Let's play: Battletech via MegaMek

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Secure the area - 3
Follow the Banshee - 2
Return to base - 2
Seeing the assault mech leave, Akalon makes the call: "Secure the area, let's make sure they can't repair those artillery pieces."

Round 6:
Spoiler:
Image
Akalon backs up as a Firestarter jumps towards the Wolfhound, turning the mech left and taking a knee to brace the large laser against a nearby building. The weapon fires, blasting the right arm off a Stinger as it flakes some armor off the Wolfhound with its laser. That's most of its guns gone and the bug mech disengages.

Drazzil jumps north to engage a Locust, stripping armor off the smaller mech with lasers, then delivering a monster kick that rips the left half of the mech off. Unfortunately, the Cronus' leg gets caught in the debris, and our mech is forced to the ground.

Round 7:
Spoiler:
Image
The guy in the Locust bails out while Drazzil loops around a building to avoid the Jenners and Commando chasing him.

Akalon takes a headshot and a flamer bath from the nearby Firestarter as our upgraded Phoenix Hawk approaches and uses its lasers to blow through the nearby Striker tank's armor. The Firestarter takes multiple laser shots from the Wolfhound's chest lasers, causing an armor breach on the left arm. The mechwarrior turns just as our Phoenix Hawk comes in for a kick, and the two mechs entangle, going down. Akalon cringes as multiple limbs on our Phoenix Hawk flash red - still attached, but pretty heavy damage.

Our aerospace fighters make a pass over the battlefield, with our Lightning detonating a Jenner using the nose-mounted AC/20, while our Lucifer picks off a Vedette in the back of the town.

Round 8:
Spoiler:
Image
Our Phoenix Hawk and the Firestarter both get up - the two mechs are beat up, but neither wants to continue the fight, so the Firestarter backs off.

Akalon moves behind a building, aiming the Wolfhound's large laser down range and tries to pick an MG turret off its mounting.

Drazzil chases after the Commando as it pulls back into the town, nearly taking off its right leg with lasers, but fails to seal the deal.

To the south, AWS avoids the attacks from a nearby Phoenix Hawk while using the LAM's lasers and foot to crush a stray Vedette.

Round 9:
Spoiler:
Image
It takes Akalon a few shots, but he gets the MG turret knocked off. Our Phoenix Hawk backs up, getting pounded by LRMs and taking an engine hit, but at this point the fight is basically over.

The Phoenix Hawk engaging AWS' LAM is outmatched (especially with one of our fighters, the Eagle, giving it a strafing run) and is knocked over by AWS' boot attack - when the mechwarrior gets back up he bolts.

So do the other two mechs and the remaining hovercraft, leaving us in control of the area. We call in the salvage crews.

We look at the Long Tom - it's been kind of shoddily maintained, and our artillery battery already had four Long Toms. So we'll hand it over to our merc employers.

The Exterminator from Delta-Ranger and Phoenix Hawk 3D from Gamma-Probe took some damage. The Exterminator is takes a couple of days to patch up, while the Phoenix Hawk... well, first of all is the engine damage it took. Again. 648k C-Bills in spare parts (thanks to the XL engine). Second, it needs a new leg. Since we're in high-end Lyran space, there's a factory next door over on Svartstaad that's able to ship in endo-steel legs. Granted, it'll take two weeks for the shipment to get over here, but at least we're not stuck with a high-tech Phoenix Hawk brought low by a damaged hip for the rest of the contract.

---

June 23, 3049
Overlord Landing Zone

Beta-Fire is on perimeter patrol. Beta-Fire's lieutenant issues a panicked report about being separated from her lance, and comes limping back into our landing zone's outer perimeter. With our dropships currently powered down, all we've got is our employer's turrets and two mech lances (with two more that we can scramble).

Coming from the northwest is a reinforced heavy mech lance, backed up by a company of light armor. Coming from the north is a medium mech lance, a light mech lance and two lances of light/medium armor. Our liaison is off-shift, the on-duty guy is driving a Warhammer. Neither our challenges nor his produce any results, plus these guys already attacked one of our lances.

Our choice basically boils down to when we engage these incoming hostiles. Do we want to wait until they converge and engage all at once for maximum firepower concentration but higher risk of damage (especially to our dropships), or do we engage them separately before they get to our landing zone?

[] Engage closer to LZ
[] Engage well clear of LZ
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Ooooh how exciting! I suppose we don’t have enough time to prep our dropships to launch and get safely to orbit.

Do we have enough of a force to effectively engage at a distance or will we at a disadvantage? :think: I'd hate to field a piecemeal response that would just get chewed up.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Tue Sep 29, 2020 4:34 pm [] Engage closer to LZ
[x] Engage well clear of LZ
Dropships are a LOT more expensive to fix/replace than mechs.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Tue Sep 29, 2020 6:44 pm
NickAragua wrote: Tue Sep 29, 2020 4:34 pm [] Engage closer to LZ
[x] Engage well clear of LZ
Dropships are a LOT more expensive to fix/replace than mechs.
Agreed. Also allows for a fighting withdrawal while DS-s are being brought online in case things go pear-shaped.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Tue Sep 29, 2020 6:52 pm
Zenn7 wrote: Tue Sep 29, 2020 6:44 pm
NickAragua wrote: Tue Sep 29, 2020 4:34 pm [] Engage closer to LZ
[x] Engage well clear of LZ
Dropships are a LOT more expensive to fix/replace than mechs.
Agreed. Also allows for a fighting withdrawal while DS-s are being brought online in case things go pear-shaped.
I’m convinced. Let’s take the fight to them.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Engage well clear of the LZ
"Understood." Zenn7 responds to the report. "Beta-Assault, on me. Nav Beta. Alpha-Heavy, Nav Alpha. Wake those artillery crews up, time to put those Long Toms to work."

The checkpoint Alpha-Heavy is moving to defend has had several minefields and employer-provided turrets set up. Nothing too fancy, four SRM tubes and some short-range anti-infantry stuff.

Alpha-Heavy is El Guapo/Marauder, Thud/Awesome, Bully/Thug and Fury/Grand Dragon. The crews of the Long Toms are able to get started and moving as well, and are in position to support our mech lance.

When we get there, the turrets don't respond to IFF signals, and neither do the minefields, so it looks like those have been compromised. That'll teach us to let the employer set up outer security perimeters for us.

Round 1:
Spoiler:
Image
As our Long Toms let rip (having established that the checkpoint has been compromised, we declare the area a free-fire zone), our mechs advance.

Thud fires the Awesome's PPCs at an industrialmech up ahead, probably one of the units that performed the electronic warfare. The first PPC shot blows off the mech's left arm, while the second goes directly into the center, cracking the gyro and sending it flopping to the ground, where it crunches its cockpit on the pavement. A couple of SRMs from a nearby Drillson ping off the Awesome's armor.

El Guapo fires a gauss slug at a Phoenix Hawk, the enemy mech dodging, but the slug embedding itself in the side of a Scimitar hovertank, replacing most of the armor on its left side with air.

Round 2:
Spoiler:
Image
Fury is quite surprised when a Wolverine slides on the pavement around the corner as our Grand Dragon moves to flank the hostile position from the east. She rewards the medium mech with a couple of lasers and a stomp to the left torso, taking some leg armor damage from a nearby Firestarter.

El Guapo loses track of the Phoenix Hawk but spots a Javelin silhouetting itself above a rooftop ahead. A slug flies out from Marauder's gauss rifle and blows through the 30-tonner's left torso, removing an arm and an SRM launcher. The unbalanced light mech overcompensates and keels over to the right, where its other arm snaps off.

Bully gets her first kill, blasting the second industrialmech in the area, a Lumberjack with a minesweeper attachment. Both PPC shots go through the center torso "armor", taking out the gyro and nailing the engine too.

Thud is swarmed by hovercraft, but they have trouble squeezing all of them past the 80-ton mech, and a Saladin hovertank gets flipped over after blowing a good chunk of armor off the Awesome's left arm with its AC/20.

Round 3:
Spoiler:
Image
Our artillery rounds start landing, a couple landing near some of the stationary turrets, but these are basically just ranging shots.

Thud's cockpit throws sparks, burning our mechwarrior as a couple of MG rounds get past the armor and nail the life support system, while SRMs pockmark the armor. Luckily, it's not strictly necessary for the cockpit to be fully sealed in this environment.

Bully targets the Firestarter that gave Fury a hard time, blasting it in the left torso with a PPC, blowing out two jump jets and a machine gun, sending sparks flying everywhere.

The Javelin disengages from El Guapo, but our mechwarrior has his hands too full to care, taking armor damage from attacks by a Phoenix Hawk and a Wasp.

Round 4:
Spoiler:
Image
One of the incoming Long Tom rounds lands near an MG turret to the north, blasting one of the barrels clean off. One of the others misses, while the last two really takes things to the next level - two Vedttes are flipped over by the force of the blast from the third, while the fourth one nails the hostile Wolverine directly. The mech remains intact, but its internals are shot, including gyro damage, and it falls over.

Thud has had enough of that stupid Drillson pelting him with SRMs, so he turns the Awesome's torso fully to the right as he walks forward and blasts it to bits with three PPC shots.

El Guapo backs up a little, engaging the Phoenix Hawk that's been giving him a hard time and blows through its left leg and right arm armor with a PPC and gauss slug respectively.

With the Wolverine down, Bully and Fury work on a Trebuchet as it fires LRMs at El Guapo, blowing off the 50-ton mech's right arm with a combination of PPC fire and lasers respectively. After a solid kick from the Thug, the Trebuchet goes down, though not out.

Round 5:
Spoiler:
Image
A Long Tom round evaporates an SRM/2 turret on top of a building, relieving us from that source of fire.

El Guapo continues backing up, moving to meet up with Thud's Awesome, and disabling a Vedette with the Marauder's lasers. His right leg takes an armor breach from LRMs fired from the Trebuchet as it gets up.

Bully's Thug batters the nearby Phoenix Hawk with PPCs and SRMs, melting down the 45-ton mech's left leg and sending it to the ground, incidentally getting rid of a good number of lasers coming our way.

Round 6:
Spoiler:
Image
The low profile of Fury's Grand Dragon really helps avoid damage from PPCs and other such weapons, as a blast from an LTV-4 grazes the 60-ton mech. A PPC to the front and an laser to the turret cause said turret to wobble around uncertainly.

El Guapo chases down a Saracen hovertank, blasting through its armor with a PPC shot and a gauss slug, forcing it to plant into a wall, where it remains.

Round 7:
Spoiler:
Image
We continues mopping up the remains of the attacking force - El Guapo takes out a Hunter support tank to put a stop to its LRMs

Fury finishes off the LTV-4, as the hovercraft's turret is unable to meaningfully get a bead on our Grand Dragon.

Thud gets tripped up by fire from a Panther and a Wasp, but does manage to crack the bug mech's right torso open with a punch before having to go down to a knee.

Round 8:
Spoiler:
Image
Thud has had enough of that stupid little Wasp jumping around and blows the right half of the bug mech off with the insta-charging ER PPC. The Awesome's left arm is destroyed, however, by LRMs from the Trebuchet halfway across the battlefield, and the assault mech keels over, our mechwarrior unable to remain upright.

Round 9:
Spoiler:
Image
El Guapo is ambushed by the Firestarter that Bully damaged earlier, with our Marauder taking a through-armor hit to the left torso. One of the gauss ammo bins is destroyed (although it's empty, and, to boot, inert anyway), and the Marauder takes an engine shielding hit.

The Firestarter loses both of its arms in exchange.

Round 10:
Spoiler:
Image
The Rommel tank drives around the corner from Bully's Thug (being driven that way by impacts from Long Tom rounds). It scores an AC/20 hit, but our mech's armor holds up. The Rommel's armor not so much.

Thud engages a Panther as it jumps in to try to inflict more damage, but neither mech gains an advantage.

The same can be said for the continued battle between El Guapo, the Firestarter and Scimitar - both have taken heavy damage. But with most of their force either in retreat, immobilized or heavily damaged (one armless Firestarter, a Scimitar hovertank, a Trebuchet missing an arm, and a legged Phoenix Hawk that has somehow managed to struggle to a standing position), they're not too keen to continue the engagement.

Now, some may notice the extra sensor contacts on the north side of the battlefield. That's an assault lance of mechs and a heavy lance of tanks. Alpha-Heavy is in no shape to take them on, with two mechs that have multiple armor breaches, and the other two getting close to it.

However, we've got the Long Tom artillery, which can engage these newcomers as they come in and keep them away from our dropships. But, if we do that, Beta-Assault won't be getting any artillery support, they'll have to rely on Beta-Hunter and any elements of Beta-Fire that can get there in time. We could also have Beta-Hunter redirect and move to intercept these newcomers, which will leave it to Beta-Assault and the Long Toms.

[] Long Toms put up a bombardment curtain here
[] Long Toms support Beta-Assault

As an aside, the Long Toms turned in an excellent performance this battle, racking up five direct kills. Bully's Thug put in a solid performance as well, scoring mission kills on two mechs and a tank. Although the mechwarrior gets lectured a little later on for forgetting to use his jump jets.
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Nuke them from, uh, ground-level Orbit. It's the only way to be sure.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Wed Sep 30, 2020 9:16 pm [x] Long Toms put up a bombardment curtain here
[] Long Toms support Beta-Assault
Let the arty have their fun with no chance of friendly fire. :twisted:
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Make it rain! (by rain I mean the high explosive variety delivered by artillery to shoo them away)
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Wed Sep 30, 2020 10:28 pm
NickAragua wrote: Wed Sep 30, 2020 9:16 pm [x] Long Toms put up a bombardment curtain here
[] Long Toms support Beta-Assault
Let the arty have their fun with no chance of friendly fire. :twisted:
More practice to make them perfect!
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Zenn7 wrote: Wed Sep 30, 2020 11:38 pm
Leraje wrote: Wed Sep 30, 2020 10:28 pm
NickAragua wrote: Wed Sep 30, 2020 9:16 pm [x] Long Toms put up a bombardment curtain here
[] Long Toms support Beta-Assault
Let the arty have their fun with no chance of friendly fire. :twisted:
More practice to make them perfect!
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

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

Post by NickAragua »

Vote Results:
Spoiler:
artillery lays down curtain - unanimous
The artillery continues laying down a barrage of ordnance, preventing the incoming reinforcements from advancing (they are somewhat reluctant to enter the area being shelled). This gives Alpha-Heavy a chance to retreat.

To the northwest of our dropship LZ, Beta-Assault moves in to engage more interlopers. Beta Hunter will circle around from the north, as will Beta-Fire's Cyclops (the rest of that lance's mechs are nowhere to be seen).

Beta-Assault has their coolant track back, so Zenn7 ought to be able to plug away with those PPCs to his heart's content.

Here, the local defense turrets haven't been compromised, mostly because we had an infantry platoon stationed here.

Round 1:
Spoiler:
Image
The hostile force advances, opening fire on one of the defensive turrets, which fires back ineffectually. One of them is actually two sniper artillery tubes, which won't be that useful since the incoming hostiles are pretty mobile.

Round 2:
Spoiler:
Image
The AC/5 turret fires its last shot at a Vedette, taking out its main gun, then falls silent as the structure housing it is collapsed.

Round 3:
Spoiler:
Image
Leraje's mouth curls up in a smile as it looks like Beta-Hunter has gotten the flank on the hostiles, then expands even more when a round from the Sniper artillery piece nails two tanks - a Scorpion and an AC/2 carrier, forcing them to slip their treads. The Guillotine comes up behind an LRM Carrier, blowing the vehicle to bits with laser and SRM fire.

To the north, Wolf steps to the side, letting a Jenner and a Vedette slide around a corner, and engages them with short-range weapons, the PPCs being not very useful at that range against fast-moving targets. That being said, the PPC is the only weapon that makes a hit, blasting armor off the Jenner's right torso. The enemy mech retaliates with some lasers and a kick to the Warhammer's leg, but the armor holds up just fine.

Moley's aim against a Scimitar is disrupted by SRMs from said hovertank, resulting in a lot of carved laser patterns on the pavement.

Stefan and Beta-Fire's Cyclops engage a Dragon, but Stefan only manages to score a few LRM hits with the Catapult's launchers.

Round 4:
Spoiler:
Image
Zenn7 and the rest of Beta-Assault march down the "main street", with hovertanks flitting around trying to stay out of their way. A Warrior heli makes the mistake of cresting a building and takes a PPC from Zenn7, crashing back down to the ground.

Wolf's "duel" with the Jenner ends badly for the Jenner - Wolf's Warhammer takes a couple more lasers, then our mechwarrior returns fire. The light mech staggers as its left leg is severed by PPC and laser fire, then the mechwarrior yanks the ejection lever as the SRMs come in and detonate its on-board ammo.

Moley also makes contact with a hovercraft, using the Thunderbolt's LRMs at their optimal range to blow through the armor and take out the engine.

Leraje engages a Panther to the northwest, wrecking its leg with laser fire - the other mech responds with its SRMs and a lucky PPC blast, but the Guillotine's armor holds.

Round 5:
Spoiler:
Image
The Sniper artillery somehow manages to directly hit the Saladin that's been zipping around popping off AC/20 rounds at us. The hovertank just disappears.

To the northwest, Leraje jumps over the downed Panther and lasers a Scimitar trying to zoom by, causing the hovertank to hit the ground and skid to a stop, immobilized. Beta-Hunter's Archer moves down the road, firing at a Wasp harassing it. The Wasp loses armor on both arms, then the building it landed on gets blasted out from under it, sending it flopping to the ground. The Archer takes advantage of the situation by stomping on the bug mech's right torso, crushing that section.

The hostile Dragon runs south, taking a bunch of damage, but using its extended torso twist capability to turn back and blast at our Cyclops, which disappears, as the mechwarrior rockets skyward. The Dragon is forced to a knee by the damage.

With the damage they've taken, the rest of the hostiles retreat - just because one of them got a lucky shot on one of our mechs doesn't mean they aren't about to get their asses kicked if they stick around. We send them packing with a round of fire - LordMortis puts a gauss slug straight through an escaping Peregrine, while Leraje and Zenn7 rack up a hovertank each.

Having repelled this attack on our base, we call in our salvage crews. Currently, we've handed over ~23M C-Bills worth of salvage to our employer, so we're entitled to claim ~4.6M C-Bills worth of salvage in total. Salvage from this battle comes to ~1.8M, and is all crap that we don't need - tank wrecks, a legged Panther, etc. We've got like a thousand tons of armor in our Jumbo and plenty of ammo. However, we did lose the Cyclops, so there's the temptation to make some of that money back.

Do we want to keep some of the salvage, or keep building up salvage credit?
[] Start salvaging stuff
[] Build up more credit

Overall, our battle damage from the last two fights was heavy, but recoverable. We lost the Cyclops totally. El Guapo's Marauder needs 1.2M C-Bills worth of repairs (due to a hit on the XL engine). Thud's Awesome needs a new arm. Other than that, we're sitting pretty and our dropships remain untouched.

Still haven't figured out who's behind these attacks, though.

-------

"So you're near-sighted." LordMortis tells Siljanus on the way back to the dropships.

"Yep." the mechwarrior responds flatly.

"But you can't, or choose not to wear contact lenses."

"Yep."

"What about laser eye surgery?"

"What if I blink?" Siljanus shudders.

"They... uh, I think they hold your eyes open and give you something to prevent that reflex."

"That sounds as bad as wearing contact lenses." another shudder.

"So you wear eye glasses, while in the cockpit of a battlemech that's constantly being rocked back and forth and shaking like a samurai going into a red light district."

"Well, it's a Mackie. Hundred tons. It can take a gauss rifle shot and it doesn't even register."

LordMortis rolls his eyes. "Oh come on, like you've never taken a spill. What about neurohelmet sweat?"

Siljanus sighs. "It's no worse than without glasses."

Let's get our myopic mechwarrior some better eye-wear for battle so he doesn't keep cracking his glasses when his mech gets knocked over. Not that it happens too often, but it's pretty inconvenient when it does.

[] Goggles with lenses and rubber strap. Stay on super tight, but get itchy after sweating a lot. Also you look like a "network computer hacker" from one of those triDs because they only come with dark red lenses and black frame.
[] Corrective vision software for the neurohelmet visual strip. Works great until the mech overheats, walks through a hostile ECM field or takes a PPC hit, then the whole thing fuzzes up in addition to the standard "targeting reticle floating".
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

FINALLY! A decision of monumental importance!

et's get our myopic mechwarrior some better eye-wear for battle so he doesn't keep cracking his glasses when his mech gets knocked over. Not that it happens too often, but it's pretty inconvenient when it does.

[x] Goggles with lenses and rubber strap. Stay on super tight, but get itchy after sweating a lot. Also you look like a "network computer hacker" from one of those triDs because they only come with dark red lenses and black frame.
[] Corrective vision software for the neurohelmet visual strip. Works great until the mech overheats, walks through a hostile ECM field or takes a PPC hit, then the whole thing fuzzes up in addition to the standard "targeting reticle floating".

Since there are occasions when someone may shoot at me with a PPC I think I’ll be rocking it old school in my new designer goggles!
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Thu Oct 01, 2020 8:38 pm Do we want to keep some of the salvage, or keep building up salvage credit?
[] Start salvaging stuff
[x] Build up more credit

[x] Goggles with lenses and rubber strap. Stay on super tight, but get itchy after sweating a lot. Also you look like a "network computer hacker" from one of those triDs because they only come with dark red lenses and black frame.
[] Corrective vision software for the neurohelmet visual strip. Works great until the mech overheats, walks through a hostile ECM field or takes a PPC hit, then the whole thing fuzzes up in addition to the standard "targeting reticle floating".
On the side note, we should headhunt the gunner from sniper turret (if it was manned).
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Thu Oct 01, 2020 8:59 pm Since there are occasions when someone may shoot at me with a PPC I think I’ll be rocking it old school in my new designer goggles!
For some reason the first image that came to mind was the original Starcraft Terran cover. :)
Spoiler:
Image
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote:
$iljanus wrote: Thu Oct 01, 2020 8:59 pm Since there are occasions when someone may shoot at me with a PPC I think I’ll be rocking it old school in my new designer goggles!
For some reason the first image that came to mind was the original Starcraft Terran cover. :)
Spoiler:
Image
Something like that...would be AWESOME!


Oh and yeah let’s build up more salvage credit. The stuff on the battlefield is pretty slim pickings.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Thu Oct 01, 2020 9:09 pm
Leraje wrote:
$iljanus wrote: Thu Oct 01, 2020 8:59 pm Since there are occasions when someone may shoot at me with a PPC I think I’ll be rocking it old school in my new designer goggles!
For some reason the first image that came to mind was the original Starcraft Terran cover. :)
Spoiler:
Image
Something like that...would be AWESOME!


Oh and yeah let’s build up more salvage credit. The stuff on the battlefield is pretty slim pickings.
Agree with this!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Fri Oct 02, 2020 1:43 am
$iljanus wrote: Thu Oct 01, 2020 9:09 pm
Leraje wrote:
$iljanus wrote: Thu Oct 01, 2020 8:59 pm Since there are occasions when someone may shoot at me with a PPC I think I’ll be rocking it old school in my new designer goggles!
For some reason the first image that came to mind was the original Starcraft Terran cover. :)
Spoiler:
Image
Something like that...would be AWESOME!


Oh and yeah let’s build up more salvage credit. The stuff on the battlefield is pretty slim pickings.
Agree with this!
Is there a "Get him smashed out of his gord and then get the surgery while he's out of it" option? If not, the goggles will have to do.

And yeah, more salvage creds.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
goggles - unanimous

more salvage credit - 4
salvage enough to cover XL engine repair costs - 1
The salvage being recovered here really isn't worth enough. However, we do bag about 350k C-Bills in prisoner capture bonuses from our employer after we hand the captured guys over to our liaison.

----

"Aww, gee, guys, you shouldn't have." Siljanus says with a grin as our mechwarrior is presented with a pair of DuraVis vision-corrective goggles (with dynamic focus point adjustment and flexible lenses). "hmmm.... do not expose to anti-tsm gas while wearing this item. Why would *that* be on the disclaimers on the box?"

LordMortis shrugs. "Well, to be fair, you probably don't want to be exposed to anti-TSM gas anyway."

"Right." Bully adds. "I remember reading about that raid on Liao. Long-term exposure has been shown to induce..."

"Sure, but are there triple-strength myomer bundles in these goggles? Why?"

LordMortis grins. "Better grip, maybe. Anyway, I don't think it'll be a problem, they only really used anti-TSM gas the one time."

Siljanus shrugs. "Well. That's encouraging."

----

"This one should be easy." The Flegmann merc commander tells Scrub. "Supply depot at these coordinates. Lightly defended. Take it out. There's a pair of arty turrets that you'll want to watch out for, but nothing major otherwise - two tank lances, some infantry."

Scrub nods, and has some thoughts regarding taking out the supply depot. We don't need basic spare parts, but we could probably get the planetary government to "nationalize" the location for the duration of our employment if we take it intact. Gamma-Command lance moves in.

Round 1:
Spoiler:
Image
We get pretty close before we're detected, and so the artillery will have very little ability to target us as we get right into the facility.

Scrub rolls her eyes as a Saladin hovertank tries to zip in to attack her Warhammer and Angel's Flashman, but overcompensates and crashes into a building. This lets our two mechwarriors concentrate on blasting away at the dual Thumper turret.

Round 2:
Spoiler:
Image
The hostile artillery is unable to get a bead on our units as we're too close.

Cylus blows away a Skulker as it tries to get behind Scrub's Warhammer to ping it with its one medium laser, then capitalizes on the armor damage Scrub inflicted on the Thumper turret to remove the rest of it from action.

Round 3:
Spoiler:
Image
The little hovercraft are hard to hit, but we make progress, having blocked a couple of tanks up in the center of the facility and gotten close enough to the remaining artillery tubes that they can't target us at all. Angel does finally manage to stomp through a Hunter's front armor - the light support tank rolls away as fast as it can, its LRM launcher lowered in defeat.

Round 4:
Spoiler:
Image
Our Thunderbolt takes a good number of SRMs and MG rounds from the Maxim hover tanks swarming around as they disgorge infantry and is knocked to the ground. Scrub moves southeast to help our mech out and try to take care of the infantry with the Warhammer's anti-personnel weapons. On the way, she immobilizes one of the Maxims while squashing a J. Edgar hovertank, as Angel crunches a Vedette underfoot.

Cylus gets a little too close to a flamer turret, and the Grasshopper's heat spikes as the mech is bathed in flames.

Round 5:
Spoiler:
Image
Scrub guns down a bunch of infantry, but they're dug into their positions like ticks, so it's going to take at least twenty seconds of continuously applied firepower from the Warhammer to deal with this.

Round 6:
Spoiler:
Image
Scrub finishes off one infantry platoon - most of the troopers lie on the ground in various states of having been hosed down with Warhammer-mounted weaponry, but one guy makes it into the woods nearby and books it.

Round 7:
Spoiler:
Image
Scrub's mech lurches as something impacts it from the back, spoiling her aim on a Maxim zipping around and firing missiles. Our Thunderbolt blasts off the rear drive fans though, immobilizing the hovercraft. Scrub glances towards the facility, where what looks like an ammo stockpile has gone up, courtesy of Cylus as her mech helpfully informs her of gyroscope damage.

Round 8:
Spoiler:
Image
The last Scimitar hovertank continues to try to get at Scrub's rear armor breach, but is exploded by a shot from our Thunderbolt.

"Thanks." Scrub transmits, then turns on her loudspeaker. "Sukarto facility, all your mobile defenses are gone. Surrender now." she pauses for a second, then adds, as an inaccurate Sniper round lands somewhere in the distance. "Or else."

The response from the last remaining infantry platoon is somewhat baffling. Apparently, they've got the whole place wired with explosives, and are going to blow it unless we withdraw. This is kind of annoying, and places our contract duties for our main garrison contract in conflict with the Flegmann contract - our garrison contract specifically stipulates against destroying industrial assets.

[] Withdraw, take the ding against the Flegmann contract
[] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Fri Oct 02, 2020 5:12 pm
[] Withdraw, take the ding against the Flegmann contract
[X] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote: Fri Oct 02, 2020 8:22 pm
NickAragua wrote: Fri Oct 02, 2020 5:12 pm
[] Withdraw, take the ding against the Flegmann contract
[X] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
How annoying! Let’s hunt these fanatics down and wipe them out. At least we’re making a good faith effort to keep the facility intact.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Oct 02, 2020 5:12 pm [x] Withdraw, take the ding against the Flegmann contract
[] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
Main contract takes precedence.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Fri Oct 02, 2020 8:45 pm
NickAragua wrote: Fri Oct 02, 2020 5:12 pm [x] Withdraw, take the ding against the Flegmann contract
[] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
Main contract takes precedence.
Have to agree.

Plus I'm not willing to risk our people hunting down a detonator. This is really our strong suit. We can't just stomp around in mechs and flatten or atomize the idiots. I'd risk some mech damage, but not knowing what they have here, it could blow our whole lance up. Not good, especially as our company commander is there, and if Scrub goes, I'm in charge. Nobody wants that!
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote: Fri Oct 02, 2020 10:11 pm
Leraje wrote: Fri Oct 02, 2020 8:45 pm
NickAragua wrote: Fri Oct 02, 2020 5:12 pm [x] Withdraw, take the ding against the Flegmann contract
[] Attempt to hunt down whoever has the detonator and risk damage to our mechs (or wounded mechwarriors), and possible ding vs our main contract
[] Withdraw, level the place and take the ding against our main contract
Main contract takes precedence.
Have to agree.

Plus I'm not willing to risk our people hunting down a detonator. This is really our strong suit. We can't just stomp around in mechs and flatten or atomize the idiots. I'd risk some mech damage, but not knowing what they have here, it could blow our whole lance up. Not good, especially as our company commander is there, and if Scrub goes, I'm in charge. Nobody wants that!
If the idiots are in the facility, I don’t suppose we can level it to deny assets to the enemy? :horse:
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Withdraw, take the ding to Flegmann contract - 3
Hunt down detonator - 4
Scrub somehow doubts that story, but orders the lance out of the facility for the moment. "Maybe we'll talk to the local House Steiner representative, or your employer." she muses on the open frequency. "I'm sure either will be happy to hear about some rent-a-cops trying to blow up strategically significant facilities. Command-Three, Command-Four, give these guys to the count of ten, then start targeting heat signatures."

Eight seconds later, most of an infantry platoon emerges from one of the buildings, hands raised. Scrub breathes a sigh of relief. That worked out pretty well, we'll hand over control of the facility to the planetary militia until this corporate dispute is resolved one way or the other. The Flegmann guys aren't too happy with the outcome, but Sukarto no longer has access to the facility, either - it's taken enough damage that it's not very useful to anyone without a good amount of repairs (but nothing too expensive).

----

June 29, 3049
Dropship LZ
Zoetermeer, Federated Commonwealth

While Scrub is talking down rent-a-cop corporate security, an actual pirate (air quotes, question mark) raid happens. A jumpship emerges at a nearby pirate point, and several dropships make their way planet-side. Neither we nor the planetary garrison really have the firepower to intercept them, so, they land, seizing a militia airbase.

This is exactly what we're getting paid for, so we saddle up. A pair of fighters will be supporting us - a Thunderbird (100 tons) and a Corsair (50 tons). An UrbanMech escaped the initial seizure of the facility, so will be ... uh... helping out, I guess.

Beta-Assault will be taking point on this action - the pirate force consists of a medium mech lance, a reinforced light mech lance and a couple of hovertanks they captured from the garrison. It looks like they've got a pair of fighters running as well.

Our ideal outcome here is that we recapture the air base with minimal damage. Field conditions are normal, with a little wind.

Round 1:
Spoiler:
Image
"Are those guys... hauling cargo out of the base?" Siljanus asks, adjusting his goggles.

"Yes." Zenn7 agrees. "Assault-Three, Four, get them. Assault-Two, with me. Assault five... uh..." he pauses, trying to think of what to do with the Urbanmech. "... with ... us..." our mechwarrior turns off his comms and sighs, throttling the Awesome up.

A puff of smoke and dust rises from the air base, not indicating anything good (as it later turns out, it's an Ostscout stepping on a building and collapsing the structure).

A helicopter crests some woods and blasts our Thunderbolt with its autocannon, which is a class 2 so it just plinks some armor off. It then eats a pair of lasers from LordMortis' Victor, crashing back down through the forest canopy.

Siljanus blasts an arm off a mech carrying some cargo with a PPC, also melting a couple of straps on the right torso, which cause it to drop some of said cargo then fall over as it becomes unbalanced. A puff of black smoke indicates catastrophic engine failure. Zenn7 fires the Awesome's PPCs at a flatbed track, evaporating the cab. The small pond keeps our Awesome cool, while Siljanus' Mackie is hosed down by our coolant truck.

Round 2:
Spoiler:
Image
A lance of light mechs engages LordMortis and our Thunderbolt up close. LordMortis takes a second to put a gauss slug through a Harvester Ant hauling cargo from the base, coring it out. The Thunderbolt takes some light armor damage, and is unable to really do anything in return.

Siljanus scores a couple of PPCs hits on a distant Maxim hover transport but fails to seal the deal. The coolant truck keeps the Mackie nice and cool though.

Zenn7 aims at an MG turret in the facility, as its IFF shows hostile, but the PPC shot goes a little low and the entire building disappears as the ammo inside goes up. Our mechwarrior cringes.

Round 3:
Spoiler:
Image
"Last guy is getting away. I'll take these ankle biters, you go get him, four." LordMortis tells our Thunderbolt. It's not a glorious job chasing down a J-37 ordnance transport, but someone has to do it. A nimble little Locust avoid the Victor's gauss slug, but the nearby Vulcan is staggered by multiple laser and SRM blasts to the left torso section. The Thunderbolt jumps south and gives the Vulcan a few parting shots as well. This lets LordMortis get a solid kick in, cracking the lighter mech's left leg and sending it to the ground (although not before it applies a liberal amount of flamer to our Victor, heating it up).

A Cicada tries to get at our UrbanMech buddy, glancing a laser off its torso before taking a PPC shot from Zenn7 to the right torso and losing one of its lasers. The Urbie returns fire with its autocannon, pinging a few rounds off the Cicada's leg.

Light mechs attempt to swarm Zenn7 and Siljanus, inflicting relatively little damage but being able to avoid most of the return fire as well.

Round 4:
[camera feed lost]
Our Thunderbolt moves south to try to get that last escaping truck, firing LRMs but missing.

The Cicada moves north, trying to get a back shot on Siljanus' Mackie, but its efforts are hampered when our mechwarrior rotates the torso as far to the left as it'll go then swings the left arm with dual PPCs around and blasts it twice in the center of mass, taking it out of action permanently. An Ostscout attempts a similar maneuver, but has its head removed by one of Zenn7's PPCs. Granted, the Coolant truck gets jostled by all this and misses the Awesome, so the mech is lit up like a christmas tree, but at least we got rid of two of those annoying little mechs.

LordMortis jumps southwest, moving between clusters of trees to avoid most return fire, blowing the left arm off a Wasp with lasers and SRMs as the gauss slug goes wide, again.

Round 5:
Spoiler:
Image
"Got him." Our T-Bolt mechwarrior reports, having just sent a flight of LRMs at the escaping J-27 ordnance transport and taken it out. The rest of the mech's weapons miss, heating it up, but job well done.

Siljanus blasts a nearby Pegasus to bits, a gauss slug through the left side wrecking it, while Zenn7 melts through the armor on a Locust chasing our Urbanmech buddy down, following up with a small laser blast from the head-mounted laser to crack the engine shielding and gyro. The light mech stays upright, but isn't doing too hot.

LordMortis jumps south, but is engaged by the main hostile force, the medium mech lance - the armor on the gauss rifle arm goes red from incoming fire, and it's all our mechwarrior can do to knock over a nearby Maxim before jumping back away.

Round 6:
Spoiler:
Image
The Steiner air support arrives, the Corsair cleanly blasting a rocket launcher turret off the top of a building, while the Thunderbird is a little less discriminating, taking out the whole building along with the turret.

LordMortis retreats towards Zenn7 and Siljanus' position, blasting a Galleon tank with the gauss rifle in the meantime. Zenn7 continues trying to help the Urbanmech, this time by blowing off half an Ostscout's torso with the Awesome's right arm PPC. The nimble little mechs do a decent job avoiding our assaults' firepower, but our mechwarriors are well trained enough to cover each others' weak spots with at least something. The Urbanmech reports heavy leg damage as coolant fluid sprays from its left leg and sparks fly out from the foot actuator.

Round 7:
Spoiler:
Image
Just as quickly as they came in, the allied aerospace fighters fly off, leaving us alone with the hostile mechs.

Zenn7 moves south, but the hostiles all seem to be avoiding his line of sight, so he takes a couple of pot shots at a hostile Shilone flying by, scoring with all three PPCs. The fighter drops to the ground, although the aero jock manages to level out. More or less.

Siljanus finishes off the nearby Locust, clearing the Urbanmech's retreat path.

To the southwest, the Wasp that's been picking at our Thunderbolt finally gets what it's got coming, namely two lasers to the left torso, which blow the attached arm off and send the bug mech scampering for the hills.

Round 8:
Spoiler:
Image
LordMortis gets the drop on a Trebuchet as it tries to get our Victor into range and firing arc of its murderous eighteen SRM battery. A couple of lasers melt through the rear armor, popping one of the ammo bins and scattering the medium mech over the landscape.

Zenn7 marches forward, blasting away a Vedette on the way to the remaining mechs.

Siljanus takes over anti-aircraft duties, shooting down the other Shilone. This one does not survive the impact with the ground.

Round 9:
[camera feed lost... again]
Before the fight ends, the legged Locust that Siljanus thought finished gets a cheap shot on the back of our retreating Urbie pal, causing severe engine and gyro damage. LordMortis finishes off the bug mech for that, as Siljanus takes out a flamer turret in the base. Zenn7 blasts through a Panther's center torso armor, which causes the 35-ton mech's heat to soar like a drunken eagle.

The non-destroyed downed Shilone manages to angle itself for a takeoff and zips off, while the Wolverine and Griffin make their way rapidly out of the area. As does the Panther, although with that engine damage, we won't be seeing it for a while.

The damage to the airbase is extensive, and the pirates relocated quite a bit of equipment that the militia guys will have to put back (not to mention stealing a Shilone), but it should all be repairable. The Urbie will be ok as well, the mechwarrior will remain in the area to secure it for salvage operations.

We salvage (and will immediately sell off on the local market) the Vulcan and the parts from the crashed Shilone, just to make up some cash on all the XL engine damage we've been taking.

Meanwhile, Delta-Ranger buzzes the hostile dropship landing zone and attracts quite a bit of attention. Still, they should be able to lose the hostiles (a light mech lance; a reinforced medium-heavy mech lance; numerous hovertanks and light armor) as their recon run was carried out at night.

We do have some additonal options, however. We could redirect Beta-Assault to the area and use them to blast these guys away in case we want to make a try for the dropships later and face less bad guys. We could also try to get our Long Tom battery into position and shell this crowd.

[] Just lose the pursuing forces
[] Redirect Beta-Assault to the area for some direct fire support
[] Use artillery to shell the relatively slow-moving units
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

[] Use artillery to shell the relatively slow-moving units

The only way that they get better is to practice.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Hmmm, are we in good shape for a pursuit? I'd like to take another crack at them if we're in decent condition. The only thing giving me pause is wondering if the retreating forces are leading us into a trap. In that case, shelling them into oblivion would be a boring but good option I suppose.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Green and yellow armor, about 50% ammo expenditure. LordMortis' gauss arm has red armor.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

I think being prudent is the way to go then and we should shell them into oblivion.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Isgrimnur wrote: Mon Oct 05, 2020 4:08 pm [] Use artillery to shell the relatively slow-moving units

The only way that they get better is to practice.
Truly, they so rarely get a chance to hone their skills compared to mechwarriors.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

gbasden wrote: Mon Oct 05, 2020 7:09 pm
Isgrimnur wrote: Mon Oct 05, 2020 4:08 pm [] Use artillery to shell the relatively slow-moving units

The only way that they get better is to practice.
Truly, they so rarely get a chance to hone their skills compared to mechwarriors.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

Isgrimnur wrote: Mon Oct 05, 2020 4:08 pm [] Use artillery to shell the relatively slow-moving units

The only way that they get better is to practice.
Agree.

Also, it's been a while since I've said this, so I just want to say how much I appreciate and enjoy this let's play epic saga. It's just delightful.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

AWS260 wrote: Tue Oct 06, 2020 12:05 pm

Also, it's been a while since I've said this, so I just want to say how much I appreciate and enjoy this let's play epic saga. It's just delightful.
+ a whole lot.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

gbasden wrote: Tue Oct 06, 2020 12:16 pm
AWS260 wrote: Tue Oct 06, 2020 12:05 pm

Also, it's been a while since I've said this, so I just want to say how much I appreciate and enjoy this let's play epic saga. It's just delightful.
+ a whole lot.
+ a whole lot to your "+ a whole lot." I had to stop playing Mech Mercenaries 5 because I didn't have Nick's narration to go with it.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

++ (increased enjoyment 200%)
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Glad you guys are still enjoying it!

Technical difficulties, but the artillery is working out pretty well:
Spoiler:
Image
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Hyena wrote: Tue Oct 06, 2020 12:57 pm
gbasden wrote: Tue Oct 06, 2020 12:16 pm
AWS260 wrote: Tue Oct 06, 2020 12:05 pm

Also, it's been a while since I've said this, so I just want to say how much I appreciate and enjoy this let's play epic saga. It's just delightful.
+ a whole lot.
+ a whole lot to your "+ a whole lot." I had to stop playing Mech Mercenaries 5 because I didn't have Nick's narration to go with it.
+ a whole lot more.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

NickAragua wrote: Tue Oct 06, 2020 6:07 pm Glad you guys are still enjoying it!

Technical difficulties, but the artillery is working out pretty well:
Spoiler:
Image
Image
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Artillery - 6
Beta-Assault - 2
The artillery is basically already in position and we've got that area pre-sighted, while it'll take Beta-Assault a bunch of time to get there.

Zenn7 orders the artillery to point at the designated area, then moves his lance west, just in case. Maybe they'll get there in time, maybe they won't.

Delta-Ranger begins their slog.

Round 1:
Spoiler:
Image
Seems like the area which we're leading the pirates through isn't entirely unoccupied, they've been here before too, and have set up some stationary turrets, including an artillery tube. Delta-Ranger will have to stay on the move. Madmarcus takes a few random rockets to the left torso, but armor holds up just fine.

Round 2:
Spoiler:
Image
A pair of mechs show up on the eastern side of the battlefield, where we're going, while four fast mechs give chase from the west. Looks like a classic sandwich, but at least we've already got our Long Toms going on that turret to the west. Madmarcus drills a pursuing Locust in the right torso with the large laser while jumping away, the return fire not inflicting any meaningful damage.

Round 3:
Spoiler:
Image
Our Long Toms' first salvo eliminates the rocket turret (not that it was of any use, having fired its rockets already. Madmarcus takes a couple of LRMs, but the rest of the pursuing fire misses, thanks to the cover of the darkness.

Round 4:
Spoiler:
Image
Here we go, that's the stuff. Madmarcus fires up the Wolverine's jump jets again, just as a Long Tom round comes screaming in. A Scimitar hovertank and a Harasser laser platform disappear as secondary explosions rip them apart, while a Maxim hover transport flips over, spilling the infantry contained therein. A second round nails the Locust that Madmarcus slowed down, legging it while taking off the rear half of another Scimitar. The other two rounds don't cause much damage, but the first blast was spectacular enough.

Archinerd's Dervish takes a little leg damage from some lasers, but other than that, we emerge through that fireworks show unscathed. Don't worry though, the curtain is just going to keep rolling along with our force.

Round 5:
Spoiler:
Image
Our Long Toms report counter-battery fire coming in, but no hits so far. We'll want to take that Sniper piece down on our way out. Meanwhile, another pair of hovertanks gets flipped over by the raw firepower of Long Tom rounds. Normally, you wouldn't be able to achieve this kind of accuracy against hovercraft, but they're moving pretty slowly due to the low temperatures and night time visibility reduction.

Freyland uses the Cronus' energy weapons to zap the dual laser turret to clear it out of Madmarcus' way.

Round 6:
Spoiler:
Image
The Long Tom-based carnage continues with three tanks losing treads and other motive systems to damage. That's about a quarter of the hostiles mobility-killed in about forty seconds. One our Long Toms takes a direct hit, but its armor holds up.

Madmarcus has a bit of a problem, as an aerospace fighter (a damaged Shilone, probably the same one that got away from Beta-Assault) makes a run on the Wolverine. Luckily, it misses, our mech only taking a few LRMs from a distant pursuing Vindicator (an "Avenging Angel", which is a modification that swaps out the engine for a bigger one, reducing armor in the process).

Archinerd and our Exterminator open fire on the Sniper tube with LRMs as they come into range, hoping to stop its counter-battery fire a little more quickly than our Long Toms can.

Round 7:
Spoiler:
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Another salvo, another hovertank down - this time a Saladin.

Two mechs stand in Delta-Ranger's way, but the weapons fire exchange results in no damage to either group.

Round 8:
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The artillery-based slaughter abates briefly, as the target density has dropped off. Counter-battery fire continues going out and hitting our artillery units, but no permanent damage.

Round 9:
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"Holy shit, it's an Atlas!" Archinerd's Dervish is suddenly buffeted by autocannon fire and lasers, losing a significant chunk of armor.

"... and, a, uh, Charger." Our mechwarrior adds, with a significantly less impressed voice.

"Relax, Ranger Lance." Zenn7 calls in. "Move to my marker, we'll engage the assaults."

Delta-Ranger concentrates fire on the mech they're likely to actually take down, Archinerd and Freyland delivering multiple laser blasts to the Charger, knocking it over.

Our Exterminator takes out the Sniper emplacement, ceasing the counter-battery fire.

Round 10:
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Our artillery barrage catches a Drillson hovertank. The battery reports that at least one of the pieces will have to be repaired before they can relocate, but can continue firing.

Archinerd got lucky, that Atlas is an AS7-RS. Instead of a short-range loadout, it's got two large lasers, and an AC/10, making it a mid-range combatant. An SRM/4 pumps up its short range firepower, while an LRM/15 rack lets it sling ordnance further down range. If that thing had had an AC/20, the Dervish would have taken a lot more than some armor loss.

LordMortis disables an adjacent pop-up MG turret, while the rest of our mechs concentrate fire on the Charger, but that mechwarrior is on the ball this time and stays upright while his armor holds.

Round 11:
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Heeding Delta-Ranger's reports, LordMortis levels the Victor's gauss rifle, leads his target and fires. The Charger's right leg crumples and the "assault" mech falls down. For those that don't recall, the Charger is an 80 ton "recon" mech, with the speed of a medium mech. Its weapon loadout consists of five small lasers, armor isn't too impressive, either. It's pretty painful to fight in melee, but it's a challenge for a mechwarrior in a Charger to get in that close.

Zenn7 and Siljanus open up on the Shilone as it makes a pass at our Mackie. The 100-ton mech takes some damage from the strafing run, but the Shilone comes away a lot worse, eating five PPC shots and a gauss slug. Siljanus cringes for a second as the aerospace fighter begins a nosedive, but the aero jock manages to level out a bit before colliding with our mech.

Round 12, 13, 14:
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Delta-Ranger is basically clear of the pursuing forces. Another tank lance in the back is destroyed by the continuing artillery barrage.

The remaining pirate mechs hang out just beyond the maximum effective range of our gauss rifles, unwilling to pursue. Especially after a Phoenix Hawk tests said effective range and eats a gauss slug to the center torso from Siljanus' Mackie.

Zenn7 orders our artillery to cease fire as we pull back out from engagement range. A solid showing, with a lance of tanks completely destroyed, and about 50% of the hostile force as mission kills, immobilized. Those pirates are going to be repairing a lot of tanks.

Freyland smirks. "If they'd hung out back there any longer, our artillery could have come down right on top of them."

Analysis of the sensor data recovered by Delta-Ranger indicates that there'll be a convoy moving towards the pirate landing zone shortly. With Beta-Assault having been in the field for almost twelve hours and having nearly completely depleted their ammunition, Delta-Ranger could help Alpha-Urban with the convoy interception.

However, our Long Toms will require several hours to repair (or defrost) their motive systems. Since they were targeted by counter-battery fire, it's not out of the realm of possibility that the pirates will come looking to take them out, and having Delta-Ranger on hand should discourage any such attempts.

[] Delta-Ranger helps out Alpha-Urban
[] Delta-Ranger moves to defend Long Tom battery
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