Let's play: Battletech via MegaMek

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Let the guy go - unanimous
"... so get this, the Ostsol comes around the corner. I put all my lasers into him, and his arm is basically a stump, but he keeps trying to run past me, so I give him a boot. Leg comes off, he's on the ground, stops moving. I figure he got knocked out." Xwraith narrates in the hangar. "Bad guys have stopped shooting at this point and are rolling out, so we cease fire as well. Commander calls in the salvage crews and we start trying to lever her mech up off the ground." the mechwarrior reaches down with the left hand, picking up a metal bar from a nearby box, holding the right hand against the torso for further emphasis, then lifts up one leg and starts hopping around, using the bar as a crutch. "So my targeting system goes beep beep beep, I look over, and what do I see, but that poor bastard in the Ostsol, he's got his leg as a crutch, hopping off."

"So you let him go?" Leraje asks.

"Yeah, what was he going to do, leak coolant on me? Thing would probably take two or three weeks just to put back together, and then we still have to rotate the butt-lasers forward."

Leraje smirks. "Heh. Never really understood the point of mounting weapons on the back of a mech. Never stops me from trying to get behind one."

Xwraith shrugs. "Not going to hear an argument from me about it."

So that's that. The Ostsol is an ok ground-bound mech, but has no jump jets and we'd have to do some work on it to get it serviceable. And that particular model didn't have any fancy Star League toys on it or anything that'd make it worth breaking from our usual pattern.

-------------------

The next couple of weeks pass without further incident on the ground. We turn over captured prisoners to the militia for interrogation, except for one mechwarrior who asked to join us instead (not surprising, we salvaged his Phoenix Hawk). According to him the current set of bandits is actually mercenaries, hired by some guy called "Mr. Johnson" who basically asked them to raid convoys and facilities from a list of mining concerns and avoid convoys from a list of others. No surprise there.

The militia declares that bandit hunt done, and we go back to R&R and amateur archaelogy. And uh, standing around watching mining vehicles and industrial mechs scuttle back and forth while occasionally running training exercises with corporate militia guys. Scrub's Warhammer takes almost two weeks to fix and we have to replace a couple of the double heat sinks, which eats into our reserve, but at least they're not completely unavailable nowadays.

The excavation process goes pretty slowly - the particular facility we're digging up is heavily reinforced and the rocks are pretty tough. And our digging crews manning the industrial mechs have superstitions about automated defenses and ancient bioweapons, so they also tend to dig pretty carefully to avoid breaching the facility itself. Which is fine, we don't *really* want to wreck anything. Surprisingly enough, despite the slow going, we uncover some intact data storage units from some of the rooms that we've excavated (apparently, one of the mech hangars that have already been dug up had a locked maintenance office and one of the techs was able to "creatively bypass" the mechanical lock using a pair of magnets and a low-powered laser). They data is encrypted, so we'll need to break said encryption. Unfortunately, it's Star League encryption, which means that it triples the required storage space and processing power, but is twice as secure as the kind of encryption the successor states use. "Just like that Star League toilet paper." remarks the Moonraker's captain. Scrub just rolls her eyes, recalling how we acquired the Moonraker in the first place.

---------------

Larry calls us up and requests that we send up an aerospace escort with one of the dropships he's sending up. A converted Intruder, loaded up with 800 tons of processed ore, heading for the nadir jump point to rendezvous with a scheduled jumpship. He's got a few fighters going up with it, but the shipment is particularly valuable, so... more.

We commit two flights of mediums and heavies, one from Alpha company, one from Gamma. The flight is uneventful, until almost twenty blips show up on long-range sensors and close rapidly. This is going to be a furball. Even worse, they basically caught us with our pants down so it'll take almost thirty seconds for the rest of our fighters to join in - initially, it'll just be Alpha-Strike.

Round 1:
Spoiler:
Image
A very large number of fighters close in on our Lucifer and open fire. Our aero jock "twists in the wind" and dodges a lot of it, even managing to crack open a Shilone's engine with its lasers, but then a Transgressor gets on his tail and fires up the AC/20, cutting the heavy aerospace fighter in half. The pilot manages to eject in time. The rest of our fighters do their best, but it's impossible to keep that swarm away entirely, and the Intruder takes some armor damage.

Round 2:
Spoiler:
Image
A few enemy fighters, including a 100-ton Riever drift out of position and will have to readjust - hopefully we can take advantage of that.

Our Shilone manages to make the pickup on the ejected pilot, but gets a little shot up. Our Lightning "goes evasive", but it doesn't help much against the volume of fire, and the fighter loses a bunch of equipment, including a laser and a heat sink.

Round 3:
Spoiler:
Image
"Got one on my tail!" The Shilone calls out. Our Lightning attempts to come to the rescue, blasting away at the Transgressor which has targeted our Shilone. The aero jock gets a grin as the AC/20 hits directly on the tail, causing it to start rotating uncontrollably, and then the auto-ejection system fires up, sending him flying off into the void.

Round 4:
Spoiler:
Image
The Shilone boosts away from the dogfight, leaving the field to our and Larry's reinforcements.

The good part is that we bought time for the Intruder to pour on the acceleration, so only a few fighters will be able to catch up to it, and those won't have much of a window to engage before they run out of fuel. We exchange fire with the now-scattered hostile spacecraft, a few of them peeling off from the engagements from battle damage. Our main objective at this point is to pick up our stray pilot - the dropship is basically free and clear.

Round 5:
[camera feed lost]
One of the hostile blips winks out completely as the Intruder vaporizes a light fighter still trailing it. Our Stingray makes the pickup on the Lightning's pilot.

Round 6:
Spoiler:
Image
"Turn and burn, we're outta here." Gamma-Strike leader calls out. The Intruder has cleared the last off the anklebiters off itself. Now we need to get out ourselves. Our Stingray, confident that the rescued pilot is secure, blasts away at a Stuka trying to trail us, hitting the weakened aft section and nearly taking out the engine. With the hostiles scattered, we're basically free and clear as well.

Kinda. While thrusting to rendezvous with Gamma-Strike on their return planet-side, the Shilone that made the pickup on the Lucifer's pilot gets caught up with by a bunch of light fighters and taken apart. No way we can deal with that hornet swarm with what we've got, so we return to base, tails between our legs. At least we got the Intruder through, but it cost us an entire aerospace flight and two missing pilots.

We're going to have to reconstitute the entirety of Alpha-Strike from scratch. We only have enough pilots for two fighters though. We can either use those double heat sink Shilones we bought a while back (they came in on a shipment from the last dropship), or see if we can get something a little sturdier, like that Lucifer LCF-R20 (a flying brick with lasers) that's gone up for sale from a merc company liquidation on the planet next door.

[] Use the Shilones - we already have them, but they're a little fragile and have tech we'd like to put to use elsewhere
[] Buy a Lucifer - 2.3M C-Bills, but pretty sturdy (not sturdy enough to take fire from about ten fighters at the same time, but...)

Also, we'll need to decide how to handle the encrypted data we recovered.

[] Try to decrypt it ourselves. Could take a few months or years.
[] Let the ComStar guy know about it.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

[] Use the Shilones - we already have them, but they're a little fragile and have tech we'd like to put to use elsewhere
[X] Buy a Lucifer - 2.3M C-Bills, but pretty sturdy (not sturdy enough to take fire from about ten fighters at the same time, but...)

Also, we'll need to decide how to handle the encrypted data we recovered.

[X] Try to decrypt it ourselves. Could take a few months or years.
[] Let the ComStar guy know about it.
I'd rather not risk losing the double-heat sinks unless we need to.

On the data, I'd start to decrypt it ourselves, but if we hear one word about it from Comstar, we should be fully honest and offer to share (and say that of course that's what we were planning on doing all along).
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$iljanus
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

El Guapo wrote:
[] Use the Shilones - we already have them, but they're a little fragile and have tech we'd like to put to use elsewhere
[X] Buy a Lucifer - 2.3M C-Bills, but pretty sturdy (not sturdy enough to take fire from about ten fighters at the same time, but...)

Also, we'll need to decide how to handle the encrypted data we recovered.

[X] Try to decrypt it ourselves. Could take a few months or years.
[] Let the ComStar guy know about it.
I'd rather not risk losing the double-heat sinks unless we need to.

On the data, I'd start to decrypt it ourselves, but if we hear one word about it from Comstar, we should be fully honest and offer to share (and say that of course that's what we were planning on doing all along).
This sounds reasonable. I'm sure Comstar Verizon will be calling on us shortly but no reason not to give it a go on our own to start.
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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Mar 13, 2020 2:57 pm [] Use the Shilones - we already have them, but they're a little fragile and have tech we'd like to put to use elsewhere
[x] Buy a Lucifer - 2.3M C-Bills, but pretty sturdy (not sturdy enough to take fire from about ten fighters at the same time, but...)

Also, we'll need to decide how to handle the encrypted data we recovered.

[x] Try to decrypt it ourselves. Could take a few months or years.
[] Let the ComStar guy know about it.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Fri Mar 13, 2020 3:50 pm
El Guapo wrote:
[] Use the Shilones - we already have them, but they're a little fragile and have tech we'd like to put to use elsewhere
[X] Buy a Lucifer - 2.3M C-Bills, but pretty sturdy (not sturdy enough to take fire from about ten fighters at the same time, but...)

Also, we'll need to decide how to handle the encrypted data we recovered.

[X] Try to decrypt it ourselves. Could take a few months or years.
[] Let the ComStar guy know about it.
I'd rather not risk losing the double-heat sinks unless we need to.

On the data, I'd start to decrypt it ourselves, but if we hear one word about it from Comstar, we should be fully honest and offer to share (and say that of course that's what we were planning on doing all along).
This sounds reasonable. I'm sure Comstar Verizon will be calling on us shortly but no reason not to give it a go on our own to start.
Comstar - after their mechs beat us to a pulp last time - "Can you hear me NOW?"

Yeah, this is a good plan.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

What’s the likelihood of going in as partners with Comstar Verizon where we share all findings? And have our find mysteriously explode into tiny pieces if Comstar decides to alter the deal?
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Re: Let's play: Battletech via MegaMek

Post by Drazzil »

NickAragua wrote: Fri Mar 06, 2020 6:05 pm Vote Results:
Spoiler:
Fight it out - 5
Retreat - 4
Cujo sighs. "Probe-Three, Four, Five, disregard previous order. Probe-Two is down. Engage hostile forces until they retreat."

Round 8:
Spoiler:
Image
Cujo's first problem is getting clear, as her Wolverine is getting swarmed. Firing up the jump jets, our mechwarrior arcs to the south, sparing some lasers and SRMs for a Hetzer from the top of the trajectory. The SRMs do their work well, blasting through the tank's armor and taking it out of action.

Round 9:
Spoiler:
Image
"Dammit, Clint." AWS mutters, bringing the Phoenix Hawk into the melee, lasering a Scorpion tank. Our slightly superior mobility is telling, as the bandits are unable to land a single hit, although we don't do too well, either. Our Vulcan get kicked by a particularly nimble Assassin, but armor holds.

Round 10:
Spoiler:
Image
To the south, Cujo winds up in a duel with the Cronus that took out Drazzil, outmaneuvering it to land in its rear arc. The Enemy mech is only able to swing its right arm around, missing with the large laser, although Cujo's lasers go wide as well, leaving just a few SRMs to impact the rear armor.

Our Vulcan breaches the damaged Scorpion tank's armor and nearly melts the main gun barrel off, inspiring the crew to try to slowly trundle off the battlefield, while AWS engages a Striker tank - the lasers don't quite cut it, so a kick to the left side is in order, flipping the vehicle over.

At this point, a transmission comes over the general frequency. The first part is garbled, but the ending is pretty clear - "... request cease fire. We'll take our stuff off the field, you take yours."

That offer is about as good as it gets, so Cujo quickly agrees, calling in the recovery crew while the bandits get a bunch of tow trucks in there and haul their tanks out. Unfortunately, the recovery crew does Drazzil no good - the head of the Phoenix Hawk is completely wrecked - it's going to be a closed-casket funeral.

The militia liaison takes off with the captured mechwarrior, and Gamma-Probe trudges back to base.

---------------------

"Sorry." Scrub tells Cujo after the memorial. "Never really gets any easier. I still miss Brad[Hyena Mk I] sometimes." she says, recalling our Striker pilot.

Cujo nods, sighing. "Yeah. Nothing anyone could have done. That son of a bitch in the Cronus really had Drazzil's number. Just... bzhewww. Gone. Poor Nara[AWS] and Nick, they're really broken up over it, too."

Scrub puts her hand on Cujo's shoulder. "Why don't you guys rotate back to local patrol duty for a week or two, take it easy. From the recon data we gathered, it looks like we'll need to send some heavier units out there, anyway." She smirks. "Where did those yokels get a land-air mech anyway? I mean, not that the Stinger LAM is actually any good, but I dunno. Between those bunkers we're digging out, the random LAM, and ComStar piping up, I get the feeling nobody's really here to dig up ore."

Cujo lets out a breath. "Right."

-------------------

Clinton "Drazzil" Mavroudis was 31 years old. He joined our company in 3040, just after the War of '39 closed out. He took his Phoenix Hawk out to twenty three missions, scoring thirty two kills, including four mechs (seven if you count IndustrialMechs). He also somehow managed to shoot down a Stuka, a hundred-ton aerospace fighter. His final payout goes to a sister back on Outreach.

-------------------

On a practical note, Gamma-Probe will need a replacement mech and pilot. We have both, just need to decide which mech:

[] An Overlords-standard Phoenix Hawk (basically a standard Pixie, but with a half ton of MG ammo and extra armor)
[] Cronus CNS-3M - a four laser mech with an SRM/4 launcher. 55 tons, keeps up with Cujo's Wolverine
[] Griffin GRF-1N - bog-standard Griffin, with the PPC and LRM launcher. Keeps up with the Wolverine
NOOOOOOOOOOOO!

Also fine with whatever you guys choose. One in a million shot, that one! Drazzil MK 1 Died like he lived, fast. Not everyone in his situation gets to say that.

RIP Drazzil MK 1.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Buy a Lucifer
Try to decrypt the data ourselves
- both unanimous
We buy the Lucifer. Too bad about that merc company going bankrupt.

The next month is pretty calm - nobody attacks Unzmarkt Resources Limited's facilities, no pirates, no ComStar ubermechs. Just watching sensors, running patrols with and without the planetary militia, and training the corporate defense force. They're... well, nobody wants to say getting good, but at least they're not tripping over their own two feet any more.

Our Jumpship makes steady progress towards Unzmarkt, and is a few jumps away. That'll be helpful when it gets there, having to wait for freighters to jump in and out of system to get word in from the outside is kind of obnoxious. When asked about the progress of the decryption efforts, the Moonraker's captain points to a screen with a progress bar on it. The progress bar is at 5%.

"That's after a month. So, we'll have it brute-forced by the time the contract is over." He says with a chuckle. "If we could get more samples, we could probably go faster."

The other thing that happens over this month is that we get the gauss rifle infantry integrated with our forces. We may soon get a chance to take them out for a spin.

---------------------

August 1, 3044
Dichter Nebel Land
Unzmarkt, Free Raslhague Republic

Delta-Ranger lance is running a joint patrol with a planetary militia Grasshopper riding along as liaison. The area is aptly named, as it feels like you need to use a knife to cut through the fog. We get some sensor pings to the southwest and wheel around to investigate. It's a lot of sensor pings - over a company of tanks (including some heavies), and even a short lance of light mechs.

"Unzmarkt Militia patrol to unidentified sensor contacts. Identify yourselves and transmit clearance." the liaison sends out. The local planetary government has been trying to get the corporate militias to register themselves after an unfortunate "incident" where some corporate and government militia guys got into a shootout. Nobody was killed, but there was a lot of expensive equipment damage.

No response.

"Unzmarkt Militia patrol to unidentified contact. Repeat, identify yourselves and transmit clearance codes."

No response.

"Right, Delta-Ranger, let's move in and take a look." the liaison suggests.

That's when the shooting starts.

Round 1:
Spoiler:
Image
A pair of helicopters whizz out through the fog and open fire with their autocannons. The chattering light guns don't do any real damage, but it's enough to get us to return fire. The choppers manage to avoid it, though.

Round 2:
Spoiler:
Image
The helicopters keep zipping around and firing their autocannons - it doesn't really work because our mechs use the fog to their advantage, hopping up on jump jets to fire a couple of shots, then disappearing back down into the soup. Freyland flips the Quickdraw's arms backwards, using the trails and explosions from Archinerd's LRMs to guide a couple of lasers directly to one of the choppers, cutting its tail off and sending it crashing to the ground. A PPC shot from Paingod's Griffin doesn't help, either.

Round 3:
Spoiler:
Image
As we move into the cluster of buildings, we get jumped by a light mech lance. It's good to have a heavily armored Grasshopper buddy - he takes a couple of medium lasers, but his armor holds just fine. Freyland uses the opportunity to cut large chunks of armor off the Firestarter, stripping armor from its left side as it stumbles and scrapes against a nearby building before falling over and crunching a machine gun.

The Jenner doesn't do much better, Freyland and the Grasshopper playing a little soccer with the smaller mech and knocking it to the ground with no armor left on the legs.

Round 4:
Spoiler:
Image
"Ranger-Three, Four, loop around the north and see if you can pick off any stragglers up there." Madmarcus calls out.

The Jenner's left laser snaps off as it gets up, but it does eventually get up. At which point, a large laser from the Wolverine tracks up from the right leg and into the right torso, where the SRM ammo is stored, detonating the mech and sending its remaining "arm" spinning off into the distance.

Freyland's already gone, rapidly jumping west and using the Quickdraw's lasers to cut up a Packrat, while avoiding its SRMs. A couple from the nearby Plainsman ping against the Quickdraw's armor, but most miss. The hovertank is rewarded for its efforts by being flipped over. Freyland looks down at the nearby Wasp in derision as it tries and fails to kick our 60-ton mech in the shin.

The Grasshopper takes a few SRMs as well from the nearby helicopter as it zips by, but that's no concern to the heavily-armored mech. The 70-tonner's stomps the nearby Saracen flat in retaliation.

Round 5:
Spoiler:
Image
To the north, Archinerd makes contact with a pair of heavy tanks - an LRM Carrier and a Bulldog. The LRM Carrier's armor is reduced to nothing in the ensuing exchange (wasn't much to talk about before) under the Dervish's LRM salvo. A couple of light autocannon rounds ping off the mech's armor in exchange.

Freyland continues the Quickdraw's reign of destruction, hopping up above the fog soup to avoid an LRM Carrier's missile battery and slice it in half with lasers and adding a couple of streak SRMs to finish it off.

The Grasshopper jumps to the south and continues being mobbed by light mechs and a hovercraft. Paingod holds the Griffin's jump arc steady, watching a Wasp trying to get in behind our liaison. The targeting reticle goes green and the mechwarrior squeezes the trigget, firing the Griffin's PPC and long range missile rack. Lightning zaps off most of the torso armor, then the LRMs fly in. The bug mech's right arm goes flying off and it sags to the left a little as it barely manages to land. It still manages a pair of SRMs on the Grasshopper, but, well, you know.

Neither the Grasshopper nor Madmarcus are able to take down the Drillson hovertank as it directs its laser at the larger mech. Armor is still solidly in the yellow, though.

"When you folks get the chance, a little backup please." the liaison calls out as he's kicked by the Firestarter.

Round 6:
Spoiler:
Image
Freyland performs a perfect eyeroll while hopping over a Vedette and zapping it with the Quickdraw's lasers. The tank explodes as its fuel tank goes up. Our mechwarrior is then forced to frown as the area where the mech is landing catches on fire thanks to inaccurate but still "hot enough" autocannon fire from the nearby Partisan tank. The Quickdraw's cockpit temperature shoots up, overcoming even the double heat sinks' ability to compensate.

Madmarcus manages to disable the Drillson with a couple of laser blasts and an SRM salvo.

Round 7:
Spoiler:
Image
Paingod spots and moves to engage one of the bigger threats on any suburban battlefield - an SRM Carrier. The Griffin manages to avoid the forward firing arc, but the vehicle's armor holds up against the PPC shot.

Freyland works on the Partisan to the north, cutting off a pair of AC/2 barrels, but a Partisan has a lot of AC/2 barrels, so it doesn't quite do the trick.

Madmarcus jumps south to cool of a little, while Archinerd engages a Bulldog to the north and the Grasshopper tries to finish off the Firestarter, all with minimum degrees of success. Although, 'cooling off' doesn't prevent our Wolverine from stomping on a Scimitar, causing it to careen and slam into a nearby building.

Round 8:
Spoiler:
Image
The Firestarter still decides it's had enough and pulls out to the east, same direction as the Wasp. We'll let them go, plenty of targets remaining here.

Freyland runs north through the smoke and fire, aiming to put the Partisan out of its misery, and succeeding in doing so - after lasers finally cut through the thick armor, streak SRMs plow through the opening and send the anti-aircraft tank sky high as its ammo explodes.

We take some indirect LRM fire from the south, but nothing that penetrates armor.

Round 9:
Spoiler:
Image
Archinerd's lasers and SRMs have caused the nearby Bulldog's turret to jam, so it has trouble tracking as the Dervish runs circles around it. Eventually, the tank's treads give up the ghost and Archinerd moves on to other targets.

Paingod finishes off the SRM Carrier with another PPC blast, letting out a breath of relief as the tank burns.

To the south, Madmarcus resumes hunting tanks after cooling off, blowing the top off a Tokugawa heavy tank with an SRM salvo. The Tokugawa isn't that impressive with its AC2s, but better safe than sorry.

The liaison Grasshopper reports that its immediate area is clear as it takes out another Tokugawa. Well, breaches armor and forces the crew to reconsider their presence on the battlefield more like, but still. The Manticore is still active and pelting the heavy mech with PPC shots, so the liaison has more important things to do than pursue an escaping tank with a giant hole through the left side with smoke pouring out.

Round 10:
Spoiler:
Image
Things calm down a little bit, other than the Grasshopper and Manticore continuing to exchange fire. The Manticore is a little beat up and looks like it's basically trying to buy time for its buddies to the south to retreat.

Round 11:
Spoiler:
Image
Archinerd polishes things off to the north, disabling the remaining Bulldog tank there. Freyland jumps south to help out Madmarcus, while the liaison continues complaining about incoming indirect LRM fire - not without cause - Paingod sees a couple of LRMs ding the Grasshopper's head. Our Griffin is temporarily distracted as infantry lob incendiaries and fire their hand-held flamers, which doesn't help them avoid getting stomped.

Round 12:
Spoiler:
Image
Freyland gets fed up with a random rocket launcher pod mounted on a rooftop constantly tracking the Quickdraw, and swipes it off.

Round 13:
Spoiler:
Image
With Freyland's help, Madmarcus finally takes out the Manticore in the southern cluster of bad guys. With Freyland cracking the treads on the nearby Pike and Paingod finally finishing off the Manticore in the center of the building cluster, this leaves nothing but cleanup of fleeing tanks. A Galleon doesn't get away, but the Saladin does, along with a helicopter and the two mechs that fled earlier.

"Nice work." the liaison states, panting. "Let's call salvage in here and see who these guys were and why they shot at us. And, uh, put out all these fires."

Salvage is a couple million C-Bills' worth of tank wrecks. No complaints there, especially since we didn't even take any internal damage.

-------------------

Two additional developments at the beginning of this month.

First, our security personnel at the dig sites report having caught several individuals trying to infiltrate and steal data. They were caught (at which point one of them shot back at our security personnel and was killed by small arms fire, while the other made a run for it but got squashed by one of our patrolling mechs), but it may be a good idea to dedicate extra security, including mechs.

[] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

Second, we get a request from the "Schnepfau-Unzmarkt Minerals Incorporated" organization to provide a lance of mechs and mechwarriors to train their security personnel, and ride shotgun on their mech and tank training cadre. Apparently, one of their remote outposts just got blown up by raiders and they've had to hire some mercenaries to fill the gap in security, but they've had to pick from the bottom of the barrel. They're looking to pay us 65 million C-Bills for 4 months' work. Which isn't too bad considering we wouldn't have any extra transport or maintenance costs, just a lance unavailable for four months.

[] Take the training cadre contract
[] Pass

We currently have a three lances plus an under-strength aerospace flight "free".
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Two additional developments at the beginning of this month.

First, our security personnel at the dig sites report having caught several individuals trying to infiltrate and steal data. They were caught (at which point one of them shot back at our security personnel and was killed by small arms fire, while the other made a run for it but got squashed by one of our patrolling mechs), but it may be a good idea to dedicate extra security, including mechs.

[x] Dedicate a lance of mechs for extra security on the dig sites

I think we'll be getting more would be thieves making a run at our special project as time goes on so if we have an extra lance we should detail it for guard duty and can always pull it if things change.

Second, we get a request from the "Schnepfau-Unzmarkt Minerals Incorporated" organization to provide a lance of mechs and mechwarriors to train their security personnel, and ride shotgun on their mech and tank training cadre. Apparently, one of their remote outposts just got blown up by raiders and they've had to hire some mercenaries to fill the gap in security, but they've had to pick from the bottom of the barrel. They're looking to pay us 65 million C-Bills for 4 months' work. Which isn't too bad considering we wouldn't have any extra transport or maintenance costs, just a lance unavailable for four months.

[x] Take the training cadre contract

65 million C bucks and we have an available lance. Why not?
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Tue Mar 17, 2020 3:40 pm [x] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

[x] Take the training cadre contract
[] Pass
We have forces to spare and extra 65M wold not hurt. Second guard lance can always be reassigned if needed.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Tue Mar 17, 2020 4:21 pm
NickAragua wrote: Tue Mar 17, 2020 3:40 pm [x] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

[x] Take the training cadre contract
[] Pass
We have forces to spare and extra 65M wold not hurt. Second guard lance can always be reassigned if needed.
Agree.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

gbasden wrote: Tue Mar 17, 2020 5:13 pm
Leraje wrote: Tue Mar 17, 2020 4:21 pm
NickAragua wrote: Tue Mar 17, 2020 3:40 pm [x] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

[x] Take the training cadre contract
[] Pass
We have forces to spare and extra 65M wold not hurt. Second guard lance can always be reassigned if needed.
Agree.
Agreed
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

gbasden wrote: Tue Mar 17, 2020 5:13 pm
Leraje wrote: Tue Mar 17, 2020 4:21 pm
NickAragua wrote: Tue Mar 17, 2020 3:40 pm [x] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

[x] Take the training cadre contract
[] Pass
We have forces to spare and extra 65M wold not hurt. Second guard lance can always be reassigned if needed.
Agree.
I second this seconded second.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Hyena wrote: Tue Mar 17, 2020 6:13 pm
gbasden wrote: Tue Mar 17, 2020 5:13 pm
Leraje wrote: Tue Mar 17, 2020 4:21 pm
NickAragua wrote: Tue Mar 17, 2020 3:40 pm [x] Dedicate a lance of mechs for extra security on the dig sites
[] We already have a lance on call, no need for more security at this time

[x] Take the training cadre contract
[] Pass
We have forces to spare and extra 65M wold not hurt. Second guard lance can always be reassigned if needed.
Agree.
I second this seconded second.
I third the seconded seconded second.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Nay!
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

El Guapo wrote: Wed Mar 18, 2020 9:25 amNay!
Who keeps saying that?
Spoiler:
Image
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Add extra security - unanimous
Take cadre duty - almost unanimous
We begin rotating two lances out to security and training duty. The "Schnepfau-Unzmarkt Minerals Incorporated" (SUMI from now on) corporate security guys are... just... awful. There are just no words sufficient to describe it. One of our mechwarriors remarks, in a report, that they're probably better off working with the system government than trying to run their own security force since they suck so bad at it. Not only are the "bottom of the barrel" mercs awful, but their equipment is barely a step up from industrial mech.

August 31, 3044
10km outside dig site A

Another month passes by without any combat incidents. But, at the end of August, our patrols report a company of tanks and a medium mech lance massing outside the dig site. They are marching along a lake, so we decide to drop Alpha-Command on them. The crew of the Moonraker has been complaining about being cooped up planet-side, so this will give them something to do.

We bring one of Larry's security guys along for the ride, looking to give him a little experience in hot drops. He's driving a Firestarter, so he won't be too much help, but you never know.

The opposition is mostly crappy tanks and hovercraft, with a Rifleman, a Wolverine, a Phoenix Hawk and a pair of bug mechs.

Round 1:
Spoiler:
Image
"Yeehaa!" Gbasden calls out, stepping out of the dropship's bay door, firing up the detachable jump pack. Sure, it's a completely unjustified expense (we could just land the dropship and walk out), but this is fun!

"Ahem." he manages to compose himself.

Stefan Mk II drops out the other bay door. The Catapult has jump jets, so it can just guide itself down from this altitude.

The Union takes a few SRMs from ground fire, but uses its rear-facing lasers to good effect, evaporating a J. Edgar hovertank.

Round 2:
Spoiler:
Image
It sure is nice to have local fire superiority. With no aerospace fighters or meaningful anti-aircraft capability, our giant death ball is able to hover around the battlefield with impunity, blasting hovercraft out of existence. This time, a Scimitar hovertank sinks beneath the waves of a lake.

Round 3:
Spoiler:
Image
The Union continues picking off hovercraft, blowing a Pegasus away. Gbasden and Stefan hit the ground to the north, opening fire on the various surrounding tanks and mechs. Stefan takes the leg off a Stinger that gets a little too close and doesn't try hard enough to avoid the Catapult.

Round 4:
Spoiler:
Image
El Guapo and Isgrimnur hit the ground as well. The Marauder immediately splashes into the nearby hovercraft-infused lake, leveling the gauss rifle and both PPCs at a Vedette that's firing on Gbasden and letting rip. A PPC shot and a gauss slug combine to punch through the front armor, crumpling the tank. Isgrimnur runs west over to a Wasp, blowing its left arm off with the Hatchetman's autocannon. Better get running, little guy.

Stefan also helps cover the boss, squashing a Scorpion tank.

Round 5:
Spoiler:
Image
Our Union lands to the southeast, the backwash from its engines whipping a Vedette around. The dropship's port-side autocannons bark, silencing the tank for good.

Gbasden finally manages to finish off a Scorpion tank that had been dodging his PPCs with unexpected skill.

El Guapo and Isgrimnur work on the two mechs to the southwest. El Guapo gives the Wasp that Isgrimnur worked over a matching right arm, leaving it with no arms and stuck in a swamp, while our Hatchetman switches over to the Phoenix Hawk that jumped in. The 45 ton mech doesn't do too well - the Hatchetman gets the drop on it, jumping in at just the right time to land in its rear arc. Weapons fire weakens armor on the left side, then the hatchet swings in, taking the left leg off just below the hip.

To the northeast, Stefan lasers one Vedette in half then bends the other's main gun with a foot. The tank beats a rapid retreat.

Facing certain annihilation, the rest of the hostiles bug out pretty rapidly. They don't have too much trouble, as they haven't really engaged except at maximum weapons range.

Not bad for Stefan Mk II's first outing - a mech legged and three tank kills (although one got away, but when you bend a Vedette's AC/5, it's basically useless for anything other than being a 50-ton paperweight).

We never do figure out who hired them. Well, we do capture some prisoners, but they're low-grade mercs, and the guy in charge (who was driving the Wolverine) got away. We release the prisoners as they heal up (one poor tank driver wound up paralyzed from the waist down due to nerve damage).

A couple more months pass without any further incident. Training proceeds apace with both sets of corporate security guys, we run patrols around our dig site and with the militia. At this point, we've dug up about what our techs estimate is 50% of the facility. The decryption progress bar on the Moonraker's computer is currently hovering around the 15% mark.

Our Invader-class JumpShip is now on-station at the nadir jump point, ready to hop out next door to send messages via HPG or pick up groceries. Keeping a interstellar spacecraft idle is a pretty large expenditure of money for no immediate benefit though, so the captain suggests that he ferry dropships back and forth within one jump to put a dent in the operating expenses. This will introduce up to a week's extra delay in our supply requests, but reduce the costs of operating the jumpship.

[] Sure, go hop around.
[] Better stay here in case we need you.

The Moonraker's captain also suggests that we can hook up to the JumpShip's computers for a boost to decryption speed. Apparently, they have more "tera flops" or "giga hertz" or something. Of course, this would require the Moonraker to fly out to the jump point for several months and be unavailable for hot drops, not to mention it'd weaken our landing zone's "defensive grid" (meaning less dropship guns to fire at guys attacking our landing zone if such a thing were to happen). And there's a chance our dropship could get attacked en route, it's not like anyone's dealt with those pirates that are harassing dropships en route to and from jump points. The other thing is that this'll obviously increase the number of people aware that we're manually decrypting this data. This is mutually exclusive with having the jumpship ferry cargo craft around.

[] Fly out and network with the jumpship's computers for faster decryption but increased risk of things going wrong.
[] Not worth the various security risks.

Cylus:
Improve gunnery or piloting (from 2 to 1)?

LordMortis:
Improve gunnery or piloting (from 2 to 1)?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Wed Mar 18, 2020 2:00 pm Our Invader-class JumpShip is now on-station at the nadir jump point, ready to hop out next door to send messages via HPG or pick up groceries. Keeping a interstellar spacecraft idle is a pretty large expenditure of money for no immediate benefit though, so the captain suggests that he ferry dropships back and forth within one jump to put a dent in the operating expenses. This will introduce up to a week's extra delay in our supply requests, but reduce the costs of operating the jumpship.

[] Sure, go hop around.
[] Better stay here in case we need you.

The Moonraker's captain also suggests that we can hook up to the JumpShip's computers for a boost to decryption speed. Apparently, they have more "tera flops" or "giga hertz" or something. Of course, this would require the Moonraker to fly out to the jump point for several months and be unavailable for hot drops, not to mention it'd weaken our landing zone's "defensive grid" (meaning less dropship guns to fire at guys attacking our landing zone if such a thing were to happen). And there's a chance our dropship could get attacked en route, it's not like anyone's dealt with those pirates that are harassing dropships en route to and from jump points. The other thing is that this'll obviously increase the number of people aware that we're manually decrypting this data. This is mutually exclusive with having the jumpship ferry cargo craft around.

[] Fly out and network with the jumpship's computers for faster decryption but increased risk of things going wrong.
[] Not worth the various security risks.
Mutually exclusive - we can dent our expenses or speed up decryption (or do neither), right?

Do we have any fighters to send with the Moonraker to protect it on the flight out? If so, I vote for this. We can eat the cost of the Jumpship idling and won't have to deal with the risk of it running into trouble in a neighboring system.

If no fighters available, have the jumpship hop.
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Re: Let's play: Battletech via MegaMek

Post by Cylus Maxii »

Cylus:
Improve gunnery or piloting (from 2 to 1)?

Piloting please
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Wed Mar 18, 2020 2:00 pm [] Sure, go hop around.
[x] Better stay here in case we need you.

[] Fly out and network with the jumpship's computers for faster decryption but increased risk of things going wrong.
[x] Not worth the various security risks.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Zenn7 wrote: Wed Mar 18, 2020 3:00 pm Mutually exclusive - we can dent our expenses or speed up decryption (or do neither), right?

Do we have any fighters to send with the Moonraker to protect it on the flight out? If so, I vote for this. We can eat the cost of the Jumpship idling and won't have to deal with the risk of it running into trouble in a neighboring system.
Correct, either but not both.

We can send a pair of fighters from the "short" aerospace flight.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Wed Mar 18, 2020 3:07 pm
NickAragua wrote: Wed Mar 18, 2020 2:00 pm [] Sure, go hop around.
[x] Better stay here in case we need you.

[] Fly out and network with the jumpship's computers for faster decryption but increased risk of things going wrong.
[x] Not worth the various security risks.
I agree. I think as the salvage and decryption operation goes on there's going to be even more forces making a play for our find. And the security risks are not worth the faster decryption time.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Leraje wrote: Wed Mar 18, 2020 3:07 pm
NickAragua wrote: Wed Mar 18, 2020 2:00 pm [] Sure, go hop around.
[x] Better stay here in case we need you.

[] Fly out and network with the jumpship's computers for faster decryption but increased risk of things going wrong.
[x] Not worth the various security risks.
Concur.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Go hop around - 5
Stay in-system - 3
Not worth it to hook up to jumpship computer due to security risks - unanimous
At the end, we decide that the risk of more people getting wind of our Star League data is too high. Our dropships remain grounded for the time being. The jumpship takes on a couple of ore freighters and jumps out-system. He'll be back in a week.

November 4, 3044
10km outside Kimura Industries Refinery
Unzmarkt, Free Rasalhague Republic

Well, here we are, raiding a refinery belonging to one of Unzmarkt Resources Limited's rivals. Things have been quiet over the last couple of months as usual, but then Larry's superiors lost a legal action over a couple of ore deposits. So here we are, about to make their operations highly unprofitable.

Beta-Hunter moves on the refinery, while Beta-Assault intercepts and holds back a fairly substantial force that can move to reinforce. Our job is to take out a few key structures rendering the refinery inoperable, but not unrepairable. We assume there's some plan in the works to offer a buyout of the to-be-unprofitable facility.

The real exciting part here is we're going to get to try out our coolant truck. Additionally, since we're the ones attacking, we have time to set up a couple of infantry platoons in defensive positions to help out - the guys with the gauss rifles and the guys with the support lasers. We'll need the extra firepower, there's a lot of tanks coming our way, including heavies. And some mechs.

Because we're jerks and we like to win, we also bring our artillery and start the raid at dawn.

Round 1:
Spoiler:
Image
Our two Awesomes park next to each other in a pond to the east, using the water to cool off. Guess we don't really need the coolant truck after all. Our weapons fire is largely ineffective, except a single PPC briefly brushing a Locust's left arm, zapping off a little armor.

Round 2:
Spoiler:
Image
One of our artillery rounds lands a little short of a Schrek AC Carrier in the back of the advancing hostile blob, the Long Tom round taking off the treads. Good start, guys. The AC Carrier version of the Shreck isn't quite as scary as the PPC version, but a good crew can rapid fire those AC/5s to get almost as much damage out of it. At the risk of them blowing up.

Zarathud lines up a superb shot on a Jenner attempting to charge by, coring the light mech out entirely with just two PPC blasts. The third one unnecessarily detonates the ammo bin, making the light mech basically disappear.

Zenn7 picks a slightly less cool target, punching through the turret on a Maxim hover transport. The hovertank belches smoke as infantry clamber out.

To the north, Moley puts some LRMs onto a Saladin making its approach across the field, the armor breach slowing the tank down and inspiring the crew to throw it in reverse and gun it out of there. The Thunderbolt heats up, prompting the coolant truck to attempt to spray it with coolant fluid, but... well... they miss. Moley rolls her eyes. "Come on, dumbasses, spray me, not the ground."

We attract some return fire in the form of LRMs and light autocannon rounds, but nothing serious hits.

Round 3:
Spoiler:
Image
The two Awesomes continue hosing the area down with PPC fire, Zenn7 putting a stop to a stream of SRMs from a Drillson positively loaded down with the things, while Zarathud punches through to the engine of a Manticore to the west. Zenn7's mech rocks from the return fire, but stays upright.

LordMortis takes the arm off a Wasp with a gauss slug, while Moley works on another example of the venerable bug mech design. But misses the kick, so the less said about that the better.

Our coolant truck demonstrates an uncanny ability to avoid mech kicks, a last second press of the brake pedal causing a hostile Locust to fall over.

Round 4:
Spoiler:
Image
Our artillery bombardment disables an SRM Carrier. And by disables I mean flips over. It's a little tough to target moving vehicles with artillery, but it's a target-rich environment - even if you miss, you're going to hit something.

Our gauss field gunners finally score a hit against a Locust, but it's a glancing blow and doesn't even go through the armor. Zenn7 disables a Manticore that gets a little too close, but the rest of our fire isn't effective enough. We take a good number of LRMs and autocannon rounds in return, and our field gunners report taking casualties.

LordMortis' victor takes a headshot from a nearby Wasp. The mechwarrior shakes it off and breaks the offending bug mech's leg, while Moley lasers a Bulldog tank, following up with a stomp, taking it out of action.

Round 5:
Spoiler:
Image
A Firestarter gets up close to our field gunners, with predictable results. Our Awesomes are too swamped to pay attention, though. Zenn7 takes an LRM Carrier out of action, while Zarathud punches through the armor on a Bulldog, but incoming damage is starting to take its toll, as Zenn7's right arm PPC sparks out and two of the right torso heat sinks spill their coolant fluid into the pond.

Moley is able to avoid the autocannon fire from a Zhukov (which is basically a 75-ton technical with two AC/10), breathing a brief sigh of relief then cutting into the vehicle with lasers, which manage to melt through the armor and cut some fuel lines, causing the tank to halt abruptly.

There's some aircraft that do a strafing run, but it looks like they were setting up to zap the field gunners for whatever rason, and really, after the Firestarter is done with them, there's not much left to zap.

A Stinger tries to kick LordMortis in the north, but the bug mech can't get a good angle on the Victor's armor and winds up falling over, cracking its right torso and a couple of heat sinks.

Round 6:
Spoiler:
Image
The Stinger is unable to get up in time to avoid the incoming artillery and takes an almost direct hit from a Long Tom round, cracking the poor bug mech wide open.

Zenn7 abandons the pond, it having served its purpose and breaks north, firing the Awesome's remaining two PPCs at an LRM-equipped Bulldog, breaching its armor. The Awesome's right torso PPC gets blown out by an SRM from the return fire, leaving our mechwarrior with just one PPC (... and the small laser).

Round 7:
Spoiler:
Image
The enemy Grasshopper moves to jump by Zarathud, avoiding the Awesome's PPC fire at close range and delivering some laser damage of its own.

Nobody's sure why, but the engines on the Lucifer that's been strafing our mechs blow out and the aerospace fighter crashes into the river.

Round 8:
Spoiler:
Image
It looks like we've stopped all the heavier hostiles, with most of the light units making it past us. A last artillery barrage scatters the stray infantry that had managed to get out of their Maxim some time ago. LordMortis blows away one more Bulldog tank with the Victor's gauss rifle, Zenn7 finishes off the Pike support vehicle that he and Moley had started a while back, while Zarathud takes a second to fry a Scorpion tank trying to escape underneath the Grasshopper's legs.

LordMortis' Victor loses the SRM launcher to return fire, but is still in pretty good shape otherwise.

A Shilone comes in for another strafing run on us, but since there aren't that many ground targets left, it catches anti-air fire from three mechs and flies off the field, wobbling and trailing black smoke.

It looks like Beta-Hunter has some company coming, in addition to what they're facing at the refinery. Not much in the way of heavy stuff - a reinforced lance of light mechs, a couple of light tanks. But also the Grasshopper and a Patton tank. Plus an Urbanmech, if you can believe it, the stupid thing snuck along the south side of the field while we were busy.

Salvage is likely to be worth five or six million C-Bills, we disabled a lot of heavy tanks on this one. Zenn7's mech is pretty heavily damaged, LordMortis is short an SRM launcher. The gauss field gunners took some serious casualties, with 8 KIA, 7 heavily injured and requiring hospitalisation, while the rest got off with minor scrapes and bruises.

Given all this, Beta-Hunter is going to need some backup. The caveat being that our employer wants the refinery relatively undamaged, so we can't really use artillery to help level the place. We can send in some aerospace fighters, although they'll have to forego bombs to get there in a timely fashion. We can also have the non-crippled elements of Beta-Assault follow the hostiles. But we're a little beat up, running low on ammo (well, the ammo-based units are), and slow. So Beta-Assault may not get there in time to make a difference. And we risk some of the tanks we disabled being able to fix themselves and drive off.

[] Send bomb-less aircraft (faster arrival time, less firepower)
[] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[] Beta-Assault stays put
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Thu Mar 19, 2020 5:34 pm [] Send bomb-less aircraft (faster arrival time, less firepower)
[x] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[x] Beta-Assault stays put
Let's not risk losing the salvage and bother wasting Beta-Assault's time when we may not make it in time. We'll send loaded bombers. If they get there in time they can bomb the little buggers to bits.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Are the fighters up to the task without bombs?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

$iljanus wrote: Thu Mar 19, 2020 7:21 pm Are the fighters up to the task without bombs?
They'll still be helpful, just not as helpful as they could be with bombs.
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Thu Mar 19, 2020 5:34 pm [X] Send bomb-less aircraft (faster arrival time, less firepower)
[] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[X] Beta-Assault stays put
Let's make sure the air support gets there in time to make a (modest) difference.
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

AWS260 wrote: Thu Mar 19, 2020 11:12 pm
NickAragua wrote: Thu Mar 19, 2020 5:34 pm [X] Send bomb-less aircraft (faster arrival time, less firepower)
[] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[X] Beta-Assault stays put
Let's make sure the air support gets there in time to make a (modest) difference.
I concur.
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

AWS260 wrote: Thu Mar 19, 2020 11:12 pm
NickAragua wrote: Thu Mar 19, 2020 5:34 pm [X] Send bomb-less aircraft (faster arrival time, less firepower)
[] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[X] Beta-Assault stays put
Let's make sure the air support gets there in time to make a (modest) difference.
Yes.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Hyena wrote: Fri Mar 20, 2020 12:09 am
AWS260 wrote: Thu Mar 19, 2020 11:12 pm
NickAragua wrote: Thu Mar 19, 2020 5:34 pm [X] Send bomb-less aircraft (faster arrival time, less firepower)
[] Send bomb-loaded aircraft (slower arrival time, more firepower)

[] Beta-Assault limps over
[X] Beta-Assault stays put
Let's make sure the air support gets there in time to make a (modest) difference.
Yes.
Agree.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Air support - no bombs - unanimous
"Beta-Strike, scrambling. ETA, fifty seconds."

"Not bad." Leraje comments. "All right, Hunter lance, give me a ready op."

"Ready op." come the responses from Siljanus, Wolf and Hyena Mk II respectively.

Round 1:
Spoiler:
Image
Wolf gets a predatory grin as a transport VTOL zooms in to drop some infantry just in front of our advancing lance. Great time to put the Orion's advanced aircraft tracking system to use. The helicopter is a design we haven't seen before and is a little tougher than you'd expect a chopper to be, taking multiple armor grazing hits to the rotor without . Hyena, meanwhile, works on the jump platoon that's hopped down, blasting over half of them with the Archer's lasers. The rest of the platoon is scattered by relatively discreet mech stomps from both Archer and Orion.

Leraje runs forward and steps aside just in time to avoid most of the fire coming in from tanks down the street, blasting a Vedette apart with lasers and SRMs.

Round 2:
Spoiler:
Image
Siljanus' Stalker gets a little surrounded by hovercraft and takes a bit of an SRM and laser beating. The mechwarrior concentrates and lays into a Condor hovertank with medium lasers and SRMs, introducing multiple punctures to the skirt and armor.

To the east, Hyena gets a little beat up by hovercraft and light tanks as well - Leraje picks a Vedette off with the Guillotine's lasers, but there's still a lot of them out there.

"Hold on, Hunter Four." Wolf informs Hyena. "I'll be right there."

Round 3:
Spoiler:
Image
Siljanus' opponents briefly exit the Stalker's line of fire, except for a single Vedette, which catches a bunch of medium lasers and SRMs as it breaks south, an explosion sending bits of tank flying all around the street.

Hyena also gets a reprieve as Wolf and Leraje move northwest to assist the Archer, Wolf disabling a Drillson hovertank with the Orion's AC/10. Leraje's SRMs then find the poor vehicle's ammo bins, detonating them. And the vehicle.

Round 4:
Spoiler:
Image
Siljanus continues unloading short-range weapons into hovercraft, the next victim being a Pegasus hovertank. When you pump four lasers and twelve SRMs into a light hovercraft like that, most of the possible results involve it blowing up, so it's no surprise when it does, even though it manages to pepper the Stalker with a solid SRM salvo first, including a head shot.

Hyena gets surprised by a Condor hovertank which comes zipping around the corner and takes out one of the LRM/20 launchers. It pays the price though, losing all mobility after multiple laser hits.

Round 5:
Spoiler:
Image
Leraje continues the anti-Vedette crusade, blowing a third one of the tanks away with the Guillotine's lasers.

Siljanus clears up the western flank by disabling a Drillson with multiple armor breaches and duct fan removals, although the Stalker's armor is showing solidly yellow after dealing with all those hovercraft.

Wolf is able to take out the remaining Scimitar to the north, slowing it down with autocannon and SRM fire while ignoring its SRM pelting, then putting a foot through the crew compartment. This basically means the end of the lighter enemy units, for now.

Round 6:
Spoiler:
Image
Just in time for a whole bunch of hostiles to arrive from the west. But Beta-Strike flies their aircraft in as well, so the balance of forces is roughly maintained, as long as we can outmaneuver the heavy tanks in the refinery.

Hyena hops down from a short-ish building and cuts into an approaching AC/2 Carrier with the Archer's laser fire - one of the lasers hits something explosive and the vehicle disappears. Despite being used as a soccer ball, the Vedette under Siljanus' Stalker somehow stays intact, although there's not much left of its armor.

The aircraft do a couple of strafing runs but don't hit anything major.

Round 7:
Spoiler:
Image
Our Lightning and Lucifer make a strafing run on some turrets and a Zhukov tank to the southeast. The Zhukov explodes under sustained laser fire, according to them. They do set the fortification on fire, though.

"Look, Spaceman, your gun camera shows neither you nor Strike-One actually fired at the Zhukov." goes the conversation during the debrief, later. "Looks like he spun his autocannons up a little too rapidly and one of them blew a round in the chamber. No way I'm giving you kill credit for that one." Zenn7 states. "Nice try, though. At least it's better than that time this one guy shot his toe off and tried to claim medical compensation."

The other Lightning bitches a lot - apparently he'd managed to line up a great AC/20 shot at a Locust, but somehow more than three quarters of the bullets missed.

Siljanus does wipe out a Vedette that's been trying to clear the area. Well, that's one less SRM launcher pelting warheads at us. What's that, it's got a main gun? But it's an AC/2. At point blank range.

Round 8:
Spoiler:
Image
Leraje spots a Locust trying to circle around to the north of our lance and moves up to intercept it, firing lasers and SRMs. A large laser takes the left weapons mount off, while a pair of medium lasers melt through the armor at the center of mass and cause the bug mech's heat readings to spike.

Wolf breathes a sigh of relief as the unfamiliar helicopter design (warbook identifying it as a Kestrel) finally goes down under the Orion's considerable firepower.

Hyena moves south, engaging a pair of Wasps, including one that's already missing its right arm laser. Hyena removes the rest of the right side of the mech with lasers and a well-placed kick.

Round 9:
Spoiler:
Image
Leraje takes out a J. Edgar hovertank as it buzzes around, letting the crippled Locust retreat.

Wolf gets harassed by an Ostscout and the remaining Wasp, delivering an autocannon blast to the bug mech which takes its left arm off, and most of its left torso as well.

One of our Lightnings scores an AC/20 hit on the Grasshopper to the west, which had, up until this point been content to pelt our mechs with its LRM/5 launcher from a distance. A right torso armor breach causes it to fall over. The other one reports taking some anti-aircraft fire and wobbles, starting to lose altitude.

Round 10:
Spoiler:
Image
A short lance of light mechs and a Patton tank show up from the west, which is unwelcome news.

Hyena and Wolf stand their mechs back to back in an effort to fight the harassing lights. Hyena's lasers slice the Wasp's left arm off, leaving it armless, while Wolf fires the autocannon and a salvo from the SRM rack at a Bulldog that comes out from the defensive compound, immobilizing the tank almost as soon as it emerges. Our armor takes a beating, but holds. The Ostscout wisely decides to go elsewhere, picking on Siljanus and delivering a kick to the cockpit. Our mechwarrior frowns as the glass panel cracks. That was pretty close.

On the plus side, our Lightning pilot regains control of his aerospace fighter.

We'll need to wrap this up soonish, as having an uncontrolled fire spread throughout the refinery isn't really part of the mission parameters.

Round 11:
Spoiler:
Image
Leraje takes on a Patton tank as it rolls northeast. The annoying little Ostscout distracts our mechwarrior just long enough for the heavy tank to put an AC/10 round in the Guillotine's hip. The mech stays upright, but it's time to consider a retreat.

"Beta-Strike, finish off those target buildings and let's clear out of here." our lieutenant orders.

The silver lining is that the Guillotine's stumble causes the Ostscout to miss its otherwise well-timed kick and have to take a knee.

Round 12:
Spoiler:
Image
Siljanus moves out to the cross street, firing LRMs "from downtown" to take out a Vedette that's taking a liking to Leraje's damaged mech. Hyena, meanwhile, finally gets a good piece of the Ostscout, cracking its right leg. The Archer takes some damage from the nearby Firestarter, but the double heat sinks help keep the mech cool despite being bathed in flame.

Round 13:
Spoiler:
Image
Our aerospace fighters do as asked, blowing up most of the fortified building. Siljanus moves northwest, the Stalker paying for its persistence with a heat sink from the left arm, but disabling the Patton tank that made hash of Leraje's hip joint.

The Ostscout doesn't get up, struggling up to a limp and firing its laser at Hyena while throwing a one-two punch to flake off way too much armor. Hyena raises the Archer's left hand and wags a finger back and forth before putting the other hand through the center torso. The Ostscout falls over again, this time probably for good.

Round 14:
Spoiler:
Image
Siljanus and Hyena are in trouble, being attacked by a lance of relatively fresh light mechs, while their armor is in tatters. Luckily, one of our Lightnings comes to the rescue, blowing the leg out from under the Urbanmech. Siljanus' mech takes some damage, losing armor from the left leg. Hyena fires at the offending Panther, disabling the 35-ton mech's PPC.

The Stalker takes one last clang from the Firestarter, forcing the assault mech to a knee with a damaged leg actuator, but then the rest of the hostile forces begin a retreat.

We figure out why shortly as artillery rounds begin landing in the refinery.

"Beta-Hunter lance here, we are under heavy artillery bombardment and unable to sustain any more damage." Leraje reports. "Retreating to rendezvous point. Anybody got track on those shells?"

"Got it. Source looks to be about ten kilometers to the east." Strike-Three reports, circling around.

"Ok, anybody close enough to take those things out?"

"Gamma-Probe here. We can be there in five minutes." Cujo's transmission comes in. "We're running a couple of SUMI guys through a training exercise just a few clicks to the north of those coordinates. Any word on defenses?"

"Yeah." Strike-Three reports. "Company of light tanks, lance of artillery pieces, medium mech lance. Looks like some fixed turrets, too."

Gamma-Probe is itself a fast medium "recon" lance, with three corporate greenhorns driving light mechs accompanying them. Our employer did express a strong preference for keeping the refinery intact, and leaving the artillery to bombard it to bits would both deny us salvage and cause us to fail that objective. Not to mention they might get lucky with one of their shots and nail one of Beta Hunter's damaged units. Of course, bringing the SUMI trainees on this actual combat mission might result in them getting fragged, which means the trainee's employer would be upset about that.

[] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[x] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back

Finish the fight! (ouch my head hurts. Have fun storming the arty)
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

NickAragua wrote: Fri Mar 20, 2020 9:14 pm [x] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back
Trainees can be ordered to bug out on contact.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Leraje wrote: Fri Mar 20, 2020 9:43 pm
NickAragua wrote: Fri Mar 20, 2020 9:14 pm [x] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back
Trainees can be ordered to bug out on contact.
Or, we can train them on how to hit go wide and hit the arty while we engage the defending forces.
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

Zenn7 wrote: Fri Mar 20, 2020 11:04 pm
Leraje wrote: Fri Mar 20, 2020 9:43 pm
NickAragua wrote: Fri Mar 20, 2020 9:14 pm [x] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back
Trainees can be ordered to bug out on contact.
Or, we can train them on how to hit go wide and hit the arty while we engage the defending forces.
Sounds like a plan!
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

gbasden wrote: Sat Mar 21, 2020 3:23 am
Zenn7 wrote: Fri Mar 20, 2020 11:04 pm
Leraje wrote: Fri Mar 20, 2020 9:43 pm
NickAragua wrote: Fri Mar 20, 2020 9:14 pm [x] Gamma-Probe moves in to take out artillery battery
[] Pass and pull back
Trainees can be ordered to bug out on contact.
Or, we can train them on how to hit go wide and hit the arty while we engage the defending forces.
Sounds like a plan!
Yes.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Take out the artillery battery
"Right, listen up." Cujo transmits to the Gamma-Probe lance and the trainees throttling up her Wolverine. "Artillery battery to the east. It's our job to take it out. Probe-five, six and seven, stay with your buddy if you can, but hang back."

"Uh..." comes the response from one of them.

"Yeah, yeah, I know, six." Cujo says with a sigh. "You're driving an Urbanmech, you couldn't keep up with a guy on foot. Just... don't get hit by the artillery."

Drazzil's replacement, a relatively new recruit driving a Cronus acknowledges, as does AWS in the Phoenix Hawk and the guy in the Vulcan. We'll use our superior mobility to try to stay ahead of the artillery tubes and pick them off as best we can.

Round 1:
Spoiler:
Image
The Vulcan and Jenner pair up way to the north, while a Locust tags along with AWS. The 1E model is probably the best that a Locust can get at this point - it's got two medium and two small lasers, giving it a significant amount of firepower. As long as it stays in people's rear arcs and nothing hits it.

Cujo and a Maxim hover transport exchange long-range fire, but neither the large laser from the Wolverine nor the LRMs from the Maxim hit.

Round 2:
Spoiler:
Image
The Thumper and Long Tom rounds begin landing in the Urbanmech's general vicinity, some shrapnel hitting the ungainly unit. Maybe it shouldn't stick around.

Cujo continues moving her Wolverine northeast at a brisk run, firing lasers and SRMs at a Galleon tank that's not quick enough to get away. The full spread of SRMs knocks treads and wheels off, and the vehicle slouches down to the ground, unable to move. A Packrat zips in underfoot, and Cujo barely even spares a glance, knocking it over with a kick. Infantry clamber out, but are unlikely to be participating in this fast-moving battle.

A Wasp jumps in behind AWS. Our mechwarrior is unable to bring the Phoenix Hawk's arm around fast enough, and the lasers go wide, but the trainee Jenner is on the ball, slicing the SRM launcher off the bug mech's leg with a laser blast.

Round 3:
Spoiler:
Image
AWS gets the drop on a couple of Thumper pieces, but an enemy Phoenix Hawk gets the drop on our mechwarrior, blowing out a pair of jump jets with a laser to the rear torso. Ouch.

Cujo opens fire on a Falcon hovertank - there's no single piece of catastrophic damage that immobilizes it, but enough little hits from lasers and SRMs take off enough fans and poke enough holes in the skirt that the air leaks out and it settles on the pavement.

Round 4:
Spoiler:
Image
The enemy Phoenix Hawk stays on AWS, and our mechwarrior is in trouble. The incoming fire distracts from the real objective of the artillery pieces, and AWS is forced to spend time cracking through a Scorpion tank's rear armor. The tank isn't disabled entirely, but does begin rolling away from the fight.

Cujo breaks south, distracting the hostile Wasp, which is also chasing AWS down by blowing a Scorpion tank's ammo stores.

To the north, the trainee Locust gets his right weapons mount blown off by a Drillson hovertank's large laser. Not entirely unexpected. To the south, Drazzil Mk II scores his first kill, taking out a Scorpion tank with a couple of SRMs to slow it down long enough to stomp through the front of the light tracked vehicle.

Round 5:
Spoiler:
Image
Cujo, having taken a little heat from a flamer turret, winds up having to hold off on most weapons fire, but is still able to deliver a salvo of SRMs to a Maxim hover transport, disabling it while MG rounds chatter off the Wolverine's armor.

Drazzil Mk II continues maneuvering the Cronus to avoid engaging the enemy Wolverine while picking off vehicles, an LRM-toting Hetzer being the mechwarrior's next victim. It's always a relief to see that chassis not packing an AC/20 or a brace of SRM launchers.

Round 6:
Spoiler:
Image
Our Vulcan, tired of the Drillson's bullshit, cuts it apart with laser fire as Cujo moves to back him up against the Phoenix Hawk, who's given up on AWS. The enemy mech winds up out of line of sight, so Cujo has to content herself with unloading on a Long Tom artillery piece. The ungainly vehicle is still basically undamaged, but some strategically placed laser blasts and SRMs remove its ability to rotate itself or the artillery tube.

"Whoo-whee, that's some fireworks!" comes chatter from the trainee piloting the Jenner. Apparently, he managed to blow up a Scorpion tank. Granted, that's the tank whose armor AWS had caved in earlier, but still. AWS performs an eyeroll, muttering about kill-stealing punks.

The allied Locust reports having disabled a laser-toting Scorpion tank, which is better, because it was still combat-effective and the pair of medium lasers make it a non-trivial threat. At least to a bug mech.

Drazzil jumps north to go after an incoming Packrat, but is distracted by having to brawl with a Wasp. Free from the constraints of its leg-mounted missile launcher, the bug mech attempts to kick Drazzil in the shins, but our mechwarrior brings the Cronus' leg up in a block, sending the little mech flying to the ground.

Round 7:
Spoiler:
Image
"Now, you're getting it. Shoot the ones that are shooting you!" AWS remarks, watching the allied Jenner blast a Thumper artillery piece after it lets loose an artillery round at the allied Urbanmech that's still way off in the distance. After the Jenner works it over, the barrel slumps over and the arty piece is out of action.

AWS' lecture is interrupted by the enemy Phoenix Hawk jumping in behind, but Cujo and the Vulcan are on the job, brawling with the enemy mech up close. Cujo takes a brief laser blast to the head, but armor holds up. The hostile mech does not hold up as well, losing a bunch of leg armor and falling over backwards. That's our chance to take it out for good.

Round 8:
Spoiler:
Image
Cujo takes advantage of the struggling Pixie, knocking it down again with an alpha strike, melting several leg actuators. This time, the mechwarrior inside blacks out as he hits the ground.

Our Vulcan works on the enemy Wasp as it harasses AWS, blowing through the right torso armor to take out a heat sink and a jump jet. And then the bug mech blows up totally as its unused SRM ammo goes up. AWS is busy disabling another Thumper artillery piece, leaving just the one Long Tom piece active to the south.

"Probe-four, what's the status of that artillery piece?" Cujo asks, stomping on the downed Pixie's center torso to crunch through the armor.

"Working on it." Drazzil grunts.

Round 9:
Spoiler:
Image
"Got him." Drazzil reports, having just disabled the Long Tom's barrel, now that the enemy Wolverine has gone over to work on Cujo, with some good effect - scoring a laser and multiple SRM hits without taking much damage in return. Cujo's mech rocks as the left leg separates from the torso and keels over, hitting the ground.

Round 10:
Spoiler:
Image
"Probe-One is down. Rally on my nav point." the Vulcan reports. Not the best place to go down, in front of a machine gun turret.

AWS is diagonally across from the site, a block of buildings in the way, especially with a third of the Phoenix Hawk's jump jets down. The mechwarrior throttles up, SRMs from a packrat pinging against the armor while the patrol vehicle is swatted aside with lasers.

The building on which the Wolverine continuing to harass Cujo jumps is brought down by lasers from the Vulcan and Cujo, as our mechwarrior uses a support beam to lever the legged mech into an upright position. Drazzil Mk II's third kill of the day is a Vedette firing its AC/2 at Cujo.

Our mechwarrior is far from clear, still being pattered by a constant stream of MG rounds from the nearby turret, but at least one threat is gone.

Round 11:
Spoiler:
Image
The other Wolverine, seeing himself outmatched, gets up and breaks south, pursued by the Vulcan. Cujo takes a hit to the torso, blowing out a jump jet, but the other guy winds up on the ground again.

Round 12:
Spoiler:
Image
The hostile Wolverine continues firing at Cujo, causing another armor breach, but loses both arms to concentrated counterfire from our Wolverine and Drazzil's Cronus.

The allied Jenner trips up the hostile Phoenix Hawk to the north, causing it to step through a building roof and wind up embedded in a small bunker. Drazzil cleans the area up by collapsing the nearby building housing the MG turret.

The enemy Wolverine and Pixie both beat a retreat, as does a Scorpion tank.

"Moving to pursue!" calls out an excited Locust pilot.

"Negative." Cujo replies, bracing the one-legged Wolverine against a nearby building. "We're too beat up. Secure the area and await salvage crews."

And so we do. Several million C-Bills worth of tank wrecks, the artillery pieces being especially valuable. Between these three fights, we came out about 5M C-bills ahead, after subtracting the cost of labor and replacement parts for our mechs. Cujo's Wolverine, Siljanus' Stalker and Zenn7's Awesome require the most work, going well into next week. Cujo winds up on mandated bed rest as well, having received a concussion.

That leaves us with plenty of forces for Larry's request next week. It seems that our attack on the refinery hasn't dissuaded its owner from continuing operations. So we're tasked with hitting their planetary HQ. Larry's corporate espionage division is a lot better than his muscle - he tells us the planned route of a mech carrying a bunch of encryption keys for the competitor's data. Once we get those, we can raid the HQ and grab the flight data for their next ore shipment going out. And then hit that ore shipment with our fighters.

No problem.

"So, hey, I know y'all been running my security troops through drills and such." Larry adds. "Why don't you try taking them with you on the capture mission?"

Gbasden raises an eyebrow. "Which ones?"

Larry waves his finger around and points it to a random clipboard hanging on the wall of his trailer. "Those guys."

Gbasden looks over. "That's... a short lance of bug mechs. I mean, yeah, there's a company of light and medium tanks driving around with that mech that they could work on, but there's also a medium mech lance. I'm not really sure about it..."

[] Not only are the trainees not ready, but their bug mechs are going to get splattered
[] Sure, why not, experience is the best teacher
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[] Not only are the trainees not ready, but their bug mechs are going to get splattered
[X] Sure, why not, experience is the best teacher

The survivors will have some good stories to tell over beers and chips!
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

$iljanus wrote: Tue Mar 24, 2020 4:48 pm [] Not only are the trainees not ready, but their bug mechs are going to get splattered
[X] Sure, why not, experience is the best teacher

The survivors will have some good stories to tell over beers and chips!
Do we get any actual penalty if the trainees go splat?

I mean, I feel real bad and all that, but you know, that's life as a bug MechWarrior...

If there's no significant penalty to us, drag them along. They can draw fire and maybe be a little useful (they were a little assistance against the artillery). But leave any Urbie's home!
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