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Let's Play: Battletech via MegaMek (G2)

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Zenn7
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

NickAragua wrote: Tue May 18, 2021 5:21 pm [] Leave them there, go help Gamma-Battle
[] Clean up, more "good will" leverage in any future prisoner exchange negotiations
[x] Reinforce Gamma-Battle now, come back later (might get intercepted and have to fight again)
[] Let the Kurita guys know about it and let them handle it
Let's make sure we don't take more damage/lose anything we don't have to before we worry about goodwill and such. But once we're out of combat, clean it up. No point letting Kurita do it - they might "forget and send civilian relief convoys that way" to ensure we look bad.
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TheMix
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Hmm.... I'm split between the last 2 choices.
[] Leave them there, go help Gamma-Battle
[] Clean up, more "good will" leverage in any future prisoner exchange negotiations
[X] Reinforce Gamma-Battle now, come back later (might get intercepted and have to fight again)
[X] Let the Kurita guys know about it and let them handle it
I like the third option, but I don't remember who "the Kurita guys" are. But if they are the ones that hired us, then I kind of feel like the last option is appropriate. We are here to fight their battles. They need to handle fallout.
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AWS260
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

Agree.
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Zenn7 wrote: Tue May 18, 2021 5:52 pm
NickAragua wrote: Tue May 18, 2021 5:21 pm [] Leave them there, go help Gamma-Battle
[] Clean up, more "good will" leverage in any future prisoner exchange negotiations
[x] Reinforce Gamma-Battle now, come back later (might get intercepted and have to fight again)
[] Let the Kurita guys know about it and let them handle it
Let's make sure we don't take more damage/lose anything we don't have to before we worry about goodwill and such. But once we're out of combat, clean it up. No point letting Kurita do it - they might "forget and send civilian relief convoys that way" to ensure we look bad.
Agreed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Zenn7 wrote: Tue May 18, 2021 5:52 pm
NickAragua wrote: Tue May 18, 2021 5:21 pm [] Leave them there, go help Gamma-Battle
[] Clean up, more "good will" leverage in any future prisoner exchange negotiations
[x] Reinforce Gamma-Battle now, come back later (might get intercepted and have to fight again)
[] Let the Kurita guys know about it and let them handle it
Let's make sure we don't take more damage/lose anything we don't have to before we worry about goodwill and such. But once we're out of combat, clean it up. No point letting Kurita do it - they might "forget and send civilian relief convoys that way" to ensure we look bad.
Yeah, finish the fight then do some humanitarian mine clearing.
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NickAragua
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

TheMix wrote: Tue May 18, 2021 5:54 pm I like the third option, but I don't remember who "the Kurita guys" are. But if they are the ones that hired us, then I kind of feel like the last option is appropriate. We are here to fight their battles. They need to handle fallout.
As a refresher, "Kurita guys" refers to the House Kurita (Draconis Combine) troops that we've been fighting, mostly planetary militia. We're currently employed by a biotech conglomerate out of FedCom space who have hired us to a) take out/loot several specified targets and b) rescue/eliminate the mercs that they previously sent in to do a).
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TheMix
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

NickAragua wrote: Tue May 18, 2021 9:01 pm
TheMix wrote: Tue May 18, 2021 5:54 pm I like the third option, but I don't remember who "the Kurita guys" are. But if they are the ones that hired us, then I kind of feel like the last option is appropriate. We are here to fight their battles. They need to handle fallout.
As a refresher, "Kurita guys" refers to the House Kurita (Draconis Combine) troops that we've been fighting, mostly planetary militia. We're currently employed by a biotech conglomerate out of FedCom space who have hired us to a) take out/loot several specified targets and b) rescue/eliminate the mercs that they previously sent in to do a).
Thank you. Then the last option is pretty silly. I'd be surprised if they even took our call. Much less believed what we told them. Or did anything about it. So, yeah, option 3.
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gbasden
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Re: Let's Play: Battletech via MegaMek (G2)

Post by gbasden »

Agree with Option 3.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

Leraje wrote: Mon May 17, 2021 8:49 pm
NickAragua wrote: Mon May 17, 2021 8:35 pm [x] Help Gamma-Probe with their screening action. Not very effective but keeps artillery from accidentally shelling loot.
[] Help Gamma-Battle with their capture operation. Effective against slow units and stationary targets, but might blow up loot.
[] Split fire. Formality for Gamma-Probe. Less collateral damage for Gamma-Battle.
Loot is important.
This
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NickAragua
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
come back later - 4
call Kurita to clean up the mines - 1.5
"Right." Akalon intones, revving the Vulcan's engine up. "Placing nav marker. Let's go help Battle Lance."

---

While Gamma company prepares to finish up the biotech storage facility, Beta company has a different problem.

"Lt. Nanji." Zenn7 tells Siljanus over comms. "The Dislocators have called us up. Their dropship landing zone has come under attack, and they're requesting support. Get your mechs over there and see what you can do."

"What do they have guarding it?"

"Artillery lance. Pair of aerospace fighters vectoring in. Medium mech lance."

"How about the bad guys?"

"Two light mech lances, lots of hovertanks. Some light armor."

"What's the dropship?"

"An Excalibur apparently."

"An Excalibur?!" Siljanus exclaims. "They brought an Excalibur and couldn't get the job done?"

Zenn7 sighs, then smirks. "You're right. But their incompetence is our gain. Command out."

Round 1-4:
Spoiler:
Image
The Kurita militia forces move to attack the grounded dropship under the cover of fog - the two sets of mechs - ours and the Dislocators' - move up to attempt to cover the dropship. Dislocator artillery begins firing as well, as the dropship opens up on the approaching units with LRMs, pinging a few off a Spider's leg.

It takes about half a minute for the hostiles to close to weapons range and open up on the Excalibur - the dropship's gunners aren't that great so they've only caused minor armor damage with their LRMs.

Round 5:
Spoiler:
Image
Our mechs close to maximum weapon range of the faster 36th Regulars units, just as the Dislocator air support shows up. They drop inferno and fuel-air bombs on concentrations of hostile units - not very effectively but they do blow up a Zephyr hovertank (which is kind of annoying because that would have been nice to take for salvage). The dropship's gunners use the opportunity to blow the right side off a Locust with a PPC, while Stefan takes a pot shot with the Merlin's extended-range PPC, missing.

Round 6:
Spoiler:
Image
Stefan moves up, firing the PPC at a Drillson hovertank crossing the river, sending a salvo from the Merlin's LRMs in for good measure, without really expecting to hit. The PPC evaporates some water, but the LRMs hit, causing the hovercraft to dip and suck up a bunch of water into the lift fans - by the time the mist settles down, the Drillson is slowly bubbling down.

"From downtown!" Our mechwarrior exclaims.

The dropship's gunners have also finally found their groove, taking out a Pegasus and removing enough limbs from a Spider that the mech drops to the ground. Of course, the hostiles have also found their groove, pinging missiles off the heavily armored dropship's hull.

Additionally, one of the air support units reports taking major damage from anti-aircraft fire and flies off the field, while the other has to leave to come around for another pass.

Siljanus also observes with dismay the entire allied merc lance engaging and failing to destroy a single Scimitar hovertank.

Round 7:
Spoiler:
Image
The dropship takes a little more armor damage while disabling a Scimitar tank - the rest of our mechs continue closing in as Stefan continues having more luck with the LRMs than the PPC. In our mechwarrior's defense, the long range missiles *are* homing.

Round 8:
Spoiler:
Image
A Long Tom shell lands close enough to a Scorpion tank that its entire left side is ripped off while the right half spins around in the air for a bit before crashing down.

Siljanus joins the party, pinging a gauss slug at an oblique angle off a Scimitar hovertank's armor. It holds up, but hey, good shot. Stefan, meanwhile, finally lands a hit with the extended-range PPC, puncturing the armor on a Saladin, then sending some LRMs in to blow the fuel tank.

Round 9:
Spoiler:
Image
Another Locust loses a leg to dropship fire. Siljanus finally closes in to effective weapons range and uses the opportunity to sever the leg of a Jenner harassing Stefan, which disrupts the enemy mechwarrior's aim somewhat.

"Yay, we got him!" comes a call over the comms.

"Got who?" Siljanus asks, pegging a Panther in the right arm wigh a gauss rifle as it hops over the river. The limb sparks and throws debris but remains attached.

"The Scimitar!"

"You're still working on that one little hovertank?" Our mechwarrior asks, shaking his head.

The Excalibur, meanwhile, starts taking damage - its gunners blow up an approaching Locust, but several LRM salvos come in from across the river, hitting the main sensor cluster in the nose, while a PPC blast blows out a cargo bay door.

Round 10:
Spoiler:
Image
We're finally in a position where we can attract some of the fire meant for the dropship, which the militia force does with zeal. Stefan eats multiple autocannon rounds from a Vedette and a PPC/SRM combo from a Panther, the mech rocking but armor holding.

This gives the dropship's gunners an opening to blow the right arm off one of the Panthers camping out in the river.

Round 11:
Spoiler:
Image
Siljanus' Mackie lumbers into the main engagement, firing both PPCs at an unfortunate Vedette across the river that's a little slow to back up - the tank's treads fuse and it's out of the fight for good. Our Grasshopper tracks a Spider that's been taking small chunks out of the Mackie and follows it into the nearby woods, where the 30-ton mech is bracketed by lasers then kicked, two if its right leg actuators going out - the mech drops to a knee.

Stefan, meanwhile, jumps north to reduce the amount of fire coming at him, disabling a Scimitar with a PPC blast through the left side. The blue lightning plays across the hovercraft as it sprays dirt upon impact with the ground.

The damage to the dropship's sensors is telling as their gunnery becomes awful once more. The allied lance reports engaging a Grand Dragon to the west, and we hear one of their mechwarriors chattering in a panic about being able to see daylight through the cockpit.

Round 12:
Spoiler:
Image
Stefan takes a substantial amount of damage as a pair of "friendly" Long Tom rounds land pretty close. Granted, they also nailed a couple of militia units, but still, that hurts.

Siljanus moves forward and blasts the second Panther in the area as the first one retreats (leaving its PPC behind). Multiple armor breaches from PPC and a gauss round result in a heat sink blowing out. Well, it *is* a little tougher than your average tank. Our Guillotine sinks a Saracen hovertank trying to cross the river, while Stefan stays focused and lasers the right arm off the Panther that Siljanus started, while spraying the Merlin's flamer at a (briefly) adjacent Scimitar hovertank, melting the vehicle's drive fans. The damaged Panther keels over.

On the plus side, looks like the dropship crew took a breather - they're able to leg the Spider that just got up from a knee and blow up a Scorpion tank in the distance as well. The legged mech falls over and gives up the ghost as our Grasshopper continues blasting it with lasers. Our Grasshopper then proceeds to leg sweep the other Spider as it lands nearby to help its buddy, and that mech's leg comes of as well. Well, it's no hat trick, but it's pretty good.

The incoming fire slacks off a bit as the militia and the rest of the 36th mechs retreat, although they do manage to shoot down the merc Corsair as it tries to strafe them once more. Amazingly enough, the aerospace fighter remains intact.

Salvage is pretty good - a pair of TAG Scimitars and a Drillson hover tank with extended-range large laser. Although we'll have to fish the Drillson out of the water. Damage to our units is armor only, but Stefan's Merlin took enough of a beating that it'll need repairs before getting into another fight. The allied mechs are in decent shape as well, except for a Wasp that got worked over by both a Scimitar and Grand Dragon. The dropship is going to be the most expensive thing to repair, especially the damage to the cargo bay.

"Hey, once we recover our fighters and stuff, do you guys think you can send an aerospace escort for us? We're going to re-locate, now that the Dracs know we're here." Comes the request.

Siljanus thinks about it.
[] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[] Fine, we'll send a flight to escort you. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Thu May 20, 2021 5:40 pm [] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[x] Fine, we'll send a flight to escort you And in the meantime try to figure out a way to get Excalibur a better home with us... Dammit... inner voice, inner voice. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
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TheMix
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

[X] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[] Fine, we'll send a flight to escort you. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
I like option one. Since it puts them in an awkward position if they try complaining about salvage again. Assuming we have the resources.

Also... The Dislocators are "allies", right. Are they the mercs that we are here to help? If so.... why the hell would be have any responsibility to pay for their repairs? We already did our part by preventing them from losing the dropship entirely. Now, if they can't afford to repair it and want to donate it to us, that's another story. But I don't think we should be paying for their repairs. Though... on re-reading it, that may have been "flavor" text, and not an expense that is on us.... Never mind. Nothing to see here.
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El Guapo
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Thu May 20, 2021 5:40 pm
[] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[] Fine, we'll send a flight to escort you. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
[X] We're happy to provide an escort flight in exchange for [high but not crazy price]
I'm not interested in providing charity, but happy to enter into an exchange of goods and currency.
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Thu May 20, 2021 7:34 pm
NickAragua wrote: Thu May 20, 2021 5:40 pm
[] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[] Fine, we'll send a flight to escort you. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
[X] We're happy to provide an escort flight in exchange for [high but not crazy price]
I'm not interested in providing charity, but happy to enter into an exchange of goods and currency.
That could work. We also should try and find out whether the DS is owned by the mercs or if they have some sort of an arrangement with its crew/owners. If it's the latter, we may want to persuade them to switch employer.
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$iljanus
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

$iljanus thinks about it and...

[] Fine, we'll send a flight to escort you. [grudging]

It’s tactically sound to send an escort but I’m not shitting rainbows over the decision since our allies are a bunch of dumbasses. Also “Dislocators” is such a silly name.

Ooooh, and let’s find a way to appropriate that dropship as well!
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Zenn7
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Leraje wrote: Thu May 20, 2021 5:52 pm
NickAragua wrote: Thu May 20, 2021 5:40 pm [] Sure thing, since you guys have been so understanding about the salvage, we'll send two flights! [enthusiastic]
[x] Fine, we'll send a flight to escort you And in the meantime try to figure out a way to get Excalibur a better home with us... Dammit... inner voice, inner voice. [grudging]
[] Sorry, don't have the forces to commit to that right now. [bullshit]
Screw understanding about the salvage. We can let them have some of the crap stuff in the future, maybe.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Captainwolfer »

Leraje wrote: Thu May 20, 2021 7:44 pm That could work. We also should try and find out whether the DS is owned by the mercs or if they have some sort of an arrangement with its crew/owners. If it's the latter, we may want to persuade them to switch employer.
I don’t think the Excalibur is worth it for us, even if we could get it. Sure, it can carry a lot of units, but it’s armor is barely better than a Union and it’s guns are worse.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

$iljanus wrote: Thu May 20, 2021 7:59 pm [x] Fine, we'll send a flight to escort you. [grudging]

It’s tactically sound to send an escort but I’m not shitting rainbows over the decision since our allies are a bunch of dumbasses. Also “Dislocators” is such a silly name.
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Captainwolfer wrote: Fri May 21, 2021 12:59 am
Leraje wrote: Thu May 20, 2021 7:44 pm That could work. We also should try and find out whether the DS is owned by the mercs or if they have some sort of an arrangement with its crew/owners. If it's the latter, we may want to persuade them to switch employer.
I don’t think the Excalibur is worth it for us, even if we could get it. Sure, it can carry a lot of units, but it’s armor is barely better than a Union and it’s guns are worse.
Depends on what it would take to access a shipyard for a refit to replace vehicle and infantry bays with mech bays.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Two flights - 3
One flight - 4
It's gonna cost you - 2
"What's in it for us? We've been bailing you people out non-stop since we got here." Siljanus asks, half-joking.

"I don't know about you guys, but we got offered slots in the queue for high-tech purchases once the contract is complete. We'll sign two over to you." there's a brief pause. "If our dropship makes it in one piece."

Our mechwarrior considers that for a little bit.
[] Send two flights so we have more opportunity to buy high tech goodies
[] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here

---

Meanwhile, Gamma-Battle initiates the assault on the supply depot. With them is one of our recently acquired TAG-enabled Scimitars and a Manticore tank. Thanks to Gamma-Probe's distraction, the defenses are pretty light - a heavy tank lance, a light armor and hovercraft company, plus a light mech lance. There are also a few stationary turrets, the main piece being a Sniper artillery piece.

Round 1:
Spoiler:
Image
Leraje and Xwraith move up in their Black Knight and Crusader respectively, engaging a pair of light mechs and some hovercraft. One of Leraje's clan-spec lasers takes the right arm off an up-armored Wasp, while the rest of the fire exchange is minor armor damage. The Falcon hovertank underneath the two mechs zips around and avoids their stomps, greatly irritating the two mechwarriors.

"Arrow launching." the allied artillery reports.

Round 2:
Spoiler:
Image
"Uh... we've got a target TAGged." The Scimitar crew reports.

"Negative on target acquisition." The artillery crew responds. "TAG's too far from missile destination."

"Well, you want to tell us the coordinates you're aiming at, at least?" The frustrated hovertank commander retorts. "We've got a Saladin crawling up our ass over here!"

"Uh, we'll do our best. Coordinates on sub-channel."

"Useless wankers." The hovertank commander mumbles.

Leraje, meanwhile, has problems of his own, as a Saladin zips up and unloads with the AC/20. The Black Knight's armor holds but several sections flash yellow and the mech staggers backwards. The mechwarrior retaliates, running a couple of lasers across the hovertank's side as it turns away, then smirks as our Rifleman comes around the corner on the opposite side and blows it away with AC/10s.

To the south, our Catapult reports disabling a Bulldog. Xwraith, unable to land a hit on the annoying little Falcon, sends out a stream of obscenities instead. It doesn't do as much immediate damage as a solid laser hit or a kick, though.

Round 3:
Spoiler:
Image
"Right, target tagged. Oh, for Kerensky's sake, I tagged the tank not the pavement." our Scimitar's gunner comments. "Well, you want something done right, do it yourself." he suggests, pinging the target Vedette with a NARC pod, then firing two salvos of SRMs at it. Seven out of eight missiles hit, blasting the tank's treads off.

Round 4:
Spoiler:
Image
Both our tanks report being disabled, although our Scimitar takes a standard Scimitar with it before our hovertank's lift fans give up the ghost and the crew is forced to bail out.

Leraje uses the Black Knight's lasers to slice through a Hunter tank's left side armor, the support tank's crew opting to retreat with smoke belching from several armor breaches. Our Rifleman, meanwhile, finally gets a good bead on the annoying little Falcon and shreds it with autocannon fire. Xwraith jumps south and covers our Scimitar's crew as they bail out, firing the Crusader's leg-mounted SRMs and arm-mounted lasers at the Manticore next to them. The missiles are highly effective, blowing out the heavy tank's front-mounted laser and left-side treads.

"Break for the building to the east, guys. I got you." The mechwarrior tells the crew before dropping to a knee to account for the SRM-related pounding.

Round 5:
Spoiler:
Image
The Manticore's crew doesn't quite make it to shelter before a shell from the Sniper lands near them. Not looking too good.

Xwraith gets up, moving north to avoid a bug mech trying to jump in behind him, then opens up with a laser and leg-mounted SRMs at the Zephyr as it skids north towards our Scimitar's crew - one of the SRMs flies up the tailpipe and blows out the hovertank's engine.

Leraje move south, using a building for cover and engaging the Wasp LAM and a Hermes. Our mechwarrior notes with satisfaction that the nearby Hermes' autocannon malfunctions in the exchange, while its laser hits a building instead of his Black Knight, before laying into the other jumping mech with lasers. The right third of the up-armored bug mech slides off, and the mech keels over on the rooftop where it landed.

Round 6:
Spoiler:
Image
"Cease fire, dumbasses, our TAG unit is down." Leraje reminds the artillery crew after seeing a second Arrow IV detonate in mid-air before moving to engage a Stinger and a Drillson - the Hermes backs off for the moment. The target Stinger loses the left arm entirely and the right arm becomes useless due to massive actuator damage, although our Black Knight does take a couple of MG rounds to the dome.

To the north, our Rifleman takes out a Galleon tank with autocannon fire, while to the south, Xwraith and our Catapult team up to take out the remaining Manticore, leaving the hostiles with no heavy units in play.

Round 7:
Spoiler:
Image
Leraje moves forward, keeping track of the Drillson and fires south, attempting to cover Xwraith as the damaged Crusader moves north, continually pelted by SRMs and laser blasts. The Stinger harassing our Crusader loses its left torso section, which gives our mechwarrior the opportunity to blast the Drillson with a couple of lasers, the hovertank exchanging all of its mobility for a puff of black smoke. A threatening lift of the foot from Leraje's mech inspires the crew to vacate.

To the south, our Catapult squashes a Pegasus hovertank.

Round 8:
[camera feed lost]
The Hermes guesses wrong and leaves its rear exposed to Leraje's Black Knight. The lighter mech's right arm comes off, sliced off cleanly by the clan-spec laser. Major armor loss from other laser hits causes the mechwarrior to overbalance, spin around and fall over in the middle of the intersection.

To the south, our Catapult disables the last of the hovercraft, leaving it just the Hermes, four turrets and our four mechs. And the guy in the Hermes doesn't seem to be too inclined to continue the fight, seeing as how his mech is missing both of its main guns. Or, at least that's what Leraje thinks, although it's unclear - the mech attempts to get up, slips on the pavement and faceplants, not moving any more. With no mobile units for backup, the turrets power down as well

Having captured the biotech warehouse, we call in our salvage crews. We're able to recover both the Manticore and Scimitar, although two of the Manticore's crew have been killed, with the other two sustaining major injuries. Salvage is not too bad - we pick up the Zephyr and an Artemis IV targeting system from one of the turrets (it spent the entire time plinking away at us, but, being an LRM/5 turret, didn't really do much even when it did hit). We'll cycle the Zephyr into our regular lineup, while the Artemis IV system can be used to refit one of our Lucifer fighters.

---

"Where the hell were you guys?" Leraje asks Akalon as the two mechwarriors debrief in the hangar, watching the mech techs pull Leraje's cockpit apart - it seems that about half the electronics shorted out, preventing our lance leader from coordinating as effectively. And, to everyone's dismay, it's not a software issue.

"Sorry, boss. We had to stop some crazy Kuritans from walking into the minefield."

But that's a story for another day.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Fri May 21, 2021 3:37 pm [] Send two flights so we have more opportunity to buy high tech goodies
[x] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Leraje wrote: Fri May 21, 2021 3:51 pm
NickAragua wrote: Fri May 21, 2021 3:37 pm [] Send two flights so we have more opportunity to buy high tech goodies
[x] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here
I agree.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

NickAragua wrote: Fri May 21, 2021 3:37 pm [x] Send two flights so we have more opportunity to buy high tech goodies
[] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here
I like tech.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by gbasden »

Zenn7 wrote: Fri May 21, 2021 4:58 pm
NickAragua wrote: Fri May 21, 2021 3:37 pm [x] Send two flights so we have more opportunity to buy high tech goodies
[] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here
I like tech.
I do too.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Can we spare two flights for escort duty? I like tech too. But I also like effective air cover.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

$iljanus wrote: Fri May 21, 2021 7:18 pm Can we spare two flights for escort duty? I like tech too. But I also like effective air cover.
We've got three active flights currently, with the fourth in the shop for repairs, and two pending ground battles.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

gbasden wrote: Fri May 21, 2021 5:38 pm
Zenn7 wrote: Fri May 21, 2021 4:58 pm
NickAragua wrote: Fri May 21, 2021 3:37 pm [x] Send two flights so we have more opportunity to buy high tech goodies
[] Stick with one flight, if they make it, they make it, otherwise, we've been getting pretty good salvage here
I like tech.
I do too.
Me three. And we're gonna need as many high tech goodies as we can get our hands on.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Since we have two battles on the horizon I think one flight is more prudent so we have air cover for each of our upcoming engagements. Can't use tech if your mech is a smoking wreck.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

$iljanus wrote: Sat May 22, 2021 7:55 am Since we have two battles on the horizon I think one flight is more prudent so we have air cover for each of our upcoming engagements. Can't use tech if your mech is a smoking wreck.
+1
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

TheMix wrote: Sun May 23, 2021 11:48 am
$iljanus wrote: Sat May 22, 2021 7:55 am Since we have two battles on the horizon I think one flight is more prudent so we have air cover for each of our upcoming engagements. Can't use tech if your mech is a smoking wreck.
+1
I agree.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
One flight |||||
Two flights ||||
In the end, we decide to send one flight of aerospace fighters - since we're doing most of the actual work with the allied mercs basically just providing artillery support for the most part, we feel they should be able to escort their own dropship to an extent. Which they do - they patch up most of the armor damage then lift off, taking a sub-orbital (but above atmo) hop to their new landing zone on the other side of the continent with four of their fighters (three lights and a Lucifer) backed up by three of ours.

Of course, we get intercepted.

"Strike One to all flights. Contacts on our six and our eleven. Stay in formation, stay in range of the dropship's guns. Let them come to us."

Round 2:
Spoiler:
Image
"Big Cherry, engaging targets."

"Strike six, I'm hit, engine's messed up, major weapons damage!"

"Two wings of Sholagars coming in."

"Watch the heavies - two Slayers and a Shilone."

"Got the Shilone, he's drifting."

"Got one laser out, my canopy's all scorched, I can't see a damn thing."

"Switch to sensors then!"

Round 3:
Spoiler:
Image
"Target breaking off, switching to next target."

"Strike six, disengaged. Phew."

"Strike three here, pretty beat up."

"Get... off... of... me!"

Round 4:
Spoiler:
Image
"Dammit. Sorry, Big Cherry, you're going to have to take the guys at eleven yourself. We're pretty beat up out here."

"On his tail... got him! Target's drifting!"

"Bad guy's retreating, returning to formation."

Round 5:
Spoiler:
Image
"Big Cherry, you've got a Lightning coming in from your seven. Take him down before he rips you open with that autocannon."

"Strike five, this is Three. Come in on target's six, I'll come in on his nine. Let's blast him."

"Are they shooting at each other?"

"Looks like it. Two, confirm targets from intercepting group are firing at chasing group?"

"Confirmed."

"Three here, leave the Shilone be for now - it's just got the missiles left, all its lasers are gone."

Round 6:
Spoiler:
Image
"Hah, did those two morons just crash into each other?!"

"Pull up, pull up! You'll have the new guys on your tail! Don't get in between them!"

"Strike five, I gotta peel off, this guy's on my tail."

"Don't worry, I got him."

Round 7:
Spoiler:
Image
"Phew, looks like we broke that cluster up."

"Right. Two here, Sholagar destroyed."

"Which one, three? There's like eight of them?"

"Uh, ID one-four-seven."

"Big Cherry, engaging two targets. We're just about clear."

Round 8:
Spoiler:
Image
"Six, Three here. Disengage from that Sai immediately, we're being targeted by a Thunderbird, and I've got about two strips of armor left."

"Two here, got some mosquitoes buzzing me."

"One here, got him. Right up the tailpipe!"

"Seven here, I got my guy too! Yay!"

Round 9:
Spoiler:
Image
"Six here, I can't shake him!"

"Don't worry, I got you. Ugh, bastard took out my laser."

Round 10:
Spoiler:
Image
"Dropship is clear. Finish up your dogfights if you can, then disengage and return to base."

---

Our Stingray got pretty beat up, losing both extended-range lasers as well as taking damage to the landing gear, so it has to "belly flop" when returning to base. The two Lucifers did ok. Aside from the two hostile fighters that crashed into each other, we scored two light fighter kills. Neither us nor our merc allies took any casualties. No salvage, but that's to be expected.

"Considering how badly we got swarmed at the beginning, I'd say that went pretty well." the flight leader sums up. As a result, we've got one heavy aerospace flight and one light.

April 3, 3051
Two forces move in to re-capture the biotech storage facility we're currently looting. One force is led by a Warhammer, which comes with a heavy tank lance backed up by a light mech lance and a few hovercraft. Currently, this is opposed by Alpha-Ranger lance with a lance of medium tanks from our merc buddies, with Moley/Hyena's Alpha-Urban lance coming in for backup.

To the southeast, we have one of the convoys full of biotech goodies heading east towards their new dropship location. Seems that the 36th Dieron Regulars have gotten pissed off, because they've sent a raiding force of a full hovertank company to take out the convoy, backed up by a light mech lance, a heavy mech lance and armor. The real kicker is the sensor returns showing an assault mech lance closing in as well, in addition to a trio of aerospace fighters. Beta-Assault is handling this one, and will likely need backup as well - Alpha-Heavy lance is in the area for mech backup.

Which one do we want to see first? Whichever one we *do* resolve first will likely be able to provide backup for the second one, assuming they're not too badly beat up.
[] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[] Beta-Assault (better odds in our favor)
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Why wouldn't both get air support? I thought we saved 2 flights for air support? Or do we have to commit both flights to one fight?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

TheMix wrote: Mon May 24, 2021 5:36 pm Why wouldn't both get air support? I thought we saved 2 flights for air support? Or do we have to commit both flights to one fight?
We've got one flight of light fighters, which isn't really that great for air support and one flight of mediums/heavies, which is pretty useful. So I guess we *could* assign the light fighters somewhere as well, but they don't do that great in ground attack scenarios.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Mon May 24, 2021 5:15 pm [x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
#2 seems like a larger engagement, so it could use all the extras.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

NickAragua wrote: Mon May 24, 2021 6:00 pm
TheMix wrote: Mon May 24, 2021 5:36 pm Why wouldn't both get air support? I thought we saved 2 flights for air support? Or do we have to commit both flights to one fight?
We've got one flight of light fighters, which isn't really that great for air support and one flight of mediums/heavies, which is pretty useful. So I guess we *could* assign the light fighters somewhere as well, but they don't do that great in ground attack scenarios.
Think this falls under things we should have considered before deciding whether to send 1 or 2 flights on dropship escort. ;)
Leraje wrote: Mon May 24, 2021 7:52 pm
NickAragua wrote: Mon May 24, 2021 5:15 pm [x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
#2 seems like a larger engagement, so it could use all the extras.
Agree on both.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Zenn7 wrote: Mon May 24, 2021 8:05 pm
NickAragua wrote: Mon May 24, 2021 6:00 pm We've got one flight of light fighters, which isn't really that great for air support and one flight of mediums/heavies, which is pretty useful. So I guess we *could* assign the light fighters somewhere as well, but they don't do that great in ground attack scenarios.
Think this falls under things we should have considered before deciding whether to send 1 or 2 flights on dropship escort. ;)
Agree. I would have sent 2 escort flights if I'd known that holding the one back would be pointless.
Zenn7 wrote: Mon May 24, 2021 8:05 pm
Leraje wrote: Mon May 24, 2021 7:52 pm
NickAragua wrote: Mon May 24, 2021 5:15 pm Which one do we want to see first? Whichever one we *do* resolve first will likely be able to provide backup for the second one, assuming they're not too badly beat up.
[x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
#2 seems like a larger engagement, so it could use all the extras.
Agree on both.
And another +1.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by gbasden »

Leraje wrote: Mon May 24, 2021 7:52 pm
NickAragua wrote: Mon May 24, 2021 5:15 pm [x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
#2 seems like a larger engagement, so it could use all the extras.
Agreed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Leraje wrote: Mon May 24, 2021 7:52 pm
NickAragua wrote: Mon May 24, 2021 5:15 pm [x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
#2 seems like a larger engagement, so it could use all the extras.
Sounds reasonable.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

NickAragua wrote: Mon May 24, 2021 5:15 pm [x] Alpha-Ranger + Alpha-Urban vs Warhammer, tanks and mechs
[] Beta-Assault + Alpha-Heavy vs hovertank swarm, assault mechs and aerospace fighters

Who gets the air support?
[] Alpha-Ranger (quicker battle resolution)
[x] Beta-Assault (better odds in our favor)
Ranger and urban sound quicker, thus more likely to get to the other fight in a timely fashion. Aero on aero action for the second fight too.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Alpha-Ranger first - almost unanimous
Air support for Beta-Assault - almost unanimous
"Hey, whatcha guys got in that Goblin? Infantry?" Moley asks the commander of the tank lance that goes with Alpha-Ranger to take out the Warhammer. Greeted with silence, our mechwarrior adds. "Better just leave them home, they'll probably get themselves killed."

"Take that Warhammer intact if we can." Alpha-Ranger's lance leader interrupts the taunting. "It's the heaviest mech on the field, so the guy driving it probably has intel we want. And also we need the spare parts for our big chunkier brothers." he adds with an amused chuckle.

"Shove that laser arm up your 55-ton ass." Hyena mumbles under her breath.

Our plan is to engage the hostile force and get them to come north, then Alpha-Urban will power up and come in from the east for a pincer.

Round 1:
Spoiler:
Image
"Man, this is great!" The mechwarrior driving the Dervish says, rotating his mech's arms like a windmill. "The techs finally fixed my arm actuators!"

"They're actually hyper-extending now?" the guy in the Ostroc comments.

"Hell yeah, they're hyper DUPER extending!"

"That's not the only thing that's hyper extending, I guess." the Ostroc's operator comments with an eyeroll.

"Cut the chatter and move to nav beta, over by that second hill there." the lance commander orders.

Round 2:
Spoiler:
Image
"Hey look, the Dislocator guys are trying to use artillery again. That's cute." Our Ostroc's mechwarrior comments. "Hey, the hell's that thing?" He asks, in reference to a new design that pops up in the targeting computer as the SDR-9K "Venom". Guess the Kurita guys have come out with a new Spider variant, that's nice. A brief glance at the specs shows the same maneuverability as a standard Spider and four medium pulse lasers paired with standard heat sinks, which probably turns the mech into an oven in short order.

"Excuse me?" the lance commander asks.

"Uh, sorry sir. Visual, uh, contact at ten o'clock on top of designated hill. New mech variant."

Still, it's as nimble as the original design and easily evades all of our long-range fire, LRMs free-flying through the air while laser blasts leave brief afterimages.

Round 3:
Spoiler:
Image
"Fine." Our lance leader states as the Venom jumps in behind our Wolverine. Our two fifty five tonners fail to score any weapon hits on the nimble mech, although our Dervish flips its arms back and pelts it with SRMs.

"Hah, make fun of my flippy arms, will you?" The mechwarrior comments.

Our Griffin then rips about half the actuators off the lighter mech's left leg - but, amazingly, the mechwarrior keeps it upright.

Round 4:
Spoiler:
Image
Our Demon tank blasts a Griffin as it hops over a hill, a gauss rifle shot glancing off the 55 ton mech's arm. Well, better than a total miss.

Our Ostroc and Dervish engage a couple of light mechs on top of the hill, while the hostile Warhammer hangs back and fires away with its PPCs. Though, ineffectively. Our Dervish legs a Wasp, sending it flopping to the ground, where it explodes - the machine gun ammo bin pretty much annihilates the mech.

To the north, our Wolverine chases down the Venom as it tries to limp away - our mech takes a few pulse laser hits, but the Venom loses a leg, the damage traveling up to the left torso and blowing up a pair of jump jets as well, while sending its heat signature through the top of the thermometer.

Round 5:
Spoiler:
Image
The Venom quits struggling as its XL engine loses enough shielding that it goes into automatic shut down. Otherwise, we continue engaging hostile units on the hill top. A Locust loses a leg while we take some more armor damage.

Round 6:
Spoiler:
Image
"Chunky mechs, coming in!" Moley announces, leading Alpha-Urban in from the back of the hostile group. "Target that Warhammer!" The Warhammer fires a PPC, a bunch of lasers and its SRM/6 rack at Moley's Thunderbolt, but misses every shot. Our BattleAxe doesn't do much better, it's PPCs going wide as the hostile mech weaves and bobs (as much as a 70-ton mech can). Moley, Hyena and the Blackjack do better though, landing multiple laser and a few PPC hits, scoring a couple of tons armor from the heavy mech and forcing it to a knee. It's going to be tough for that mechwarrior to get out of this pickle.

Our Ostroc's operator swears as the mech's right arm goes limp after repeated SRM impacts - luckily, none of the mech's weapon systems are in its arms, so its combat effectiveness is still pretty good. Our mechwarrior shows this off by stomping a Saladin hovertank flat as it tries to crest the hill.

An artillery round comes in just as a Scimitar zips by one of the allied Vedettes, dinging both vehicles. There's some annoyed-sounding chatter back and forth on the allied mercs' frequency.

Round 7:
Spoiler:
Image
Moley thinks to break south and go after the Schrek PPC Carrier hiding out in the little alcove down there - the weapons platform's PPCs miss while our Thunderbolt scores multiple hits with lasers, damaging treads and shaking the crew up a bit. The Warhammer isn't having any of it and chases our Thunderbolt, but, luckily, only a few SRMs hit the limbs (and a kick that strips more than half the armor from one of the legs). Hyena, in turn, follows the Warhammer, lasering away more armor and damaging the 70-ton mech's hip actuator, dropping it to the ground.

To the west, our Demon tank reports being disabled by the Griffin it was "dueling". Well, you tried, "little" buddy.

Round 8:
Spoiler:
Image
"Holy shit, they actually hit the bad guys. Good effect on target, artillery, Tokugawa tank immobilized!" The Ostroc's operator reports. Not mentioned is the fact that he literally saw an artillery shell arcing his way and had to fire jump jets up on maximum to get clear of the blast radius. But hey, no harm, no foul.

To the north, our Griffin disables a TAG Scimitar, another one to add to our collection.

Moley finishes off the Shreck, carving through its right side (and out the other side) with lasers, while Hyena opens up on the Warhammer. Unfortunately, our mechwarrior's enthusiasm gets the best of him and, in addition to taking out its damaged leg, a laser brushes the SRM ammo bin, scattering the 70 ton mech to the four winds and sending the mechwarrior inside for a little flight through the air in an ejection seat.

Round 9:
Spoiler:
Image
With our Wolverine and Ostroc wiping out a Vedette and a Pegasus respectively, while the allied merc units take out the remaining Wasp, the rest of the hostile forces retreat.

We didn't get the Warhammer, but we did scoop up the mechwarrior. The Demon tank is going to need a tow back to base, but that's what the salvage crews are fore. The Venom is pretty nice, we're keeping that. Maybe see if we can upgrade the heat sinks and up the armor if we get the chance.

Keeping their word for us defending the dropship, the mercs sign over two of their high-end equipment purchase credits. Which is great, because that about covers the damage that our Stingray took.

While Moley makes fun of the Dislocator infantry for staying in their APC like he advised earlier, we'll need to decide how to handle providing backup to Beta-Assault. Alpha Ranger's only serious damage is the Ostroc, which lost one of its arms and all the armor on its other arm. For the rest of the mechs, armor is in the green (with a little yellow and red) and ammo expenditure is about 33%.

When the captured mechwarrior wakes up, she starts ranting about how "you fools have no idea what you are doing" and that "there will be grave consequences for this affront". The Dislocators offer to take her off our hands, although Moley and Hyena both admit to having some desire to ask a few more questions in a less "in the field" setting. Or, we could just cut her loose so we don't have to put up with the flying spittle and get on with our job.

[] Send the damaged Ostroc back to our dropships with an escort
[] Let the allied merc crew have the prisoner
[] Cut the prisoner loose, we're not running a POW camp here
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