them away from the convoy or train them into Gamma-battle?
The former - Gamma-Battle will have a hard time handling that many mechs.
Sounds like we'll need to bail on the attack if they don't bite on Delta Sweep's diversion.
Agreed. Proceed with attack if Delta's diversion works. Bomb the convoy in either case.
Agreed.

And just to be clear - NUKEs are [static] AN OPTION!
Got it - loud and clear.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

Let's Leroy this bitch
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Attack the convoy |||||||
Forget ||
"... lousy, no-good, can't even take out some stupid artillery pieces..." Leraje mumbles under his breath, hearing the reports from El Guapo's failed artillery base incursion.

With what looks like over a company of mechs bearing down on Delta-Sweep's position, the smaller lance buzzes them and gets them going on a chase. Artillery rounds chase our lance, merrily turning the ground between them and the pursuers to cratered dirt. Our lance leads said pursuers in a circle, placing a themselves, and a town, between the convoy.

What the pursuers don't know is that Gamma-Striker lance and a hovercraft have pulled double time and double-timed it over here, putting their mechs through maximum speed so we can put the hurt on these guys. Delta-Sweep "slows down" outside of a town where a lance of light tanks crewed by some of our employers' people (who apparently have nothing better to do). To the north, Gamma-Striker moves towards the town as well.

Delta-Sweep is two upgraded Jenners, a Venom and a beefed-up Ostscout. Gamma-Striker is Wolf in a Grasshopper 5J, Stefan in a Trebuchet 3C and SgtSoldier in a Phoenix Hawk 3D, supported by a Raven. We've also got a Falcon hovertank and some light armor.

Delta-Sweep's got a pretty good read on the enemy force as well. Of particular note are a Royal Zephyr hovertank, a Quickdraw, an Archer and two high-tech mechs - a Javelin 10P and a Phoenix Hawk 3S. The Javelin 10P isn't really anything too special, just one of the SRM/6 racks swapped out for four streak SRM tubes. The Phoenix Hawk 3S is nice, it's got an anti-missile system in the right arm and a large pulse laser, double heat sinks, ferro-fibrous armor, an XL engine and MASC. Let's see what, if anything we can salvage.

Round 1:
Spoiler:
Image
The allied Scimitar hovertank zips around the front of the town, firing its autocannon and SRMs at the Phoenix Hawk, whose AMS system blows one of the warheads out of the sky, letting the other one hit the armor. The Scimitar takes a few LRMs from a distant Hunchback, but keeps going.

Round 2:
Spoiler:
Image
Seems like the attack on the convoy has started, because the hostiles are mostly ignoring Delta-Sweep and just trying to run full tilt past the town. That's going to cost them. Theoretically. In practice, Delta-Sweep doesn't land enough shots and the mass of battlemechs moves forward. With the exception of a Stinger, which loses its left arm and most of its right torso armor to a laser and SRMs from our Falcon hovertank as it zips in and nimbly avoids fire from the hostile Zephyr. The loss of an arm unbalances the bug mech and it goes down to the ground.

In a straight-up hovertank duel, the two hovertanks are evenly matched, although the Falcon is more likely to be able to disable its opponent due to having twelve SRM tubes - the more stuff that hits a hovertank the more likely some fragile component breaks off.

Ruby's Jenner trips up an Assassin as it tries to sprint by while our Venom trips up the Jagermech, which faceplants.

Round 3:
Spoiler:
Image
We continue picking at the hostile mechs as they basically ignore our light mech lance. The Jagermech briefly attempts to get up but fails and stops moving altogether, while a Firestarter immobilizes one of the allied Vedettes with up-close machinegun and flamer attacks.

Our Ostscout jumps back to the east and trips up the Quickdraw as is scales the hill, while the Assassin gets knocked over again. A Valkyrie absorbs a kick and some lasers form our Venom, but returns the favor with a punch to the our mech's head.

Round 4:
Spoiler:
Image
Our Falcon and Zephyr exchange fire, one of the Falcon's drive fans taking heavy damage from the Zephyr's lasers, while SRMs from our Falcon pop the Zephyr's skirt completely, immobilizing it. Our allied units plink away at the downed Jagermech to the south, with some ominous-looking smoke and debris emerging from its center torso section after some autocannon fire.

"What the fu..." Ruby's comms are slightly muffled as the nearby Javelin retaliates for her kick by swinging a medium sized oak tree at her that it had picked up somewhere along the way. The damage is more symbolic than anything, but still, usually people just go for kicks.

Round 5:
Spoiler:
Image
Firing continues to be ineffective as the smaller mechs clear out, covered by the bigger mechs. Our Jenners double-team the Javelin 10P though, cracking its right leg and dropping it to the ground. To the southwest, the Quickdraw stomps our allied Scorpion tank flat but then takes multiple actuator hits from our Ostscout and goes down, the mechwarrior blacking out as it hits the ground.

Round 6:
Spoiler:
Image
"Battle Lance, Striker One here. Two Locusts got past us, so you're going to have company." Wolf reports as Gamma-Striker lance makes its way onto the field, finally. The mechwarrior in the legged Javelin bails out, leaving our Jenners to find other targets.

Stefan runs up to a Stinger looking to follow its faster Locust buddies and takes off most of its left side with the Trebuchet's lasers, along with a couple good hits to the center of mass, where the engine and gyro get their share of laser action.

To the west, SgtSoldier intercepts another Stinger, blasting it with the Phoenix Hawk's pulse lasers and one of the extended-range ones as well, causing multiple armor breaches on the right side and along one of the legs. The bug mech is such a mess our mechwarrior shrugs, shakes his head in derision, then moves on to the next target.

Ruby's Jenner knocks a Stinger to a knee, popping a leg actuator and a heat sink with weapons fire and a kick.

Round 7:
Spoiler:
Image
One of our Jenners detonates a running Valkyrie, putting a laser through its LRM ammo bin, then turns and breaks the leg off a nearby Stinger. Not quite a hat trick, but pretty good.

To the south, the enemy Archer swats aside the Scimitar that's been bugging the column for a while, causing an armor breach with its LRMs and forcing the hovercraft to retreat.

Stefan and the Raven are unable to stop a Wasp from exiting the field, making that three bug mechs heading Gamma-Battle's way. At least the Wasp is missing its right arm, so it's basically just a pair of ambulant SRM tubes.

Round 8:
Spoiler:
Image
Our Ostscout and Wolf's Grasshopper take a stray artillery round. The Ostscout not having much armor in the first place takes an armor breach, but is still standing.

Our Venom and a Jenner target the Hunchback, whose weapons fire goes wide for the most part, just scoring some armor off the Jenner's left leg. The Venom's pulse lasers stitch across the 50-ton mech's back and blast the LRM ammo bin, scattering the mech to the four winds.

SgtSoldier picks off about half of another bug mech. It's technically intact, but completely combat ineffective at this point.

Stefan is unable to stop the Firestarter or the Commando from leaving, the two mechs taking some armor damage, but nothing critical enough to take them off the field. Our other Jenner trips up the Centurion after scoring a headshot with an SRM, which, given the wildly swinging autocannon arm, seems to have made a mess of its sensors.

The Phoenix Hawk gets stopped by a couple of laser blasts from Wolf, although, more to the point, the mechwarrior probably got a little bit too excited with that MASC thing, given all the random bundles from burst actuators hanging out from the legs.

Pretty good show on this one - very little damage to our mechs, and we salvaged a royal Zephyr (which makes up for us losing a Falcon quite nicely), a Phoenix Hawk 3S, the Javelin (good for the streak SRMs mostly) and a Quickdraw. It'll need a little work, but with some upgrades we'll be able to get back to legitimately having a sixty ton mech in our recon lance.

The Centurion, Archer and Orion, probably thinking that they won't be able to clear the field, disengage to the west, although they don't go full tilt, obviously intending us from trying to chase the five lights that did make it off the field. A total of five combat-effective mechs made it past us, two pristine Locusts, a Wasp missing its right arm (and half its firepower), plus a Firestarter and a Commando with battle damage.

Delta-Sweep *could* try to go after them, but armor damage makes it a risky proposition. And our Venom's operator is feeling a little dizzy, between all the heat that mech puts out and having taken a punch to the dome. Gamma-Striker will need to stick around to run off the three heavies and can't keep up with the escaped lights anyway.

[] Delta-Sweep pursues escaping light mechs - risk of damage to our mechs, but they won't interfere in the convoy attack
[] Gamma-Battle lance and supporting aerospace fighters can handle it
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

NickAragua wrote: Tue Jul 20, 2021 4:39 pm [x] Delta-Sweep pursues escaping light mechs - risk of damage to our mechs, but they won't interfere in the convoy attack
[] Gamma-Battle lance and supporting aerospace fighters can handle it
Let's make sure we take the convey. Seems like that was an important goal here at one point.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

+1
Sims 3 and signature unclear.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Zenn7 wrote: Wed Jul 21, 2021 1:08 am
NickAragua wrote: Tue Jul 20, 2021 4:39 pm [x] Delta-Sweep pursues escaping light mechs - risk of damage to our mechs, but they won't interfere in the convoy attack
[] Gamma-Battle lance and supporting aerospace fighters can handle it
Let's make sure we take the convey. Seems like that was an important goal here at one point.
Yeah, I agree. Delta-Sweep should be sensible and be ready to withdraw if things get too hairy, but at least some engagement to keep them out of the convoy fight seems worthwhile.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Agreed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Delta-Sweep just needs to be cognizant to stay out of the blast and fallout areas.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Agree with everything posted.

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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

[x] Delta-Sweep pursues escaping light mechs - risk of damage to our mechs, but they won't interfere in the convoy attack

No need for heroics. Just give them a tease then bug out if there’s a threat of being overwhelmed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Delta-Sweep chases down the lights - unanimous
Turns out the light mechs are reluctant to engage as well and spend enough time performing evasive actions that, by the time they would have gotten to the convoy, the fight will be over one way or the other. Speaking of which:

"Battle Lance, move in. Zephyr, focus on designating targets for artillery." Leraje orders.

This is a good test run for a lot of our high-tech toys. We've got a Black Knight upgraded with clan-tech lasers, a Rifleman with dual LB-10X autocannons, Xwraith in the Thunderbolt 7M. Plus a Zephyr hovertank with TAG, designating for a Chapparal with homing Arrow IVs.

"Aerospace fighters, engage when ready."

"It'll be a while, lance leader. We're being tailed by hostile aerospace units. Need to evade and lose them."

Xwraith smirks. "Well, at least we're not getting shelled by artillery."

Round 1:
Spoiler:
Image
Our artillery piece sends an Arrow IV down range at a cluster of slowly-moving hostiles. Leraje and the Rifleman break south, intending to cut off any convoy units advancing that way, while Xwraith and the Catapult stick to the north.

Round 2:
Spoiler:
Image
Xwraith yanks back the jump jet throttle, intending to max the jump jets out to cross a river, but our mechwarrior's hand grabs nothing but air. Xwraith sighs. "Ok, which one of you assholes... " Then it dawns. "Oh. This thing doesn't have jump jets." Our mechwarrior barely stops short of the water.

Our Zephyr whiffs its first TAG designation, so the relevant Arrow IV goes wide.

Round 3:
Spoiler:
Image
"Target acquired." The Zephyr reports, painting a convoy mech's right leg. The Arrow IV homes in unerringly, shredding the limb and dropping the industrial mech to the ground - the other leg snaps off on the way down. Return fire against the Zephyr is ineffective, while our hovertank scores a couple of laser hits on a Hunchback crossing the river to the northeast.

Round 4:
[camera feed disrupted]
"Ugh." Xwraith grunts, the Thunderbolt emerging, legs dripping water and mud, from the river. "Gonna want some jump jets on this thing."

Our Zephyr continues its TAG rampage, designating a laser carrier in the back of the convoy. The unit basically disappears as an Arrow IV hits it dead center. Our hovertank takes a couple of AC/2 rounds and one of the drive fans starts rattling, but it's still in good shape for now.

Our Catapult's operator smirks as a Saladin tries to swerve to avoid his LRMs - unfortunately, the cliff into which the Saladin slams doesn't really share its desire to avoid the missiles and the light hovertank is blown away.

Round 5:
Spoiler:
Image
"Target designated - Raven." The Zephyr continues reporting, and an Arrow IV plows into the light mech's right side, destroying the right arm and lasers entirely - the right-side SRM launcher is disabled as well, leaving the mech with no weapons. "So much for that fancy ECM." our hovercraft gunner says with a chuckle as the 35-tonner falls over.

Round 6:
Spoiler:
Image
As our Zephyr takes an involuntary break from designating targets (due to sudden influx of autocannon rounds through the drive fans), Leraje lines up the Black Knight's long-range weapons on an approaching Wasp and cores it out. The Catapult continues hunting down Saladins - the second one manages a little better, but its armor is still breached and the engine block is shattered by a stray LRM.

Round 7:
Spoiler:
Image
"Holy shit they're right on top of me!" The Chaparral reports. "Disengaging!"

Can't really blame him - two mechs just showed up. It's just as well, our Zephyr won't be designating much of anything for a while. Xwraith sniffs a little - the place where those two mechs just showed up means that our Thunderbolt and Catapult are about to get pinched. Well, not so much the Catapult, but the Xwraith will need to pay attention.

Leraje smiles broadly as the Black Knight's clan-spec large lasers hit center of mass on a MiningMech trying to get past its downed Wasp buddy. If you look closely, you can actually see chunks of melted gyro dripping out of the hole made by the lasers. The mech drops to the ground.

Leraje's Rifleman "wingman" uses the LBX autocannons to disable an approaching Galleon tank, the pellets making short work of anything not protected by armor, such as treads, wheels, sensor clusters, engine exhaust vents and even a laser barrel.

The hostiles return fire with an AC/2 round pinging off Xwraith's Thunderbolt's head.

Round 8:
Spoiler:
Image
Xwraith hops the Thunderbolt down a pretty steep cliff into a river, putting the cliff between the mech and the Griffin to the west, to put a stop to the Griffin's LRMs. A Hunchback attempting to close the distance to our Thunderbolt doesn't do so well - our mechwarrior lines up the large laser, dragging the beam across the 50-tonner's right leg then firing a salvo of LRMs. The first cluster of missiles clusters just right on the left torso section, the later missiles in the pile having clear passage to the AC/20 ammo bin, which detonates, shattering the Hunchback.

At this point, we've taken out most of the cargo-carrying convoy vehicles, so the job's done. We could try to stick around and rout the rest of the escorts so that we can a) pick up salvage and b) guarantee that we recover our Zephyr and crew. Our mechs are in pretty good shape with very little armor damage, although our Catapult is running low on LRM reloads. Our air support is nowhere to be seen, "still being engaged". The salvage wouldn't be that great (mostly just standard-tech tanks and crappy industrial mech wrecks), but recovering the Zephyr and crew would be useful (and also recommended by our HR department for the latter). The crew may get out on their own, or not, but the hovertank needs a lift. The downside is that we are being pincered, so we're risking bad guys getting into our mechs' rear arcs and making a mess.

[] Disengage, leave the salvage, Zephyr's crew fends for itself
[] Keep fighting, rout the hostiles
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Fri Jul 23, 2021 1:56 pm
[] Disengage, leave the salvage, Zephyr's crew fends for itself
[X] Keep fighting, rout the hostiles
Situation seems good enough to keep going for a least a little while longer. If things start to go south we can bug out then.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Fri Jul 23, 2021 2:00 pm
NickAragua wrote: Fri Jul 23, 2021 1:56 pm
[] Disengage, leave the salvage, Zephyr's crew fends for itself
[X] Keep fighting, rout the hostiles
Situation seems good enough to keep going for a least a little while longer. If things start to go south we can bug out then.
Agreed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Leraje wrote: Fri Jul 23, 2021 2:08 pm
El Guapo wrote: Fri Jul 23, 2021 2:00 pm
NickAragua wrote: Fri Jul 23, 2021 1:56 pm
[] Disengage, leave the salvage, Zephyr's crew fends for itself
[X] Keep fighting, rout the hostiles
Situation seems good enough to keep going for a least a little while longer. If things start to go south we can bug out then.
Agreed.
Yeah, leaving the crew behind when things aren't dire is gonna be bad for morale.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Zenn7 wrote: Fri Jul 23, 2021 4:09 pm
Leraje wrote: Fri Jul 23, 2021 2:08 pm
El Guapo wrote: Fri Jul 23, 2021 2:00 pm
NickAragua wrote: Fri Jul 23, 2021 1:56 pm
[] Disengage, leave the salvage, Zephyr's crew fends for itself
[X] Keep fighting, rout the hostiles
Situation seems good enough to keep going for a least a little while longer. If things start to go south we can bug out then.
Agreed.
Yeah, leaving the crew behind when things aren't dire is gonna be bad for morale.
Agree. Seems like we need to make a solid attempt to protect our own.

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