Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: Patriot on November 03, 2013, 09:20:37 am

Title: BattleTech LP: Hard Light Marines
Post by: Patriot on November 03, 2013, 09:20:37 am
Ruleset version 2.28 for the AtB Campaign: Da Rules (http://bg.battletech.com/forums/index.php/topic,23390.msg521754.html#msg521754)

Roster for Hard Light Marines

*1st Company (Unnamed, throw me some ideas)

 - 1st Lance "Xan's Demons"
  - Command Sergeant-Major Xan "Patriot" Derr + BNC-4HLM Banshee       (2/4, Gunnery/Laser, 1 Edgepoint, CO of unit)
  - Sergeant Marie "Hobbie" West + Timber Wolf Prime                                (3/4, Iron Man)
  - Corporal Sparda "Werewolf" Fairburn + Man O' War C                            (3/4, Gunnery/Ballistic)
  - Corporal Han "Ironbeer" Solo + STK-3F Stalker                                       (3/5)

 - 2nd Lance "Night's Howlers"
  - Sergeant Ray "Night" Stuart + Hellbringer Prime                                    (3/4, XO of unit, 1 Edgepoint)
  - Corporal Logan Moore + VTR-9B Victor                                                   (3/5)
  - Corporal Ramil "Archmage" Ralwood + HBK-4J Hunchback                     (4/5)
  - Corporal Niffiwan "Loon" Williams + HGN-732b Highlander                    (3/5)

 - 3rd Lance "Polly's Punchbowl"
  - Sergeant Gloria "Polly" Towrie + OTL-4HLM OstSol                                   (3/4, Multi-tasker)
  - Corporal Esarai "Angry Panda" Skalde + WVR-7HLM Wolverine                (3/5)
  - Sergeant Maiya "Devourer" Gilles + PXR-3H Phoenix                                (2/4, Iron man)
  - Corporal Bria Dubois + WLF-1HLM Wolfhound                                           (4/5)


*2nd Company

 - 4th Lance "Dragon's Breath"
  - Sergeant Roger Popa + QKD-4HLM Quickdraw                                          (3/4, Sniper)
  - Sergeant Dax Tolaj + DRG-1G Grand Dragon                                             (3/4, Gunnery Aptitude)
  - Corporal Aidan "Vrga" Graham + WHM-6HLM Warhammer                        (4/5)
  - Corporal Eileen Watkinson + MAD-7HS Marauder                                      (4/5)

 - 5th Lance "Skull Squad"
  - Sergeant Tommy "Trashman" Behari + TDR-5S Thunderbolt                      (3/4, Iron Man)
  - Corporal Boyd "StarSlayer" Letheren + WVR-6R Wolverine                       (3/5)
  - Corporal Tony Ambruz + WVR-7R Wolverine                                              (3/5)
  - Corporal Jeff Briggs + GRF-2N Griffin                                                          (3/5)

 - 6th Armored Cavalry "Manticore's Scourge"
  - Corporal Orliber Fujimoto + KTO-47b Kintaro                                            (4/5)
  - Corporal Ersoy Axelos + ZEU-6S Zeus                                                       (4/5)
  - Private FC Larry Hayward + BNC-3E Banshee                                           (5/5)
  - Corporal Dianna Godsell + Schrek PPC Carrier                                          (5 Driving)
  - Corporal Louann Bingley + Schreck PPC Carrier                                        (3 Gunnery, Iron man)
  - Corporal Abrielle Cercigniani + Schreck PPC Carrier                                  (3 Gunnery, Pain Resistance)
  - Private FC Reagan Songoro + Schreck PPC Carrier                                   (3 Gunnery)
  - Private FC Helen Burton + Schreck PPC Carrier                                         (4 Gunnery)
  - Private FC Zach Ruchira + Schreck PPC Carrier                                         (4 Gunnery)



*3rd Company

 - 7th Air Wing "Angels of Death"
  - Sergeant Cobus Sinyavsky + F-90 Stingray                                                (3/4, Gunnery Spec: Laser)
  - Private FC Sergio Albertini + SB-27 Sabre                                                   (5/6)
  - Corporal Mayra Danior + SB-27 Sabre                                                        (3/5)
  - Corporal Melissa Alston + SB-27 Sabre                                                       (3/5)

 - 8th Lance "Reaper's Harvest"
  - Sergeant Elise "Reaper" MacWilliams + AS7-D Atlas                               (3/4, Natural Aptitude, Gunnery)
  - Corporal Feonilla Paseko + HBK-4G Hunchback                                      (4/5)
  - Corporal Mardea Yuhi + GRF-1N Griffin                                                    (4/5)
  - Corporal Bennet Wei + Ice Ferret D                                                        (4/5)

 

 - Support personnel
  - Colonel Scotty Fallows + Admin/Command and badass mother****er
  - Leftenant Moyna Kennedy + Admin/Logistics&Salvage
  - Leftenant Mark DeMauro + Admin/HR



Unassigned personnel


  - Corporal Lisa Pender + Bulldog Medium Tank                                          (5 Driving)
  - Corporal Tullia "Lyca" Durant + Bulldog Medium Tank                              (3 Gunnery, Gunnery/Laser ability)
  - Corporal Ken Paritosh + Bulldog Medium Tank                                         (3 Gunnery)
  - Private FC Aaron Nairn + Bulldog Medium Tank                                        (4 Gunnery)
  - Sergeant Ron "Scourge" Flament + Manticore Heavy Tank                      (4 Driving, Iron Man ability)
  - Corporal Deathfun "Bones" McClung + Manticore Heavy Tank                 (3 Gunnery, Gunnery/Ballistic ability)
  - Private FC Ajda Chaillou + Manticore Heavy Tank                                    (4 Gunnery)
  - Private FC Cheryl Weeks + Manticore Heavy Tank                                   (4 Gunnery)
  - Corporal Gautami Milan + Hetzer SRM                                                      (5 Driving)
  - Private FC Nathan Branch + Hetzer SRM                                                  (4 Gunnery)
  - Private FC Douggie Millionis + Hetzer SRM                                               (4 Gunnery)
  - Sergeant Ellada White + Hunter support tank                                          (4 Driving, Iron Man)
  - Corporal Juliet Hill + Hunter support tank                                                 (3 Gunnery, Gunnery/Ballistic)
  - Corporal Irene McVitty + Hunter support tank                                          (3 Gunnery, Pain Resistance)





Litany of the fallen:

  - Sergeant Alexander "Dragon" Samari + AS7-D Atlas                                 (3/5)      8 Kills
  - Corporal Aneesa Jabari + SHD-2D2 Shadow Hawk                                    (4/5)      2 Kills
  - Corporal Robert Gloyn + GHR-5H Grasshopper                                          (4/5)
  - Private Robert MacAskie + GRF-1N                                                             (7/8 + 7 Tech/Mech)




Kill Leaderboard:

1st.  Patriot                                       29 kills
2nd. Sparda & Hobbie                       19 kills
3rd. IronBeer                                     16 kills


Steamname: HerrFlex
Title: Re: MegaMek and MekHQ general topic
Post by: SpardaSon21 on November 03, 2013, 12:42:16 pm
Could be interesting.
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 03, 2013, 01:30:19 pm
I edited in a list of new features and a short description about them.
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 03, 2013, 01:33:06 pm
I thought about an LP too, but I'd end up bending the rules a fair bit. (Drag in a lot of my custom 'Mechs at the least. MJGs, -CAV refits, WCAT, SNP...)

Guess that's my interest in this in this one.
Title: Re: MegaMek and MekHQ general topic
Post by: Scourge of Ages on November 03, 2013, 01:38:50 pm
If you're doing a new one, I'd definitely be interested in another go, as a tanker. TANK!
Title: Re: MegaMek and MekHQ general topic
Post by: SpardaSon21 on November 03, 2013, 01:43:22 pm
A MechWarrior slot for me, please.
Title: Re: MegaMek and MekHQ general topic
Post by: deathfun on November 03, 2013, 02:38:30 pm
Let me kill things
WITH BIG GUNS
AND EXPLOSIONS NEED EXPLOSIONS
Title: Re: MegaMek and MekHQ general topic
Post by: SpardaSon21 on November 03, 2013, 03:22:36 pm
One small request: you need at least one Urban Renewal Box in your merc company. :D
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 03, 2013, 04:18:37 pm
I really wish that I'd had the heart to keep that LP going.  But that contract was a huge mistake, and the unwritten next post of that particular track was the obituaries for six pilots, and I just couldn't do it.

Best of luck to you Patriot!
Title: Re: MegaMek and MekHQ general topic
Post by: Phantom Hoover on November 03, 2013, 05:50:57 pm
did i live
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 03, 2013, 06:02:21 pm
No.
Title: Re: MegaMek and MekHQ general topic
Post by: IronBeer on November 03, 2013, 06:11:58 pm
Hey Patriot, I'm up for joining the LP if you're up for running it. Crossing my fingers for a 'mech this time though!
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 03, 2013, 06:30:24 pm
I'd hop in.  Though, I think I'd wish to be an admin/support guy.
Title: Re: MegaMek and MekHQ general topic
Post by: AdmiralRalwood on November 03, 2013, 07:14:19 pm
'Mechwarrior "Archmage", reporting for duty.
Title: Re: MegaMek and MekHQ general topic
Post by: Dragon on November 03, 2013, 07:14:37 pm
I'm in. Get me an Awesome. :) Failing that, just put me in the heaviest thing you've got.
Title: Re: MegaMek and MekHQ general topic
Post by: esarai on November 03, 2013, 07:33:29 pm
Mechwarrior plz.  Callsign "Angry Panda."
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 04, 2013, 11:51:44 am
It's good to see you guys are still interested in an LP for BattleTech, i'm willing to take mech/tank requests as i'm probably not going to bother with random rolls for named personnel.

Right now i'm going to try out those new features i mentioned and see how it affects the ruleset Scotty and myself were using at the time, because i think one or two are completely useless right now and another is reinforced with the loot system(the rolls you had to do for civilian survivors under your protection and/or enemy salvage)
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 04, 2013, 12:55:31 pm
It's good to see you guys are still interested in an LP for BattleTech, i'm willing to take mech/tank requests as i'm probably not going to bother with random rolls for named personnel.

...I guess the question now is, tech era and then if I send you a file for it to work in the game can I have a custom?  :p (If it's a Level I than...it's really a slightly more optimized SHD/WVL really I expect. Even has fluff.)
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 04, 2013, 02:00:37 pm
If I'm not an Admin, then I shall like a Wolfhound, unless by some miracle you start a FCCW campaign, in which case I very much like either the Uziel or the Thanatos.
Title: Re: MegaMek and MekHQ general topic
Post by: StarSlayer on November 04, 2013, 02:36:03 pm
I'll throw my hat in the ring.  I'd like to pilot something 45-55 tons if possible :D
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 05, 2013, 04:11:17 pm
A quick update of today's antics in prepping this LP

Scourge and Deathfun are operating the HURB, or Hetzer Urban Renewal Box. They also have another crewmember in the form of a non-HLP female.
This Hetzer is also slightly modified from it's base version, as in an XL Fusion engine and more armor. Oh and tracks instead of wheels, because wheels suck balls :P

IronBeer magically transformed into Han Solo in a Thunderbolt.
Dragon, no Awesome for you, you get an Orion instead.
Sparda is in a Phoenix(Not a Phoenix Hawk, not even close, mwahahah)
These three are all in my lance, i'll be piloting a Banshee, which is a deathtrap to our enemies now.

Scotty is an admin, but the requested Wolfhound IS in our company. It's just in the hands of Mr Ralwood, AKA Archmage.

Second lance consists of Archmage and NTGM-1R(Nicknamed Night for obvious reasons) and two no-name chicks.
Night be piloting a Shadow Hawk, which is to be modified to properly dignify his role as a Lance Leader.
No-names have a Kintaro and a Panther

The third lance is under command of StarSlayer, and is subsequently named Star's Urban Renewal Project.
Star and Esarai "Angry Panda" Skalde both have the walking versions of the HURB, a Hunchback
No-name chick has a Centurion.

Oh did i mention deathfun's name? It's Deathfun "Bones" McClung, and he looks like that sniper from Saving Private Ryan while he's doing gunnery work in the HURB
Scourge is Jean Claude van Damme, while he drives the HURB
and their no-name chick is the chick from Chuck(the show)

Soo.. reason i'm refitting some things is because of fluff that i'll add later, also, our name is the Hard Light Marines!
Title: Re: MegaMek and MekHQ general topic
Post by: IronBeer on November 05, 2013, 04:32:46 pm
IronBeer magically transformed into Han Solo in a Thunderbolt.
Sweet. I was actually hoping for a heavy/assault machine.

One question, though: which variant did the Hard Light Marines get a hold of? According to Sarna, the Thunderbolt is an old design with a lot of variants out there.
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 05, 2013, 04:45:10 pm
I'd wager a -5S or a -5SE for older tech.  Maybe something newer if Patriot decides yes.
Title: Re: MegaMek and MekHQ general topic
Post by: deathfun on November 05, 2013, 05:33:52 pm
I have the Mass Effect 2/3 chick as co
So much awesome
She better be wearing something tight
Title: Re: MegaMek and MekHQ general topic
Post by: Polpolion on November 05, 2013, 06:04:23 pm
I'd like to toss my name in here again, too. Callsign Polly.
Title: Re: MegaMek and MekHQ general topic
Post by: Hobbie on November 05, 2013, 06:24:32 pm
Man, if I could get a slot piloting something like, I dunno, a WARHAMMER, I'd be a pretty happy chap.

But I'll take whatever comes along. If I'm a female, I'd like to be sexy in a Scarlett Johansson sort of way. :P
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 05, 2013, 07:31:59 pm
If I get a choice on the mods, I'd like to trade my LolRM launcher for medium lasers if possible. (Failing that, the SRM launcher instead.)
Title: Re: MegaMek and MekHQ general topic
Post by: SpardaSon21 on November 05, 2013, 07:36:07 pm
Can you please promote me to a decent heavy 'Mech ASAHP?  Also, callsign "Werewolf" again please.
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 05, 2013, 07:45:22 pm
Also unlike the rest of these scrubs I will not accept promotion to a slower movement profile. 5/8 and 6/9 4lfye
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 05, 2013, 08:25:00 pm
Clearly you need a Scorpion.  Or Legionnaire.  ;7
Title: Re: MegaMek and MekHQ general topic
Post by: StarSlayer on November 05, 2013, 09:24:27 pm
Awesome sauce, which flavor of HBK?
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 05, 2013, 10:16:48 pm
Clearly you need a Scorpion.  Or Legionnaire.  ;7

Beware of asking me what I exactly want to drive, because you're going to get an answer.

Quote
MechJager 1 MJG-4K
Rules Level:    Tournament Legal
Technology Base:    Inner Sphere
Chassis Config:    Biped
Production Year:    3033
Extinct By:    Never
Chassis:    SearcyWorks JG-4 Standard Standard
Power Plant:    Magna 250 Fusion Engine
Cruising Speed:    54.0 km/h
Maximum Speed:    86.4 km/h
Jump Jets:    None
     Jump Capacity:    0 meters
Armor:    SearcyWorks Plate Medium Standard Armor
Armament:
     1 SearcyWorks HardLight-3 Large Laser
     1 Imperator-A Autocannon/5
     1 SearcyWorks Hardlight-1 Small Laser
Manufacturer:    SearcyWorks
     Primary Factory:    Pesht
Communications System:    Tek Battlecom
Targeting and Tracking System:    Tek TruTrak
Overview
The MJG-4K Mechjager is an atypical 'Mech in many ways. Built to compete with the likes of the Griffin, Shadow Hawk, and Wolverine, the Mechjager fills its design purpose well.

Though most BattleMechs have at least a vaguely humanoid configuration, the Mechjager's shape is very nearly human, right down to the autocannon styled after a sub-machinegun it carries in its right hand. The only serious departure from human form is the large laser that replaces the left hand, literally. The laser juts out of the wrist, as though the hand were amputated and replaced with a laser barrel. This human shape makes the MechJager almost as intimidating as the Atlas in its own way. To capitalize on this, the Jager comes with a series of preprogramed human gestures like nods, shakes of the head, hand gestures, and such, that can be executed on verbal command of the pilot.

The name is atypical as well. It is German, translating as "Mech Hunter", but the MechJager is a Combine BattleMech. The name would be understandable coming from a Lyran or even Rasalhague BattleMech, but it does not. The gensis of the name is a mystery.

Capabilities
The MechJager is tough, mounting the maximum possible amount of SearcyWorks Plate Medium armor, and it runs at 86.4 kilometers per hour, comparing well to the classic medium 'Mech trio. It does not jump, which is unlike the three 'Mechs it was designed to match up against. This was judged acceptable so the Mechjager could mount more weapons. It is well-armed for its weight, proving that decision correct.

The Mechjager's weapons provide it with good range and decent damage. The Imperator-A autocannon was already being produced under subcontract by SearcyWorks, so production was merely increased and the surplus mounted on the MechJagers as they were assembled. There have been some problems with the feed system on the autocannon, but nothing that threatens the 'Mech. Reportedly, when ammunition gets as low as four rounds remaining, occasionally the autoloader will fail to load a new round after the AC is fired. A manual reload switch was added underneath the left armrest of the command chair, which forces the autoloader to load a new round. This can cause trouble if there is already a round loaded, but the switch's posistioning makes accidental activation highly unlikely. The two lasers are both of SearcyWorks design and manufacture. The large laser provides ranged damage to back up the AC-5, while the small laser provides anti-infantry defense and a little extra firepower at short range. Both lasers are widely considered to be of excellent quality, and are also incredibly cheap for the excellent craftmanship, spectral purity, and shock resistance they display.

Com Guard techs who have examined the lasers have pronounced both to be clearly of Star League manufacture and quality. SearcyWork's automated Star League facility is clearly fully functional. Whatever doubts remained after the Wildcat was deployed are now gone. It is recommended to the Primus that pressure be applied to shut down the facility before all its secrets are discovered.

Battle History
The MechJager served alongside such 'Mechs as the Kintaro and the Crab during the War of 3039, earning high marks for speed, armor, and weaponry. It regularly engaged the 'Mechs it was designed to oppose, and gave as good as it got, if not better.

One incident that particularly stands out came about during the assault on Dromini IV, when a mixed lance of two MechJagers and two Phoniex Hawks ran into a lance of Shadow Hawks. The Phoenix Hawks engaged the Shadow Hawks, slowing them so that the MechJagers could close enough to employ both large lasers and autocannons. The massed extra firepower of the large lasers proved to be the deciding factor. While the two Combine Phoenix Hawks were in poor shape after the smoke cleared, the lance of AFFC Shadow Hawks was completely destroyed.

Deployment
The MechJager is deployed primarily by the Dieron, Alshain, and Benjamin Regulars, with the Legions of Vega a close second. Several of the Sword of Light regiments have placed orders, but SearcyWorks has refused to fill them based on bad blood between the Sword of Light regiments and their security unit, the Pesht Armored Cavalry, that dates to the 4th Succession War.

Notable 'Mechs and Mechwarriors
MJG-4K-2 "Bridesmaid"

The second prototype MJG-4K, Bridesmaid was given as a wedding gift from the Searcy family to the long-serving Takebe family, for their daughter's wedding to a Fourth Sword of Light MechWarrior shortly before Dromini IV.

Then the 4th Sword left the Pesht Armored Cavalry high and dry to face Friedrich Steiner and the Tenth Lyran, and the wedding was off. Bridesmaid was one of the few 'Mechs left standing after the smoke cleared on Dromini, and during the War of 3039 the 'Mech added a substantial number of kills to its record. Bridesmaid was seriously damaged in the Periphery during 3045 when Sayori Takebe single-handedly destroyed a lance belonging to Helmar Valasek. SearcyWorks restored and rebuilt Bridesmaid into the prototype MJG-8K MechJager II, and Sayori passed the 'Mech on to her daughter Maho.

Technology Base:    Inner Sphere    50.00 tons
Chassis Config:    Biped    Cost:    3,911,375 C-Bills
BV2:    1,075    Tech Rating/Era Availability:    D/X-X-D
Equipment          Mass
Internal Structure:    Standard    5.00
Engine:    250    Fusion Engine    12.50
Walking MP:    5
Running MP:    8
Jumping MP:    0
Heat Sinks:    10 - Single (10 in engine)    0.00
Gyro:    Standard    3.00
Cockpit:    Standard    3.00
Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:    169 points - Standard Armor    11.00

   Internal    Armor
   Structure    Factor
Head:    3    9
Center Torso:    16    24
Center Torso (rear):       8
R/L Torso:    12    18
R/L Torso (rear):       6
R/L Arm:    8    16
R/L Leg:    12    24

Weapons and Ammo   Location   Heat   Criticals   Tonnage
Large Laser    RA    8    2    5.00
Autocannon/5    LA    1    4    8.00
Small Laser    LA    1    1    0.50
@AC/5 (40)    LT    --    2    2.00
BattleForce Statistics
MV   S (+0)   M (+2)   L (+4)   E (+6)   Wt.   OV   Armor: 6   Points: 11
5   2   2   1   0   2   0   Structure: 4   
Special Abilities: SRCH, ES, SEAL, SOA

and that's not even an SPXH-O
Title: Re: MegaMek and MekHQ general topic
Post by: niffiwan on November 05, 2013, 10:22:58 pm
I'm interested in signing up as a mechwarrior as well (callsign "Loon") and that Kintaro looks interesting :)  (well, at least it's faster than the Panther & Centurion)
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 05, 2013, 10:35:41 pm
You want a design with an AC/5?  You, sir, have guts.
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 05, 2013, 10:39:34 pm
You want a design with an AC/5?  You, sir, have guts.

I'm pretty sure TRO42 still has my crappy RAC/5 45-tonner as well, though I think most of the S-series got eaten when the DSC forums shrank...
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 06, 2013, 12:04:28 pm
IronBeer magically transformed into Han Solo in a Thunderbolt.
Sweet. I was actually hoping for a heavy/assault machine.

One question, though: which variant did the Hard Light Marines get a hold of? According to Sarna, the Thunderbolt is an old design with a lot of variants out there.

Scotty nailed it, 5S, though it's going to get some customization done, like losing the Machine Guns(IMO, useless weight that can be used for heat sinks)

Also, HBK's are 4Gs, with AC20s, you are after all the Urban Renewal Project.

Hobbie gets to be ScarJo apparently, with a Kintaro under her butt

Niffi gets the Panther and Polly gets the Centurion.
They look like Emily Browning(from Suckerpunch and The Host) and that chick from Tron Legacy(Black Hair)

That means Polly is part of the Urban Renewal Project and Niffi is under NGTM's command in Night's Howlers


Also, as i personally despise jump jets, i'm going to ask you guys if you would mind not having jump jets in favor of more armor/weapons/heatsinks, things that IMO are a little more useful. This question is of most importance in NGTM's direction, as the SHD is getting a minor overhaul and i want those Jets off due to the SHD's poor-ass armor layout.

I'll make a proper roster soon-ish.


Also, i'm using the new Procurement system introduced with the new version of MekHQ, meaning Scotty is solely responsible for delays in refits and repairs requiring new parts we don't already have.

Also going to use the loot system as a means to reward a secondary objective either the battle type names or i myself name in light of primary objectives.

Quote
Banshee BNC-4HLM
95 tons
BV: 1,913
Cost: 25,230,791 C-bills

Movement: 4/6
Engine: 380 XL

Heat Sinks: 15 [30]
Gyro: Standard Gyro 

Internal: 145
Armor: 288/293

Head
3
9

Center Torso
30
45

Center Torso (rear)
14

Right Torso
20
31

Right Torso (rear)
9

Left Torso
20
31

Left Torso (rear)
9

Right Arm
16
31

Left Arm
16
31

Right Leg
20
39

Left Leg
20
39

 
Weapons
Medium Pulse Laser
Medium Pulse Laser
LB 10-X AC
PPC
PPC
Medium Pulse Laser
Medium Pulse Laser
 
Ammo
LB 10-X AC Ammo
LB 10-X AC Ammo

That's the loadout of my own Banshee :)
Armor values are Internal top and Armor itself as lower of the two numbers.

I'll update soon again, if anyone wants to chat on Steam, my displayed name ought to be HerrFlex, with a profile pic of a red armored dude.
Title: Re: MegaMek and MekHQ general topic
Post by: Hobbie on November 06, 2013, 03:06:25 pm
Hobbie gets to be ScarJo apparently, with a Kintaro under her butt

I got swag.

(http://www.sarna.net/wiki/images/d/de/Kintaro.jpg)
Title: Re: MegaMek and MekHQ general topic
Post by: niffiwan on November 06, 2013, 03:29:51 pm
Re jump jets, considering that the "Alley Cat" is a slow light mech I'd rather retain them. No matter how much armour is slapped on I can't afford to enter a stand up fight with a medium/heavy, so being able to get the hell outta the way via jumping is very useful :)
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 06, 2013, 03:43:43 pm
Oh.. that Panther you mean? i already gave you an extra walk point and stripped said JJs out. AND added max armor and an Artemis to the SRM.

HUEHUEHUE
Title: Re: MegaMek and MekHQ general topic
Post by: StarSlayer on November 06, 2013, 03:50:28 pm
Oh man if I can get endo, ferro and a ST250 I'll be a happy camper.  Running around at 81 kph shooting AC20 would be an delight :D
Title: Re: MegaMek and MekHQ general topic
Post by: niffiwan on November 06, 2013, 03:59:41 pm
Oh.. that Panther you mean? i already gave you an extra walk point and stripped said JJs out. AND added max armor and an Artemis to the SRM.

HUEHUEHUE

OH WELL!!!  :D  I'll take the extra walking point for sure, the other two are just gravy on top :)
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 06, 2013, 04:07:39 pm
Oh man if I can get endo, ferro and a ST250 I'll be a happy camper.  Running around at 81 kph shooting AC20 would be an delight :D

And you'll be firing what weapon then?

Endo and Ferro take up 28 crit slots, which you won't have xD
IS Endo and Ferro is useless, so just take the XL hit i MIGHT give ya. as it stands now though, no mods needed that badly.
Title: Re: MegaMek and MekHQ general topic
Post by: Scotty on November 06, 2013, 04:55:58 pm
Ewww, no XLs on a Hunchback.  IS Ferro is useless, but Endo is a good investment. 

Also, upping the engine size on the Hunchback allows it to store more heatsinks in the engine, so 28 slots is actually possible.  Without taking off hand and lower arm actuators.

Of course, at that point you're a ton and a half short of going 5/8, but whatever.  Light engines for the win.  LFE, Endo (no Ferro), and 5/8 is good to fit though.
Title: Re: MegaMek and MekHQ general topic
Post by: niffiwan on November 06, 2013, 05:13:19 pm
I'd consider left-torso CASE as the absolutely must have 1st upgrade, I've seen too many 4G's explode due to LT/LA crits that have nothing to hit except AC/20 ammo bins.
Title: Re: MegaMek and MekHQ general topic
Post by: StarSlayer on November 06, 2013, 05:48:33 pm
Woops

I'm used to MW figures, should have figured that TT would handle it differently.

HBK-4G (http://mwo.smurfy-net.de/mechlab#i=1&l=98506a395a4ad2cd5033a1143cc5e8a4547b8b73)
Title: Re: MegaMek and MekHQ general topic
Post by: SpardaSon21 on November 06, 2013, 06:24:34 pm
I was smart enough to friend Patriot on Steam and throw him my 'Mech requests that way, so after eight months of game time I'll be piloting the world's most swag Marauder.

2 PPC, 2 MPL, XL300, DHS, 2 SSRM-2, a UAC/5, and armor a half ton shy of being maxed.
Title: Re: MegaMek and MekHQ general topic
Post by: esarai on November 07, 2013, 05:56:58 am
F**k yeah urban renewal!

Request that the HURB concentrates its fire for maximum renewal.

Also... out of left field, would it be possible to install an AC20 on a Marauder?
Title: Re: MegaMek and MekHQ general topic
Post by: The E on November 07, 2013, 06:00:15 am
F**k yeah urban renewal!

Request that the HURB concentrates its fire for maximum renewal.

Also... out of left field, would it be possible to install an AC20 on a Marauder?

Theoretically? Sure. In practice, however, you're going to end up making a lot of sacrifices in other areas to make it work.
Title: Re: MegaMek and MekHQ general topic
Post by: esarai on November 07, 2013, 06:20:49 am
Hehe, thought so.
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 07, 2013, 12:03:42 pm
I was smart enough to friend Patriot on Steam and throw him my 'Mech requests that way, so after eight months of game time I'll be piloting the world's most swag Marauder.

2 PPC, 2 MPL, XL300, DHS, 2 SSRM-2, a UAC/5, and armor a half ton shy of being maxed.

Is not SMAD-3R (http://www.tro42.com/wiki/index.php?title=SMAD-3R_Super_Marauder), does not count.
Title: Re: MegaMek and MekHQ general topic
Post by: Patriot on November 07, 2013, 02:54:51 pm
It's official, i don't like writing stories, so don't expect elaborate tales about our exploits, tales i can manage, but big ones are not for every time.

Here's what our first contract looks like. Using the option of basing our contract payments off of our net worth is already paying off.

Contractor:
Draconis Combine for 6 months
Green skill/F
Pirate Hunting on Thessalonika

Enemy:
Green skill/F

Payment: 18.941.880

Oh, total of about 27 Million, with 1.3M going to the MRBC and about 6 Million in advance, so we're at 10M C-Bills right now.


Check out the first post for a roster :)
Title: Re: MegaMek and MekHQ general topic
Post by: NGTM-1R on November 07, 2013, 06:34:08 pm
It's official, i don't like writing stories, so don't expect elaborate tales about our exploits, tales i can manage, but big ones are not for every time.

Don't worry, I'm sure we can fill in.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 08:00:07 am
First battle is on, 3rd Lance gets to showboat the awesome power of AC/20s in a moderate rain.

One thing i did differently than Scotty in his LP is that i didn't roll for terrain type, because sarna.net has a description available of Thessalonika.
Thessalonika is a grassy planet with a few petrol and gems deposits, great fields of grass made the first settlers come here to raise herd animals.

In any case, our opposition are green horns in F Quality mechs(all mechs, i rolled but didn't get lucky on having vehicles against us or at least partially..)
When determining the amount and lance weight of our enemies, i rolled a Medium and Light Lance as our opposition.
Within these lances, the total reaches 3 Lights and 5 Mediums. Not too bad, it could've gone 4 Lights, 3 Meds and a Heavy, but i decided that since the rules list the Medium Lance first, i rolled for that first, hence the lack of a heavy, specially in our first outing, that's lucky.

The mechs themselves(remember, all are 5/6 skilled):

Lights:
LCT-1V Locust
UM-R60 UrbanMech
WSP-1A Wasp

Mediums:
HBK-4P Hunchback/Swayback
HBK-4G Hunchback
BJ-1 BlackJack
VL-2T Vulcan
SHD-2H Shadow Hawk


Not too shabby, the light mechs are either armored piss-poorly or too damn slow to save themselves regardless, not to mention the only scary thing is that Urbie with it's AC/10.

The mediums are a little more worrysome, the Hunchback 4G for obvious reasons, AC/20 combined with 2 Med Lasers. The 4P variant has 6 Medium Lasers instead of the AC/20 and a bunch of extra heat sinks to make an effort to compensate. Although it gets 10 extra points of alpha damage more, it'd shut down and melt if it does fire all weapons in 1 go. The Shadow Hawk and BlackJack are of little concern, although the Shadow Hawk has Jump Jets and can get annoying real quick. And the Vulcan is such a poor mech, with 80 total armor(only 10 for center torso front) and lousy weaponry.

There is, however, 1 problem. We have mostly short range mechs and the Hetzer is short range too. So it seems the choice of a Centurion to back the HBKs and Hetzer up seemed like a solid one, i'm thinking a Trebuchet or something along those lines is more prudent, but we'll see how it pans out, if this thing blows up in our face, you guys can take a vote on allowing respawns(meaning, pilots don't die but get injured severely and units are lost) and naming new recruits similarly to your old personas(just like the DF Playthrough)

Right, individual initiative is on and the terrain is muddy as hell(i left the option of changing terrain on, don't know if that does anything or not)

TO BATTLE!!!


EDIT: Round 3 update

Hetzer got bogged down in round 1, managed to free itself during round 2 and not to get stuck again.

Esarai tried to kick a Locust, he failed and fell.
Luckily, so did the Locust, though he managed to be the only one that hit anything that round during fire phase.

Round 3

Hetzer gon' Hetz, 1 shotting a Locust with an MG Ammo explosion TO DA FACE!!! 1 XP To the Hetzin Hetzer Crew

However, Esarai, being prone and with a Wasp just coming up his butt, gets nuked as well, luckily he's fine, but disposessed now. 1 for 1 i guess, though we can't afford to lose another now..
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 09:12:28 am
Well.. that didn't go as well as i'd hoped..

StarSlayer was technically the only one that survived in terms of his mech being in more or less one piece, but the /defeat command trolled me and the AI decided that shooting an enemy after admitting defeat is something you should do.
Star was blacked out at the time, but his mech was blown up anyway.

Polly nicked the enemy Wasp and earns an XP point, but got one of her AC/10 ammo bins blown up, resulting in an ejection. The crappy news? If autoeject hadn't been turned on, she would've been able to limp back to base.

Finally, Hetzer got deathtrapped into the mud, subsequently got it's engine blown out and an AC/20 jam, which was fixed the next round, but it cost us a good AC/20 shot. She managed to stay alive for 3 rounds before finally being nuked into orbit by an ammo explosion(that ****ing Vulcan made a TAC with a Glancing blow from an AC/2 at point blank). So we lost the Hetzer as well.

All in all, this was terrible, the Initiative wasn't in our favor and the mud didn't help either, not to mention the fact that the collective gunnery of everyone was terribad beyond belief. Screw you RNG, screw you..

Though, most of their mechs weren't exactly going home happy either, the only undamaged mech was the Urbie, which stayed at maximum range and pelted away with it's AC/10, which never made contact..


EDIT: Forgot kill list

Esarai got credited for a kill Star made, the BlackJack, since Star is MIA and Esa is wounded but alive. 5 hits against him(BlackJack kept slapping your Head)

Polly nailed the Wasp

Hetzin Hetzer crew nailed the Locust, opening the slaughterhouse
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 08, 2013, 12:48:19 pm
Worth mentioning about the Hunchback -4P: It will not actually shut down on an alpha.  Eight (not six) medium lasers is only going to blip the heat scale up to +11 on a normal Hunchback (three shy of a shutdown roll, one shy if the bugger ran, which is stupid on an alpha unless you're desperate), and with added heat sinks the -4P can actually sustain its maximum firepower much longer than a bog standard -4G can, even when excluding ammunition limitations.  The -4P has 23 heat sinks, and eight medium lasers is only going to fill the heat gauge to 24.  A run, to 26.  Add the small laser, 27.  It takes a minimum of four turns of running and alpha striking with a -4P model to force a shut down check.

In every way except concentration of damage, the -4P is just plain better.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 12:57:17 pm
Thanks for that Scotty, i wasn't looking at it's info specs(though in my defense, i meant the six as in, replacing the AC).

In any case, here's the plan for rebuilding 3rd Lance.

I'm promoting both Esarai and Polly. Polly to Sergeant, becoming Lance Lead. Esarai had enough XP to buy his Piloting upgrade(5/5 now) and i promoted him to Corporal.

The Hetzer crew is going to get split up, with deathfun and scourge staying together and their foxy loader grouping with a freshly hired driver.
Both these crews shall occupy Light Vehicles, i was thinking Scourge and Death in a Scorpion Light Tank(AC5 variant is my idea, i'm willing to take suggestions). I am not, however, interested in anything hover or VTOL, i find them quite useless aside from scouting, which i simply don't master and therefore shall take brunt force into the fray over something nimble.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scourge of Ages on November 08, 2013, 01:11:14 pm
Aw yeah, that Locust done got hetzed.

Stupid mud. I hate mud. And fire.

EDIT: Light tank sounds ok, though I'll miss the Manticore from the other thing. And at least we survived!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 03:45:11 pm
And another battle done, one more to go in Week 2 of this contract.

This time it was a resounding victory for Night's Howlers(That's Lance 2).

We had a Chase battletype on our hands this time, meaning it's a tall map that has to be traversed and then when you're in the home edge you have to flee. We were the defenders, but everybody starts down south, so some units are bound to put up a fight while others just scurry off. The defenders always control the battlefield, regardless of win or lose, so we would've gotten our salvage anyway.

This battle started out pretty much in the same way the other battle started out. In Round 2's firing phase, Night TAC'd a Trenchbucket's LRM bin and blew it skyhigh, signaling an epic slaughterhouse that involved many SRMs(Courtesy of Night and Hobbie), lasers(everyone had a laser or two) and PPCs(Niffi and Ralwood did that). Nobody in our team got killed or ejected, though Night was coming pretty close to it, nearly losing an arm in which he did lose a medium laser, and having more air than armor protecting the innards, so that at least went extremely well.

The most awesome news though, our first Headshot kill, courtesy of Ralwood with a point-blank PPC bolt to a Wolverine's head that had a blacked out pilot in it. Hey, it was as far as Ralwood could move in that turn, target of oppurtunity right there.

Also a nice kill by Night himself, curbstomping a pesky Hornet in 1 go. He did so by planting his leg into the rear center torso and thus triggering a crit hit roll. Which resulted in 3 locations being hit, which were all engine bits.

Our salvage was the Wolverine, in fairly good nick, and an Urbie, which i sold off immediately.
I also tested out the loot system, and it turns out i can use it as a secondary objective system. That one netted us a COM-2D, which i also sold because it was just a test, but it netted us a nice total of 1.5 Million in profits from sales. Money which we can spend on fixing the Wolverine so Polly has something to pilot.

Also, Night has enough XP to upgrade his gunnery, going to 3/5.
Hobbie and Ralwood go to 4/4 and 5/5 respectively, having just enough to buy the Piloting upgrade.

Each Warrior had 2 kills, and Night took a third on technicality and seniority(the guy kept falling over, and then abandoned his mech, what can i say)


Still a battle to go, a Stand Up with my own Lance; "Xan's Demons"
Shouldn't be too hard i suppose.. but then the RNG can be a ***** too..
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 08, 2013, 04:00:22 pm
How the hell did NGTM-1R get 20 experience out of that?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 04:13:25 pm
Ah, because i'm not using that XP system, kept the old one in place, and buying abilities with XP is also done.
Mainly due to the fact i don't understand what the hell what is in that particular menu, so i ain't touchin it :(

Also, i accidentally left random XP at recruitment on, or something along those lines, cause the new driver for our Hunter Light Support Tank had an XP point already, that's probably also why Night had enough XP to buy the Gunnery point.

In any case, i'm planning to cross-train you into a Mech Scotty, so in due time you shall be not only parts scrounger extraordinaire, but also a scrub mechwarrior :P
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 08, 2013, 04:21:17 pm
You're going to end up with 0/0 pilots in about two contracts with that exp system. :P
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: deathfun on November 08, 2013, 04:31:35 pm
Aw yeah, that Locust done got hetzed.

Stupid mud. I hate mud. And fire.

EDIT: Light tank sounds ok, though I'll miss the Manticore from the other thing. And at least we survived!

Gerd derned mud
WHY DID YOU GET US IN THAT SITUATION SCOURGE

Least we survived somehow
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 08, 2013, 04:33:39 pm
Apparently, i figured it out xD

Slight alteration to what Techs and Doctors get, i put in 20 instead of 25 tasks for 1 XP, but i also upped the levels they can attain :D
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 08, 2013, 04:54:03 pm
(Battle reports)
Pretty good stuff all around. 3rd Lance managed to bloody our opponents pretty nicely even in defeat, and 2nd kicked ass.

Following that progression, does that mean 1st is on track to take over a city?  :p

Ed: Shame about StarSlayer- missed that bit on my initial readthrough. Pour one out for our fallen homie, and let's fight our next engagement such that a Michael Bay film would seem tame!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: NGTM-1R on November 08, 2013, 05:09:14 pm
I AM A SEXY SHIRTLESS GOD OF WAR

Because it helps the cooling vest.

Quote
Killed a TBT. I never really liked the design, it would be better to strip the lasers so the pilot wasn't even tempted to brawl, but this guy...he just had no luck at all. Faulty repair patch, I actually saw it on his 'Mech. Wish I could say I meant to hit it, but I thought his Techs would be competent and it'd actually be one of the better-armored portions. They weren't. It wasn't. His LRM bin blew up. Scratch one trenchbucket. Sometimes you get lucky.

The Hornet was a clean kill, fairly won. Took a lot of fire though, need to be more careful about fire-magneting in the future.

3rd won, technically, but got their asses kicked in doing it. It's the kind of victory we could really do without. 1st is about to go into combat. Combat-ready units are supposed to stand-to, but that's not my SHD at the moment.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: niffiwan on November 09, 2013, 03:43:58 am
Rock on Night's Howlers ;)

Do you remember what mechs/vehicles I managed to down?  If I'm reading it right, everyone got 2 kills except Night with 3?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 09, 2013, 05:11:13 am
No vehicles were present in either battle fought so far, and won't be present in 1st Lance's battle either. If i'm reading the rules about vehicles in battles right, you only roll for the presence of vehicles if you have vehicles in the battle yourself. Scotty, i require your opinion on this, cause i'm totally fine with rolling regardless of our own vehicles being present or not in-battle. We do use vehicles obviously, so i reckon it'll change after 1st Lance's battle with the pesky pirates.

Also Niff, you nicked a Stinger and a Wasp, most likely PPC hits to the core, though there were plenty of immobilization kills by stripping legs off of our enemies.

EDIT: Ralwood is responsible for both mechs we salvaged, the Urbie and the Wolverine. Hobbie took out a Vulcan and Javelin with some SRM Death-Salvo's. Night's third kill was another Stinger


Also, since prisoners and bondsmen has been added as a feature, should i turn OFF the MegaMek option of making MechWarriors/Crew flee instantly, or keep it as is. They're kind of annoying to have around when the AI can't handle infantry all that well, not to mention the target priorities the AI gets when one of our own warriors/crew is available to shoot at.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 09, 2013, 07:24:23 am
You roll for vehicles if you're using vehicles in the campaign, or if the idea of fighting vehicles strikes your fancy for some reason.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 09, 2013, 07:28:27 am
Fair enough, was about to roll opposition for the Stand Up, 1st Lance is just barely an Assault Lance, unfortunately enough..

FOR THEM MWAHAHAHHA

EDIT: We lucked out, 1 Heavy Vehicle Lance, 1 Medium Mixed Lance and a Light Mech Lance to clobber, WEEEE
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 09, 2013, 11:30:25 am
Double post, because giant can of whoop-ass.

1st Lance went in, and DOMINATED those pirates.

Ok, it wasn't without it's losses, Dragon lost his Orion due to falling over after a particularly vicious alpha strike by the enemy Quickdraw, the fall had the LRM bin explode, rendering his Orion beyond salvage.

Kill List:

Xan Derr
- Bulldog Medium Tank AC2 variant(Fuel tank hit)
- Vedette Medium Tank(Front side destruction)
- LRM Carrier(Ammo Bin hit)
- Hetzer Assault Gun(Left side destruction
- HNT-151 Hornet(Engine destruction)

Dragon
- STG-3R Stinger

IronBeer
- QKD-4G Quickdraw (Ammo bin kick)

Sparda got nothing, unfortunately, though he gave a rather good show of how to hit with a PPC at the long range bracket(The RNG is strong in this one)


Unclaimed "death"
- LCT-1V Locust, this thing fell over in depth 1 water and couldn't get up properly again, falling over continuously and breaching both arms and the left torso, getting 3 blackouts during the whole battle.


Salvage
- Hetzer, unrepairable sadly enough, so sold off for 180K
- LCT-1V Locust, in pretty good nick, save for the bits of armor that need repairs and the aforementioned breaches that need sealing, keeping this as a spare mech for any current light mech pilots or possibly for expansion to a fourth Lance. Maybe even for a special kind of mission where we need speed over firepower and armor.



So, all mechs from the previous two battles require repairs of some sort, only minor damage mostly.


Dragon, gimme a preference of new mech, but something reasonable please.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: AdmiralRalwood on November 09, 2013, 11:57:56 am
The most awesome news though, our first Headshot kill, courtesy of Ralwood with a point-blank PPC bolt to a Wolverine's head that had a blacked out pilot in it.
Yup, that sounds like me.

Ralwood is responsible for both mechs we salvaged, the Urbie and the Wolverine.
Henceforth I shall be known as "Sugardaddy" No, that is a terrible idea.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 09, 2013, 12:35:19 pm
Double post, because giant can of whoop-ass.
Awesome! Shame about the Orion, but at least Dragon's ok. I assume you're using a similar purchasing system to what Scotty used in his LP? If so, a good replacement machine for Dragon might not be easy to find...

(I may start doing in-character responses later)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 09, 2013, 12:37:31 pm
I'm in shock that you managed to detonate the ammunition bins on an LRM carrier before it went up in smoke on its own from your mean stare.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 09, 2013, 03:08:52 pm
Awesome! Shame about the Orion, but at least Dragon's ok. I assume you're using a similar purchasing system to what Scotty used in his LP? If so, a good replacement machine for Dragon might not be easy to find...

(I may start doing in-character responses later)

Actually, no i am not, as i mentioned in the first post, one of the new features introduced with the recent updates for MekHQ is a new procurement system for both Units and Parts. This system uses either a Tech or an Admin type person to determine whether or not you'll be able to buy the wanted item, which you can set in the campaign option. This way it's possible to fail buying a unit or part, regardless of where you buy it(this more for parts than units). Previously you could buy parts either via the repair bay's acquisition tab or via the top bar's Purchase Parts button, the latter would be a failsafe way of obtaining parts, though finding the right part(in case of limbs, actuators, engines and other such parts) was a hassle.

In our case, Scotty's admin powers of awesomeness can secure us pretty much anything we have the C-Bills for, the 2.28 ruleset for Against the Bot campaigns lets MekHQ do the skill level rolling for you, and MekHQ thought it'd be funny to have an Admin/Command with 5+ skill, which is Elite.

In any case, I'm still wondering what your thoughts are on having mechwarriors and crewmen automatically flee a battlefield, if only to test out the new prisoner system.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 09, 2013, 03:44:43 pm
In any case, I'm still wondering what your thoughts are on having mechwarriors and crewmen automatically flee a battlefield, if only to test out the new prisoner system.
My take? In a perfect world, I'd have ambulatory crew from disabled vehicles pop up as infantry units and try to flee on foot, or hitch a ride from a buddy. But, MegaMek isn't perfect and supposedly has a raging hate for ejected/escaped crew, so I don't think that will work.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 09, 2013, 03:45:46 pm
If I'm a 5+ Admin, you do not want me in the cockpit of a 'Mech.  Ever.  You don't even want me in the dropship, if you can help it.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 09, 2013, 03:49:39 pm
Right, so auto-flee stays on for now at least.

Scotty, yeah, i guess. We need more people to sacrifice to the RNG Gods, i rolled a week without battles!

Most of the repairs are now done, only Ralwood and IronBeer have 1 outstanding repair bay business thingy.
Ralwood's a replacement left upper arm actuator, a pretty non-critical part for a Wolfhound, as nothing is housed in the left arm.
IronBeer's waiting for a shipment of LRM15 w/ Artemis capability to come waltzin in.

Both these items didn't come through because Scotty didn't sacrifice enough lambs to the RNG Gods, you naughty, naughty boy
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 09, 2013, 03:52:51 pm
To go along with IronBeer, yes.  MegaMek has a raging hard-on for shooting (or kicking) defenseless infantry, even (especially) if they're not armed.  It's rather amusingly sadistic if you have a single bot ally, the enemy has six or seven downed pilots, and the game spends two minutes deciding which of them to shoot instead of the last enemy 'Mech in range.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scourge of Ages on November 09, 2013, 04:03:31 pm
Scourge's Log:

Man, the paint barely dried on our Hetzer before it got smoked. We're lucky we were all able to crawl out of the wreck mostly unharmed after that. No matter, we got a solid kill, even though the rest of the lance also got skunked.

Due to the absence of a big enough tank, Juliet was assigned to a shiny new (used) Hunter Support Vehicle, to lob LRMs into the fray. I'm happy, though I'll miss her friendly voice as she loaded shells.

Me and Bones got stuck in a Scorpion Light. I never really cared for lights myself, feel like I'm sitting naked out in the open. On the plus side though, the AC/5 can do some sniping, and if we get a crit kill, Scotty said we get a bonus.
Plus the small size means we can zip around and hopefully dodge any incoming ordnance, or at least hide better than anything else. I'd give my left foot for a decent Heavy though. I can practically feel the static from a PPC discharge, sometimes.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: deathfun on November 09, 2013, 07:34:32 pm
Deathfun "Bones" McClung - Log One Zero:

****ing mud. I mean, of all the area you could have driven, you decided to go through the mud? God dammit Scourge
Now I'm short of a friendly and decent enough to talk to co-gunner

But, I do suppose we nailing the hell out of that fellow was something else

So much for our turtle. I quite enjoyed being behind copious amounts of armour. I guess being able to walk out of that heap alive is a silver lining
****ing mud

Log One One:

Well it isn't a Hetz, but it certainly has speed
I just hope whatever Scourge gets us into doesn't involve the tank being pelted by basically anything. I dislike not being shielded

Whatever, I'll do my best to ensure that anything that can kill us gets pelted themselves.
****ing mud
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 10, 2013, 02:15:42 am
Scourge, Juliet was your sexy loader, not Ellada, she's the driver of the Hunter :D
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scourge of Ages on November 10, 2013, 02:29:38 am
Scourge, Juliet was your sexy loader, not Ellada, she's the driver of the Hunter :D

Noted, and edited. Also: MUUUUUUUUD!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 10, 2013, 03:29:20 pm
Alright, our first month of hunting Pirate Scum is over!

All in all, i'd have to say we didn't do too bad, we won 2 battles and lost 1, which brings us to a +1 in contract score if i'm not mistaken, so that's good.

We also rolled the Reinforcements Event, which gives the Morale Roll i have to do a -1 modifier for the Enemy, bringing it to a total of -3(-2 for being a pirate enemy, -1 for Green skill and +1 again for us being D Rated)

I rolled for a decrease in enemy morale from Normal to Low, meaning less chance of a regular battle, which should be nice. Considering the Phoenix is currently undergoing a nice modification. Sparda will fill you in on that, as it's his fluff to do.

I went and put Scotty to work buying a QKD-4G Quickdraw, which he succeeded in. Should be delivered sometime later this week, which is ok, cause no battles again this week :D

Dragon, that Quickdraw is being shoved under your butt. :)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 10, 2013, 03:41:08 pm
Losses are -2 to contract score; we should have broken even unless the rules have changed.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Hobbie on November 10, 2013, 05:14:02 pm
Heee. SRMs. Love that missile death.

If we get a big mech for LRM support and need a volunteer to drive it, right here. :P
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: NGTM-1R on November 10, 2013, 06:04:33 pm
I always liked the QKD chassis, though given its combat abilities I'm not completely sure why...
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 10, 2013, 09:09:45 pm
The newest 3145 tech finally gave us a Quickdraw that's actually good; your years of hope have been realized.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: esarai on November 10, 2013, 09:39:03 pm
So am I still chumming around the MechBay without a ride?  If so that makes me very sad.  I want to make big boom.

Personal Log:

F**kin' Wasps... that dickspigot shot me in the ass.  I'm crushing the next Wasp I find.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: SpardaSon21 on November 10, 2013, 10:19:01 pm
That fluffy write-up will have to wait until I sober up and talk with Patriot about the modifications to my Mech because right now I don't remember being told what they are, if he even did. 

EDIT: He just told me the mods are DHS, removal of non-engine sinks, removal of JJ's, add a ton and a half of armor, 3 medium lasers, and the SRM's swapped out for a trio of Streaks.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 11, 2013, 11:22:16 am
Losses are -2 to contract score; we should have broken even unless the rules have changed.

In that case, we're breaking even. I found the resolution bit just now, was on the Contract Generation tab, i was looking in Campaign System xD
And yeah, breaking even.

Also something i JUST figured out(this version is somewhat confusing compared to 2.25) how to get a Base Assault mission. We have to roll a 101 for a normal battle type roll. This is achieved via the morale rating's +5 boost from being a level under normal morale. So we might see a Base Assault mission this month, we might not(if we even get a battle to begin with)

So am I still chumming around the MechBay without a ride?  If so that makes me very sad.  I want to make big boom.

If you checked the first post, where the roster is, you would've known that you were put into a JVN-10F Javelin, the Medium Laser variant. This is to be modified with Double Heat Sinks at least. I want to do Pulse Lasers on it(mediums) but it's Tech lvl 4 and Pirate Hunt contracts can only net you lvl 3 equipment. In any case, anything you'd  like to see(i'll have 2 tonnes available immediately, don't need 24 heat capacity, haha) just name it and i'll see what i can do. DHS are lvl 2 btw, to my surprise, while regular type lasers(all sizes) are lvl 3 O.o
Note: There is a Javelin version that has the SRM6 and 2 Streak SRM2s and CASE to defend the engine against ammo blow-ups. Not sure of the specifics, but i have plenty of TROs to find that out.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Dragon on November 11, 2013, 01:34:32 pm
Dragon, gimme a preference of new mech, but something reasonable please.
What do you mean by "reasonable"? :) My first choice would be Awesome, but I don't know if that's available right now. If it isn't, I'll be happy in any assualt mech or a heavy PPC boat.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 11, 2013, 01:53:25 pm
Dragon, that Quickdraw is being shoved under your butt. :)

Ahem, Dragon :P
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 11, 2013, 03:40:41 pm
Double Post, because good news everyone!

In a stroke of good luck, our recruitment roll netted us a regular MW with FWL background(i thought, why not try that table eh?) Came with a heavy, WHM-6R :3


Also, 2nd Lance has to do a Stand Up against these pirates.
Enemy lance weight is 2 Light Lances, 1 vehicle, 1 Mech(1 Mech Lance is mandatory)

Ought to be a cakewalk, what with having an SRM MurderMech, Night in the Shadow Hawk and a Panther and Wolfhound(armed with a PPC mind you) doin the killing.

Nevertheless, our employer saw the drop in morale as an excellent oppurtunity to reward us with a small monetary sum of 100.000 C-Bills, provided the battle is over quickly enough(12 rounds)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Dragon on November 11, 2013, 06:32:37 pm
Dragon, that Quickdraw is being shoved under your butt. :)

Ahem, Dragon :P
Oh, missed that post. :) Quickdraw is fine, I guess.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: AdmiralRalwood on November 11, 2013, 07:27:28 pm
2nd Lance has to do a Stand Up against these pirates.
Enemy lance weight is 2 Light Lances, 1 vehicle, 1 Mech(1 Mech Lance is mandatory)

Ought to be a cakewalk, what with having an SRM MurderMech, Night in the Shadow Hawk and a Panther and Wolfhound(armed with a PPC mind you) doin the killing.

Nevertheless, our employer saw the drop in morale as an excellent oppurtunity to reward us with a small monetary sum of 100.000 C-Bills, provided the battle is over quickly enough(12 rounds)
Lock and load, Night's Howlers! It's time to earn our paychecks...
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 11, 2013, 07:51:10 pm
Lock and load, Night's Howlers! It's time to earn our paychecks...
Good luck, people. Shoot straight, and if you can't do that, shoot often!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Hobbie on November 12, 2013, 03:05:45 am
Missilesmissilesmissilesmissilesmissiles! :D
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: niffiwan on November 12, 2013, 03:57:23 am
Sure, as long as you've got a weapon(or lance mate with said weapon) to punch holes through armour for all those SRMs to hit & crit in.  Cue the light's with PPCs :D
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 12, 2013, 01:09:27 pm
Enemy Units:

ASN-21
PXH-1
WSP-1A
STG-3R

Pegasus Scout Hover
Harasser Missile
Striker SRM variant
Scorpion ML variant


Our BV: 4229
Their BV: 3859

Our Tonnage: 180
Their total tonnage: 245

Double Legger Award: Hobbie for kicking the Wasp's leg from under him right after blowing the Assassin's leg from under it with a few well placed Medium Laser hits
Missile Murder Award: Hobbie for obvious reasons
Sniper: Ralwood for hitting 12s constantly with the PPC and/or Med Lasers
Consistency Award: Niffiwan for making his PPC hits count EVERY SINGLE ROUND, including Round 1 where a 12 was needed to leave the enemy Pegasus stunned from the hit.
Tactical Missile Placement Award: Night for tearing off an arm with a single SRM Missile on a 12 to hit on the Phoenix Hawk, destroying the Right Torso to do so.


Kills

Hobbie: Wasp(Immobilization, still counts, Round 8), Assassin(Core-kick, Round 9), Pegasus(Missile Murdering to blow the Peg's missile bin, talk about irony. Round 10)
Night: Harasser(Converged Medium Laser hits, Round 11)
Niffiwan: Scorpion ML(SRM hit to the side, Round 10)
Ralwood: Phoenix Hawk(Core-kick from behind, a lot of internal damage done to it, Round 9)

Salvage: ASN-21(Sold off immediately)



Out of curiosity, after the absolutely indisputable win in Round 11 i decided to do a hard save(not an autosave, though it's on Paranoid autosave) and see what would happen with Hobbie(he was prone after a failed PSR with a damaged Gyro while running), as he was right next to the Stinger.

Turns out calling victory in Round 11 rather than try and nail that Stinger in Round 12 saved Hobbie's life, so officially he's not dead, though it was close to being a fall-over Missile Murder self destruction.

Epic Missile Murder Rampage by Hobbie :D
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 12, 2013, 03:38:55 pm
Double post, because good news/bad news incoming!

Good news, we might get our big-ass paycheck real soon. Base Assault for 1st Lance!!
The bad news is the following.

Battle Type:
Base Assault

Enemy Lances
6 Meds

Lance Types
1 Vehicle
3 Mixed
2 Mech

Lance Compositions
LLMM <-- Vehicle
MMMM <-- Mixed
MMMH <-- Mixed
MMMM <-- Mech
LMMM <-- Mixed
MMMH <-- Mech




Allied Lance compositions
MHHH
HHHA


That's right, a crapton of enemy units, and i haven't even rolled the Civvy units yet xD

Dropped Sparda into that free WarHammer we got with a new MechWarrior, cause Phoenix is being remodeled. That upped us to Assault Lance, meaning allied lances would be Heavy lances. Both Mech Lances though, so that's good news :D

Also, City fighting galore on a daylight moderately rainy day
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 12, 2013, 04:09:50 pm
(Next mission info)
/me reviews the info.
Sounds like fun- I love a good brawl! Nothing quite like bullying a bunch of smaller mechs, and being in a city gives us plenty of things to duck behind. I'm ready to laser some fools- how about the rest of the Demons? Eh? EH!?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: AdmiralRalwood on November 12, 2013, 07:42:48 pm
Sniper: Ralwood for hitting 12s constantly with the PPC and/or Med Lasers
:pimp:

Ralwood: Phoenix Hawk(Core-kick from behind, a lot of internal damage done to it, Round 9)
Wait... I snipe everything and then my only kill is in melee range?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: NGTM-1R on November 12, 2013, 07:44:27 pm
Suddenly, I'm not upset with my SRM system being a waste of weight. What is this madness.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: niffiwan on November 12, 2013, 08:59:21 pm
very cool, looks like I managed to take IronBeers "shoot straight" comment to heart :)

And for the next mission - lots of targets == lots of XP  :D

(plus the bot tends to do a lot of stupid stuff in cities... running on pavement when there's no need, crashing through buildings when there's no need, crossing bridges than can't support their weight, or deploying in places where they can't/don't move out of - i.e. they *don't* crash through a building when it would be a good idea...)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Mongoose on November 12, 2013, 09:06:27 pm
I seem to remember Scotty's initial urban battle being one long comedy of errors.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scotty on November 12, 2013, 10:08:30 pm
It really was.  Almost sad, in fact.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: AdmiralRalwood on November 13, 2013, 12:37:08 am
Wasn't that the mission with the Crab pilot that killed themself just trying to stand up?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: SpardaSon21 on November 13, 2013, 01:08:58 am
No matter what someone tells you, that Crab is not cursed.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Hobbie on November 13, 2013, 01:55:50 am
Oh god, I remember that Crab.

But yes, I am quite proud to be the Missile Murderer of the company. May many enemies fall to the Macross-level of incoming ordinance.

I'm also very glad that I'm still alive! Chalk one up to the hot redhead who isn't secretly a skinny dude with a wig!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: SpardaSon21 on November 13, 2013, 01:53:06 pm
Hey, if everything goes as planned, my Dervish will have plenty of missile murder, too.  Heh, maybe Patriot can even get a "Black Skulls" fire support lance of Crusaders and Phoenix Hawks going. :drevil:
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 13, 2013, 04:13:51 pm
Just a mid-Round 4 update. MegaMek keeps derping out, so i have to keep reloading autosaves for for almost every phase.

Getting close to knocking the crap out of some enemies though, mostly Phoenix Hawks which rushed our ass immediately.
Now a Quickdraw on their team is joining the fun, not that i care, they're trying to swarm the Banshee, which is the tank.

Our Drac allies are making good progress in beating the ever loving pulp out of some vulcans, and a grasshopper.
Also, another Phoenix Hawk on their side of the map.

The map is a Town type from the Generated Map Settings menu, where urban terrain is divided into Town, Hub, Metro and Grid.
Considering the planet we're on, i thought Town might be good. And it is, the center of the map is urban, while the outlying parts are normal land.

Though raining, mechs can't really get stuck in mud, and vehicles can.
They have lots of tracked vehicles, one of which died before i even pointed a gun at it xD


No kills just yet, but soon!

Also, Ironbeer knows how to throw a left hook :)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: IronBeer on November 13, 2013, 04:56:53 pm
Also, Ironbeer knows how to throw a left hook :)
Told ya, I love a good brawl!
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Scourge of Ages on November 13, 2013, 05:09:48 pm
Though raining, mechs can't really get stuck in mud, and vehicles can.
They have lots of tracked vehicles, one of which died before i even pointed a gun at it xD

I'm wondering how these vehicles even manage to GET to the battle without killing themselves. Same for that Crab... How do you graduate mech school if you can't manage to stay standing on flat ground??
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: niffiwan on November 13, 2013, 05:26:43 pm
Hmm... ship the vehicles & mechs in on flatbed railcars?  Crews are in other carriages?  (works for IRL tanks iirc)

Oh right, pirates... substitute dropship for the flatbed railcars then :)
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Mongoose on November 13, 2013, 07:07:55 pm
Though raining, mechs can't really get stuck in mud, and vehicles can.
They have lots of tracked vehicles, one of which died before i even pointed a gun at it xD

I'm wondering how these vehicles even manage to GET to the battle without killing themselves. Same for that Crab... How do you graduate mech school if you can't manage to stay standing on flat ground??
Pull a Demoman and drink a bottle o' scrumpy right before battle?
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: deathfun on November 13, 2013, 07:44:10 pm
I don't think he has what it takes to be a Demoman
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 14, 2013, 11:44:42 am
Actually, the town has two roads leading to it, so i guess they could've just driven there on the road. Funnily enough a road doesn't have a mud background.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 14, 2013, 03:21:07 pm
Double post, because WINNING

After 23 rounds, a metric ****ton of crashes and save reloads(THANK GOD FOR PARANOID AUTOSAVE), Dragon did us the favor of offing the last Civvy, having met the 50% combat units killed requirement a lot earlier than that..

In any case, dat aftermath report

Sniper: me, for headshotting a Shadow Hawk into submission
Tactical Missile Placement Award: Dragon, for headshotting a Phoenix Hawk into black out
Consistency Award: Sparda, for absolutely ripping things to shreds with his right PPC
Giving the Finger: Me, for telling a Phoenix Hawk a big EFF YOU after being TAC'd to the engine(THAT THING IS EXPENSIVE) by blowing his left torso off and stripping armor from various places.
Hot Drop: Dragon, for winning the game with a DFA.



Kills

Me: QKD-4H (Ammobin stomp of doom. Round 5), SHD-2H (Headshot), Heavy APC #2 (Kicked to orbit. Round 12), Vedette #2 (Fuel Tank hit. Round 14), Vedette #4 (Burn, baby, burn. Round unkown), SHD-2H #2(FaceKick. Round unkown)
IronBeer: PXH-1 #2(AssKick. Round 6), Coolant Truck (Killed with FIRE. Round 11), GHR-5H (AssKick. Round 23)
Sparda: PXH-1 #1(Missile Murder. Round 6), PXH-1 #3(RAPE. Round 7), Vedette #1(Fuel Tank BOOOOOOM. Round 9), Scimitar Hover Tank(Building collapse. Round 14), APC #2(Melted with PPC. Round 15)
Dragon: APC #1 (Laserface. Round 7), Heavy APC #1 (Curbstomp. Round 10), Goblin Tank (Missile Murder. Round 14), Vedette #3 (Punt. Round 18), APC #3 (DFA. Round 23. Winning kill)



Salvage:

SHD-2H x2 (one unrepairable, sold off)
WVR-6R


Bonus:
HBK-4G


That Wolverine needs A LOT of work done to be operable, Shadow Hawk that didn't get sold immediately, not so much.
No real threats to our mechs, only an Engine crit hit for both myself and Ironbeer, and IronBeer also took a gyro hit. Nothing spectacular, just A LOT of armor damage, teehee.

EDIT:

Almost forgot to say, this means our contract has ended. And it's close to the end of the month, so that's good, no long downtime until the next contract generation :)

Also, check first post to see these guy's new skill levels and ranks
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: niffiwan on November 14, 2013, 07:32:00 pm
Wow, the bot only committed suicide with a single unit!  :eek:

And a WVR-6R you say, convert it to the Marik variant (WVR-6M) that uses a large laser in place of the AC/5 and I'd love that as my new ride  ;7
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: NGTM-1R on November 14, 2013, 10:30:52 pm
This is Dragon, and YOU WILL FEAR HIS LASERFACE.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 17, 2013, 07:07:51 am
Niffi: No! Well, nobody's getting new rides just yet. Seeing as we have more MechWarriors now to drive em :P

We have a new contract:

Contractor:
Capellan Confederation for 6 months
Regular skill/D
Pirate Hunting on Ares(166 days of traveltime)

Enemy:
Green skill/F

Command: House (means 1 bot controlled unit extra per lance in battle)
Salvage: 80%
Support: BLC/60%

Payment: 46.705.092


Which brings me to some house rules i want to put down. Ares has a few factories that produce things, like Quickscell's vehicle factories(which produce Scorpions, Bulldogs and Manticores amongst other things) and an Earthwerks factory(not sure what this produces, lots of upgraded tech listed, no years listed on Sarna).

So, when we buy stuff, we're limited to a certain tech level, which is lvl 3 in the case of Pirate Hunting contract like ours. Level 3 houses regular Lasers, any advanced lasers and even regular PPCs and ER PPCs are higher, with ER PPCs being lvl 5 even. Seems legit, as there's not many technologies in the lvl 4 and 5 category(which are only available to B and A Rated units when not in a contract, unless modifiers say otherwise)

While on Ares, there's some weapon's manufacture going on in these factories and i was thinking, hey, we can just stroll to one of them factories and just buy from there, right?
So the houserule is: When certain things are manufactured on a planet, regardless of tech level limitations, we're able to buy it due to it being manufactured on-planet.


Also, Night, i'm going to be modifying your Shadow Hawk, do you want to retain the Jump Jets or not? I understand you want to keep the AC5(might upgrade it to a UAC if you want).

Sparda's new HBK is going to get a refit with a Gauss Rifle once his Phoenix is done with the upgrades i had installed earlier(still not done..)


Market Generation House Rule:
If Open Market, roll 1d8 for faction of unit
Roll a 1d4 for weight class of unit
Roll 1d1000 for mechs and tanks, exception being Merc/Periphery faction, the roll a 1d100(Salvage list stops at 100) for a 3028 unit as rolled regularly.
Roll 2d6 for price of mech(5% bonus/males per result above/below target)
Beforehand you'll roll amount of units available as per normal.


For our second month after starting our travels, we were recharging near Odabasi.

Open Market units available
WHM-6R +15% price
TDR-5SS at cost
AS7-D -20% Price <-- bought

Merc Auction units available
TDR-5S -20% price
VTR-9B -30% price <-- bought
DV-6M  -25% price <-- bought
LCT-1V -30% price
TDR-5S -10% price
VND-1R -15% price

Obviously, the Atlas and Victor are nice assets, while the TDR-5SS is the PPC and Flamer equipped TDR, instead of the Large Laser and twin MG mounts. Also the 5SS has an SRM instead of the LRM launcher.
The DV-6M is an obvious buy for me, as Sparda has requested it a while ago.

So, i'm going to buy the Atlas, the Victor and the Dervish. Totaling 17.074.299 C-bills.
That leaves us with 15.961.612 C-bills to buy anything else on the list. If you guys want me to buy something specific from this list, just say so.

Also, i'm allowing mid-month purchases to be done once every 3 months at a 15% increase in price for the unit.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: NGTM-1R on November 17, 2013, 07:59:14 am
Jump jets off.

Basically if I can trade the JJs and the LRM-5 for a large laser and some heatsinks I'll be happy. I'm not sure the weight works out, mind.
Title: Re: MegaMek and MekHQ general topic, also LP
Post by: Patriot on November 17, 2013, 08:24:09 am
Done, you even had room for CASE, and i swapped the Single HS for Double HS and removed 1 of them(that is what really freed up enough to allow the LL and CASE)

This modification was done from a SHD-2D2 refit i did prior to this customization, saved in time for the Streak Launchers you have now ;)



Current market list
Open Market
STK-3F at cost
OSR-3C +5% price
BNC-3E -5% price

Merc Auction
Scorpion SRM variant -10%
Pegasus -15%
Goblin +10%
Packrat LRPV -20%
Vedette +5%
Rhino +10%
Bulldog -10%
Saracen +5%
Manticore -35%
Title: Re: BattleTech LP: Hard Light Marines
Post by: SpardaSon21 on November 17, 2013, 01:39:53 pm
I see no reason to not sell my Dervish for that Stalker. :D

Also, that Manticore is a hell of a deal for our vehicle crews at 35% off.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on November 17, 2013, 02:23:31 pm
Manticore por favor!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on November 17, 2013, 02:57:14 pm
Out of interest what kind of customization rules are you using? 'cause what i recall from BT campaigns & modifying mechs, especially with low end units (and low end techs), is that customizations usually resulted in more or less borked mechs. Even more so if customizing with salvaged bits and pieces.

At least that was how we ended up - possibly it was due to slightly twisted GM. Running a 'custom' hunk-of-junks held together with astechs' prayers and ducting tape with each unit having near litany of bad quirks in it was not exactly a joyride (from technical perspective that is, gaming with them was still fun) from what i recall. But then again those mechs had real (nasty) character. Our GM wasn't big on custom made designs though he might have added a few 'complications' to the process to encourage the use of stock designs... dunno.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 17, 2013, 03:28:02 pm
No WVR?  That's cool, I'm sure this Panther has plenty of life left :)

Also, not sure how your scout lance is going (and sure I don't drive vehicles), but that Pegasus is a nice vehicle at a good price, switch the medium laser for another SRM6+ammo (iirc it's even an official variant) and you've got SRM missile massacre in a fast, well armoured light hover tank (I've had a soft spot for the Pegasus ever since MW2:Mercs :))
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 18, 2013, 12:40:30 pm
Out of interest what kind of customization rules are you using? 'cause what i recall from BT campaigns & modifying mechs, especially with low end units (and low end techs), is that customizations usually resulted in more or less borked mechs. Even more so if customizing with salvaged bits and pieces.

I'm just using MekHQ's built-in rules for that, which usually results in 8+ rolls for our Elite techs, and it has gone wrong once, which basically means you have to spend more time on refitting the unit.
Also, if you're using salvaged parts, and they're damaged, your refitted unit will show up in the repair bay, needing repairs done to it, so there's that.

Beyond that, nothing special.


Right, for unit purchases, i'm not a fan of scouting, and not a fan of hover vehicles. Though there's a good thing about hover vehicles, they require less engine power for the same speed of a wheeled or tracked vehicle, and they're unable to get bogged down or drown on water tiles and mud/swamp tiles. Other than that, they suffer from crit hits to the movement system more easily than tracked units do, so there's that to consider. They also generally have less firepower and armor(exceptions are of course there)

I've bought the Manticore, as that's been on the list for things to buy since we started this. Deathfun, Scourge, that's your tank now, be nice to other guys/girls that will accompany you on your journey to awesomeness.

I also went and bought the Goblin and Bulldog tanks, as they both have LRM based variants, which could be handy in a battle late in the week that we anticipate will be a clear shot festival. Also, both tanks have SRMs in their variants, the Bulldog gets em standard and with the LRM variant, and the Goblin has a dedicated variant to it(it weighs 15t less than the Bulldog, so yeah.). However, both tanks have a Large Laser as their main weapon, which is good, cause ammo reloading costs money and we might be broke soon(it's december and the contract doesn't start until half-April)

Money saving is also why we're not buying another Assault Mech, as they're expensive as hell.


EDIT: Oh, Niffi, that Panther has plenty of life left, you barely scratched it last time i let you pilot it, so you get to keep her for a while. If you want something different for support firepower to the PPC than a silly SRM4, let me know, i was thinking Medium Lasers, as they're a very viable option right now, what with the 26 heat capacity and everything :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on November 18, 2013, 12:49:16 pm
A Panther with DHSs?  Heresy.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 18, 2013, 12:49:57 pm
Pfft, Panther POWERHOUSING, that's the real religion :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on November 18, 2013, 01:55:38 pm
A Panther with DHSs?  Heresy.

Lord's Light 2 man. Lord's Light 2. Do not leave home without them.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 18, 2013, 02:27:06 pm
And hopefully, Lord's Light 3 soon(ER, BABY)
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 18, 2013, 03:16:39 pm
26 heat capacity!  :eek2:

Well, 4x Medium lasers instead of the SRM4+artemis+ammo would certainly work a treat :)  That should be mostly OK heat-wise even if the PPC is upgraded to an ER model in future.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on November 18, 2013, 04:32:22 pm
Awwww yus, heavy tank time!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on November 18, 2013, 06:34:55 pm
Eh. I'm easy to please. The more missiles the better. Which is funny, because usually dual UAC20s is how I roll in most Mechwarrior games.

Anyway, if we get a Catapult or heavens-forbid a Longbow I will be a happy ScarJo. I'd love a Viking but those were introduced in 3059 and I don't know what year we're in! :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 19, 2013, 09:51:21 am
currently, January 3050, and moving AWAY from the invasion zone. Hell, when we started this campaign in September '49 a few periphery worlds north of Rasalhague, Draconis and Lyran territory were already annexed by the clans, so it's good stuff at the moment.

Also, January yielded us 5 tank crewmembers, so the Scorpion and Goblin have been crewed now and we have a 6th lance that's going to consist of only vehicles. Scourge and Deathfun will take up leader position once we get more mechs into the lance they're in now.

Also, in case nobody checked the first post, Dragon has been promoted to Sergeant and given command of 4th Lance and has the Atlas under his bum.

5th lance is currently lead by a no-name, though Hobbie is in line for that position, once his Kintaro comes out refit(STREAKS BABY)
Title: Re: BattleTech LP: Hard Light Marines
Post by: deathfun on November 19, 2013, 09:57:07 pm
Manticore por favor!

This because this

And sweeeet, leader position with Scourge aka guy who gets us stuck in mud
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on November 20, 2013, 02:04:10 am
Hobbie's a she, by the way. Unless you've changed that surreptitiously. *shiftyeyes*

But yes. Streaks. Streak SRMs are a wonderful, wonderful thing. :D
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 20, 2013, 04:34:20 am
Is it too late to join in?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 20, 2013, 12:14:14 pm
Never is Trashman, just pick a guy without a callsign from the first post roster and i'll add you in, unless you want to wait for new recruits, which is going to be a LONG time, because i'm at the maximum amount of units for a D-Rated Merc outfit, which is 2 companies/24 units.

Also, Scotty, didn't you mention something about vehicles being half-weight for lance weight purposes? Because if so, Scourge gon' have some fun times, what with his Lance being an all-tank outfit :)

And no Hobbie, i didn't change it :P Your Kintaro is however proving an asshole by not completing refit, what with a failed roll for completion, else 2nd Lance would've been ready for this contract.

We're at day 1 of the contract atm, and in February's market we got ourselves a MAD-3R, now being converted to something Sparda cooked up in his mind.

I hope 3rd can get their feet wet for once, lucky bastards kept rolling no battle. A Reminder to Esarai, you need to think up a cool Javelin build(currently you're driving the Medium Laser variant)
And of course to get our 2nd company down and dirty.

We're getting a Capellan mech with us each battle, because those guys don't trust us with their generous offering of 80% salvage and 60% combat loss compensation :3
At least he'll take some heat off of our guys.

Which brings me to a house rule proposition.
What do you guys think of keeping the same escort mech for each battle, unless destroyed?
After destruction of said escort mech a new one will have to be rolled via the RAT built into MegaMek(well, it's a custom made RAT by some guy, but hey)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on November 20, 2013, 04:00:40 pm
Normally, I'd say yes, 1/2 weight for lance weight purposes.  You seem to be using the "infinity cash +1" version of the rules, though, so I'd advise against it unless you want what amounts to literally the hardest thing in your campaign being deciding on which salvage to keep.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 20, 2013, 05:07:09 pm
If you're using the 1/2 weight-for-vehicles rule, what do you do about the bots vehicle lances?  They would seem to be unfairly treated in comparison as they would count as "full weight" for their lances.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 21, 2013, 02:04:46 am
Hm...which guy to choose...
which mech? Unfortunately, I'm not familair with battletech so I'll have to look around

Sergeant Maiya Gilles + PXR-3H Phoenix ..isn't the Phoenix that Macross Veritech ripoff? Hm...can't find a Phoenix. Only a Phoenix Hawk. Thuse battletech wiki's are not very helpfull ATM.

I'm thinking of something with gattlings guns. Lots of gattling guns. Weight size whatever.

I confess I don't know the rules at all. Can a pilot switch a mech? Can a tank driver become a mech driver? Lower score is better for pilot skills, right?

Given that I a know jack s***, you pick for me. Or point me to a good info source.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 21, 2013, 03:25:35 am
well, autocannons are sorta like gatling guns, so these may suit:

 - 5th Lance "Hellfire Marines"
  - Sergeant Tommy Behari + VTR-9B Victor                                                    (3/4, Iron Man)
  - Corporal Bria Dubois + HBK-4G Hunchback                                                (4/5)
  - Corporal Tony Ambruz + WVR-7R Wolverine                                              (4/5)

The Victor & Hunchback carry the AC/20, biggest gun in the game (except for Artillery).  The Victor also has jump jets giving it an edge in manoeuvrability, and slightly more weaponry than the Hunchback.  The Wolverine is faster than both, but its autocannon is an AC/5, much smaller and less effective (IMHO) than the AC/20, although it has twice the range a compensation.  I kinda like the Wolverine myself, but the Victor is probably a better pick (it's also the biggest, 80 tons vs 50 & 55).
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 21, 2013, 06:46:26 am
I see among the weapons a rotary cannon.  6 shots per round? oooooo
Can the Victor carry rotaries?
I see the Wolverine can.
Hunckback is ugly IMHO.

So either Wolverine with long-range weapons (sstay on the outskirts ofh te battle and snipe) or Victor (come get some!)

Hmm... Victor:
http://atlashunters.files.wordpress.com/2013/05/victor_1st-st-ives_by-ironhawk.jpg

Wolverine:
http://home.comcast.net/~lcmdr.maverick/classic_battletech/img/wolverine1.jpg

Dunno. Victor does look cooler. But prolly because better art. And the pilot has better stats to boot.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on November 21, 2013, 08:51:48 am
RACs are over decade in the future, technically, though some weapons were described as rotary before that point.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 21, 2013, 12:03:24 pm
Night's right about some Autocannons being portrayed as rotary in art for sourcebooks, i point you to this website: http://www.sarna.net/wiki/Main_Page

It is THE Battletech Wiki that has damn near everything listed in sourcebooks and novels involving battletech. Latest Technical ReadOut books are being added when the self-imposed wait time has ended.

Also, Niffi brought up the best choice, as i want every named person to be a Lance Leader at some point, max unit size permitting.

Basically, any mech can have any weapon, so long as tonnage and/or crit space allows it to be physically mounted. Generated heat is of no consequence in building rules, though i strive to have a heat profile of less or equal to the max heat generated in an alpha strike(all weapons fired in same round) + Running/max Jump heat. Sometimes i go over the heat capacity of a mech, but only when using weapons that have minimum ranges, which are PPCs(Particle Projector Cannons) and LRMs(Long Range Missile Launchers) of Inner Sphere build(That's us Terrans that didn't go into self-imposed exile during some conflict in Battletech history).


In any case, about the money, i'm not cheating to get money, the contract payments are based on our company value, which is considerable to say the least. I'm going to tone the percentage down a bit for our next contract though, it's getting quite ridiculous and should be even higher next contract with the same amount of time involved.


3rd Lance gets to do a Chase as defender, meaning we'll have salvage regardless of actually preventing over 50% of enemy forces retreating(which is the goal of the Attacker). Nevertheless, 3rd Lance's second outing should go better than last time, what with an escort mech to accompany them and help out.

5th Lance gets to do a Stand Up fight, meaning just that. 50% of the enemy has to be vanquished in order to win and control the battlefield. Trashman's first outing this is.

Also Trash, if you want your Lance to have a new nickname, suggest something. :)
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 21, 2013, 01:25:51 pm
Wait, is just a callsign for us to choose, or can we also change firstname/lastname?

As for lance nickname... Hm...

"Scions of Norris"
"Phoenix Rising"
"Et Tenebrae Lux"
"Dies Irae"
"Heavens Fury"
"Avanging Angels"
"Skull Squadron"

Pick whatever you like best
Title: Re: BattleTech LP: Hard Light Marines
Post by: deathfun on November 21, 2013, 02:12:40 pm
What, no action for 6th Lance yet?
Damn
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on November 21, 2013, 04:29:35 pm
If I get a lance, I wanted it called "Missile Murderers" :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 21, 2013, 05:10:14 pm
If I get a lance, I wanted it called "Missile Murderers" :P

Macross (Missile) Massacre  .. LOL
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 22, 2013, 06:21:33 am
Wait, is just a callsign for us to choose, or can we also change firstname/lastname?

As for lance nickname... Hm...

"Scions of Norris"
"Phoenix Rising"
"Et Tenebrae Lux"
"Dies Irae"
"Heavens Fury"
"Avanging Angels"
"Skull Squadron"

Pick whatever you like best

Actually, i use your screenname as a callsign, though in some cases i changed people's first names to their screenname when they picked a different callsign.

I think i'll take Skull Squad as 5th Lance's name.

And Hobbie, how about Hobbie's Missile Massacre Mayhem of Mechs?
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 22, 2013, 07:07:13 am
(http://corrupted.webway.co.nz/images/2011/03/c1.jpg)

no, not enough.

(http://0-media-cdn.foolz.us/ffuuka/board/tg/image/1351/57/1351570852567.png)

No, still not enough!

(http://suptg.thisisnotatrueending.com/archive/19535331/images/1340069240331.png)

Hm....getting there
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on November 22, 2013, 06:41:46 pm
And Hobbie, how about Hobbie's Missile Massacre Mayhem of Mechs?

Lengthy, dramatic and redundant. I love it. :D
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 23, 2013, 04:04:33 am
Well, 5th Lance's battle didn't go so smooth.

Trashman and no-name HBK pilot lost their mechs to lucky ammo explosions, but Trashman took a Stinger down with him.

The remaining MechWarriors downed 2 mechs each in a lucky turn of events that had an enemy Thunderbolt and Ostroc retreating(well, not literally, they ran for distance) while a Javelin and Shadow Hawk came closer, both of which died for final victory on our part. Those two also downed a Phoenix Hawk and a Dervish.


3rd Lance is next, let's hope it doesn't go to hell like 5th's battle :/
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 23, 2013, 05:38:29 am
Well s***.

Amo explosions seem to hapen a lot.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 23, 2013, 05:54:56 am
Yeah, the RNG tends to favor the enemy in that aspect..
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 23, 2013, 08:33:32 am
So getting your mech blown up translates to?
Out of action for a while?
Reduced skills?
Having no ride and sitting in the base?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 24, 2013, 03:10:42 am
Well, you took 3 hits, so you're in the infirmary until those are healed, and you have no ride at the moment. The rest of your lance does, as i salvaged a Phoenix Hawk in fairly good condition, though the Internal Structure of the Center Torso is currently not repaired, but our Elite Mech Tech should be able to do that once Sparda's Marauder is out of refit, which shouldn't be too long.
No reduced skills though, so that's a plus.


EDIT:

3rd's battle went just fine, our Capellan escort mech had a knack for disabling vehicles so we could catch up with them.

Giving Esarai a kill in exchange for a crippled mech, Polly got 2 kills, one of which was a Shadow Hawk that he ammo binned, and our no-name Phoenix Pilot got 3 kills, one of which was an UrbanMech
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 25, 2013, 01:38:05 pm
Double post because i can!

After 3rd's and 5th's week of showing off, 6th Armored was the only lance the week after to do battle.

6th had to go up against a Vulcan, a Rifleman, a Bulldog with the AC/2 conversion and a Pike Support Tank, which has three(!) AC/2s on top of two SRM2s

Under Scourge's command and with a Capellan Vindicator supporting(which has supported in 3rd and 5th's battles as well, lucky for us those battles were on different days, so it's not an improbable thing to do.) they set out to duke it out with these pirates.

After a couple of rounds of nothing, Deathfun decided to take a potshot at the over-eager Vulcan. Damn near insta-killed it, a clean headshot leaving just one point of IS left in that location. Sadly though, nobody made a headshot on it in the entire battle, leaving us to duke it out the old fashioned and very slow way.

The terrain was really helpful, it kept the Bulldog and Pike at extreme range for PPC and LRM fire(not sure what AC/2s Extreme Range bracket is, but Extreme Range has a +6 modifier to hit, so we can't take shots at that range without horribly wasting ammo) so their shots were inaccurate as hell, not doing much damage. The Rifleman on the other hand did a few nasty crits, namely our Scorpion's engine was knocked out, leaving it dead in the water for a round, then it got whacked by another laser hit from the Rifleman, who was slowly but surely building up heat.

The Vulcan was doomed after Scorpion's loss though, Deathfun had a taste for blood and he decided he wanted more of it, a prompt SRM shot to the torso blew the Vulcan's MG ammo and it went up, up and away into a low orbit.

I decided the Rifleman was the biggest issue after the Vulcan was destroyed, so our tanks rolled up to the riverbank and pelted it. A LOT. Seriously, when it finally went down, the only armor left was in the central torso and the head area. The Rifleman did take out our Capellan friend, who was doing an excellent job of decoying everything except the Vulcan whilst we were attacking the nimble mech.

The Rifleman proved to be salvage-worthy(hence why i know it was absolutely ripped to shreds..) and is now Trashman's assigned mech, lacking anything better, but it'll be a while before it's combat ready, parts are proving to be slow in arriving lately.

A new week dawns, and Sparda's Marauder is right on time with his refit, because he's gonna have to shake her down under fire in a Stand Up fight, alongside Dragon's 4th Lance.

3rd Lance, being fully repaired for almost a week now, gets to do a Chase again, let's see if they can redeem their sloppy performance of last time.


A little Houserule i came up with, which explains why 1st and 4th are fighting in the same battle.
As the rules state that i have to roll battle probability and type per lance, i am no longer free to decide which lance gets to fight which fight. So, if any two or more lances roll the same type of battle, i can decide if i want them in the same fight or not. This of course Gives us a little more firepower to work with, but it also means there's more firepower against us.

If you like this houserule, or not, please say so :)


EDIT: Remind me to buy our two lovely ladies a new tank..

And StarSlayer, if you want back in, i think i can justify taking you out of the MIA list of personnel, as you didn't die and we did assault the pirate base in the last contract(should've brought this up when we actually assaulted that base, but i just thought of this actually)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on November 25, 2013, 03:00:35 pm
I like that house rule, more units means more options and more firepower.

Scourge's Log: I'll admit, I was a little nervous about this battle. It was my first command, so I wanted to take it nice and slow, cautious-like. I've heard stories about tank companies going head-to-head with mech lances, and... two legs usually beats none.
Which is why we were careful. And when Deathfun scored that first lucky hit on the Vulcan, I was thrilled.
Man, we spanked 'em good. Our Capellan ally ran interference, and my boys (and girls) rolled up and pummeled everything to dust. It was a thing of beauty.

Things got a little hairy when the girls' Scorpion got hit in the engine, but they made it out OK after the laser hit. Good thing it wasn't an AC round, or things may have gotten explodey instead of just melty.

EDIT: The Manticore took some hits, and I got a hurt in a lucky hit to the viewport, but all things considered, some lost flesh and broken bones and a tiny bit of dain bramage aren't that bad. Plus scars are cool, right? Also ow.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 25, 2013, 04:32:49 pm
Oh, i forgot to mention Scourge, you're in sickbay until further notice, you took 5 hits :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 26, 2013, 04:26:49 am
Quote
The Rifleman proved to be salvage-worthy(hence why i know it was absolutely ripped to shreds..) and is now Trashman's assigned mech, lacking anything better, but it'll be a while before it's combat ready, parts are proving to be slow in arriving lately.

I was under impression that the Rifleman is a good, long-rane sniping mech.

Which variant did we salvage btw? (hoping for 8d or 7x)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on November 26, 2013, 06:51:23 am
Odds are a -3N.

The Rifleman is a pair of Large Lasers stapled to a cardboard box in 3025, and by 3050 it shouldn't be much better.  The variants you're talking about are easily twenty years down the line.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 26, 2013, 11:14:34 am
Still...a pair of large lasers.
With the luck as it is, long-range engagments where you have the damage and precision advantage are what I'd perfer.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 26, 2013, 12:12:33 pm
Precision is purely up to the person using the weapon, and on what the target is doing, a certain amount of hexes moved puts up a higher to-hit target for the person to reach, which means less chance of hitting.

And it is indeed a 3N, Pirates don't have access to any decent tech as their mech tables are from 3028, which is the year the Helm Memory Core was collected by the Grey Death Legion. That Memory Core held information about Pulse Lasers, Extended Range Lasers and PPCs and many other advanced technologies.

So, Pirates have access to basic, for lack of a better term, technology, while we as a merc unit will end up having access to everything, depending on Unit rating and/or contract we're on(or lack of a contract, even).

So currently, we have access to level 3 technology, which includes standard lasers(thank the maker) and even some LosTech(which is what the tech in the Helm Core is referred to) including, but not limited to, Ultra AC/5s, LB-10Xs, Gauss Rifles(oddly enough, these things are level 2 tech) and some electronic warfare equipment(though the ECM or Active Probe isn't listed, i'm treating them as equals at level 3). The only weapons we have no access to yet are Extended Range energy weapons(Lasers at 4, PPCs at 5) and Pulse Lasers. Also a few advanced Fusion Engines are unavailable to us, notably the XL type(though some of our mechs do have these, and i haven't fluffed it out properly, but it's because Scotty and me are veterans of another Merc Company that got decimated during the war of 3039 and have been trying to build up this merc unit ever since, succeeding in late 3049)
The XL Engines are the only engine available in terms of timeline, they help certain mech designs in the weight department, clearing up tonnage for more armor and/or weapons.

Also, a round 10 update.

So far IronBeer is the only one to grab a kill for the named MechWarriors. He can proudly call himself a Mooktank killer, having bagged him a Vedette.
Two of our no-names have bagged an OstScout and a Scorpion Tank. Our Capellan allies have sent us another vindicator and a hunchback to help out, the hunchback nailed a Spider in the CT with his AC/20(prime salvage, StarSlayer's ride if he wants to get back into this).

So far, we've sustained minor damage, except for our no-name Shadow Hawk driver, who's been damaged quite a bit thanks to the enemy OstSol(their only Heavy Mech, heaviest of their Mech units to boot).

The enemy's forces are mostly comprised of Tanks, with a hovercraft that got absolutely murdered in round 2, sadly not by Sparda, who was lined up to kick it to death, but the Vindicator stole that from him.

We got lucky on the enemy lance rolls, only 1 assault lance and it was a vehicle lance, with a Demolisher, Partisan, Zhukov and a Manticore making up that particular lance.
Most of the tanks are either Vedettes or Scorpions, so we're fine, really.

I invoked a little turnaround of the enemy Medium lance though, which was their only pure Mech lance, i rolled for 1 Light and 3 Mediums, but i turned that Light into a Heavy(hence the OstSol) because there were already two Light Mechs, though the Vulcan can be counted as such(such poor armor doesn't deserve to be called Medium)

In any case, everything's going just dandy so far.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 26, 2013, 01:55:09 pm
Double post for post-battle stats

Kills:

Patriot: SRM Carrier #2, Scorpion #2
Dragon: Bulldog, Demolisher
IronBeer: Vedette #1, Zhukov Heavy Tank
Sparda: Manticore Heavy Tank, Centurion, SRM Carrier #1
No-name Quickdraw: Ostscout(Headkick), Vulcan
No-name Warhammer: Scorpion #3, Vedette #2
No-name ShadowHawk: OstSol, Pike Support Vehicle

We only lost our Griffin, which failed a DFA and detonated it's LRM ammo, so we lost that.

We salvaged, in repairable condition mind you, the Ostsol and Ostscout. Selling the Ostscout because it's meh, the OstSol however, is for Polpolion once it gets repaired. This way, Esarai can inherit his Wolverine, keeping the Javelin as a spare unit(no, Griffin pilot ain't gettin it)
Lemme know if you'd like that mech Polly, it's not a bad mech, but it could do with some DHS, which shouldn't be too much trouble.


Also, 1st of the month!

Open Market, decided to go purely vehicles here:

Vedette +5%
SRM Carrier +15%
Condor Liao Variant -5% <-- has 4 Medium Lasers instead of an AC5, MG and 2 Med Lasers.

Merc Market, went with the division of 3 vehicles(as i wasn't too happy with the choice of the Open Market) and 6 Mechs(to see if there's anything in there worth picking up)

Vedette -10%
Schrek PPC Carrier -30%
Partisan -10%

Longbow -20%
Phoenix Hawk -10%
Spider at cost
Flea(15 model) -5%
Grasshopper -30%
Vulcan at cost


These are our choices for this month, the Shreck PPC Carrier is practically being given away at a 30% discount, and so is the Grasshopper, which isn't a half bad heavy mech. I kinda like the Flea, so i'm thinking we should pick that up, and the Spider too. The Partisan might be a good investment too.

Gimme your preferences, but keep in mind we NEED at least 1 tank to replace the Scorpion that got blown up earlier. We also kinda need a new mech for our Griffin pilot, but i don't see anything in the Medium category that fits the bill(No Pixies plz)
Title: Re: BattleTech LP: Hard Light Marines
Post by: IronBeer on November 26, 2013, 03:44:37 pm
Since I've got a reduced chance of actually driving any of these machines, my input should be considered advisory opinion at best. That said, I agree with most of the purchase picks: the Schrek and Partisan look pretty good for tanks, and having another heavy frame in the Grasshopper certainly can't hurt. However, I don't see why we should bother with the Flea- the Condor hovertank is cheaper, faster, and better-armed/armored. I'm also not particularly thrilled by the Spider, but if it's at cost I suppose I can't complain too much.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 26, 2013, 04:13:13 pm
Well, the Flea and Spider are speedy mechs, both armed with 2 Med Lasers, though the Flea has more weapons than that.
I want these two mechs because i'm wanting to do other battles than Stand Up fights, Chases, Breakthroughs and Hold The Line missions, and these two mechs help us achieve that goal(basically, turning a lance into a Scout Lance instead of Fight Lance)

Both mechs would need some modifications to be a bit better than just scout mechs, i do like to not loose any units :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on November 26, 2013, 06:04:41 pm
I'd like to also recommend the Schrek, that thing seems like a beast, and you can't beat the discount.

Hey Deathfun, do you want your own command? Feel free to pick a tank, any tank. Or you can keep gunning with me.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 26, 2013, 08:04:20 pm
IMO, the Partisan runs out of ammo too fast, with only 10x shots per AC/5.  The 5x AC/2 (ranged sniping) or 4x LRM15 (expensive firepower!!) variants are more interesting though.
Title: Re: BattleTech LP: Hard Light Marines
Post by: AdmiralRalwood on November 26, 2013, 11:51:59 pm
IMO, the Partisan runs out of ammo too fast, with only 10x shots per AC/5.  The 5x AC/2 (ranged sniping) or 4x LRM15 (expensive firepower!!) variants are more interesting though.
As one of the designers of the "DakkaMaster", I can wholeheartedly vouch for the awesome firepower of massed AC/2 batteries.
Title: Re: BattleTech LP: Hard Light Marines
Post by: deathfun on November 27, 2013, 02:08:20 am
I'd like to also recommend the Schrek, that thing seems like a beast, and you can't beat the discount.

Hey Deathfun, do you want your own command? Feel free to pick a tank, any tank. Or you can keep gunning with me.

If you keep us out of mud, I'm cool with you at the helm
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 27, 2013, 07:48:54 am
I trust whatever choices you make Patriot.
You understand this game better than I do anyway.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 27, 2013, 01:06:39 pm
Right, bought the Schrek, the Flea and the Grasshopper.

Still plenty of cash available for the unexpected.

And about to do 3rd's battle of this week, cross your fingers and wish the boys luck!

EDIT: 3rd didn't make an ass out of itself this time.

They were chasing a tank column, covered by some fast movin mechs.
It was raining steadily, turning the ground into a muddy muck.
Most enemy tanks were Scorpions, but there were some hover tanks, like a Pegasus.
Said Pegasus drowned itself after a skid into a lake, bwahahah.

Kills:

Polly: Wasp #1, Scorpion #1, Scorpion #3
Esarai: Stinger
no-name Phoenix: Locust
no-name Hunter: Scorpion #2


Salvage:
Pegasus Hover Tank
LCT-1E
STG-3G


Esarai's Javelin once again bit the dust, but Esarai didn't, took 2 hits though, so infirmary for him.
Time to fix up that Ostsol so Esarai can pilot a decent mech(Wolverine baby) :)
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 28, 2013, 04:20:17 am
Question: How long is infirmary time per hit sustained?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on November 28, 2013, 04:21:56 am
Until the unit doctor can roll a "heal" result enough times to equal the number of hits you took.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on November 28, 2013, 04:59:31 am
Wait, so he makes one roll and it has to be greate or equal the number of wounds?
How many rolls does he make, and how often?
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on November 28, 2013, 05:07:45 am
one roll can heal one wound, if you have 5 wounds you need a minimum of 5 rolls (= 5 days IIRC) to fully heal
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on November 28, 2013, 12:47:33 pm
There's a target that needs to be rolled, which is not the amount of injuries, it's actually the Doctor's Skill number.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 01, 2013, 11:45:21 am
Double Post because i can!!

New month, which counts 3rd's battle(was fought on the first day of this month).

Morale roll, did not count 3rd's battle toward the 5 battles for a -1 to roll on the morale.
Morale of the pirates dropped to Very Low(-3 on the roll, did not roll very high..), which means that no standard battles are fought. Which is good, as some of our mechs are so badly damaged that it takes a while to get their parts in and fix em up properly. Also gives Hobbie's Kintaro some time to finish being refitted.

We did, however, have a Special Mission to do in week 2. That ended up being one of the two Star League Cache missions.
The two varieties are one MechWarrior fighting a Star League era mech that can be a Primitive, regular or Royal mech. In the case of a Primitive, you don't fight but just claim it as your own. The Regular and Royal rolls involve battling the mech, which is of equal weight class as the mech you send in(so there's some cherry picking involved, but no guarantee that you get the exact mech you want), which you can salvage after the battle provided you don't lose. If it's functional, huzzah, new mech. If not, oh well..
The variant we had was one of our MechWarriors fighting alongside the SL mech(which fluff-wise is a tech recovering the mech at 5/6 skill) against 3 enemy mechs(current enemy and skill level counts, so Pirate mechs with Green Skill). Kill ALL the Enemies for victory, and then, provided the SL Mech is functional, you get that + normal salvage.

So, for that mission, Sgt. Gilles went in with her Phoenix, accompanied by the SL era GRF-2N(ER PPC + 2 SRM6) against a Withworth, BlackJack and a Wolverine.
We won, the Griffin was severely damaged in the fight(even so far as to fall over in water and blacking out with a Leg Breach). 2 out of 3 mechs were capped in the head.
We salvaged the Wolverine and BlackJack.
Because the Griffin survived, i had to add it via the Unit Purchase screen(we did get it for free, regardless) but it's undamaged now because of that method. So a little houserule for such occassions would be to NOT use it until the current and next month have passed or contract ends, whichever is sooner.

So, after another week(fast forwarding here cause of no normal battles to do), I roll for an event, we get Treachery as result.
Treachery means next month's morale roll will be with a +1 modifier, along with whatever modifiers apply normally.
We also run into a shortage of Armor, so i ordered 45 tonnes worth of Standard Armor. That ought to keep us going for a few months, haha.
OstSol is still undergoing repairs, not much to go, just some armor and a Large Laser replacement to do.
Started modifications on the Banshee, replacing the LB-10X with a Large Laser, 2 Med Lasers(rear firing), a BAP and ECM.

Week 3 of May 3050
Event roll again, we get a Bonus Roll as a result. Rolling for bonus, we get some parts, 2 in fact. Any availability level, but no LosTech. Which leaves us with only 1 thing to choose from(because we can get anything up to level 3 normally) is PPCs, which are level 4 and the only non-LosTech part in level 4 and 5.
OstSol is out of the Repair Bay, so Polly has his Mech ready for action now.
We also recruited a new doctor, regular skill. Thought it might be handy to have a third doctor.

Week 4 of May 3050
Event Roll, Special Mission again, ends up being another SL Cache mission, same kind as the previous one.
I decide to send in Polly, and i roll a Galahad for the SL Mech. I rolled Royal table too, and the Galahad is also in the Regular table, so there's a missed chance on a special model of Mech. Oh well.
Map generation had the enemies trapped on little islands, so it was a long shooting back and forth, good thing the Galahad can shoot uninterrupted because the Gauss Rifles have only 1 heat to produce each(there's 2 rifles). The OstSol is next in line for a simple Heat Sink and Armor upgrade.

The SL Cache mission didn't go as well as i'd hoped, the Galahad got headkicked by an enemy WarHammer, but not before it crippled the two Riflemen. Polly only got 1 kill, one of the Riflemen. The other two were ejection kills.
So we didn't get the Galahad, not sure if salvage from friendly bots is counted towards total salvage, but the Galahad was technically operable. So if you guys say we should get it regardless, i'll add it under the same houserule as we got the Griffin, up to you guys.

This battle was ironically fought on the 31st of May, so the next month's morale roll is in order. The result is that the morale stays the same, so still no regular battles, only events like Special Missions and Big Battles can occur.

I decide not to do a market generation, as we have plenty of surplus mechs and a surplus tank.
I do however bring StarSlayer back, as i mentioned before via the Base Attack we did in our previous contract. Got to talk to him today and he was up for it. He's assigned our recently salvaged Wolverine and placed in Trashman's Lance, replacing the Phoenix Hawk.

Also, if anyone wants to have a "twin" in either a tank or mech(mech for tank crew, tank for mechwarriors) just say so and name the person you want with a callsign.

And finally, Scotty, you had some houserules for Aerospace units, would you care to post em up, cause i'm thinking of using Aerospace units in the future, once we're able to field more than 24 units actively.

This concludes May 3050, on to June 3050.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 01, 2013, 01:39:57 pm
They're somewhere in my LP thread.  Somewhere.  I don't particularly feel like digging them up at the moment, since I'm packing for a ten day roadtrip. :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 01, 2013, 04:43:48 pm
Right, June is concluded, and so is our contract.

We helped out some civvies, who didn't really need it. Seriously, Night was there, turns out these clowns had their own Mech. A primitive version of the Toro, Large Laser, 2 SRM2s. That guy even downed an SHD. Netted us another Wolverine that did.

Also, IronBeer got ambushed while on patrol, he made sure they didn't make it back to their base with their mechs intact.

Morale roll dropped the morale level even lower, which means they're Routing, as in, we're done!
Contract's over, so we're heading back to Outreach to look for new contracts.
Title: Re: BattleTech LP: Hard Light Marines
Post by: StarSlayer on December 01, 2013, 05:19:18 pm
Busy checking out in the "gently used" WVR.  Course the techs have done a great job fixing her up like new.  I'll need to send Leftenant Kennedy's crew a fine bottle of scotch as soon as I can lay hands on one.   After watching the tapes from that first mission I'm surprised I'm not dead, nearly gave me a case of the shakes.  My time spent in the pirates' care hasn't improved my impression of them any either.  I'm indebted to the team for getting me out of that hellhole during the base raid.  seaking of which I am impressed with the progress the outfit has made, Colonel Fallows' certainly been busy.  Five lances and a large armoured contingent is a far cry from what we started with.  I'm looking forward to getting back out there and making up for my lost time.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 03, 2013, 12:17:10 pm
Alright guys, our first month of unemployment had us buying an Awesome at 25% discount, which is nice.

After that month, contract generation, i have 4 possible contracts available.


Contractor:
FedCom for 6 months
Regular skill/F
Pirate Hunting on Colia

Enemy:
Pirates
Green skill/D


Command: House
Salvage: 70%
Support: BLC/20%

Payment: 28.708.734

------------------------------------------------------------------------
Contractor:
Draconis Combine for 18 months
Veteran skill/C
Garrison Duty on Bangor

Enemy:
Clan Smoke Jaguar
Regular skill/A


Command: Liaison
Salvage: 50%
Support: BLC/40%

Payment: 86.126.202

------------------------------------------------------------------------
Contractor:
Free Rasalhague Republic for 9 months
Veteran skill/A
Planetary Assault on Kufstein

Enemy:
Clan Wolf
Green skill/C


Command: House
Salvage: 40%
Support: BLC/Full

Payment: 43.063.101

------------------------------------------------------------------------
Contractor:
Free Worlds League for 24 months
Veteran skill/B
Guerilla on Ares

Enemy:
Capellan Confederation
Regular skill/D


Command: House
Salvage: 100%
Support: Straight/40%

Payment: 114.834.936


These are our choices. Personally, i'd skip the Guerilla. 100% Salvage is nice, but no BLC, just Straight support..

The planetary assault contract seems most lucrative, what with FULL BLC against Green(that's regular skill numbers compared to IS forces) Clan forces, accompanied by Veteran Rasalhaguan troops. Not to mention an attached unit.

The Garrison Duty is also decent, again the Clans, but this time it's front line stuff, A Quality at regular(veteran..) skill accompanied by Veteran Combine troops. 50% salvage but 40% BLC. Though the attached unit per lance in this case is controlled by me, which effectively gives us a Star of mechs each drop.

The pirate hunting contracts are seriously annoying the crap out of me, so i'm not taking that either, just wanted to show you guys that it's an option in case you don't like ANY of the other options.


I'm also lost for how to handle Clan Salvage, i was thinking to houserule it that we can't repair anything unless we actually have the parts scavenged from other pieces of salvage. Of course, if you want clan tech so badly, we can just allow it to be repaired normally, which i think is harder than our own tech anyhow, so there's that.

Vote now people.


P.S. Polly, check steam, i sent a friend request.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 03, 2013, 12:42:14 pm
Assault on Wolf? Sounds fun. Salvage only 40% though, that kind of sucks because CLAN TECH. But still pretty lucrative, and shouldn't be TOOOO dangerous against green troops. It's got my vote.

Also: Is it possible to modify and upgrade tanks like you can with mechs? If so, I may have some suggestions for the battalion.
Title: Re: BattleTech LP: Hard Light Marines
Post by: IronBeer on December 03, 2013, 01:09:15 pm
Yeah, the FRR-backed assault against a Green Wolf unit seems like a pretty good blend of risk and reward. The salvage rights do suck, but we're still getting paid and have a chance at scoring *some* Clantech.

Also, I do like the houserule regarding Clan gear repairs. It makes sense that their components would be markedly different than IS equivalents.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 03, 2013, 01:24:17 pm
Also, I do like the houserule regarding Clan gear repairs. It makes sense that their components would be markedly different than IS equivalents.

Not only that, but there's no actual market to just order parts left and right like our IS mechs.

Also, the salvage is kinda sucky for clan engagements because of the -2 modifier to the salvage clause in the contract.

So that's 2 votes for stomping Wolf around, should be good as we're pretty equally skilled, our vehicles not counting, as they're overqualified.
Scourge, yes, so just name it and i'll see what i can do.
Title: Re: BattleTech LP: Hard Light Marines
Post by: SpardaSon21 on December 03, 2013, 01:39:15 pm
Stomping the Wolves sounds good as its the most lucrative contract and since you're no longer hunting pirates, maybe you can buy some higher-level equipment.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 03, 2013, 02:00:40 pm
The difficulty of clan repair things really depends on how advanced rules you are using... That is getting spares or replacements for say a laser could really be a lot more difficult since as per what is stated in game single weapon group in game actually represents a whole family of weapons (with roughly similar performance). So technically you just can't go tearing up a PPC and swapping it with another - i.e. if you used Magna Hellstar then you need to get another one like that and not something like Parti-Kill Heavy (no, i didn't remember those out of hand - i cheated, see http://www.sarna.net/wiki/Particle_Projector_Cannon ). While it is difficult to maintain clantech it is quickly almost equally difficult to maintain 'Mechs made in the other end of the IS.

Also, you do notice that FRR contract places you under house command which may not be the healthiest of options for a merc unit... (depending on GM of course) Being a merc in FRR is not particularly healthy, nor is being potentially assigned to the 'cannon fodder duty' as part of the house command.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 03, 2013, 02:17:05 pm
The difficulty of clan repair things really depends on how advanced rules you are using... That is getting spares or replacements for say a laser could really be a lot more difficult since as per what is stated in game single weapon group in game actually represents a whole family of weapons (with roughly similar performance). So technically you just can't go tearing up a PPC and swapping it with another - i.e. if you used Magna Hellstar then you need to get another one like that and not something like Parti-Kill Heavy (no, i didn't remember those out of hand - i cheated, see http://www.sarna.net/wiki/Particle_Projector_Cannon ). While it is difficult to maintain clantech it is quickly almost equally difficult to maintain 'Mechs made in the other end of the IS.

Also, you do notice that FRR contract places you under house command which may not be the healthiest of options for a merc unit... (depending on GM of course) Being a merc in FRR is not particularly healthy, nor is being potentially assigned to the 'cannon fodder duty' as part of the house command.

MekHQ doesn't use manufacturers for specific items, like weapons, chassis bits, engines and whatnot, and i'm grateful for that. Basically when i need to replace anything, i get a generic piece of equipment.

Also, House command is actually more beneficial for D-rated units, as it places a bot controlled unit in your team in each battle. Liaison places an employer provided mech under your own command in each battle. Integrated gives you two units via bot control and independent means no help unless you have a Base Assault as the offensive party.

In any case, you care to join up Wanderer, still plenty of characters left!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 03, 2013, 03:31:23 pm
Personally I'd rather stomp some Capellans. Scheming Capellans!

Shame the FedCom contract sucked. House Davion all the way.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 03, 2013, 03:38:06 pm
To: Colonel Scotty Fallows
CC: Lt. Moyna Kennedy
From: Sgt. Scourge Flament

Subject: Tank Lance readiness status and upgrades request

Sirs, I am proud to report that the tank lance has passed muster through every inspection, and the techs have signed off on all combat vehicles. All crews are standing by for whenever our next op is, and we're all eager to make the Marines proud.
You've received my vote on our next contract already, and I'm pleased to report that most of the crews are also eager to test our endo-steel against theirs.

In light of the possibility of engaging clans in the near future, I would like to propose some upgrades to our tanks, if the parts, funding, and tech hours are available. In general, more armor is always appreciated, but I've also itemized some weaponry improvements below.

I'll defer to Deathfun for armament on the Manticore, since he's shooting it. Although... since we may be hitting Clan Wolf, it may be useful to replace the medium laser with something a little more effective against Elementals, like a flamer and/or machine guns.

The Bulldog looks pretty good as-is.

For the Goblin though, if it isn't already, can we upgrade it to the creatively named "Goblin Upgrade" (http://www.sarna.net/wiki/Goblin#Variants)? And is there anything we can do with that infantry bay, like hire up a heavy weapons infantry team?

I like the Schrek as-as also, but I also like the Autocannon (http://www.sarna.net/wiki/Schrek#Variants) variant for our purposes. That, I'll just leave up in the air for you.
Title: Re: BattleTech LP: Hard Light Marines
Post by: pecenipicek on December 03, 2013, 04:09:30 pm
oh what the hell, count me in, nickname Vrga, asking for a MAD-3D if at all possible at some point :D (or a 5D, but hey :D)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 03, 2013, 04:10:15 pm
Flamers and machine guns are actually particularly bad against battle armor, but it is up to you.
Title: Re: BattleTech LP: Hard Light Marines
Post by: deathfun on December 03, 2013, 04:21:03 pm
To: Sgt. Scourge Flament
From: Corporal Deathfun "Bones" McClung

Sarge, I know you've left me (sort of) to have a deciding factor on our armament, so I figured I'd pass off to you my thoughts. While I'm not particularly fond of engaging the Clan, seems like it'd be the best idea here. We lucked out in terms of how experienced they are (or so the intelligence report on them says. I never trust those at face value).

Honestly, being able to hit things from afar is a high priority, but if the case calls for it, having something for short range engagements (I hope this'll never be the case) alongside the SRMs would be nice. The last thing I need though is being that close to the Clan though. Survivability is preferred over all else.

Naturally don't touch the PPC and LRMs. We don't really have an option on the Medium Laser though Sarge, but switching out the SRM type might be able to weigh close range into our favour a little better. I hear there are some Infernos kicking around

Just try to keep us in situations where I don't have to fret about being close to Clan Mechs alright? This is why we have LRMs and a big frigging cannon.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 03, 2013, 04:34:45 pm
Flamers and machine guns are actually particularly bad against battle armor, but it is up to you.

Huh, no kidding?

And yeah, ideally, it would be best to keep our distance and pick 'em off from far away; but you can't always get what you want. But I'll definitely leave something like that up to somebody with a better grasp of the rules and mechanics.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 03, 2013, 05:03:20 pm
If you allow running commentary... Infernos might work against elementals - assuming you can concentrate enough of them. Not stellar but average results. Against DHS equipped clan 'Mechs i wouldn't take those. Then again garrison unit might not have any clan tech but instead just use Star League tech.

As to range... Standard clan ERML is pretty much the same as IS LL - same range, about the same damage even. Heck clan LPL has longer reach than IS ERLL and then might be coupled into a targeting computer. In other words there is quite distinct change that them clanners will outdistance you, will out-shoot you and will out-damage you. Even as green troops. My opinion on how to use tanks... get up close and let loose with everything you have - try to force clanners to lose the range benefit they tend to have. Act as unit, mutually supporting (so the minimum range is not that much of problem, i.e. what is within minimum range for one tank is at optimum range for the other...)

Granted, my experience is only from playing against GM led units, not those from MekTek so i could be off a bit. No idea how well they will use their advantages or how they use the honor rules.

Quote
Huh, no kidding?
No. Flamers & MGs are murderers against conventional infantry (lots of extra damage) but weak against battle armor (no extra damage). You could argue that Elementals are armored exactly against those weapons. All you get is really short range weapons that are very difficult to hit with - same weapons the elementals carry themselves iirc - that have no real punch to hurt them toads. You would need something like 6 hits to kill a single elemental with a machine gun assuming every time you hit a Elemental point you would score a hit to the same trooper - with usual luck factored in you would likely need something like 15-20 MG hits before even the first trooper would fall (the rest would fall quite rapidly after that however). Engaging them at medium to long range with LL or PPC would be recommended.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 03, 2013, 05:43:40 pm
Hm...all contracts have a 4,784,789 mil per month rate.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 03, 2013, 05:45:48 pm
If you allow running commentary... Infernos might work against elementals - assuming you can concentrate enough of them. Not stellar but average results.

Last I checked Infernos reacted with BA the same way they do against vehicles, i.e. roll higher than this number or you die. That said, the key to coping with battle armor is that it's slow and once the SRM flights are expended it has no range.

(The key to coping with the Clans is to realize it never ever goes well for most mercs, but I'm sure we can say yolo and swag enough.)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 03, 2013, 06:29:21 pm
@cmdrScotty On examination of advice of others who've fought clans, pls cancel MG and Flamer upgrades.
#YOLO #SWAG
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 03, 2013, 08:18:38 pm
If you allow running commentary... Infernos might work against elementals - assuming you can concentrate enough of them. Not stellar but average results.

Last I checked Infernos reacted with BA the same way they do against vehicles, i.e. roll higher than this number or you die. That said, the key to coping with battle armor is that it's slow and once the SRM flights are expended it has no range.

(The key to coping with the Clans is to realize it never ever goes well for most mercs, but I'm sure we can say yolo and swag enough.)

Infernos react to Battle Armor... well, nicely when you're dealing with missiles, and generally poorly when you're dealing with flamers.  The way it works is that every three heat hits, one suit is destroyed.  That's three inferno SRMs, three clusters of inferno LRMs, or three flamers.  Given that you could get three Medium Lasers for that, and three MLs is as likely or more to destroy a single suit than the flamers, it's a bad deal.

Against conventional infantry, though?  Flamers kill 4d6 infantry per hit.  A platoon comes with 28 troops, and at that point you're averaging 14 per hit.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Akalabeth Angel on December 03, 2013, 10:00:11 pm
Infernos deal critical hits to vehicles with a -2 penalty.

Flamers do kill 4d6 infantry, which is doubled when the infantry is in the open. MG and Small Pulse Lasers do I think 2d6.


In any case, what about a CritterTek LP???  :lol: :lol: :lol:

http://s147.photobucket.com/user/the_Grim_Reaper_1/library/Critter%20tek?sort=3&page=1

http://www.sarna.net/wiki/CritterTEK

http://www.boardgamegeek.com/boardgame/22335/critter-tek
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 03, 2013, 10:02:05 pm
Against conventional infantry, though?  Flamers kill 4d6 infantry per hit.  A platoon comes with 28 troops, and at that point you're averaging 14 per hit.

I like this part. Does it do 4d6 damage to infantry? No, it just kills that many.

How many soldiers does a jump-jet kill?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Akalabeth Angel on December 03, 2013, 10:15:12 pm
Against conventional infantry, though?  Flamers kill 4d6 infantry per hit.  A platoon comes with 28 troops, and at that point you're averaging 14 per hit.

I like this part. Does it do 4d6 damage to infantry? No, it just kills that many.

No it does 4d6 damage in the rules.
Which may be doubled if they're in clear terrain.

Advanced Infantry can be given armour with damage divisors of 2 or 3, so 4d6 damage with an average of 14 would in that case only kill an average of 7 soldiers (with divisor 2).

Also Mechanized Infantry takes damage differently from conventional. Though I think they only take it differently vs regular weaponry (and take it normally vs Anti Infantry weaponry)


How many soldiers does a jump-jet kill?

Jump Jets don't kill infantry, only granny spiders.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 03, 2013, 10:27:41 pm
As said flamers and machine guns be deadly to infantry, especially in the open.

As to the it takes 3 missiles to kill a battle armor rule, that IIRC applies solely to Infernos or to vehicular flamethrowers with inferno fuel - not to flamers or incendiary LRMs. (F)lamers just deal measly 2 pts damage to battle armor per hit, no special effects.

Advanced infantry can also be issued field guns which balances the odds somewhat - running to a infantry ambush - say company strength, three platoon, each 28 men strong, each platoon armed with autocannons (like twin AC/20)...

Mechanized infantry (which are not battle armor) die twice as fast from normal attacks - PPC attack on infantry kills normally just 1 trooper, but would kill 2 mechanized troopers. But on the other hand they get damage divisor of 2 against anti-infantry hits (in addition to potentially packing armor).
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 04, 2013, 01:07:32 am
Don't flamers increase the heat of the enemy? Thus if the enemy doesn't have enough heat sinks, they end up overheating?
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on December 04, 2013, 02:25:16 am
IIRC, you have the choice of inflicting 2 damage or adding 2 heat.  IMO, 2 heat is a waste of time, you need a mech that's already overheating for it to be any sort of concern at all. 
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 04, 2013, 06:57:25 am
Really, that's just stupid. It should either do BOTH or do far more heat damage.

Adn bloody hell, those autocanons are heavy!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 04, 2013, 10:25:51 am
Let me be clear here, there is no such thing as Infantry or BA in our LP, we're fighting Mechs and Vehicles, that's it..

You dudes seem to forget AP ammo exists(i can select it in the Hangar as Swap Ammo) and we have PLENTY of ACs to be able to field a good amount. It's basically a guaranteed TAC every hit you make, and i put the option of Ultra-moding regular/light ACs..

So Planetary Assault it is.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 04, 2013, 10:33:30 am
As said flamers and machine guns be deadly to infantry, especially in the open.

As to the it takes 3 missiles to kill a battle armor rule, that IIRC applies solely to Infernos or to vehicular flamethrowers with inferno fuel - not to flamers or incendiary LRMs. (F)lamers just deal measly 2 pts damage to battle armor per hit, no special effects.

Advanced infantry can also be issued field guns which balances the odds somewhat - running to a infantry ambush - say company strength, three platoon, each 28 men strong, each platoon armed with autocannons (like twin AC/20)...

Mechanized infantry (which are not battle armor) die twice as fast from normal attacks - PPC attack on infantry kills normally just 1 trooper, but would kill 2 mechanized troopers. But on the other hand they get damage divisor of 2 against anti-infantry hits (in addition to potentially packing armor).

I looked it up, actually, and Incendiary LRMs add +1 damage per five missiles in the volley that hits an infantry or battle armor unit.  So, still a little bit better (and breaching that critical five point threshold) against infantry, but not as much moreso as proper infernos.

Infantry platoons that are smaller than 30 troops cannot pull along twin AC/20s.  Each AC/20 is 14 tons, and one ton of ammo is included in the mass that must be accounted for.  Not to mention that AC/20s are much shorter range than any 'Mech wants to be getting to infantry anyway, and it's a very niche application.  Generally speaking, I prefer LGRs and LB-5Xs for field guns. :D

Mechanized troopers also take double damage in the open.  Meaning, in the open, against other infantry, they take "full" damage.  In the open against 'Mechs, the mechanized infantry are now taking... uh, I think it's 12d6 damage?  That or 16d6.

Armor-Piercing ammo is absolutely horrid, do not use it.  The critical hit check is made at a penalty depending on the caliber of autocannon you use.  AC/20s get a critical check at -1 (that's a bad thing for crits), and to top it all off only get two shots per ton of ammo.  AP ammo has halved counts, rounded down.  AC/10s check for crits at -2, AC/5s at -3, and AC/2s at -4.  That means that an AC/2 will only ever score a TAC with AP ammo on a 12.  That's exactly as likely as scoring a TAC normally, so don't even bother.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 04, 2013, 11:48:16 am
Didn't incendiary LRMs miss 20% of their numbers every time you fired them - that is incendiary LRM20 actually checks for hits like 'LRM16' - so that +1 per five hitting missiles seems to only bringing the damage back to stock LRM levels.

Well.. only field guns i have used in BT were LAC/5s - and then we (house) ruled that they could be used in squad deployment. Nasty but expensive buggers.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Akalabeth Angel on December 04, 2013, 02:35:31 pm
Really, that's just stupid. It should either do BOTH or do far more heat damage.

Adn bloody hell, those autocanons are heavy!

Flamers do more heat to the mech firing them (3 heat) than to the target (2 heat)

Flamers are really an anti-infantry weapon.

If you want to heat up an enemy you should be using inferno SRMs or Plasma Cannons/Rifles. Plasma Cannon is a new weapon from the clans that does 10 straight heat. The Rifle is a Cappellan weapon which does 10 damage + 1d6 heat.

In either case, the maximum that a mech's heat can be increased from such means is 15 heat. Though, if a mech is running heat neutral that 15 heat will equate to a 4+ avoid shutdown roll. If they overheat as is, they might be in trouble.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 04, 2013, 04:27:35 pm
Right boys, contract starts.

It's December 3050.
Update on unit purchases: Bought an F-90 Stingray(yep, Aerospace) cause the recruitment threw me a veteran pilot. Only using that for the scouting Houserule Scotty thought up. Meaning we can tone down the Clan forces by 1 unit.
Also bought a Thunderbolt(5S) and a Victor(9B) as spare units.

This contract limits us to level 2 tech, which means we'll be unable to replace Fusion engines outright. This means that whenever we get the chance, we ought to buy units that are at least passable as replacement for whatever is in it's class.

Also, Hobbie made Veteran! Random XP granted him enough to upgrade his gunnery(finally)!

And in our first week, 4th and 6th get to fight together, more details bout that in a later post :)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 04, 2013, 06:33:59 pm
Awwwww yeeeeeeh! Time for more Missile Mayhem!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 04, 2013, 07:03:51 pm
Really, that's just stupid. It should either do BOTH or do far more heat damage.

Adn bloody hell, those autocanons are heavy!

Flamers do more heat to the mech firing them (3 heat) than to the target (2 heat)

Flamers are really an anti-infantry weapon.

If you want to heat up an enemy you should be using inferno SRMs or Plasma Cannons/Rifles. Plasma Cannon is a new weapon from the clans that does 10 straight heat. The Rifle is a Cappellan weapon which does 10 damage + 1d6 heat.

In either case, the maximum that a mech's heat can be increased from such means is 15 heat. Though, if a mech is running heat neutral that 15 heat will equate to a 4+ avoid shutdown roll. If they overheat as is, they might be in trouble.

Incorrect on the Clan Plasma Cannon.  It deals zero damage, and to 'Mechs deals 2d6 heat.  Against everything that doesn't track heat, however, it deals 3d6 damage, making it the magical murder stick extraordinaire.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 05, 2013, 05:41:37 am
Capellan Plasma Rifle is IMHO even worse, 10 + 2d6 damage to non-heat tracking units. Only saving grace is that it is not applied in a singly whammy but instead in standard 5 pts sets (same goes for Plasma Cannon too). Though given that the Plasma cannon weights something like 3 tons it is hilariously powerful weapon (even when limited with 20 shots per ton of ammo)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 05, 2013, 01:28:24 pm
Goddammit..

Not only did we lose the fight, we lost Dragon and two other Mechwarriors in the process.
Not to mention we lost 3 tanks too, luckily, none of them got injured(even though Scourge should be, oddly enough..)

Those Rasalhaguans were useless as all hell, goddamn baiting clanner kept those two nitwits busy while we took the brunt of it, losing 6 units in 3 turns.
Seriously, we only killed 3 units of theirs!
The RNG thought it was funny to let the Clanners hit EVERY SINGLE ****ING 10+ SHOT THERE WAS TO BE HAD, and let me miss damn near every shot that was over 7 to hit.. On top of that the RNG decided the Clanners should always hit with ALL THE MISSILES in a launcher..

I was optimistic after we blew the turret off an Ares tank, would've been nice salvage if we won..

Now to reforge our outfit, gonna need new Mechwarriors and new tanks, we got spare Mechs so we're set on that end.
Also, a good time to put our Stingray to good use, what with the vacant Lance and all. I'll update the roster accordingly.

There is, however, good news. We are now a C-Rated outfit! So after this contract, if we survive, we can expand our outfit and do some more cool stuff!

Also, Dragon, as i mentioned very early in the topic, you'll get a chance of a new named character, and everybody can get into both a tank and a mech. The Aero pilot slot is also open for whoever comes first!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 05, 2013, 03:09:00 pm
Dirty Clanners! I told you we should have stomped Capellans! :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 05, 2013, 03:31:31 pm
Night warns but nobody listens, no, not to Night.

The Clans are nasty, people.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 05, 2013, 03:39:25 pm
Mother of sheep...

I knew the Clans fought hard, but these guys were supposed to be GREEN troops! I guess their definition of green is different from ours. ****.

My worst fears happened. The clan mechs shredded us at range, and closed in quick to finish what they started. We were barely able to get any shots off, and they dodged most of what we did throw at them.
The Manticore (so young and shiny [sadface]), the Goblin, the Bulldog, our main battle tanks were all taken out, only the Schreck is left. Fortunately, all of the crews were able to escape our vehicles without getting captured or killed.

Not so fortunate was 4th Lance... They lost three mechs and mechwarriors. I never knew Aneesa or Robert very well, but Dragon and his Atlas had become a major fixture among the Marines. They will all be missed. On the bright side, when the CO contacted Dragon's family, it seemed like one of them had some qualifications and might be coming in to fill the big Dragon-y void here.

As for my crews, we're all itching for revenge, but we don't have tanks for now... I'm gonna hit the simulators, and see if I could qualify for a mechwarrior slot, or maybe even as an aerotech pilot. Wish my luck.

(OOC: can a vehicle driver transfer to being a mech or aero pilot within the rules? Otherwise, if I take one of the unnamed pilot slots, would that be weird?)
Title: Re: BattleTech LP: Hard Light Marines
Post by: IronBeer on December 05, 2013, 03:50:54 pm
(OOC: can a vehicle driver transfer to being a mech or aero pilot within the rules? Otherwise, if I take one of the unnamed pilot slots, would that be weird?)
I posed this question after losing my Hetzer in Scotty's LP. The answer is "not directly", but I bet Patriot wouldn't mind finding your "twin brother" who also happens to be a mechwarrior.  We'll see, though- Patriot might have some other ideas.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 05, 2013, 04:14:15 pm
As i said in my previous post, you can have a named guy in each category of unit.

And there were only like, 7 mechs, of which 2 were IS designs(a Cicada and a Panther). The C Quality rating is helping in that regard. Shame the RATs i'm using doesn't have Clan vehicles for some reason :S

Another week, another battle.

1st went up against 2 Stars of clan units, 1 Mixed Assault Star and 1 Light Vehicle Star.

We managed to blow the turret off of a Svantovit Hover IFV. Also did that to an Ares Medium Tank, but in the same volley, the LRM ammo got cooked off and went out the back, destroying it outright.

Only 2 mechs in this battle, a Summoner Prime and a Rifleman(3N). Both mechs were dicking around in some water, so i hardly bothered with em, focused on killing tanks instead.

Deathfun's MechWarrior "Reaper" got knocked down, the AWS-8Q taking too much damage and succumbing to an engine destruction. Auto-eject failed but no death occurred. We did not lose any other unit apart from our FRR ally in his GRF-1N, who got ammo racked..

Night's lance had the opportunity to reinforce 1st Lance, and he did so to great effect, Night himself bagged one of the Assault tanks and a scout tank. Hobbie killed the Ares tank.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 05, 2013, 04:45:49 pm
As i said in my previous post, you can have a named guy in each category of unit.

Scourge's Log:

Well, I'm reminded why I'm a tank driver now: I'm pants at shootin' stuff. I'm not entirely sure how mechwarriors can manage to stomp around, and shoot stuff, and manage all those systems without falling over (though it explains some things). I'm really glad I have dedicated gunners now.

And don't even get me started on aerospace! Lets just say it was so bad, the simulator pod crashed. So, I'm out of a job until we rustle up some more functional tanks (1st lance scored a Svantovit Hover IFV, but I wouldn't touch that with a 10m pilot stick).

On the plus side! I was hanging out with some of the mechwarriors, and we were all discussing our tattoos. Turns out, Maiya "Devourer" Gilles rocks the same house crest as I do; we're 2nd cousins! So weird, but nice to have family here. She drives a Phoenix, which is a certified antique, but sill packs a punch.

(OOC: did I do that right? I'll take Sgt Gilles for RPing.)
Title: Re: BattleTech LP: Hard Light Marines
Post by: pecenipicek on December 05, 2013, 05:21:26 pm
woo, whm-6r, always one alpha from blowing itself up :D


( i'll toss in a custom config once i iron it out, but i think its gonna be losing the SL's and MG's for added 1 ton of armor and 1 heatsink. )
Title: Re: BattleTech LP: Hard Light Marines
Post by: Polpolion on December 05, 2013, 05:30:48 pm
Man, this **** is brutal. Might be worth it if I live long enough to drive some clan salvage.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 05, 2013, 07:13:20 pm
So.  Patriot, just so you know.

Clan vehicles deploy in points of two vehicles each.  That means a Star is ten.  Not five.

For future reference.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 05, 2013, 11:19:54 pm
Mother of sheep...

I knew the Clans fought hard, but these guys were supposed to be GREEN troops! I guess their definition of green is different from ours. ****.
That depends really - as a rule of a thumb clan 'Mech pilots are 1 level above the standard (so clan green is actually at regular level) while vehicle crews are one below the standard.


Still it seems your foray against the clans went better than i expected. And better than what my initial experiences were. My first ever match against clans pitted my favorite 'Mech (always going with 3025 tech) - the Enforcer against some clan light omni (Uller/Kit Fox). Fight lasted for whopping 1 turn as it sucker punched me from over 20 hexes away - GR to the head. Second was with Locust (3V) against some elementals - whom i tried to hose with MGs (as was suggested in this thread), didn't work out too well. The storm of SRMs and SLs made one of the legs to give away after which the little suckers pretty much roflstomped me. Granted that terrain favored the elementals (no open areas) but still...
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 06, 2013, 12:32:07 am
Hosing Elementals with MGs is a good way to commit suicide.  Don't do it.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 06, 2013, 01:04:45 am
Would deckign the me4ch with as much long-ragne weaponry as possible be viable agaisnt clans? I'm talking LR missles, AC2 & 5 guns gauss cannons and such.


Also, I wonder who desigend the game to make the clans so much better (despite the constant war and contact and availabiltiy of clan tech for reverse engineering)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 06, 2013, 01:18:14 am
Yes, more kills. That first place position will be mine!

I'm hoping to work my way up to a big missile boat mech. A Mad Dog Prime or A would be lovely. :D

EDIT: I also appear to have the Iron Man feat. What's that do?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 06, 2013, 04:54:33 am
Would deckign the me4ch with as much long-ragne weaponry as possible be viable agaisnt clans? I'm talking LR missles, AC2 & 5 guns gauss cannons and such.
Well.... Given that clan pilots tend to have better gunnery skill and that their weapons - where applicable - have better range brackets than the IS equivalents it would seem to be smarter to get up close (but not too close if there are elementals around). That has always worked for me. Especially if played with clan honor rules as the clanners then tend to avoid physical attacks. Other examples of 'getting even' can also involve some C3 trickery.

Specific examples: The clan LRM launcher weights half of the IS LRM launcher. In other words medium clan missile boat can easily outperform dedicated IS missile boats like Catapult - as an added bonus clan version has no minimum range either so they don't even need secondary weapons. Gauss rifle IIRC have identical performance clan version just weights 20% less - so instead of requiring the use of dedicated hodge-podge Hollanders to haul GRs clanners just use normal light mechs. Clan ACs have similar disparity, while being lighter they have longer range than IS equivalents - as a rough estimate clan level 10 ACs have same range as IS level 5 and clan level 5 have same ranges as IS level 2. Even clan XL engine rocks compared to IS version, especially if equipped with CASE: IS version takes ammo explosion to side torso -> dead mech due to 3 engine criticals; Clan version suffers 'only' 2 engine criticals, it may be crippled but it can still fight.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 06, 2013, 07:31:27 am
Well, there's got to be SOMETHING you can do.
If they carry a wide array of different weaponry, go for ALL range and focus fire. Even if their weapons are better, you're bound to have more of them (since all fo your weapons ar LR and only some of theirs are).

Or the opposite - grab the most powerfull CC weapons you can - like those shotgn-like cannons and plasma, gt jumps jets and close the distance as fast as possible.

Granted, it's been a long time since I played the fist MW, and atm I'm playing MW4: Mercs (in which he IS and clan difference is mostly weight, and not a lot), so I'm probably talking bs.

That said...am I still bed ridden?
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 06, 2013, 07:44:32 am
Generally accepted practice is to fight them at AC/20 range if at all possible to negate ranged advantage. That said, in large unit actions I've had some success with fighting them at long range; when you have three 'Mechs to their one, crushing them under the weight of your fire becomes much more viable.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 06, 2013, 08:01:43 am
Clan vehicles deploy in points of two vehicles each.  That means a Star is ten.  Not five.

You just had to ruin my day, didn't you..
Good thing the RAT doesn't have that many units to pick from then, would be a lot more realistic if said point was two of the same vehicle.
And if they get to do it, why not us?! I'll tell you why, cause our tanks rock, that's why!


In other news, a new week arrives, and our Svantovit looks a little.. well let's say the only undamaged side is the left side, all other locations lack armor. Also it lacks it's second Streak SRM2, which we're gonna have to salvage off of something..
We do, however, have a Clan ER Large Laser, torn from the corpse of the Ares Tank. Might pop that onto one of our mechs, like a Wolfhound for instance.

This week marks our third week and we recruit another Aero Pilot, this time it's a Green pilot who brought his own Sabre(SB-27). That's the only version of it i could find that didn't have LosTech on it :P
Added him to our Air Wing, so that makes for 2 Aero fighters, and the only rule i was interested in from Scotty was the kill off 1 unit from enemy lance/star. Not sure if it was intended to have multiple Aero jockeys do that for a single engagement or on a per friendly lance deployed basis. Nice moment for Scotty to BRIGHTEN UP my day ;)

Also, Pecenipicek, way ahead of ya on the customization front, dat Whammy has been a thorn in my eye for a while(and not because it's a whammy) so i decided to DO something about it.

Hobbie: Iron Man lets your guy only take 1 pilot hit for an ammo explosion, unless of course the autoeject fails, i don't think it helps then(usually you die from that).

5th Lance is up for combat this week, while the rest got lucky and rolled no battle. Lucky because most lances at the moment either have a refit underway or need repairs, like Night and Hobbie need new right legs. And IronBeer is awaiting the arrival of a DHS replacement.

The battletype is a Chase, as Defender of course. This is actually pretty nice, as we get to salvage the field regardless of win or lose(enemy wins after 50%+ has retreated to the north edge of the map) so we can strip some things off the enemy! Also they get twice as many units(well, roughly, i roll twice for enemy lance weights)

After rolling enemy tanks and mechs and adjusting for skill level(i can't seem to find the option for what the default is), the enemy Locust is terminated by our ASF pilot that isn't new. The only two IS designs they're sporting now are a Battlemaster and an Enforcer.

Let's see what i can make of this :)

P.S. Trashman, 5th's your Lance, so this ought to answer your question :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 06, 2013, 08:13:26 am
Well, there's got to be SOMETHING you can do.
If they carry a wide array of different weaponry, go for ALL range and focus fire. Even if their weapons are better, you're bound to have more of them (since all fo your weapons ar LR and only some of theirs are).
Except pretty much all clan weapons are long range weapons - with some medium range weapons like small lasers, SSRMs, LBX20 & UAC20 - when considered from the Inner Sphere standard. Which is kinda the problem. In addition to MGs only the very latest of the clantech like heavy small lasers and micro (ER or pulse) lasers are what IS would consider to be true short range weapons.

Quote
Or the opposite - grab the most powerfull CC weapons you can - like those shotgn-like cannons and plasma, gt jumps jets and close the distance as fast as possible.
As said ranges below 10 are imo best for engaging clanners, long range tricks work best if you have a functional C3 network in play in which case it is the clanners that will suffer, big time.

MW4 has 'balanced' the BT rules quite a bit so it is not really that good for comparing the differences in normal gameplay.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 06, 2013, 09:10:06 am
Well, that didn't go so well..

These bastards were just too damn fast to keep up with. BUT there is some good news.
We salvaged a Fire Moth Prime, which only has some burnt out MASC but needs some legs replaced(which we simply can't).
We also salvaged a Man o' War C and a Kit Fox B.
The Kit Fox is scrap, so we're nicking what's left of it and sell the husk off to the Houses.
The Fire Moth is, reasonably speaking, scrap. Lots of intact components, but i can't replace two legs of a Clan unit.
The Man O' War however, is prime repair material! Granted, it needs a NEW gyro to replace the one Trashman effectively nuked with his dual UAC5s and it's awesome TAC abilities(seriously, Round 2, 4 shots from these things, all TACs). According to MekHQ, Gyros aren't restricted to either IS or Clan(regular Gyros that is) and i'm just going to shell out the 1.2M to replace it, i reckon that sum of cash justifies the oddity of just stuffing an IS built Gyro into a Clan unit, yay interchangeability!

Bad news is that Trashman got ammo racked and we lost the Rifleman.
The other three mechs were severely damaged once i noticed a rough 60% of the enemy force had escaped.
So, there's not a single Lance right now that's combat capable xD

I did find out, however, that locations and actuators are also IS/Clan interchangeable. Take advantage of this or no? I don't think Endo-Steel bits and Ferro Fibrous armor plates count though, as they're markedly different for IS and Clan in terms of crit spaces
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 06, 2013, 09:47:52 am
I'd say you're right there, but when it comes to stuff like actuators and the like...

They're Omnis. They're literally designed to pick up any old part and stuff it on. REMEMBER THAT YOU CAN STRIP THE WEAPONS OFF DISABLED AND OTHERWISE USELESS OMNIS LIKE THAT KIT FOX AND THEY WILL FIT ON ANY OTHER OMNIMECH. Building up a stash of spare Clan weapons is important if you want to keep using Clantech 'Mechs at top form.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 06, 2013, 09:58:25 am
Well, it's my understanding that the weapons are installed in pods, then the pods are installed onto omnimechs and omnivehicles. Thus we can freely cram the weapons into our own mechs and tanks! Seeing as custom fabbing mechs takes more time anyhow, i don't see much of a problem(Mixed tech probably requires EVEN more time)

So far the result is some streak launchers, LRM launchers combined with Artemis FCS, some ER Lasers of various sizes and enough armor to fix the Svantovit and Man O' War up. Only items we really need are the Stream SRM2 for the Svanto and some UAC20 ammo for the Man O' War(only 2 shots needed, so i doubt it's an issue.)

Since Trashman got his mech killed, he gets that Thunderbolt i bought prior to the contract start :)
Title: Re: BattleTech LP: Hard Light Marines
Post by: StarSlayer on December 06, 2013, 10:00:36 am
Considering my last outing involved getting blown out of my HBK and spending time a guest of pirates I'll call it a win.  :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: pecenipicek on December 06, 2013, 11:48:51 am
Also, Pecenipicek, way ahead of ya on the customization front, dat Whammy has been a thorn in my eye for a while(and not because it's a whammy) so i decided to DO something about it.
:yes: :yes:
Title: Re: BattleTech LP: Hard Light Marines
Post by: IronBeer on December 06, 2013, 03:10:18 pm
The main thing is we've been *winning* engagements for the most part, right? Also, if I'm parsing the reports properly, our losses aren't too terrible- it's worth remembering that we are fighting a Clan after all. We've got extra cash and equipment, and so long as nobody's getting killed (RIP Dragon and your Atlas), we can probably soak quite a bit of loss. Not saying that we should, but it's probably prudent to keep some perspective here.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 06, 2013, 06:28:51 pm
Well, it's my understanding that the weapons are installed in pods, then the pods are installed onto omnimechs and omnivehicles.

And equipment (JJs, BAP/GECM, TAG, ammo, targeting computers even count as pod-based gear IIRC). However if you read up more on it and some of the modifications (like a pair of actuators disappearing when certain weapons are mounted on the arm), it becomes clear that Omnis are a lot more modular than even that.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 06, 2013, 07:30:18 pm

The Man O' War however, is prime repair material! Granted, it needs a NEW gyro to replace the one Trashman effectively nuked with his dual UAC5s and it's awesome TAC abilities(seriously, Round 2, 4 shots from these things, all TACs). According to MekHQ, Gyros aren't restricted to either IS or Clan(regular Gyros that is) and i'm just going to shell out the 1.2M to replace it, i reckon that sum of cash justifies the oddity of just stuffing an IS built Gyro into a Clan unit, yay interchangeability!

Bad news is that Trashman got ammo racked and we lost the Rifleman.

Am I dead or in the hospital again?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 07, 2013, 05:31:22 am
Yup, hospital. :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 09, 2013, 03:14:55 pm
Ok boys, update time.

It's January 3051 and 1st Company is about to rip the Wolf forces a new one, i hope.
In 3 separate battles, 1st, 2nd and 3rd lance have to engage the Wolves in tricky conditions, 1st in a light snowfall in -3 degrees Celsius, 2nd in a bit of light rain in 7 degrees Celsius and 3rd is lucky, they get sunshine and 23 degrees, fighting on the equator and all.

The Man O' War is operational, save for 2 shots of the UAC20 that we're missing, and i assigned it to Sparda, handing his Marauder to a no-name in 4th Lance, which is technically under pecenipicek's command, though he doesn't have the rank at the moment(need xp to get the skills).

Also, i'm not going to have the clans deploy 2 tanks for each point in a star, MegaMek doesn't like it as i've tried it in the previous battle. That kept crashing and i had to reload it several times. MM just went, nope, not even when you divide em up under 4 bots.
Sorry Scotty, i just can't get it to work smoothly :(
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scourge of Ages on December 09, 2013, 04:27:15 pm
Oh sweet, new tanks! And a replacement Manticore! <3
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 10, 2013, 01:29:21 am
Ammo-based weapons start to look more and more like liability. Especially when considering their weight compared to laser weapons. (even counting heat sinks)
Title: Re: BattleTech LP: Hard Light Marines
Post by: pecenipicek on December 10, 2013, 12:11:19 pm
Ammo-based weapons start to look more and more like liability. Especially when considering their weight compared to laser weapons. (even counting heat sinks)
there is nothing quite as fun as rummaging up to a mech, while toting 2 LBX-10's.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 10, 2013, 04:57:28 pm
Ammo-based weapons start to look more and more like liability. Especially when considering their weight compared to laser weapons. (even counting heat sinks)

You're fighting three constraints: heat, tonnage, and slots. DHS eat one of those like mad. Remember that.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 11, 2013, 01:09:46 am
Going by MW4, a single heat sink is 1 ton. A heavy laser is 4 tons. A Gauss Canon is 13. AUC 10 is ... 10 tons?

So far I've been getting better mileage out of various lasers than cannons. They eat so much tonnange it's not even funny.
Title: Re: BattleTech LP: Hard Light Marines
Post by: headdie on December 11, 2013, 01:33:37 am
by heavy laser I presume you are talking large laser which generally I hate, prefering a PPC for long range energy
http://www.sarna.net/wiki/Large_Laser
Code: [Select]
Heat 8
Damage 8
Minimum Range n/a
Short Range 1-5
Medium Range 6-10
Long Range 11-15
Tons 5
Critical Slots 2
Ammo Per Ton n/a
Cost (unloaded) 100,000
Ammo Cost (per ton) n/a
BV (1.0) 124
BV (2.0) 123[1]

http://www.sarna.net/wiki/Gauss_Rifle
Code: [Select]
Heat 1
Damage 15
Minimum Range 2
Short Range 1-7
Medium Range 8-15
Long Range 16-22
Tons Clan = 12
IS = 15

Critical Slots Clan = 6
IS = 7 Proto = 8[2]

Ammo Per Ton 8
Cost (unloaded) 300,000
Ammo Cost (per ton) 20,000
BV (1.0) 321
BV (2.0) 320[3]
40 (Ammo)[3]

http://www.sarna.net/wiki/Autocannon/10
Code: [Select]
Heat 3
Damage 10
Minimum Range N/A
Short Range 1-5
Medium Range 6-10
Long Range 11-15
Extreme Range 16-20
Tons 12
Critical Slots 7
Ammo Per Ton 10
Cost (unloaded) 200,000
Ammo Cost (per ton) 6,000
BV (1.0) 124
BV (2.0) 123[1]
15 (Ammo)[1]

though if you are looking at long range combat you are usually looking at an AC/2 or AC/5 at the heaviest
http://www.sarna.net/wiki/Autocannon/5
Code: [Select]
Heat 1
Damage 5
Minimum Range 3
Short Range 1-6
Medium Range 7-12
Long Range 13-18
Tons 8
Critical Slots 4
Ammo Per Ton 20
Cost (unloaded) 125,000
Ammo Cost (per ton) 4,500
BV (1.0) 70
BV (2.0) 70[1]
9 (Ammo)[1]

and for completeness
http://www.sarna.net/wiki/Particle_Projector_Cannon
Code: [Select]
Heat 10
Damage 10
Minimum Range 3
Short Range 1-6
Medium Range 7-12
Long Range 13-18
Tons 7
Critical Slots 3
Ammo Per Ton N/A
Cost (unloaded) 200,000[1]
Ammo Cost (per ton) N/A
BV (1.0) 176
BV (2.0) 176[2]

http://www.sarna.net/wiki/LRM-20
Code: [Select]
Heat 6
Damage 1/Missile (20)
Minimum Range Clan = N/A
IS = 6

Short Range 1-7
Medium Range 8-14
Long Range 15-21
Tons Clan = 5
IS = 10

Critical Slots Clan = 4
IS = 5

Ammo Per Ton 6
Cost (unloaded) 250,000
Ammo Cost (per ton) 30,000
BV (1.0) Clan = 220
IS = 181

BV (2.0) Clan = 220[1]
27 (Ammo)[1]
IS = 181[2]
23 (Ammo)[2]

and because no discussions about BT weapons is complete without it
http://www.sarna.net/wiki/Medium_Laser
Code: [Select]
Heat 3
Damage 5
Minimum Range n/a
Short Range 1-3
Medium Range 4-6
Long Range 7-9
Tons 1
Mass 500 kg
Critical Slots 1
Space Slots 3
Cost (unloaded) 40,000
BV (1.0) 46
BV (2.0) 46[1]
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 11, 2013, 02:24:19 am
Given that difference between AC5 and AC10 is just 18 vs 15 (on long range) i can't really see how one would be a long range weapon while other wouldn't be - especially if you include LL (with range of 15) to the comparison. AC2 is however long range sniper rifle, well, nuisance rifle rather than sniper rifle.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on December 11, 2013, 02:32:54 am
Going by MW4, a single heat sink is 1 ton. A heavy laser is 4 tons. A Gauss Canon is 13. AUC 10 is ... 10 tons?

So far I've been getting better mileage out of various lasers than cannons. They eat so much tonnange it's not even funny.

Double heat sinks eat slots, IS versions consume 3 each vs 1 slot for normal heat sinks (and both normal & double heat sinks weigh 1 ton each).  IMHO, energy weapon heavy designs are generally slot starved rather than weight starved.  Don't get me wrong, I love energy zombie mechs, but the other weapons can be really useful, especially once you have CASE to partially mitigate the problem of lucky ammo explosions blowing your mechs sky high.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 11, 2013, 03:03:28 am
Given that IS mechs with XL engines have three crits in both side torsos and that CASE only prevents damage from spreading to next section of the mech its utility on IS mechs is, to put it politely, limited.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on December 11, 2013, 03:25:05 am
If you have an XL engine sure, but refer to my comment about zombie mechs above :D

Having said that, in MekHQ I believe that a destroyed side torso (with XL engine) still leaves the mech repairable, which is not the case for most mechs that suffer an ammo explosion without CASE (unless you're super lucky to have so little ammo left that it doesn't destroy the centre torso)
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 11, 2013, 06:28:48 am
MEh. Makes no sense to me personally.

Larger caliber = shorter range? Since when?
That's probably why artillery guns are low-caliber and why pistols outrange sniper rifles.... oh wait, they don't! Actually they do in the MW universe. Balance (I guess. It's a crappy way to balance things)

Bullets exploding when hit? Maybe, if they are HE bullets or missiles and they are hit by a HE or incendiery. Otherwise? Very unlikely. And impossible when talking about gauss/rail/coilguns. They have no propellant.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Polpolion on December 11, 2013, 08:20:13 am
Bullets exploding when hit? Maybe, if they are HE bullets or missiles and they are hit by a HE or incendiery. Otherwise? Very unlikely. And impossible when talking about gauss/rail/coilguns. They have no propellant.

Yes, and GR slugs don't explode when hit. I don't know where you're coming from with ammunition explosions being so improbable, it's something that even happens in modern armored combat. Primer is already designed to detonate because of some percussive force, and the powder/fuel isn't supposed to be much more difficult to ignite. :p
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 11, 2013, 12:39:58 pm
Yes, and GR slugs don't explode when hit. I don't know where you're coming from with ammunition explosions being so improbable, it's something that even happens in modern armored combat. Primer is already designed to detonate because of some percussive force, and the powder/fuel isn't supposed to be much more difficult to ignite. :p

You forget to educate the man on the fact that even Gauss Rifles can suffer splosions, the weapon itself in this case.

And the sourcebooks for Table Top explain why bigger damage rating = less range. An AC/20 can be of lower caliber than an AC/5 for instance, the rate of fire determining the damage per 10 seconds(which is 1 round of combat)


And while i'm here, i'll give an update on them three battles i talked about.

1st's battle went ok-ish. IronBeer lost his Thunderbolt, so i placed him in the Stalker i bought at the beginning of the month. No salvage worthy of mentioning, just a tank or two to strip some armor and weapons off of.

2nd's battle went much better, though Hobbie's Kintaro exploded, it didn't die(CASE baby, CASE) and he proceeded to rape the ****er who cooked off his ammo. The only one from our Lance to get kills too, he downed a Puma and a Vindicator. Victory was declared when our friendly FRR Hunchback shot his third enemy in the face, then exploding in a great ball of fire from the return fire in the same round. Again, no salvage that didn't involve stripping a husk down of valuables.

3rd's battle was MUCH more interesting, as they drew the short straw and had to go up against an Assault Star. The RNG decided to mitigate it's *****yness by doing the Unit weights within this Star as 1 Med, 2 Heavies and 2 Assaults. The only survivor was the Medium, stupid Vipers way too fast for us to catch up xD. But hey, everyone scored a kill. We salvaged a Hellbringer and a Cataphract(the only IS unit they had, the Assaults were a Man O War and an Executioner) but they turned up as strippable only, sadly enough.

The week after these battles, 5th Lance had a battle with a Single Heavy Star, the RNG did not favor the Clanners, rolling three IS mechs and 2 Clan Omnimechs. These Omni's were a Summoner C and a Timber Wolf Prime. 6th Lance was available for reinforcements, though they were hardly needed and could hardly do a thing in the first place, as the battlefield was split up in a particularly wide river, over which our Griffin and StarSlayer's Wolverine could jump, Trashman and the no-name Wolverine+ had to wade through water, which went without trouble.
Trashman gets credit for a Timber Wolf kill and an enemy Archer and our Griffin took out the enemy Griffin. Both are salvaged and are repairable, though it will take some time before the Timber Wolf is operational again, needing extensive repairs including a reinstallation and repair to the engine after Trashman first TAC'd the CT with an engine hit and promptly destroying the Right Torso, killing it by engine "destruction", lucky for us. The Griffin also needs extensive repairs, but as it is an IS unit it's not much of an issue, only the PPC was an issue, but it turned out we had a spare one left over from the Cataphract that was recovered from 3rd's battle the previous week.
More of note is that Deathfun has netted his third Mech kill(and Scourge and the crew by extension) in the form of the Summoner C, which we weren't able to salvage due to contract clauses.

In this same week we had another Aero Pilot, this time a Regular skill coming with it's own Light Aero Fighter. As a houserule i'm treating the recruitment of Aerospace pilots similarly to the recruitment of MechWarriors in the sense that they get to roll for bringing their own fighter in as well. Difference being that they can't bring a Heavy into the mix, as ASFs only have 3 classes(though they still get up to 100 tonnes) it wouldn't be fair. This means that in the table for it(and Scotty ought to have had experience with this) the chances of a Medium is shifted to an 11 and a 12 on a 2d6 and the chance of a Light is increased with filling in the 10th result on the table.

As i don't have a Faction Assignment file for ASFs, i've chosen to adopt a standard fighter for the weightclasses, the Sabre being the one for Light and the Stingray for the Medium class. Both aren't available in another variant as they're either SL tech or have botched images(which i fear will make the game crash when used). In any case, i hope this isn't giving us too much power. Also, for a new houserule on the use of ASFs save for putting them in a strafe run is have them delay a lance/star for 12Rounds-WalkMP of the slowest unit in it.

And right now we get to do another SL Cache mission, this time a Royal Assault, in the form of a HGN-732b. If it's intact, we get it :D
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 11, 2013, 02:04:02 pm
Explosions don't kill me. They only make me angry. You won't like me when I'm angry.

So what does this mean? Do I need a new mech or something? 'Cause if so, I want that Highlander. :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 11, 2013, 02:23:05 pm
SLDF Royals stuff is Awesome(ly expensive, your combat effectiveness may vary).
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 11, 2013, 03:02:06 pm
Awesome? Clan tech is awesome. SLDF Royals is just more of the 'same old' SL tech. About the same that ComStar uses. Or equal to what successor states can produce after 3040 or so.

In practice 'SLDF Royal' means variant of the 'good old' 'Mechs (or vehicles as case might be) - juiced with SL era tech. From sarna.net (http://www.sarna.net/wiki/Highlander) for HGN-732b: "The 732b model is a upgrade of the classic 732 built exclusively for SLDF Royal units. This variant drops two heat sinks and a ton of SRM ammo. Artemis IV FCS is added to the LRM and SRM launcher, while the heat sinks are upgraded to doubles. Additional short-range firepower comes in the form of a medium laser added to the right torso."
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 11, 2013, 03:06:07 pm
I just wanna DFA someone. :D
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 11, 2013, 04:01:02 pm
SLDF Royals is just more of the 'same old' SL tech.

It's not about the tech, but rather that Royals designs were not stingy about its use and typically went about yelling "SPARE NO EXPENSE, ALL THE GOODIES, I DEMAND IT" in a way you won't see with with Inner Sphere designs again until the FedCom Civil War and the Capellan Reunification.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Scotty on December 12, 2013, 02:33:34 am
MEh. Makes no sense to me personally.

Larger caliber = shorter range? Since when?
That's probably why artillery guns are low-caliber and why pistols outrange sniper rifles.... oh wait, they don't! Actually they do in the MW universe. Balance (I guess. It's a crappy way to balance things)

Bullets exploding when hit? Maybe, if they are HE bullets or missiles and they are hit by a HE or incendiery. Otherwise? Very unlikely. And impossible when talking about gauss/rail/coilguns. They have no propellant.

Points of information:

Shorter ranges as autocannons get larger is fluffed as the autocannon firing more shells in quick succession, making it harder to land enough hits to do meaningful damage as range increases.  Alternately, the shell gets bigger and the powder charge stays the same, sorta like how a 9 mm (.38 caliber) is much longer ranged than a .45 caliber pistol.

All autocannon ammunition that is not explicitly labeled otherwise is considered High-Explosive thanks the Magic BattleMech Diamond Armor, which is somehow resistant to armor piercing effects but is easily damaged from falls and punches.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 12, 2013, 05:09:32 am
SLDF Royals is just more of the 'same old' SL tech.

It's not about the tech, but rather that Royals designs were not stingy about its use and typically went about yelling "SPARE NO EXPENSE, ALL THE GOODIES, I DEMAND IT" in a way you won't see with with Inner Sphere designs again until the FedCom Civil War and the Capellan Reunification.
Umm... Not quite. See the TR with ugly mechs (IIRC 3055 ?) for example, nearly every design has every last ounce of LosTech that could fit included in them. IMHO the developers went quite a bit over the top there and as a result the subsequent TRs tend to feature more toned down designs. XL engine (the most expensive piece of 'Mech) is just about the standard in 3055 (?) - not so with SLDF Royals. Don't get me wrong here, SLDF Royal variants are good, but they are not that good. And afterwards, starting from 3058, IS already has access to tech beyond anything SLDF (even Royals) had.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 12, 2013, 06:26:42 am
Points of information:

Shorter ranges as autocannons get larger is fluffed as the autocannon firing more shells in quick succession, making it harder to land enough hits to do meaningful damage as range increases.  Alternately, the shell gets bigger and the powder charge stays the same, sorta like how a 9 mm (.38 caliber) is much longer ranged than a .45 caliber pistol.

All autocannon ammunition that is not explicitly labeled otherwise is considered High-Explosive thanks the Magic BattleMech Diamond Armor, which is somehow resistant to armor piercing effects but is easily damaged from falls and punches.

That's what I said - space magic.
Title: Re: BattleTech LP: Hard Light Marines
Post by: esarai on December 12, 2013, 09:00:21 am
I just wanna DFA someone. :D
I think you misread, we didn't salvage a Highlander, we got a Hellbringer.  AKA Loki.
Title: Re: BattleTech LP: Hard Light Marines
Post by: StarSlayer on December 12, 2013, 09:23:02 am
And right now we get to do another SL Cache mission, this time a Royal Assault, in the form of a HGN-732b. If it's intact, we get it :D
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 12, 2013, 10:13:26 am
I just wanna DFA someone. :D
I think you misread, we didn't salvage a Highlander, we got a Hellbringer.  AKA Loki.

you misread, it was strip-down only. and you screwed up another one too in your last battle!

Night and Niffi are now out of a mech. so they've been on the bench for this week. I did some hopping around in terms of people, so 2nd lance is now under Deathfun's MW alt's command, with Ralwood and 2 no-names in tow.

We also fixed the Timber Wolf up, which is now Hobbie's, as his Kintaro got is getting CASE reinstalled again(apparantly it was a little bug i instigated when looking at what damage it had in the scenario wrap-up screen). He's also been transferred to 1st Lance.

And 1st lance has a battle this week. We got the Highlander btw, can't use it until March(currently February).

Our stockpile of Clan Tech is growing, so bear with me as i hope to salvage some more mechs so we can stock up on units.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 12, 2013, 11:51:21 am
Umm... Not quite. See the TR with ugly mechs (IIRC 3055 ?) for example, nearly every design has every last ounce of LosTech that could fit included in them. IMHO the developers went quite a bit over the top there and as a result the subsequent TRs tend to feature more toned down designs. XL engine (the most expensive piece of 'Mech) is just about the standard in 3055 (?) - not so with SLDF Royals. Don't get me wrong here, SLDF Royal variants are good, but they are not that good. And afterwards, starting from 3058, IS already has access to tech beyond anything SLDF (even Royals) had.

3055 has a few designs like that, but not many (the Wraith and Berserker come to mind). There are some that attempt it but fall down on their limitations, mainly because at that time I don't think it was widely understood how much space disappeared when slapping both ferrofiber and endosteel on an IS design.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 12, 2013, 02:35:27 pm
Hurray! What's the Timberwolf model?

EDIT: And as greedy as I sound, can I use the Highlander when it's available? I really like that mech model.
Title: Re: BattleTech LP: Hard Light Marines
Post by: NGTM-1R on December 12, 2013, 02:56:01 pm
Remember: I will not accept a ride with a less than 5-8-0 movement profile!
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 12, 2013, 04:09:01 pm
Hurray! What's the Timberwolf model?

Prime, and we picked up a Hellbringer Prime and another Timber Wolf, this time a D variant. Also salvaged a Nova A for strip-down.

Night, i doubt you need to worry, that Hellbringer has a 5/8 profile and i can't have my XO not run anything other then speed machines eh?

That extra Timber Wolf however, might be a while till we can fix that up. I salvaged a Streak SRM6 off of it to fix up the Hellbringer.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 12, 2013, 04:14:34 pm
So looking over the current company assignments, all we need now is for me in an Assault mech and we have a full Assault lance. We've certainly moved up in the world.
Title: Re: BattleTech LP: Hard Light Marines
Post by: SpardaSon21 on December 12, 2013, 06:12:30 pm
This is what happens when you beat up on second-line Clan forces.  Only a few Omnis and poor-quality pilots.  I can guarantee you though that if we were defending a planet against front-line Clan Wolf troops our asses would be nailed to the walls of their Mech hangars by now.
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on December 12, 2013, 06:16:16 pm
Night and Niffi are now out of a mech. so they've been on the bench for this week. I did some hopping around in terms of people, so 2nd lance is now under Deathfun's MW alt's command, with Ralwood and 2 no-names in tow.

Fair thee well trusty Panther :(

Still, with Clan salvage coming in, it's not all bad, although I'd like to reuse NGTM-1R's post for myself, fast mechs FTW :)

Remember: I will not accept a ride with a less than 5-8-0 movement profile!
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 13, 2013, 04:04:46 am
Mechs I found I loved in MW4: Mercs. If I can pilot one of thse, I'll be happy:

HELLHOUND
(http://i18.photobucket.com/albums/b118/apenders/Mechs/MechWarrior_4_Hellhound_by_Mecha_Master.jpg)

BUSCHWACKER (???)
(http://i1-games.softpedia-static.com/screenshots/MechWarrior-4-Mercenaries_3.jpg)

COUGAR
(http://s.uvlist.net/l/y2010/05/70382.jpg)

BLACK KNIGHT
(http://fc02.deviantart.net/fs49/f/2009/169/5/8/Mechwarrior_4_Black_Knight_by_Mecha_Master.jpg)

CANIS
(http://4.bp.blogspot.com/-vIl5C6fQ2_0/T6oZ_fqi7qI/AAAAAAAAACc/nuwdvfXXtRY/s1600/MechWarrior+IV+Mercenaries+1.png)

Loki...Uller...ther's plenty of nice looking mechs. But ATM I'm enjoying Bushwacker (I think.. MW4 name might be different) the most


Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 13, 2013, 05:07:38 am
Well... I personally i love the MWIV version of Conjurer/Hellhound - but the original one appears to be one of the many victims of the utterly horrible TR3055 - see http://www.sarna.net/wiki/Conjurer_%28Hellhound%29

Bushwacker is a solid FC design - initial version with AC10 didn't really shine IMO but actual 'production' versions (ones without X in designation) are good - especially as they pack LBX10 or LBX20. Unless you play quirks enabled as Bushwackie often gains 'no torso twist' quirk. Reason is probably evident from the pic from sarna - http://www.sarna.net/wiki/Bushwacker
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 13, 2013, 07:34:20 am
I'll be sure to have Scotty negotiate for a few Bushies once they hit production in 3053. That time ought to give us a respite too, and i anticipate a few more pirate hunting contracts in the era of the Truce of Tukkayid(hell, i might even add us to the battle that went before the signing of that).

So, boys, keep May 1 3052 open in your agendas, cause it's gonna be 21 days of doom then. But now, it's the end of february and we get to roll for morale. Which ends up being lowered to the point of Low. This means Base Attacks as the offensive party are now possible.

We also need some mechs for our Bondsmen, we have six of them and half of those are from January(it's when i decided that MM is a ***** and i get to keep whatever MWs i pick up with my units) and need a Mech ASAP or i won't be able to have Bondsmen anymore. I can't seem to find the ruling on it anymore, but i'm pretty sure you need to give a bondsman a mech or tank(depending on what type of personnel he/she is) within 3 months.
Good thing it's Market time and we have a nice wad of cash to dish out for some cheap stuff.

I bought the following units:

OSR-2C
BLR-1G
HBK-4G
GRF-1N
ZEU-6S
HBK-4J

Going to divide these up as i see fit, should be good for reinforcing our outfit.

Also, the Highlander we got from the SL Cache mission is available this month and i'm assigning that to Niffiwan, and reinstating his commission into 2nd Lance. 2nd Lance is almost back to the old club, with Night being in lead again in his shiny Hellbringer Prime, minus half the Streak SRM6 ammo.

Which means Deathfun gets to coerce our newly Corporal'd Bondsmen into battle this week. Unlucky sods..

Other lances going into combat this week are: 2nd Lance, 3rd Lance and 6th Armored Cav.
Special Mission of this week: StarSlayer gets Ambushed by 3 light mechs.
Title: Re: BattleTech LP: Hard Light Marines
Post by: StarSlayer on December 13, 2013, 08:04:57 am
I'm 55 tons of angry.

(http://www.defenders.org/sites/default/files/wolverine-paul-nicklen-ngs.jpg)
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 13, 2013, 09:30:25 am
With Wolverine against three clanners, even light ones... Good luck I just hope rest of the lance can find enough of you to bury...



Have you wondered what it takes in BTverse to actually haul over that outfit of yours. Even if we assume that space mechs and weapons and stored as cargo (which they can't since normal DS has just about none what-so-ever room for spares)....

Looking at this: http://www.sarna.net/wiki/DropShip
Lets see, first company (and 2 aerotechs) fits snuggly into an Union (http://www.sarna.net/wiki/Union) class DS
Second one... hmmm... needs something bigger... or then 4th, 5th and 8th lance would fit into another Onion class DS (along with the other 2 aerotechs)
And then rest of the stuff might fit into... hmmm... Gazelle (http://www.sarna.net/wiki/Gazelle) class DS? With tight squeeze? Possibly not - but it comes close.

I guess most if not all junk could be cramped into a single Overlord but given how rare the Overlords are fluffywise use of multiple smaller DS is more likely solution.

In any case (at least) three military dropships with attending escorts (4 fighters) is almost a (very) small fleet in it self. And a costly one in terms of transport fees...

As to the organization....
Traditional IS organization has just 2 aerotechs per lance.
And tanks follow the same scheme as 'Mechs. 4 per lance (or platoon, same unit size, different nomenclature), 12 per company - same 'value' in organization as 'Mech company.
Title: Re: BattleTech LP: Hard Light Marines
Post by: IronBeer on December 13, 2013, 03:01:13 pm
1st's battle went ok-ish. IronBeer lost his Thunderbolt, so i placed him in the Stalker i bought at the beginning of the month.
"Farewell, fine ride."

Looks like I'm going to be hopping from ugly 'mech to ugly 'mech, huh. I'll try and catch you on Steam to hammer out some customizations.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 23, 2013, 01:42:02 am
What's going on Patriot? How many more dirty Clanners have we got left to stomp? :P
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 24, 2013, 07:02:14 am
Good news everyone, Wolf has been beaten!

Rolled a Base Assault and planted 1st Lance on it, but not before i handed IronBeer a Summoner we salvaged and repaired earlier in the month. Fighting in and around a small town with a Company of mechs(1st Lance + 2 FRR Lances) vs. a Trinary of Mechs.
A couple of our FRR allies bit the dust in a spectacularly easy fashion, namely an ERPPC to the face.
We didn't lose anyone, thanks to some RNG luck in terms of Initiative and the sheer stupidity of the bots moving through buildings and knocking themselves out cold..
Plenty of salvage, but the three mechs we salvaged are a Dire Wolf A(that's right, the biggest, baddest machine the Clans have), a Hellbringer A(also repairable) and a strip-down Hunchback IIC.
Really, the only 2 mechs i knew were repairable were the Dire Wolf and Hellbringer, and the HBK IIC will have me able to do some mixed tech stuff for our own Hunchback(i am so evil, i know).
Also, as a bonus for early completion, the FRR was so nice to give us a Wolf Trap, which is a Combine mech. Apparantly the FRR was conducting more than one assault on Wolf and/or Ghost Bear territory and managed to haul one of these out of a warehouse that used to be a Combine base.

In other battle news, we managed to salvage a near-pristine Ice Ferret D, it got headcapped with a Medium Laser TAC to the Cockpit. Lucky for us, it wasn't the only Ice Ferret in that battle so i salvaged both, stripped the second one down including cockpit and some head armor, and hey presto, working Medium Mech.

So now i'm going to do a little inventory on whatever Clan Weaponry and other stuff we have. Then i'll post up a list of things we have and what i could do with all that.
Also, since Hellbringers aren't the most durable of mech designs, now is the time to vote whether or not to strip it, or repair it.
Title: Re: BattleTech LP: Hard Light Marines
Post by: StarSlayer on December 24, 2013, 08:59:39 am
How did my WVR make it through the ambush?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 24, 2013, 09:37:55 am
It survived, barely, i decided to write it off and hand you an Ostroc instead.
Don't forget to cast your vote for the Hellbringer
Title: Re: BattleTech LP: Hard Light Marines
Post by: esarai on December 24, 2013, 11:41:29 am
OOh if it hasn't been claimed yet, could I request transfer to the Dire Wolf?
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on December 24, 2013, 02:50:01 pm
Uuu..dibs on the Hellbringer?
Title: Re: BattleTech LP: Hard Light Marines
Post by: Hobbie on December 25, 2013, 12:25:14 am
Daishi! 100 tons of Gauss Rifle fun!
Title: Re: BattleTech LP: Hard Light Marines
Post by: niffiwan on December 25, 2013, 03:05:08 am
I'd vote for stripping the Hellbringer, there's quite a number of Clan mechs in the company already and replacement parts are going to be hard to find.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 28, 2013, 06:04:09 pm
After some stripping on the Hunchback IIC and Hellbringer A, we come with a list of the following weapons we have stockpiled.

5 ER PPC
4 ER Large Laser
2 ER Medium Laser
3 ER Small Laser
6 Medium Pulse Laser
1 Ultra AC20
3 Ultra AC10
2 Ultra AC5
4 AMS
2 MG
3 Arrow IV
2 LRM10
2 LRM15
2 LRM20
3 SRM6
1 SRM4
1 Streak SRM4


Now, 2 of those ER PPCs are reserved for my Banshee and i'm going to use the UAC20 on our HBK-4G along with the engine from the Hunchback IIC.

I'll do some contract generations after new year's boys
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 30, 2013, 12:22:28 am
Now, 2 of those ER PPCs are reserved for my Banshee and i'm going to use the UAC20 on our HBK-4G along with the engine from the Hunchback IIC.
Unless you happen to have a factory capable of assembling HBKs at your disposal that swap (engine type change) is something you can't do (per rules anyway). You can changing engine ratings in maintenance level refit but not the type. If you can maintain the Clan chassis you would likely be better off by rearming it (even with IS weapons) than using HBK.

 ---

Also either I'm ridiculously good in playing BT or then Clan tech is even better than what i recalled. Took two matches on Megamek using the 3052 random assignment tables. 2 Clan mediums (veterans) vs. 4 IS heavies (regulars). Used 32 x 34 generated map. Bot didn't play too badly, was very good in maximizing cover bonuses and moved keeping units so that they could support each other all the time. Not the same as going against humie but entertaining enough.

In first i (Wolf) had Nova A & Ice Ferret Prime facing (FC/Lyran) lance of Axman (AXM-1N), Cataphract (CTF-4X), Crusader (CRD-3D) and Thunderbolt (TDR-5S). After random skill assignment i ended up having slight advantage in BV (hundred points or so). End result - some armor dented (no breaches) on Ice Ferret, not a single scratch on Nova, all IS 'Mechs taken out.

In second i (again Wolf) ended up with Phantom C & Phantom D facing (FRR) lance of 2 Grand Dragons (both DRG-5K), 1 Dragon (DRG-5N) and Crusader (CRD-4K). This time bot had couple of hundred points more of BV. Result - all IS 'Mechs down - armor intact on one of my 'Mechs and breached on RL of the other. Most BV points bot achieved was due to a single very stupid action by yours truly when i was chasing the last enemy (armless Crusader). Walked into a pond with the one that had breached leg armor -> breached location under water -> all crits in leg got borked -> faceplant into the pond. 'Mech survived but still...
Title: Re: BattleTech LP: Hard Light Marines
Post by: Patriot on December 30, 2013, 04:38:49 am
Unless you happen to have a factory capable of assembling HBKs at your disposal that swap (engine type change) is something you can't do (per rules anyway). You can changing engine ratings in maintenance level refit but not the type. If you can maintain the Clan chassis you would likely be better off by rearming it (even with IS weapons) than using HBK.

Seeing as it's blatantly apparent that you're not reading properly, i'm going to tell you to stuff it with the rulebashing. There's a ruleset linked in post #1, either read those rules, or **** off. I'm getting tired of your constant interfering in my LP.
Title: Re: BattleTech LP: Hard Light Marines
Post by: Wanderer on December 30, 2013, 06:27:51 am
Seeing as it's blatantly apparent that you're not reading properly, i'm going to tell you to stuff it with the rulebashing. There's a ruleset linked in post #1, either read those rules, or **** off. I'm getting tired of your constant interfering in my LP.
No need to get your panties in a bunch...

What i stated was actually exactly according to what is stated in the document of yours. MekHQ agrees that engine swap is a factory level refit, and since it is definitely not a canon variant (mixed tech never are) you can't use veteran or elite techs to alter the minimum requirements. Since your outfit does not appear to be A rated merc team it thus has no access to factory level support. According to your own rule document. If you don't like the rules you are using, too bad.
Title: Re: BattleTech LP: Hard Light Marines
Post by: TrashMan on February 09, 2014, 02:32:46 pm
Psst...this thing till alive?