Let's play: Battletech via MegaMek

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Stefan Stirzaker
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Not the catapult!!
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Isgrimnur
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

A PPC and LRMs vs my hatchet?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Put the Guap in there! Marauder vs Marauder! The Guap's mad skills will easily when the day.

Regarding Aerospace battles - I enjoy reading them, but if it's dragging you down or something you aren't crazy about doing, prefer to have you focus on what you enjoy as that will make this last longer for the rest of us to enjoy. :)
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

Zenn7 wrote: Tue Dec 04, 2018 9:10 pm Put the Guap in there! Marauder vs Marauder! The Guap's mad skills will easily when the day.

Regarding Aerospace battles - I enjoy reading them, but if it's dragging you down or something you aren't crazy about doing, prefer to have you focus on what you enjoy as that will make this last longer for the rest of us to enjoy. :)
I agree with both of these points.
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Re: Let's play: Battletech via MegaMek

Post by moleymoleymoley »

Hatchy Vs Griffin! Not a fan of hatchets but surely they're perfect for duelling?

As for aerospace, it makes a nice change of pace from mechs, but if it's too much hassle,dump it.
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

Stefan Stirzaker wrote: Tue Dec 04, 2018 8:51 pm Not the catapult!!
Agree!

Also, I like the thought of firing LRM's to cool off. :D
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Zenn7 wrote: Tue Dec 04, 2018 9:10 pm Put the Guap in there! Marauder vs Marauder! The Guap's mad skills will easily when the day.
Agreed. Two Marauders enter, one Marauder leaves! Get your tickets on space Pay Per View!
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

I like doing the Aero battles, just wanted to make sure it was something you guys enjoyed.

By narrow margin, it's Marauder vs Marauder.

January 27, 3037
El Guapo steps forward. "Let me at 'im. I want to see how these modifications perform." and on the closed channel adds "And show these uppity Dracs what-for."

The duel opponent is a bog-standard Marauder. El Guapo's modifications swapped the AC/5 for a pair of Streak SRM/2 launchers and extra armor. This gives up a little bit of long-range firepower, but that probably won't be much of an issue in this fight anyway, given the terrain and lighting conditions.

Round 1-6:
Spoiler:
Image
The fight begins at long range, but the two mechs can't hit each other that far out. The two mechs stay at near maximum range, moving minimally. El Guapo conservatively stays in the woods, while the enemy mech advances, as the mechwarrior seems unable to hit us at that range. PPC and AC/5 fire is pretty ineffective.

After having to hold one PPC to cool off, El Guapo finally gets a good bead on the enemy mech and lands a solid hit on the right torso. Armor is scorched off but holds. To his credit, the enemy mechwarrior does an excellent job of evading the long-range PPC fire, to the point where El Guapo only scores the one hit over the course of a minute.

Round 7:
Spoiler:
Image
Since the techs never managed to fully calibrate the gyro, running at full tilt in the dark conditions is way too risky, so our mech is forced to basically stay where it began. Perhaps the other guy may be convinced to try to cross the water between the two, but its doubtful. Still, he's now within maximum range of the SRMs. Which don't fire, because they're unable to lock on, saving some heat.

Round 8:
Another hit on the enemy Marauder's right torso. The return fire is even more ineffective.

Round 9:
Spoiler:
Image
In an effort to improve the situation, El Guapo lights a forest near the enemy Marauder on fire, but the smoke obscures the enemy mech as well, making shots basically just as difficult as if there was no light at all.

Round 10-11:
Spoiler:
Image
Time to move in for the kill. Should have been more patient.

While moving in, El Guapo takes a PPC shot to the right arm, but armor holds. The enemy mech continues firing as our Marauder closes in, but misses repeatedly.

Round 12-16:
Spoiler:
Image
A little further, and that smoke won't be blocking line of sight as much.

Round 17:
Another PPC hit on the enemy Marauder, this time to the right leg.

Round 18:
Spoiler:
Image
Going around the far side to get closer so we can bring short-range weapons to bear. El Guapo scores a solid hit on the other guy's right torso, knocking out the AC/5 as the armor is breached. He takes a hit to the right leg but the thicker armor is telling.

Round 19:
Spoiler:
Image
Looks like our friend has had enough being illuminated and moves out of the light. El Guapo gives his PPCs a break, firing short range weapons. A pair of streak SRMs make contact with the enemy mech, further weakening the right torso section.

Round 20:
Spoiler:
Image
No firing this round, the woods and poor lighting prevent target acquisition. Even though the bastard is *right there*.

Round 21:
Spoiler:
Image
Here we go. First mech to lose their balance loses. Short range weapons flare up between the two mechs, but not much hits, and then it's off to kicking each other with chicken legs. And miss.

Round 22:
El Guapo lands a hit on the enemy mech's left torso with a medium laser, scoring away some armor. The real damage comes when the enemy mech kicks out at our Marauder's right leg, stripping off almost all armor there, but overextends as it passes by. El Guapo lifts up and stomps down hard, ripping off the remaining armor on the enemy mech's right leg and spraying out coolant fluid as a heat sink is ruptured. The enemy mech is forced to a knee in order to avoid falling over.

Round 23:
Spoiler:
Image
El Guapo takes the opportunity to try to circle around, but the other guy gets up. The two mechs exchange medium lasers, hitting with one each to little effect, and whiff their kicks as well.

Round 24:
This fight is somewhat surreal. Under better lighting conditions, one of these two would already be on the ground. As it is, the fight resembles a disco light show, with laser beams and PPC bolts randomly stabbing out of the woods every couple of seconds.

That being said, El Guapo's face lights up as his streak SRMs make contact with the Kurita Marauder's right torso. The weakened structure shears off, sending the attached arm clattering to the ground and the enemy mech lights up on the thermal display as something must have cracked the engine shielding.

The enemy mechwarrior lifts his remaining arm up and backs up, acknowledging defeat (while spraying coolant fluid from a giant hole on the right side of the mech).

"Very well, Fedrat. We shall fight another day."

The Kurita lance withdraws and the convoy continues on its way without further incident. The duel lasted a full four minutes.

Damage to El Guapo's mech is superficial, thanks to the increased armor, and the streak SRM system performed very well. Overall, we're still missing an air lance, but there's not much to be done about that. The lull in the fighting allows us to bring all our mechs back up to fighting state. Which is good, because the Kurita forces rally and launch several attacks on territory and facilities that we've taken come next week.

Current force status:
Spoiler:
Alpha Company
Alpha-One (command lance, elite)
- Gbasden / Awesome
- Isgrimnur / Hatchetman
- El Guapo / Marauder (modified, AC/5 replaced with armor, 2 heat sinks, 2x Streak SRM/2)
- Stefan / Catapult
Alpha-Two (battle lance, veteran)
- Blackjack BJ-1
- Rifleman RFL-3C
- Trebuchet TBT-5J
- Flashman FLS-7K
Alpha-Three (fast attack lance, regular)
- Wolverine WVR-6M
- Quickdraw QKD-4H (modified, all weapons forward, SRM/4 replaced with Streak SRM/2)
- Griffin 1N
- Shadow Hawk 2K (modified, two heat sinks removed, extra LRM/5 launcher added)
Alpha-Air (flying bricks, veteran)
- Lucifer LCF-R20
- Lucifer LCF-R20

Beta Company
Beta-One (assault lance, elite)
- Zenn7 / Awesome
- Zarathud / Awesome
- LordMortis / Victor
- Moley / Thunderbolt TDR-5SE
Beta-Two (battle lance, regular)
- Catapult
- Trebuchet TBT-5S (short-ranged monstrosity)
- Orion ON1-K
- Rifleman RFL-3N
Beta-Three (battle lance, regular)
- Ostsol OTL-4D (modified, all weapons forward)
- Centurion CN9-A (modified, all weapons forward)
- Vindicator VND-1R
- Wyvern WVE-6N
Beta-Air (mixed light/medium, regular)
- Lucifer LCF-R20
- Sabre SB-27

Delta Company
Delta-One (heavy recon lance, elite)
- Archinerd Mk2 / Dervish
- Madmarcus / Wolverine WVR-6M
- Paingod / Griffin GRF-1N
- Freyland / Quickdraw (modified, all weapons forward, SRM/4 replaced with Streak SRM/2)
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1D
- Griffin GRF-1N
- Griffin GRF-1S
- Wolverine WVR-6R
Delta-Three (light recon lance, regular)
- Cicada
- Ostscout
- Phoenix Hawk PXH-1
- Firestarter FS9-K (modified, rear flamer replaced with heat sink)
Delta-Air (light air lance, regular)
- Cheetah F-10
- Seydlitz SYD-Z2

Gamma Company
Gamma-One (heavy battle lance, elite)
- Scrub / Warhammer WHM-6D
- Hyena / Striker
- Cylus Maxii / Grasshopper GHR-5H
- Xwraith / Thunderbolt TDR-5SE (modified, large laser replaced with ER large laser)
Gamma-Two (medium battle lance, regular)
- Wolverine WVR-6M
- Rifleman RFL-3N
- Champion CHP-2N (modified, two small lasers replaced with heat sink)
- Trebuchet TBT-5N
Gamma-Three (fast recon lance, regular)
- Phoenix Hawk PXH-1D
- Vulcan VL-5T (modified, machine gun ammo reduced to half-ton, replaced with extra armor)
- Spider SDR-5V
- Clint CLNT-2-3T
We identify a particular facility within one of the next sectors that we're planning to occupy. It's an early warning center, controlling a sensor network across a pretty wide region. The liaison suggests raiding it to "acquire" access codes to the sensor network.

A substantial enemy force is spotted trying to move in to an area we've cleared. They are probably headed for the recently established Davion command center (with the help of the supply convoy we just escorted) so we'll want to detail at least three lances to take them down. One to harass them as they approach, one to block their movement further into controlled territory, and one to secure the command center itself, just in case there are any more enemy troops or anyone gets by.

So, we'll need to nominate two fast lances (one for the early warning center raid, one for harassment), and two heavier lances (one for a blocking action, one for allied command center defence, neither of which will require too much manueverability). At this point, we'll also either be able to call up allied support or bring in our own reinforcements or air support for any of the battles where we feel it's necessary.

Also, Cpt. Allred informs us that command is bringing in two extra dropships full of goodies, and wants us to send a some fighters up to help them punch through the inevitable blockade.
Last edited by NickAragua on Wed Dec 05, 2018 5:29 pm, edited 1 time in total.
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Paingod
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Re: Let's play: Battletech via MegaMek

Post by Paingod »

I like harassment, if there's an opening.
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Paingod wrote: Wed Dec 05, 2018 2:35 pm I like harassment, if there's an opening.
Sounds like the #METOO movement didn't make it to the 36th century.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Freyland wrote: Wed Dec 05, 2018 4:44 pm
Paingod wrote: Wed Dec 05, 2018 2:35 pm I like harassment, if there's an opening.
Sounds like the #METOO movement didn't make it to the 36th century.
"Harassment. Harassment never changes."
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moleymoleymoley
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Re: Let's play: Battletech via MegaMek

Post by moleymoleymoley »

Is that my tbolt in beta 1? (Aka brick outhouse Lance)

I would suggest us for a base defence Lance, whole lotta armour, nice mix of short and long range.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Yep, forgot to update that part.
Hyena wrote: Wed Dec 05, 2018 4:46 pm
Freyland wrote: Wed Dec 05, 2018 4:44 pm
Paingod wrote: Wed Dec 05, 2018 2:35 pm I like harassment, if there's an opening.
Sounds like the #METOO movement didn't make it to the 36th century.
"Harassment. Harassment never changes."
Ah, the future of the 1980s.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

NickAragua wrote: Wed Dec 05, 2018 5:28 pm Yep, forgot to update that part.
Hyena wrote: Wed Dec 05, 2018 4:46 pm
Freyland wrote: Wed Dec 05, 2018 4:44 pm
Paingod wrote: Wed Dec 05, 2018 2:35 pm I like harassment, if there's an opening.
Sounds like the #METOO movement didn't make it to the 36th century.
"Harassment. Harassment never changes."
Ah, the future of the 1980s.
My only regret is that I have boneitis.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

January 31, 3037
We engage a substantial enemy force heading for the Lyran command center. Delta-One rings their bell and manages to divert about half of them through a nearby industrial complex to the east of Gamma-One's position. Gamma-One holds at a checkpoint between the part of the Kurita force that wasn't diverted and the command center. Beta-One maintains watch at the command center itself, anticipating a second force coming in.

The liaison insists on coming along with Delta-One, although his Hunchback proves to be more of a liability than anything else, and they catch up to our unit. Unless we get super lucky, we'll probably have him peel off and power down.

The good news is that the enemy force isn't quite as large as we initially estimated.

Round 1:
Spoiler:
Image
They catch up to us at the edge of the complex. The good part is that this place is so densely packed that we'll be able to lose them in the buildings to the east. A Jenner and a Wasp jump in immediately to harass Freyland as the Quickdraw makes its way across the building. The Jenner takes three lasers from Freyland, stripping armor off both its arm weapon mounts. The liaison takes most of the fire from the Jenner and Locust, eating a bunch of lasers and SRMs, but his armor holds. We easily avoid the lighter mechs' attempts at physical attacks, this time.

Round 2:
Spoiler:
Image
The liaison crashes through a building, in an attempt to get clear of the enemy Hunchback that has just caught up. He only scrapes off a small amount of armor. The Locust harrassing him skids on the road and crashes into a building, which will give him enough breathing room to clear the area. Freyland and the Jenner continue dueling, with the Jenner firing some SRMs and missing, then losing the right arm to a medium laser.

To the south, Archinerd II delivers a solid headshot to a harassing Wasp as the mechs hop from building to building.

Round 3:
Spoiler:
Image
Madmarcus gets bushwhacked by three Kurita tanks hiding out in buildings as he jumps overhead. The armor holds up, but a pair of leg actuators blow out from a salvo of SRMs. Thus, our Wolverine winds up lying down on a rooftop. Freyland likewise takes some fire from a Scorpion tank, but LRMs are a poor choice for point-blank ambush shots.

To the south, Archinerd II disables a Galleon tank with SRMs as her and Paingod cross the north-south street, then Paingod blows it away with PPCs.

Round 4:
Spoiler:
Image
We continue crossing the north-south street. Even with jump jets, the complex is densely packed enough with jagged buildings that finding our way without collapsing things on top of ourselves is difficult. Madmarcus manages to get up and get somewhat clear, but takes a PPC shot to the back, which detonates the SRM ammo, blowing the Wolverine in half. The ejection seat fires correctly and our mechwarrior lands on top of a building, slightly dazed. We'll divert one of our other mechs for pickup.

On the plus side, Paingod puts one of the Griffin's fists through the harrassing Jenner's cockpit, reducing the number of mechs that will be trying to chase us down once we get into the maze to the east.

Round 5:
Spoiler:
Image
Our liaison sticks around for a little bit, using a building to duel with the enemy Hunchback. To our great surprise, the other mech detonates - Cpt. Allred uses the AC/20 to take all the armor off the left torso, then sends a laser into the ammo bin for a satisfying explosion. The building has had all it can take though, and the liaison's mech is destroyed in the collapse as well, as *his* ammo bin explodes. Well, that's one way of powering down, anyway.

Round 6:
Spoiler:
Image
Paingod exchanges fire with a Manticore, firing LRMs from the shoulder-mounted launcher into the tank's front to blow out a laser cannon. A symbolic victory, to be sure. Freyland scoops up Madmarcus as the ejected mechwarriors sprints to the top of the building.

Round 7:
Spoiler:
Image
Paingod miscalculates a jump and collapses a lighter building. Not too much damage, but still annoying. At least it gets our Griffin out of that Manticore's line of sight. Archinerd fires at one of the pursuing Wasps, LRMs nearly taking off the left arm and snapping some actuators, but other than that, firing slacks off a bit.

Round 8:
Spoiler:
Image
We've still got the three Wasps chasing after us, but they haven't realized yet that it's three twenty-ton bug mechs against three fifty-five ton mediums. Most weapons fire misses, except for Freyland zapping an arm actuator on one of the Wasps with a laser.

Round 9-13:
The three bug mechs continue pursuit, but try to stay out of weapons range. Not too successfully, but they try. We're not really interested in a fight, either. Unless those three can disable our guys somehow, we've already accomplished what we set out to do. Except losing the Wolverine and Hunchback, that wasn't really part of the plan. Eventually, one gets too close to Freyland and loses an arm to a laser. Say what you will about the Quickdraw, but those four lasers are deadly at close range, when combined with the mech's unusual mobility for a heavy.

Round 14:
Spoiler:
Image
Freyland legs the third Wasp as it gets too close. While technically not a kill, it is a mission kill - good luck chasing us down with only one working leg.

Round 15-end:
That being said, the bastard manages to get up off the ground somehow. But only to limp away (probably while muttering inside the cockpit).

We reach the east edge of the industrial complex, where one of the Wasps makes the mistake of poking out from behind cover. It eats multiple lasers, SRMs and LRMs from Freyland (having had the misfortune of being at optimal range for every weapons system on the Quickdraw) and a PPC to the center torso from Paingod. The right two thirds of the mech more or less disintegrate.

The remaining Wasp peels off, leaving our mechwarriors to make their way back to base. The exchange rate wasn't exactly favorable - we lost 105 tons worth of mechs, while the Kurita forces lost 70 tons plus a 30-ton tank.

Madmarcus got away with just a sprained right arm. A couple of weeks in the infirmary, and back to action.

Cpt. Allred proves to be fairly resourceful, eventually returning to the command center in a beat-up ground truck that looks like it was used for target practice by a Firestarter. He remains somewhat cagey about whether that's actually the case, and apologizes for taking an inappropriately equipped mech for a high-speed harrassment operation.

We're fresh out of replacement Wolverines, so, considering the replacement mech needs to have jump jets, the options are:
1) Panther (slow, good armor for a light mech, good weapons for a light mech)
2) Firestarter (fast, K-variant with large laser, ok armor)
3) Phoenix Hawk (fast, ok firepower)
4) Griffin 1S (similar in capability to Wolverine, except less short-range firepower)
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

While Delta-One leads a good battallion of Kurita forces on a somewhat wild goose chase, Beta-One and the command center get hit from a different direction. It seems the Kurita guys failed to coordinate with each other, because the incoming force is "only" two mech lances supported by a single lance of tanks. So, in a way, losing that Wolverine was worth it. And, uh the liaison's Hunchback, but that's not really our problem.

Difficulty: the mechs are a lance of heavies, three assaults and a medium. Sensors resolve a Dragon, an Archer, a Warhammer and a Dervish in the first lance and a Marauder, Cyclops, Charger CGR-1A1 and Charger CGR-1A9. The Cyclops is a nasty beast with an AC/20. The 1A1 Charger is a joke with just five small lasers, while the 1A9 has quite a bit more firepower - LRM/20, four medium lasers, and a small head laser.

The Davions sortie a pair of light aerospace fighters to help out. Considering they're both 30-ton Sparrowhawks, they won't be contributing too much, but maybe they'll drop some bombs or something. The fixed defenses that the FedCom guys have up are basically useless crap, so it'll be us and the aircraft.

Beta-One is, as usual, 2x Awesome (Zenn7 and Zarathud), Victor (LordMortis) and Moley (Thunderbolt). It's also snowing a bit, which will help our mechs cool off. We don't detect the incoming enemies until they're pretty close, so we've got a knife fight on our hands.

Round 1:
Spoiler:
Image
Zenn7 is badly out of position, but a Dervish is nice enough to move within line of sight and take three PPC rounds across its limbs. LordMortis, meanwhile, cracks open the enemy Warhammer's left torso with a blast from the AC/20. The machinegun mounted there is bent at an odd angle. Several odd angles, actually. Moley scores some solid hits on a Charger in the distance with the large laser and LRMs, although the 80-ton assault mech will take more punishment than that.

The allied aircraft absorb a good amount of fire, while one flies over and drops a light bomb load onto a Maxim. It's also possible there were some infantry unloading from there, but, there's not much left of them after the bombs drop.

Round 2:
Spoiler:
Image
Zarathud fires PPCs at the Warhammer that LordMortis started working on, hitting with two to zap off most of the armor on the right side of the mech. Some LRMs come flying in but are little more than bumps on the armor at this point. Zenn7 takes a moment to blow away the Maxim as it gets too close. No need to have obnoxious little hovercraft zipping around. The rest of weapons fire is somewhat disappointing.

Round 3:
Spoiler:
Image
Zarathud switches targets briefly, disabling a Scorpion tank trying to hide in the woods.

Zenn7 opens up on the joke Charger (the one with 5 small lasers), hitting all three PPC shots and dropping the 90-ton mech to a knee.

Round 4:
Spoiler:
Image
Zarathud continues firing at tanks, blasting through a Vedette's armor and turning the engine block into scrap metal.

Moley gets our first mech kill of the day, jumping in behind the Dervish and plowing multiple lasers through the rear armor - one grazes the right torso LRM launcher and the attached ammo bin, flinching slightly as large chunks of 55-ton mech bounce off the armor.

Round 5:
Spoiler:
Image
The enemy units move in to the edge of the base, beginning to work on the turrets there. Moley gets a bit outmanuevered by the short-range Charger, and joke all you want about the five small lasers, but getting punched by an 80-ton mech is no joke. Zenn7 helps out by directing three PPCs into the assault mech, making contact with the left arm, which hangs limp. Thankfully, Moley is able to dodge the enemy mech's powerful attack and delivers a solid kick to the right leg, crunching off most of the armor there.

Zarathud takes a pounding from the enemy Archer's LRMs and Warhammer's PPCs, getting knocked down to the ground. One of the Awesome's PPCs connects with the Warhammer's leg, but armor holds.

Round 6:
Spoiler:
Image
Zenn7 continues firing at the Charger, blasting chunks out of its pretty thick armor and landing a head shot. Zarathud manages to recover from being knocked down and even makes another hit on the enemy Warhammer's weakened left torso. Now to back up a little bit, as that's a lot of LRMs coming in.

Moley gets in behind the enemy Marauder as it continues dismantling one of the buildings we're supposed to defend and kicks it in the right leg, knocking it over.

Round 7:
Spoiler:
Image
Zarathud is getting quite beat-up, with the center torso armor being breached, so it's time to pull that Awesome back. The Marauder has trouble getting up, which is just as well, we don't need the two extra PPCs shooting at us right now.

Round 8:
Spoiler:
Image
A Charger runs over the rather tough buildings and attempts to hit LordMortis' mech in the back. Our mechwarrior decides to blow out some supports from under the enemy mech instead. With a great groan, the structure collapses, unable to hold the 80 tons of mech up, and the Charger goes with it. Upon hitting the ground, the mechwarrior inside blacks out.

Zarathud takes another hit to the center torso, cracking the engine shielding, but most of the fire was thankfully directed at LordMortis instead.

Moley finishes off the Marauder's damaged right leg, and the enemy mechwarrior is knocked out as the 75-ton bird-leg mech keels over.

Two of the buildings we're supposed to protect have now been destroyed or rendered non-functional, so we need to step up our game.

Round 9:
Spoiler:
Image
Well, that's nice, the Charger closer to Zenn7 slips on the pavement and falls over a mere sixty meters away. Hi! But, Zenn7 targets the Dragon instead, as it can do much more damage, and bounces a couple of autocannon rounds off our Awesome. Zenn7 retaliates with three PPCs, with Moley adding some firepower in as well. The Dragon dodges our Thunderbolt's kick and kicks back, damaging armor on the right leg.

LordMortis jumps in behind the Cyclops, nearly taking off the right arm at the shoulder and disabling the medium laser there as well, then strips off most of the left leg armor with a hefty boot.

Zarathud successfully vacates the area, pinging the Bulldog with a PPC in the process to damage some treads.

Round 10:
Spoiler:
Image
The snow begins piling up quite a bit. Those Davion guys better get the plows ready.

Zenn7's Charger buddy eventually struggles up off the ground, but not before scraping some more of its armor off. Zenn7 mostly ignores it, firing at the Cyclops that came around the corner instead. Three PPCs to the right section knock the 90-ton mech over. Which may have been a mistake, as he loses a bunch of armor off the left leg to a kick. LordMortis goes to back up Zarathud, engaging the Warhammer and absorbing an SRM salvo.

Round 11:
Spoiler:
Image
We don't see it, but the Charger whose mechwarrior got knocked out when LordMortis brought its building down tries to get up, but slips in the rubble and falls back down, knocking out the guy inside. Again.

The Cyclops tries to get up, but the accumulating snow and the mechwarrior's increased stress makes it difficult. Out of the corner of his eye, Zenn7 sees a massive explosion as the enemy assault mech disintegrates.

And this is before the shooting starts, at which point Zenn7 takes the head off the Charger as it tries to position for another kick. As a cherry on top of the cake, Moley exchanges fire and kicks with the Dragon. Our Thunderbolt takes a laser to the center torso and a kick to the right leg, losing the rest of the armor there, then throws a punch to follow up several lasers. The lasers breach armor, then the fist goes through the left torso, where the LRM ammo is... was... stored. Thankfully, it's not the focused explosion of a warhead designed to penetrate battlemech armor, rather just undirected fury. The remains of the Dragon keel over, completely wrecked.

The remaining Kurita units (a damaged Warhammer and a mostly-pristine Archer) begin an organized retreat. By the time the guys in the Charger and Marauder wake up, they've got the large laser and AC/20 barrels pointed at their heads, so those will be added to our salvage.

Our salvage haul is pretty good: two Chargers (although they kind of blow) and a Marauder. Also, a lance of tank wrecks, which we don't much care about. We grab the mechs, leaving the crap for our employers. We already have a spare Marauder, so we'll probably sell all three mechs, but that's about 10M C-Bills worth of salvage. Slightly less after we strip all the armor for our own use.

The command center is a little beat up and the damage will take the rest of the week to mitigate, but the Davion guys should be able to help us out a little bit subsequently.

Gamma-One is still going to be facing what can best be described as a swarm - a substantial number of light and lower-end medium mechs, with some back up from heavy tanks. Beta-One is in position to reinforce.

Current status:
Zenn7 - green
LordMortis - green
Zarathud - red: center torso armor breach, fusion engine shielding damaged, one heat sink destroyed
Moley - yellow: right leg armor breach

Should we reinforce?

If we do, the Warhammer and Archer may make an effort to rejoin their buddies as well, but we'll still be bringing in more tonnage than they, and in better shape. Probably we'll leave Zarathud back at the command center, as it's pretty risky to get into this kind of fight with no center torso armor and engine damage. Plus, we can use the leaking reactor for snow melting.
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

I vote reinforce - its going to be snarl.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Agreed.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Cylus Maxii wrote: Fri Dec 07, 2018 5:32 pm I vote reinforce - its going to be snarl.
We'll reinforce. Beta 1 never backs down from a challenge!

And from the previous fights
- thank you Delta 1!
- I knew the Guap's mad skillz would win the day in that Marauder dual. The Guap rocks that way.
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Re: Let's play: Battletech via MegaMek

Post by Zarathud »

Baby it's cold outside...
Okay fine, just another drink then.

Mmmm...hot coffee.
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Re: Let's play: Battletech via MegaMek

Post by moleymoleymoley »

I did some damage there 8-)

Reinforce! Have a feeling ill be coming out of it poorly but I'm game.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

moleymoleymoley wrote: Sun Dec 09, 2018 8:35 am I did some damage there 8-)

Reinforce! Have a feeling ill be coming out of it poorly but I'm game.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

While Beta-One moves to reinforce Gamma-One's position, Alpha and Beta's aerospace fighters (three Lucifers and a Sabre) burn for orbit to help break the blockade for a pair of FedCom dropships, a Triumph and a Union. That's good, means our guys are bringing some heavy metal to the ground.

Less good, in addition to a flight of aerospace fighters, the Kurita guys have deployed a Seeker dropship. It's not very heavily armed or armored though, so the allied dropships should be able to take care of it. The Kurita aerospace fighters are about two thirds light gnats, escorting heavy bombers. The FedCom Union kicks off its pair of aerospace fighters as well, so this'll be a regular furball. We're coming up on the other side of the Combine blockade, so hopefully they'll have to split their forces.

Round 1:
Spoiler:
Image
"Stay in formation. Plow through, then turnaround on my mark. Yes, you too, Beta Two." the wing commander orders.

Round 2:
Spoiler:
Image
They've split up. A smaller group heads towards us, while the rest engage the FedCom dropships. We exchange some fire with the other guys, coming out slightly ahead in terms of damage inflicted. Chatter indicates that one of the FedCom fighters is in trouble, but otherwise nothing major happens.

Round 3:
Spoiler:
Image
"I've got you now, you little bastard."

One of our Lucifer's blasts the Lightning with a laser salvo, hitting the nose. The lasers boil off armor and cause a short in the enemy aircraft's avionics system. The other guy retaliates by blasting our Lucifer with an AC/20 and damaging the sensors, but the avionics damage causes him to lose control of the aircraft and fly out of range subsequently. The little Sholagar fires at our Lucifer but takes a trio of lasers up the tailpipe from our Sabre, removing all armor and causing the engine to sputter as the pilot desperately tries to get his aircraft to respond.

Round 4:
Spoiler:
Image
It looks like the FedCom dropships are going to clear the blockade. There's one Sparrowhawk that's bravely (but perhaps unwisely) attempting to engage the Union. The Combine fighters engaging ours are currently out of range and attempting turnaround. The only downside is that the FedCom guys look like they're going to lose a lone Lucifer (to the southeast). But that's not our problem. They wanted to make the sacrifice play, and so they did, that fighter attracted about 90% of the Kurita aerospace units on their half of the battle area. Said Lucifer reports taking multiple engine hits and powers down weapons, surrendering.

Actually, as it turns around, the guy in the Sparrowhawk had some serious chops and manages to rake lasers across the Union, blasting sensitive external components with its lasers before flying off. The Union reports its fire control system is damaged. Good job, numbskulls, you couldn't shoot down a single 30-ton fighter.

Round 5:
Spoiler:
Image
Here he is, being "escorted" by a Combine Chippewa. Our guys rendezvous with the Union.

Round 6:
Spoiler:
Image
As the allied dropships clear the field, our fighters are engaged by a couple of fast-moving lights. One of our Lucifers really works a Sholagar over, blowing away two lasers from its right wing. Our Sabre eats a few lasers, breaching armor, but manages to crack through the aft armor on a Sparrowhawk as its pilot struggles with the controls, blasting chunks off the engine and a small laser off one of the wings.

With no reason to stick around, our aircraft fire up their engines and follow the dropships down. We score another engine hit on a pursuing Sholagar, bringing the total number of enemy aircraft that'll be unable to keep up to four.

The dropships are able to touch down without further incident, and our fighters make their way back to base.

Meanwhile, Delta-Two raids the early warning facility. The raid is a solid success. Not only do they manage to get a whole bunch of access codes for the Kurita sensor network, but they manage to rescue one of our aero jocks who was captured earlier. They also inflict significant damage to the facility's garrison - although most of the damage isn't permanent. With the exception of a Wasp that takes major engine damage and overheats itself to the point where it blows up. That, and the mechwarrior driving the Wolverine won't shut up about a "sick SRM shot on a helicopter", which apparently blew out the rotor, causing the helicopter to crash into the ground and detonate all of its on-board ammunition and fuel.

With regards to the early warning facility, the liaison informs us that it is on the list of "strategic targets to be destroyed and/or captured". "Given the amount of damage your force caused, it should take them several days to get it functional again." Cpt. Allred adds. "If you can seize control of or level the facility, it'll significantly degrade Combine confidence in their sensor data. At least that's what the intelligence people tell me."

The good part is that the garrison is a bunch of light units - two and a half lances of light mechs plus two lances of light tanks, nothing heavier than 50 tons, and no mech heavier than 35. And also over half of the enemy units are currently crippled or disabled. Destroying the facility simply denies the usage of their early warning sensor network to the Kurita forces. Capturing it gives us access to the sensor network, allowing us to get a better heads up on incoming enemy forces. Until they figure it out or recapture the facility, anyway. Do we:

1) Send Delta-Two right back in, and have them destroy this facility. This is the simplest and easiest option, as over half of the enemy units are currently crippled or disabled, while Delta-Two is in the green.

2) Send Delta-Two right back in, and have them capture and hold the facility. This will prevent enemy units from repairing, but Delta-Two may have to hold the facility against enemy attack while Davion forces muster up a garrison.

3) Pull Delta-Two back and send in a heavier lance to take care of business, capture or destroy. This will allow us to use a fresh force that outclasses the current garrison, but will give the enemy units a chance to repair (except the blown-up Wasp, helicopter and a legged Firestarter), and possibly reinforce.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I'd say #1, unless Davion will pay us substantially more for capturing the facility.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

I like the situational awareness that having a piece of their sensor network would give us. I lean towards option 3 so we can hold it more effectively.
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Re: Let's play: Battletech via MegaMek

Post by xwraith »

Hmm,

Would it be possible to wire up the place to go boom if we need to suddenly retreat? That way we still have option 1 if we take option 2.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

We're not getting paid extra for capture.

Our liaison agrees that he can have his people set up "asset denial mechanisms" on the early warning facility. Neither Delta-Two nor the salvage crew have the demo expertise (or knowledge of exactly what to blow up) on hand, though, so we'd have to wait for the FedCom guys to show up regardless.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

While Delta-Two and our command staff are deliberating on whether or not to finish off the early warning facility, Gamma-One engages the remaining enemy force heading for the FedCom command center, coming from the south. Beta-One reports being about a minute out, and their Archer and Warhammer pas will also be making an appearance around that time. So we'll have our hands full.

Gamma-One is, as usual, Scrub (Warhammer), Xwraith (Thunderbolt), Hyena (Striker), Cylus (Grasshopper).

Additionally, sensors show a pair of heavily-laden conventional fighters coming in, presumably to drop bombs on us. We'll just have to suck it up, as we don't have any air support close enough to intercept them.

It's snowing here, too, though not as much as where Beta-One just was.

Round 1:
Spoiler:
Image
Luckily, the bombers can't get a good angle on our units and fly by harmlessly.

Hyena takes cover in some woods, which helps him avoid a large amount of LRMs. Scrub's Warhammer absorbs a few LRMs, but most of the weapons fire splashes harmlessly into the nearby lake. We fail to land a single shot, which is somewhat disappointing. And also puts us in a pretty bad position as the Kurita swarm closes in.

Round 2:
Spoiler:
Image
This is going to be rough. Missiles fly out every which way, the first volley missing Xwraith and Hyena. Hyena retaliates by blowing away one of the LRM Carriers to the south with a combination of autocannon and PPC fire, while Scrub misses the other one. She does manage to disable the nearby Skulker with a spare medium laser blast though. Xwraith takes several lasers and SRMs but manages to bust through the nearby Saladin's rear armor, causing the hovertank to break to the side and begin retreat as massive internal damage renders it ineffective.

Hyena's woods take a significant amount of incoming shots, to the point where a fire breaks out. Mostly thanks to the Firestarter being pretty liberal with its flamers.

Cylus goes VTOL hunting, although the Grasshopper takes several laser hits. One medium laser grazes a rotor on a Peregrine, another medium laser melts the left side of a Warrior helicopter. The Peregrine remains in the fight, but the Warrior bugs out.

Both Cylus and Xwraith take headshots this round, but remain conscious. Xwraith's Thunderbolt also loses a medium laser to an SRM.

Round 3:
Spoiler:
Image
Hyena moves into deeper woods, taking advantage of the smoke. The volume of incoming fire is enough to prevent us from inflicting any major damage, although our mechs hold up as well, the only issue being Hyena's mech taking a ding to the head from an AC/2.

The Peregrine tries to go low to get at Scrub's Warhammer. Not only does it fail to hit (the lasers boiling water instead of Warhammer armor), but manages to fly close enough to Xwraith that the Thunderbolt is able to stick out a foot. The VTOL's rotor goes flying off and it goes spinning into the lake below.

Round 4:
Spoiler:
Image
We get a bit of a windfall, as a Kurita-model Phoenix Hawk tries to run past Xwraith and slips on the pavement. Having taken several hits from the Thunderbolt's lasers previously, the left torso armor wasn't doing so hot, so when it hits the ground, the impact bends the internal structure and cracks the shielding on the engine pretty hard. Xwraith has to look away from the thermal display, as it turns so bright so quickly that the auto intensity adjustment doesn't have time to kick in. Then stomps on a Scorpion tank.

Now normally, a Phoenix Hawk would have simply jumped over all this nonsense, but this is a Phoenix Hawk PXH-1K, another "Kurita Special". The Dracs love taking jump jets off their units to mount more weapons and armor or bigger engines. Which is great, except when you encounter rough terrain.

Scrub finally takes down the second LRM Carrier, after it managed to absorb two PPC shots already. The third and fourth reduce it to scrap, though.

Most of the Kurita force has gotten past us though, so Beta-One will hopefully be able to pick up the slack.

Round 5:
Spoiler:
Image
Cylus and Xwraith give chase as best they can. Cylus disables the Pegasus, cutting multiple holes in the hover skirt and blowing out the air ducts - pretty satisfying after three rounds of firing lasers and causing only minor armor or external equipment damage. Our Grasshopper takes some damage from the other nearby units but armor holds up. Xwraith takes advantage of a Jenner that has trouble climbing a road up a pretty steep hill, blasting armor off the right torso with the large laser and left weapons mount with a medium, following up by grabbing said weapons mount and wrenching it off. Hyena goes to work on a Panther blowing the armor off its right torso with the AC/10, then stomps on the back of the AC/2 Carrier trying to drive by. The vehicle's armor and a large chunk of internal structure comes off and it peels off to the right.

Round 6:
Spoiler:
Image
Hyena continues working on the Panther, finishing off the right torso with the autocannon, which blows the right arm off and causes the mech to develop a tilt in the opposite direction due. On the plus side, it's now got plenty of extra space on the right side.

Cylus is way up north, brawling with a Commando and some other mechs. Armor is getting pretty low, but our Grasshopper lands a solid punch on the lighter mech's head, crushing a bunch of sensitive electronics.

Round 7:
Spoiler:
Image
Beta-One arrives from the north, just in time, as Cylus takes an SRM salvo from a Javelin, with one of the missiles impacting the head and causing our mechwarrior to black out, although not before nearly taking off the Commando's leg. The mechwarrior gets bounced around quite a bit on the way down.

Xwraith and the Panther exchange fire, the Panther's PPC hitting the back armor. It holds, but the feedback cracks the engine shielding anyway.

Zenn7 gets the party going the other way by putting a PPC shot through a Phoenix Hawk's cockpit, then disabling a Sabaku Kaze hovertank with an afterthought small laser shot. Moley makes sure it stays there by putting several laser shots into the hovertank as well. LordMortis rakes his Victor's AC/20 across the right side of a Wasp, pretty much cutting the bug mech in half.

Round 8:
Spoiler:
Image
The Kurita Archer and Warhammer arrive. Except unlike the Morgan Kell/Yorinaga Kurita matchup, these guys are on the same team and aren't using any crazy "null signature" tech, showing up on sensors just fine. The Warhammer is beat up all to hell from our previous encounter, and the Archer has gone through about two thirds of its ammo.

A pair of mechs, a VTOL and a hovercraft clear the field, heading towards the command center. If they do make an attempt on it, the Davion reinforcements there (plus Zarathud) should be able to handle it.

The Commando that took Cylus' last shot is unable to get up due to severe leg actuator damage (actually the leg snaps off when it tries to get up) so the two mechs lie side by side, with one flopping around helplessly and the other perfectly still.

Hyena is unable to target anything (the remaining Panther gets away), while Xwraith's engine damage makes it impossible to fire the ER laser without overheating.

To the south, Scrub strips enough armor off a Von Luckner tank that she's been dueling with that the enemy vehicle calls it a day.

For some reason, the Jenner that previously took heavy damage from Xwraith decides to run in front of LordMortis' Victor. LordMortis takes the opportunity to repeat his action with the Wasp as the autocannon recycles, sawing the entire right half of the smaller mech off. This time, though the right torso contains SRM ammo, which detonates, sending bits of Jenner flying across the battlefield.

Zenn7 removes about half of a Javelin, hitting it with three PPC shots, solid revenge for it disabling Cylus' mech. To add insult to injury, he trips up the enemy Warhammer as it fires its short range compliment into the Awesome's thick armor. The heavy mech falls over, although he's able to get up subsequently.

With over half of their force destroyed or crippled, and the rest showing heavy battle damage, the rest of the Kuritans call it a day and withdraw from the field. The guys that already got past us don't even bother attacking the command center. By the time Cylus blinks awake, we've already started salvage operations. We took quite a few hits, and Gamma-One will not be available for action next week (for that matter, Beta-One is out as well - damage is light but there are a lot of armor plates that need replacing). Cylus is pretty banged up, but it's just three sprained limbs. Plus a few lancemates make some jokes about "looking a little blue and purple".

Salvage is pretty solid, we grab the headless Phoenix Hawk, the legged Commando, the Sabaku Kaze and a bug mech. Not keeping any of it, but it'll be about 4M C-Bills in salvage, which isn't too shabby. Combined with the two Chargers and Marauder from the previous mission, we're doing pretty well. We'll probably keep the Charger 1A9, as its armament is actually not bad (4 medium lasers and an LRM/20, along with a small laser. Maybe we'll get rid of that and add some more armor or something).

Somewhere in a Kurita air base, those two bomber pilots are probably getting yelled at. They managed to not fire a single shot or even drop a bomb. Maybe they'll be able to make an argument about "danger close", given that the two forces were pretty intertwined.
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

I haven't been reading for a while now. Should I be thankful you had upgrade problems and a November Let's play together? Now I'm actually going to need to make time for coffee and a long read. I hope I'm still alive when I get to now.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

LM: The Victor's been working out pretty well for you.

With no clear consensus on what to do with the early warning system, Cpt. Scrub steps in and breaks the tie in favor of attempting to capture the facility immediately. As the snow starts coming in pretty heavily in their area, Delta-Two moves back in. It appears that the Dracs don't rate their chances of holding the base very high, as they're loading their equipment and disabled vehicles onto a bunch of large flatbed trucks and moving out. Not to mention it looks like they've dismantled their turrets. And probably their relevant electronics.

A single Locust (1E variant with two medium and two small lasers) stands in the way. "I, Gunjin Abay Bitok, issue a challenge. Me, against one of your mechs, one on one. Allow us to evacuate our personnel, and if you defeat me, you may have the facility."

"Geez, who did *that* guy piss off?" PFC. Wisth remarks as he walks his Phoenix Hawk forward. Putting up a Locust against a medium mech turns out to be somewhat... foolhardy. The enemy mech is disabled in under a minute - not only does the Locust not have jump jets, but it can't even torso twist. After several lasers to the rear torso, it just kind of wilts. To add insult to injury, Gunjin Bitok has to spend several minutes trying to get his mech back up as leg actuator damage conspires against the downed mechwarrior to rattle him around and knock him out. Our mechwarriors just stand there, chuckling.

That being said, the facility's been completely gutted by the retreating Combine units and our salvage crews inform us that there's nothing worthwhile to take.

Gamma-One and Beta-One are going to be under repair over the next week (with a few mechwarriors needing "repairs" as well). On the plus side, all of our remaining aircraft are back in working order. We've also scored about 300k c-bills for handing over captured Kurita prisoners.

Here's what's on deck:
- Defend an airbase that we captured from Kurita forces "by default" earlier in the campaign. Three separate enemy forces are approaching the base - two mixed mech and armor forces, as well as a third concentration of infantry and "irregular" units. The good news is that Davion aircraft and the base garrison will be available to help out against anything that reaches it and makes a direct assault. We'll need to commit at least three lances here to engage each force separately, unless we want a company+ sized furball.

- Davion aircraft operating from that airbase have forced down a Kurita Union-class dropship, but were driven off by its guns after it made the landing. The liaison informs us that the 33rd Avalon Hussars will be sending a lance to finish it, but "being realistic, they have no chance without backup, which is where you come in." There's a nearby tank base which will, no doubt, send reinforcements to the dropship's "landing" site, so, in addition to at least one lance for the dropship, we'll want a lance to keep the tank base busy.

Current force status:
Spoiler:
Alpha Company
Alpha-One (command lance, elite)
- Gbasden / Awesome
- Isgrimnur / Hatchetman
- El Guapo / Marauder (modified, AC/5 replaced with armor, 2 heat sinks, 2x Streak SRM/2)
- Stefan / Catapult
Alpha-Two (battle lance, veteran)
- Blackjack BJ-1
- Rifleman RFL-3C
- Trebuchet TBT-5J
- Flashman FLS-7K
Alpha-Three (fast attack lance, regular)
- Wolverine WVR-6M
- Quickdraw QKD-4H (modified, all weapons forward, SRM/4 replaced with Streak SRM/2)
- Griffin 1N
- Shadow Hawk 2K (modified, two heat sinks removed, extra LRM/5 launcher added)
Alpha-Air (flying bricks, veteran)
- Lucifer LCF-R20
- Lucifer LCF-R20

Beta Company
Beta-One (assault lance, elite) [unavailable due to battle damage]
- Zenn7 / Awesome
- Zarathud / Awesome
- LordMortis / Victor
- Thunderbolt TDR-5SE
Beta-Two (battle lance, regular)
- Catapult
- Trebuchet TBT-5S (short-ranged monstrosity)
- Orion ON1-K
- Rifleman RFL-3N
Beta-Three (battle lance, regular)
- Ostsol OTL-4D (modified, all weapons forward)
- Centurion CN9-A (modified, all weapons forward)
- Vindicator VND-1R
- Wyvern WVE-6N
Beta-Air (mixed light/medium, regular)
- Lucifer LCF-R20
- Sabre SB-27

Delta Company
Delta-One (heavy recon lance, elite)
- Archinerd Mk2 / Dervish
- Madmarcus / Wolverine WVR-6M
- Paingod / Griffin GRF-1N
- Freyland / Quickdraw (modified, all weapons forward, SRM/4 replaced with Streak SRM/2)
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1D
- Griffin GRF-1N
- Griffin GRF-1S
- Wolverine WVR-6R
Delta-Three (light recon lance, regular)
- Cicada
- Ostscout
- Phoenix Hawk PXH-1
- Firestarter FS9-K (modified, rear flamer replaced with heat sink)
Delta-Air (light air lance, regular)
- Cheetah F-10
- Seydlitz SYD-Z2

Gamma Company
Gamma-One (heavy battle lance, elite) [unavailable due to battle damage and mechwarrior injuries]
- Scrub / Warhammer WHM-6D
- Hyena / Striker
- Cylus Maxii / Grasshopper GHR-5H
- Xwraith / Thunderbolt TDR-5SE (modified, large laser replaced with ER large laser)
Gamma-Two (medium battle lance, regular)
- Wolverine WVR-6M
- Rifleman RFL-3N
- Champion CHP-2N (modified, two small lasers replaced with heat sink)
- Trebuchet TBT-5N
Gamma-Three (fast recon lance, regular)
- Phoenix Hawk PXH-1D
- Vulcan VL-5T (modified, machine gun ammo reduced to half-ton, replaced with extra armor)
- Spider SDR-5V
- Clint CLNT-2-3T
The airbase will be three separate scenarios, the dropship will be two. Any assignment preferences? Also, any preferences for reinforcement lances (if needed)?

The liaison informs us that "of course you may claim the dropship, if it's not a total wreck and you can get it off-planet under its own power."
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

What are "Irregular units" in this game? Delta Company seems most likely to mop up the third approaching force since the lighter units are fast enough to not waste much time going from infantry cluster to infantry cluster being shot at, and *probably* have a greater concentration of anti-infantry weapons to boot.

However, if "Irregular units" means Cthulu Old Ones, I'm going to suggest the Assault company. And some priests of some sort.
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

NickAragua wrote: Wed Dec 12, 2018 2:16 pm The liaison informs us that "of course you may claim the dropship, if it's not a total wreck and you can get it off-planet under its own power."

Is that in the realm of feasibility? That's like one dropship closer to becoming a fleet.
Last edited by LordMortis on Wed Dec 12, 2018 3:55 pm, edited 1 time in total.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Freyland wrote: Wed Dec 12, 2018 3:46 pm However, if "Irregular units" means Cthulu Old Ones, I'm going to suggest the Assault company. And some priests of some sort.
:D

Drawn from the "civilian" random assignment table (RAT), so expect crappy APCs, "historical" and "re-purposed civilian" battlemechs.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

LordMortis wrote: Wed Dec 12, 2018 3:53 pm
NickAragua wrote: Wed Dec 12, 2018 2:16 pm The liaison informs us that "of course you may claim the dropship, if it's not a total wreck and you can get it off-planet under its own power."

Is that in the realm of feasibility?
Depends on how badly we shoot it up before it surrenders.
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Re: Let's play: Battletech via MegaMek

Post by LordMortis »

NickAragua wrote: Wed Dec 12, 2018 3:55 pm
LordMortis wrote: Wed Dec 12, 2018 3:53 pm
NickAragua wrote: Wed Dec 12, 2018 2:16 pm The liaison informs us that "of course you may claim the dropship, if it's not a total wreck and you can get it off-planet under its own power."

Is that in the realm of feasibility?
Depends on how badly we shoot it up before it surrenders.
OK... You guys get the dropship. I get the other stuff.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

What lance has the most lrms and armour. Which is probably best against dropship and then something faster to take tanks?
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Wed Dec 12, 2018 2:16 pm A single Locust (1E variant with two medium and two small lasers) stands in the way. "I, Gunjin Abay Bitok, issue a challenge. Me, against one of your mechs, one on one. Allow us to evacuate our personnel, and if you defeat me, you may have the facility."
Did you end up taking that guy prisoner? He's got spunk. I wonder if he'd like a job as a merc.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I'd be happy to have Alpha-1 on the dropship mission. Seems like fun.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

AWS260 wrote: Wed Dec 12, 2018 6:48 pm
NickAragua wrote: Wed Dec 12, 2018 2:16 pm A single Locust (1E variant with two medium and two small lasers) stands in the way. "I, Gunjin Abay Bitok, issue a challenge. Me, against one of your mechs, one on one. Allow us to evacuate our personnel, and if you defeat me, you may have the facility."
Did you end up taking that guy prisoner? He's got spunk. I wonder if he'd like a job as a merc.
He could head up our long-delayed blimp brigade! Seems like he's got the right stuff to lead that group.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

He eventually got his mech up, and we let him go, more out of admiration than anything else. Who knows, we may see him again.

Somewhat unrelated, night time battles take so incredibly long.

On the plus side, they also favor us because our gunnery is usually better than the other guys'.
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