Re: Let's Play: Battletech via MegaMek (G2)
Posted: Mon Apr 26, 2021 5:29 pm
Why is AWS's title "Spaceman" while everyone else at her rank is "Private"?
That is not dead which can eternal lie, and with strange aeons bring us some web forums whereupon we can gather
https://www.octopusoverlords.com/forum/
https://www.octopusoverlords.com/forum/viewtopic.php?t=98187
You're driving a modified 3L variant - so the SRM/6s are downgraded to SRM/4s, the LRM/15s downgraded to LRM/10s, and the machine gun ammo is dropped to half a ton. In exchange it gets 4 jump jets, 2 extra heat sinks and a little extra armor. So basically it's more mobile and has less heat issues but a good bit less firepower.TheMix wrote: ↑Mon Apr 26, 2021 5:39 pm As a noob...
I found this reference: https://www.sarna.net/wiki/index.php?title=Crusader
The important bits, I assume are:
Heat Sinks - 10
Speed - 64.8 km/h
ArmamentHowever, it looks like our versions are modified. Can someone translate for me?
- 2x LRM-15s
2x SRM-6s
2x Medium Lasers
2x Machine Guns
This sounds about right.El Guapo wrote: ↑Mon Apr 26, 2021 11:39 amAs for the contract, seems like a good contract, but have we finished our Clan refits and training montages? If not I'd recommend waiting until we're at least mostly done with those before we jet off anywhere.NickAragua wrote: ↑Mon Apr 26, 2021 11:33 am
Pick three
[X] El Guapo
[X] Leraje
[] Freyland
[X] Siljanus
[] Wolf
[] AWS
So... we need 4 commanders. The Guap's gonna be captain of the Blimp company.
An "alpha" version (adapted for MekHQ without a full GM) of what I've been using will actually be in the next MekHQ release. For the Zoetermeer campaign I used a lot of scenarios from the most recent Battle of Tukayyid sourcebook, but I don't think I even touched a quarter of the ones that were in there.moleymoleymoley wrote: ↑Tue Apr 27, 2021 4:53 am Slightly off topic, but @Nickaragua , I remember in the previous one you said you use a 'tracks' system for as the basis for these stories / missions, which books do I need to buy to find some of these? I thought the digital scenarios I got from the Kickstarter might be it but they're just one off fights.
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
Contract choice is a tough call, but I think we better wait to take the clans on again until we have gotten our newbs integrated and trained up a little. I certainly won't object if the rest feel the desire to jump right into the fire though.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[x] Bass - tactics 1, capability for extensive training in other leadership areas
---
[] Keep the Thug as is - no hatchet
[x] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back the ton of gauss ammo and an extra ton of armor. Putting a lot of eggs in one basket, though.
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[x] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Congratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Pretty much what TheMix said! I’m all for going up against the Clans again but we’re not quite there yet. But their time is going to come...TheMix wrote: ↑Tue Apr 27, 2021 8:11 pmCongratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Edit: Changed my first vote. I was so busy reading the descriptions/fluff text, I missed the summary with actual skills. I am assuming that like the PC game, having higher Tactics is better.
I second this second!$iljanus wrote: ↑Tue Apr 27, 2021 9:06 pmPretty much what TheMix said! I’m all for going up against the Clans again but we’re not quite there yet. But their time is going to come...TheMix wrote: ↑Tue Apr 27, 2021 8:11 pmCongratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Edit: Changed my first vote. I was so busy reading the descriptions/fluff text, I missed the summary with actual skills. I am assuming that like the PC game, having higher Tactics is better.
Money talksPvt. Nadezda "Stefan MkV" Sikora - No idea how her file wound up on Zenn7's desk, must have been a clerical error. We'll revisit the idea in a few years.
I've basically chosen the options that will benefit us most when it comes to eventually fighting clans.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
[X] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
God I can't wait for that. Throw in a persistent opfor, and maybe an AI GM and I'd play mekHQ til my eyes bled I reckon.NickAragua wrote: ↑Tue Apr 27, 2021 5:55 pmAn "alpha" version (adapted for MekHQ without a full GM) of what I've been using will actually be in the next MekHQ release. For the Zoetermeer campaign I used a lot of scenarios from the most recent Battle of Tukayyid sourcebook, but I don't think I even touched a quarter of the ones that were in there.moleymoleymoley wrote: ↑Tue Apr 27, 2021 4:53 am Slightly off topic, but @Nickaragua , I remember in the previous one you said you use a 'tracks' system for as the basis for these stories / missions, which books do I need to buy to find some of these? I thought the digital scenarios I got from the Kickstarter might be it but they're just one off fights.
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
This all makes sense. I'll confess to not totally understanding the second Marauder refit option (why would we swap to inner sphere ER PPCs, and then immediately to Clan ER PPCs?), but the core logic of not putting too much Clan Tech in one mech at this point seems to make sense.moleymoleymoley wrote: ↑Wed Apr 28, 2021 2:30 amI've basically chosen the options that will benefit us most when it comes to eventually fighting clans.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
[X] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
The Thug - a pretty great mech by itself, moving to a single PPC drastically reduces one of its key benefits, durability, a single lucky hit would render it ineffective against anything moving slightly faster than it. Hatchets, whilst fun, are a lot of tonnage for a very situational weapon.
The MAD refit - it's already a bit of a badass with that Gauss, if we put too much clan weaponry on it it's a monumental disaster if we lose it, better to spread it thinner amongst others.
The contract - we need higher tech before we can survive clanners, seems like a good way to get it and earn an absolute fortune at the same time. Maybe get some nice salvage too?
NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[x] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Refitting to an established variant first is faster and easier than assembling a design from scratch.El Guapo wrote: ↑Wed Apr 28, 2021 9:03 am This all makes sense. I'll confess to not totally understanding the second Marauder refit option (why would we swap to inner sphere ER PPCs, and then immediately to Clan ER PPCs?), but the core logic of not putting too much Clan Tech in one mech at this point seems to make sense.
I like this approach. I think we definitely need to think about the long game. Potentially improving armaments down the road is worth taking a small hit now.El Guapo wrote: ↑Wed Apr 28, 2021 10:19 am One question - are we using any of the Clan ER PPCs under the likely refit plans? Seems like we should find a way to put at least two of the three that we have into mechs, so that they don't go to waste.
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
Short term loss for long term gain. I like it.TheMix wrote: ↑Wed Apr 28, 2021 10:27 amI like this approach. I think we definitely need to think about the long game. Potentially improving armaments down the road is worth taking a small hit now.El Guapo wrote: ↑Wed Apr 28, 2021 10:19 am One question - are we using any of the Clan ER PPCs under the likely refit plans? Seems like we should find a way to put at least two of the three that we have into mechs, so that they don't go to waste.
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm
So, let's pick up to two clan ER PPCs to carry out upgrades.
[X] Grasshopper GHR-5N (Hyena's ride)
[X] Merlin MLN-1A (Stefan's ride)
[X] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
If we decide to do the contract anyway, those who are still waiting for refits should pick replacement mechs from the remaining rides in the first post.
NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm
So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[X] Merlin MLN-1A (Stefan's ride)
[X] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
Send at least 1 of the clan ER ML's back for research.NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[x] Merlin MLN-1A (Stefan's ride)
[x] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish