Let's Play: Battletech via MegaMek (G2)

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

Post by NickAragua »

Vote Results:
Spoiler:
cease-fire ||||||||
keep shooting ||
"You are joking, right?" comes the response. "You honorless mercenary dogs come to this world, slaughter our militia, and expect us to just let you go? Eliminate them all!"

Well, there's our answer.

Round 20:
Spoiler:
Image
Having stomped through the Brutus' armor, the Grasshopper moves to try to defend Stefan's Merlin, to no effect - the Kurita forces focus on the 60-ton mech and just blow it to smithereens. Our mech is able to blow the Orion's right arm and wreck the right torso section AND leg the Hatamoto-Chi, but it turns out not to be enough.

"Dammit, no ejection pod." our mechwarrior says through gritted teeth.

Siljanus' Mackie rocks under laser fire from the Zephyr hovertank, and our mechwarrior vomits as neurofeedback from the gauss rifle's explosion hits him. He still manages to take the leg off the Wasp that tries to land behind him using a PPC shot.

To the north, Isgrimnur hops over the Blackjack as it gets up, the two mechs exchanging some short range fire, then the Blackjack losing a leg as our mechwarrior cracks it. The 45-ton mech stops moving once it hits the ground and Isgrimnur moves on, snapping a shot off at a Thumper turret next to Siljanus - taking the gun emplacement out, along with the whole building.

Round 21:
Spoiler:
Image
Our Grasshopper watches the Hatamoto-Chi start melting through the pavement as it hits the ground and, in short order, the ejection seat fires. He hops over the Orion as it starts leaving the area.

"Pretty good for mercenary dogs."

Siljanus wipes the puke off himself as best he can and turns one of the Mackie's PPCs and two lasers on a nearby Vedette, blasting through the armor.

Round 22+
Once Siljanus blasts a couple of PPC shots through the remaining Zephyr hovetank's armor, things quiet down. The Orion and Zephyr scampers off (although Isgrimnur glances down the street at the Orion and watches with amusement as the mech slips on pavement and drops to the ground, exploding).

The BattleMaster, another medium mech and the remaining Behemoth also depart without firing any further shots (probably because the Behemoth ran out of ammo). We wind up having to disable a couple more automated turrets before they cease fire and we can call in our salvage crews. In the end, we're able to recover all of our mechs and tanks, except the Merlin.

Isgrimnur really put the Thug to work on this one, scoring eight kills, including a mech, three tanks and four turrets, splitting the MVP with the guy driving the Grasshopper, who took out a heavy and an assault mech, along with an assault tank.

---

"Let me see if I understand this correctly." Zenn7 says, looking at El Guapo as the mechwarrior stands at attention in Zenn7's office on the Moonraker (despite us having an Overlord, which has more space and doesn't always smell like feet). "A couple of mechwarriors in your company had a conversation with one of our prisoners."

"Uhuh."

"This prisoner, a very hostile Kurita samurai type, suggested that our fellow mercenaries, which we have been contracted to bail out and assist, are not just here to acquire biotech research samples or prototypes."

"Uhuh."

"So you moved up the time table for an assault that we'd been planning for a few days, foregoing air and artillery support, just so that you could ask our fellow mercenaries to send in extra forces to back you up, so that these two mechwarriors could infiltrate their landing zone and poke around in containers said mercenaries had seized from an enemy base, that our mechwarriors were curious about."

"Right so far."

"As a result, you completely lost a mech and two mechwarriors, with two of our heavy mech lances basically out of action for the next couple of weeks, in addition to a pair of tanks."

"That's what my report says, yes."

Zenn7 sighs, rubbing his eyes. "I assume, then, that your mechwarriors were able to successfully infiltrate and discover the contents of these crates, and that there was something really good in there, like Star-League era two-ply toilet paper, or perhaps Star League hot sauce, or blueprints for warships that we could manufacture."

El Guapo smirks. "Well, I don't know about that toilet paper. But I'm pretty sure that we're here to steal battle armor prototypes."

Zenn7 raises an eyebrow.

"Cylus' lance brought back some containers with spare parts and equipment; Moley and Hyena observed similar parts and equipment in the Dislocators' landing zone. The Dracs are definitely working on trying to copy the Clans' power armor designs. The question is, what do we do with this information." El Guapo continues smirking. "I'm thinking more money from our employers. You know, to help keep us from uploading this stuff to the HPG network. I hear the Dracs and Feddies are trying to make nice, what with the invaders, it'd be a shame if there was some kind of diplomatic incident."

Zenn7 rolls his eyes, but would be lying if he said he wasn't tempted by the possibility of us getting our hands on some battle armor.

---

Pvt. Hayden "Thud Mk III" Parrel was with the company for four years, racking up eight kills over eight missions, including a Jade Falcon Dragonfly mech. The twenty seven year old mechwarrior originated on Epsilon Indi in FedCom space, just a few jumps off Terra.

Pvt. Nadezda "Stefan Mk V" Sikora was with the company for only a year, with seven kills over five missions. Originating from Skokie, she joined our organization after being poached from a disbanded Rasalhague unit (of which there are a lot these days). She got her shot in back at the clans, surviving the bloodbath at Zoetermeer.

Zarathud, let's pick your replacement:
[] Cpl. Loren Burgess. 37 years old, unspecified origin. With the company for 9 years. 10 missions, 14 kills. Currently drives a Catapult but itching to upgrade to something heavier (like an Awesome). 2 gunnery, 3 piloting. Currently in Gamma-Battle lance, but Leraje is willing to trade for a new recruit. Expert at mech maneuvering.
[] Pvt. Wai-Ha Wu. 25 years old, from New Earth (FedCom space, just one jump away from Terra). 3 gunnery, 4 piloting. Prefers AC/20s to any other type of weapon (meaning is likely to drive a Hunchback or a Victor).

Stefan:
[] Pvt. Allen Nattore. 39 years old, unspecified origin. With the company for 17 years. 27 missions, 34 kills. Currently drives a Trebuchet TBT-3C in Gamma-Striker lance. 2 gunnery, 3 piloting, expert at night and swamp fighting.
[] Pvt. Bonie Khachaturian. 28 years old, from Unzmarkt (we've been there). With the company for 6 years. 16 missions, 12 kills. Currently drives a Phoenix Hawk in Gamma-Probe lance. 3 gunnery, 3 piloting, no particular expertise.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

At least my corpse was identifiable by Guapo.

My choice will always be a new House Steiner even though I love my Awesome:
[x] Pvt. Wai-Ha Wu. 25 years old, from New Earth (FedCom space, just one jump away from Terra). 3 gunnery, 4 piloting. Prefers AC/20s to any other type of weapon (meaning is likely to drive a Hunchback or a Victor).
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Stefan Stirzaker »

Rest in peace MkV. Not here for a long time.

Lets go for

Stefan:
[] Pvt. Allen Nattore. 39 years old, unspecified origin. With the company for 17 years. 27 missions, 34 kills. Currently drives a Trebuchet TBT-3C in Gamma-Striker lance. 2 gunnery, 3 piloting, expert at night and swamp fighting

Is, is, ol faithful still good?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Zarathud wrote: Wed Jun 09, 2021 2:39 am At least my corpse was identifiable by Guapo.

My choice will always be a new House Steiner even though I love my Awesome:
[x] Pvt. Wai-Ha Wu. 25 years old, from New Earth (FedCom space, just one jump away from Terra). 3 gunnery, 4 piloting. Prefers AC/20s to any other type of weapon (meaning is likely to drive a Hunchback or a Victor).
Give this man a King Crab and a poster of Hunchie IIC :D
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Note to self: bring a bucket to the next battle. Also requisition one of those hanging air fresheners to help with the vomit smell.

All in all, that went better than expected.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Stefan Stirzaker wrote: Wed Jun 09, 2021 2:45 am Rest in peace MkV. Not here for a long time.

Lets go for

Stefan:
[] Pvt. Allen Nattore. 39 years old, unspecified origin.
Oooooh

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

Post by NickAragua »

We're forced to scale back operations for a few days, as we have a massive repair backlog that our techs can't really keep up with. On the plus side, the minimal patrols we do run show no hostile activity - the 36th Dieron do not appear to be willing to risk any more of their mech assets, while the planetary militia forces in our areas of operation are not sufficient to threaten us.

Thud's Awesome is a giant mess, but repairable - the techs report that the head is irrecoverable, as is the entire left third of the mech, and the right arm. Additionally, two of the PPCs got blown out. It'll likely take weeks to rebuild. However, we did salvage a Hatamoto-Chi from our last battle. The techs report that it's got heavy engine shielding damage and will need the cockpit replaced (since the mechwarrior ejected), but the only other damage is the right leg needing to be welded on.

The Hatamoto-Chi is (obviously) a design manufactured entirely in the Draconis Combine, and is, functionally speaking (though the cosmetics are very different), a Thug, although the Kurita designers solved the limited torso rotation problem of the latter, and the design uses more modular components, making it easier to maintain and repair. Armament is two PPCs and two SRM/6 racks, plus the left arm has a little extra heft to it for punching. Compared to an Awesome's three PPCs, it doesn't have enough firepower, but it does have the advantage of us being able to field it with a couple of days of tech time. Otherwise, we'd cannibalize it for spare parts to get the Awesome up and running, but it'll take weeks.

[] Repair the Awesome (takes a lot longer)
[] Repair the Hatamoto-Chi (quick, but is not as good as the Awesome)

We've got a Stingray F-92 fighter which got pretty damn beat up and has been in the shop for at least two weeks now. It's supposed to have two extended-range large lasers, in addition to an ER PPC and two medium lasers. To cool all that stuff off it's got 20 double heat sinks (aero version, not transferrable to mechs). The large lasers got fried while providing escort for the Dislocators' relocation, so none of that. One option is to downgrade the ER large lasers to regular ones and drop a couple of unnecessary heat sinks, putting on extra armor instead. We could also just bin it for now and wait until we get back to civilization to buy replacement parts. Finally, we could strip it for parts instead, taking out the easily accessible double heat sinks and the PPC, then sell the hull later. We don't really have any pressing need for spare double heat sinks for aerospace units right now (and have a ludicrous amount of them in stock, from buying up all those upgraded Shilones in FedCom space a few years back).
[] Downgrade and repair now
[] Mothball and repair later
[] Strip for parts

We've got plenty of vehicle salvage. Most of them aren't really that great (lots of Vedettes, Galleons and other throw-away crap that's only good for planetary militias). However, a few pieces of salvage catch our interest. Let's see if we want to keep any. The rest we'll stuff into our Jumbo and sell off when we get back to civilization.

4x Scimitar (TAG) tanks - we've got five currently. We can strip these for spare parts or keep in mothballs until we need replacements.
[] Pick a number between 0 and 4

Zephyr hovertank - been a little while since we had one of these. It's got a Guardian ECM suite and TAG, plus three lasers and a frount-mounted SRM/6 launcher. Definitely keeping this one.

Tokugawa Heavy Tank - a single AC/10 and an SRM/6, wrapped in a good amount of armor with average speed for a 60-ton tank. We've got two already.
[] Keep
[] Strip armor and sell

Saracen hovertank - a reasonable speed hovertank with three SRM/2 launchers and a single LRM/10 launcher on a turret. Good for light plinking or long-range fire support.
[] Keep
[] Strip and sell

Behemoth Heavy Tank - it's not really "heavy". It's a hundred tons. The turret has twin AC/10s and SRM/6s, while each side has an SRM/2 launcher. The front of the tank has four SRM tubes and twenty LRM tubes, so it's an excellent brawler and does ok at long range support. The only thing it doesn't do well is move.
[] Keep
[] Strip and sell

Blackjack BJ-1 - it's a decent enough mech by itself, but we also have a lot of 45-ton mechs that do or will need spare parts, so we're just going to keep it around for that.

5x Manticore - yeah, we hauled in a lot of Manticores. They're the dependable Main Battle Tank, doing a little bit of everything. PPC, LRM/10, SRM/6 and medium laser, with good armor and average speed. We've currently got one, but could probably use some spares or replacements.
[] Pick a number between 0 and 5

As for the other mechs, Siljanus' Mackie is missing its gauss rifle arm, so it'll be out of service for a while. Which is kind of a moot point because our mechwarrior conked his head pretty good, and will be out for the next two months with a "mild and recoverable brain trauma". By then, we're likely to be done with this contract one way or another.

Stefan's Merlin - well, there's barely a burnt spot left of it. Same with the operator.

Isgrimnur's Thug will get fixed up pretty quickly, as our mechwarrior managed to avoid armor damage, but a couple of SRMs and lasers to the dome resulted in a concussion.

The Guillotine from El Guapo's lance lost a leg and the right torso section, while the mechwarrior broke a rib and a took some head trauma as well. El Guapo's Marauder will need a right torso rebuild and major engine repairs, as well as a replacement autocannon. The mechwarrior is completely unharmed, though other than maybe in his pride as a tactician.

El Guapo, pick a replacement ride:
[] The Hatamoto-Chi that's about to be fixed
[] Rifleman RFL-3C - twin AC/10s, twin medium lasers. The only "good" version of the Rifleman we've seen so far.
[] Crusader CRD-3L - we've got a few of these. LRMs, medium lasers, leg-mounted SRMs, machine guns and jump jets. Decent armor, average speed for a 65 tonner.
[] Catapult CPLT-K2 - twin PPCs, lasers and MGs. No jump jets. We'll probably modify it to reduce the MG ammo load and up the armor by half a ton.
[] Ostsol OTL-4D(F) - an average 60-ton mech with lots of lasers large and medium, plus a low profile so it's a little harder to hit, kind of like the Marauder.
[] Annihilator ANH-1A - yep, it's still sitting in a box on the Jumbo, and nobody really wants to drive it because it's so damn slow.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

NickAragua wrote: Wed Jun 09, 2021 4:48 pm The Hatamoto-Chi is (obviously) a design manufactured entirely in the Draconis Combine, and is, functionally speaking (though the cosmetics are very different), a Thug, although the Kurita designers solved the limited torso rotation problem of the latter, and the design uses more modular components, making it easier to maintain and repair. Armament is two PPCs and two SRM/6 racks, plus the left arm has a little extra heft to it for punching.
Are those SRMs CASEd?
NickAragua wrote: Wed Jun 09, 2021 4:48 pm Isgrimnur's Thug will get fixed up pretty quickly, as our mechwarrior managed to avoid armor damage, but a couple of SRMs and lasers to the dome resulted in a concussion.
I'd check myself, but I can't see string

....

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

Post by Leraje »

NickAragua wrote: Wed Jun 09, 2021 4:48 pm [] Repair the Awesome (takes a lot longer)
[x] Repair the Hatamoto-Chi (quick, but is not as good as the Awesome)

We've got a Stingray F-92 fighter which got pretty damn beat up and has been in the shop for at least two weeks now.
[x] Downgrade and repair now
[] Mothball and repair later
[] Strip for parts

4x Scimitar (TAG) tanks - we've got five currently. We can strip these for spare parts or keep in mothballs until we need replacements.
[mothball 2, strip the rest] Pick a number between 0 and 4

Tokugawa Heavy Tank - a single AC/10 and an SRM/6, wrapped in a good amount of armor with average speed for a 60-ton tank. We've got two already.
[x] Keep
[] Strip armor and sell

Saracen hovertank - a reasonable speed hovertank with three SRM/2 launchers and a single LRM/10 launcher on a turret. Good for light plinking or long-range fire support.
[] Keep
[x] Strip and sell

Behemoth Heavy Tank - it's not really "heavy". It's a hundred tons. The turret has twin AC/10s and SRM/6s, while each side has an SRM/2 launcher. The front of the tank has four SRM tubes and twenty LRM tubes, so it's an excellent brawler and does ok at long range support. The only thing it doesn't do well is move.
[x] Keep
[] Strip and sell

5x Manticore - yeah, we hauled in a lot of Manticores. They're the dependable Main Battle Tank, doing a little bit of everything. PPC, LRM/10, SRM/6 and medium laser, with good armor and average speed. We've currently got one, but could probably use some spares or replacements.
[keep all] Pick a number between 0 and 5
NickAragua wrote: Wed Jun 09, 2021 4:48 pm El Guapo, pick a replacement ride:
[] The Hatamoto-Chi that's about to be fixed
[] Rifleman RFL-3C - twin AC/10s, twin medium lasers. The only "good" version of the Rifleman we've seen so far.
[] Crusader CRD-3L - we've got a few of these. LRMs, medium lasers, leg-mounted SRMs, machine guns and jump jets. Decent armor, average speed for a 65 tonner.
[] Catapult CPLT-K2 - twin PPCs, lasers and MGs. No jump jets. We'll probably modify it to reduce the MG ammo load and up the armor by half a ton.
[] Ostsol OTL-4D(F) - an average 60-ton mech with lots of lasers large and medium, plus a low profile so it's a little harder to hit, kind of like the Marauder.
[x] Annihilator ANH-1A - yep, it's still sitting in a box on the Jumbo, and nobody really wants to drive it because it's so damn slow.
It's big, slow and ungainly - closest thing we have to a blimp... a ground blimp. :)
Last edited by Leraje on Wed Jun 09, 2021 5:13 pm, edited 1 time in total.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Isgrimnur wrote: Wed Jun 09, 2021 5:05 pm Are those SRMs CASEd?
Nope, it's a downgraded one (model 26T).
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

:handgestures-thumbdown:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Leraje wrote: Wed Jun 09, 2021 5:06 pm
NickAragua wrote: Wed Jun 09, 2021 4:48 pm [] Repair the Awesome (takes a lot longer)
[x] Repair the Hatamoto-Chi (quick, but is not as good as the Awesome)

We've got a Stingray F-92 fighter which got pretty damn beat up and has been in the shop for at least two weeks now.
[x] Downgrade and repair now
[] Mothball and repair later
[] Strip for parts

4x Scimitar (TAG) tanks - we've got five currently. We can strip these for spare parts or keep in mothballs until we need replacements.
[mothball 2, strip the rest] Pick a number between 0 and 4

Tokugawa Heavy Tank - a single AC/10 and an SRM/6, wrapped in a good amount of armor with average speed for a 60-ton tank. We've got two already.
[x] Keep
[] Strip armor and sell

Saracen hovertank - a reasonable speed hovertank with three SRM/2 launchers and a single LRM/10 launcher on a turret. Good for light plinking or long-range fire support.
[] Keep
[x] Strip and sell

Behemoth Heavy Tank - it's not really "heavy". It's a hundred tons. The turret has twin AC/10s and SRM/6s, while each side has an SRM/2 launcher. The front of the tank has four SRM tubes and twenty LRM tubes, so it's an excellent brawler and does ok at long range support. The only thing it doesn't do well is move.
[x] Keep
[] Strip and sell

5x Manticore - yeah, we hauled in a lot of Manticores. They're the dependable Main Battle Tank, doing a little bit of everything. PPC, LRM/10, SRM/6 and medium laser, with good armor and average speed. We've currently got one, but could probably use some spares or replacements.
[keep all] Pick a number between 0 and 5
Seems good. I'd be willing to drop the Manticore number down a couple if space is a concern. Or if we are likely to need parts. Otherwise, it sounds like a good idea to keep as many as possible.

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

Post by $iljanus »

TheMix wrote: Wed Jun 09, 2021 5:36 pm
Leraje wrote: Wed Jun 09, 2021 5:06 pm
NickAragua wrote: Wed Jun 09, 2021 4:48 pm [] Repair the Awesome (takes a lot longer)
[x] Repair the Hatamoto-Chi (quick, but is not as good as the Awesome)

We've got a Stingray F-92 fighter which got pretty damn beat up and has been in the shop for at least two weeks now.
[x] Downgrade and repair now
[] Mothball and repair later
[] Strip for parts

4x Scimitar (TAG) tanks - we've got five currently. We can strip these for spare parts or keep in mothballs until we need replacements.
[mothball 2, strip the rest] Pick a number between 0 and 4

Tokugawa Heavy Tank - a single AC/10 and an SRM/6, wrapped in a good amount of armor with average speed for a 60-ton tank. We've got two already.
[x] Keep
[] Strip armor and sell

Saracen hovertank - a reasonable speed hovertank with three SRM/2 launchers and a single LRM/10 launcher on a turret. Good for light plinking or long-range fire support.
[] Keep
[x] Strip and sell

Behemoth Heavy Tank - it's not really "heavy". It's a hundred tons. The turret has twin AC/10s and SRM/6s, while each side has an SRM/2 launcher. The front of the tank has four SRM tubes and twenty LRM tubes, so it's an excellent brawler and does ok at long range support. The only thing it doesn't do well is move.
[x] Keep
[] Strip and sell

5x Manticore - yeah, we hauled in a lot of Manticores. They're the dependable Main Battle Tank, doing a little bit of everything. PPC, LRM/10, SRM/6 and medium laser, with good armor and average speed. We've currently got one, but could probably use some spares or replacements.
[keep all] Pick a number between 0 and 5
Seems good. I'd be willing to drop the Manticore number down a couple if space is a concern. Or if we are likely to need parts. Otherwise, it sounds like a good idea to keep as many as possible.
Given our losses I think keeping what we can to put in the field or for spares is prudent.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Wed Jun 09, 2021 4:48 pm [] Repair the Awesome (takes a lot longer)
[x] Repair the Hatamoto-Chi (quick, but is not as good as the Awesome)

We've got a Stingray F-92 fighter which got pretty damn beat up and has been in the shop for at least two weeks now.
[x] Downgrade and repair now
[] Mothball and repair later
[] Strip for parts

4x Scimitar (TAG) tanks - we've got five currently. We can strip these for spare parts or keep in mothballs until we need replacements.
[3]

Tokugawa Heavy Tank - a single AC/10 and an SRM/6, wrapped in a good amount of armor with average speed for a 60-ton tank. We've got two already.
[x] Keep
[] Strip armor and sell

Saracen hovertank - a reasonable speed hovertank with three SRM/2 launchers and a single LRM/10 launcher on a turret. Good for light plinking or long-range fire support.
[] Keep
[x] Strip and sell

Behemoth Heavy Tank - it's not really "heavy". It's a hundred tons. The turret has twin AC/10s and SRM/6s, while each side has an SRM/2 launcher. The front of the tank has four SRM tubes and twenty LRM tubes, so it's an excellent brawler and does ok at long range support. The only thing it doesn't do well is move.
[x] Keep
[] Strip and sell

5x Manticore - yeah, we hauled in a lot of Manticores. They're the dependable Main Battle Tank, doing a little bit of everything. PPC, LRM/10, SRM/6 and medium laser, with good armor and average speed. We've currently got one, but could probably use some spares or replacements.
[5]
NickAragua wrote: Wed Jun 09, 2021 4:48 pm El Guapo, pick a replacement ride:
[X] The Hatamoto-Chi that's about to be fixed
[] Rifleman RFL-3C - twin AC/10s, twin medium lasers. The only "good" version of the Rifleman we've seen so far.
[] Crusader CRD-3L - we've got a few of these. LRMs, medium lasers, leg-mounted SRMs, machine guns and jump jets. Decent armor, average speed for a 65 tonner.
[] Catapult CPLT-K2 - twin PPCs, lasers and MGs. No jump jets. We'll probably modify it to reduce the MG ammo load and up the armor by half a ton.
[] Ostsol OTL-4D(F) - an average 60-ton mech with lots of lasers large and medium, plus a low profile so it's a little harder to hit, kind of like the Marauder.
[] Annihilator ANH-1A - yep, it's still sitting in a box on the Jumbo, and nobody really wants to drive it because it's so damn slow.
Hatamoto has PPCs, and I have a PPC specialty, so....
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Fix the Hatamoto-Chi
Downgrade and repaire the Stingray
Keep 2 Scimitar (TAG) tanks
Keep the Tokugawa
Strip the Saracen
Keep the Behemoth
Keep all Manticores
El Guapo goes in the Hatamoto-Chi
Some other book-keeping things:

Bass can now improve piloting, or continue practicing for that gunnery improvement:
[] Piloting from 3 to 2
[] Save up for gunnery (currently 2)

Akalon can improve tactics, strategy or leadership skills:
[] Tactics - more minefields or assisting infantry on defensive deployments
[] Strategy - quicker battlefield arrival times
[] Leadership - bring more auxiliary units on deployments

Once he recovers from conking his head, Isgrimnur can improve piloting or continue practicing for that gunnery improvement:
[] Piloting from 4 to 3
[] Save up for gunnery (currently 3)

AWS can improve aerospace piloting/gunnery (affects LAM performance when airborne)
[] Piloting from 4 to 3
[] Gunnery from 4 to 3

April 6, 3051
Dropship Emergency Landing

One of the Dislocators' dropships, a Leopard CV (a light carrier, capable of carrying six fighters), gets caught with its pants down during a transfer and forced to the ground by hostile aerospace units. While they and their fighters are being repaired, they come under attack by planetary militia looking to score an easy kill.

Delta-Ranger is on the job, and Freyland calls in some air support, in the form of Delta-Air equipped with fuel-air bombs to help wrap things up quickly.

"Just watch your damn fire around the dropship." Freyland warns.

Round 1:
Spoiler:
Image
"Move your asses, those hovercraft are already all over that tub!" Freyland orders as the lance sprints forward. The Leopard's gunners exchange energy weapons fire with the hostiles while receiving some LRMs that scuff the armor. A Bulldog takes some damage, but armor holds up.

Round 2:
Spoiler:
Image
A Galleon tank winks out on our lance's sensor readouts, and the Leopard's gunners also report immobilizing a Von Luckner heavy tank.

Round 3:
Spoiler:
Image
As our lance crests the hill, we observe at least three hovertanks zipping off, even though they're completely undamaged.

"Careful, they've got two mechs with them. Dragon and... Lancelot?" Freyland briefly pauses, not really having encountered too many of the latter before. It's an older Star League heavy mech design, packing a large laser in each arm and a PPC/medium laser combo in the right and center torso. 60 tons puts it barely in the heavy category and lets it have respectable armor and average speed.

We're still out of range, but the Leopard's gunners blow up a Bulldog medium tank. Not bad. The militia's gunnery is atrocious, their LRMs pinging harmlessly off the Leopard's armor or not even hitting, the only thing that makes a dent is the Dragon. With its AC/2.

Round 4:
Spoiler:
Image
Freyland gets that "mercenary" gleam in his eye, seeing that the Leopard has things more or less under control and that our aerospace fighters have arrived.

"Lance, break south, let's see if we can grab ourselves a Lancelot."

The Kurita force suddenly stops being massive cowards and the rest of them begin to advance towards the dropship. Not really sure what prompted it, but it's probably too late now - the Leopard's gunners plant a PPC into a Harasser missile platform, frying the front half of the hovercraft, while our aerospace fighters immobilize a TAG-equipped Scimitar (specifically, our Starfire, rapid-firing its ultra autocannon into the hovertank's rear).

Round 5:
Spoiler:
Image
Our Ostroc engages the Lancelot at close range while Delta-Air's Seydlitz makes a bombing run on some tanks nearby, the fuel-air bombs completely destroying two and causing the third one to swerve off and retreat. The Ostroc's lasers graze one of the Lancelot's arms - it fires at our aerospace fighter ineffectively then takes a swing at our Ostroc. Our mechwarrior ducks down and delivers a counter-kick, but the Lancelot's mechwarrior is on the ball and avoids it, but then overcompensates and winds up on its back anyway.

The Leopard's gunners are on fire today, taking out a Scimitar hovertank with LRMs. Well, maybe not on fire - the amount of ordnance and energy beams that missed the darting hovercraft is pretty impressive as well.

Round 6:
Spoiler:
Image
The Kurita forces begin a fighting withdrawal to the west. We don't want to just let them keep taking pot shots, so we keep up fire while they retreat, without pursuing. The Leopard takes out another three tanks as they retreat, while we focus on the Lancelot, bringing it to the ground again.

Another ten seconds, and the remaining tanks are either destroyed or have fled, leaving the Lancelot as the lone target. On the one hand, we kind of want the mech. On the other hand, he's pretty badly beat up and obviously retreating. How do we handle this?

[] Demand surrender
[] Shoot to disable
[] Let him go
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

What am I in again? A Merlin? Lancelot sounds interesting, although I think no jump jets, right?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Thu Jun 10, 2021 3:36 pm Vote Results:
Spoiler:
Fix the Hatamoto-Chi
Downgrade and repaire the Stingray
Keep 2 Scimitar (TAG) tanks
Keep the Tokugawa
Strip the Saracen
Keep the Behemoth
Keep all Manticores
El Guapo goes in the Hatamoto-Chi
Some other book-keeping things:

Bass can now improve piloting, or continue practicing for that gunnery improvement:
[] Piloting from 3 to 2
[X] Save up for gunnery (currently 2)

Akalon can improve tactics, strategy or leadership skills:
[] Tactics - more minefields or assisting infantry on defensive deployments
[X] Strategery - quicker battlefield arrival times
[] Leadership - bring more auxiliary units on deployments

Once he recovers from conking his head, Isgrimnur can improve piloting or continue practicing for that gunnery improvement:
[] Piloting from 4 to 3
[X] Save up for gunnery (currently 3)

AWS can improve aerospace piloting/gunnery (affects LAM performance when airborne)
[] Piloting from 4 to 3
[X] Gunnery from 4 to 3


[X] Demand surrender
[] Shoot to disable
[] Let him go
Might as well demand surrender unless it's against some bro code that will get us in serious trouble.

Otherwise, I'm almost always inclined to favor gunnery improvement, since we use that pretty much every turn and piloting only some turns (though admittedly a failed piloting role can ruin your day).

And getting our guys there sooner can be super important to not getting everyone killed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

Once he recovers from conking his head, Isgrimnur can improve piloting or continue practicing for that gunnery improvement:
[] Piloting from 4 to 3
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

So.... lower scores are better? Is 1 the goal? Then no more development?

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

Post by Isgrimnur »

I believe that 2 (2d6) is the floor.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Oh. So with checks you are usually trying to roll higher than the value? So a lower value is obviously better.

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

Post by TheMix »

[X] Demand surrender
[] Shoot to disable
[] Let him go
Considering their last response to us, I'm definitely not inclined to be charitable. If the pilot wants to walk out of this...

Also, in general our allies really suck, don't they? Why were they ever hired to begin with if they aren't up to the task. We've carried them on almost every engagement so far (if memory serves).

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

Post by NickAragua »

The skill is the initial target number on a 2d6 that you need to match or beat, before any modifiers. It can actually go all the way down to 0, which is incredibly expensive. Another option for improving your mechwarrior is to purchase special pilot abilities, but those are also super expensive. At least the good ones are.

So, for example, a gunnery 2 guy, while stationary, firing at a stationary target, at short range, with no other modifiers, will always hit the target.

The trouble is that you're never stationary or firing at a stationary target. And they keep hiding in woods or smoke and moving out of short range or into minimum range.
Freyland wrote: Thu Jun 10, 2021 3:42 pm What am I in again? A Merlin? Lancelot sounds interesting, although I think no jump jets, right?
Right now you're in a Wolverine, your old Quickdraw having been blown to bits (and the mechwarrior either retired or bought the farm, I can't remember off hand). Lancelot is slower with more firepower and no jump jets, so it doesn't really fit the recon profile too well. But some of the earlier prototypes did have jump jets, so we could mount those on the chassis in theory.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by gbasden »

NickAragua wrote: Thu Jun 10, 2021 3:36 pm
Bass can now improve piloting, or continue practicing for that gunnery improvement:
[] Piloting from 3 to 2
[x] Save up for gunnery (currently 2)

[X] Demand surrender
[] Shoot to disable
[] Let him go
I'll save up for gunnery. Or some specialization. And yeah, after last mission I don't have a lot of pity.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Thu Jun 10, 2021 3:36 pm [x] Demand surrender
[] Shoot to disable
[] Let him go
Demand surrender, failing that - shoot. One way or another Drac's not going back to militia base.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

More gunnery training please.

And I like the "surrender or die...or get really, really, hurt" option.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

Demand surrender!!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

If he doesn't surrender it seems like a good time for people to boost gunnery skills by trying called shots to the leg. Shots on me for whoever successfully legs the target!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

NickAragua wrote: Thu Jun 10, 2021 3:36 pm
AWS can improve aerospace piloting/gunnery (affects LAM performance when airborne)
[] Piloting from 4 to 3
[X] Gunnery from 4 to 3

[X] Demand surrender
[] Shoot to disable
[] Let him go
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

El Guapo wrote: Fri Jun 11, 2021 9:26 am If he doesn't surrender it seems like a good time for people to boost gunnery skills by trying called shots to the leg. Shots on me for whoever successfully legs the target!
It occurs to me that I should clarify in this context that "shots on me" means that I will purchase alcoholic "shot" beverages for the relevant person using my money, not that there should be literal "shots on me".
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

El Guapo wrote: Fri Jun 11, 2021 10:39 am
El Guapo wrote: Fri Jun 11, 2021 9:26 am If he doesn't surrender it seems like a good time for people to boost gunnery skills by trying called shots to the leg. Shots on me for whoever successfully legs the target!
It occurs to me that I should clarify in this context that "shots on me" means that I will purchase alcoholic "shot" beverages for the relevant person using my money, not that there should be literal "shots on me".
*grumble*
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

I called it!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Fri Jun 11, 2021 10:39 am
El Guapo wrote: Fri Jun 11, 2021 9:26 am If he doesn't surrender it seems like a good time for people to boost gunnery skills by trying called shots to the leg. Shots on me for whoever successfully legs the target!
It occurs to me that I should clarify in this context that "shots on me" means that I will purchase alcoholic "shot" beverages for the relevant person using my money, not that there should be literal "shots on me".
You sure? I've heard that PPC to the knee is an enlightening experience... :D
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Demand Surrender - Almost unanimous
The Kurita mechwarrior doesn't seem too enthusiastic about the prospect of surrendering and keeps trying to get up and get away. By the time his mech falls down for the sixth or seventh time (we have to apply laser fire to help) and he knocks himself out, the entire right side of the mech is basically a write-off, the engine shielding has more cracks than a plumber brigade, and the only functional weapon left is a medium laser. It'll be a while before we get that thing into working order.

We're sure he'll be honored by his comrades for a brave holding action to let the rest of his force get away.

The rest of the salvage we pick up is nothing special, just tank wrecks for spare parts. Well, there's the Von Luckner, a slow, 75-ton tank with an AC/20 and sixteen SRM tubes in the turret, and, for some unknown reason, an LRM/10 launcher facing backwards - basically an ambusher that's no good in the open field.

[] Keep the Von Luckner
[] Scrap for spare parts

Our main limitation for tanks currently is available crews - we just don't have the people to man all this machinery so it's going into mothballs for now anyway. We'll have to have a serious recruitment drive when we get back to civilization.

April 9, 3051
Downtown Sato City

"Hey, how's your head doing?" Stefan (Mk VI) asks SgtSoldier as our mechwarriors watch sensor pings from hostile forces closing in.

"Well, I no talk so good any more." the mechwarrior driving the Phoenix Hawk replies.

There's a brief awkward silence.

"Just kidding dude. I'm fine. The medtechs cleared me a couple days ago. Can't wait to get another crack at these guys." SgtSoldier continues.

"Yeah, I know what you mean." Stefan replies.

With repairs on our damaged units proceeding apace (our biggest bottleneck being medical treatment), we proceed south, intending to locate and seize or destroy the final facility on our list of places to loot. Wolf's Gamma-Striker lance engages a blocking force while Freyland's Delta-Ranger sweeps around. With us is a lance of allied merc tanks.

The annoying part is that the engagement is in pitch black darkness with torrential rains pouring. That, and the Raven's sensors showing aerospace fighters closing in which fail their IFF.

"Into the buildings, now." Wolf tells the lance. The mercs are a little slower to respond.

Round 1:
Spoiler:
Image
... aaand a bunch of hostile aerospace fighters zoom in for strafing runs. Our mechs are well-concealed within buildings currently, with the Raven providing ECM cover, so we don't take any damage, but sensors show land mines all over the place. This is going to be rough for any ground-bound units. Still, Wolf and our Raven are pretty confident that they brought a Lightning down somewhere to the south.

Round 2:
Spoiler:
Image
Looks like somebody's dropping fuel-air explosives on the area. Good thing we decided to take cover. Unfortunately, one of the merc Striker light tanks didn't and is blown away.

Round 3:
Spoiler:
Image
More bombs drop. Guess these guys don't care about keeping downtown in one piece. On the plus side, the pouring rain puts most of the fires out quickly. SgtSoldier briefly peeks out of the building he's camped out in to put a pair of laser blasts into a Thunderbird flying overhead. The extended-range lasers do their work, the damage bringing the massive aerospace fighter to the ground. Stefan gets his licks in with the Trebuchet's Artemis-enabled LRMs as well, blasting another Thunderbird out of the sky. That one just explodes upon hitting the ground.

Round 4:
Spoiler:
Image
A Vulcan jumps out in front of the building where Stefan is camped out, trying to take out an allied merc Saladin that's milling around. Unfortunately, our mechwarrior is unable to capitalize on this mistake.

To the north, an allied Striker is blown to bits by a strafing Eagle. Wolf and SgtSoldier return the favor to the hostile aerospace fighter, lasers and a small number of LRMs blasting up into the sky.

Round 5:
Spoiler:
Image
Stefan re-grips the Trebuchet's targeting controls. The Vulcan has left his field of view, but a Kestrel VTOL makes its way down the street, trying to strafe the allied Saladin. A couple of lasers from our mech make contact with the helicopter and it plummets to the ground, exploding.

Round 6:
Spoiler:
Image
A Jenner hops on top of a building across the street from Stefan. Our mechwarrior opens up with lasers and LRMs, blasting at the building and hoping to collapses it, which he succeeds at, bringing the structure down with the Jenner, which winds up sprawled out in the rubble.

Round 7:
Spoiler:
Image
A couple of failed attempts to get up, and the Jenner's mechwarrior gives it up and powers down. Stefan has to abandon his perch, scraping a bunch of armor off on the way out, as a bunch of hostile mechs and hovertanks have figured out his original game plan. Dodging the nearby Spider's clumsy punches, our mechwarrior makes his way south.

Our Raven somehow manages to use its normally short-range weapons to bring down a Lightning fighter flying overhead. Whoops!

Round 8:
Spoiler:
Image
"Hey, guys, not to bother anyone, but I'm a little outmassed here." Stefan calls out over comms.

"Keep your shirt on, we're on the way." SgtSoldier replies.

Round 9:
Spoiler:
Image
SgtSoldier disables a Scimitar hovertank on the way south, popping its skirt with pulse lasers then knocking bits off with a kick. Wolf engages a Spider that's been harassing our Raven - neither of the mechs score any hits, but the Spider slips on the pavement and goes down to the ground.

"Finish him off, I'm helping Striker Three." Wolf orders.

Round 10:
Spoiler:
Image
Wolf curses up a storm over comms as an AC/20 blast from the Saladin knock a significant amount of armor off the Grasshopper's leg. The return fire breaches the hovertank's light armor and exposes the crew to the rain, which they don't like one bit, but the Grasshopper is down to a knee.

Stefan makes a J. Edgar light hover tank eat pavement with a couple of laser blasts to the drive fans, briefly avoiding the Vulcan.

Round 11:
Spoiler:
Image
With our lance together, we have local firepower superiority. Wolf scowls as the Spider dings the Grasshopper a couple of times. "Thought I told you to finish him off." The mechwarrior comments with a sigh.

Round 12:
Spoiler:
Image
Wolf holds still, seeking to attract the Spider and Vulcan's attention, which is a successful effort. A few laser blasts at the Vulcan get the mechwarrior to turn north, which allows Stefan to plant a pair of laser blasts into the mech's left torso, detonating the MG ammo bin.

Round 13-14:
Spoiler:
Image
SgtSoldier disables the nearby Condor hovertank, leaving the Spider as the sole mech in the area.

The Spider makes a mistake, jumping on top of a less than sturdy building. Wolf smirks while unleashing the Grasshopper's lasers on said building. The Spider tumbles down and flops around briefly before bailing out - not much that mech can do with a disabled gyro while in the middle of a raging inferno.

The timer in Wolf's mech indicates that Freyland's lance has almost bypassed the area. Our mechs are mostly in the green, except the Raven, which has a huge gash down its left side, both torso and leg. Additionally, Wolf's Grasshopper has pretty weak armor on the left leg, as does Stefan's Trebuchet. From the looks of it, salvage is going to be not that great, but still salvage (including some much-needed spare parts for aerospace fighters). Do we want to stick it out just long enough for Freyland's lance to clear the area, or try to finish these guys off?

For what it's worth, Wolf and SgtSoldier can use their jump jets to run circles around the remaining tanks, but there are a pair of bug mechs puttering around somewhere to the northeast as well.

[] Stick around just long enough to finish doing what we need to
[] Fight it out for salvage as well
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Leraje wrote: Fri Jun 11, 2021 7:02 pm
NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
Need our ASF's back in working order.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Zenn7 wrote: Sat Jun 12, 2021 11:04 pm
Leraje wrote: Fri Jun 11, 2021 7:02 pm
NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
Need our ASF's back in working order.
Agreed. Gotta take care of our air assets.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Leraje wrote: Fri Jun 11, 2021 7:02 pm
NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
Possibly. Depends on how many more times the pilot tries and fails to take off before we get to him.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Sun Jun 13, 2021 6:13 pm
Leraje wrote: Fri Jun 11, 2021 7:02 pm
NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
Possibly. Depends on how many more times the pilot tries and fails to take off before we get to him.
We better hurry then. :twisted:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

Leraje wrote: Fri Jun 11, 2021 7:02 pm
NickAragua wrote: Fri Jun 11, 2021 5:15 pm [] Keep the Von Luckner
[x] Scrap for spare parts

[] Stick around just long enough to finish doing what we need to
[x] Fight it out for salvage as well
ASF parts are good. Is the TRB repairable?
Agree with this, although it seems too easy, like we're going to get bitten on the ass for being so ambitious
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