Let's play: Battletech via MegaMek

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Remora |||
Moneypenny ||

Pursue ||||
Fight |||||
The flight leader makes the call to engage the escort fighters instead - getting blasted apart while chasing that dropship down won't really help finish it off. He makes a quick transmission back to planet-side (which won't get there for a few minutes, thanks to light speed lag), then our fighters turn to engage. It's a short engagement - the "allied" fighter gets blasted to bits, while the remaining fighters turn on their afterburners and retreat to catch up with their rapidly-retreating dropship. Our fighters still need the rest of their fuel to get home, so that's what they do.

About five minutes later, a panicked warning transmission from planetside reaches said fighters, informing them that the pilot of the Seydlitz has been found, unconscious, butt-naked and gagged in a maintenance closet, by a janitor and that they should keep an eye on that fighter. Thanks, guys, that's helpful.

As the dropship continues barreling towards the planet, Scrub contacts our contract rep for some "clarification". The distracted-looking man informs her that saboteurs have seized the aerospace facility used to launch the Seydlitz, and that multiple other facilities on the planet have come under attack by unidentified forces. Given that, letting a mostly-full Triumph full of hostile tanks land doesn't seem like the smartest idea, so we scramble Beta-Strike to plot an interception, the idea being to hit the dropship as it completes its deceleration burn and begins its atmospheric descent.

Beta-Strike is intercepted before even leaving atmo by three flights of aerospace fighters (six in total) coming from multiple directions - some from the dropship, some from the aforementioned airbase. Delta-Intercept is able to hit the afterburners and will be there to back them up. Our heavier force is a Lucifer, a Gotha and a Chippewa, while our lighter units are a pair of Sparrowhawks and a Sholagar. The Sparrowhawks were having problems with their internal heat sinks ever since coming back from their cargo run, but our techs have thankfully worked those out.

The incoming fighters are an assortment of mediums and heavies.

Round 1:
Spoiler:
Image
Two of the hostiles get the drop on Beta-Strike, their Lucifer targeting ours and dinging the underside with lasers and missiles. The damage diagnostics reports that the landing gear extension mechanism is damaged. Great.

However, our Gotha and Chippewa react and loop around, counterattacking with every weapon at their disposal. The Chippewa's large pulse lasers easily track the Lucifer, vaporizing its left wing. They take some long-range fire from the group approaching from the north west, but armor holds up.

Round 2:
Spoiler:
Image
The Chippewa's engine makes a burbling noise and flames start coming out the back of the fighter, but it's still flying for now. The pilot still won't stop screaming about it, though.

The hostile Sabre gets blasted to bits, the remains spinning down to the ground. Now we can focus on the two remaining flights approaching us and delivering armor damage.

Round 3:
Spoiler:
Image
The back of our Gotha literally blows out as the hostile Thunderbird opens up on it with its lasers. The fighter glides down to the ground, where, after landing, the ejection seat fires.

Our Lucifer takes a nasty engine hit from the hostile Slayer, but Delta-Intercept's Sparrowhawk and Sholagar use the opportunity to get in behind the attacking fighter and disturb its flight path through generous application of lasers and SRMs. Our Lucifer stays in the air, the Slayer does not. The Lucifer's attack on the hostile Corsair forces that fighter to disengage temporarily as it wobbles around unsteadily.

Our Chippewa comes in from the Thunderbird's two-o'clock and rakes the 100 ton fighter with pulse lasers, blowing out a good chunk of its engine.

Round 4-5:
Spoiler:
Image
Spoiler:
Image
At this point, it's three of our light fighters versus two of their mediums, one still struggling to regain control of the aircraft as it slowly drops speed. Both are destroyed by our light fighters, which use their superior maneuverability to land repeated tail shots. This leaves just the Thunderbird, which turns around and burns off in the direction it came from, puffs of smoke trailing from its engine.

This turns out to be a bit of a problem, as our heavies are no longer in any shape to take on even a damaged dropship (the Lucifer with its engine damage, and the Chippewa spouting fire out the back, even though the diagnostics assure the pilot that all systems are working properly, while the Gotha is on the ground with a large hole in its fuselage). Our light fighters could possibly make the interception, but, well, they're light fighters. And its escort fighters are still present, though pretty banged up.

[] Attempt to make the interception
[] Forget it
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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Forget it. The odds don't seem to be in our favor.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Wed Oct 21, 2020 5:59 pm Forget it. The odds don't seem to be in our favor.
Agreed.Looks like we'll be stomping tanks the old-fashioned way.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Attempt it, if nothing else, maybe they can at least tail it and find where it lands to help us get the jump with our mechs before they can properly unload/set up.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Forget it - almost unanimous
Delta-Intercept's flight leader briefly considers engaging the incoming Triumph, but opts against it, tailing it at maximum sensor range instead. While we're able to locate the approximate landing area, our fighters are forced away by the blaring of multiple target lock alarms from long-range air defense systems.

The good news is that damage from our earlier engagement will prevent the dropship from leaving the system, unless the crew get the docking collar repaired. Which means they'll either attempt to jury-rig something if the damage isn't too bad or they'll need to raid a spaceport for space parts. We'll consider keeping a force close to the nearest one to respond to any such raids.

The other good news is that the Gotha managed to survive an internal ammo explosion, mostly because the aero jock had basically emptied his ammo bins.

Meanwhile, while our aerospace units are in the shop or returning home, we dispatch ground forces to narrow down the Triumph's location. As per the terms of our contract, we'll also need to retake the various facilities that have been seized from the locals.

October 13, 3049
Linser Valley

One of Beta-Hunter's sweeps around the dropship encounters encounters a force of medium tanks, plus two mech lances - a light and a medium. Two Wolverines and a Griffin will be a threat. There's also a laser centurion and a Scorpion quad mech. Obviously not all of those came from the Triumph.

Beta-Hunter is Leraje/Guillotine, Xwraith/Catapult, Wolf/Warhammer, backed up by an Archer, our Zephyr hovertank and a Hornet from the planetary militia. The Hornet is technically a "bug mech" - 20 tons. Not very Lyran or useful generally, but beggars can't be choosers. Our Zephyr is jamming comms with its ECM, but the bad guys will eventually break through the jamming to report on us. We'll see if we can take some of them out first.

It's a perfectly clear day, although a little hot (39 degrees C)

Round 1:
Spoiler:
Image
Our mechs sprint forward to engage the hostiles as rapidly as possible. Leraje and Wolf are both experts at navigating hilly terrain, so their mechs take the front.

Round 2:
Spoiler:
Image
This group is our main concern. Leraje takes a couple of LRMs to the right leg from the Griffin, but armor holds. Our Archer sends many more LRMs back, blasting armor off the 6K Wolverine's left leg (the 6K is the Kurita variant without jump jets).

Other long-range fire goes wide.

Round 3:
Spoiler:
Image
Ah, classic hovercraft. Our Zephyr zips in, avoiding a few lasers, then attaches a NARC beacon to the Wolverine's left leg, while plastering it with laser fire. It takes a laser from the Jenner, letting a little bit of air out of the hoverskirt, then, as it swerves around, the Wolverine blasts it with a large laser, and that's that for our hovertank, it's out of action.

The Wolverine rocks a little as Leraje and our Archer focus it down with LRMs and long range laser fire, but stays upright.

Wolf scores two PPC hits on a Goblin tank trundling up, but fails to breach armor, and the tank moves to hide behind a hill.

Round 4:
Spoiler:
Image
Leraje moves up, hoping the Guillotine will be a more urgent target than a disabled hovertank, which proves to be a good move, as the Zephyr is able to sit there, ignored, while mechs trade large laser fire.

Wolf moves the Warhammer southeast, holding a PPC to conserve heat, instead letting rip with short range weapons at a pair of hovertanks. The Condor escapes the storm, the Falcon does not, being caught by pretty much every shot fired and breaking up. The counterfire dings the Warhammer's head and armor, but the mechwarrior straightens the mech up and keeps it moving.

Round 5:
Spoiler:
Image
Wolf gets the Warhammer nestled into a nice comfortable spot, taking some damage which throws our mechwarriors aim off a bit as tanks, hovercraft

Leraje continues going after the Wolverine, which attempts to pull back behind a Griffin. The Wolverine takes a substantial amount of damage to its center of mass from a combination of Leraje's lasers and fire support from our Archer, which dings the gyro and drops the mech to the ground. The Griffin eats a kick from Leraje as well, losing armor on its left arm.

Round 6:
[data feed lost]
Some unannounced units - three mechs and a tank - show up to the east and immediately start laying into the hostiles attacking us. Except for a Vedette which takes a pot shot at Wolf.

Wolf ducks the Warhammer down for a second to give the poor mech a break from being pounded by every hostile on the field. Going prone is a little risky, but does save on a lot of incoming damage. Our mechwarrior still blasts the right arm off a hostile Wasp, taking the laser out with a PPC. Combined with fire from the new arrivals, the Wasp goes down, having lost most of its right side. At which point, the nearby Griffin stomps on it, detonating its SRM/2 ammo and annihilating it entirely.

Leraje's Wolverine target manages to stagger up, but our mechwarrior whacks it lightly on the Guillotine's arc through the air towards the Griffin trying to pull back, and the 55-tonner winds up on the ground again. Gyro damage is a little rough sometimes. Leraje is distracted dodging missiles and PPC fire from the Griffin but does land a kick on it, stripping left leg armor off.

Round 7:
Spoiler:
Image
Wolf backs up to the north, still taking a good amount of fire. Armor continues holding for now, and our mechwarrior disables a Condor hovertank that's been zipping around. Our Warhammer takes a PPC hit to the left arm disabling its PPC.

To the west, Leraje finishes off the Wolverine with a shot at the weakened center torso, removing the mech from circulation permanently.

Xwraith engages a Firestarter, but has little luck.

Round 8:
Spoiler:
Image
Xwraith's Catapult is taken out by heavy weapons fire from a distant Centurion specifically, but everyone pitches in. Well, the mech is still intact, but the left leg is gone, so it's basically done in at this point. He does inflict some serious damage on the nearby Jenner though, blowing out one of its lasers and causing multiple armor breaches, which inspires the light mech to fire its jump jets and disengage.

Wolf barely manages to fend off the Firestarter's attacks while pulling back. Retrieving Xwraith is going to be pretty tough, but we'll see if the Lyran Hunter can make the attempt while Wolf pulls back due to damage adding up.

Leraje is unable to finish off the Griffin to the west with weapons fire, but does manage to take out the treads on a Vedette with a kick.

Round 9:
Spoiler:
Image
Xwraith takes a quick look at the tanks and mechs converging on his Catapult (and gets a brief image of drooling wolves) and opts to punch out. For once, the ejection seat doesn't shoot the mechwarrior into a hill or a building, so Wolf runs over to pick him up. The Warhammer's surprising movement causes most of the fire coming its way to miss, which is just as well.

To the west, Leraje works on the Griffin, getting in behind the lighter mech and working it over with lasers and delivering a solid kick, which snaps an actuator on the left leg. The 55-tonner keels over, breaking its right arm in half in the process, so now it just has an LRM rack.

Round 10:
[data feed lost]
"Hunter-Two, what's your status?"

"I've got four, and am pulling back."

"Understood, I'm en route. Hunter-Three, continue long-range fire." Leraje states, leaving the Griffin to try to struggle to get up as it tries to move off the field. Our mechwarrior's last glance notes that the mech's other arm has snapped off as well.

On the way out, Wolf snaps the Warhammer's remaining PPC to the right and zaps a pursuing Goblin tank, nailing the vehicles fuel storage after melting through the armor and evaporating it.

Unfortunately, for whatever reason, the Zephyr attracts attention once more and is destroyed by a combination laser and LRM salvo from the hostile Centurion. Our Archer manages to jam the main gun on a Vedette.

The additional unidentified force continues exchanging fire with the initial hostiles as we pull back, picking the Zephyr's crew up along the way, with what looks like more blips forces coming in - we don't really stick around to find out what happens afterwards. Losing the Zephyr kind of stings.

Delta-Recon also encounters a hostile force, which disengages after a brief firefight in which our Spider loses an arm while an enemy Griffin gets completely blasted to bits. When the fight is over, we notice that the mechwarrior driving our Assassin has ejected and is nowhere to be found.

Other than the lost Catapult and Zephyr, the rest of Beta-Hunter lance is repairable given a little effort.

---

Scrub calls the command staff in for a conference with the liaison. The only good news is that said liaison informs us that he has hired additional help, in the form of the 12th Star Guards, a mercenary outfit we've worked with before. To mixed degrees of success. There may or may not have been a friendly fire incident caused by an IFF misconfiguration. We did apologize several times.

"You mean, they're already en route?" Scrub asks.

"No, no." The liaison responds, twirling his finger in boredom. "They're already here, they have engaged several pirate forces and routed them."

Scrub sighs and rubs her temples. "I'm going to send you the battle ROM of our last engagement, and a list of units our mechs observed engaging both the contingent from the Triumph, and our mechs. Do you think you can tell me if those were from the Star Guards?"

"Whoops." The liaison states sheepishly after reviewing the footage. "I'll uh, have them update their IFF database and send over their signatures as well."

"Well. At least we didn't shoot at them this time, they shot at us." Scrub responds with a sigh. The meeting then moves on to other matters, of which we've got basically four.

First, we need to track down that Triumph. Second, one of our mechwarriors appears to have run off, so we need to figure out what info he took and where he went. Third, the guys from the Triumph are obviously getting help from forces that were already on the planet, we need to identify where they're coming from and deal with them. Fourth, we still have a list of facilities we need to defend (including a local spaceport).

All of a sudden, we've gone from being on vacation to having a full plate. What's our main priority? We'll obviously work on the others as well, but we have a limited amount of resources to throw at these problems.

[] Continue trying to localize and destroy the Triumph
[] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Thu Oct 22, 2020 9:04 pm [] Continue trying to localize and destroy the Triumph
[x] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
Hunt down the deserter - the hostiles will come to us one way or another, but the intel leak can really screw us in a long run. Also change our security protocols and com encryption ASAP. Advise our Steiner rep to do the same, too much inside fuckery have been happening lately.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Thu Oct 22, 2020 9:38 pm
NickAragua wrote: Thu Oct 22, 2020 9:04 pm [] Continue trying to localize and destroy the Triumph
[x] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
Hunt down the deserter - the hostiles will come to us one way or another, but the intel leak can really screw us in a long run. Also change our security protocols and com encryption ASAP. Advise our Steiner rep to do the same, too much inside fuckery have been happening lately.
Agreed.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote:
Leraje wrote: Thu Oct 22, 2020 9:38 pm
NickAragua wrote: Thu Oct 22, 2020 9:04 pm [] Continue trying to localize and destroy the Triumph
[x] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
Hunt down the deserter - the hostiles will come to us one way or another, but the intel leak can really screw us in a long run. Also change our security protocols and com encryption ASAP. Advise our Steiner rep to do the same, too much inside fuckery have been happening lately.
Agreed.
I would have liked to have turtled up and do repairs but deserters must be dealt with.

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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

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

Post by Zenn7 »

gbasden wrote: Fri Oct 23, 2020 4:35 am
Leraje wrote: Thu Oct 22, 2020 9:38 pm
NickAragua wrote: Thu Oct 22, 2020 9:04 pm [] Continue trying to localize and destroy the Triumph
[x] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
Hunt down the deserter - the hostiles will come to us one way or another, but the intel leak can really screw us in a long run. Also change our security protocols and com encryption ASAP. Advise our Steiner rep to do the same, too much inside fuckery have been happening lately.
Agreed.
I'd like to have taken out that Triumph, but our internal security needs come first.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Zenn7 wrote: Fri Oct 23, 2020 8:59 am
gbasden wrote: Fri Oct 23, 2020 4:35 am
Leraje wrote: Thu Oct 22, 2020 9:38 pm
NickAragua wrote: Thu Oct 22, 2020 9:04 pm [] Continue trying to localize and destroy the Triumph
[x] Track down deserting mechwarrior
[] Identify and localize forces supporting the Triumph
[] Maintain defensive stance around our contract-required facilities and dropships (i.e. turtle up)
Hunt down the deserter - the hostiles will come to us one way or another, but the intel leak can really screw us in a long run. Also change our security protocols and com encryption ASAP. Advise our Steiner rep to do the same, too much inside fuckery have been happening lately.
Agreed.
I'd like to have taken out that Triumph, but our internal security needs come first.
How actionable is the info known to the deserting mechwarrior? I assume it's mostly about location (e.g., where we are)? If it's nothing super important, then I'm not inclined to care that much (but it sounds like it potentially is).

One other question - is there a way to use this to our advantage? E.g., adjust our base of operations so that enemies would be coming to the wrong place looking for us - ideally put some recon in place to see if someone's heading for the old location, and spring an ambush if they do.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Track down the deserter - unanimous
The security risk from one of our mechwarriors going over to an opposing force is pretty high (it actually turns out to be two - another guy from Delta-Sweep lance has run off as well, thankfully minus the mech), so Scrub and Madmarcus spend a bunch of time figuring out what we need to "update". Lots of access revocations, mech re-programming (you can't drive it remotely, but you still have to change the pass phrase and wipe the neural print thing from the neurohelmet), patrol route and checkpoint changes, all that stuff. In the end, we decide that it'll be worth our while to relocate our dropships to a different LZ and set up defenses from scratch.

The other thing Madmarcus spends time doing is trying to track down the deserters, having a pretty good amount of success. After examining security footage, we figure out the personal transport vehicle the Phoenix Hawk pilot used to leave our LZ, track him down the road to the next town over (it wasn't an ATV), where we ask the locals a couple of questions, which leads Delta-Ranger lance to an improvised landing strip, where a bunch of mechs and tanks are clustered around a Gazelle-class dropship.

"Evening Captain." comes the transmission from a Firestarter. "Guess it'd be too much to expect you not to try to track me down."

Madmarcus scoffs. "Not really what I do. Hey Anne, why don't you make it easy on yourself and tell me where Six went?", referring to the Phoenix Hawk and Assasin pilots respectively.

"Sorry, we didn't really coordinate. And do you expect I'd tell you if we did?"

Madmarcus sighs. "No, I suppose not." switching channels, the captain orders: "Delta-Ranger, Delta-Sweep, move in and take down that Firestarter. Stay clear of the dropship, we don't have the firepower to take it down directly."

Our opposition is two lances of light mechs and tanks, but they're supported by a dropship. We'll have to draw them out with judicious use of taunts. If we can, we'll move in on the dropship and try to hit it from the blind spots (it's an aerodyne). If not, just eliminate the deserter and fall back.

We've pulled a mechwarrior from Delta-Recon to fill the slot in Delta-Sweep lance.

Round 1:
Spoiler:
Image
We hang back and ping light units with our targeting radar.

Round 2:
Spoiler:
Image
Looks like they took the bait and are advancing - we send some LRMs to encourage them to leave the protective umbrella of the Gazelle's PPCs, LRMs and autocannons. It's not a very powerful dropship, but a dropship is still a dropship.

Round 3:
Spoiler:
Image
The second the hostiles close in, Delta-Sweep springs their ambush. A Harasser and a Karnov UR chopper zoom in close to Delta-Ranger. The Harasser takes a bunch of armor off our Exterminator's back with its SRMs, but Archinerd uses the Dervish's short-range weaponry to penetrate the light hovercraft's armor, which convinces the crew to speed off the field. A laser shot from Madmarcus' Wolverine zaps the Karnov and inspires its pilot to follow the Harasser.

Round 4:
Spoiler:
Image
This is just a feint, honest. We take a good amount of armor damage (and the dropship rolls up, bringing its long-range weapons to bear on Delta-Sweep's Phoenix Hawk), but our Exterminator disables one of the little Harassers zipping around.

Madmarcus kicks another harasser over - the little hovercraft explodes after it finishes rolling. Freyland knocks a fan off of another that runs off rapidly, so it was a pretty productive few seconds.

Round 5:
Spoiler:
Image
Freyland runs forward, taking some fire from the deserter's Firestarter, including a couple of flamer blasts which heat the Cronus up. Madmarcus blasts the hostile mech in the leg with a pair of lasers, however, which weakens the armor enough that Freyland's kick cracks said leg at the knee, sending the Firestarter to the ground and ensuring it doesn't go anywhere while we mop up his buddies.

Archinerd and the Exterminator get a little mobbed by light mechs, but we'll take care of that in a bit.

Round 6:
Spoiler:
Image
Looks like that dropship hasn't been too-well maintained - it tries to fire a salvo at Madmarcus, but only a PPC round and some LRMs connect. The autocannon explodes instead. Our mechwarrior takes the opportunity to disable a Saracen hovertank trying to make a pass.

Archinerd and the Exterminator work on the three bug mechs mobbing them. One of the Locusts takes out a couple of jump jets and the Exterminator's LRM launcher, but eats multiple lasers to one of its legs and falls over as the leg stops working. Archinerd also gives the nearby Wasp a solid boot to the right torso, blowing off its main weapon.

Round 7:
Spoiler:
Image
Delta-Sweep moves towards the dropship as it swivels its guns towards Delta-Ranger, which is in the process of pulling back a little bit. They still have a pair of hovercraft to deal with, however - they disable another Harasser, but a Saladin zips around and delivers an AC/20 round to the Phoenix Hawk's leg, knocking the mech down.

The remaining Locust continues beating on the back of our Exterminator, but takes a hit to the right leg from Archinerd, blowing out an actuator. That'll slow him down a little.

Round 8:
Spoiler:
Image
Delta-Sweep continues moving towards the dropship, although the Phoenix Hawk has been left behind with severe leg actuator damage. Sweep's Ostroc uses its torso-mounted lasers to blow off the nearby Wasp's right arm, reducing available enemy firepower by a single medium laser.

A Wasp chases Madmarcus, who rewards its efforts by slicing the left leg off with the Wolverine's lasers, the bug mech flopping to the ground.

Archinerd finally gets that damn Locust as it tries to get in behind Freyland, dropping it to the ground with a destroyed leg.

Round 9:
Spoiler:
Image
Delta-Sweep's Cronus takes some heavy damage from the Gazelle's gunners, but manages to crack open the Saladin that's been blowing bits off our mechs. Which is just as well, as our mech's left arm comes off under autocannon fire from said hovertank.

To the north, Archinerd and the Exterminator pull back, Archinerd inflicting leg actuator damage on a pursuing Panther, forcing it to a knee.

Round 10:
Spoiler:
Image
Madmarcus continues jumping back, drawing the three Panthers and Scorpion tank away from the main battlefield, which leaves the Gazelle completely uncovered as Archinerd, Freyland and the Exterminator finish off the Panther to the east, removing its right arm and leg with accurate laser fire.

Delta-Sweep's Cronus gets blown away by the dropship's gunners, but our Griffin and Ostroc get in close enough to knock on the door and get into the open tank bay (well, the Ostroc does - the Griffin winds up on its ass just outside), which puts us in a position to demand a cease-fire, unless those guys want us to just start taking the thing apart from the inside.

We could either demand simply that they let us walk off with our deserter pal, whose Firestarter is safely immobilized in the middle of the battlefield, or we could also "ask" to keep the salvage, although that runs the risk of the dropship crew disagreeing and using "improvised anti-mech tactics" to ruin the whole thing.

[] Just the Firestarter
[] Everything else on the field too

Regardless, afterwards, Madmarcus gives Delta-Sweep's lieutenant a lecture - on the one hand, it was a pretty bold move to board that dropship and force a conclusion to the battle. On the other hand, it cost us one totally lost mech and two heavily damaged ones that'll be out for at least a week while the engineers replace arms and legs.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Oct 23, 2020 9:12 pm [x] Just the Firestarter
[] Everything else on the field too
Just the deserter, unless "everything" includes the Gazelle as well. (Wishful thinking, I know) :twisted:
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Fri Oct 23, 2020 9:32 pm
NickAragua wrote: Fri Oct 23, 2020 9:12 pm [x] Just the Firestarter
[] Everything else on the field too
Just the deserter, unless "everything" includes the Gazelle as well. (Wishful thinking, I know) :twisted:
There wasn't anything terribly compelling for salvage. Lets get our deserter, take our toys, and go home.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

gbasden wrote: Fri Oct 23, 2020 10:51 pm
Leraje wrote: Fri Oct 23, 2020 9:32 pm
NickAragua wrote: Fri Oct 23, 2020 9:12 pm [x] Just the Firestarter
[] Everything else on the field too
Just the deserter, unless "everything" includes the Gazelle as well. (Wishful thinking, I know) :twisted:
There wasn't anything terribly compelling for salvage. Lets get our deserter, take our toys, and go home.
None of our force was so badly damaged that walking off would entail leaving any of our mech remains behind would it?

If not, yeah, take our "friend" and go.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote:
gbasden wrote: Fri Oct 23, 2020 10:51 pm
Leraje wrote: Fri Oct 23, 2020 9:32 pm
NickAragua wrote: Fri Oct 23, 2020 9:12 pm [x] Just the Firestarter
[] Everything else on the field too
Just the deserter, unless "everything" includes the Gazelle as well. (Wishful thinking, I know) :twisted:
There wasn't anything terribly compelling for salvage. Lets get our deserter, take our toys, and go home.
None of our force was so badly damaged that walking off would entail leaving any of our mech remains behind would it?

If not, yeah, take our "friend" and go.
I would have loved to have blown up the Gazelle out of spite but the deserter will be enough...this time.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Just the Firestarter - unanimous
Neither the Gazelle crew nor their units still out in the field appear eager to continue the fight, so they accept our cease-fire offer. Madmarcus throws in some free advice regarding the advisability of taking deserters from our company specifically, and from larger mercenary outfits in general. The guy on the horn from the other side doesn't seem too impressed - "whatever, just get her out of here."

With a cease-fire, we call in a flatbed truck and haul the legged Firestarter away, while our battle-damaged mechs stand guard. The Gazelle crew retrieves their disabled and wrecked tanks and lifts off, while their mechs make their way off the field on foot.

"How much did they pay you, anyway?" Madmarcus asks our recovered deserter.

"Five mil."

"You slagging moron." our mechwarrior sighs. "You'd have probably made twice that if you cashed out legitimately at the end of the contract."

---

October 19, 3049
Unnamed valley north of dropship LZ

We're packing our stuff up into the dropships for relocation to a more secure site when we get word - large numbers of tanks coming in. Alpha Company is on defensive rotation, so they wind up taking on the attack. Isgrimnur's Urban lance is stationed in one of the turret/minefield chokepoints while El Guapo's lance intercepts another force coming in at our dropships. Alpha-Ranger is on roving patrol, having been coordinating with the Star Guards (now that we've got our IFF systems sorted out... again...)

The hostiles coming at Alpha-Heavy aren't too impressive - a bunch of hovertanks and light armor, backed up by a light mech lance and a short medium mech lance (although there's a Dragon in there). El Guapo scoffs and reports to Cujo that he can handle it. With his Marauder, plus Bully/Thug, Thud/Awesome and Fury/Grand Dragon, that may be the case, as long as they don't get mobbed.

Round 1:
Spoiler:
Image
An incoming Scimitar starts the party off by crashing into a hillside and immobilizing itself as Thud's PPCs sweep towards it. Thud, however gives in to the temptation to take a pot shot at a nearby Firestarter, which jukes and avoids the two PPC blasts. Bully's PPCs fly towards an approaching Locust, one shearing off off its left machine gun.

El Guapo moves towards a nice camping spot to the east, aiming the Marauder's PPCs towards an approaching Saladin and the Gauss rifle towards a more disant, slower-moving Panther. One of the PPCs punches through the Saladin's armor, the crew deciding to swerve and turn back. The Gauss rifle's hit on the Panther is pretty spectacular, blasting through the left torso armor. At first, it just looks like a little structure damage and heat sink fluid spraying out, then the mech explodes.

Round 2:
Spoiler:
Image
The cool air and snow fall help keep our PPC-heavy team relatively cool as they open up a can of high-energy whoop-ass at medium range. Although most of the whoop-ass hits the dirt and snow rather than enemy targets. But on the plus side, we don't take that much damage, just a glancing hit from a Vedette's AC/5 on Thud's torso.

Round 3:
Spoiler:
Image
As Thud drills a Scimitar with a PPC and swings the extended-range one around to target an approaching Cicada, the enemy mech loses a leg actuator, staggers, then drills our Awesome straight in the cockpit with a laser. The mech remains on its knees, swaying unsteadily.

El Guapo scores a solid gauss hit on the Dervish, while Thud blasts said mech with a PPC as well, but the approaching medium remains standing and puts its foot through Thud's cockpit. Not Awesome.

Round 4:
Spoiler:
Image
El Guapo grits his teeth and sends the Marauder's full long-range firepower at the Dervish, detonating the 55-ton mech as it approaches Thud's Thug.

Fury revs the Grand Dragon up and moves north, intercepting a chunk of hostile hovercraft - medium lasers slice multiple drive fans off a Saladin, causing it to hit the ground and spin around before stopping motionlessly. Our mechwarrior then stomps on the back of a Scimitar hovertank, causing its nose to lift up and the whole thing to flip over.

Round 5:
Spoiler:
Image
Bully steps out from the cover and opens fire, scoring a couple of PPC hits on a Scimitar while firing SRMs at a Maxim. The latter explodes as its fuel tank goes off. Our Thug and Grand Dragon play soccer with a Drillson as the ball, but the hovertank somehow manages to remain intact.

Round 6:
Spoiler:
Image
El Guapo targets and destroys a Scimitar with the Marauder's PPCs as the hovertank zips away from Bully. Our other mechwarriors are unable to score kills on any of their targets due to the volume of incoming fire, but our armor holds up.

Round 7:
Spoiler:
Image
El Guapo feels like he's seeing double, but blinks it off and blows away another Scimitar with the Marauder's PPCs while breaching the Drillson's weakened armor with the Marauder's lasers.

Fury chases after a cluster of Skulkers, zapping the wheels off of one with the Grand Dragon's PPC.

Bully waddles into a crowd of slower tracked vehicles, the tail end of the incoming column, firing PPCs at a distant Scimitar, which blow off one fan but don't immobilize the vehicle entirely. The Thug's SRMs cause a nearby Vedette to slip its tracks, while a foot takes a good chunk off the right side of an LTV-4 trying to pass by.

Round 8:
Spoiler:
Image
We finish neutering the hostile force, with Fury's Grand Dragon running over and fusing the left-side treads on a Galleon tank with the Grand Dragon's lasers, while Bully provides long-range support for that encounter by blasting another Scimitar with PPCs.

Bully and El Guapo account for a Galleon and another Vedette respectively, as the two tanks are unable to get clear of our mechs in time, while Fury stomps a Packrat flat, causing the infantry within to scatter.

El Guapo, Bully and Fury cluster their mechs around Thud's fallen Awesome as their heat levels drop and our salvage crews make their way onto the battlefield to haul off wrecks. "That sure was a lot of hovertanks." Bully remarks.

"Yeah." El Guapo responds. "There's always a lot of hovertanks." he spits. "Stupid anklebiters. Just chaff for the real threats."

No time to mourn for the moment. Isgrimnur's lance is still facing heavy opposition, and the units that got by Alpha-Heavy lance have moved to rendezvous with an Intruder-class dropship that has landed just outside of our dropships' engagement range. They won't be able to make an assault on our LZ by themselves, as they've got basically a lance of mechs and a couple of beat-up hovercraft. However, they'll be able to provide cover for the Intruder as it unloads its cargo (no doubt, a bunch of mechs and tanks - they can't just walk out, but we've used cargo space to carry mechs around before, so no reason they wouldn't).

Alpha-Ranger is in range to move towards Alpha-Urban Lance, which is facing a company of light armor, a medium mech lance and a light mech lance. Alpha-Urban lance also has one of the local militia mechs with them at the moment, a Griffin, and their chokepoint has set up a bunch of turrets (mostly crap, but two Sniper artillery tubes and an LRM/15 launcher), plus they've deployed some conventional minefields. Alpha-Ranger's only route that gets them to Alpha-Urban also takes them right past the Intruder, which is pretty risky. We don't have much info on what's guarding the Intruder, but the dropship itself is a hunter-killer, so it'll be a tough nut to crack. Approaching from either the ground or the air is... painful.

We do have the option of calling in a lance of Star Guards heavies for help though, as they happen to be nearby.

Also, Wolf, who happens to be in the command center at the time this is going down, suggests deploying our artillery to attack the Intruder from safe range while keeping our mechs in line of sight but out of range of its guns.

[] Alpha-Ranger attempts to run past the Intruder, while the Star Guards run interference
[] Call in the Star Guards and scramble Beta-Assault as well as air support, see if we can take down the Intruder
[] Call in the Star Guards, scramble Beta-Assault, use artillery. Air support to Alpha-Urban.
[] Return to base, attempt to route air support to Alpha-Urban's location instead
Last edited by NickAragua on Mon Oct 26, 2020 8:26 pm, edited 1 time in total.
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Re: Let's play: Battletech via MegaMek

Post by Daehawk »

My what a big thread you have here.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Daehawk wrote: Mon Oct 26, 2020 5:24 pm My what a big thread you have here.
No kidding. Can't believe I've been running this thing for three years.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Mon Oct 26, 2020 8:25 pm
Daehawk wrote: Mon Oct 26, 2020 5:24 pm My what a big thread you have here.
No kidding. Can't believe I've been running this thing for three years.
Hopefully you'll continue running it for at least as long. Quality storytelling is hard to find these days.

NickAragua wrote: Mon Oct 26, 2020 4:26 pm [] Alpha-Ranger attempts to run past the Intruder, while the Star Guards run interference
[x] Call in the Star Guards and scramble Beta-Assault as well as air support, see if we can take down the Intruder
[] Call in the Star Guards, scramble Beta-Assault, use artillery. Air support to Alpha-Urban.
[] Return to base, attempt to route air support to Alpha-Urban's location instead
And shell their LZ in advance.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Mon Oct 26, 2020 8:43 pm
NickAragua wrote: Mon Oct 26, 2020 8:25 pm
Daehawk wrote: Mon Oct 26, 2020 5:24 pm My what a big thread you have here.
No kidding. Can't believe I've been running this thing for three years.
Hopefully you'll continue running it for at least as long. Quality storytelling is hard to find these days.

NickAragua wrote: Mon Oct 26, 2020 4:26 pm [] Alpha-Ranger attempts to run past the Intruder, while the Star Guards run interference
[x] Call in the Star Guards and scramble Beta-Assault as well as air support, see if we can take down the Intruder
[] Call in the Star Guards, scramble Beta-Assault, use artillery. Air support to Alpha-Urban.
[] Return to base, attempt to route air support to Alpha-Urban's location instead
And shell their LZ in advance.
VIVA LA THREAD!

And yeah, let's take that Intruder down!
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Re: Let's play: Battletech via MegaMek

Post by Zarathud »

Zenn7 wrote: Tue Oct 27, 2020 12:02 am VIVA LA THREAD!

And yeah, let's take that Intruder down!
Dammit! Give them Hell for Thud!
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Call in the Star Guards and scramble Beta-Assault as well as air support, see if we can take down the Intruder

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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Mon Oct 26, 2020 4:26 pm
Also, Wolf, who happens to be in the command center at the time this is going down, suggests deploying our artillery to attack the Intruder from safe range while keeping our mechs in line of sight but out of range of its guns.

[] Call in the Star Guards, scramble Beta-Assault, use artillery. Air support to Alpha-Urban.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

gbasden wrote:
NickAragua wrote: Mon Oct 26, 2020 4:26 pm
Also, Wolf, who happens to be in the command center at the time this is going down, suggests deploying our artillery to attack the Intruder from safe range while keeping our mechs in line of sight but out of range of its guns.

[] Call in the Star Guards, scramble Beta-Assault, use artillery. Air support to Alpha-Urban.
Hmmm, this seems to be a slightly safer option than the one I picked.

I'm switching to the arty option
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Take down the dropship, use artillery - unanimous
"Right." Cujo says, bringing the Star Guards lance up to speed on the plan. "Stay clear of the dropship's guns while our artillery shells it, take out anyone that tries to move towards the artillery. Looks like ankle-biters mostly, but I'm seeing a Behemoth and SRM Carriers there, so keep an eye out."

In addition to Cujo in the Wolverine, we've got Gbasden II in a Griffin 1S and Stefan in a Trebuchet 5J, plus an Ostroc. The Star Guards are bringing a Warhammer, a Crusader, an Ostsol, and, uh, a Rifleman 4D. That mech is what you get when you take an overheating mobile anti-aircraft gun and put PPCs on it instead of AC/5s. It's still got paper thin armor, and overheats firing just half its guns.

Beta-Assault is a little slow, so they'll be joining the party a little late, but at least they'll be flanking the dropship's position.

Round 1:
Spoiler:
Image
This isn't going right at all. The dropship's ECM must have fooled our sensors pretty good, because when we engage, we're already in its weapons range. Stefan's Trebuchet loses its left arm almost right away to LRM fire from the dropship, while the allied Warhammer and Rifleman get plastered. Our Ostroc does manage to blow out a single large laser on the dropship, but this isn't going to work out at all.

"Into the water, now! Star Guard units, pull back!" Cujo calls out quickly. "Artillery, fix on my beacon and continue barrage two-ten meters south, one twenty meters east until you hear otherwise!"

Round 2:
Spoiler:
Image
Our lance follows the order pretty quickly, as our artillery rounds start landing. One goes wide and flips a Scimitar hovertank over, while the other three hit in the general direction of the dropship, blasting some armor off. It's gonna take a lot more blasting though, to to take that thing down.

The Star Guards don't respond as quickly, and their Rifleman goes down to the ground, where its engine shielding is breached.

Round 3:
Spoiler:
Image
Our artillery shells have more or less zeroed in on the Intruder. In addition to armor damage, two SRM Carriers are destroyed, while a Phoenix Hawk takes a stray shell and its engine shielding basically disappears.

Our Ostroc is a little slow to get into the water and takes some damage from enemy mechs, but armor holds up. The Star Guards Warhammer and Ostsol manage to clear the area, the Warhammer with severe damage.

The Rifleman is unlikely to make it - engine damage combined with incoming fire cause the mech to overheat and shut down.

Round 4:
Spoiler:
Image
The guy in the Rifleman decides he's had enough and bails out.

Our guys are glub-glub-glubbing it in the lake. No way for the dropship or anything else to target them, unless some mech wants to jump in and try for a kick while braving our lasers.

The allied Crusader goes down while trying to retreat and is annihilated in an ammo explosion.

That was some useful allied force there. At least the two remaining mechs are still between the hostiles and our artillery. They report taking out a hover scout that left the field with them and attempted to follow the incoming artillery rounds.

Round 5:
Spoiler:
Image
One of our artillery shells nails a Hetzer. Or, at least, that's what we figure during the post-battle review, as none of our units currently have line of sight on the dropship.

Round 6, 7:
Spoiler:
Image
Nope, still not coming out. Our artillery nails a few Saladins as collateral damage, though.

Round 8, 9, 10:
Spoiler:
Image
A couple of stray shells go a little too far north and nails a bunch of hostile tanks and mechs, but also one goes underwater and hits our mechs, causing multiple hull breaches. Nothing fatal, but Bass's left leg is flooded, as is Stefan's right arm.

Once Zenn7 and Beta-Assault arrive, they're able to call in some targeting adjustments to the artillery, bringing their drifting fire back to the south on top of the dropship. On the way south, a couple of artillery rounds hit some mechs pretty hard, taking a Clint, a Panther and an Urbanmech out of action.

Round 11, 12:
Spoiler:
Image
Beta-Assault engages the east side of the improvised landing zone at maximum range, hoping to draw some of the tanks and mechs away from combing the lake where Alpha-Ranger is currently hiding. Our assault lance waits patiently at maximum range though. From the damage readouts, the Intruder will be reduced to un-armored pretty shortly, at which point we can simply demand a surrender.

Round 13:
Spoiler:
Image
Which happens within ten seconds, after Zenn7 and LordMortis each bag a Hetzer trying to head their way, while Siljanus forces a Scimitar to crash into a tree after pegging it with a gauss slug.

The guys in the Intruder offer to exercise the 'good faith withdrawal' effort of their contract (turns out they're mercenaries). When asked about the forces advancing on Isgrimnur's position, they reply those are someone else's people.

As Cujo is still underwater until we finalize this, Zenn7 takes over the negotiations. The dropship looks pretty beat up, other than one of its maneuvering thrusters having been turned into confetti, but seems like it can still take off.

[] "Cease fire accepted. Anything that can move under its own power can go with you."
[] "Cease fire accepted. Haul your casualties and wrecks in and get out of here."
[] "We've got artillery zeroed in on you. Get out of here, and hand over that dropship contract."
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Tue Oct 27, 2020 1:58 pm
[] "Cease fire accepted. Anything that can move under its own power can go with you."
[] "Cease fire accepted. Haul your casualties and wrecks in and get out of here."
[X] "We've got artillery zeroed in on you. Get out of here, and hand over that dropship contract."
Seems like we have them dead to rights? If not the cease fire options are fine too, but if we have leverage, we should use it.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Tue Oct 27, 2020 2:01 pm
NickAragua wrote: Tue Oct 27, 2020 1:58 pm
[] "Cease fire accepted. Anything that can move under its own power can go with you."
[] "Cease fire accepted. Haul your casualties and wrecks in and get out of here."
[X] "We've got artillery zeroed in on you. Get out of here, and hand over that dropship contract."
Seems like we have them dead to rights? If not the cease fire options are fine too, but if we have leverage, we should use it.
Agreed. C-Bill Ransom for DS is also acceptable.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Tue Oct 27, 2020 2:29 pm
El Guapo wrote: Tue Oct 27, 2020 2:01 pm
NickAragua wrote: Tue Oct 27, 2020 1:58 pm
[] "Cease fire accepted. Anything that can move under its own power can go with you."
[] "Cease fire accepted. Haul your casualties and wrecks in and get out of here."
[X] "We've got artillery zeroed in on you. Get out of here, and hand over that dropship contract."
Seems like we have them dead to rights? If not the cease fire options are fine too, but if we have leverage, we should use it.
Agreed. C-Bill Ransom for DS is also acceptable.
Other than being extremely generous and nice people, why wouldn't we go for their dropship? If there's some reason we can't though, let's at least go for - whatever can leave on it's own power can go and keep the wrecks. This wasn't cheap for us.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Zenn7 wrote:
Leraje wrote: Tue Oct 27, 2020 2:29 pm
El Guapo wrote: Tue Oct 27, 2020 2:01 pm
NickAragua wrote: Tue Oct 27, 2020 1:58 pm
[] "Cease fire accepted. Anything that can move under its own power can go with you."
[] "Cease fire accepted. Haul your casualties and wrecks in and get out of here."
[X] "We've got artillery zeroed in on you. Get out of here, and hand over that dropship contract."
Seems like we have them dead to rights? If not the cease fire options are fine too, but if we have leverage, we should use it.
Agreed. C-Bill Ransom for DS is also acceptable.
Other than being extremely generous and nice people, why wouldn't we go for their dropship? If there's some reason we can't though, let's at least go for - whatever can leave on it's own power can go and keep the wrecks. This wasn't cheap for us.
Yup. We've earned it.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
We've got artillery zeroed in - 5
Anything under its own power can go - 2
Zenn7 chuckles. "I don't think you quite appreciate the position you're in. Our artillery can resume their barrage and have rounds landing on top of you in about twenty seconds."

This is punctuated by another thrust component blowing off the dropship's port side. Our mechwarrior rolls his eyes and sighs, then addresses the dropship crew. "Look, we're not going to take you dropship away. But we can't have you flying off then coming back four weeks later with another batch of tanks and mechs. At least not while we're on the job."

---

While this standoff is going on, Isgrimnur's Urban lance engages the last of the incoming hostiles. With Paingod in the Merlin, Hyena in the Grasshopper (5N) while the BattleAxe provides PPC backup, we're in pretty good shape. The local militia liaison is in a Griffin, and we've got three aerospace fighters in the way. We're trying to avoid damage to the local structures, which is why our aerospace fighters aren't loaded up with bombs.

When Hyena points out that the two Sniper tubes will almost certainly cause collateral damage, Isgrimnur shrugs. "Not our tubes." he points out.

The incoming force isn't even that impressive - mostly light armor, with a couple of mech lances.

Round 1:
Spoiler:
Image
The minefields we placed get a Phoenix Hawk. Specifically, its left leg, blowing out two actuators. The LRM turret in the checkpoint engages hostiles at long range, who return fire, peppering the area with LRMs and light autocannon fire from long range.

Round 2:
Spoiler:
Image
The minefields continue their reign of terror. A Skulker wheeled scout tank does its scouting job a little more directly than intended, while a Locust and a Commando lose three legs between the two mechs, the Locust pilot opting to eject.

Round 3:
Spoiler:
Image
Isgrimnur's anti-aircraft tracking system fuzzes out, again. But he's got an LBX autocannon. The rapid-fire pellet shred the Warrior VTOL, which crashes into a building, where its fuel tank blows up. Our mechwarrior cringes.

Round 4:
Spoiler:
Image
Our aerospace fighters arrive. The Sniper turrets are doing more damage to the buildings in the area than to hostile units, so Isgrimnur orders them to cease fire, then charges into the crowd of light tanks and hovercraft, backed up by Paingod in the Merlin and Hyena in the Grasshopper, as well as the BattleAxe. The Hatchetman's autocannon barks, disabling a Maxim hover transport. One of our Lucifers makes a flyby, zapping a Harasser into flaming wreckage with its lasers and cutting a few furrows across the pavement with the shots that don't hit, while our other Lucifer takes out a Goblin tank with a combination of laser and LRM fire.

Isgrimnur delivers a pair of hatchet blows to the back of the Vulcan as its distracted by outgoing fire from a laser turret, but the slippery mech manages to avoid the worst of the blows, just losing some armor.

The hostiles do manage to disable two of the turrets, and the third, an LRM/15 turret, looks like it's about to fall off the building.

Round 5:
Spoiler:
Image
The guy in the Phoenix Hawk gives up trying to move the mech with four destroyed leg actuators and powers down.

Our mechwarrior in the BattleAxe is mildly surprised when a Locust comes running around a corner, then gets nailed by a Sniper round. "So much for ceasing fire, I guess." he comments before letting lose with an SRM salvo then crushing the bug mech's right torso.

The hostile Vulcan finishes off the triple turret building, collapsing about a third of the structure.

Isgrimnur engages the hostile Griffin, avoiding its PPC blast with a well-timed jump jet burst, then gives it a dose of LBX autocannon rounds, spanging a bunch off the armor.

Our aerospace fighters loop around, engaging more targets - one of our Lucifers strafes a Vedette, blasting it and the surrounding pavement with lasers and LRMs, cutting through the weakened armor to disable the tank's engine.

Round 6:
Spoiler:
Image
Our aerospace fighters take a break to regain altitude, leaving things relatively quite for a moment.

Until Hyena detonates a Vedette's fuel tank with the Grasshopper's laser array. A Vedette to the south disables a Sniper turret, while Isgrimnur engages a Vulcan and a Wasp. He brings the Hatchetman's right arm to counter a kick by the Vulcan, then sweeps the metal club across the Wasp's legs, dropping the bug mech to the ground.

With an infantry squad getting plowed under by Paingod and the Shilone to the north, the rest of the hostiles pull back.

---

The ground commander is pretty reluctant to hand over the dropship contract, and the dropship crew doesn't seem terribly enthusiastic about going to work for us. We don't really want to blow them to bits, which is why we're interested when our liaison steps in, suggesting that FedCom authorities can impound the vessel instead. For us, it'll go towards our salvage credit, which basically means that we'll be up by about 130M C-Bills - we've salvaged 7M worth of stuff and handed over 50M so far. In addition to the other wreckage we've recovered, it'll bring us to about 190M total that the employer has received. That'll let us go up to about 40M, which isn't too shabby.

Alternately, we can insist on a cash payout, which will put us to 137M vs 50M, meaning we won't be salvaging anything else for ourselves for a long, long time, possibly leading to missing out on cool toys if we happen to find them.

Or, we can continue to try to take the dropship for ourselves. On the plus side, Intruder-class is a great hunter-killer. However, this will still drive up the amount we've collected for salvage for ourselves, like the cash payout. We're also on the hook for fixing the dropship, and, on top of it all, we're likely to have to look for a new crew and be dealing with "presents" left behind by the crew we'd be evicting.

[] Cash payout - likely no more salvage this contract
[] Salvage credit - all the salvage we want this contract
[] Take ourselves - likely no more salvage, add dropship, but in unfavorable state
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

NickAragua wrote: Wed Oct 28, 2020 3:01 pm [] Cash payout - likely no more salvage this contract
Credits spend everywhere.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

Isgrimnur wrote: Wed Oct 28, 2020 3:15 pm
NickAragua wrote: Wed Oct 28, 2020 3:01 pm [] Cash payout - likely no more salvage this contract
Credits spend everywhere.

You're not wrong.. I agree.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Cylus Maxii wrote: Wed Oct 28, 2020 3:50 pm
Isgrimnur wrote: Wed Oct 28, 2020 3:15 pm
NickAragua wrote: Wed Oct 28, 2020 3:01 pm [] Cash payout - likely no more salvage this contract
Credits spend everywhere.

You're not wrong.. I agree.
Make$ $en$e.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

But... aren't we looking for a dropship hunter/killer? Wouldn't this fit our need well (after repairs)?

If I'm forgetting something on that front, cash out, sure! (Undoubtedly we'll run into some super-hot tech toys in every fight left in this campaign that we can't salvage, but that's the risk we take).

Question - if we take the cash and end up way over our salvage allowed at the end of the contract - do we have to give up something then?
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

What is a "dropship contract" exactly? Would we basically be taking over their lease?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Zenn7 wrote: Wed Oct 28, 2020 5:04 pm Question - if we take the cash and end up way over our salvage allowed at the end of the contract - do we have to give up something then?
Nope, we'll be fine.
El Guapo wrote: Wed Oct 28, 2020 5:09 pm What is a "dropship contract" exactly? Would we basically be taking over their lease?
Yeah, more or less - most merc outfits don't straight-up own their own dropships or jumpships, but rather contract with free agents to transport them back and forth.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Wed Oct 28, 2020 5:04 pm But... aren't we looking for a dropship hunter/killer? Wouldn't this fit our need well (after repairs)?
We are, but of an aerodyne variety preferably - they are faster and easier (well cheaper) to maintain than a spheroid. Also spheroids can't bring their nose-mounted guns to bear while in atmo.

@Nick - What's the duration spent/left on the current contract?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Leraje wrote: Wed Oct 28, 2020 6:42 pm We are, but of an aerodyne variety preferably - they are faster and easier (well cheaper) to maintain than a spheroid. Also spheroids can't bring their nose-mounted guns to bear while in atmo.

@Nick - What's the duration spent/left on the current contract?
Heh, you actually can fire nose-mounted guns in atmo, but the target has to be above you. Which, if the target is a lighter unit, just isn't going to happen unless they have a death wish. So yeah, for the most part, the nose guns wind up just being paperweights.

I believe we're here until late 3050.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Wed Oct 28, 2020 8:54 pm Heh, you actually can fire nose-mounted guns in atmo, but the target has to be above you. Which, if the target is a lighter unit, just isn't going to happen unless they have a death wish. So yeah, for the most part, the nose guns wind up just being paperweights.
That's why I like the ones with an arty on top :)
NickAragua wrote: Wed Oct 28, 2020 8:54 pm I believe we're here until late 3050.
So at least a year left... I'd say get the credit and salvage everything.
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