Re: Let's Play: Battletech via MegaMek (G2)
Posted: Mon Jun 14, 2021 4:45 pm
Vote Results:
"Striker-Two, break southwest and take care of that Brutus. I'm heading south. Three and four, stick together, don't do anything stupid - you don't have jump jets."
Round 15:
Stefan turns the Trebuchet's LRMs skyward, getting a good piece of a Lightning as it passes by - the aerospace fighter drops some chunks of its tailpipe on the ground around our Raven then flies off, not returning.
Round 16:
While Wolf and Stefan continue firing LRMs at passing aerospace fighters and advancing south, I'd just like to take a moment to point out this heroic mercenary rifle squad (the blue ones). For pretty much the entire battle, they roped down to this cluster of buildings from a Ferret scout VTOL, and are currently down to three people. So far, they've a) baited a much larger enemy infantry platoon into stepping on some land mines and b) kept this Wasp LAM busy and not shooting at us. Truly, the heroes of our age. Hopefully they don't get squashed.
Round 17:
SgtSoldier hops up next to a Brutus assault tank. This particular armored vehicle packs fourteen SRM tubes facing forward, so landing in front of it is definitely a terrible idea, night-time conditions or not. Our Phoenix Hawk thus rapidly moves around within a fifteen meter radius of the tank, avoiding its turret and front-mounted weapons with quick hops from the jump jets, while pausing briefly every few seconds to try to pry off the turret. He also inadvertently causes a friendly-fire incident as an Eagle attempts to strafe our Phoenix Hawk but the lasers hit the Brutus instead - the tank retaliates with its LRMs. SgtSoldier sees a brief flash up in the sky, and then the hostile aerospace fighter goes down. Good riddance.
Round 18:
"Oh, shit! Thunderbolt!" SgtSoldier calls out, firing up the Phoenix Hawk's jump jets to get away as the 65-ton enemy mech comes to the Brutus' rescue.
"Right. I'm on my way." Wolf replies. "Just need to clean up these anklebiters." our mechwarrior adds after slashing across a Zephyr hovertank's skirt with several lasers, letting the air cushion out and causing it to splash water as it drifts to a stop.
Round 19:
Wolf takes some pot shots at a Skulker (which shoots back, ineffectively), while SgtSoldier switches targets to the Thunderbolt, taking care to stay out of the Brutus' line of sight. The heavy mech absorbs some of the Phoenix Hawk's firepower, then steps forward as our mechwarrior initiates a kick, causing our mech to overextend and fall over. Yikes.
Round 20:
[camera feed damaged]
"Need a little backup, here." SgtSoldier calls out. The ground-bound mechs are nowhere near, while Wolf is being kept away by a lance of tanks (one of which our mechwarrior blows away with the Grasshopper's lasers, detonating a Vedette's ammo bin). SgtSoldier manages to avoid most of the Thunderbolt's weapons fire, only taking a few stray MG rounds, and, thankfully, neither mech lands their physical attacks.
Round 21:
Wolf jumps back north, avoiding a Saladin which gets suppressed by LRMs from Stefan's Trebuchet, and melts the wheels off a Skulker.
SgtSoldier's Phoenix Hawk attracts a lot of fire from up and down the street, but manages to avoid most of it thanks to the "increment" weather. The Thunderbolt makes a mistake and trips up, winding up on the ground this time.
Round 22:
Wolf hops over the Saladin as it moves to help its Skulker buddy and melts through its left side with the Grasshopper's large laser, while SgtSoldier temporarily disengages.
Stefan halts, firing the Trebuchet's lasers at a building occupied by infantry that look like they're toting a support laser, which you want to avoid getting too close to.
Round 23:
"Saladin destroyed. Moving up." Wolf informs the rest of the lance.
SgtSoldier manages to outmaneuver the Thunderbolt, meanwhile, and knocks it down to the ground again.
Round 24-28:
The next half a minute is filled with our mechs briefly firing up their jump jets to relocate, firing lasers, dodging ineffectual return fire, and slowly scraping armor off the heavy units. Eventually, Wolf is able to take out a Bulldog to the southwest via application of multiple laser blasts and a stomp, while SgtSoldier gets into a rhythm and flits between the Brutus and Thunderbolt, letting neither unit have a good shot while inflicting major damage with the pulse lasers.
After Wolf squashes a Scorpion tank, the heavily damaged Thunderbolt and Brutus move off the field, as do their buddies stuck trying to navigate a minefield to the north. The infantry that Stefan has been trying to blow away scatter as well, leaving us in control of the field.
As Freyland's lance slinks by, our salvage crews recover the salvage. We scored a Zephyr and a pair of TAG Scimitars, as well as the Thunderbird and plenty of spare parts for our aerospace fighters. We'll be keeping the Zephyr, and scrapping the TAG Scimitars since we already have a whole bunch.
On the way north, Stefan comes across a pretty horrifying scene. The Spider that we'd disabled earlier wound up stumbling into a bunch of burning inferno gel dropped from the aerospace fighters. A lot of mechwarriors have complexes about getting pasted with inferno rounds or standing in inferno-lit fires, but it's fairly survivable in practice, as long as you weren't redlining your engine before while mashing the shutdown override button (and even better if you don't have on-board ammo) - as you can just run away to disengage and cool off. It gets a little more difficult when the place where your gyro is supposed to be has a giant hole in it where you can see clear through to the other side and the inferno gel slowly pouring into the opening while steadfastly ignoring the pouring rain. Even worse, the Spider doesn't normally come with an ejection seat (you have to open the bottom hatch and climb out). From the looks of it, it's still moving erratically, but the mechwarrior inside doesn't have much time.
[] A couple of lasers to the head will put the poor mechwarrior out of his misery.
[] Try to pull the poor thing out of the rubble - the Trebuchet's double heat sinks can handle it, although it might not be doing the mechwarrior inside any favors.
[] Wait for salvage crews with their specialized extinguishing equipment.
Spoiler:
Round 15:
Spoiler:
Round 16:
Spoiler:
Round 17:
Spoiler:
Round 18:
Spoiler:
"Right. I'm on my way." Wolf replies. "Just need to clean up these anklebiters." our mechwarrior adds after slashing across a Zephyr hovertank's skirt with several lasers, letting the air cushion out and causing it to splash water as it drifts to a stop.
Round 19:
Spoiler:
Round 20:
[camera feed damaged]
"Need a little backup, here." SgtSoldier calls out. The ground-bound mechs are nowhere near, while Wolf is being kept away by a lance of tanks (one of which our mechwarrior blows away with the Grasshopper's lasers, detonating a Vedette's ammo bin). SgtSoldier manages to avoid most of the Thunderbolt's weapons fire, only taking a few stray MG rounds, and, thankfully, neither mech lands their physical attacks.
Round 21:
Spoiler:
SgtSoldier's Phoenix Hawk attracts a lot of fire from up and down the street, but manages to avoid most of it thanks to the "increment" weather. The Thunderbolt makes a mistake and trips up, winding up on the ground this time.
Round 22:
Spoiler:
Stefan halts, firing the Trebuchet's lasers at a building occupied by infantry that look like they're toting a support laser, which you want to avoid getting too close to.
Round 23:
Spoiler:
SgtSoldier manages to outmaneuver the Thunderbolt, meanwhile, and knocks it down to the ground again.
Round 24-28:
Spoiler:
After Wolf squashes a Scorpion tank, the heavily damaged Thunderbolt and Brutus move off the field, as do their buddies stuck trying to navigate a minefield to the north. The infantry that Stefan has been trying to blow away scatter as well, leaving us in control of the field.
As Freyland's lance slinks by, our salvage crews recover the salvage. We scored a Zephyr and a pair of TAG Scimitars, as well as the Thunderbird and plenty of spare parts for our aerospace fighters. We'll be keeping the Zephyr, and scrapping the TAG Scimitars since we already have a whole bunch.
On the way north, Stefan comes across a pretty horrifying scene. The Spider that we'd disabled earlier wound up stumbling into a bunch of burning inferno gel dropped from the aerospace fighters. A lot of mechwarriors have complexes about getting pasted with inferno rounds or standing in inferno-lit fires, but it's fairly survivable in practice, as long as you weren't redlining your engine before while mashing the shutdown override button (and even better if you don't have on-board ammo) - as you can just run away to disengage and cool off. It gets a little more difficult when the place where your gyro is supposed to be has a giant hole in it where you can see clear through to the other side and the inferno gel slowly pouring into the opening while steadfastly ignoring the pouring rain. Even worse, the Spider doesn't normally come with an ejection seat (you have to open the bottom hatch and climb out). From the looks of it, it's still moving erratically, but the mechwarrior inside doesn't have much time.
[] A couple of lasers to the head will put the poor mechwarrior out of his misery.
[] Try to pull the poor thing out of the rubble - the Trebuchet's double heat sinks can handle it, although it might not be doing the mechwarrior inside any favors.
[] Wait for salvage crews with their specialized extinguishing equipment.