Let's play: Battletech via MegaMek

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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Isgrimnur wrote: Mon Nov 16, 2020 5:55 pm [] Recon and attack simultaneously

No point wasting time
Seconded.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Mon Nov 16, 2020 5:51 pm Things are pretty quiet until march, which is when a few things happen. First, we start seeing a flood of refugees heading south from the edge of the periphery. Worlds across northern Lyran and Rasalhague space appear to be sending out distress calls and then blacking out. The news and refugee reports are inconclusive but indicate a rapidly attacking invading force equipped with tech that's a little hard to believe (hundred ton mechs that never overheat? Lasers that shoot out as far as LRMs and never miss? Jumpships that fly in to the planet from the jump point? Bullshit.)
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Mon Nov 16, 2020 6:09 pm
Isgrimnur wrote: Mon Nov 16, 2020 5:55 pm [] Recon and attack simultaneously

No point wasting time
Seconded.
Agreed.
Black Lives Matter.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Can we sign on with the Clans?
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Recon in force (option 3)
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

El Guapo wrote: Mon Nov 16, 2020 7:09 pm Can we sign on with the Clans?
Non-voluntarily, on an individual basis.
Black Lives Matter
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

AWS260 wrote: Mon Nov 16, 2020 6:41 pm
NickAragua wrote: Mon Nov 16, 2020 5:51 pm Things are pretty quiet until march, which is when a few things happen. First, we start seeing a flood of refugees heading south from the edge of the periphery. Worlds across northern Lyran and Rasalhague space appear to be sending out distress calls and then blacking out. The news and refugee reports are inconclusive but indicate a rapidly attacking invading force equipped with tech that's a little hard to believe (hundred ton mechs that never overheat? Lasers that shoot out as far as LRMs and never miss? Jumpships that fly in to the planet from the jump point? Bullshit.)
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Mon Nov 16, 2020 9:22 pm
El Guapo wrote: Mon Nov 16, 2020 7:09 pm Can we sign on with the Clans?
Non-voluntarily, on an individual basis.
Do they have PPC equipped blimps for him to man/command?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Mon Nov 16, 2020 7:08 pm
Leraje wrote: Mon Nov 16, 2020 6:09 pm
Isgrimnur wrote: Mon Nov 16, 2020 5:55 pm [] Recon and attack simultaneously

No point wasting time
Seconded.
Agreed.
Fourth'd (fifth'd? sixth'd? whatever we're up to).
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Tue Nov 17, 2020 12:59 am
NickAragua wrote: Mon Nov 16, 2020 9:22 pm
El Guapo wrote: Mon Nov 16, 2020 7:09 pm Can we sign on with the Clans?
Non-voluntarily, on an individual basis.
Do they have PPC equipped blimps for him to man/command?
Nope, it seems that LTA is more of a FedRat shtick in 3060-70s.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote: Tue Nov 17, 2020 1:00 am
El Guapo wrote: Mon Nov 16, 2020 7:08 pm
Leraje wrote: Mon Nov 16, 2020 6:09 pm
Isgrimnur wrote: Mon Nov 16, 2020 5:55 pm [] Recon and attack simultaneously

No point wasting time
Seconded.
Agreed.
Fourth'd (fifth'd? sixth'd? whatever we're up to).
This is the way.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

$iljanus wrote: Tue Nov 17, 2020 3:47 am
Zenn7 wrote: Tue Nov 17, 2020 1:00 am
El Guapo wrote: Mon Nov 16, 2020 7:08 pm
Leraje wrote: Mon Nov 16, 2020 6:09 pm
Isgrimnur wrote: Mon Nov 16, 2020 5:55 pm [] Recon and attack simultaneously

No point wasting time
Seconded.
Agreed.
Fourth'd (fifth'd? sixth'd? whatever we're up to).
This is the way.
This is the way.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

gbasden wrote: Tue Nov 17, 2020 5:07 am
$iljanus wrote: Tue Nov 17, 2020 3:47 am This is the way.
This is the way.
A true mechwarrior never removes her neurohelmet.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Recon and attack simultaneously - almost unanimous
We load up Alpha Company onto the Moonraker and set off for a quick sub-orbital hop. Alpha-Ranger (Cujo/Wolverine, Stefan/Trebuchet, Bass/Griffin, Ostroc) will approach the base to identify what's there, and then Alpha-Urban (Isgrimnur/Hatchetman, Paingod/Blackjack, Hyena/Grasshopper, BattleAxe) will come in to help finish things off. We stick to mechs, because area-effect weapons are inadvisable in this situation.

Round 1:
Spoiler:
Image
This little Kestrel VTOL appears to be about to zip-line some infantry down. Not a very threatening unit, but it means they've got direct line of sight on us. Our Ostroc snaps off a couple of laser shots at it, but whiffs.

Round 2:
Spoiler:
Image
An unarmed Pegasus hovertank zips out towards Bass and Stefan, perhaps trying to leave the area, or report on their movements. Regardless, Bass immobilizes it with a quick couple of laser blasts from the Griffin's right arm.

To the east, the Kestrel does drop its infantry behind our Ostroc, and some indirectly-fired LRMs come our way, but nothing hits.

Round 3:
Spoiler:
Image
The Pegasus' crew ditch lightning-quick.

Cujo takes an AC/20 round from a Saladin that zips around the corner, leg actuator damage forcing the Wolverine to a knee. The Saladin pays for it with an armor breach that results in the hovertank's engine seizing up, but ouch. Our Ostroc trips one of the nearby Locusts over, the bug mech's leg snapping in half.

Round 4:
Spoiler:
Image
Cujo gets up and breaks north away from that rather fatal-looking intersection, turning the Wolverine's torso as far as it'll go to bring the large laser to bear on the pursuing Kestrel, which intersects the beam and more or less disintegrates. Our Ostroc disables a pursuing Skulker, keeping it off of Cujo as she retreats.

Stefan and Bass to the west engage a Commando and some hovertanks with little success, scoring only one laser hit between the two of them while Stefan loses some leg armor to indirect LRMs and a kick.

Round 5:
Spoiler:
Image
Cujo continues to retreat, pursued by a Karnov UR gunship (that's the one with 360 degree MG coverage). Twisting around, our mechwarrior fires short range missiles at the VTOL, most pinging off the armor. One blows out the rotor, however, and the craft comes crashing on top of a building, starting up a conflagration as its fuel lights up. "Dammit!" our mechwarrior exclaims.

The Ostroc remains near the intersection, covering Cujo's retreat and eating multiple SRMs and a laser in the process, but cracking the leg on a second Locust, which drops the bug mech to the ground and effectively out of the fight.

To the west, Stefan continues engaging the Commando, this time plowing several lasers through the left torso armor to blast open an SRM ammo bin, scattering the twenty-five ton mech to the four winds. Bass gets into a brawl with a Jenner, the two mechs exchanging laser blasts - the Jenner takes a head and a leg shot, but its armor holds.

Alpha-Urban arrives. Isgrimnur and Hyena to the north, Paingod and the BattleAxe to the west. Isgrimnur dodges an unguided rocket from a rooftop, while the latter two don't put up the best performance, a Scimitar hovertank avoiding most of their weapons fire.

Round 6:
Spoiler:
Image
Stefan, feeling pretty good about himself, rounds the corner and engages a 40-ton Hermes with the Trebuchet's lasers. It goes pretty well, the Hermes' AC/5 sags as the barrel melts down.

Isgrimnur moves south and blasts an approaching Plainsman hovertank with lasers and the LBX autocannon, immobilizing it by melting multiple holes through the hover skirt, although not before the zippy little thing gets off its 14-SRM salvo, hitting with about half and sandpapering some armor.

Our BattleAxe redeems itself, blasting the stupid little Scimitar between it and Paingod with SRMs. It's kind of a waste of artemis-capable missiles, but it works - the hovertank stops moving. And then Paingod takes the top off of it with the Blackjack's four lasers.

The Ostroc continues hanging out at the intersection of death, but it's probably time to leave as it's now taken a couple of armor breaches, including having the right hand blown off. The weapons are all in the torso, but it'll be harder to punch things if it comes to that.

Round 7:
Spoiler:
Image
Bass jumps the Griffin north, cutting the left half off the Jenner he's been dueling as it navigates around Alpha-Urban lance coming down the street and squeezing off PPC shots at a distant LRM turret. Isgrimnur eats multiple indirectly-fired LRMs but armor holds and the mech remains standing.

Cujo feels she's gotten far enough north that she moves back into the smoke and squeezes off a large laser blast at the distant downed Locust. She's rewarded with an ammo bin detonation.

Stefan's duel with the Hermes ends in Stefan's favor, as the lighter mech chooses to charge at our mechwarrior - this allows the Trebuchet to lightly feather its jump jets, hopping over the charging mech and blasting a nice big hole in its rear armor with lasers, cutting into the gyro and engine shielding.

Thankfully, the rain coming down puts out the fire caused by the helicopter, so at least we won't be having to play firefighter after this.

Round 8:
Spoiler:
Image
The Alpha-Urban column continues advancing, Paingod disabling a Scorpion tank that gets in the way. The goal is to get everyone to the middle so we can gang up on the heavier units there, such as the Hunchback.

Round 9:
Spoiler:
Image
Our BattleAxe collapses a building housing a quad LRM/5 turret. Not the most optimal way of dealing with it, but at least it gets it out of our hair.

Isgrimnur jumps out behind a Panther, which swings its right arm around to fire its PPC, spoiling our mechwarriors autocannon shot. Although, the lasers find their mark, the Panther's rear armor nearly gone.

Hyena's Grasshopper comes around a corner, surprising a Whitworth. The lighter mech takes several laser, and is then booted to the ground, one of its jump jets coming off as it slides along the pavement. It's still in the fight, though.

To the east, our Ostroc picks off a Scorpion tank that's gotten a little separated from its buddies. Tough luck, little guy.

Round 10:
Spoiler:
Image
Bass moves past Stefan, who's become a littel bogged down, and blows away a Scorpion tank, stopping the stream of AC/5 rounds. Stefan, meanwhile, takes the time to surgically pick an LRM/10 turret off a nearby rooftop.

Hyena moves against the Hunchback, although the 50-ton mech shows good awareness and blasts most of the armor off the Grasshopper's left arm with the AC/20. Hyena keeps the mech upright, flaying a few strips of armor from the Hunchback with the mech's lasers.

Isgrimnur continues dancing around the Panther, blasting it with lasers and the LBX-10, its PPC return fire missing, as our mechwarrior swats the weapon aside with his hatchet, then swings it into the left leg, breaking it and dropping the Panther to the pavement.

To the east, Cujo and the Ostroc fool a pursuing Wolverine into landing on top of a nearby building, then blow out a couple of structural supports. It's probably going to cost us if that was something important, but the Wolverine drops to the ground, taking significant armor damage on the way. Cujo can't kick it, but the Ostroc can.

Round 11:
Spoiler:
Image
Hyena cringes as the Hunchback rotates its autocannon in his direction, but instead of a giant shell coming out, the thing just kind of sparks and puffs. Our mechwarrior replies with multiple lasers and a PPC, stripping armor off the 50-tonner, then grunts as the adjacent Crab zings him with both large lasers. The left arm falls off, while the other laser focuses on the head, giving our mechwarrior a few burns. Intuitively, our mechwarrior yanks the ejection lever, which is just as well as the adjacent Whitworth gets up and drills the Grasshopper's head with another laser. Our mechwarrior lands clear, breathing rapidly as the chair descends. Base blasts the Whitworth with a couple of lasers, but it's too late to keep the Grasshopper in play.

Paingod detonates a Saracen hovertank zipping around while trying to engage a BJ-1 Blackjack that got around the back of his mech. It may be better armed, but maneuverability and armor are similar enough that a BJ-1 is still not a throw-away opponent.

To the east, Cujo baits the Wolverine towards her, leaving our Ostroc an opening to melt through the enemy mech's rear armor with a large laser and crack the engine shielding. That's gonna be tough to work with. Cujo also takes a second to kick a Scimitar hovertank over.

Round 12:
Spoiler:
Image
Cujo and the Ostroc head back south, intending to rejoin the main battle, but Cujo is intercepted by a Panther. Our mechwarrior quickly snaps the Wolverine's torso to the right, absorbing several SRMs and sending multiple laser blasts and SRMs at the incoming hostile, blasting off its PPC.

Our BattleAxe blasts through the Whitworth's center torso armor, exposing the engine shielding, while Paingod and Isgrimnur work on the Crab, stripping a lot of armor off of it. As the Whitworth staggers, Isgrimnur shoves the hatchet's business end through its rear torso, taking it out. The hostile Blackjack manages to trip the BattleAxe up, though and our mechwarrior winds up scraping the mech along the pavement.

Without its AC/20, the Hunchback is a lot more meek, and so Bass takes it on directly, jumping in to melee range.

That damn Dragon and Centurion to the south keep pelting us with indirect-fire LRMs, which is a little annoying.

Round 13:
Spoiler:
Image
The Panther with the disabled PPC eats lasers from the Ostroc, losing the right arm entirely.

Bass and Isgrimnur come after the Crab, with the Hunchback joining the party as well. The Crab's armor is punctured by multiple lasers, and then a solid LBX cluster shot from the Hatchetman shreds the gyro. The Hunchback moves to kick Bass' Griffin, but Isgrimnur intercepts it with the hatchet. An explosion emerges from the back of the enemy mech, and the ejection seat fires. It's technically intact for salvage purposes.

Paingod and the other Blackjack exchange fire, our Blackjack losing armor off the right torso which results in a laser and double heat sink popping, while the hostile Blackjack's leg snaps in three. This lets our Battleaxe get a PPC headshot, which doesn't destroy the head entirely but hurts quite a bit.

Stefan, meanwhile, jumps behind the Dragon that's been pelting us with LRMs this whole time and knocks it over.

Round 14:
Spoiler:
Image
Isgrimnur and Bass move to take out the Centurion, as the Dragon flees. The Centurion's autocannon malfunctions, a shell blowing up in the breach as our two mechs open up on it. To add insult to injury, the little bunker structure it was standing on collapses as the ejection seat sends the mechwarrior for a flight.

Round 15:
Spoiler:
Image
The Dragon doesn't get away, its left leg breaking under hatchet attack. Isgrimnur's really on a roll this fight, racking up a whopping five mech kills.

The remaining Panther, Wasp and Firestarter rapidly beat feat as Madmarcus finishes off one of the MG turrets.

The facility is a *little* shot up, but not too bad. Our employer is really going to rake in the salvage on this one. Our mechs have quite a few armor breaches and some blown-out equipment, but nothing major or irreplaceable.

---

"I'm fine." Hyena says, before wincing in pain as the heart rate monitor starts binging.

"... as I was saying" the doctor continues. "You've got a broken rib, as can be seen in this X-Ray. You also conked your head real good."

"That a technical term?" Our mechwarrior asks, smirking.

"Yep. No neurohelmets until you recover. I suppose you can try, but that's only if you want to have 'unpredictable side effects'." the doctor replies with air quotes.

Hyena is out for three months with a "cerebral contusion", so we'll need to sub a mechwarrior or a mech into Alpha-Urban. The Grasshopper's going to be in the shop for a few weeks as well. So, we could sub in the Hatamoto-Hi (the pulse laser Thug) that we recently acquired and give it a shot. It's a big, fat, armored mech, with no jump jets. We could also bring back the Merlin (with its middling armor and grab bag armament, but jump jets). Or we could go lighter and bring in a Raven RVN-1X, which is a 35-tonner with decent armament, light armor and an electronic warfare system (which is basically a combo ECM/Beagle probe with half the range of the equivalent dedicated systems). This stuff lets us detect hidden units without stepping onto them and helps negate obnoxious electronics such as Artemis-capable missiles.

[] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Wed Nov 18, 2020 2:15 pm [x] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
Armour and firepower are your best friends.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Wed Nov 18, 2020 4:07 pm
NickAragua wrote: Wed Nov 18, 2020 2:15 pm [x] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
Armour and firepower are your best friends.
Concur (says the guy in the Awesome).
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

Slow and ground-bound just means more fodder for my hatchet.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote:
Leraje wrote: Wed Nov 18, 2020 4:07 pm
NickAragua wrote: Wed Nov 18, 2020 2:15 pm [x] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
Armour and firepower are your best friends.
Concur (says the guy in the Awesome).
Might as well take it out for a spin and it probably has a better chance of surviving out of the three.
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote: Wed Nov 18, 2020 7:35 pm
Zenn7 wrote:
Leraje wrote: Wed Nov 18, 2020 4:07 pm
NickAragua wrote: Wed Nov 18, 2020 2:15 pm [x] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
Armour and firepower are your best friends.
Concur (says the guy in the Awesome).
Might as well take it out for a spin and it probably has a better chance of surviving out of the three.
Agreed.
Black Lives Matter.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

El Guapo wrote: Wed Nov 18, 2020 7:57 pm
$iljanus wrote: Wed Nov 18, 2020 7:35 pm
Zenn7 wrote:
Leraje wrote: Wed Nov 18, 2020 4:07 pm
NickAragua wrote: Wed Nov 18, 2020 2:15 pm [x] Hatamoto-Hi: 80 tons, average speed, max armor, heavy armament, no jump jets
[] Merlin: 60 tons, average speed, medium armor, medium armament, jump jets
[] Raven: 35 tons, average speed, low armor, medium armament, electronic warfare capability
Armour and firepower are your best friends.
Concur (says the guy in the Awesome).
Might as well take it out for a spin and it probably has a better chance of surviving out of the three.
Agreed.
Agreed to this agree to this agree. Also, I have a pretend neurohelmet made out of pickles that I like to wear when I'm alone in my room. No, nurse, I've already taken my medicine, can you please turn down the sun? My teeth itch.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Hyena wrote: Thu Nov 19, 2020 2:35 pm Also, I have a pretend neurohelmet made out of pickles that I like to wear when I'm alone in my room. No, nurse, I've already taken my medicine, can you please turn down the sun? My teeth itch.
You're lucky you weren't wearing one of the old-school bucket-head helmets.

Vote Results:
Spoiler:
Hatamoto-Hi - unanimous
We welcome the bigger mech into Alpha-Urban lance. The next week and a half passes pretty quietly, with no further pirate activity and our patrols not finding anything particularly worthwhile.

Then, Orbital Traffic Control informs us that an unauthorized dropship launch has taken place. A Leopard CV, escorted by multiple fighters. We launch two aerospace flights, Alpha Strike and Gamma Strike, to intercept, the Star Guards also launch a Lightning to help out. Our fuel endurance gives us a fairly short intercept window, but it's "just" a Leopard CV, so we ought to be able to get it done.

Round 1:
Spoiler:
Image
Most of the hostile aerospace fighters flub their interception of us, letting us get a couple of good shots on the Leopard. Our Lucifer turns to the side and zaps one of the lights, a Seydlitz, out of existence. A Sabre flies in and zaps a laser off our Lightning, which is annoying, but the AC/20 is still working. The Star Guards Lightning takes a PPC to one of the wings from the Leopard but armor holds.

Round 2:
Spoiler:
Image
Our Lightning and the Star Guards' continue to blast away at the Leopard, scoring multiple AC/20 hits. Cargo spills out from multiple breached bays, while our Eagle destroys a maneuvering thruster with a well-placed PPC shot.

Our Lucifer engages a Sholagar that comes after one of our Lightnings, the light fighter scoring a couple of hits on our Lightning (they love our Lightnings for some reason), but that costs it an armor breach.

Round 3:
Spoiler:
Image
The Star Guards' Lighting fries another control thruster off the Leopard with its AC/20 while ours blows another bay door out, spilling out more cargo. That makes three hull breaches so far.

The Sholagar takes our Lucifer's fire, but remains intact, though the pilot has to swing away to regroup. And restart his engines.

Round 4:
Spoiler:
Image
Alpha-Strike is nowhere near the interception point, they really mucked up their trajectory calculations - this is our last chance to get shots off on the Leopard before bingo fuel.

We focus all fire on the Leopard. After our last pass, the dropship looks more like a colander than a spacecraft, with about half of its bay doors blown out, an LRM bay slowly leaking un-exploded missiles out into space and sparks flying out from the bridge.

Round 5:
Spoiler:
Image
"Unidentified Leopard, cut your engines immediately, or be destroyed." Alpha-Strike's flight leader orders. They appear to comply. Either that or their engines blow out, it's kind of hard to tell, with the amount of gray powder and random metal components that puff out the back.

The hostile fighters don't seem to be too inclined to disengage, though.

"Hey, Leopard, you want to tell your boys to back off?" Alpha-Strike asks.

"We'd love to, but they're not listening!" comes a pretty panicked voice.

Two basic options: slag the dropship and burn for home, or let it drift (with someone keeping an eye on it) and drive off the rest of the fighters. The latter will enable us to make a pretty good dent (to the tune of several tens of millions of C-Bills, as opposed to "scrap metal value") in the salvage share we owe our employer, but risks our fighters somewhat. On the plus side, Alpha-Strike has arrived, so they'll be able to help out and it'll be about even odds, numerically speaking. We do need to send at least one fighter to drift along with the dropship (in its blind spot), just in case they're pulling a fast one.

[] Finish off the dropship and disengage ourselves
[] Detach a fighter to keep an eye on the dropship, the rest engage remaining hostile fighters
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Thu Nov 19, 2020 6:18 pm [] Finish off the dropship and disengage ourselves
[x] Detach a fighter to keep an eye on the dropship, the rest engage remaining hostile fighters
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Leraje wrote: Thu Nov 19, 2020 7:26 pm
NickAragua wrote: Thu Nov 19, 2020 6:18 pm [] Finish off the dropship and disengage ourselves
[x] Detach a fighter to keep an eye on the dropship, the rest engage remaining hostile fighters
+1
Sims 3 and signature unclear.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Freyland wrote:
Leraje wrote: Thu Nov 19, 2020 7:26 pm
NickAragua wrote: Thu Nov 19, 2020 6:18 pm [] Finish off the dropship and disengage ourselves
[x] Detach a fighter to keep an eye on the dropship, the rest engage remaining hostile fighters
+1
Plus 50!
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Thu Nov 19, 2020 7:26 pm
NickAragua wrote: Thu Nov 19, 2020 6:18 pm [] Finish off the dropship and disengage ourselves
[x] Detach a fighter to keep an eye on the dropship, the rest engage remaining hostile fighters
This.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Detach a fighter, rout the rest of the hostiles - unanimous
The dropship drifts away from the engagement zone as our fighters decelerate. We have the Star Guards Lightning vector alongside the dropship to keep them honest.

Round 6:
Spoiler:
Image
Alpha-Strike's fighters let loose with their LRMs at long range, blasting away chunks of a Lightning that closes in to intercept. A few missiles from our Shilone find their way into the Lightning's tailpipe, causing its engine to sputter out.

Round 7:
Spoiler:
Image
It takes our and their fighters a little while to decelerate and re-engage. Our Shilone pilot is a crack shot with those LRMs, blasting a Sabre that dips into lock-on range and plastering its front with warheads. Not a crippling shot, but fire control system damage really hurts in an aerospace context.

Round 8:
Spoiler:
Image
The hostile Shilone takes a pretty good amount of damage, eating LRMs and large lasers, which causes several weapon systems to blow out. The nearby Sabre continues getting plastered, our Eagle getting some good shots on it and breaching armor.

Round 9:
Spoiler:
Image
It's a little embarrassing when you've got more fighters "in the air" than the hostiles, but a little piece of crap light fighter gets on your tail and blows one of your lasers out.

The little Sholagar, though, gets plastered with Lucifer-sourced lasers and LRMs and is almost completely disarmed, with a single nose-mounted laser being all that's left to it.

The Shilone that we've been working on keeps taking a beating and drifts out of control as well, half its weapons and the fire control system knocked out.

Round 10:
Spoiler:
Image
Payback's a bitch. Our Lightning gets in on the Sabre's four o'clock and blows it away with a solid burst from the AC/20.

The rest of the hostile craft decide to disengage. This lets the Lyrans send a dropship to retrieve the drifting pirate craft (and give our guys a free refuel). There's no ding in our bank account, but they do credit us as having provided them with 50M worth of salvage. That brings the employer to something like 200M total, so we're a long ways away from being able to salvage stuff for ourselves again (the employer salvage total needs to go up to about 1.2B).

The next two weeks pass without any incident as we appear to have given the newly-arrived pirates a bloody nose. The same can't be said for the end of March, when, as Beta Company is on rotation to defend a data center (the same one we retook a few weeks ago), a Leopard-class dropship whose captain identifies herself as "The Supreme Queen of Butte Hold" (either that, or that's the name of the dropship) comes to an "ad-hoc" landing just outside the base perimeter, and a swarm of light/medium mechs and armor comes at the base, hopefully with the intent of capturing rather than leveling it. We're talking at least thirty units, so it'll be a tough fight even though the individual units are mostly anklebiters.

The corporate guys haven't had a chance to upgrade their defenses (although they did put up one triple PPC turret), but we spent a little time helping them out. What exactly did we do? For abstraction's sake, we've got 6 defensive points. We can do the following:

- Place a conventional minefield (1 point)
- Deploy infantry platoon (AC/10 field gunners or support laser, we only have one of each) (2 points)
- Place an additional turret (randomly rolled) (2 points)

The terrain can be described as "heavy industrial" so there are plenty of narrow roads to use as minefield chokepoints, buildings to hide in (for infantry) and tough buildings to place turrets on. Turrets are, of course, stationary, but we don't care if we lose them. Infantry is a little bit mobile, but it's always awkward when we have to hire thirty new guys after somebody drops a building on a platoon. Minefields do a number on tanks and ground-bound mechs, but we better make sure we clean up afterwards so we don't get sued. Again. Feel free to mix and match.

[] Write-in plan

Also, we've been using the "lance buddy" system, so Beta-Assault aren't the only ones in the area. Who else is available for support?

[] Artillery - area effect great vs crowds, risk of collateral damage, low accuracy
[] Aerospace - area effect bombs great vs crowds, risk of collateral damage, high accuracy
[] Beta-Hunter - always good to have a heavy mech lance to help out

Backing off and letting the pirates have the facility is also an option, but since, per our contract terms, this is one of the facilities we're supposed to defend, it's not a very good one.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

ALL THE MINEFIELDS!

Image
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

minefield + minefield + minefield + minefield + minefield + minefield
NickAragua wrote: Fri Nov 20, 2020 6:55 pm [] Artillery - area effect great vs crowds, risk of collateral damage, low accuracy
[] Aerospace - area effect bombs great vs crowds, risk of collateral damage, high accuracy
[x] Beta-Hunter - always good to have a heavy mech lance to help out
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

AWS260 wrote: Fri Nov 20, 2020 7:43 pm minefield + minefield + minefield + minefield + minefield + minefield
NickAragua wrote: Fri Nov 20, 2020 6:55 pm [] Artillery - area effect great vs crowds, risk of collateral damage, low accuracy
[] Aerospace - area effect bombs great vs crowds, risk of collateral damage, high accuracy
[x] Beta-Hunter - always good to have a heavy mech lance to help out
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

2 minefields and 2 turrets, and Beta-Hunter.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

gbasden wrote: Fri Nov 20, 2020 9:00 pm 2 minefields and 2 turrets, and Beta-Hunter.
I agree with this, depending in part of what the turrent odds are for the random roll. Like if there's a 30% chance of getting a machine gun turret, then I'd say pure minefield. But otherwise, a couple turrets could help quite a bit.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

El Guapo wrote: Fri Nov 20, 2020 9:06 pm
gbasden wrote: Fri Nov 20, 2020 9:00 pm 2 minefields and 2 turrets, and Beta-Hunter.
I agree with this, depending in part of what the turrent odds are for the random roll. Like if there's a 30% chance of getting a machine gun turret, then I'd say pure minefield. But otherwise, a couple turrets could help quite a bit.
Sounds good. I was tending towards the air support option but the whole collateral damage thing scared me off and the locals seem pretty litigious.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Fri Nov 20, 2020 9:21 pm
El Guapo wrote: Fri Nov 20, 2020 9:06 pm
gbasden wrote: Fri Nov 20, 2020 9:00 pm 2 minefields and 2 turrets, and Beta-Hunter.
I agree with this, depending in part of what the turrent odds are for the random roll. Like if there's a 30% chance of getting a machine gun turret, then I'd say pure minefield. But otherwise, a couple turrets could help quite a bit.
Sounds good. I was tending towards the air support option but the whole collateral damage thing scared me off and the locals seem pretty litigious.
My first choice was for air support, but as that's not getting any votes, I'll go with this one.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
6 minefields |||
2 minefields + 2 turrets ||||
4 minefields + turret ||

Beta-Hunter - unanimous
We wound up setting up a pair of mine fields on what we think are two likely approach routes. Our turrets are no slouches - a dual LRM/10 turret with Artemis and a quad laser turret. The LRM turret, we place in a little cubby, it'll just lob LRMs indirectly until the cows come home, while the laser gets placed in an ambush-worthy position.

Beta-Hunter will be running in from the east shortly, but until they get here, Beta-Assault is on its own against the swarm.

Round 1:
Spoiler:
Image
A poorly-maintained Wasp LAM (which, according to our scans, appears to be missing half its weapons) winds up being the first to step on our mines, losing most of its leg armor. And structural integrity. But still remains upright somehow.

A Scimitar hovertank in the back of the approaching hostile formation appears to be in similar poor maintenance, as its turret blows off randomly.

The rest of the hostiles make their approach a little more successfully and start plinking away at turrets in the base.

Round 2:
Spoiler:
Image
A Panther steps on another batch of mines, losing its left leg to damage. The rest of the hostile units get by the mines, though.

Siljanus sights in on a Locust running down the street he's on. Maybe the bug mech's operator isn't paying attention, but it just runs in a straight line, firing its single laser (which misses). This lets our mechwarrior line up a pair of PPC shots on the mech. One grazes the top of the mech, but the second spears through the thin armor, detonating a ton of MG ammo. Well, that's one mech that won't be shooting its MGs off.

To the south, LordMortis focuses his attention on an approaching Saladin as it leads the charge against a "beleaguered" flamer turret. Not really a big loss, although the collapses structure will no doubt be expensive. Lining up the modified Victor's gauss rifle, our mechwarrior's shot shears off the Saladin's main gun. Without a weapon, the hovertank is basically a cheap pair of fans blowing air, so it zips off as quickly as it came in.

Round 3:
Spoiler:
Image
LordMortis lets the hovertank run off and switches targets to a Wasp that's hopping around. The gauss slug goes low, but does the job, as the Wasp's landing is off and it falls through the roof, collapsing the somewhat rickety structure shortly afterwards. A Firestarter is pretty unsuccessful at doing any damage to our Victor. LordMortis looks at the lighter mech with disdain and breaks its leg with a kick.

Zenn7 rounds a corner and targets a Vulcan, hitting it with all three PPC shots as the coolant truck sprays his mech from behind. Despite two armor breaches, the Vulcan remains upright.

Moley blasts another Saladin with the Thunderbolt's lasers, breaching its armor in two places - the crew gives a parting AC/20 double tap to the building housing the corporate-owned triple PPC turret, collapsing the structure entirely, then runs for it.

Beta-Hunter is now in the area, but will take a few seconds to get into the fight.

Round 4:
Spoiler:
Image
LordMortis and Moley mix it up with a bunch of medium mechs and tanks. Our dual LRM/10 turret puts a couple of missiles into the Vulcan which has disengaged from Zenn7's PPCs, the opened-up armor breach resulting in a missile popping an actuator. One of Moley's laser blasts helps knock the 40-tonner over. A Clint and assorted other units target LordMortis, pinging armor off the Victor as it stalks forward and blasts about a third of the Clint's torso off with a shot from the gauss rifle.

The Wasp that LordMortis worked on gets up and runs northeast to help pick on Siljanus, but our quad medium laser turret rotates towards the vulnerable bug mech and cuts off most of its right side. The poor thing falls over, and is unlikely to get up.

Zenn7 exchanges fire with a Brutus assault tank (the standard model with two lasers rather than PPCs), stripping off armor but failing to score a kill. The coolant truck keeps our Awesome nice and cool though, and the return fire doesn't do anything, although a nearby Phoenix Hawk pings some MG rounds and scores some lasers across the assault mech's armor.

To the north, Siljanus' mech takes a lucky hit from a Vedette as the tank desperately skids around trying to avoid the 100 ton mech's fire (with limited success). A burst from the front-mounted machine-gun sends a couple of lucky bullets past the Mackie's substantial armor protection, dinging the engine shielding. "Goddammit!" our mechwarrior spits out, squashing the annoying tank, then calls out - "Hey, can I get that coolant truck over here?", before pausing to wipe the sweat pouring out from under the neurohelmet.

Round 5:
Spoiler:
Image
LordMortis and Moley continue brawling, although the field of hostiles is getting a little thinner. LordMortis blows apart a Goblin tank with a gauss slug through the fuel reserves. Both Victor and Thunderbolt take enough damage to rock them, but armor holds and they remain upright. Moley's exchange with the adjacent Phoenix Hawk (LAM) goes neutrally, although the Pixie loses a lot more armor.

To the northeast, our quad laser turret becomes a triple laser turret, but breaches the armor on a Drillson hovertank, convincing it to pull out.

Sustained fire from Zenn7's Awesome breaches armor on the Brutus, which begins to retreat as well.

Siljanus, luckily, catches a break as nothing is near the Mackie at the moment.

Round 6:
Spoiler:
Image
The crippled Vulcan has been struggling to get up for almost half a minute now, and finally... fails catastrophically and blows up. Nobody in Beta-Hunter is too impressed.

Zenn7 blows away a Scimitar hovertank skittering around, moving towards Siljanus to back our mechwarrior up. He seems to be doing fine though, blowing up an LRM carrier which has the bad luck to round a corner in front of the Mackie.

"Beta Hunter in the house!" Stefan calls out, firing an LRM salvo at a rapidly dodging LTV-4 hovertank, which avoids the missiles.

"What house?" Wolf asks, melting the hovertank's skirt with the Warhammer's PPCs.

Although the fight ends pretty shortly after that - LordMortis and Moley leg a Spider and Phoenix Hawk respectively, and the rest of the hostiles lose their appetites for battle. The core of the "Queen of Butte Hold" force remains, as we only actually took out about a third of them before they called it a day. The dropship, however, remains on the perimeter. The facility itself remains mostly intact, other than a couple of small buildings that got perforated or squashed.

"Well, they sure left quickly. Think they're regrouping for another attack?" Leraje asks Zenn7.

"I don't know." The mechwarrior thinks for a second. "Alpha-Heavy, what's your status?"

"Engaged by a medium mech lance and assault tank lance, with light armor and mech support." El Guapo responds. "I think we can take them, but it'll be a few minutes." Alpha-Heavy is to the southeast.

"Acknowledged." Zenn7 responds.

"Think we should try to take that dropship? We can probably use the buildings for cover." Leraje suggests.

"First, the buildings don't go all the way out to the dropship. But... it would be easier if we waited for Alpha-Heavy to come in and sandwich them." comes the response.

Other than Siljanus' Mackie, which literally took just the one MG hit but somehow has engine damage, all our mechs are in the green, except for Moley's Thunderbolt, which is solidly in the yellow for armor and LordMortis' Victor, which is about to have an armor breach on its right arm. The dropship is a Leopard, which is pretty lightly armed, but it's still a dropship. On the other hand, it's an aerodyne, so it can only effectively fire in one direction at a time, leaving it vulnerable to pincer attacks.

[] Wait for Alpha-Heavy to finish their fight, then everyone close in on the Leopard
[] Take them down now, no sense in letting them have a chance to leave
[] Hold position, let the dropship go, we'll take it on another time
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Tue Nov 24, 2020 5:18 pm

[X] Wait for Alpha-Heavy to finish their fight, then everyone close in on the Leopard
[] Take them down now, no sense in letting them have a chance to leave
[] Hold position, let the dropship go, we'll take it on another time
We should try to take them out.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »


gbasden wrote:
NickAragua wrote: Tue Nov 24, 2020 5:18 pm

[X] Wait for Alpha-Heavy to finish their fight, then everyone close in on the Leopard
[] Take them down now, no sense in letting them have a chance to leave
[] Hold position, let the dropship go, we'll take it on another time
We should try to take them out.
I think they'll probably leave before we get Alpha Heavy in place but it's the safest tactical move and I rather be prudent.

If they don't get their asses in gear though, the hunt is on!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Tue Nov 24, 2020 8:57 pm
gbasden wrote:
NickAragua wrote: Tue Nov 24, 2020 5:18 pm

[X] Wait for Alpha-Heavy to finish their fight, then everyone close in on the Leopard
[] Take them down now, no sense in letting them have a chance to leave
[] Hold position, let the dropship go, we'll take it on another time
We should try to take them out.
I think they'll probably leave before we get Alpha Heavy in place but it's the safest tactical move and I rather be prudent.

If they don't get their asses in gear though, the hunt is on!
Yeah, let's pincer and kick butt.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

gbasden wrote: Tue Nov 24, 2020 8:46 pm
NickAragua wrote: Tue Nov 24, 2020 5:18 pm

[X] Wait for Alpha-Heavy to finish their fight, then everyone close in on the Leopard
[] Take them down now, no sense in letting them have a chance to leave
[] Hold position, let the dropship go, we'll take it on another time
We should try to take them out.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Wait for alpha-heavy, then pincer
"Alpha-Heavy, finish it up then move to these coordinates ASAP. We're taking on the Queen of Butte Hold." Zenn7 transmits.

El Guapo bursts out laughing. "Seriously? Guess we should have taken on one of those inheritance dispute contracts after all."

Geographically, the dropship is to the southwest, but engaging it with a hostile force at Alpha-Heavy's back is not a good idea, so we move to take the more ground-mobile hostiles out first.

Round 1, 2:
Spoiler:
Image
Spoiler:
Image
El Guapo and Thud Mk III move up the west flank while Bully and Fury move up the east. None of the hostiles are in weapons range yet.

Round 3:
Spoiler:
Image
"There you are." El Guapo notes, as a helicopter comes into maximum weapons range. Our mechwarriors can't get a good shot off yet, though.

Round 4:
Spoiler:
Image
"Slagging sonofa coolant huffing..." El Guapo curses as an AC/2 round from the helicopter dings the Marauder's foot and the mech lurches - the foot actuator having snapped. The mech is far from out of the fight though, as the Warrior basically disappears - a PPC blast melts its rotor and then a gauss slug cuts the poor thing in half. The lasers from Fury's Dragon don't help.

Round 5:
Spoiler:
Image
El Guapo orders the rest of the lance to keep moving as he steps into some nearby woods to let the Marauder cool down and get a handle on the ankle damage. Other than a lone SRM pinging off Fury's Grand Dragon and Bully scoring a PPC hit on a distant Rhino, weapons fire is pretty ineffective.

Round 6:
Spoiler:
Image
El Guapo re-orients his Marauder in the woods, joining Bully in firing PPCs at a Commando picking its way through the trees below Bully's Thug. After its right arm goes limp and the armor on its torso disappears, the mechwarrior decides he's had enough and runs off.

Fury engages a Jenner, the two mechs flailing at each other wildly with lasers and scoring only minor armor damage, but when the Grand Dragon's foot lashes out at the Jenner, it lifts its own leg to block the strike. The block costs it - actuators rip off and the light mech comes crashing to the ground, the mechwarrior blacking out in the process.

Round 7:
Spoiler:
Image
"What the..." Bully calls out as a pair of mechs emerge from the woods on her right.

Round 8:
Spoiler:
Image
Fury's switched targets to a nearby Phoenix Hawk, but briefly spares a glance at the Jenner as its damaged leg gives out during an an attempt to get up.

Bully briefly ignores the Phoenix Hawk prancing around the back of the Thug and puts two more PPC shots through a Bulldog tank to the south, eliminating it. A solid kick drops the adjacent Blackjack to the ground as well.

To the west, El Guapo and Thud have some trouble engaging their vehicle targets, with Thud being forced to a knee after getting nailed by two PPCs from a Brutus tank. Our Awesome returns the favor, but it's harder to knock a tank down.

Round 9:
Spoiler:
Image
Bully turns the Thug on the Phoenix Hawk, leaving the Blackjack to get up, and blasts the medium mech with both PPCs. The damage doesn't look too bad until the Pixie keels over to the left, blowing out one of its hips.

Fury's Jenner buddy blows himself up, but our Grand Dragon is in trouble, with the left leg having an armor breach. "In over my head. Pulling back." the mechwarrior reports. Not very furious, but tactically sound.

El Guapo lets out a breath and concentrates. A shot from the gauss rifle blows left arm off a second Jenner harassing Fury, while the Marauder's left arm swings around and finishes off the stupid little J. Edgar hovertank zipping around and pinging SRMs off our mech.

Fury backs up and fires what turn out to be the Grand Dragon's last lasers at the Phoenix Hawk, scoring hits along its armor. The pirate mech retaliates with a large laser, which goes through the left torso armor and detonates the LRM ammo bin, sending our mechwarrior for a flight into the woods.

"Alpha-Heavy lead to Beta-Assault. We've lost a mech and are taking damage. Casualties inflicted on hostiles, but they're committed to holding us up. Don't know how much help we'll be."

At this point it looks like it's going to be pretty tough for Alpha-Heavy to turn around and attack the dropship in a timely fashion. Our options are, at this point, to disengage and let the dropship go or go all-in.

[] Disengage, the dropship gets away
[] Beta-Assault and Beta-Hunter move in anyway

[Authors note: Thanksgiving Hiatus. Will be back on Monday after these commercial breaks.]
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Wed Nov 25, 2020 4:00 pm [] Disengage, the dropship gets away
[x] Beta-Assault and Beta-Hunter move in anyway
<mumbling curses> Shoulda sent his blimp brigade to help him...

Alright peeps, we'll have to do this the hard way. Lets go get us a dropship!
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