Let's play: Battletech via MegaMek

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Freyland
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

Buy the spiffy griffen.

Also, can you remind me of the tonnage and specs on my Cronus?
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

+1 for a Griffin
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Freyland wrote: Wed Dec 16, 2020 3:25 pm Also, can you remind me of the tonnage and specs on my Cronus?
https://www.sarna.net/wiki/Cronus

It's the 3M model: 55 tons, 1x large laser, 3x medium laser, 1x SRM/4. Solid armor. 5/8/5 movement profile.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Griffin GRF-1DS (A) - upgraded Griffin with better short-range capability but slightly reduced long-range firepower

I like it!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Wed Dec 16, 2020 3:54 pm +1 for a Griffin
+6 for the Griffin
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

Buy the Griffin
My nephew, Jake - "I mean is there really anything more pure? Than sweet zombie monkey love?"
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

Buy Merv Griffin.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Griffin
Morgan Nyvoll is a pretty elite bad-ass LAM pilot from Skokie over in the Free Rasalhague Republic. We don't have a LAM for him to drive, but he seems perfectly willing to drive the Griffin, and is assigned to Delta-Ranger lance.

"It'll be good to have a Griffin back in here." Madmarcus comments. "Now we just need to get another Quickdraw, and we'll be good to go."

---

July 6, 3050
Zoetermeer Approach, 2 hours after turnaround for deceleration burn

The invasion front continues to advance our way. The bulk of the 12th Star Guards that wasn't stationed here, along with the 10th Donegal RCT limp into the system on their beat-up jumpships and dropships. Having gotten their clocks cleaned on Vantaa, just one jump north, they move their dropships towards the planet, intending to land for repairs and refits. Their aerospace fighters have mostly been shot to hell, so they ask us to send over some fighters to help defend their dropship flotilla as it burns towards Zoetermeer.

We do so, and our light fighters (Delta-Intercept) are quickly put to work as a group of unidentified craft (we presume pirates) approaches the dropships. Our craft, joined by a Corsair, fly out and engage the hostiles. We've got two Sparrowhawks and a Sholagar, while the hostiles have three Sholagars, a Cheetah, a Sabre and a Sparrowhawk.

Round 1:
Spoiler:
Image
A dogfight in vacuum with light fighters is almost impossible to follow, as these units move incredibly fast. That being said, our Corsair buddy scores the first kill, annihilating a Sholagar with copious laser fire. One of our Sparrowhawks reports damage to the avionics system, but is still in the fight, while another engages the hostile Sparrowhawk, forcing the pilot into a temporary drift as the fighter's engines wink out.

Round 2:
Spoiler:
Image
Our damaged Sparrowhawk goes evasive as it's still got a few fighters on its tail, the aero jock being forced to abandon blasting away at the hostile Sparrowhawk. Our Sholagar takes the opportunity presented by the enemy pilot's inability to restart his engines in time to send a couple of lasers and SRMs up his tailpipe, making it a lot harder for him to restart his engines. A Sabre tries to get our Sholagar, but eats multiple lasers from the 10th Donegal Corsair, losing most of the armor on its left wing and taking internal damage.

A Cheetah zips in, trying to finish off our damaged Sparrowhawk, and almost does. Our pilot's eyes go wide as the outline around the fuel tank briefly pulses red, but then the hostile craft breaks off its attack as our other Sparrowhawk bails his wingman out.

Round 3:
Spoiler:
Image
"Intercept-three, disengaging. Multiple armor breaches, avionics are fried. Good luck, guys." Our damaged Sparrowhawk calls out before firing up the thrusters and zipping off back to the safety of the dropship flotilla.

Our remaining Sparrowhawk is outmaneuvered by its Sholagar opponent, but the Corsair blasts chunks out of the enemy Sabre.

The dogfight between our Sparrowhawk and the hostile Sholagar is interrupted by our Sholagar, which blasts through the hostile fighter's armor to ding the engines and cause a fuel tank leak - that is enough to get the rest of the hostiles to disengage. Our fighters head back to the dropship for repairs. It takes a few days to patch up the beat-up Sparrowhawk, and we have to replace a laser on one of the other fighters, but we get most of the damage fixed shortly.

"Thanks for the escort, Delta-Int. It'd suck to survive those wolf guys, only to get blown up by random asshole pirates." comes the transmission from one of the 10th Donegal dropships.

"Wolf guys?"

"Yeah, we'll call you guys in for a briefing after we land and get settled in."

---

"... they show up, ask you what forces you want to 'bid' for the fight, then shoot the shit out of your mechs while you try to close in to weapons range. We tried ambushes, putting down landmines, bullshitting about what we've got, bringing in aerospace and artillery support..." the Lyran Marshal sighs, rubbing her forehead with her hand. "... they either plow through it, or bring in enough forces that it doesn't matter. And they've got these little power armored infantry that swarm all over your mechs and rip stuff off or just cut through the cockpit. Fuckers have WarShips, too, though they mostly just kept them near the jump point and took out dropships trying to make runs in or out, and made JumpShips surrender."

"WarShips?" Scrub asks, incredulous. "As in from before the Succession Wars started?"

"Right." Marshal Steiner nods. "We've been ordered to dig in here and hold the line. No idea how we're going to do that when the bad guys can blow us away from orbit, but I guess they want to capture the place more or less intact. I understand you've got a lot of pirates and mercs operating down here."

Scrub shrugs.

"Right. So we need to either shut them down for good, give them what they want, negotiate, whatever. We can't have random nitwits running around in mechs getting in the way when these Clan Wolf assholes show up."

"Any idea who they are or where they came from? Or what their objective is?" Scrub asks?

"No." The Marshal responds. "But at this rate, we'll find out real soon. I just got word that Rasalhague has come under attack."

---
Spoiler:
Image
Looks like we're up next to get steamrolled. Our contract doesn't expire until the end of November, but at the current rate of advance, we're looking at getting hit in September or October. Our job currently is to continue suppressing pirates and mercs so that the line units can focus on repairing and rearming, as well as integrating with the local militia forces.

Ideally, we want to get the Butte Hold people and others to "wind down", one way or the other. We can attempt to de-escalate, letting more of their people and equipment go after beating them up. Combined with showing them battle ROM footage provided to us by the 10th Donegal, this might get them deflated about their odds of survival if they stick around. This is a voluntary reduction in salvage for us, but has the potential of reducing the amount of overall fighting we have to do if the various pirate groups agree to chill and/or depart.

We can also ratchet up the pressure instead - no more cease fires, take down everything that moves as long as we've got a shot. This will prevent equipment from being re-used if it gets away - with their forces depleting more rapidly and a FedCom line unit on world, it's possible that the pirates will decide hanging around here is no longer worthwhile. The downside is that, until they do, if we go this route, we can expect little in the way of mercy for our ejected personnel. Additionally, longer fights means more damage to our equipment.

Or, we could keep rolling the way we are, since, according to our employer, we're doing a decent job as is.

[] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Fri Dec 18, 2020 4:05 pm
[X] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
Seems like our #1 priority should be to GTFO.
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

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

Post by $iljanus »

El Guapo wrote:
NickAragua wrote: Fri Dec 18, 2020 4:05 pm
[X] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
Seems like our #1 priority should be to GTFO.
I think bigger problems are coming our direction so preserving our forces might be the way to go. As the old Terra song goes, "I see the bad moon a-rising. I see trouble on the way..."
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Fri Dec 18, 2020 5:34 pm
El Guapo wrote:
NickAragua wrote: Fri Dec 18, 2020 4:05 pm
[X] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
Seems like our #1 priority should be to GTFO.
I think bigger problems are coming our direction so preserving our forces might be the way to go. As the old Terra song goes, "I see the bad moon a-rising. I see trouble on the way..."
Agreed, besides if they do not decide to leave, they'll just act as an additional cannon fodder.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Fri Dec 18, 2020 5:50 pm
$iljanus wrote: Fri Dec 18, 2020 5:34 pm
El Guapo wrote:
NickAragua wrote: Fri Dec 18, 2020 4:05 pm
[X] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
Seems like our #1 priority should be to GTFO.
I think bigger problems are coming our direction so preserving our forces might be the way to go. As the old Terra song goes, "I see the bad moon a-rising. I see trouble on the way..."
Agreed, besides if they do not decide to leave, they'll just act as an additional cannon fodder.
Yeah, not really thinking these Wolf guys are going to be picky about who they shoot as they're steam-rolling everything in sight.

Sounds like these guys have toys that make the latest/greatest toys available in the inner spheres (that we can rarely get as it is) seem like periphery crap.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Zenn7 wrote: Sat Dec 19, 2020 12:39 am
Leraje wrote: Fri Dec 18, 2020 5:50 pm
$iljanus wrote: Fri Dec 18, 2020 5:34 pm
El Guapo wrote:
NickAragua wrote: Fri Dec 18, 2020 4:05 pm
[X] de-escalate: lower salvage, less fighting, propaganda - chance pirates convinced to go elsewhere
[] stay the course
[] escalate: higher salvage, more + harder battles - chance pirates simply run out of stuff to throw at us
Seems like our #1 priority should be to GTFO.
I think bigger problems are coming our direction so preserving our forces might be the way to go. As the old Terra song goes, "I see the bad moon a-rising. I see trouble on the way..."
Agreed, besides if they do not decide to leave, they'll just act as an additional cannon fodder.
Yeah, not really thinking these Wolf guys are going to be picky about who they shoot as they're steam-rolling everything in sight.

Sounds like these guys have toys that make the latest/greatest toys available in the inner spheres (that we can rarely get as it is) seem like periphery crap.
Put me down for a "tactical retreat" as well.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

I'm looking forward to a battle royale between Clan Wolf vs a motley gang of house forces, pirate scum and assorted merc outfits.

We'll all probably die but what a glorious battle it would be!
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Re: Let's play: Battletech via MegaMek

Post by Captainwolfer »

For those who don't know what the Battletech Clans are, here is a summary of the relevant parts:

- They are descended from the Star League Defense Force that left the Inner Sphere after the fall of the Star League. However, their culture has diverged massively in the time since
- The Clans have superior technology compared to the Inner Sphere, or even to the old Star League. All of their gear is better than SLDF Royal mechs, which are the gold standard in the Inner Sphere. Our company has a few Royal-grade mechs, and a fair number of our mechs are partially upgraded with Star League level technology (Double heat sinks, Pulse Lasers, XL engines, etc).
- In comparison, standard Clan mechs are a new type called Omnimechs. Basically, Omnimechs can have all their limbs be swapped out in a matter of hours, compared to the days or weeks it takes to swap components out on normal mechs. One day an Omnimech can be set up for close-range combat, and by the next day be reconfigured to a dedicated missile boat. This also means Omnimechs can usually be repaired faster than normal mechs
- All of the Clan's components are better than Inner sphere equivalents. Their pulse lasers shoot twice as far as ours (Slightly farther than our normal lasers as well), their ER PPCs deal 50% more damage and weigh 1 ton less, their LRM launchers weigh half as much and have no minimum range, their XL engines, Endo-Steel Chassis, and Fibro-Ferrous Armor all take up less space. That sort of thing.
- The final notable thing about Clan Technology is that they have power armored infantry (Called Battle Armor). Battle Armors are infantry scale units that can actually pose a threat to mechs and won't immediately die when a mech shoots them.

- On the society side, Clan society is very different from the Inner Sphere, using a caste system with 5 castes. They abhor waste due to a lack of resources in their home systems, and adhere strictly to a system of honor, especially among the warrior caste, which is reflected in the rules of engagement known as Zellbrigen.
- Below is a summary of Zellbrigen, their normal ROE. Note that during their Invasion, the use of these rules gradually decreased as Inner Sphere mechwarriors were exploiting it. Also, these rules don't apply to vehicles or normal infantry, but do apply to Battle armor, with each squad of 5 Battle armors counting as equivalent to a single mech.
-- Each warrior will issue a challenge to a different enemy. If one side outnumbers the other, then the extra warriors on that side will stand aside until one of their comrades falls in battle.
-- A warrior can challenge more than one 'Mech at a time, in which case all of that warrior's opponents are considered part of the same duel and may fire on the lone warrior. While this can be used to deny friendly battle armor, conventional infantry and vehicles the chance to engage in combat, it cannot be used in the same way to deny fellow MechWarriors.
-- A warrior has the right to refuse challenges from Inner Sphere units, especially if underhanded ploys are suspected, and has the right to refuse a challenge from a unit of differing weight class if other unengaged units are available.
-- Certain actions are considered dishonorable, and using them too much can render the rules void. These include intentionally moving out of the line of sight of an opponent, intentionally moving out of weapons range of an opponent, or failing to fire a weapon at the opponent if capable of doing so, although even these may be acceptable if tactically appropriate.
-- Using Artillery or AOE weapons, or getting help from others via things like TAG and C3 computers are forbidden
-- If any of the rules are broken, the fight will become a free-for-all battle with no restrictions.

- If you want to know more about the Clans, you can find the information on Sarna.net: The Clans
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Re: Let's play: Battletech via MegaMek

Post by Freyland »

I look forward to meeting Freyland MkIII, albeit briefly.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Captainwolfer wrote: Sun Dec 20, 2020 10:49 pm For those who don't know what the Battletech Clans are, here is a summary of the relevant parts:

- They are descended from the Star League Defense Force that left the Inner Sphere after the fall of the Star League. However, their culture has diverged massively in the time since
- The Clans have superior technology compared to the Inner Sphere, or even to the old Star League. All of their gear is better than SLDF Royal mechs, which are the gold standard in the Inner Sphere. Our company has a few Royal-grade mechs, and a fair number of our mechs are partially upgraded with Star League level technology (Double heat sinks, Pulse Lasers, XL engines, etc).
- In comparison, standard Clan mechs are a new type called Omnimechs. Basically, Omnimechs can have all their limbs be swapped out in a matter of hours, compared to the days or weeks it takes to swap components out on normal mechs. One day an Omnimech can be set up for close-range combat, and by the next day be reconfigured to a dedicated missile boat. This also means Omnimechs can usually be repaired faster than normal mechs
- All of the Clan's components are better than Inner sphere equivalents. Their pulse lasers shoot twice as far as ours (Slightly farther than our normal lasers as well), their ER PPCs deal 50% more damage and weigh 1 ton less, their LRM launchers weigh half as much and have no minimum range, their XL engines, Endo-Steel Chassis, and Fibro-Ferrous Armor all take up less space. That sort of thing.
- The final notable thing about Clan Technology is that they have power armored infantry (Called Battle Armor). Battle Armors are infantry scale units that can actually pose a threat to mechs and won't immediately die when a mech shoots them.

- On the society side, Clan society is very different from the Inner Sphere, using a caste system with 5 castes. They abhor waste due to a lack of resources in their home systems, and adhere strictly to a system of honor, especially among the warrior caste, which is reflected in the rules of engagement known as Zellbrigen.
- Below is a summary of Zellbrigen, their normal ROE. Note that during their Invasion, the use of these rules gradually decreased as Inner Sphere mechwarriors were exploiting it. Also, these rules don't apply to vehicles or normal infantry, but do apply to Battle armor, with each squad of 5 Battle armors counting as equivalent to a single mech.
-- Each warrior will issue a challenge to a different enemy. If one side outnumbers the other, then the extra warriors on that side will stand aside until one of their comrades falls in battle.
-- A warrior can challenge more than one 'Mech at a time, in which case all of that warrior's opponents are considered part of the same duel and may fire on the lone warrior. While this can be used to deny friendly battle armor, conventional infantry and vehicles the chance to engage in combat, it cannot be used in the same way to deny fellow MechWarriors.
-- A warrior has the right to refuse challenges from Inner Sphere units, especially if underhanded ploys are suspected, and has the right to refuse a challenge from a unit of differing weight class if other unengaged units are available.
-- Certain actions are considered dishonorable, and using them too much can render the rules void. These include intentionally moving out of the line of sight of an opponent, intentionally moving out of weapons range of an opponent, or failing to fire a weapon at the opponent if capable of doing so, although even these may be acceptable if tactically appropriate.
-- Using Artillery or AOE weapons, or getting help from others via things like TAG and C3 computers are forbidden
-- If any of the rules are broken, the fight will become a free-for-all battle with no restrictions.

- If you want to know more about the Clans, you can find the information on Sarna.net: The Clans
That's good shit. However, I thought the armored infantry were called Elementals?
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Re: Let's play: Battletech via MegaMek

Post by Captainwolfer »

Hyena wrote: Mon Dec 21, 2020 1:10 am That's good shit. However, I thought the armored infantry were called Elementals?
Elementals are the name of the genetically engineered Clan warriors designed/bred to operate Clan Battle Armor. They are super muscular and on average are 2-2.5 meters tall, without armor. Additionally, it comes from the first Clan design for Battle armor, which was called the Elemental.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
De-escalate
Our command staff decides to de-escalate things with the local pirates and mercs as much as possible. We'll still need to plow them under if they get uppity and move in on facilities we're defending, but we'll pull our punches a bit, at least in terms of letting them haul their equipment and personnel off the field.

July 10, 3050
Nedic Valley

A medium-heavy lance of Star Guards tanks calls for assistance, having been attacked by a substantial force of pirate tanks and mechs - including two medium mech lances and a heavy tank lance, as well as some light mechs and assorted light armor. With our posture in mind, Gamma-Probe lance will be "buzzing" the bad guys, hopefully distracting them long enough for the allied lance to clear out. A Star Guards Assassin is accompaying our mechs as well.

"Remember, hit and run. There's too many of these guys for us to take on." Akalon reminds everyone.

Round 1:
Spoiler:
Image
AWS initiates the transformation to airmech mode, snap-firing a shot from the snub-nosed PPC at an approaching Locust without paying much attention to whether it hits or not - it does, although the damage is just armor damage.

Meanwhile, the rest of the lance advances along the south edge of the east-west valley, using hills for cover.

Round 2:
Spoiler:
Image
"Well, looks like the plan's working!" AWS calls out, as a Firestarter points its forward weapons at the LAM zipping by and whiffs every shot.

To the south, a pair of hovercraft zip in and engage the rest of the lance, firing their SRM launchers - our Phoenix Hawk's anti-missile system automatically fires up, taking a few SRMs out of the air that would have hit. It still loses a few armor plates, but this marks the first successful use of AMS by our force. It's a little underwhelming, having taken out about 33% of the warheads that would have hit. Well, that's ok. Even the brochure admits the AMS system is more efficient against stuff like LRM twenty racks.

Round 3:
Spoiler:
Image
As we move to get past the hostile units, our Phoenix Hawk's AMS system continues working overtime, the rapid-fire auto-tracking machine gun shooting a few LRMs from a Dervish out of the sky. Akalon, the Phoenix Hawk and the Star Guards Assassin target a Jenner that jumps into our way, scoring multiple laser hits, the armor loss unbalancing the enemy mech and forcing it to the ground. Our Phoenix Hawk takes an AC/20 blast from an approaching Hunchback. The autocannon rounds worm their way through weak spots in the relatively intact armor, blowing out a jump jet and a heat sink - unpleasant, but not fatal damage.

To the north, AWS delivers a fly-by kick to a Centurion while blasting bits off a Patton tank with the LAM's weapons.

Round 4:
Spoiler:
Image
Drazzil gets in trouble, taking two (granted, glancing, but still) hits from AC/20s - one from a Hetzer, one from a Hunchback. This throws his aim against the Jenner off as our mech stumbles and loses armor from one of its arms.

Round 5:
Spoiler:
Image
Our mechwarrior puts forth a superhuman effort, pushing the Cronus' actuators to their limits, even as a Scorpion mech tries to get in the way, dropping behind a hill just in time for the rocks to absorb an SRM and a PPC blast from the quad mech fires its SRM launcher at Drazzil, but only one missile hits, the rest pinging the hill.

AWS swings the LAM into the area, using its medium lasers to slice off a Pegasus' hovertank's rear drive fans, causing it to flatten against the ground.

Akalon is targeted by the Hunchback this time as Drazzil has managed to break line of sight, but the Vulcan is a little harder to hit, and only a couple of lasers make the barest of contact with the armor.

Round 6:
Spoiler:
Image
AWS whiffs a particularly complicated turn and briefly loses control, which lets a whole bunch of bad guys get shots off on the LAM. Armor holds, mostly, except for a jump jet that blows out. Our mechwarrior does manage to disable the nearby Patton's main gun (an AC/10) with a blast from the snub-nose PPC, though.

Drazzil's left arm goes limp with a hit from the Scorpion's PPC. Not very important - there weren't any guns on there.

Round 7:
Spoiler:
Image
As our lance clears the main body of the enemy force, a Saladin hovertank breaks out and tries to come after us. Its AC/20 blast hits a bunch of rocks instead of Drazzil, at which point him and Akalon re-enact "pulp fiction" on the hovertank.

Looks like our diversion worked overall - the Star Guards tanks report destroying a pursuing Locust and Galleon tank, having only had one of their number immobilized, with the crew recovered.

AWS is able to wrestle back control of the LAM from the various air currents and basic laws of physics, pulling a few Gs to zip out of the area.

Round 8:
Spoiler:
Image
We're basically clear, at this point. Other than a pursuing Kurita-variant Spider, which hounds Drazzil's Cronus with its annoying little machine guns. A few blasts past the armor from the lasers on Akalon's Vulcan discourage any further pursuit.

After a quick discussion with our logistics personnel about the advisability of ordering spare jump jet parts from a factory two jumps away rather than on-world (apparently, the parts were cheaper, but transport time and costs negate any cost savings made on the parts themselves), we've got everything we need to fix up our mechs.

We've got a few prisoners that we've been holding while our Lyran employers resolve their legal status (is the person a FedCom citizen? Then a criminal trial is in order. Is the person not a FedCom citizen? Then it's a military tribunal. etc etc). As part of our de-escalation routine, someone on the command staff suggests that we release a few of these guys with a parting gift of footage from some of the 10th Donegal's battles to illustrate what's coming. This has the potential to degrade pirate morale and may help convince them to beat feet.

Of course, the pirates might just put the guys right back in tanks or mechs and send them at us again. And we don't get the prisoner capture bonus for whoever we release.

[] Release a few prisoners with "you're all going to die" propaganda
[] Not worth it

---

Akalon has spent some time leading Gamma-Probe and gained a little bit of command experience. How exactly did our mechwarrior improve?

[] Tactics 2->3: reroll battlefield terrain, deploy more landmines/infantry when appropriate
[] Strategy 2->3: reduced reinforcement arrival delay when in charge of a battle
[] Leadership 1->2: can have up to two auxiliary non-mech units in the lance, when available/desired
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Mon Dec 21, 2020 3:01 pm
[X] Release a few prisoners with "you're all going to die" propaganda
[] Not worth it
Seems worth it. Seems like we could achieve this just by releasing a couple of their shittier mechwarriors. If they wind up putting them back into mechs and sending them at us, doesn't seem like it would move the needle much.
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Re: Let's play: Battletech via MegaMek

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Captainwolfer wrote: Sun Dec 20, 2020 10:49 pm For those who don't know what the Battletech Clans are, here is a summary of the relevant parts:

- They are descended from the Star League Defense Force that left the Inner Sphere after the fall of the Star League. However, their culture has diverged massively in the time since
- The Clans have superior technology compared to the Inner Sphere, or even to the old Star League. All of their gear is better than SLDF Royal mechs, which are the gold standard in the Inner Sphere. Our company has a few Royal-grade mechs, and a fair number of our mechs are partially upgraded with Star League level technology (Double heat sinks, Pulse Lasers, XL engines, etc).
- In comparison, standard Clan mechs are a new type called Omnimechs. Basically, Omnimechs can have all their limbs be swapped out in a matter of hours, compared to the days or weeks it takes to swap components out on normal mechs. One day an Omnimech can be set up for close-range combat, and by the next day be reconfigured to a dedicated missile boat. This also means Omnimechs can usually be repaired faster than normal mechs
- All of the Clan's components are better than Inner sphere equivalents. Their pulse lasers shoot twice as far as ours (Slightly farther than our normal lasers as well), their ER PPCs deal 50% more damage and weigh 1 ton less, their LRM launchers weigh half as much and have no minimum range, their XL engines, Endo-Steel Chassis, and Fibro-Ferrous Armor all take up less space. That sort of thing.
- The final notable thing about Clan Technology is that they have power armored infantry (Called Battle Armor). Battle Armors are infantry scale units that can actually pose a threat to mechs and won't immediately die when a mech shoots them.

- On the society side, Clan society is very different from the Inner Sphere, using a caste system with 5 castes. They abhor waste due to a lack of resources in their home systems, and adhere strictly to a system of honor, especially among the warrior caste, which is reflected in the rules of engagement known as Zellbrigen.
- Below is a summary of Zellbrigen, their normal ROE. Note that during their Invasion, the use of these rules gradually decreased as Inner Sphere mechwarriors were exploiting it. Also, these rules don't apply to vehicles or normal infantry, but do apply to Battle armor, with each squad of 5 Battle armors counting as equivalent to a single mech.
-- Each warrior will issue a challenge to a different enemy. If one side outnumbers the other, then the extra warriors on that side will stand aside until one of their comrades falls in battle.
-- A warrior can challenge more than one 'Mech at a time, in which case all of that warrior's opponents are considered part of the same duel and may fire on the lone warrior. While this can be used to deny friendly battle armor, conventional infantry and vehicles the chance to engage in combat, it cannot be used in the same way to deny fellow MechWarriors.
-- A warrior has the right to refuse challenges from Inner Sphere units, especially if underhanded ploys are suspected, and has the right to refuse a challenge from a unit of differing weight class if other unengaged units are available.
-- Certain actions are considered dishonorable, and using them too much can render the rules void. These include intentionally moving out of the line of sight of an opponent, intentionally moving out of weapons range of an opponent, or failing to fire a weapon at the opponent if capable of doing so, although even these may be acceptable if tactically appropriate.
-- Using Artillery or AOE weapons, or getting help from others via things like TAG and C3 computers are forbidden
-- If any of the rules are broken, the fight will become a free-for-all battle with no restrictions.

- If you want to know more about the Clans, you can find the information on Sarna.net: The Clans
More importantly, what is Clan blimp technology like?
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

El Guapo wrote:
NickAragua wrote: Mon Dec 21, 2020 3:01 pm
[X] Release a few prisoners with "you're all going to die" propaganda
[] Not worth it
Seems worth it. Seems like we could achieve this just by releasing a couple of their shittier mechwarriors. If they wind up putting them back into mechs and sending them at us, doesn't seem like it would move the needle much.
Agreed. Since our goal is de-esclation we should kick em back with a little psy-ops on the side.

Personally, if we were to field some "battle blimps" the Clans would be so amused that we can surprise them while they are busy laughing.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Mon Dec 21, 2020 3:11 pm
El Guapo wrote:
NickAragua wrote: Mon Dec 21, 2020 3:01 pm
[X] Release a few prisoners with "you're all going to die" propaganda
[] Not worth it
Seems worth it. Seems like we could achieve this just by releasing a couple of their shittier mechwarriors. If they wind up putting them back into mechs and sending them at us, doesn't seem like it would move the needle much.
Agreed. Since our goal is de-esclation we should kick em back with a little psy-ops on the side.

Personally, if we were to field some "battle blimps" the Clans would be so amused that we can surprise them while they are busy laughing.
Agreed.
El Guapo wrote: Mon Dec 21, 2020 3:07 pm More importantly, what is Clan blimp technology like?
Non-existant. Their blimps are called "warships" :D
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Mon Dec 21, 2020 3:01 pm Of course, the pirates might just put the guys right back in tanks or mechs and send them at us again. And we don't get the prisoner capture bonus for whoever we release.

[x] Release a few prisoners with "you're all going to die" propaganda
[] Not worth it

---

Akalon has spent some time leading Gamma-Probe and gained a little bit of command experience. How exactly did our mechwarrior improve?

[x] Tactics 2->3: reroll battlefield terrain, deploy more landmines/infantry when appropriate
[] Strategy 2->3: reduced reinforcement arrival delay when in charge of a battle
[] Leadership 1->2: can have up to two auxiliary non-mech units in the lance, when available/desired
Best chance to de-escalate.

Tactics or Strategy. Leadership doesn't seem that useful for us (we rarely deploy auxiliary units).
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Re: Let's play: Battletech via MegaMek

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I can go with either tactics or strategy as well.
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Re: Let's play: Battletech via MegaMek

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Vote Results:
Spoiler:
Release the krak... er... prisoners - ||||||
Not worth it - ||

Player override: Leadership
"All right, Mr... " Scrub looks at her clipboard. "Prashanth. We've arranged a prisoner exchange with your uh... employer?" She raises an eyebrow. "You are to deliver this recording, and a message. This planet will be on the front lines of a war soon, and we are willing to let the... " Scrub sighs. "... Supreme Queen of Butte Hold... leave the system."

The to-be-released prisoner stares at Scrub with a blank expression. "I uh, just drive a tank, ma'am. I don't know nothing about no war."

Scrub rolls her eyes. "Well, whoever you work for probably does. Give them the messages. Corporal!" She beckons an infantryman over. "Get the prisoner out to the arranged rendezvous point."

---

July 25, 3050
15km southeast of Exostar Lens Transfer Facility

The Butte Hold guys don't get the message and begin moving their forces towards another storage depot, probably with the intention of looting it. Technically owned by "Dynamico Ltd.", they've retained the ExoStar name for manufacturing lasers and laser components. Including, recently extended-range large lasers. So, the pirates are probably hoping to get a hold of some of those. Two mech lances (one medium, one light), plus a company of light armor and hovertanks. Thanks to our upgraded data processing capability, Scrub's Gamma-Command lance makes the interception, with Gamma-Striker coming in for backup. We've also had the chance to have our infantry deploy some mines (keeping a careful record to make sure that we clean up afterwards and don't get sued again) in the narrow streets along the projected route. The infantry themselves fall back - it's dense urban terrain, but we're not that hard up for firepower that we need to risk having to have thirty funerals.

Round 1:
Spoiler:
Image
The minefields prove devastatingly effective, taking out two mechs - a Hunchback loses both legs, while a Stinger basically disintegrates when it falls over. A Jenner loses one of its legs as well, as does a Scorpion. Pretty sure we saw most of these guys a few weeks ago. But we're unlikely to be seeing at least the three blown up bipeds. The Scorpion's kind of in trouble, too - between it, a Panther and a Jenner, they're all tangled up.

We exchange a few LRMs with the hovertanks that make it past the minefields, but to no effect.

Round 2:
Spoiler:
Image
The hovercraft clear the minefields with ease, but their mech buddies don't have as good a time, with a Cicada losing a leg as it tries to navigate past. We get to medium weapons range, the two forces blasting armor off each other, but with little effect other than that.

Round 3:
Spoiler:
Image
Scrub sidesteps a charging Saladin hovertank as it turns to the side and fires its AC/20 at Cylus. Our Warhammer's short-range weapons make short work of the hovertank, breaching armor and immobilizing it. Thankfully, the AC/20 round goes wide, allowing our Grasshopper to get some good shots on a Striker light tank ducking down an alleyway.

Round 4:
Spoiler:
Image
Scrub's mech lurches as a pair of Drillson hovertanks deliver large laser blasts followed by SRM salvos. The armor remains mostly intact, except for a patch over the center torso, which lets a stray SRM's blast through. The Warhammer delivers a litany of damage reports as Scrub fights and succeeds in keeping it upright. Cylus melts down one of the offending hovertanks

To the north, Angel corners the Striker that got away from Cylus, cutting into it with the Flashman's impressive laser array - one of the beams veers into the vehicle's fuel tank, disintegrating it.

Round 5:
Spoiler:
Image
"Command-Actual, disengaging." Scrub calls out, grudgingly, exchanging PPC shots with a Scorpion mech as she walks the Warhammer back.

Round 6:
Spoiler:
Image
"Yeehaw, looks like we got ourselves some extra salvage boys!" Comes a new transmission over the open frequency. Sensors show a medium mech lance arriving from the south, with eight more blips closing in shortly. On the plus side, they'll probably hit some of the remaining mines on the way north, and the remaining hostiles are likely to get sandwiched between us and them.

The other good part is that Gamma-Striker lance has arrived to the east and is moving to engage and take the pressure off our command lance.

Angel corners a Vedette, cutting its right-side treads off with the Flashman's lasers, while Cylus jumps southwest to head off a Griffin chasing after Scrub. The 55-tonner's left leg is disabled after multiple laser blasts, and with two actuators blown out on the right leg, it's out of action. "And stay down." Our mechwarrior mouths. Our Thunderbolt smashes a Drillson into a nearby building, taking it out.

At this point, it looks like the Butte Hold people are attempting to withdraw, but we've got another group of pirates coming in in what looks like an attempt to seize the salvage from this battle. This is awfully close to a facility we're supposed to defend and ceding control of the field will render us unable to clean up our minefields in a timely fashion.

Other than Scrub's shot-up Warhammer, the rest of our mechs are in the green (in the case of the Command Lance) or untouched (in the case of Gamma-Striker lance), for a total of seven mechs on our side. Currently we're facing a pair of retreating medium mechs (one of them a quad missing a leg) and six hovercraft. The new incoming force looks like a reinforced medium lance, backed up by a heavy tank lance and some armored personnel carriers.

[] Take on the newcomers
[] Do not engage the newcomers unless they move towards the designated facility defense perimeter
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Tue Dec 22, 2020 2:24 pm [x] Take on the newcomers
[] Do not engage the newcomers unless they move towards the designated facility defense perimeter
Might as well stomp them. No reason to let them recover the wrecks since they are not playing ball with de-escalation.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Tue Dec 22, 2020 7:15 pm
NickAragua wrote: Tue Dec 22, 2020 2:24 pm [x] Take on the newcomers
[] Do not engage the newcomers unless they move towards the designated facility defense perimeter
Might as well stomp them. No reason to let them recover the wrecks since they are not playing ball with de-escalation.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote: Tue Dec 22, 2020 9:39 pm
Leraje wrote: Tue Dec 22, 2020 7:15 pm
NickAragua wrote: Tue Dec 22, 2020 2:24 pm [x] Take on the newcomers
[] Do not engage the newcomers unless they move towards the designated facility defense perimeter
Might as well stomp them. No reason to let them recover the wrecks since they are not playing ball with de-escalation.
Agreed.
Yeah, our patience only goes so far. Come get some!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Tue Dec 22, 2020 9:44 pm
gbasden wrote: Tue Dec 22, 2020 9:39 pm
Leraje wrote: Tue Dec 22, 2020 7:15 pm
NickAragua wrote: Tue Dec 22, 2020 2:24 pm [x] Take on the newcomers
[] Do not engage the newcomers unless they move towards the designated facility defense perimeter
Might as well stomp them. No reason to let them recover the wrecks since they are not playing ball with de-escalation.
Agreed.
Yeah, our patience only goes so far. Come get some!
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Take on the newcomers, too
"Let retreating units go, but we're holding this zone." Scrub orders, backing her Warhammer up further out of the fray, the mech creaking and stumbling as it moves.

Round 7:
Spoiler:
Image
The Scorpion mech limps off to the east, following its Hunchback buddy. Cylus gives it a few parting shots with the Grasshopper's lasers, blasting several actuators off one of its three remaining functional legs. The quad mech winds up flat on the ground, struggling to get up.

Round 8:
Spoiler:
Image
As the Scorpion tries to get up, Cylus steps out of its line of fire (easy enough, as its guns are all forward-facing) and blasts it in the right torso, taking out all of its guns, and another leg.

Round 9:
Spoiler:
Image
Gamma-Command's Thunderbolt engages the newcomer Assassin and Stinger, swinging the right arm laser to cut some armor off the Assassin and taking some armor damage to the right arm.

Round 10:
Spoiler:
Image
"Whoa, clear the street, LRMs incoming!" Angel calls out, seeing an LRM Carrier and a Rhino driving down. Between those two things, that's 110 LRM tubes, which can get pretty rough. The Kintaro running alongside the two tanks adds another 5 LRM tubes to that mix, in a "Look at me, I'm helping!" kind of way. We've seen the KTO-20 before, it's an upgraded version of the 19 - double heat sinks so that it can actually fire its many weapons, and ferro-fibrous armor to allow it to mount an extra large laser. Basically meaning that, unlike the 19, the 20 doesn't go limp after the first weapons salvo.

The Asssassin fires up its rather impressive jump jets, arcing up over our Thunderbolt. However, Gamma-Striker's Champion rotates its torso to the left and lets rip with all guns. The short-range missiles whiff, but the rest of the weapons hit, the autocannon causing an armor breach while a laser disables one of the 40-tonner's legs, causing it to flop down on a nearby rooftop.

Our Thunderbolt's right arm takes damage, losing a couple of actuators to a blast from the nearby Stinger. Our mechwarrior retaliates, crushing the bug mech's right leg, but the extended-range on the right arm is basically unusable at this point.

Meanwhile, to the north, our Crusader swings its left arm LRM launcher around to send some LRMs at an annoying Drillson hovertank that's stuck around to cover its buddies' retreat, the result being that the hovertank stops moving after LRMs finish letting all the air out of its skirt.

Round 11:
Spoiler:
Image
The Assassin struggles up, despite one of its legs being wrecked, and eats a full salvo of lasers from Cylus' Grasshopper - the left arm droops, while both of the mech's missile launchers are taken out. To nobody's surprise, the medium mech drops to the rooftop again.

The Condor hovertank fires its last autocannon round at our Thunderbolt, scoring a hit before our Champion levers its autocannon at the unfortunate vehicle, punching through the armor before a short range missile flies through and splatters the crew.

Our Crusader reports taking out a fleeing Vedette which has managed to get its autocannon unjammed and started firing at our mech. The LRM response wrecks the tank.

Round 12:
Spoiler:
Image
A Vulcan jumps in, pinging its short-range weapons off the thick armor on Cylus' Grasshopper. For its trouble, it loses both arms and has to take a knee. Cylus takes the opportunity to circle around its left side and crack the left leg in half - the 40-ton mech keels over and its ammo bin blows upon impact with the ground.

Our Thunderbolt engages the LRM Carrier and Rhino at close range, inflicting damage on their treads but failing to score any kills. The Kintaro gives our mechwarrior a good dose of short range firepower, but the Thunderbolt holds up, more or less.

Round 13:
Spoiler:
Image
Our Champion joins the Thunderbolt and Angel's Flashman in engaging the two LRM platforms, Kintaro and Manticore. The Kintaro's pilot, however, makes maximum use of his double heat sinks and weapons array, blasting our 60-ton mech with lasers and SRMs. Our mech's autocannon ammo blows, incinerating our unit, although not before our mechwarrior manages to inflict significant armor damage. Angel scowls, stomping on the LRM Carrier, the Flashman's foot coming away with half an engine block stuck to one of the toes.

Round 14:
Spoiler:
Image
Cylus jumps southwest, avoiding most of an Ostroc's laser salvo and melting a Rommel tank's main gun barrel (AC/20, for the record) down with the Grasshopper's lasers, adding insult to injury by melting the left-side treads.

Angel finishes off the "LRM Battery", disabling the Rhino with the Flashman's laser array (and throwing in a little flamer action for good measure).

Round 15:
Spoiler:
Image
Angel's mech rocks as the trapped Kintaro tries to break out, firing SRMs and lasers wildly - a warhead makes contact with the Flashman's dome, as does some infantry weapons fire from a building nearby. However, our mechwarrior holds steady, frying a Maxim hover transport to the north while our Crusader blows the Kintaro's left arm off. The 50-tonner doesn't make it out, losing its left leg as Angel trips it up.

To the west, Cylus takes out a Goblin tank by torching its fuel tank with the Grasshopper's lasers.

With that, the rest of the salvage-happy pirates opt to run off, while their infantry disperses. This really didn't work out for them, as that Kintaro is a prime piece of loot.

Which comes up in conversation very shortly, as the mechwarrior emerges from it and offers to join our outfit if we let him keep the mech.

"I hate working with these stupid-ass pirates." he states during the debriefing. "They really think they can just settle down here and wait for the FedCom people to get kicked out." He shakes his head. "They need to be looking for parts to fix their stupid broke-ass jumpship so we can get outta here, not raiding random laser factories."

"Where'd you get that Kintaro?" Scrub asks. "It's a pretty sweet ride."

"Wasn't always a pirate. Used to work for House Kurita. Just decided I didn't feel like disembowling myself after my unit got their asses kicked by a bunch of FedCom mercs. Anyway, you guys have a working jumpship, right?"

"Yeah." Scrub responds. "But, uh, we're on contract here until end of November. If you want a ride out of here, we're probably not it."

The pirate scoffs. "Better odds than I'd have sitting in a prison cell."

Technically, the Kintaro should go into our employer's salvage pile (we're at about 400k out of the 1200k credit we'll need to be able to start salvaging again). But, uh, it's a pretty good mech. So we might just want to omit it from our salvage reports. Of course, that runs the risk of pissing our employer off if they figure it out.

[] Attempt to keep the Kintaro
[] Pass

Other than that, and the total loss of the Champion, our mechs are pretty repairable, even Scrub's Warhammer with the engine and gyro damage.

[Author's Note: Expecting maybe two or three updates at most before the new year due to holidays]
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Can we write off KTO and it's driver as a "defector" thus excluding it from salvage pool? Given the shit-storm that's about to hit this rock, I doubt anyone would quibble about where an extra friendly combat unit came from.
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Re: Let's play: Battletech via MegaMek

Post by Captainwolfer »

Leraje wrote: Wed Dec 23, 2020 2:53 pm Can we write off KTO and it's driver as a "defector" thus excluding it from salvage pool? Given the shit-storm that's about to hit this rock, I doubt anyone would quibble about where an extra friendly combat unit came from.
Alternatively, if the above doesn't work, could we negotiate something like: We can salvage mechs that we want to repair despite still owning salvage if we basically give the mechs back when our contract is up?

IE: Salvage KTO, repair it, if we still have it when contract is up we are obligated to give it to our employers.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Captainwolfer wrote: Wed Dec 23, 2020 3:14 pm
Leraje wrote: Wed Dec 23, 2020 2:53 pm Can we write off KTO and it's driver as a "defector" thus excluding it from salvage pool? Given the shit-storm that's about to hit this rock, I doubt anyone would quibble about where an extra friendly combat unit came from.
Alternatively, if the above doesn't work, could we negotiate something like: We can salvage mechs that we want to repair despite still owning salvage if we basically give the mechs back when our contract is up?

IE: Salvage KTO, repair it, if we still have it when contract is up we are obligated to give it to our employers.
I bet the pirate guy wouldn't be too happy about it, but then again, he's already made his bed.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Guy seems like an old hand at this and I like his straightforward answers. Don't want to deprive him of his ability to earn space bucks so I'd like to give him a chance and let him fight with us. I'm sure they'll be tons of salvage opportunities once Clan Wolf shows up...
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Wed Dec 23, 2020 3:56 pm Guy seems like an old hand at this and I like his straightforward answers. Don't want to deprive him of his ability to earn space bucks so I'd like to give him a chance and let him fight with us. I'm sure they'll be tons of salvage opportunities once Clan Wolf shows up...
For Clan Wolf may be :twisted:
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Wed Dec 23, 2020 4:25 pm
$iljanus wrote: Wed Dec 23, 2020 3:56 pm Guy seems like an old hand at this and I like his straightforward answers. Don't want to deprive him of his ability to earn space bucks so I'd like to give him a chance and let him fight with us. I'm sure they'll be tons of salvage opportunities once Clan Wolf shows up...
For Clan Wolf may be :twisted:
Yeah, but I was trying to look at the bright side. :cry:

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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Wed Dec 23, 2020 4:25 pm
$iljanus wrote: Wed Dec 23, 2020 3:56 pm Guy seems like an old hand at this and I like his straightforward answers. Don't want to deprive him of his ability to earn space bucks so I'd like to give him a chance and let him fight with us. I'm sure they'll be tons of salvage opportunities once Clan Wolf shows up...
For Clan Wolf may be :twisted:
In which case, our employer can be as pissed at our corpses as they want to be. We'll all be a little to dead to give a <bleep>.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Wed Dec 23, 2020 2:53 pm Can we write off KTO and it's driver as a "defector" thus excluding it from salvage pool? Given the shit-storm that's about to hit this rock, I doubt anyone would quibble about where an extra friendly combat unit came from.
I agree with this. We should touch base with our company lawyers.
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