Let's play: Battletech via MegaMek

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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

$iljanus wrote: Fri Feb 19, 2021 7:15 pm
gbasden wrote: Fri Feb 19, 2021 4:11 pm
Leraje wrote: Fri Feb 19, 2021 3:53 pm
NickAragua wrote: Fri Feb 19, 2021 3:08 pm We've got 19 "favor points" left. Each piece of salvage costs one.
[xx] ER Large Laser (up to 2)
[xxxxx] ER Medium Laser (up to 5)
[xxx] ER PPC (up to 3)
[] Targeting Computer
[] ECM Suite
[] Active Probe
[] LBX/10 autocannon + 5 shots of ammo
Clan ERPPCs imo the best headhunting weapon in the game. Can never ave enough of those.
Agreed. If the targeting computer adds that much accuracy, might it be worth grabbing for one of our high damage mechs? An Awesome with 3 ERPPCs and bonus accuracy would be pretty fearsome.
All the shiny pew pew stuff and if the targeting computer works efficiently with one of our mechs snap that one up too.

You done good, Beta! You done good.
Yeah, agree. And agree on grabbing the targeting computer as well if it makes a material difference.
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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Fri Feb 19, 2021 3:08 pm We've got 19 "favor points" left. Each piece of salvage costs one.
[xx] ER Large Laser (up to 2)
[xxxxx] ER Medium Laser (up to 5)
[xxx] ER PPC (up to 3)
[] Targeting Computer
[] ECM Suite
[x] Active Probe
[] LBX/10 autocannon + 5 shots of ammo
Let's not underestimate the value of probing the enemy.

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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
All lasers and PPCs - 3
All lasers and PPCs and targeting computer - 4 conditional
Lasers + PPCs + probe - 1
When asked the question of whether the targeting computer would be something we could easily fit in to one of our mechs, the techs get into a huddle and mumble to each other for a bit. It's a two-ton device, we *can* hook it up to one of our mechs, but we'd need to free up two tons somewhere, which probably means an XL engine or ferro fibrous armor upgrade (or ditching heat sinks, weapons or a substantial amount of armor). The diagnostics readout from the device indicates that it's capable of working for up to ten tons worth of weapons (meaning we can put it on a medium mech), and the software is incompatible with rapid-fire weaponry such as ultra autocannons, LBX autocannons firing cluster shots and pulse lasers. In other words, it's kind of finicky. Also, there's only one of it, so if it gets blown up that mech basically has two tons of dead until we can get it re-fitted.

Our mechwarriors are usually pretty good shots anyway, but in some of the conditions we fight, you can never have enough targeting assistance.

[] Kind of a pain in the ass to use, but the extra accuracy is worth it
[] Forget it, save the salvage pool for more lasers and such

[10 points used, 9 remaining]
[Summary of salvage so far:
Medium Pulse Laser
2x Extended-Range Large Laser
5x Extended-Range Medium Laser
3x Extended-Range PPC]

---

Delta-Intercept teams up with some Lyran aerospace jockeys to help clear the air - there's a lot of clan aerospace activity, so we pick an isolated group of six light fighters and intercept them in low orbit. Our lineup is nine aerospace fighters - seven lights and two mediums. The lights are a Sparrowhawk, a pair of Sholagars, a Seydlitz, two Thrushes and a Centurion. All armed with some variety of short-range weapons - mostly medium lasers and SRMs, although the Seydlitz packs a single large laser. Armor is pretty decent for light fighters, except the Thrushes and Seydlitz, which have paper thin armor, so they'll have to be careful.

The Corsair and Shilone are the two mediums.

Opposition is 245 tons worth of six "light" fighters in the 35-45 ton range, but we've learned the hard way not to underestimate them.

Round 1:
Spoiler:
Image
"Intercept-Two here, they've got us ranged. I'm hit. Lost a heat sink."

Round 2:
Spoiler:
Image
"Break formation and attack!"

"Shit, they got me, engine's out. Disengaging!"

"Target drifting!"

Round 3:
Spoiler:
Image
"Target that drifter, take him out!"

Round 4:
Spoiler:
Image
"Target is breaking up - they're running!"

"Negative, Two. Looks like they're regrouping for another pass. Get back in formation. Status report."

"Eight here, engine's shot. Disengaging."

"Nine reporting, fire control system has sustained major damage."

"Two reporting structural damage, no wing armor, major damage to flight control systems."

"Five here, took a shot to the tail, one laser is out."


Round 5-9:
"Disengaging, hah. Good one eight, don't you mean floating off?"

"Hey, screw you, humpty-dumpty. Guess all the king's horses and all the king's men couldn't put that back Gotha together again?"

"Why you little... "

"Six, eight, clear the channel now. Or the only thing you'll be flying is a mop in the Moonraker's hangar in zero G. Two, you better disengage too, your fighter's looking like a colander."

Round 10:
Spoiler:
Image
"Hah, gotcha you little bastard! You just drift off back to wherever you came from."

Round 11:
Spoiler:
Image
[garbled static, heavy breathing, electric sparks, high-pitched beeping]

Round 12:
Spoiler:
Image
"Nine here, fire control is out, wing lasers are gone. Disengaging."

"Don't worry, we've got it from here."

Round 13:
Spoiler:
Image
"Hah, got him! He's ejected, someone pick him up!"

Round 14:
Spoiler:
Image
"Take out that fighter before his buddy comes back."

"Right."

---

The last fighter decides against coming back, being outnumbered six to one. Even though our fighters are pretty beat up. We didn't *lose* any fighters, but six out of the nine fighters we did send in will require several days in the shop.

The Jade Falcon forces completely lost two of their fighters, with three more likely to be sidelined for some time given the damage we observed they took.

Although the remaining Clan forces have retreated, the continued presence of their warships in orbit makes salvage operations pretty risky. Still, those fighters that we did take out had some pretty good equipment on them.

[] Push our luck
[] Not worth it

---

Meanwhile, on the ground, Delta-Company continues harassing an advancing clan force. One of our lances has got a medium/heavy force of clanner mechs riled up, and is intending to lead them through a few "surprises", specifically a bunch of land mines that our support units have laid down.

Which force:
[] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
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gbasden
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Re: Let's play: Battletech via MegaMek

Post by gbasden »

NickAragua wrote: Tue Feb 23, 2021 2:30 pm

[X] Kind of a pain in the ass to use, but the extra accuracy is worth it
[] Forget it, save the salvage pool for more lasers and such


---

Although the remaining Clan forces have retreated, the continued presence of their warships in orbit makes salvage operations pretty risky. Still, those fighters that we did take out had some pretty good equipment on them.

[] Push our luck
[X] Not worth it

---

Meanwhile, on the ground, Delta-Company continues harassing an advancing clan force. One of our lances has got a medium/heavy force of clanner mechs riled up, and is intending to lead them through a few "surprises", specifically a bunch of land mines that our support units have laid down.

Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
The extended range that the Clan units have makes me leery of committing our light forces, but if Sweep isn't fast enough in this circumstance to stay ahead of the Clan units then change my vote.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Tue Feb 23, 2021 2:30 pm
[] Kind of a pain in the ass to use, but the extra accuracy is worth it
[X] Forget it, save the salvage pool for more lasers and such
Doesn't really seem worth it vs. saving the point for another pulse laser or the like.
NickAragua wrote: Tue Feb 23, 2021 2:30 pm [X] Push our luck
[] Not worth it
Speaking of pulse lasers or the like...seems worth accepting some risk to get those toys (though obviously depends a bit on whether we're talking 99% chance of death or 1% chance of death).
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
Seems more important to actually be able to blow our targets up, unless the idea is to ping them for a few minutes and then run away.
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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

gbasden wrote: Tue Feb 23, 2021 2:47 pm
NickAragua wrote: Tue Feb 23, 2021 2:30 pm

[X] Kind of a pain in the ass to use, but the extra accuracy is worth it
[] Forget it, save the salvage pool for more lasers and such


---

Although the remaining Clan forces have retreated, the continued presence of their warships in orbit makes salvage operations pretty risky. Still, those fighters that we did take out had some pretty good equipment on them.

[] Push our luck
[X] Not worth it

---

Meanwhile, on the ground, Delta-Company continues harassing an advancing clan force. One of our lances has got a medium/heavy force of clanner mechs riled up, and is intending to lead them through a few "surprises", specifically a bunch of land mines that our support units have laid down.

Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
The extended range that the Clan units have makes me leery of committing our light forces, but if Sweep isn't fast enough in this circumstance to stay ahead of the Clan units then change my vote.
Agreed. Salvaging ASFs not worth it - they'll go to our employers anyway.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Tue Feb 23, 2021 2:52 pm
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
[] Kind of a pain in the ass to use, but the extra accuracy is worth it
[X] Forget it, save the salvage pool for more lasers and such
Doesn't really seem worth it vs. saving the point for another pulse laser or the like.
NickAragua wrote: Tue Feb 23, 2021 2:30 pm [X] Push our luck
[] Not worth it
Speaking of pulse lasers or the like...seems worth accepting some risk to get those toys (though obviously depends a bit on whether we're talking 99% chance of death or 1% chance of death).
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
Seems more important to actually be able to blow our targets up, unless the idea is to ping them for a few minutes and then run away.
Gotta go with the Guap on this one. As for the salvage getting turned over to our employer, not sure how long we'll be stuck in here in clan hell, so let's take advantage of whatever favors/etc we might be able to rack up to at least get some weapons. Besides, we're here long enough, we might even eventually get out of salvage debt.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Yeah I'm assuming with the salvage that we'll be able (if successful) to get to use favor points on the weapons on the ASFs, as opposed to the ASFs themselves. If we can't keep that stuff then definitely not worth it.
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El Guapo
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Also - I call dibs on at least one of the ER PPCs that we've claimed.
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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Tue Feb 23, 2021 3:44 pm Also - I call dibs on at least one of the ER PPCs that we've claimed.
Would not mind replacing LPLs on the Black knight with ERLLs and using the saved tonnage for jump jets and max armour.
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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

El Guapo wrote: Tue Feb 23, 2021 2:52 pm
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
[] Kind of a pain in the ass to use, but the extra accuracy is worth it
[X] Forget it, save the salvage pool for more lasers and such
Doesn't really seem worth it vs. saving the point for another pulse laser or the like.
NickAragua wrote: Tue Feb 23, 2021 2:30 pm [X] Push our luck
[] Not worth it
Speaking of pulse lasers or the like...seems worth accepting some risk to get those toys (though obviously depends a bit on whether we're talking 99% chance of death or 1% chance of death).
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
Seems more important to actually be able to blow our targets up, unless the idea is to ping them for a few minutes and then run away.
I'm with Captain Blimp on this one.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

AWS260 wrote: Tue Feb 23, 2021 6:19 pm
El Guapo wrote: Tue Feb 23, 2021 2:52 pm
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
[] Kind of a pain in the ass to use, but the extra accuracy is worth it
[X] Forget it, save the salvage pool for more lasers and such
Doesn't really seem worth it vs. saving the point for another pulse laser or the like.
NickAragua wrote: Tue Feb 23, 2021 2:30 pm [X] Push our luck
[] Not worth it
Speaking of pulse lasers or the like...seems worth accepting some risk to get those toys (though obviously depends a bit on whether we're talking 99% chance of death or 1% chance of death).
NickAragua wrote: Tue Feb 23, 2021 2:30 pm
Which force:
[X] Delta-Sweep - medium mechs, greater endurance, slightly slower
[] Delta-Recon - light mechs, low endurance, fast enough to outpace the clanners
Seems more important to actually be able to blow our targets up, unless the idea is to ping them for a few minutes and then run away.
I'm with Captain Blimp on this one.
Sounds good to me.
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NickAragua
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Keep the targeting computer ||
Pass on the targeting computer ||||

Push our luck with orbital salvage ||||
Not worth it ||||

Delta-Sweep - Unanimous
After his eyes glaze over, Zenn7 tells the salvage techs to leave the targeting computer in the mech. We pull the lasers and PPCs from the salvaged mechs, then hand them over. The techs marvel at how easy it is to pull those weapons out - the universal connectors make it a cinch. Normally, it'd take at least two hours to pull a weapon from a mech (and that's assuming it's in good condition), but with these "pods" all you have to do is unplug coolant connection, unplug the power feed, unplug network connection, disconnect clamps then lift it out using the mech bay's crane.

To our mechwarrior, it still sounds pretty complicated, but you can't argue with the results.

We attempt to tow the disabled Clan fighters to stable orbit so we can have a dropship retrieve them, but before we can even get a dropship going, a Clan dropship loops around and starts closing to weapons range. Our fighters opt to scatter and return to base, rather than engage an unscratched dropship.

Delta-Sweep moves north, intending to run the clanners through some landmines and into a pre-sighted artillery barrage zone. We've temporarily attached a Griffin to the lance to at least give them numeric parity with the enemy mechs.

Round 1:
Spoiler:
Image
We pour on the speed, trying to get as much distance as we can between us and the pursuing units.

Round 2:
Spoiler:
Image
Still sprinting.

Round 3:
Spoiler:
Image
The clan mechs come in. Our force is a) outmassed and b) outranged, so our only hope is to stick to the plan and keep running north. One of our Phoenix Hawks snaps back two shots with its extended-range lasers at the Ryoken, cutting through some armor on its left torso - the enemy mech returns fire and nearly takes all the armor off our Pixie's right arm. PPC blasts and LRM salvos fly back and forth, but the rest of the weapons fire doesn't hit.

Round 4:
Spoiler:
Image
"Switch to hopping, go evasive." Our lance leader orders.

Not so much luck with the landmines, one of the enemy mechs has an active probe and alerts his buddies.

Our Griffin 1S takes a laser hit to the right arm from one of the deadly-accurate extended-range large lasers that the Ryoken mounts, the armor holding for now. The Ryoken takes a ding to the cockpit from our Griffin's LRMs, and a sweep from the large laser starts a fire in the surrounding woods. Not that the extra heat makes too much of a difference to the clan mech, likely, but still.

Round 5:
Spoiler:
Image
Our Griffin 1S absorbs a few LRMs and a little bit of a pulse laser blast to the center torso, but armor holds. Still, we're almost in the clear. There's some muttering over the comms about how crazy it is that the clan mechs are able to keep up with us even though they're mostly heavier.

Round 6:
Spoiler:
Image
"Just a little more..." our lance leader half-prays as the enemy Ryoken brushes one of its lasers over our upgraded 3D Phoenix Hawk's center torso.

Round 7:
Spoiler:
Image
"Turn around, fire, then jump off!" the lance leader calls out.

Our Phoenix Hawk 3D is targeted by multiple extended-range lasers. Somehow, every shot converges on the slightly weakened center torso (except for a loose ultra autocannon round to the left arm), ruining the mech's structural integrity and causing it to collapse.

We have no way of holding the area to recover the mechwarrior, so our lance leader waits until the clan mechs reach the pre-sighted artillery zone then calls in the barrage.

The bastards see it coming and back off, taking only minor armor damage.

Pvt. Gregory Molnes is listed as missing in action for the time being.

-------

Gamma Company is tasked with engaging a force of five clan mechs moving on one of our positions. The group consists of two Ryokens, two Thors and a Black Hawk, so three mediums and two heavies. Enemy aerospace presence in the area is light (two medium aerospace fighters). Sensors show a couple of the mechs have battle armor hanging off of them. The interception point isn't that great, being almost completely devoid of cover, although we can approach from the direction of several hills while the Clanners will be out in the open and have to cross some rough terrain to get to us - assuming they don't elect to just stand off at range and pick us off from a distance. Well, that's why we've got the hills. We've got two forces in position to engage:

[] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[] Gamma-Striker: medium-heavy battle lance with one support unit

Gamma-Probe is faster and fully jump-capable, but lacking in long-range firepower, other than the Phoenix Hawk's extended range lasers. Gamma-Striker is slower and has a good number of LRM tubes.

"Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[] Low-Density Minefield: .5 - plink the legs
[] Medium-Density Minefield: 2 - actually damage the legs
[] High-Density Minefield: 4 - maybe blow a leg off
[] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Wed Feb 24, 2021 5:40 pm [] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[X] Gamma-Striker: medium-heavy battle lance with one support unit

"Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[xx] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[xx] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[] Low-Density Minefield: .5 - plink the legs
[] Medium-Density Minefield: 2 - actually damage the legs
[] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Can't see the medium recon lance having the firepower to get it done w/o getting wiped out in return?

As for the previous encounter...
"Note to whoever came up with this brilliant strategy... please stop coming up with strategies." :p
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Leraje
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Wed Feb 24, 2021 7:17 pm
NickAragua wrote: Wed Feb 24, 2021 5:40 pm [] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[X] Gamma-Striker: medium-heavy battle lance with one support unit

"Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[xx] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[xx] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[] Low-Density Minefield: .5 - plink the legs
[] Medium-Density Minefield: 2 - actually damage the legs
[] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Can't see the medium recon lance having the firepower to get it done w/o getting wiped out in return?

As for the previous encounter...
"Note to whoever came up with this brilliant strategy... please stop coming up with strategies." :p
Seems OK of a selection. Let's hope that OpFor doesn't have too many AMSs.
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AWS260
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

NickAragua wrote: Wed Feb 24, 2021 5:40 pm [X] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[] Gamma-Striker: medium-heavy battle lance with one support unit
I suspect I'll be alone on this, but let's give the little guys a chance to shine!
NickAragua wrote: Wed Feb 24, 2021 5:40 pm "Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[x] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[x] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[x] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[x] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[x] Low-Density Minefield: .5 - plink the legs
[x] Medium-Density Minefield: 2 - actually damage the legs
[x] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Plant a shit-ton mines and make them come find us in the hills.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

Leraje wrote: Wed Feb 24, 2021 7:39 pm
Zenn7 wrote: Wed Feb 24, 2021 7:17 pm
NickAragua wrote: Wed Feb 24, 2021 5:40 pm [] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[X] Gamma-Striker: medium-heavy battle lance with one support unit

"Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[xx] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[xx] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[] Low-Density Minefield: .5 - plink the legs
[] Medium-Density Minefield: 2 - actually damage the legs
[] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Can't see the medium recon lance having the firepower to get it done w/o getting wiped out in return?

As for the previous encounter...
"Note to whoever came up with this brilliant strategy... please stop coming up with strategies." :p
Seems OK of a selection. Let's hope that OpFor doesn't have too many AMSs.
Seems fine to me.
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

AWS260 wrote: Wed Feb 24, 2021 8:05 pm
NickAragua wrote: Wed Feb 24, 2021 5:40 pm [X] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[] Gamma-Striker: medium-heavy battle lance with one support unit
I suspect I'll be alone on this, but let's give the little guys a chance to shine!
NickAragua wrote: Wed Feb 24, 2021 5:40 pm "Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[x] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[x] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[x] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[x] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[x] Low-Density Minefield: .5 - plink the legs
[x] Medium-Density Minefield: 2 - actually damage the legs
[x] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Plant a shit-ton mines and make them come find us in the hills.
Last time, they had a probe and found/avoided the mines. Doesn't seem likely to be a good approach with these bastages. :(
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

There's a reason I'm not in charge.
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I'm just saying, I doubt that the Clans have prepared for blimps.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Wed Feb 24, 2021 7:39 pm
Zenn7 wrote: Wed Feb 24, 2021 7:17 pm
NickAragua wrote: Wed Feb 24, 2021 5:40 pm [] Gamma-Probe: medium recon lance with two support units, can plant 4x minefield
[X] Gamma-Striker: medium-heavy battle lance with one support unit

"Support" units (2 if Gamma-Probe, 1 if Gamma-Striker):
[] Vedette - mobile AC/5 turret, expendable, up to 2
[] Hetzer - AC/20 on wheels, expendable, up to 2
[] Galleon Tank - medium pulse laser turret, expendable, up to 2
[] Angel's Flashman - large and medium lasers, well-armored, not the fastest
[x] Cylus' Grasshopper - similar to Flashman, but with jump jets and stellar gunnery skills

Allied support (24 points):
Everything is fair game on this one.
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[xx] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[xx] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Jump Infantry: 2 - high mobility, limited firepower, swarm capability
[] Mechanized Infantry: 2 - medium mobility, crapshoot firepower (maybe field guns)
[] Low-Density Minefield: .5 - plink the legs
[] Medium-Density Minefield: 2 - actually damage the legs
[] High-Density Minefield: 4 - maybe blow a leg off
[x] Air support - 6 points (repaired Gamma-Strike units: Eagle and Lucifer fighters)
Can't see the medium recon lance having the firepower to get it done w/o getting wiped out in return?

As for the previous encounter...
"Note to whoever came up with this brilliant strategy... please stop coming up with strategies." :p
Seems OK of a selection. Let's hope that OpFor doesn't have too many AMSs.
Go Gamma Striker go! (and all that other stuff)
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

So, big picture question. It seems unlikely that our outfit by ourselves can keep Jade Falcon from conquering this system, right? If so, are we going to be permitted to leave at some point, or are we boned even if we do well in our engagements?
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

At some point, either we, our employer, or the Falcons will run out of meat, metal or willpower. Overall invasion status will get an update after the next ground battle is resolved.

Vote Results:
Spoiler:
Gamma-Striker + Grasshopper ||||
Gamma-Probe + Flashman + Grasshopper |

2x medium armor, 2x heavy armor, air support ||||
assault armor + infantry + minefields + air support |
"So how come it takes so damn long to replace the landing gear? I've seen them patch up a fusion engine missing half its shielding in half a day, why is it so much harder to fix a couple of wheels?" Strike One asks, idly, as our two aerospace fighters vector to intercept the two Jade Falcon fighters descending from low orbit.

"Well, you see..." Strike Two responds. "First, the techs have to finish playing cards or TechAssault or whatever, then they have to wait for the hangover to wear off, because drinking coolant fluid does that, then there's all the requisition paperwork..."

"So what you're saying basically, they're full of crap and command lets them get away with it."

"Sure, basically. But..."

"Lazy bastards. Hey, why do those guys keep drinking self-brewed engine room hooch, anyway? We're not in transit, we can get planet-side booze that won't make you glow."

"Why do you always tap the left side of your cockpit three times with your index and middle finger before activating your nav system?"

"Because the one time I didn't, I took an autocannon round to the fuel t... oooh, I see."

"Anyway, focus, we got a Visigoth and a Jagatai burning down. Close in to short range, those extended-range PPCs are going to rip you apart. Stay in formation until we get close, then pick your target and stay on him."

Round 1:
Spoiler:
Image
"Steady..."

Round 2:
Spoiler:
Image
"Hah! Got him! Jagatai's tumbling out of control!"

Round 3:
Spoiler:
Image
"Target lock... damn, missiles went wide. He's gonna get away."

"Forget him. Reform on me and let's get the second guy."

Round 9:
Spoiler:
Image
"He's circled around. I'll take point. Get on his tail as we pass. Whoof, that's a good chunk of my armor gone."

Round 10:
Spoiler:
Image
"Hah, guess you forgot to pay attention!"

Round 11:
Spoiler:
Image
"Stay with him, take him out. Ground guys need our help."

Round 12:
"Shit, fire control is hit. Missed him."

"Dammit, he got away. They kept us up here too long, we're too late. At least we kept them from joining the party. Return to base."

"So yeah, One, that's why I don't give the techs a hard time about taking two weeks to fix the landing gear when it breaks - they up-armored my fighter *and* installed double heat sinks, so I can take a pounding like you and I just did and come out with just armor damage instead of half my systems shot."

"But my fire control system's throwing sparks and I've got a three-degree drift in my laser targeting."

"Now imagine what that would have been like if you *didn't* have all that armor."

---

More or less a stalemate - we kept the Jade Falcon fighters from joining the party, but they kept us busy long enough that our fighters won't be able to join the party either. Their fighters wound up a lot more beat up though, thanks to our efforts in upgrading our armor and heat sink capabilities.
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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Gamma-Striker moves in to engage the clan force. Hopefully we can get to our firing position before we take too much damage.

The allied units aren't that great - a Vedetee with an AC/2, a Pike support vehicle with three AC/2s, a Patton tank (a heavy with an AC/10 as its main gun) and a Falcon hovertank, which sticks to hiding behind a hill.

Round 1:
Spoiler:
Image
We engage with LRMs as laser, PPC and LBX autocannon fire comes our way from the approaching units. Our Griffin scores a hit on a Thor with some LRMs, as does the allied Pike - the Thor ignores the plinking and hits Cylus' Grasshopper in the right arm with its extended-range PPC.

Our Crusader takes a substantial number of laser hits from the Black Hawk, including a head shot but armor holds up for the time being.

Round 2:
Spoiler:
Image
Cylus jumps the Grasshopper into a nice little firing position, unloading with its laser array and LRM launcher at the approaching Ryoken. One thing that our mechwarrior has observed is that the clan mechs tend to use XL engines, so a good way of greatly reducing one's combat effectiveness is to hit a side torso section. Which is what our mechwarrior does, melting armor off the mech's right side and shorting out a pulse laser. The LRMs fly easily through the damaged armor, severely damaging the shielding on the bulky but fragile engine. The enemy mech's return fire blasts the armor off the Grasshopper's right arm, but it fired a bunch of pulse lasers - our mechwarrior smirks as its heat readings suddenly go through the roof and the mech turns sluggish.

The rest of our mechs focus fire on the Black Hawk, sending lasers, LRMs and SRMs its way. Our Hunchback comes over the hill, firing its AC/20, but its aim is thrown off by a PPC blast from long range, the impact throwing the mech backwards and forcing it to a knee, while our Crusader loses armor off its right arm as well to fire from the Black Hawk's rather impressively sized laser array.

Round 3:
Spoiler:
Image
The allied Falcon makes a move as the Ryoken that Cylus crippled pulls back into the cover of a nearby hill, zipping out to fire SRMs and its medium lasers at the Black Hawk. A burst from the damaged Ryoken's LBX autocannon takes the hover tank out, blowing its turret off.

Cylus' right arm goes limp when a slug from the other Ryoken hits it. We focus fire on the Black Hawk, but are not able to inflict much damage, only blowing out a single laser in its left arm.

Round 4:
Spoiler:
Image
"This isn't working." our lance leader calls out from the Griffin. "Fall back to secondary line."

"Too late." Cylus says over a private channel. "We're already overrun. Call a retreat, Lieutenant." The Grasshopper rocks as the right torso is repeatedly hit by pulse lasers from the nearby Ryoken that's gotten into out formation, with the Black Hawk helping out by blasting a chunk out of the center torso and damaging the gyro housing.

Our Crusader's right arm takes a gauss slug from a distant Thor, snapping back, then hanging loose, basically unattached at this point. Our Hunchback opens up with the shoulder-mounted autocannon, nearly blasting through the Ryoken's right leg armor, but it holds miraculously. This distracts said Stormcrow long enough for our Crusader to deliver a kick to the Black Hawk's right leg, snapping it above the knee and bringing the mech down to the ground. Still our mech's LRM launchers have both been disabled, along with one of its lasers, leaving just a laser, eight leg-mounted SRM tubes and a machine gun.

"Siddown." our mechwarrior quips.

Round 5:
Spoiler:
Image
"Striker five, pulling back." Cylus reports. Between a good chunk of the mech's heat sinks being gone and a number of weapons lost, our mechwarrior holds fire.

The rest of out units concentrate on the Ryoken running through our formation, although our Hunchback can't get a bead on it and instead lets rip with the AC/20 at the downed Black Hawk, gouging a large chunk out of its left torso. The mechwarrior breathes a sigh of relief as the Ryoken hits him in the back - while the Hunchback's left arm and right arm are disabled, the pulse laser that hits the ammo bin hits an empty one. The AC/20 gets crunched as our mech falls backwards, having taken hip damage as well from a distant Thor.

Our Kintaro opens up with large laser, SRMs and medium lasers at the Ryoken, removing most of the armor from the head with a shot from the large laser, while SRMs and a medium laser finish the job.

Round 6:
Spoiler:
Image
Our Hunchback struggles up, backing up off the field while the rest of our combat effective mechs run interference.

The guy in the Black Hawk decides to bail out, meanwhile. But, the two Thors hang out on the other side of the hill, firing their powerful long-range weapons with deadly accuracy. The Crusader takes multiple hits, completely losing its remaining arm as well as basically all torso armor. The mechwarrior delivers a kick to the nearby Thor's chest, crunching some armor but failing to penetrate.

Round 7:
Spoiler:
Image
"Striker lance, pull back. Striker-Two, you're with me. Allied units, pull back as well." the lance leader orders.

Cylus breathes a sigh of relief as the Grasshopper has almost gotten clear, and then the mech suddenly powers down and pitches forward. Seems one of the clanners held a grudge. The remainder of the lance fires on the offending Thor, forcing it to a knee with a lot of light autocannon and SRM fire.

Round 8:
Spoiler:
Image
The crew of the Pike are undoubtedly relieved, as a gauss rifle blast just barely misses them. Our lance leader takes a PPC hit to the torso, our forces returning fire on the Thors, but their armor is damnably thick. That, and we don't really have any big guns left on the field to punch through the heavy armor - AC/2s, SRMs and LRMs don't really cut the mustard for that kind of thing.

Round 9:
Spoiler:
Image
Our Griffin takes a hit to the gyro from a Thor's PPC, lurching and falling to the ground, though not before breaching the enemy mech's left arm armor. Our allied Patton takes some fire as well, but it's a well-armored tank.

Round 10:
Spoiler:
Image
The Patton tank opens fire on one of the Thors, its left arm suddenly exploding as an AC/10 round hits the gauss rifle. The mech stumbles and drops to a knee, returning fire with SRMs to ding the tank's right-side treads. Our Griffin is able to get up and stagger west.

Round 11:
Spoiler:
Image
Our Griffin continues retreaing west, at which point one of the Thors nails it center of mass with an extended-range PPC, the blue lightning going out the back. The mech slowly falls backwards, coming to rest in a cloud of dust.

The other Thor's left arm explodes as the stored autocannon ammo is detonated by one of the Kintaro's medium lasers. A spare LRM from our 55-tonner kills an approaching battle armor trooper, but to our mechwarrior's horror, the Thor simply keeps lumbering on, even with its arm shattered.

Round 12:
Spoiler:
Image
With our Kintaro being our last mech on the field, it begins to pull back as well. The Thor that just lost an arm to the Kintaro's weapons fire gets in behind our mech using its jump jets and blasts through the rear armor, destroying our mech's large laser and cracking the gyro shielding.

Round 13:
Spoiler:
Image
The Kintaro doesn't make it out - even as the allied tanks combine autocannon on one of the Thors to disable its left torso section and send it to a knee, the other one stays on the Kintaro. Our mech stumbles, then a PPC shot through the rear armor detonates one of its many ammo bins, scattering bits of the mech to the four winds.

The remaining Lyran units make their way off the battlefield as the remaining Thor (and its battle armor buddies) stand guard.

The guy in the Kintaro is able to hitch a ride on one of the allied tanks, watching its treads flap as the battlefield receds. Cylus and the lance commander driving the Griffin don't report in. That makes it three mechs lost and two crippled. For once, the Lyran forces (mostly) survived, probably because all they had was AC/2s.

---

"Where's Major Pappathanassiou?" Marshal Steiner asks after receiving Zenn7's overall status report.

"Currently indisposed." Our mechwarrior replies. "Her Warhammer was destroyed and she sustained severe injuries during the ejection. The summary is that we are down to about 33% operational aerospace fighters, and about 50% operational battlemechs. We never really had too much in the way of ground armor, so that's more or less all gone - we have two hovercraft and a couple of VTOLs left, but those are search and rescue units. At the current rate, we have one more day of combat left, and then we stop being combat effective. We have spare mechs, but our mechwarriors are dropping out - casualties and MIAs."

Zenn7' grip on the Awesome's armrest tightens as he looks at the video screen. "If we had a couple more days, we could probably patch up a few more of the mechs and aerospace fighters, but it looks like the Jade Falcon goons are going to be making another push in a few hours - our sensors already show them moving their forces around."

"I see." the Marshal replies, tapping her fingers on her chin. "We've taken catastrophic armor casualties, and our aerospace is basically gone, but our mech forces are still in good shape. The good news is that Clan aerospace activity is way down. If we can wear their mech forces down, all they'll have left is those toads." She smirks. "Then, we'll just have to figure out a way to beat those warships they've got up in orbit."

"What I'm going to do is propose a classic flanking maneuver. Concentrate your remaining forces here, here, here and here." She points out four areas on the map, in the path of the clan advance. "While they're engaged with you, I'll take my mechs around here and Mitch... " she pauses briefly. "... will take his mechs around this pass, cutting them off. We'll hit their dropships, cut off their resupply."

Zenn7 sighs, thankful that his comms are currently muted while the Marshal talks, as his opinion of the plan isn't very high. And also thankful that it's a video call and not an in-person conference, as he's been living out of the mech for the last two days. Our command staff's opinion is that we're basically being fed into the meat grinder. Although, if the clanners see the strategic-level flanking maneuver coming, then we won't be the only ones. As much as we're taking a beating, we're actually holding our own.

---

October 5, 3050
Zoetermeer Invasion Day 3

Alpha company's Ranger lance is down two mechs (plus the one we borrowed from the reserves), while Guru is unable to operate the Thug due to being in the med bay. Of Alpha's aerospace fighters, only one Lucifer is flight worthy, and it's missing one of the small lasers - not really a big deal - the Shilone's still missing half its armor and guns, while the other Lucifer's engine is still being worked on. As for tanks, we've got some more (not so great) chassis we can throw at the problem, but what we don't have is qualified drivers and gunners. We have our techs pull a mech from mothballs for Cujo, who's still combat effective. Her main schtick is SRM/6 launchers, so we'll pick out a mech featuring that weapons system. We've got five options for a replacement ride -

[] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[] El Guapo's Marauder
[] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[] Air support - 3 points (partially repaired Lucifer)
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

NickAragua wrote: Sat Feb 27, 2021 1:42 am [X] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[X] El Guapo's Marauder
[X] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[X] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[XXXX] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[X] Air support - 3 points (partially repaired Lucifer)
Mud means treads/wheels bad right? So hovercraft it is. And never pass up whatever air support we can get.

Guap's Marauder comes with blimp brigade right? :)

I don't like where they're positioning us, but given how bad they've been doing, I'm happier here than flanking to get their dropships with their mechs behind us supposedly engaged by our allies...
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

Zenn7 wrote: Sat Feb 27, 2021 10:32 am
NickAragua wrote: Sat Feb 27, 2021 1:42 am [X] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[X] El Guapo's Marauder
[X] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[X] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[XXXX] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[X] Air support - 3 points (partially repaired Lucifer)
Mud means treads/wheels bad right? So hovercraft it is. And never pass up whatever air support we can get.

Guap's Marauder comes with blimp brigade right? :)

I don't like where they're positioning us, but given how bad they've been doing, I'm happier here than flanking to get their dropships with their mechs behind us supposedly engaged by our allies...
Looks good.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Sat Feb 27, 2021 2:16 pm
Zenn7 wrote: Sat Feb 27, 2021 10:32 am
NickAragua wrote: Sat Feb 27, 2021 1:42 am [X] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[X] El Guapo's Marauder
[X] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[X] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[XXXX] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[X] Air support - 3 points (partially repaired Lucifer)
Mud means treads/wheels bad right? So hovercraft it is. And never pass up whatever air support we can get.

Guap's Marauder comes with blimp brigade right? :)

I don't like where they're positioning us, but given how bad they've been doing, I'm happier here than flanking to get their dropships with their mechs behind us supposedly engaged by our allies...
Looks good.
I concur. Was split between the Wolverine and Champion but I’ll go with the flow.
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by Leraje »

$iljanus wrote: Sat Feb 27, 2021 3:09 pm
Leraje wrote: Sat Feb 27, 2021 2:16 pm
Zenn7 wrote: Sat Feb 27, 2021 10:32 am
NickAragua wrote: Sat Feb 27, 2021 1:42 am [X] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[X] El Guapo's Marauder
[X] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[X] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[XXXX] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[X] Air support - 3 points (partially repaired Lucifer)
Mud means treads/wheels bad right? So hovercraft it is. And never pass up whatever air support we can get.

Guap's Marauder comes with blimp brigade right? :)

I don't like where they're positioning us, but given how bad they've been doing, I'm happier here than flanking to get their dropships with their mechs behind us supposedly engaged by our allies...
Looks good.
I concur. Was split between the Wolverine and Champion but I’ll go with the flow.
Wolvie has jump jets. That's always a big plus.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

Leraje wrote: Sun Feb 28, 2021 3:29 pm
$iljanus wrote: Sat Feb 27, 2021 3:09 pm
Leraje wrote: Sat Feb 27, 2021 2:16 pm
Zenn7 wrote: Sat Feb 27, 2021 10:32 am
NickAragua wrote: Sat Feb 27, 2021 1:42 am [X] Wolverine WVR-6R - standard Wolverine. 55 tons. Good armor, mediocre firepower, almost never overheats. Good speed, jump jets. Basically the same as her original ride.
[] Trebuchet TBT-5S - short-range Trebuchet. 50 tons. Average armor, excellent short-range firepower, requires heat management. Good speed, no jump jets.
[] Hunchback HBK-4SP - 50 tons. Heavy armor. Instead of the giant AC/20, it packs multiple medium lasers and SRM/6 racks. Requires heat management. Average speed.
[] Javeln JVN-10N - 35 tons. Light armor Just the two SRM/6 launchers. Requires heat management, fast, jump jets.
[] Champion CHP-2N - 60 tons. Modified version of standard Champion to remove the small lasers and upgrade armor instead: medium armor. AC/10 for a main gun, two medium lasers and SRM/6 launcher for backup. Fast, no jump jets.

Isgrimnur's Urban lance has been rotated to the front lines, but at this point we're pulling out all the stops, so he's got three additional mechs with him (starting with the Hatchetman, Blackjack, Grasshopper and BattleAxe), while the rest have been rotated for a shower, meal and quick nap:

[X] El Guapo's Marauder
[X] Fury's Guillotine
[] Thud's Awesome
[] Bass's Griffin
[] Ostroc
[X] Cujo's replacement ride

Alpha Company is still operating in the mud bath area, which is a swampy, muddy, slightly hilly but otherwise barren area.

We're still able to hook up some allied ground support. Due to the nature of the terrain, minefields and infantry aren't going to be effective, while air support is extremely limited. Given how fast the enemy mechs are, tube artillery is pretty ineffective as well:
[] VTOL: 5 - crap firepower, weak armor, super fast (e.g. Warrior VTOL)
[] Light Hovercraft: 4 - good firepower, weak armor, fast (e.g. Pegasus hovertank)
[XXXX] Medium hovercraft: 5 - good firepower, medium armor, fast (e.g. Drillson hovertank)
[] Light armor: 4 - light firepower, light armor, fast (e.g. Skulker scout tank)
[] Medium armor: 4 - medium firepower, medium armor, medium speed (e.g. Vedette)
[] Heavy armor: 5 - good firepower, good armor, slow speed (e.g. Manticore)
[] Assault armor: 7 - extreme firepower, extreme armor, basically stationary (e.g. Demolisher)
[X] Air support - 3 points (partially repaired Lucifer)
Mud means treads/wheels bad right? So hovercraft it is. And never pass up whatever air support we can get.

Guap's Marauder comes with blimp brigade right? :)

I don't like where they're positioning us, but given how bad they've been doing, I'm happier here than flanking to get their dropships with their mechs behind us supposedly engaged by our allies...
Looks good.
I concur. Was split between the Wolverine and Champion but I’ll go with the flow.
Wolvie has jump jets. That's always a big plus.
Yeah, I think that’s why I was willing to be swayed from the Champion. Mobility against Clan mechs is key.
Black lives matter!

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Re: Let's play: Battletech via MegaMek

Post by NickAragua »

Vote Results:
Spoiler:
Wolverine for a ride

El Guapo/Marauder, Fury/Guillotine, Cujo/Wolverine
4x Medium Hovercraft
Air support
+ 2x light-density minefields with left over support point
Isgrimnur rolls his eyes, noting with the usual disdain that his Hatchetman's anti-aircraft targetying subsystem has shorted out again. The good news is that our Lucifer is easily able to swat aside the single light-weight Falcon aerospace fighter loitering about in the area, and will be arriving on the scene within thirty seconds to provide a little extra air support.

The Lyran supporting units are a pair of Drillson hovertanks, a Falcon, and a Maxim, loaded up with a platoon of infantry. Those guys probably aren't going to do so well against the battle armor, but it's not really our problem.

"You're in charge, Lieutenant, I'm just along for the ride on this one." Cujo transmits, shuffling uncomfortably in the replacement Wolverine's seat.

We approach the battlefield from the north, where we'll have a little less swamp and muck to go through. Additionally, there are a couple of small lakes where we can dip our heat-sensitive mechs to cool off. Plus, a few leftover light minefields from a previous engagement.

Round 1:
Spoiler:
Image
"Advance to contact." Isgrimnur orders.

Round 2:
Spoiler:
Image
El Guapo sighs as he watches four PPC shots from a distant Loki crackle out towards our BattleAxe, one grazing the cockpit while the other melts most of the right torso armor off. "They've got the range advantage."

"Right." Isgrimnur notes. "Close in. Focus on the Lokis, their armor is pretty weak."

El Guapo's mech vibrates slightly as a couple of LBX pellets ping off the right leg, but the gauss slug from one of the Loki's flies overhead, to our mechwarrior's great relief.

Round 3:
Spoiler:
Image
The allied hovercraft use the uneven terrain to good effect, allowing them to advance under cover so that they'll be able to launch their attack from close range in a coordinated fashion.

A pair of PPC shots flay a significant amount of armor from El Guapo's torso, while our mechwarrior is unable to return fire at that range. A slight adjustment to the motion of the legs prevents the mech from falling over. Our BattleAxe, however, blasts the offending Loki with its PPCs, removing over a ton of armor from the under-armored heavy mech.

Round 4:
Spoiler:
Image
We observe a pair of explosions as a Loki finally steps on some mines. Just a little leg armor damage, but every bit helps.

El Guapo's gauss slug flies true, breaching armor on a Loki's left arm. Fury's Guillotine adds to the enemy mech's pain with a large laser to the other arm, while Hyena's Grasshopper lands a PPC shot center of mass.

As our mechwarrior smirks, a bright blue light comes from his peripheral vision, impacting the Marauder's right torso. The gauss rifle explodes, and the damage readout goes from mostly green and yellow to mostly red. The computer's litany of damage reports about the engine and gyro is "thankfully" interrupted by the ejection seat firing. El Guapo watches with disappointment as the Marauder keels over to the side, its right arm falling off. "Better be salvageable." he grumbles.

Our hovercraft move in on the Vulture that fired the killing PPC shot, causing some damage to its armor and mounted battle armor while Cujo and Isgrimnur pelt it with long-range autocannon fire.

Round 5:
Spoiler:
Image
The Loki that hit the mines previously steps on another mine, its right leg looking a little tattered.

Isgrimnur and Cujo continue closing the distance on the Vulture as Paingod lands a pair of PPC hits, one on each of the 60-tonner's arms, stripping armor. Multiple SRM hits on the rear armor fail to penetrate, and the enemy mech disables our approaching Maxim hovertank blasting through its left-side armor, forcing the infantry platoon mounted there to dismount.

Fury's Guillotine takes some armor damage on approach, but the Loki firing at our mech appears to be needing to conserve heat, as it holds fire from its glowing PPCs and uses medium lasers instead. Our mech replies with its large laser, the mediums still being out of range.

Our Lucifer comes flying in, disabling a Loki's left arm, but takes a substantial amount of damage to the nose, losing its LRM launcher and taking some avionics system damage as well. The aero jock retains control of the aircraft, but is probably done.

Round 6:
Spoiler:
Image
Our Lucifer performs a fancy split-s maneuver, the aero jock yanking back on the control stick and throttle to regain altitude afterwards.

The screaming from the infantry platoon stops pretty quickly as a battle armor squad makes short work of them.

Cujo and Isgrimnur get the drop on the overly enthusiastic Vulture mechwarrior, who even dropped his battle armor off to take care of our infantry - Cujo weathers the impact of a few SRMS (many more go wide as our mechwarrior cuts her jump short to avoid them), then her Wolverin's SRMs pummel the 60-tonner's damaged left arm, causing the limb to explode. At the same time, Isgrimnur jumps behind the enemy mech, putting a burst of cluster rounds from the LBX autocannon directly into the center of mass, which cracks open gyro and engine shielding. The clan mech topples over and stops moving.

Round 7:
Spoiler:
Image
Fury pulls back briefly, splashing into swampy terrain and intentionally going prone to avoid the inevitable barrage of fire.

The clan mechs appear to be cautiously clustering in the southwest, which is annoying. We'll need to get in there pretty quick if we don't want to get slowly taken apart by their long-range weapons.

Paingod exchanges fire with a Loki, a PPC grazing his Blackjack's right arm, while one of his PPCs hits the enemy mech's right leg, frying a pair of actuators.

Our Battleaxe's left arm goes flying off as a gauss slug from another Loki severs it at the shoulder. The enemy mech takes major damage afterwards though, as our allied hovercraft focus fire on it - the gauss rifle explodes, as does some SRM ammo stored in the right torso - our mechwarriors marvel at the fact that the clan mech remains intact, but, combined with its right leg going limp, it falls over.

Round 8:
Spoiler:
Image
One of our Drillsons has taken a substantial amount of damage - the hovertank is still combat capable, but has been slowed down greatly, so it pulls back to shoot at battle armor from long range.

Cujo and Isgrimnur jump in to engage some battle armor, hoping to close the distance to the big guys behind a hill. One of Cujo's SRMs takes out a trooper. Another is surprised while firing machine guns at Isgrimnur, and is squashed flat. A pair try to jump onto the Hatchetman, but are swatted aside by the hatchet.

Fury's Guillotine gets up, but then immediately loses its left arm to a PPC shot from the Thor, the mech lurching wildly and splashing back down into the swamp.

Our hovercraft and mechs concentrate on a Loki packing twin PPCs, blasting good chunks of armor out of it, with an SRM impacting the head.

Round 9:
Spoiler:
Image
The Thor forces our medium mechs' hand by coming over the hill. Cujo's autocannon blast at the enemy mech goes wide, at which point a PPC shot from the enemy mech takes the autocannon out entirely.

Isgrimnur hops over and engages a Loki as Paingod puts two PPC blasts into its left arm, fusing the shoulder joint and another actuator. Hyena scores a headshot with the Grasshopper's PPC while Isgrimnur disables the PPC on the damaged arm, then Isgrimnur trips the 65-tonner up with a sweep of the hatchet, sending it crashing to the ground.

Our fighter comes around for another pass, evaporating a battle armor trooper with laser fire, while our allied Falcon hovertank goes skidding off the field.

Round 10:
Spoiler:
Image
Cujo jumps forward, intent on finishing this off. Unfortunately, a combination of small arms fire from abtle armor and an ER PPC blast from a nearby Loki torches her SRM ammo bin, blowing the Wolverine to bits, sending out mechwarrior for a flight.

Hyena's Grasshopper loses its left arm to a PPC shot from the nearby Thor, along with most of the left torso section.

We do manage to take out the damaged Loki though, our mechs and hovercraft forcing it to the ground where armor and structural damage exposes its bulky fusion engine, which proceeds to breach and shut down.

Round 11:
Spoiler:
Image
Hyena does what he can to pull back as Isgrimnur and the BattleAxe move in to cover him. Isgrimnur takes major leg damage from battle armor attacks and is forced to a knee, while we just can't land enough hits on the hostile mechs to do any meaningful damage.

Round 12:
Spoiler:
Image
Our BattleAxe finally blasts the last shreds of the left arm off the Loki. Isgrimnur struggles to get up, but is legged and disarmed by weapons fire from battle armor troopers. Then the Loki blows the mech's ammo bin, causing the XL engine to seize up and the mech to gargle as it shuts down.

Hyena and the BattleAxe finish the Loki off, though, Hyena breaching armor, allowing the BattleAxe to land a kick on an ammo bin in the 65-tonner's center torso. Even their fancy CASE-like blowout panels can't prevent a mech from being destroyed when its engine and gyro disappear.

Paingod is forced to bring the BLackjack's short-range weapons to bear on the Thor, taking out the enemy mech's right arm PPC, though not before taking leg actuator damage from the 70-tonner's LBX autocannon and LRMs.

"Well, surats, shall we keep this going, or have your antiquated machines suffered enough?" comes a transmission on the open frequency from the Thor.

At this point, the Clanners have four lightly singed squads of battle armor troopers and a damaged 70-tonner, while we've got a damaged 45 tonner (Blackjack) and a heavily damaged 70-tonner (BattleAxe), plus a pair of hovercraft, in addition to a vaguely ambulant 70-ton torso that kind of resembles a battlemech (Hyena's Grasshopper), and a Guillotine that's splayed out in a swamp with an inoperative gyro. Additionally, our aerospace fighter will likely be able to come around for another pass. We could cede the field, but that'll virtually guarantee the total loss of a large amount of otherwise repairable hardware and personnel (Fury's Guillotine, El Guapo's Marauder plus likely three mechwarriors).

If we keep fighting and win, we'll be able to recover our equipment and mechwarriors, but, if we lose, we're looking at basically at the total loss of more or less two mech lances.

[] "All mobile units, pull back."
[] "Come get some, freaks."

---

"... and so, the commander who places the lowest bid has the honor of carrying out the assault." Star Commander Bella finishes her explanation.

Wolf raises an eyebrow. "And that's supposed to conserve resources? What happens when the winner of the biggest genitalia competition loses all their mechs and aerospace fighters and what do you call those little guys?"

The Star Commander gives Wolf the kind of smile you give to a child who just asked an incredibly obvious question. "Elementals. And, the commander in charge of the assault may summon reinforcements if, after deploying, they feel they cannot take the objective."

Wolf shrugs. "I still say it's better to hit your objective with overwhelming force right away."

Another condescending smile. "Perhaps our definitions of overwhelming force are different - let us see if you can be convinced when you observe the rest of my trinary finishing off your former compatriots."
Black Lives Matter
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

NickAragua wrote: Mon Mar 01, 2021 5:13 pm

[] "All mobile units, pull back."
[X] "Come get some, freaks."
I may be biased by the fact that I'm currently sitting in an ejection seat on the battlefield.
Black Lives Matter.
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Re: Let's play: Battletech via MegaMek

Post by Stefan Stirzaker »

Hes weak..HACK THE BONE!

Come get some freaks
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

Stefan Stirzaker wrote: Mon Mar 01, 2021 6:13 pm Hes weak..HACK THE BONE!

Come get some freaks
Hang in there peeps! You got this! We're not letting these stinking hi-tech freaks take any more of our people!
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Re: Let's play: Battletech via MegaMek

Post by El Guapo »

I did figure that the whole "Gauss rifle getting hit" was bound to happen sooner or later. Was good while it lasted.

There isn't some Clan tech gauss rifle that doesn't explode on impact, is there?
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Re: Let's play: Battletech via MegaMek

Post by Zenn7 »

El Guapo wrote: Mon Mar 01, 2021 7:13 pm I did figure that the whole "Gauss rifle getting hit" was bound to happen sooner or later. Was good while it lasted.

There isn't some Clan tech gauss rifle that doesn't explode on impact, is there?
Hey, we fail, you might get a chance to find out up close and personal, real soon! :)
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Re: Let's play: Battletech via MegaMek

Post by Leraje »

El Guapo wrote: Mon Mar 01, 2021 7:13 pm I did figure that the whole "Gauss rifle getting hit" was bound to happen sooner or later. Was good while it lasted.

There isn't some Clan tech gauss rifle that doesn't explode on impact, is there?
Nope, All Gauss rifles blow up. Theirs are just lighter and are subject to CASE rules.

And [X] "Come get some, freaks." :violence-rapidfire:
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Re: Let's play: Battletech via MegaMek

Post by Isgrimnur »

"blow up" is a relative term.
Since the Gauss Rifle fires solid metal slugs, with neither propellant nor explosive, Gauss Rifle magazines are not susceptible to ammunition explosions. However, if the weapon itself is struck by enemy fire, the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. (In game terms, a critical hit on a Gauss Rifle is equivalent to a 20-point ammo explosion.) Some 'Mechs employ CASE in the section containing the Gauss Rifle to protect internal components in the event the weapon explodes.
It's almost as if people are the problem.
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Re: Let's play: Battletech via MegaMek

Post by $iljanus »

[] "Come get some, freaks."

ALL IN! :horse:
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Re: Let's play: Battletech via MegaMek

Post by AWS260 »

:violence-rambo:
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Re: Let's play: Battletech via MegaMek

Post by Hyena »

Image

Bring it!!!!

(I can still headbutt, right?)
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