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Let's play: Battletech via MegaMek

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Hyena
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Re: Let's play: Battletech via MegaMek

Post by Hyena » Tue Apr 09, 2019 8:24 pm

If I ever ask to try out another 'mech, will someone please replay the footage of me blowing up in a Battlemaster, a Warhammer, and a fuggin' Atlas?

[I have personally wrecked almost 275 tons of 'mechs. If this was the PC Battletech game, I would have some kind of permanent negative status; probably "Cursed" or "Jinxed".]
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Tue Apr 09, 2019 10:10 pm

Zenn7 wrote:
Tue Apr 09, 2019 7:31 pm
NickAragua wrote:
Tue Apr 09, 2019 4:14 pm
One of the mechwarriors captured during Delta-One's defense of the Moonraker offers to defect. We could definitely use the extra manpower, but there's some concern over giving a mech to a guy who was just shooting at us less than a day ago. So, we consider a few options:

1) Put the guy in a medium, use him to fill an empty spot in one of our lances. Well, once his broken rib heals up. Should be about three weeks.
2) Sign him up, but don't give him a mech until we're through with the contract or a lot more desperate.
3) Hand him over to the Lyrans.
2 - sign him up and wait on putting him to use until next mission (or more desperate on this one, which seems likely at this point).

Between this and Beta's results, we may just get wiped out by this mission... Or at least fail it. :shock:
Agreed.

Oh wait - sign him up, and add him to the Blimp Brigade.

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Re: Let's play: Battletech via MegaMek

Post by Zarathud » Tue Apr 09, 2019 11:13 pm

Who wanted to be at Ground Zero of fhe start of this war?
"If the facts don't fit the theory, change the facts." - Albert Einstein
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Wed Apr 10, 2019 10:30 am

Hey, who knew that wars are messy?

Besides, just a rough start - victory is just around the corner.

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Re: Let's play: Battletech via MegaMek

Post by Paingod » Wed Apr 10, 2019 10:45 am

Monitor his comms, keep him out of action unless needed for now, wait to see how his trust pans out before giving him anything that could turn the tide of a battle against us.
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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 » Wed Apr 10, 2019 11:34 am

Put him in an assault mech.

I want to see what happens.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed Apr 10, 2019 5:26 pm

April 27, 3039
While Beta, Delta and Gamma are doing their thing (and getting shot up), Alpha conducts recon and an extraction raid on an airbase. Alpha-Two does a decent job, extracting the transponder-marked gear, though two of its mechs get shot up in exchange for taking down a light mech lance and sinking a hovercraft. The Lyran diversion accompanying Alpha-Two gets shot up as well, though they're just crappy tanks. Alpha-Two's Merlin winds up with a damaged foot actuator, while the Griffin gets its left arm disabled, so the Trebuchet winds up having to carry the equipment.

Alpha-Three reports tracking a large force moving to back up the airbase, so we send in Alpha-One right away, before the bulk of the hostiles can get there. The airbase didn't get shot up too badly, so Alpha-One is facing most of the defensive complement. Alpha-Two loops around and rejoins the attack, to serve as long-range fire support (not too much of it, since they have a single PPC and twenty five LRM tubes between the four of them).

The angle which Alpha-Two used for their approach is good enough - there are two hillstops from which the Kurita forces can fire at us, and there's no real way to approach them. On the plus side, there are a few small lakes which our PPC-firing mechs can use to cool off.

Having been whittled down a little, the opposition consists of a short lance of damaged mechs (anchored by a Warhammer) and assorted light/medium tanks. The fixed defenses are all short range crap. Should be a piece of cake.

Round 1:
Spoiler:
Image
El Guapo looks at a big sensor blip passing overhead. "Major, sensors show a dropship coming in. Is that one of ours?"

"Uh, negative. What's it doing?"

Four blips separate from the bigger one, which then leaves. "Dropping a lance of assault tanks, looks like."

"Well, bend me over and call me a Canopian." comes Gbasden's response.

While the assault tanks gently float down to the airbase, the dropship zips away, having business elsewhere apparently. Alpha-One moves up and engages the base from long range. Gbasden puts a PPC through the dome of one of the base turrets, moving on to the next target rapidly.

Round 2:
Spoiler:
Image
Stefan looks up to the top of the closer hill and sees a Wasp limping down. He shrugs and sends a pair of LRM/15 salvos at the basically immobile target. Even though only nine missiles hit, they blow out the center torso section, sending the mech to the great mechbay in the sky.

A Vulcan jumps to the base perimeter, engaging El Guapo with lasers, but missing every shot. El Guapo retaliates by blowing off its right arm with a PPC, the limb making a nice splash as it falls into the water.

The Vulcan (probably having tussled with Alpha-Two) decides it's had enough and moves away from the fight.

Round 3:
Spoiler:
Image
"Oh, shit!" One of the Demolishers drifts gently down, landing right next to Gbasden. That could be a problem.

Every mech in Alpha-One focuses as much firepower as they can on the landed assault tank. Stefan's LRMs pound the turret, causing sparks to come out, while Isgrimnur peels armor off the right flank, at which point El Guapo's PPC shot goes internal and cores it out. Gbasden hits it as well, although his aim is thrown off by an AC/20 impact on the Awesome's right arm. That could have gone a lot worse.

Round 4:
Spoiler:
Image
A pair of aircraft (makes sense, it's supposed to be an airbase, after all) zip in, a Mechbuster flying at Gbasden. Anti-aircraft fire from Isgrimnur forces the fighter to jink, right into one of Gbasden's PPC shots. It disintegrates.

Round 5:
Spoiler:
Image
With the distractions done with, we get back to leveling the base. El Guapo starts by collapsing one of the buildings with PPC fire, while Stefan fires an LRM salvo at a Partisan tank, inflicting some tread damage, but the tank remains more or less functional. On the plus side, the LRMs outrange its AC/5s by a good bit, so we're in no danger of return fire from there.

Round 6:
Spoiler:
Image
Stefan gives the Catapult's LRM launchers time to reload and uses the mech's lasers to slice the turret off the top of an outlying building.

Isgrimnur watches a fighter come in for a strafing run as Alpha-Two moves up from the south. The Hatchetman, for some reason, has been equipped with an advanced anti-aircraft tracking system, so the AC/10 is able to get a good lock on the Sparrow and blast it in the nose. The fighter manages to avoid crashing after losing about half its nose, which is no mean feat, but decides against circling around for another pass.

Gbasden fires PPCs at another turret - one of the shots goes a little low, and the entire building disappears. Guess we know where they were keeping the MG ammo.

Round 7:
Spoiler:
Image
Stefan retargets the Partisan on top of the hill, blowing it away with LRMs. El Guapo collapses another building (it's so much easier to hit them when they don't move, can't shoot back and you're standing still in a shallow lake), while Gbasden breaches armor on a Galleon tank that shows itself before
Alpha-Two's Trebuchet blows it away with an LRM salvo.

Round 8:
Spoiler:
Image
Isgrimnur uses the outlying buildings for cover, and blows up what appears to be another ammo dump. El Guapo moves up and melts most of a Bulldog's turret off. We're starting to take some return fire, with light autocannon rounds whizzing around, but as long as we stay at range and resist the temptation to close in, we should be ok.

Round 9:
Spoiler:
Image
El Guapo continues picking off tanks, destroying a laser carrier. Gbasden moves up, taking some fire from an LRM Carrier and dinging a Demolisher. The LRM Carrier outranges our Awesome's PPCs very slightly, but not for long.

Round 10:
Spoiler:
Image
Gbasden squeezes the trigger to fire all three PPCs, the cockpit temperature rising rapidly, but the LRM Carrier is cooked as well. The Merlin gets a little excited targeting a Pegasus hovertank, a few LRMs causing the small vehicle to explode - Alpha-Two's mech exposes itself to PPC fire from the Kurita Warhammer and takes an armor breach in a torso section. El Guapo melts the armor off a Scorpion tank, allowing Alpha-Two's Trebuchet to empty the last of its LRMs into the little tank's internals, destroying it.

Round 11:
Alpha-Two's Phoenix Hawk has moved around the east flank of the base and destroyed a turret.

Round 12:
Spoiler:
Image
Stefan moves up a little too far and eats a full short-range salvo from the Warhammer. The left missile rack is ruined, and the right leg indicates an armor breach. He returns fire, melting gobs of armor off the heavier mech, but this isn't really what we want to be doing right now.

Round 13:
Stefan pulls back out of line-of-sight of the Warhammer - him and Isgrimnur continue to hammer on the cluster of buildings housing short-ranged turrets directly ahead. Gbasden detonates another ammo dump, while, to the west, the Griffin from Alpha-Two disables a Packrat and evaporates several infantry firing their rifles at it.

Round 14:
Spoiler:
Image
Gbasden and the Phoenix Hawk from Alpha-Two move in on the east side of the base, where they're confronted by a Saladin. The hovertank blasts Gbasden's right torso wide open, but then is melted to scrap by PPC fire.

To the west, the Griffin jumps on top of the Demolisher and starts peeling the turret off, while the Merlin finishes off a couple of infantry squads. It's got a flamer and a MG for that.

Round 15:
El Guapo detonates another ammo dump, while the Griffin pries the lid off the Demolisher's turret.

Round 16:
Spoiler:
Image
Isgrimnur and Stefan collapse a couple more buildings, while El Guapo exchanges fire with the Warhammer - the Marauder takes one PPC shot, while the Warhammer takes two, including a head shot, damaging the life support system.

Gbasden's right torso PPC is blown out by an AC/5 round from the Scimitar, which is annoying but non-fatal.

Round 17:
Some indecisive firing - we score some hits, they score some hits, nothing critical. Well, maybe the infantry guys that Isgrimnur squashed don't feel that way.

Round 18:
Spoiler:
Image
The Warhammer tries to get out of El Guapo's line of fire, which allows Isgrimnur to get to its rear and nearly core it out with the autocannon. Isgrimnur's right arm has the armor melted off of it by a PPC, but it's irrelevant. The light tanks do ok, crippling our Griffin's right torso with laser fire, but two of them are disabled, a Galleon and the Scimitar that dinged Gbasden earlier. With Alpha-Two's Phoenix Hawk breaching a Pike support vehicle's armor, the Warhammer and a Galleon are the only two mobile units left, while the base has three turrets left.

The guy in the Warhammer offers a cease fire. Which is very reasonable of him, considering the state of his mech.

We accept, letting the remaining mobile units off the field (not too many of them) and calling in salvage. It's a pretty decent haul, although it's tempting to skip picking up all these crap-ass tanks. We pick up a Demolisher and a Partisan to sell, along with an LRM Carrier for spare LRMs, and a laser carrier for spare lasers. Plus the crashed Mechbuster and a Saladin for the AC/20 ammo.

At least now we won't have a bunch of airborne gnats buzzing around, strafing our mechs.

The other positive side is that our various tech crews really up their game, and, as a result, we're only down two lances worth of mechs by the time the next set of sorties rolls around.

Gamma-Three conducts their recon run, detecting an additional two lances of tanks led by a Marauder (and even disabling one of the tanks for shits and giggles).

The defecting mechwarrior doesn't really have much in the way of useful information to share, but we put him through a couple of runs in the sims and he does ok. To give him something to do, we get him working on stripping armor and weapons from salvaged hulks, and running systems tests on our repair jobs. "Wow, three Awesomes AND an Atlas? We usually don't see anything heavier than Marauders." he laments.

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur » Wed Apr 10, 2019 5:47 pm

That's my hatchet arm!
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Stefan Stirzaker
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker » Thu Apr 11, 2019 9:02 am

Busy fight!

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

Post by El Guapo » Thu Apr 11, 2019 9:47 am

That wasn't so hard. Not sure what our other lances have been complaining about with this mission.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Thu Apr 11, 2019 5:00 pm

Alpha-Three carries out a brief but inconclusive harassment of the enemy units attempting to reinforce the air base under assault by Alpha-One and Two. They pull out though, once the airbase is destroyed, as there's no point to defending a slag heap. Alpha-Three trails them to an artillery base, which is somewhat uncomfortaly close to our landing zone.

Gamma-Three identifies another small enemy force moving around in Caesar - only two tank lances led by a Marauder. They even disable one of the tanks, just to let them know we know they're there. They also locate the orbital defense facility that forced the Moonraker down.

The command staff is called into a meeting late on Sunday. Overall, the invasion is... proceeding. Not really according to plan, and Kurita resistance is substantial. The good news is that after Beta-One took down the command center in Dora sector, allied forces were able to move in and destroy the Kurita data centers, greatly reducing their information warfare advantage. As a result, our operations are moving to sector Emil. Hawk is sympathetic to our need to repair our mechs (Beta-One is completely inoperative, Gamma-One is down 25%, while Gamma-Two is down 75%), so he loads us up with aerospace tasks instead.

In addition to needing to allocate three aerospace flights - two to escort incoming dropships, one for air superiority, Hawk asks us to commit a recon lance to Emil and a lance to escort a supply convoy heading to reinforce an advance field base in Caeser. In addition, we're considering two operations against facilities that we've discovered:

a) Do we attempt to take down the artillery base in Anton? We don't currently have any operations planned, but having a bunch of Long Toms able to drive down and shell our landing zone could be problematic.

b) Do we attempt to take down the orbital defense facility in Caeser? Not really a big issue currently, except that one of our aerospace flights is tasked with patrolling that sector, and naval lasers do a number on smaller craft. Not to mention we wouldn't be able to move dropships through that area until the facility is down.

Capture of either is an option, but will, of course, be tougher.

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Re: Let's play: Battletech via MegaMek

Post by Freyland » Thu Apr 11, 2019 7:28 pm

Both sound like assets needing our attention.
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
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Re: Let's play: Battletech via MegaMek

Post by gbasden » Fri Apr 12, 2019 2:39 am

Freyland wrote:
Thu Apr 11, 2019 7:28 pm
Both sound like assets needing our attention.
Agreed. It would be nice if we could capture the artillery base to give our dropship some cover. The orbital defense facility could be slagged. Alpha 1 could take the orbital facility with their long range capability. Maybe something faster to avoid the incoming shells for the artillery base?

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Fri Apr 12, 2019 8:07 am

gbasden wrote:
Fri Apr 12, 2019 2:39 am
Freyland wrote:
Thu Apr 11, 2019 7:28 pm
Both sound like assets needing our attention.
Agreed. It would be nice if we could capture the artillery base to give our dropship some cover. The orbital defense facility could be slagged. Alpha 1 could take the orbital facility with their long range capability. Maybe something faster to avoid the incoming shells for the artillery base?
Does capturing the artillery base involve us getting an actual base that we can utilize to cover our dropship? Thought that was maybe more about possibly capturing artillery. Faster units - Delta1 or Gamma 2 maybe (both if we are going for capture?)

Capturing the orbital defense base might be useful - we certainly got a lot of value out of the base we capture before in protecting ourselves from air assets. Alpha1 and maybe Alpha 2 for support if we are going for the capture?

Alpha and Gamma air to escort and Delta to recon. No idea what fighters we even have anymore so just going on the theory the fighters are assigned to companies based on company roles - Delta is recon, their fighters are more suited to the role; I do recall that Nick wasn't really sure about fighters/roles either though so not sure we can provide meaningful feedback, but at the least, providing something, cause hey, we're in charge here, gotta give some orders or nothing happens!

Nothing = Nick just runs off like a madman and does whatever he wants - which is likely as or more intelligent than any feedback I provide. :)

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Fri Apr 12, 2019 4:38 pm

April 29, 3039
Anton Sector Artillery Base
Wary of the substantial tank and mech force that Alpha-Three identified in Anton sector, we deploy just Delta-One right away to tackle the artillery base. "If you can, run them off and take their stuff. Otherwise, just blow their ammo and artillery tubes and get out."

Madmarcus briefly wonders if anyone on the command staff read past the "artillery base" part of Alpha-Three's recon report. The artillery tubes are "cleverly concealed" in the woods and are defended by a company of light mechs, along with a lance of militia tanks. But on the plus side, Delta-One is conducting its assault in the middle of the night, which will put the opposition at a severe disadvantage, given our relative skill levels.

Delta-One's initial plan is the "plan B" from the briefing, but if the skirmishing goes well, we'll consider trying to take the place over.

Round 1:
Spoiler:
Image
"It was a dark and stormy night... ". Well, except for the stormy part.

Delta-One is able to get in within a few hundred meters of the base before being detected. Four artillery pieces (Thumpers all) are active, the rest are parked in hangars. We use jump jets to move rapidly, making so the artillery is basically unable to hit us, and send a few symbolic LRMs streaking towards a Locust.

Round 2:
Spoiler:
Image
The initial artillery rounds land well outside the base as our mechs jump in.

Round 3:
Spoiler:
Image
Boy, I bet somebody in there is going to be yelling a lot. The artillery guys panic and a Thumper shell flies off target, hitting a pair of Kurita mechs instead of ours.

Taking advantage of the momentary confusion, Freyland zaps a nearby Hermes with lasers, then kicks it in the leg. Armor scatters all over the ground, but the mech remains upright. Madmarcus zaps one of the turrets, knocking the single laser barrel off with an SRM.

Round 4:
Spoiler:
Image
Freyland and Madmarcus jump jet east, avoiding the large crowd of mechs building up in the center of town, with Freyland disabling a Striker tank. Archinerd stays still for a second, opening up on a Panther as it moves to attack Paingod in the rear. The enemy mech takes major armor damage, but remains upright.

Round 5:
Spoiler:
Image
Archinerd takes a slight thumping from a nearby artillery round. It appears that the hostiles have decided to shell their own base. As Paingod jumps to follow the Dervish, the damaged Hermes takes a shot at the Griffin. It misses, but the flamer ignites the area. Paingod kicks at the hostile mech, armor coming off both legs, but the Hermes' leg is laid bare, and Paingod can loose actuator bundles.

Madmarcus begins working on an artillery piece, moving up to the vehicle and plugging away at it with short range weapons plus a boot. Tough little vehicle, though.

Round 6:
Spoiler:
Image
Keeping up our "move rapidly" theme, Madmarcus jumps away from the nearby Thumper, while Freyland's Griffin takes the Wolverine's place. A single laser blast later, the artillery vehicle's tube comes off. Archinerd slams the Dervish's foot into the nearby building, causing it to tilt and the turret on the rooftop to spill its contents.

Round 7:
Spoiler:
Image
Freyland disables another active artillery tube, cutting through the left side with lasers and taking out the self-propelled guns engine, while the barrel sags.

Archinerd, meanwhile, kicks a Panther, sending the lighter mech to a knee.

That fire to the north is spreading pretty rapidly. Give it a couple more minutes, and it'll reach some ammo dumps.

Round 8:
Spoiler:
Image
The artillery fire has stopped, which is kind of a shame because they were doing more damage to their own mechs than to us.

Round 9:
Spoiler:
Image
The Kurita guys are barely even able to aim at us, let alone hit us, although Madmarcus has to dodge a few SRMs. Freyland disables a Maxim hover transport, and collapses a hangar on top of a couple of unmanned artillery pieces. Paingod puts a PPC into a building as a Wasp lands on top of it, causing the bug mech to crash through the structure and to the ground.

Round 10:
Spoiler:
Image
Freyland absorbs the shockwave from a nearby artillery blast and disables another Thumper, making that three out of four.

Round 11:
Spoiler:
Image
Archinerd pops the last of the turrets, while Paingod turns the side of the last Thumper into a drum, also managing to avoid a kick from a Stinger.

Round 12:
Spoiler:
Image
Madmarcus demonstrates the main... well, other weakness of the Thumper Artillery Vehicle. Other than being vulnerable when engaged up close, it also has extremely weak armor on the artillery tube and supporting mechanisms. The crew is basically sitting out in the open, really. So when you send a six-pack of SRMs through there, the vehicle basically falls apart. Or, in this case, all the on-board ammo detonates, lighting up the night sky.

With the artillery silenced and the supporting structures destroyed, as well as the place being on fire, Delta-One makes their retreat. They're good, but not "destroy a whole company of light mechs unsupported" good.
Spoiler:
Image
As Archinerd jumps away, the mechwarrior hopes that they get that fire put out, as the guy in the Hermes is screwed with his damaged hip actuator. It's going to be tough - battlemechs are many things, but effective firefighters is usually not one of them.

Subsequent aerial recon confirms that the facility is abandoned. No luck on capturing it, but at least we took that artillery out of action. We'll see if we can do better with the orbital defense facility.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue Apr 16, 2019 12:55 pm

May 2, 3039
While Delta-Three conducts recon in sector Emil, Alpha-One and two move on the orbital defense facility in Caeser. Alpha-Two is diverted to take care of a flanking force, while Alpha-One proceeds directly to the objective. As our mechs approach the objective, four airborne blips show up on long-range sensors, IFF indicating friendly.

"Uh, this is Overlords Alpha One to approaching allied aircraft, be advised you are entering interdicted airspace. Recommend you divert course."

"Himmel-Three here. That's a negative Alpha One, we have not received any such data."

"Well, you are. There's at least one naval laser covering the airspace you're flying into. I strongly recommend you change course."

"Negative, Alpha One, we do not have verification of your intelligence and are not under your authority. Himmel-Three out."

One "zorch" later, the four blips turn into three, there's some panicked-sounding radio chatter, and the remaining Lyran aircraft turn around. The mechwarriors of Alpha-One collectively roll their eyes. That nonsense aside, it looks like Alpha-Two was able to divert every mech in the area from the orbital defense facility, leaving just short of two companies of tanks to defend it. Mostly light militia units, with a few heavier tanks - Manticores and Bulldogs. Stationary defenses are laughable, so, barring extraordinary bad luck, we should be able to take control of this rather large facility.

Round 1:
Spoiler:
Image
Our mechs approach from the north, moving down the streets. We exchange long-range fire, with El Guapo scoring the only hit, a PPC to the right side of a Pike support vehicle, melting a large chunk of armor off as the tank fires its light autocannons at everything but the Marauder.

Round 2:
Spoiler:
Image
The Kurita tanks make their charge. Gbasden counters it by turning a Scorpion tank into a hulk via direct application of three PPCs, and immobilizing a nearby Pegasus as it pelts the Awesome with SRMs. He pivots to stomp on a nearby Drillson as it adds to the SRM barrage and takes a good chunk out of the hovertank's left side, but it manages to swerve from the follow-up kick at the last second and continue firing. To the west, Isgrimnur counters a Harasser's charge by charging in himself and stomping the light hovercraft flat.

Round 3:
Spoiler:
Image
El Guapo takes cover behind a shorter building, which winds up offering only limited protection, absorbing a few LRMs from a Bulldog. Thankfully, the fact that the Marauder is a custom job with extra armor prevents armor breaches and allows El Guapo to blow away the Drillson hovertank that managed to get away from Gbasden.

Stefan sidesteps a Scimitar tank's charge, avoiding the incoming SRMs and autocannon rounds and deflates it with a set of laser blasts. Isgrimnur jumps north, dodging an AC/20 burst, then cracking open the offending Saladin with lasers and a few rounds from the Hatchetman's autocannon.

Round 4:
Spoiler:
Image
We take a walloping from SRMs this round while delivering a good amount of damage ourselves, although no critical damage is inflicted. Gbasden takes a right torso armor breach, but our armor holds up otherwise. Isgrimnur does manage to take pretty much all the armor off a Galleon that winds up underfoot, and the light tank revs up its engine as it moves away from the battle.

Round 5:
Spoiler:
Image
Gbasden's mech staggers as a Manticore unloads an LRM salvo, blowing out the PPC in the right torso.

Stefan zaps a Galleon tank, chopping up its treads with lasers. Isgrimnur rotates his mech just in time to open fire on and disable a Bulldog, blasting through the left side and evaporating the engine block.

El Guapo takes multiple armor breaches from the Bulldog attacking his Marauder, but annihilates the tank with short range weapons.

Those damn Manticores are tough, though, remaining combat effective despite taking multiple PPCs and mech stomps.

Round 6:
Spoiler:
Image
Isgrimnur and Stefan team up on the northern Manticore as it continues pounding Gbasden's armor breach. The Manticore goes up in smoke after several laser blasts and an autocannon burst. Stefan also spares an LRM salvo for the Manticore underneath Gbasden, breaching its armor and taking out a bunch of internal equipment. Isgrimnur takes a little bit of a beating, but armor holds up.

El Guapo steps into a side alley, avoiding a hovercraft and getting a good shot at the Pike he zapped with a PPC way back at the start of the fight. The vehicle's right side armor is breached after a solid series of short-range attacks, rattling the crew and encouraging the driver to hit the gas, gunning it north and away from the battlefield.

Gbasden blasts a nearby Vedette with two PPC shots, melting its front armor. The tank retreats, firing its weapons at our damaged Awesome. The continuing damage and armor loss cause the assault mech to fall over, cracking the engine shielding and gyro housing, and some equipment in the cockpit blows out, throwing sparks at the mechwarrior. That basically takes the Awesome out of action.

Round 7:
Spoiler:
Image
The Kurita forces aren't quite finished yet, but at least the bulk of their firepower is either retreating or a smoking wreck. Isgrimnur and Stefan add to the pile, disabling a Manticore as Isgrimnur's autocannon and lasers breach armor and Stefan's LRMs knock off treads.

Round 8:
Spoiler:
Image
A Saracen hovertank zips past El Guapo's Marauder, and the two take each other out - the Saracen detonates the Marauder's streak SRM ammo, sending regular SRMs at a right torso armor breach, while El Guapo sends the Marauder's final streak SRMs into the Saracen. El Guapo's ejection seat fires, and the mechwarrior sheds a single tear (which is immediately blown off by the wind) as the long-serving mech meets its glorious end. The Saracen flees, trailing armor and bits of equipment.

Round 9:
Spoiler:
Image
Stefan annihilates a laser carrier as it unloads on Isgrimnur, who manages to keep the Hatchetman upright despite the severe armor loss and major damage to the left arm. A couple of axe swings chip some serious armor off the enemy vehicle.

Round 10-12:
Spoiler:
Image
This leaves our two mechs against a Pegasus trapped in (or unwilling to exit) a building, a Pike support vehicle with an axe-shaped chip in its armor and a Galleon moving in from the south. Stefan makes short work of the Pike, breaching its armor, then blows away the Galleon.

Our salvage crews discover the Saracen that took out El Guapo's mech crashed into a guard booth about half a kilometer north of the battlefield.

In addition to losing El Guapo's Marauder, we're going to need to take Isgrimnur's Hatchetman out of action for at least a week to rebuild the left arm. The structure is technically intact, but the actuators are all shot. The techs say that Gbasden's Awesome can be repaired pretty quickly, though.

Isgrimnur, El Guapo, let's choose replacement mechs (the mechwarriors are uninjured, other than a couple of bruises and minor burns). We've got the following spare mechs:

Atlas (although LordMortis is likely to be assigned to it once his head stops ringing/bleeding)
Archer 2K: 2x LRM/15, 2x large laser.
Archer 2R(F): Mostly standard: 2x LRM/20, 4x MLaser (all facing forward at Isgrimnur's suggestion)
Marauder 3R(B): Mostly standard, except that the AC/5 ammo bin has been moved to the right torso to reduce ammo explosions.
Stalker: Walking gun factory
Warhammer 6D: Warhammer minus the machine guns and SRMs.
Catapult: What Stefan has.
Grasshopper: What Cylus has. Lasers and an LRM/5 launcher.
Crusader (ground version): 2x LRM/15, 2x SRM/6, 2x MLas, 2x MG, not enough heat sinks to fire it all
Jagermech: 4/6, 2x AC/5, 2x AC/2, 2x MLas, great if you want to get blown up when your paper-thin armor is breached and your ammo explodes
Orion: 4/6, AC/10, LRM/15, SRM/4, 2x MLas, not enough heat sinks to fire it all
Ostroc: 5/8/5, 2x large laser.
Ostsol: 5/8, 2x PPC.
Icarus: 4/6/4, AC/10, 2x MLas, SLas (nice idea to put an AC/10 into a 40-ton mech but very low combat endurance as it only has one ton of ammo)
Phoenix Hawk: Light skirmisher
Hunchback: Medium brawler
Panther: Light skirmisher
Blackjack: 4/6/4, 2x AC/2, 4x MLas
Commando: Light brawler

Good thing we spent all that time collecting spare mechs, we're really getting taken to the cleaners on this campaign.

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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur » Tue Apr 16, 2019 1:08 pm

I'll slide back to the Archer. :cry:
Silver - 1k

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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Tue Apr 16, 2019 1:50 pm

I'll slide over to the other Marauder, then. Should be familiar.

Whatever happened to the modified Banshee I was piloting before the dearly departed Marauder? That thing was pretty good, IIRC.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue Apr 16, 2019 3:07 pm

It uh, blew up. I couldn't remember where or when, but, thanks to the wonders of the search function, apparently, back in '37 in Marik space, a rookie took it out with Gamma-One and got himself blown up by a dropship.

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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Tue Apr 16, 2019 3:35 pm

Well that reinforces my "rookies should only be allowed to pilot bug mechs" proposed rule.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed Apr 17, 2019 2:58 pm

May 3, 3039
Several days ago, a Lyran jumpship carrying reinforcements appeared at the system at the nadir jump point. It let off several dropships, which are now approaching atmosphere, which is where the Kurita forces make their interception attempts. Alpha-Air escorts one such dropship, a Condor. The Condor is a fairly light dropship, capable of carrying twelve platoons of infantry, twenty light tanks and ~1500 tons of cargo.

The Donegal Guards send out a pair of light fighters to escort it as well, but the bulk of the firepower will be provided by us.

As the dropship heads to the landing zone, it's intercepted by a swarm of conventional fighters, backed up by a few heavier aerospace units.

Round 1:
Spoiler:
Image
The light Lyran fighters will take a little while to get where we are. "Maintain formation with the dropship."

Round 2:
Spoiler:
Image
Kurita fighters coming in from the southeast.

Round 3:
Spoiler:
Image
"Stay in formation!"

The Condor blasts an Angel to bits with its front-facing weapons (PPCs, autocannons, lasers). The Angel isn't much of a threat, only carrying a single SRM/4 launcher, but it had the misfortune of being in the way. Our Stuka also fires LRMs at a distant Boeing Jump Bomber that looks like it's equipped with external rocket pods. The front of the aircraft doesn't look so hot and starts losing altitude.

The allied Sabre gets beat up quite a bit, although the aero jock mostly manages to stay level.

Round 4:
Spoiler:
Image
The Condor may be a lighter dropship, but it's still no joke, blowing away a second Boeing Jump Bomber (also equipped with rocket pods). We get into a bit of a dogfight, with our Stuka taking some armor damage, while our Shilone nails the nearby Sabre, knocking out one of its weapons. Our Lucifer gets a few grazing hits on a Sparrowhawk, which is enough to send it into a dive.

Round 5:
Spoiler:
Image
A few fighters break off to deal with the light Lyran fighters, leaving us with most of the rest of them. Our Lucifer targets the Kuritan Stuka, that being the biggest threat. A couple of good laser hits blow components off the heavy fighter, including what looks like a piece of the landing gear.

Our Shilone has its LRM/20 launcher disabled by an AC/10 burst from an "Inseki" heavy fighter, although not before delivering one last salvo to a Sparrowhawk. Another Inseki blows out the Shilone's right wing-mounted medium laser, greatly reducing the available firepower for our fighter. At least the Condor uses its rear-mounted lasers to blast a Shologar off the Shilone's tail.

The Lyran fighters aren't doing too hot, with one of them crashing into the ground quite spectacularly.

Round 6:
[feed lost due to damage]
At this point, we break formation so we can get better shots on the enemy aircraft. Our Lucifer tries to get on the Stuka's tail but has to settle for shooting at the Slayer. A stray laser brushes a Guardian, which explodes. Our Stuka does a decent job though, forcing the other Stuka to drop altitude as ordnance hammers its rear quarter.

The Condor blows away another light strike fighter, while our Lucifer takes a pounding, the landing gear flashing red. The aero jock barely manages to regain control.

Round 7:
Spoiler:
Image
The Stuka moves to cover the Condor as fighters continue to swarm it - a Defender II takes some nasty damage, including a hit to the fire control system, while the Condor blows away a Guardian. Having taken two engine hits, the Stuka has to peel off. And by "peel off", I mean "take an uncontrolled nose dive", barely leveling out before hitting the ground. The craft shudders as the pilot tries everything possible to slow it down.

Round 8:
Spoiler:
Image
For reference, when you go below altitude 1, that's the ground.

The Condor starts taking fire, but armor holds for now. It retaliates by frying another Guardian, and blasting a Slayer that hits it with an AC/10 burst. The Shilone and Lucifer give a good accounting of themselves, the Shilone disabling an SRM launcher on an Inseki, while the Lucifer breaches a Slayer's armor. The Inseki spirals out of control and *poofs* into the ground below.

Round 9:
Spoiler:
Image
Our Stuka doesn't make it. The pilot manages to level off before hitting ground level, but the trees in front of the aerospace fighter stick out above the ground. Five seconds later, we get a jubilant radio transmission. "Holy shit, I'm still alive!"

The Condor continues its reign of terror, detonating a Defender. The Lucifer targets an Inseki and an SRM-packing MechBuster, inflicting heavy damage on the Inseki and forcing the Mechbuster to dive. The Shilone continues working on another Inseki as well. Decent damage, but, no armor breaches or crashes.

Round 10:
Spoiler:
Image
That Mechbuster smashes into a hill, disintegrating on impact. The Shilone finds itself alone, pulling a solid loop and blowing the Inseki it's been tailing out of the sky.

Round 11:
Spoiler:
Image
The Condor's gunners are on the ball today, zapping another light fighter out of the sky, a Defender again. Our Lucifer peels off to help the Shilone, which suffers a nose armor breach, but an attacking Slayer takes an engine hit.

Round 12:
Spoiler:
Image
It's tough to keep control of your aircraft and dogfight while your engine is blowing chunks, so the damaged Slayer peels off. After the Lucifer finishes off a third Inseki, the remaining Kurita aircraft seem to have been discouraged and fly off.

The Shilone's landing gear won't deploy, and the VTOL thrusters are damaged, so the aero jock has no choice but to bail out. It's totaled, but we manage to recover the Stuka and a Shologar. The Shologar is a lightly-armored paper plane, but it does have four medium lasers and is also the only replacement aircraft we're going to get for a while for the Shilone, so at least we have something for the aero techs to do.

It's a shame we couldn't shoot down that Defender II, as the flight profiles of its LRMs suggested that it had an Artemis IV fire control system on board. Well, that's ok, we've got other Kurita aircraft to take down.

"So, remind me exactly why we're paying you mercs?" asks the cocky bastard Condor pilot with a chuckle. Well, he's entitled to be a bit of an ass, he did get eight out of the thirteen kills.

The Condor reaches the landing zone and unloads a big stack of cargo. Hawk comes over with a smirk. "We're taking a convoy out to sector Emil. If you guys want to detach a lance, I think we've got a bureaucratic problem that's left a couple of crates full of party favors in the loading zone that'll take me a while to fix. Of course, I'll have to fix it a lot quicker if the convoy doesn't get to where it's going intact."

"What kind of party favors?" Scrub asks, curious.

"Listen-Kill missiles. Latest missile tech this side of the galaxy. Damned accurate. Unless someone's figured out how to jam the targeting sub-frequencies. But until that happens, if you've got them, you'll have a leg up on the Dracs in those long-range missile fights."

[Listen-Kill missiles, up until ~3040, are a specialized type of LRM/SRM ordnance that grants the attacker +1 to hit]

Do we commit the extra lance? Gamma-One can do it, they'll have to pull a Kintaro, Griffin or Trebuchet from one of the other Gamma lances to bring back up to full strength. Gamma-Two is still under-strength, while Gamma-Three isn't much for convoy escort duty, consisting of mostly light units (with a Griffin leading that lance). Delta-Two or Beta-Three are our other options, with both lances being medium-weight and jump-capable.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Thu Apr 18, 2019 12:17 am

NickAragua wrote:
Wed Apr 17, 2019 2:58 pm
The Condor reaches the landing zone and unloads a big stack of cargo. Hawk comes over with a smirk. "We're taking a convoy out to sector Emil. If you guys want to detach a lance, I think we've got a bureaucratic problem that's left a couple of crates full of party favors in the loading zone that'll take me a while to fix. Of course, I'll have to fix it a lot quicker if the convoy doesn't get to where it's going intact."

"What kind of party favors?" Scrub asks, curious.

"Listen-Kill missiles. Latest missile tech this side of the galaxy. Damned accurate. Unless someone's figured out how to jam the targeting sub-frequencies. But until that happens, if you've got them, you'll have a leg up on the Dracs in those long-range missile fights."

[Listen-Kill missiles, up until ~3040, are a specialized type of LRM/SRM ordnance that grants the attacker +1 to hit]

Do we commit the extra lance? Gamma-One can do it, they'll have to pull a Kintaro, Griffin or Trebuchet from one of the other Gamma lances to bring back up to full strength. Gamma-Two is still under-strength, while Gamma-Three isn't much for convoy escort duty, consisting of mostly light units (with a Griffin leading that lance). Delta-Two or Beta-Three are our other options, with both lances being medium-weight and jump-capable.
Yeah, commit Gamma-One, pull something from Gamma-Two (they're understrength already and not much use, might as well make a useable lance). Leave Gamma-Three intact, we might need them for something else the way we are getting stretched out/beat up here.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Thu Apr 18, 2019 1:56 pm

The convoy being escorted by Gamma-One routes over a mountain, at which point, we get stuck when the local "rain" comes. You can still kind of call it rain, it's about 75% water, 25% some god-awful substance that can strip the paint off a mech if you leave it out overnight. As the industrialmechs try to extricate themselves from the flowing mud rivers, two lances each of Kurita mechs and tanks show up. Mostly bug mechs, but a medium mech lance definitely forms a threat. The hovercraft and VTOLs will also be able to get into the fight, but the small group of ground-bound tanks will be stuck in the mud just like the convoy.

Hyena is still recovering from the arm sprain, so we sub a Kintaro into Gamma-One, along with Cylus, Xwraith and Scrub.

Round 1:
Spoiler:
Image
Well, it's theoretically possible that the VTOLs would get into the fight, but the pilot of one is unable to beat the high winds and driving rain, leaving the area almost immediately after we spot it on sensors. Either that or he's going for reinforcements. The other one winds up not participating, either.

Round 2, 3:
Spoiler:
Image
We're still out of weapons range, as going is pretty slow in the mud.

Round 4:
Spoiler:
Image
Saladins incoming, followed by a couple of bug mechs. Well, one less Saladin, once Cylus sends a shot from the Grasshopper's large laser through the side of the hovertank as it fires an AC/20 burst over Xwraith's head. The hovertank splashes down.

Round 5:
Spoiler:
Image
Cylus jumps over another AC/20 shot from a different Saladin, then fires several lasers at the incoming hovertank, which explodes (although, if you look at the battleROM in slow motion, you can see the third laser shot go through the front viewport, frying the crew prior to their ammo going off). Well, that's a few less AC/20s on the field. A nearby Wasp fires at the Grasshopper, but the shots go wide.

Round 6:
Spoiler:
Image
A Wasp tries to take the hill where our mechs have taken position, and takes several lasers to the torso for its trouble, resulting in two armor breaches. Cylus completes the jump, kicking out with the Grasshopper's left leg as it lands - the Wasp is pretty much scrapped - the left arm flies off, the leg goes limp, and the fusion engine decides to turn off after every bit of interior structure is bent completely out of shape.

A Dervish fires LRMs from long range at Scrub's Warhammer as she finally crests the hill, but misses. It's rewarded with a PPC to the left arm, melting off all the armor there.

One of the convoy mechs takes fire from a Scimitar hovertank as it gets past our Kintaro, losing an arm.

Round 7:
Spoiler:
Image
The Dervish takes a break, hiding behind a rock, leaving its little Locust buddy all by itself, engaging three heavy mechs. The bug mech proves to be hard to hit, with our only hit this round being the Kintaro getting a few LRM rounds on the Scimitar, knocking off one of its fans.

Round 8:
Spoiler:
Image
"Gotcha, you little bastard." Cylus smirks as the Grasshopper gets the drop on the Locust and blows its left machinegun away. The subsequent kick connects with the center of mass, cracking the gyro and engine shielding, sending the mech tipping over.

Round 9:
Spoiler:
Image
The guy in the Locust bails out, leaving Cylus free to move north and give the convoy a little backup. The Dervish jumps forward, firing ineffectively at Xwraith as it passes overhead. It takes a pair of PPC hits from the PPCs on Scrub's Warhammer, then the Thunderbolt tracks its descent and sends a blast from the ER large laser directly into the rear section. The laser makes contact with the ammo bin, and the mech explodes. Xwraith then rapidly switches targets (thanks to the Thunderbolt's multi-trac system) and disables a nearby Pegasus hovertank with several smaller laser blasts. Our heavy mech takes a few SRMs, but armor holds up.

One of the convoy mechs takes a gyro hit and falls over, as the guy in the Kintaro just can't get a good shot on the Scimitar. On the way down, a pair of leg actuators blow out, so it's unlikely that convoy unit will be going anywhere in a timely fashion.

Round 10:
Spoiler:
Image
Yep, the guy driving the Carbine ConstructionMech powers down and bails out.

"Marauder almost in range." reports Scrub. "Keep him there." A Locust comes around the north side of the eastern hill and takes a PPC to the right weapons mount, depriving it of half of its armament. The mechwarrior is unbalanced and falls over.

Round 11:
The Marauder backs away from Scrub, who also briefly notes the downed Locust appearing from behind the hill where it fell down, then wobbling and disappearing again.

The Kintaro finally does something useful, firing a twelve-rack of SRMs at the Scimitar which took out one of the convoy mechs. The hovertank detonates after one of the missiles hits the fuel tank.

Xwraith continues engaging the three mechs to the southeast, scoring an ER laser hit on a Panther.

Round 12:
Spoiler:
Image
The Kurita Marauder opens fire on a second convoy mech, nearly disabling its leg. The driver falls over and cracks the cockpit open. Yikes. At least Cylus manages to blow the left arm off a Panther.

Round 13:
Spoiler:
Image
We focus fire on the Marauder and are rewarded when it wobbles, having lost several tons of armor to PPCs, lasers and LRMs, and falls over. Its right arm snaps off. Good, the less PPCs, the better.

Round 14:
Spoiler:
Image
The Marauder gets up and plants a PPC shot on Cylus' Grasshopper, then eats a substantial amount of energy weapons fire and ordnance. The mechwarrior is once again unable to compensate, except this time, when the mech falls over, the AC/5 ammo is jostled a little too much and the Marauder is destroyed.

Round 15:
Spoiler:
Image
That dumb bastard industrial mech better survive. Nope, right torso gets blown off by the Hunchback and it falls over, then blows up as its engine goes.

With the bulk of the convoy destroyed, the remaining Kurita mechs (all three of them) and the tanks sniping from the east retreat. We wind up being able to recover about half the cargo, with our mech carrying crates in their arms. Our salvage crews pick up a few bug mechs so we can strip armor and sell them off., ~3.5M C-bills.

Hawk is not impressed. "If I knew you were going to screw up that badly, I would have done it myself." he says over the radio after receiving the status report. "I don't know how many... uh... whoa, sensor blips incoming. We need air support immediately at my coordinates. We'll talk about poor performance later."

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Fri Apr 19, 2019 6:13 pm

May 4, 3039
Our liaison, Lt. Hawkins, calls in air support as his unit has been bushwhacked by a superior Kurita force while advancing through Caeser sector. It's looking a little rough - two Vedettes, a Maxim, a Rifleman and the liaison against a reinforced lance of heavy mechs (Orion, Rifleman, Warhammer, Archer, Grasshopper), plus some crap tanks.

Beta-Air is within range to respond, so they go in: a Lightning, a Lucifer and a Sabre. The Lucifer has cluster bombs to help disable the tanks quickly, while the Sabre and Lightning have HE loadouts to drop on mechs. We'll want to stay clear of the Orion and Rifleman as much as possible. Alternately, drop a full bomb load on the Rifleman right away, as those are lightly armored and easier to take down.

"Hey Hawk, where'd your Wolfhound go?" the guy in the Lightning asks?

"It's in the shop." comes the terse reply. Hawk is driving a Stinger.

Round 1:
Spoiler:
Image
Hawk might be thankful for his Wolfhound being out of action, as his Stinger's jump jets allow him to get clear of the crowd of enemy mechs. Our fighters zip overhead and initiate their bombing runs.

The Lucifer's cluster bombs are highly effective, destroying two Kurita tanks and penetrating the Rifleman's armor to destroy the engine. The Lightning has to weave a lot to avoid the Rifleman's anti-aircraft fire, so its bombs aren't very effective, while the Sabre's bombing run causes heavy damage to the Jenner, disabling its left torso and cracking the engine shielding, the concussive force of the blasts knocking it down as well.

Hawk uses the Stinger's lasers to breach the "armor" on the Harasser. The driver, having gotten a bit of a suntan turns right the hell around and zips away.

A couple of LRMs from the Grasshopper ding the back of the Sabre, which shouldn't be much of a problem, but the aircraft's avionics system shorts out and it nosedives, slamming rapidly into the ground.

Round 2:
Spoiler:
Image
Our two heavy aircraft pull up, regaining altitude after their dive-bombing runs. The Lightning takes a PPC shot right up the tailpipe, although the aero jock manages to retain control of the aircraft.

"I can't maneuver this bird. Returning to base."

That basically leaves our Lucifer by itself. Well, and with the allied units, but they suck.

Round 3, 4, 5:
Spoiler:
Image
The Lucifer makes an attack run on the Warhammer but misses most of its shots, taking a PPC hit for its trouble and starts losing altitude. The pilot levels off as the enemy units "even the weight out" by taking chunks off the armor on the heavier side of the aircraft.

Round 6:
Spoiler:
Image
The Lucifer finally manages to get a hold of the aircraft, come up to optimal altitude and initiate a strafing run. The Scorpion tank is intact, but its armor is gone and the turret is jammed.

Round 7:
Spoiler:
Image
The allied Maxim gets pounded and disabled, although not before unloading an infantry platoon and inflicting pretty decent armor damage on the Archer.

Round 8, 9:
Spoiler:
Image
Our Lucifer circles around and gets another strafing run in at the main cluster of bad guys. The Phoenix Hawk gets out of the way, but the Vedette does not, and is disabled.

Having no way to cross the river with enough force to take out the Lyran units to the west, the rest of the Kurita forces retreat, allowing the Lyran units to proceed with their mission (after they spend half a day patching up the Maxim's hoverskirt). Our share of the salvage is a Rifleman - it's missing an engine though, so we're just going to strip it for armor and replacement weapons, then sell it.

Beta-Air successfully escorts their buddy dropship to the landing zone, although they lose a Thunderbird. Delta-Two makes an attempt to capture a Kurita officer, but said attempt is thwarted when he drives his tank into a tree, which causes his MG ammo to go off. While retreating, Delta-Two loses their Enforcer when a Grasshopper takes its leg off (although the Grasshopper also loses a leg, so it evens out).

A mixed week for us, losing a couple of aerospace fighters and several mechs, along with three aerospace fighters. Beta-One is still out entirely, while Alpha-One is missing Gbasden (neither the mech nor mechwarrior are combat-ready) and Gamma-One is missing Hyena (sprained arm). Plus, it looks like the Kurita guys are starting to roll out advanced tech - we've seen some of their aircraft packing pretty effective fire control systems. Well, just one. And all it did was pelt a dropship with a few LRMs then retreat.

That being said, Kurita resistance slackens a little, and sector Anton is quiet this week. Sector Berta will need two lances - one for a delaying action and one for quick elimination of an enemy recon unit. The Steiner units pushing into sector Emil are having trouble with irregular units hitting their supply lines, so they've requested we detach "a lance of battlemechs with anti-infantry capabilities" to deal with that.

"We only got in about half the supplies we wanted to Emil, so we've got fewer LK crates to spare." Hawk points out. Then he grins as we finish up the briefing. "Saved the best for last - we're going to steal some access codes from a comm center. Our tech guys were working on it remotely, but then the damn Dracs cut the connection. So, we're going to need some fast, jump-capable mechs with hands to grab some servers, then a few more heavier ones to flatten the place afterwards."

Current force status:
Spoiler:
Alpha Company
Alpha-One (command lance, elite)
- Gbasden / Awesome - out due to battle damage and injury
- Isgrimnur / Archer
- El Guapo Mk2 / Marauder MOD
- Stefan / Catapult
Alpha-Two (battle lance, veteran)
- Merlin MLN-1A
- Phoenix Hawk PXH-1
- Trebuchet TBT-5J
- Phoenix Hawk
Alpha-Three (fast attack lance, regular)
- Crusader CRD-3L MOD
- Rifleman RFL-3C
- Shadow Hawk 2K MOD
- Trebuchet TBT-5J
Alpha-Air (flying bricks, veteran)
- Lucifer LCF-R20
- Stuka STU-K5
- Sholagar SL-21L

Beta Company
Beta-One (assault lance, elite)
- Zenn7 / Awesome - out due to battle damage
- Zarathud / Awesome - out due to battle damage
- LordMortis - out due to injury
- Moley / Thunderbolt TDR-5SE - out due to injury
Beta-Two (battle lance, regular)
- Ostsol OTL-4D (mod)
- Trebuchet TBT-5S
- Archer ARC-2R (mod)
- Flashman FLS-7K (mod)
Beta-Three (battle lance, veteran)
- Catapult CPLT-C1
- Whitworth WTH-1
- Vindicator VND-1R
- Wyvern WVE-6N
Beta-Air (mixed light/medium, veteran)
- Lucifer LCF-R20
- Lightning LTN-G15

Delta Company
Delta-One (heavy recon lance, elite)
- Archinerd Mk2 / Dervish DV-6M
- Madmarcus / Wolverine WVR-6R
- Paingod / Ostroc OSR-2M or Griffin GRF-1N
- Freyland Mk2 / Quickdraw (upg)
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1D
- Griffin GRF-1S
- Wolverine WVR-6R
Delta-Three (light recon lance, veteran)
- Firestarter FS9-H (modified, half-ton of mg ammo replaced with armor)
- Phoenix Hawk PXH-1 (modified, half-ton of mg ammo replaced with armor)
- Assassin ASN-21
- Firestarter FS9-K (modified, rear flamer replaced with heat sink)
- Warrior Attack Helicopter H-7C
Delta-Air (light air lance, regular)
- Cheetah F-10
- Seydlitz SYD-Z2
- Centurion CNT-1D

Gamma Company
Gamma-One (heavy battle lance, elite)
- Scrub / Warhammer WHM-6R UPG
~ Hyena / Striker STC-2S - out due to sprained arm
- Cylus Maxii Mk2 / Grasshopper GHR-5H
- Xwraith Mk3 / Thunderbolt TDR-5SE UPG
Gamma-Two (medium battle lance, regular)
- Thunderbolt TDR-5S
- Centurion CN9-A (all lasers facing forward)
- Trebuchet TBT-5N
- Kintaro KTO-18
Gamma-Three (fast recon lance, veteran)
- Phoenix Hawk PXH-1
- Ostscout OTT-7J
- Spider SDR-5V
- Griffin GRF-1N
Gamma-Air (heavy air flight, veteran)
- Lucifer LCF-R15
- Slayer SL-15B

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Fri Apr 19, 2019 11:21 pm

NickAragua wrote:
Fri Apr 19, 2019 6:13 pm
That being said, Kurita resistance slackens a little, and sector Anton is quiet this week. Sector Berta will need two lances - one for a delaying action and one for quick elimination of an enemy recon unit. The Steiner units pushing into sector Emil are having trouble with irregular units hitting their supply lines, so they've requested we detach "a lance of battlemechs with anti-infantry capabilities" to deal with that.

"We only got in about half the supplies we wanted to Emil, so we've got fewer LK crates to spare." Hawk points out. Then he grins as we finish up the briefing. "Saved the best for last - we're going to steal some access codes from a comm center. Our tech guys were working on it remotely, but then the damn Dracs cut the connection. So, we're going to need some fast, jump-capable mechs with hands to grab some servers, then a few more heavier ones to flatten the place afterwards."

Current force status:
Spoiler:
Alpha Company
Alpha-One (command lance, elite)
- Gbasden / Awesome - out due to battle damage and injury
- Isgrimnur / Archer
- El Guapo Mk2 / Marauder MOD
- Stefan / Catapult
Alpha-Two (battle lance, veteran)
- Merlin MLN-1A
- Phoenix Hawk PXH-1
- Trebuchet TBT-5J
- Phoenix Hawk
Alpha-Three (fast attack lance, regular)
- Crusader CRD-3L MOD
- Rifleman RFL-3C
- Shadow Hawk 2K MOD
- Trebuchet TBT-5J
Alpha-Air (flying bricks, veteran)
- Lucifer LCF-R20
- Stuka STU-K5
- Sholagar SL-21L

Beta Company
Beta-One (assault lance, elite)
- Zenn7 / Awesome - out due to battle damage
- Zarathud / Awesome - out due to battle damage
- LordMortis - out due to injury
- Moley / Thunderbolt TDR-5SE - out due to injury
Beta-Two (battle lance, regular)
- Ostsol OTL-4D (mod)
- Trebuchet TBT-5S
- Archer ARC-2R (mod)
- Flashman FLS-7K (mod)
Beta-Three (battle lance, veteran)
- Catapult CPLT-C1
- Whitworth WTH-1
- Vindicator VND-1R
- Wyvern WVE-6N
Beta-Air (mixed light/medium, veteran)
- Lucifer LCF-R20
- Lightning LTN-G15

Delta Company
Delta-One (heavy recon lance, elite)
- Archinerd Mk2 / Dervish DV-6M
- Madmarcus / Wolverine WVR-6R
- Paingod / Ostroc OSR-2M or Griffin GRF-1N
- Freyland Mk2 / Quickdraw (upg)
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1D
- Griffin GRF-1S
- Wolverine WVR-6R
Delta-Three (light recon lance, veteran)
- Firestarter FS9-H (modified, half-ton of mg ammo replaced with armor)
- Phoenix Hawk PXH-1 (modified, half-ton of mg ammo replaced with armor)
- Assassin ASN-21
- Firestarter FS9-K (modified, rear flamer replaced with heat sink)
- Warrior Attack Helicopter H-7C
Delta-Air (light air lance, regular)
- Cheetah F-10
- Seydlitz SYD-Z2
- Centurion CNT-1D

Gamma Company
Gamma-One (heavy battle lance, elite)
- Scrub / Warhammer WHM-6R UPG
~ Hyena / Striker STC-2S - out due to sprained arm
- Cylus Maxii Mk2 / Grasshopper GHR-5H
- Xwraith Mk3 / Thunderbolt TDR-5SE UPG
Gamma-Two (medium battle lance, regular)
- Thunderbolt TDR-5S
- Centurion CN9-A (all lasers facing forward)
- Trebuchet TBT-5N
- Kintaro KTO-18
Gamma-Three (fast recon lance, veteran)
- Phoenix Hawk PXH-1
- Ostscout OTT-7J
- Spider SDR-5V
- Griffin GRF-1N
Gamma-Air (heavy air flight, veteran)
- Lucifer LCF-R15
- Slayer SL-15B
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1D
- Griffin GRF-1S
- Wolverine WVR-6R

We missing someone from Delta 2?

Berta Sector:
Delta 1 for rapid recon elimination
Alpha 2 for delaying action

Emil Sector:
Delta 3 for that anti-infantry work (lotta flamers/mg's)

For the code center - don't recall specifically which all mechs have jump jets to suggest one for that job (leaning towards Delta 2 if they are all jump capable); thinking Gamma 1 for the base flattening.

Note: bring as many spare mechs and aerospace fighters as we can on the next campaign.

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Sat Apr 20, 2019 12:17 am

Right, we're short a mechwarrior (unless we want to put the Kurita defector guy into a 55-ton Ostroc).

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Mon Apr 22, 2019 4:12 pm

Delta-Three moves out to Caeser sector takes out a significant amount of infantry and "irregular units", along with a Wasp, which we take for salvage. They lose the arm off one of the Firestarters, but perform well otherwise.

Delta-One, meanwhile, moves in to clear out an enemy force conducting recon in Berta. Their job is made harder by the fact that the recon unit is passing over a series of hills while the wind is strong enough to blow over a mech, especially if the operator isn't careful. In fact, while we detected a few hovertanks on sensors, they are conspicuously not present on the field when we engage the two mech lances and one tank lance.

Missiles are useless, so it's laser and PPC time (and Madmarcus has an autocannon too).

Round 1:
Spoiler:
Image
We advance south, but are out of range.

Round 2:
Spoiler:
Image
These light mechs will form the bulk of our opposition.

Round 3:
Spoiler:
Image
Here we go. A few lasers go wide of Freyland's mech.

Round 4:
Spoiler:
Image
A couple of Spiders jump in behind Freyland and Madmarcus, although the one higher up takes a good beating from Freyland's lasers, losing a jump jet and armor in multiple locations.

Round 5:
Spoiler:
Image
Freyland is the only one able to hit anything, the Quickdraw's lasers doing solid work on the Javelin in the middle. This distracts the Javelin pilot long enough for Paingod to kick its leg off. Getting up without a leg is difficult even under perfect weather conditions, but at this point it's best to simply power down and wait for recovery.

Round 6:
Spoiler:
Image
Freyland and Paingod jump off the relatively short cliff, chasing after the retreating Kurita units. Freyland's mech registers a hit from a medium laser from the Phoenix Hawk but inflicts significant damage on the nearest Spider, cracking open the engine shielding and slicing off the right arm. The Quickdraw then pivots and breaks the nearby Ostscout's leg, sending that mech to the ground. Paingod's fire is less effective, but a kick to the Phoenix Hawk's chest sends it stumbling down into the crater it came out of.

The Ostscout powers down.

Round 7:
Spoiler:
Image
There's a spike of radio traffic on the Kurita frequencies. Scrambled. Appears to be a retreat command, as their mechs and tanks that have been skulking around on the outskirts begin to pull back. Paingod legs the nearby Wasp, while Freyland kicks the arm off the Spider slightly below. A Firestarter goes to kick Madmarcus but the Wolverine nimbly and unexpectedly dodges, backhanding the lighter mech to send it into an uncontrolled pirouette and onto the ground.

The rest of the Kurita forces are able to outrun our mechs, being faster and our mechs (especially Paingod and Freyland's) being pretty heated up. By the time we cool down, the rest of the enemy units are nothing but fuzzy blips on a sensor readout.

The Wasp is unable to get up and powers down as well, while the guy in the Phoenix Hawk takes a few minutes to wake up. By the time he does, all his buddies have run off or been disabled, and he's got a PPC pointed at the cockpit, so he elects to surrender. We claim the Pixie for salvage, which at least gives us a spare mech. However, chances are, they Kuritans got whatever sensors scans they needed.

However, it's possible that long-range communications are hampered by the storm. It may be possible to track down the escaping Kurita forces. However, the other wrinkle is, before the storm kicked up, Alpha-Two requested backup. Delta-One is virtually untouched, with only a few laser scorchmarks and no ammo expenditure. So:

Does Delta-One attempt to track down the escaping recon unit (success not guaranteed) or go reinforce Alpha-Two in their delaying action?

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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Mon Apr 22, 2019 8:50 pm

Reinforce Alpha Two. Seems more important to mitigate more losses at this point, especially with success on chasing down the recon unit being uncertain.

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 » Tue Apr 23, 2019 12:24 am

El Guapo wrote:
Mon Apr 22, 2019 8:50 pm
Reinforce Alpha Two. Seems more important to mitigate more losses at this point, especially with success on chasing down the recon unit being uncertain.
Agreed.

Good to see those lessons in leadership GB's been giving are paying off. We'll make a fine lance leader out of you yet! :D

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Tue Apr 23, 2019 4:14 pm

"We're going to need some breathing room, so you're going to need to delay these guys for at least two hundred seconds.", the lieutenant in charge of Alpha-Two recalls the Steiner officer saying. In addition to Alpha-Two, Steiner has committed almost two tank lances and an Orion to this action, while the Kurita force is two reinforced lances of light mechs, backed up by a company of heavy tanks and the usual swarm of crappy planetary militia units.

Freyland's mech turns out to have a busted leg actuator, which slows the Quickdraw down a little bit, but not enough to prevent Delta-One from being able to arrive a minute into the action.

The winds have slowed down a little bit this far south, but are still blowing pretty good and interfering with missile fire.

Round 1:
Spoiler:
Image
Alpha-Two advances, attempting to make contact with the enemy force.

Round 2:
Spoiler:
Image
Lighter elements will make contact first.

Round 3:
Spoiler:
Image
"Engage at maximum range. Fall back as necessary."

Our large laser blasts miss, the Steiner Maxim puts our guys to shame by scoring hits with 40% of its LRMs despite the gale-force winds, blasting off a few armor chunks. It looks like the allied Orion is going to "take a supervisory role" from behind the river. Useless wanker.

Round 4:
Spoiler:
Image
As tempting as it is to run out to the south and engage a swarm of hovercraft and light mechs out in the open, a better option may be to hang out in the woods back here and shoot at them as they cross the open terrain. Or, try to, anyway. All shots miss, though.

Round 5:
Spoiler:
Image
Two hovercraft. That's not bad. Unless one of them (the Saracen) absorbs several lasers without showing any sign of slowing down and then the Griffin takes a PPC hit from "down range". Meanwhile, the Trebuchet fails to damage the Saladin in any significant way.

Round 6:
Spoiler:
Image
Delta-One shows up. Maybe they can show Alpha-Two how it's done.

The Kurita units pull back from the woods a bit. Probably they're waiting for their bigger guns to come up? No, wait, they're just going to exterminate this random infantry unit that the Maxim dropped off. Poor guys.

Round 7:
Spoiler:
Image
The Saladin zips north, firing an AC/20 burst at Alpha-Two's Griffin and taking the armor off its right leg. However, this exposes it to an attack from the Merlin, which breaches armor and immobilizes the hovertank with a couple of laser blasts. The Griffin finishes it off with a shot from the large laser.

The guy in Alpha-Two's Trebuchet cringes as he sees the Steiner Maxim zip into a crowd of enemy units. In a desperate attempt to cover it, he fires lasers and LRMs at a Kurita Jenner, blowing out a jump jet in the right torso, as the Kurita mech fires its full weapons load at the hovercraft, bringing it to a screeching halt. As it finishes sliding, the Maxim capitalizes on the Jenner's armor breach and fires a salvo of SRMs and MG bursts from the turret, going internal. Then the Jenner blows up. The Maxim's crew bails out pretty quickly as well.

Round 8:
Spoiler:
Image
A lance of Steiner reinforcements trickles in from the south, briefly enveloping the Kurita force. Their line wavers and our mechs break left and right, moving along terrain that offers cover.

To the west, Madmarcus and Alpha-Two's Merlin engage a Scimitar, scoring a few hits, while to the east, our Trebuchet takes some damage from a Locust that charges up, a laser and some MG bursts destroying a jump jet.

Round 9:
Spoiler:
Image
Madmarcus avoids fire from the Scimitar, then cuts it in half with the Wolverine's laser.

To the east, a Saladin dodges fire from three mechs, which is pretty good, but the guy in the Trebuchet runs a couple of lasers across the hovertank's side, putting it down.

Alpha-Two's Merlin engages a Shadow Hawk (2K) at long range, eating a PPC shot and some LRMs, which throws off our mechwarrior's aim.

Round 10:
Spoiler:
Image
This is why it's a holding action, rather than a straight-up fight. Another two lances of tanks, tracked, show up to the south, plus a couple of damaged light mechs. They're going to sandwich the Lyran reinforcements and then come after us.

Alpha-Two's Merlin continues brawling with a Shadow Hawk, scoring two laser hits on it. Combined with a few shots from Madmarcus' Wolverine, the Kurita mech is knocked down. The Merlin uses the opportunity to rip the rest of the armor off the Hawk's right arm.

Freyland moves forward, but a Javelin moves past the Quickdraw, not realizing that the arms can rotate all the way backwards, and one of the Quickdraw's arm-mounted lasers breaches the Javelin's armor on the right side, damaging an actuator.

Alpha-Two's Trebuchet gets whaled on by the Kurita Locust, as it avoids all fire and physical attacks from our Phoenix Hawk and trips its target up in a flurry of lasers and kicks. At least the Trebuchet falls over on top of a Skulker, taking it out.

Round 11:
Spoiler:
Image
That Shadow Hawk has some trouble getting up and gets pounded.

Archinerd spots a Wasp having trouble getting out of a swamp and jumps over to help it out. The nearby allied Drillson puts a large laser into the bug mech's hip, making its attempts to get up even harder, although Archinerd has trouble "sealing the deal" due to the erratic movement.

The damaged Javelin moves away from Freyland, but Paingod keeps track of the weak spot and sends a PPC shot in there, detonating the little mech's SRM ammo. Freyland switches targets to the Scimitar that's been zipping around, taking it out of action with a laser and streak SRM combo. That basically leaves a single Locust on the east flank.

The transmissions from the southern Lyran force cease, so we're going to have more company soon.

Round 12:
Spoiler:
Image
The Shadow Hawk gets up, but doesn't move very far, and winds up taking another series of short ranged attacks from the Merlin. Combined with a PPC "from downtown" from Paingod, the mech falls over, and doesn't move much.

Archinerd backs up a little, firing short-range weapons at the Wasp, disabling the left arm and inflicting multiple armor breaches across the rear torso section. The message to the annoying little Galleon underfoot is simple: go away. Which it begins to do after the mech's foot goes in far enough that the gunner can touch it without moving.

The Locust runs afoul of Freyland, losing its right-side laser and MG. The mechwarrior is unable to compensate for the loss of mass and the bug mech tips over.

Round 13:
Spoiler:
Image
The faster elements of the Kurita force to the south enter weapons range and begin firing on Archinerd, which temporarily distracts our mechwarrior from the Wasp. At least weapons-wise. But the kick is still good, and the Wasp splashes down into the swamp for good.

Round 14:
At long range, weapons fire is pretty ineffective, although Alpha-Two's Griffin and Phoenix Hawk mop up a stray recon tank that they run into on the east flank.

Round 15:
Spoiler:
Image
A lot of ordnances flies towards us. An (apparently damaged) Spider tries jumping in on Archinerd's mech, but gets drilled by a large laser from a uh, Drillson, and about half of the mech falls off, with the poor little guy barely able to stay up as the legs jam into some loosely packed mud. At which point Madmarcus jumps in behind it and reduces it to scrap metal with a laser and some SRMs.

Freyland and Paingod blast away at a Saracen hovertank, taking its motive system apart.
Spoiler:
Image
Our timer shows that we are to engage for at least another fifty seconds before withdrawing, but the Kurita units pull back. One of their Panthers stumbles as Paingod, Madmarcus and Freyland deliver solid damage to it, blowing out one of the actuators in the PPC arm, but manages to recover and escape as well. The guy in the Shadow Hawk managed to wake up and get his mech off the field as well.

Routing the Kurita force allows the Steiner salvage crews to recover all of their vehicles (though that infantry platoon is basically smeared all over the field). The damage to the Kurita forces was pretty substantial, a lance and a half of light mechs went down, in addition to quite a few militia hovercraft. Those Steiner reinforcements did well, disabling several tanks as well as, according to them, sending another Panther packing.

Our success here allows the Donegal Guards forces elsewhere to defeat their Kurita counterparts.

Question: we wind up with a few crates of Listen-Kill ammo, suitable for LRM/10 launchers. Whose mech should we load up with it?

Xwraith III (Thunderbolt)
Moley (Thunderbolt)
Archinerd II (Dervish)
Paingod (Griffin)
Freyland (Quickdraw)

[FYI, starting next week, updates are going to be sporadic or nonexistent for a while, as I adjust to having a newborn infant around. Again.]

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Re: Let's play: Battletech via MegaMek

Post by Freyland » Tue Apr 23, 2019 6:45 pm

Question: we wind up with a few crates of Listen-Kill ammo, suitable for LRM/10 launchers. Whose mech should we load up with it?

Xwraith III (Thunderbolt)
Moley (Thunderbolt)
Archinerd II (Dervish)
Paingod (Griffin)
Freyland (Quickdraw)
Probably would get the best use from the unit with the most kills, whoever that might be. :ninja:
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
--RedF1ve

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Re: Let's play: Battletech via MegaMek

Post by gbasden » Tue Apr 23, 2019 7:41 pm

NickAragua wrote:
Tue Apr 23, 2019 4:14 pm

[FYI, starting next week, updates are going to be sporadic or nonexistent for a while, as I adjust to having a newborn infant around. Again.]
Congratulations! ish... :)

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Re: Let's play: Battletech via MegaMek

Post by gbasden » Tue Apr 23, 2019 7:42 pm

Freyland wrote:
Tue Apr 23, 2019 6:45 pm
Question: we wind up with a few crates of Listen-Kill ammo, suitable for LRM/10 launchers. Whose mech should we load up with it?

Xwraith III (Thunderbolt)
Moley (Thunderbolt)
Archinerd II (Dervish)
Paingod (Griffin)
Freyland (Quickdraw)
Probably would get the best use from the unit with the most kills, whoever that might be. :ninja:
Or maybe that means another unit needs the help!

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Re: Let's play: Battletech via MegaMek

Post by Zarathud » Tue Apr 23, 2019 8:58 pm

Congrats on the soon to be decanted mechwarrior.
"If the facts don't fit the theory, change the facts." - Albert Einstein
"When the president does it, that means that it is not illegal. - Nixon
"I don't stand by anything." - Trump
“Bad men need nothing more to compass their ends, than that good men should look on and do nothing.” - John Stuart Mill, Inaugural Address Delivered to the University of St Andrews, 2/1/1867

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Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed Apr 24, 2019 1:56 pm

Delta-Two initiates operations against the comm center. They do reasonably well, using the cover of an "ice" storm (inasmuch as the substance banging off the mechs' armor can be called ice) and darkness to search the buildings in the Kurita base and grab the requisite servers. Too bad the liaison gets himself blown out of his mech when a Von Luckner takes an AC/20 and rakes the little Wasp over. Delta-Two manages to scoop him up, though, and disable an LRM Carrier while they're at it.

By the time morning rolls around, the "ice" storm subsides, leaving just unpleasantly high winds, and Gamma-One (short Hyena but with a Trebuchet 5N from Gamma-Two) moves in after Delta-Two clears the area. After dropping off the pissed-off liaison and the servers, Delta-Two rejoins the attack as well. We briefly consider trying to capture the base, since it's only defended by a lance of mechs and a short tank lance, but the thump-thump-thump of artillery shells as our force approaches indicates that it wouldn't be feasible.

Round 1:
Spoiler:
Image
We move in from the south. Cylus, Xwraith and Scrub focus on a nearby rocket launcher turret, while the Trebuchet displays a feat of unparallelled marksmanship, taking "just a little off the top" of a turret way in the middle of the base with an LRM salvo. The structure on top of the building basically wilts.

Round 2:
Spoiler:
Image
Cylus finishes off the rocket installation, switching targets to another one deeper in the base.

Xwraith takes some fire from a Dragon on the other side of the base, the Kurita mech using its AC/2 and LRM launcher to good effect. This throws off our mechwarrior's aim, but Scrub picks up the slack, drilling the hostile mech with two PPC shots, one to each arm.

Round 3:
Spoiler:
Image
Cylus moves up, engaging a Hatchetman as it jumps on top of a building. The impact of lasers and LRMs ruins the enemy mech's aim. This particular Hatchetman appears to be a salvage job - the Kurita mechwarriors have a well-known distaste for melee combat, so they removed the axe and added extra heat sinks.

I would have gone with more armor, honestly.

Round 4:
Spoiler:
Image
The Locust and Jenner move to engage Scrub. With combined fire from the Dragon to the south, she takes a good amount of damage, including an armor breach to the rear center torso. Xwraith moves to cover the Warhammer, blasting the Jenner in the right leg with the ER laser, then breaking the leg entirely with a kick as it stumbles. Scrub just completely whiffs all her shots at the Locust, the blaring damage alarms being quite distracting, but does manage to swing the Warhammer's right arm PPC barrel and knock off the Locust's right MG mount.

Cylus continues engaging the Hatchetman, leaving multiple upper body locations with almost no armor.

Round 5:
Spoiler:
Image
Delta-Two arrives. They're slightly beat up, but they can move fast enough to avoid the artillery for the most part. So far, the artillery bombardment hasn't been very effective. They get into the fight immediately, the Griffin 1S taking the rocket off a rocket launcher turret in the middle of the base.

Scrub and Xwraith continue moving forward, Scrub blasting the Dragon with two more PPC shots while Xwraith breathes a sigh of relief as the Von Luckner's AC/20 shot goes wide and only a few SRMs hit.

Cylus and the Hatchetman continue dancing around each other, although it's only a matter of time before the lighter mech loses. Still, it gives as good as it gets, flaking armor off the Grasshopper with the AC/10 and medium lasers, while Cylus sidesteps and removes just about all the armor off the Hatchetman's left side.

Round 6:
Spoiler:
Image
The Hatchetman refuses to go down, jumping on top of a building and slamming the Trebuchet with an AC/10 burst. Cylus isn't letting it go that easily, though. The building it jumped on isn't the sturdiest structure, so a few lasers and a good kick to a corner cause the structure to collapse, taking about half the Hatchetman with it as it plummets to the ground.

The mechwarrior inside gives it up and bails out.

Round 7:
Spoiler:
Image
The Von Luckner rolls away from Scrub's line of fire, only to run into Delta-Two coming up through the facility center. The Griffin takes it apart at close range with lasers.

Round 8:
Spoiler:
Image
Cylus leaves the smoldering Hatchetman behind and moves into the base, blasting the armor off a Galleon tank's right side.

Xwraith moves forward and lasers the Manticore, cutting its left-side treads in half. With Scrub, our Trebuchet and the Wolverine each collapsing or precision-shotting a turret, that leaves the Kurita guys with a Locust that's twitching on the ground (with a few very large holes in its center torso), some turrets, and a Dragon.

Round 9:
Spoiler:
Image
Well, never mind about the Dragon. As it tries to retreat, one of our Phoenix Hawks takes a pot shot at it, breaching armor and setting off the AC/2 ammo in the right torso. With two more turrets destroyed by our fire, we consider the base non-functional and pull back, letting the lone Galleon run off. The Kurita artillery shells us as we pull back, inflicting some minor damage on Xwraith's gyro, but then cease fire.

Our salvage crews are able to recover the Hatchetman, Jenner, Von Luckner and Manticore. Back at base, Isgrimnur is seen looking mournfully at the recovered Hatchetman, muttering about "Kurita butchers" and "putting it back together properly". As it turns out, most of the rest of the crew shares the sentiment. When we get back to Outreach, we'll refit it to a "proper" Hatchetman variant.

After almost two weeks of non-stop work, Zenn7 and Zarathud's mechs are both back in business. Zenn7's Awesome needed pretty much every single component replaced, barring the engine and gyro, while with Zarathud's mech, we just ran out of replacement PPCs and had to wait until we could pull one off the Manticore. The only mech out of order is a Firestarter from Delta-Three. Isgrimnur's Hatchetman is also fixed up.

Medically, Gbasden is still technically on the injury list, although his only outstanding injury is "just a few minor cuts". Granted, his entire right arm is still wrapped in bandages. Moley's left leg is still sprained while LordMortis is still in a hospital bed and on "restricted screen time". So, Beta-Two isn't *quite* ready to go yet, but we can sub the two operational mechs and mechwarriors into other lances for a little heavy duty firepower if necessary.

Current Force Status:
Spoiler:
Alpha Company
Alpha-One (command lance, elite)
- Gbasden / Awesome - out due to injury
- Isgrimnur / Archer
- El Guapo Mk2 / Marauder MOD
- Stefan / Catapult
Alpha-Two (battle lance, veteran)
- Merlin MLN-1A
- Phoenix Hawk PXH-1
- Trebuchet TBT-5J
- Phoenix Hawk
Alpha-Three (fast attack lance, regular)
- Crusader CRD-3L MOD
- Rifleman RFL-3C
- Shadow Hawk 2K MOD
- Trebuchet TBT-5J
Alpha-Air (flying bricks, veteran)
- Lucifer LCF-R20
- Stuka STU-K5
- Sholagar SL-21L

Beta Company
Beta-One (assault lance, elite)
- Zenn7 / Awesome
- Zarathud / Awesome
- LordMortis - out due to injury
- Moley / Thunderbolt TDR-5SE - out due to injury
Beta-Two (battle lance, regular)
- Ostsol OTL-4D (mod)
- Trebuchet TBT-5S
- Archer ARC-2R (mod)
- Flashman FLS-7K (mod)
Beta-Three (battle lance, veteran)
- Catapult CPLT-C1
- Whitworth WTH-1
- Vindicator VND-1R
- Wyvern WVE-6N
Beta-Air (mixed light/medium, veteran)
- Lucifer LCF-R20
- Lightning LTN-G15

Delta Company
Delta-One (heavy recon lance, elite)
- Archinerd Mk2 / Dervish DV-6M
- Madmarcus / Wolverine WVR-6R
- Paingod / Griffin GRF-1N
- Freyland Mk2 / Quickdraw (upg)
Delta-Two (medium recon lance, veteran)
- Phoenix Hawk PXH-1 (mod)
- Phoenix Hawk PXH-1D
- Griffin GRF-1S
- Wolverine WVR-6R - out due to injury
Delta-Three (light recon lance, veteran)
- Firestarter FS9-H (mod) - out due to battle damage
- Phoenix Hawk PXH-1 (mod)
- Assassin ASN-21
- Firestarter FS9-K (mod)
Delta-Air (light air lance, regular)
- Cheetah F-10
- Seydlitz SYD-Z2
- Centurion CNT-1D

Gamma Company
Gamma-One (heavy battle lance, elite)
- Scrub / Warhammer WHM-6R UPG
- Hyena / Striker STC-2S
- Cylus Maxii Mk2 / Grasshopper GHR-5H
- Xwraith Mk3 / Thunderbolt TDR-5SE UPG
Gamma-Two (medium battle lance, regular)
- Thunderbolt TDR-5S
- Centurion CN9-A (mod)
- Trebuchet TBT-5N
- Kintaro KTO-18
Gamma-Three (fast recon lance, veteran)
- Phoenix Hawk PXH-1
- Ostscout OTT-7J
- Spider SDR-5V
- Griffin GRF-1N
Gamma-Air (heavy air flight, veteran)
- Lucifer LCF-R15
- Slayer SL-15B
Hawk cools off a little bit, considering his Wolfhound is just fine. Overall, the campaign is continuing apace, although operations have slowed down a little on both sides. The Donegal Guards request that we allocate a recon lance and some aircraft to sweep Berta so they can find an artillery battery that's been shelling their troops. Since we've basically cleared Caeser and Dora sectors, we've been tasked with locating and eliminating enemy commanders in Emil and Friedrich sectors. Hawk requests three lances for this.

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Isgrimnur
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur » Wed Apr 24, 2019 2:01 pm

:D
Silver - 1k

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Hyena
Posts: 1541
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Location: San Antonio, TX

Re: Let's play: Battletech via MegaMek

Post by Hyena » Wed Apr 24, 2019 2:19 pm

Man, how much longer am I going to be out with a frickin sprained arm?? You'd think somebody shot me in the jugular vein.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis

"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins

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NickAragua
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Location: Boston, MA

Re: Let's play: Battletech via MegaMek

Post by NickAragua » Wed Apr 24, 2019 2:23 pm

Hyena wrote:
Wed Apr 24, 2019 2:19 pm
Man, how much longer am I going to be out with a frickin sprained arm?? You'd think somebody shot me in the jugular vein.
No worries, you're back on duty.

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LordMortis
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Joined: Tue Oct 12, 2004 11:26 pm

Re: Let's play: Battletech via MegaMek

Post by LordMortis » Wed Apr 24, 2019 4:48 pm

NickAragua wrote:
Tue Apr 23, 2019 4:14 pm
[FYI, starting next week, updates are going to be sporadic or nonexistent for a while, as I adjust to having a newborn infant around. Again.]
:horse: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee: :coffee:

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El Guapo
Posts: 32388
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Re: Let's play: Battletech via MegaMek

Post by El Guapo » Wed Apr 24, 2019 4:59 pm

NickAragua wrote:
Tue Apr 23, 2019 4:14 pm
[FYI, starting next week, updates are going to be sporadic or nonexistent for a while, as I adjust to having a newborn infant around. Again.]
Just get your eldest child to do some of the updates. Problem solved.

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