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Off-Topic Discussion => Gaming Discussion => Topic started by: Scotty on October 01, 2014, 09:40:32 pm

Title: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 01, 2014, 09:40:32 pm
It begins. (http://lpix.org/sslptest/index.php?id=20649)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Colonol Dekker on October 02, 2014, 12:54:36 am
So they recovered after the Shivans caused capella to go supernova :)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 02, 2014, 03:28:30 am
Hmmmm... that Phoenix Hawk looks nice.

Remind me again what the pilot skills are (x/y)
The second one is aiming, first is piloting, right?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Phantom Hoover on October 02, 2014, 04:12:45 am
I'm loving SpardaSon's Dr Horrible mugshot. Where did you get my guy's picture from?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 02, 2014, 05:29:47 am
I'm tryin to figure out which of these guys is me :(
Other than that, lookin good <3

EDIT: Trash, x=Gunnery and y=Piloting
They're your base to hit(BTH) for shooting and staying on your feet, respectively :)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 02, 2014, 05:59:30 am
But doesn't the Phoenix Hawk FLY? Would there be a need for a "stay on your feet" check?

Also..who am I?
Am I even there?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 02, 2014, 08:10:47 am
I'll get a better view with the nicknames included next time.  I went through pms from folks who wanted in when I asked first, so that's where the original dozen (and the first future aero pilots) came from.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 02, 2014, 05:31:59 pm
But doesn't the Phoenix Hawk FLY? Would there be a need for a "stay on your feet" check?

Also..who am I?
Am I even there?

Piloting skill is used to determine whether you can keep your 'Mech standing upright when hit for a significant amount of damage (greater than one ton of armor destroyed in ten seconds), jumping with damaged legs, running and turning on pavement and other slick surfaces, when trying to stand back up from the prone position, and finally when you're trying to put your 'Mech's fist through your opponent's canopy.

Also, enjoy a better roster (http://imgur.com/wXZ6Uep,AvuKwJC,JmyL7nW), with characters identified by their forum handles.  Callsigns are still the same, but I discovered you can name 'Mechs.  Until further notice (by which I mean until I forget, or until somebody asks me to change their 'Mech's name), this will be how folks are identified on the tactical view.  In this vein, receiving a new 'Mech will include the 'Mech being renamed to (for example) either "The_E II", "The_E Mk. II", or if I'm feeling like a cheeky git, "The_F".
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 02, 2014, 05:42:33 pm
I eagerly await the failed seatbelt checks so I can make yet another 'Mech sound like it's cursed.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 02, 2014, 05:47:23 pm
Just please try not to graduate to "NGTM-2R" before we get another decent 'Mech.  Fortunately, you are simultaneously in the lower half of offensive potential and in a two way tie for second place in terms of mobility in your lance, so I don't expect you to take many shots.  The idea that I have a Scout lance in which the Locust isn't the fast one is pretty novel for 3000.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 02, 2014, 06:17:13 pm
Hah. I have a mullet. Awesome.

And a Trebuchet! More awesome!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 02, 2014, 08:15:31 pm
In other news, it's time for TALK ABOUT THAT 'MECH.

This is a Warhammer WHM-6R, our largest 'Mech. (From the cover of the very first BattleTech boxed set. Why yes, it's unseen, a direct descendent of the Tomahawk/Excalibur.)
(http://img.photobucket.com/albums/v307/ngtm1r/Warhammer_zpsefa53120.jpg)

The Warhammer weighs in at 70 tons, and is quite well-armed with two PPCs, two medium lasers, two small lasers, two machineguns, and an SRM-6. It has a 4/6/0 movement profile, which for its weight class is absolutely normal, and ten tons of armor, which is on the light side for a seventy-ton 'Mech.

Warhammers are meant to maul opposing medium and heavy 'Mechs at range with their PPCs, avoiding return fire by staying on the move. They are reasonably common and some very distinguished people have piloted them (including Natasha Kerensky during her time in Wolf's Dragoons), there are several House variants, and actually handle their generated heat exceptionally well for a 'Mech of their era (which is to say if you fire both PPCs it can actually disperse all but two points of its heat). However, 'Mechs that can get in close can exploit their light armor and the PPC's minimum range. This is not a very safe operation considering the SRM-6 and lasers, but it is possible. The machineguns and small lasers keep infantry away and offer a tiny bit of extra close defense.

The design will actually work well with the KTO-18 Kintaro it shares a lance with, providing mid-range fire while the Kintaro's battery of SRM-6s keeps the light 'Mechs away. The VL-2T Vulcans offer the Warhammer relatively little help either offensively or defensively however.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 02, 2014, 08:51:01 pm
The Vulcans are actually integral to the lance set-up I've got going.  The Warhammer is clearly the anchor of the line, and will use its decent mobility and with a little luck partial cover to hide the weak leg armor.  Twin PPCs downrange every 10 seconds is a lot of pain for 3000/25, and a 2-2-1 firing pattern is very easy to keep up.  The Kintaro provides protection, exploiting the holes the PPCs punch in armor with a (for the time period) withering barrage of short range missiles.  This also has the effect of royally ****ing up every vehicle to ever drive out of a factory.  Finally, the twin Vulcans offer standoff range and maneuverability.  One of the Vulcans will remain a -2T and keep the extreme range of the AC/2, as well as the ability to harass enemy aircraft.  This combined with its speed means that it can keep enemies from escaping the otherwise average speed main punch.  One of the Vulcans will be converted en-route to a VL-5T, which trades the AC/2 for an array of medium lasers (This will be Sparda's ride), making for a fast backstabber and skirmisher that can output raw damage where the Kintaro spreads the hits around.

It's very helpful that the Kintaro and the -2T have very good pilots, as those are the two 'Mechs that really need to be accurate in order to be truly effective.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: niffiwan on October 02, 2014, 11:10:07 pm
I've a soft spot for the Vulcan, especially the 5T variant. Jumping medium laser boat (or as boaty as stock mechs tend to get).

Anyway, I thought I'd write a quick spiel about a mech at the other end of the weight scales, the Cicada that is my ride.

(http://www.sarna.net/wiki/images/thumb/0/0d/3025_Cicada1.jpg/191px-3025_Cicada1.jpg)

It's a simple medium scout mech, basically a Locust 1E that's been doubled in size.  Weapons, armour and speed are practically the same but it has twice the internal structure and better physical attacks. With only 4 tons of armour it needs to stay on the move in order to survive, but with movement of 8/12/0 it can really move.  Offensively, well.. it's better than the lance commanders Stinger, and the Ostscout, but that's about it. The lack of jumpjets also means that heavy terrain or poor light will render it all but useless.

On the fluff side the original heat sinks are defective and lose effectiveness after extended use. In particular the FWLM (which is where the unit is from) didn't replace the defective sinks in all their Cicadas until 3029, so there's a reasonable chance that this particular Cicada has dud heat sinks. Luckily I don't think there's any rules in AtB to cater for that :p  Regardless, an inspection and replacement (if needed) would be one of Benjamin's priorities.

Looking at the rest of the lance, despite its anemic weapons the Cicada is currently the most heavily armed mech  :eek2:  (although I'd expect the Locust to upgrade to the 1E variant fairly quickly and take that "crown"). Therefore hit and run is the name of the game... and probably more running than hitting :) At least the lance can reinforce other lances really quickly, and hopefully circle around to shoot distracted mechs in the rear armour.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 03, 2014, 03:04:45 pm
Hey guys, a question for you.

The transit from Galatea (planet we started on) to Prinsis Prime (contract destination) is going to take a whopping eight and a half months.  We'll arrive on planet in mid-August.

This means we're going to have more time than God to do what we want with our 'Mechs.  Our monthly expenditures are currently just under 75,000 per month, and we have over 9 million c-bills in the treasury.  That means we have a refit budget of nearly 6 million c-bills, leaving a few million in the treasury for spare parts (which I will be stocking up on before hand).

Who wants what done with their 'Mechs.  I'm not going to do munchy customs, but if you have a 'Mech and want it to be a different kind of that 'Mech, let me know right now.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Colonol Dekker on October 03, 2014, 03:26:58 pm
I don't have one... but now I do :(
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 03, 2014, 04:06:25 pm
Alright, here are your options, made a little bit easier to see than just me explaining random stuff to you.  There's also a 'Mech/vehicle/aerospace market.

Your options, gents. (http://lpix.org/sslptest/index.php?id=20658)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: The E on October 03, 2014, 05:42:08 pm
I'd like an upgrade to the WHM-6D, please.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: AdmiralRalwood on October 03, 2014, 06:01:42 pm
As discussed on IRC, a switch to the HBK-4H for me, please.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 03, 2014, 06:27:15 pm
-1E Locust, of course. Get that exploding stuff out of my lightly armored deathtrap.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 03, 2014, 06:34:35 pm
Luckily I don't think there's any rules in AtB to cater for that :p  Regardless, an inspection and replacement (if needed) would be one of Benjamin's priorities.

Ironically, I know there's actually a list of house rules that was assembled for this sort of thing out there. It's in this zip (http://www.pryderockindustries.com/downloads/gameaids/battlemech_abilities.zip).
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 03, 2014, 06:54:42 pm
In which the unit prepares to leave Galatea. (http://lpix.org/sslptest/index.php?id=20660)

The next update I post will be after every single refit is done, and then probably one more when the unit arrives so you guys don't have to see me post 24 consecutive "and this week nothing happened" updates.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: niffiwan on October 03, 2014, 08:46:02 pm
Luckily I don't think there's any rules in AtB to cater for that :p  Regardless, an inspection and replacement (if needed) would be one of Benjamin's priorities.

Ironically, I know there's actually a list of house rules that was assembled for this sort of thing out there. It's in this zip (http://www.pryderockindustries.com/downloads/gameaids/battlemech_abilities.zip).

I should have known that some one somewhere would have created rules for it. :lol:

On refits, what is actually required to replace an engine, because the Cicada 3C sounds pretty good for this era i.e. a PPC moving at 7/14/0 :)  It's a pity that the variant adds machine guns + explosive ammo, but you can't have everything...
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 03, 2014, 08:49:41 pm
In order to replace an engine you need factory conditions, and you also have to actually buy the engine, which is the really expensive part.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 04, 2014, 04:38:09 pm
75% of price. I take it that is very good... hmmm.. from that list it seems there are two tanks at 80% ..and a Phoenix Hawk at 80%.

Put probably not necessary as I'm sure one can use salvage to get new mechs too.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 04, 2014, 05:21:13 pm
Heh. None of my "characters" have gotten to be the main guy before. This'll be fun.

Anyways, Scotty, when you want me to do some filler fluff writing, let me know. I've got a few ideas and frameworks I could use.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 04, 2014, 08:31:59 pm
I've advanced the campaign all the way up until the Knights make landfall, and the first battle is rolled.  I'll PM you with some of the points of interest if you want to start writing up before I have time to post the next part.  Drill weekends make that difficult.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 04, 2014, 10:08:13 pm
I've advanced the campaign all the way up until the Knights make landfall, and the first battle is rolled.  I'll PM you with some of the points of interest if you want to start writing up before I have time to post the next part.  Drill weekends make that difficult.
Sure. Go ahead and pass along whatever you think may be relevant. No promises, but I'll see if I can come up with something.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 05, 2014, 04:14:19 pm
I was gonna say (and I'm running late here) that if you wanted to buy the Rifleman, I'd love to drive it. Two large lasers, two medium lasers, and two AC/5s? Fun loadout. :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 05, 2014, 10:22:55 pm
The Rifleman already has a pilot (and you already have a 'Mech :P); HerraTohtori claimed a Tech that mysteriously had a Gunnery/'Mech skill of 5 and 6 free exp, and immediately multiclassed her into a Green MechWarrior for the Rifleman.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 06, 2014, 12:02:07 pm
Seeing as i'm of veteran skill level already as a MW, don't hesitate to turn me into a Tech of some sort, whichever we're short on :)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 06, 2014, 03:44:06 pm
The Rifleman already has a pilot (and you already have a 'Mech :P); HerraTohtori claimed a Tech that mysteriously had a Gunnery/'Mech skill of 5 and 6 free exp, and immediately multiclassed her into a Green MechWarrior for the Rifleman.

Yeah, but you know me. I'm never satisfied. :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 07, 2014, 03:09:16 am
FYI - once you get new mechs/pilots an I get into the game, just wanted to let you know my mech preferences (from MW4, not sure which of them are even availlabe, my battletech knowledge is limited)

roughly in order of preference:

- Deimos
(http://mechwarrior.org/_img/mech/deimos.gif)

- Canis
(http://mechwarrior.org/_img/mech/canis.gif)

- Bushwacker
(http://static.giantbomb.com/uploads/scale_small/15/155745/2202771-10512030671036279903mech_raven_1.gif)

- Pitbull
(http://www.gamer.ru/system/attached_images/images/000/170/350/normal/6-pitbull.jpg)

- Tehnchi
(http://www.jadefalconclan.com/wiki/images/6/66/Tenchi.png)

- Fafnir
(http://files.enjin.com/121994/images/mechs/fafnir.gif)

- Blackheart
(http://www.sarna.net/wiki/images/thumb/6/60/Blackheart.png/191px-Blackheart.png)

- Cougar
(http://mechwarrior.org/_img/mech/cougar.gif)

- Loki

- Thor

- Hellhound


Found this nice shape chart:
http://i52.tinypic.com/xdva4n.jpg
Title: Re: BattleTech: Iron Knights' Crusade
Post by: niffiwan on October 07, 2014, 04:03:51 am
Erm, the game is starting in 3000, as far as I know none of those mechs would be seen in the Inner Sphere until at least 3049 for the Clan mechs, and even later for the others :)

edit: these pages are a better place to start looking for mechs that would be available at this time:

http://www.sarna.net/wiki/Category:SLDF_2750_BattleMechs (only the low-tech variants)
http://www.sarna.net/wiki/Technical_Readout:_3025
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 07, 2014, 06:30:05 am
Well..the best looking mechs are off the table... :(

Let's see...what looks acceptable...
Phoenix Hawk, Crusader, Warhammer, Rifleman  (all MAcross rip-offs.. no surprise they look good)
Thunderbolt..
Awesome..

So many mechs really needed a re-imagining. the old art and designs are mostly hideous.
Hm..Victor, Marauder and Locust actually look nice in MW: Online. They did a really good job there.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 07, 2014, 04:34:23 pm
FYI - once you get new mechs/pilots an I get into the game, just wanted to let you know my mech preferences (from MW4, not sure which of them are even availlabe, my battletech knowledge is limited)

roughly in order of preference:

- Deimos

- Canis

- Bushwacker

- Pitbull

- Tehnchi

- Fafnir

- Blackheart

- Cougar

- Loki

- Thor

- Hellhound


Found this nice shape chart:
http://i52.tinypic.com/xdva4n.jpg

In the order you listed them, this is how long it will take each of those designs to appear in this campaign, game-time wise.

Deimos - 85 years

Canis - 58 years

Bushwacker - 53 years

The Pitbull is not actually a real 'Mech.  Sorry.

The Tenchi is not a real 'Mech either.  MekTek flat out made up a lot of 'Mechs for their MekPaks.

Fafnir - 63 years

The Black Heart is another made-up 'Mech by MekTek.

Cougar - 58 years

Hellbringer (Loki) and Summoner (Thor) - 49 years

Hellhound - The one you're thinking of doesn't actually exist, and was made up for MechWarrior 4 (not MekTek's fault this time!).  The Conjurer (Hellhound) kinda shares a name with it, though, and will be technically-but-not-likely-at-all available in 49 years.

I think the shortest wait on that list is 49 years.  I'd suggest picking something else. :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 08, 2014, 05:32:56 am
Shadow Hawk?
Warhammer?
Marauder?
Locust?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 08, 2014, 12:00:23 pm
Those are all fine.

No idea why you'd want a Marauder though.  IMO, unless you get a redesign of it, it's one of the worst looking mechs in BT.  Stats are nice.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: esarai on October 08, 2014, 12:18:49 pm
I think Leonardo would like to up his combat a bit.

Those are all fine.

No idea why you'd want a Marauder though.  IMO, unless you get a redesign of it, it's one of the worst looking mechs in BT.  Stats are nice.

Them's fightin' words.

(http://fc02.deviantart.net/fs70/f/2012/089/d/a/battletech___grey_death_marauder_by_shimmering_sword-d4ugbiu.jpg)

And then someone did it in 3D (http://th04.deviantart.net/fs71/PRE/f/2013/238/c/f/3d_marauder_redesign_by_shimmering_sword_by_sentinel373-d6juzdy.png).

Waaaaiiit.... I'm a dumbass.  This is a redesign.  The original looks like ass.

Let's just assume all Marauders are this badass.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 08, 2014, 12:34:48 pm
Can I haz this:
(http://img3.wikia.nocookie.net/__cb20111218225206/warhammer40k/images/1/15/Kev_walker_imperius_dictatio.jpg)?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 08, 2014, 12:59:09 pm
Esarai: Yes, Like I said, a redesign of it.  I love that rendition of the Marauder.  I hate the TRO one with a passion.

This one:
(http://www.sarna.net/wiki/images/0/06/3025_marauder.jpg)

So damn ugly.  Apart from the Warhammer and the Rifleman, I don't think I've seen a Japanese mech I didn't find ugly.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 08, 2014, 04:12:25 pm
That one is a 100%complete copy of the Zentradi officer battlepod
(http://montymaxwell.files.wordpress.com/2013/01/glaug.gif)

Shameless thieves. They stole pretty much everything. 99% of the initial designs anyway.
Shadowhawk? Phoenix Hawk? Wasp?

Here's a list of everything stolen with comparisons:
http://brianscache.com/unseen/

I'm baffeled how the MechWarrior/Battletech survived the lawsuit.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 08, 2014, 04:45:08 pm
They didn't steal it.  I will now describe the reason behind what is called the Unseen:

1) FASA creates BattleTech in 1985, and licenses several popular designs from mecha anime from TCI.  The problem that arose from that is that TCI didn't have any real legal grounds to issue the licenses to use those visual designs outside of Japan.

2) Harmony Gold, the company that exists solely to take Japanese anime and mash them together for American audiences and sit on licensing rights (http://en.wikipedia.org/wiki/Harmony_Gold_USA) took FASA to court in 1994 over the use of their designs.

3) FASA and Harmony Gold settle out of court, and FASA relinquishes the right to use those images in their official products.

They didn't steal anything, they didn't try to get away with anything.  Take note that it took Harmony Gold nine years to decide that BattleTech was worth suing someone over.  The other major problem with this situation is that Japanese copyright law is different depending on whether the use is domestic or foreign.

Also, to answer your other questions as well as I can, here is a list of absolutely everything that the company even has a tiny chance of acquiring for you to pilot.  Do note that I can't really go looking for specific chassis and designs, but that this is a full list of everything available period (http://masterunitlist.info/Unit/Filter?Name=&HasBV=true&HasBV=false&MinTons=&MaxTons=&MinBV=&MaxBV=&MinIntro=&MaxIntro=&MinCost=&MaxCost=&HasRole=&HasBFAbility=&Technologies=1&Rules=55&Types=18&BookAuto=&FactionAuto=&Eras=9&Eras=10&Eras=11&Eras=12) for you to make your wishlist.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 08, 2014, 05:19:19 pm
I'm fine with whatever mech isn't fugly.

ATM I'm running a ShadowHawk in WMO with 2 AC/5 and a PPC.
So that. Or a victor. Or a Hunchhback. Or Phoenix Hawk.
Or whatever.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 08, 2014, 05:27:56 pm
Phoenix Hawk and Hunchback are the most likely of that list.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 08, 2014, 05:52:25 pm
A Swayback model of Hunchback would be pretty good though, I reckon.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 08, 2014, 05:52:40 pm
Contact! (http://lpix.org/sslptest/index.php?id=20690)

EDIT: Refresh for inclusion of mission brief.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 08, 2014, 08:53:54 pm
>>17Aug3000, 21:59
>>Personal log, Derrick "Iron" Hansen
>>Topic: Thoughts and Reflection
>>VOCODER ACTIVE.......

>>Planetfall is tomorrow- guess this will be my last "night" in this little cabin. I won't miss bumping my head on the bunk rim, but after 8 months, even a cardboard box would start to feel homey. That's assuming I can even manage to sleep. I haven't been this wired since the last Solaris heavy-division finals..... this is even worse. Having to worry about your own skin is troubling enough, but now I'm responsible for all the men and women I've brought onto my "crusade".

>>Hah, "crusade". Amazing how that word carries such a powerfully good connotation despite the ugliness that any history book could reveal in minutes. Hmm..... [BEVERAGE BEING SIPPED] Maybe in a time when so many are fighting for murky reasons, perhaps being driven by something as simple as profit imparts a certain.... purity to one's cause. I really am trying to hold onto some higher purpose here. The Succession Wars simply keep going... so much good has been taken out of the world. I may not be the kind of man to really create anything, but I can be damn certain I remove some bad things from this universe. You know, that's not a bad line. Maybe I can work that into a pep speech for the troops.

>>It might be impossible to overstate how great a logistician Quinn has been. I've never been that big on anything not 'mech-related, but Quinn has a true talent for managing behind-the-scenes stuff.... and people! A roster full of warriors, and a surprising number of people with extra perks too: Pvt. Pilar's share of the family astro-shipping business, which has become a sizeable stake in the Iron Knights, Sgt. Segura's earnings from his acting career, and Tech Zajgla, who'll be able to hop from fixing to dismanting 'mechs once she finishes her formal training.

>>(sigh) My brain feels like a flipbook at 600 frames per second, and I didn't even drink any of the turbocharged turpentine the galley calls "coffee". HM! Doens't matter. I'm basically Company Dad now, and I need to be able to shoulder that responsibility. Best way to do that is to take care of myself. Can't say I'm taking care of myself if I'm not sleeping. [LOCKER OPENS, CLOTHING RUSTLES] Maybe a good lift or four will help me clear my head a bit. Hey computer! [COMMAND PHRASE] End recording.

"Company Dad". Man, the **** I come up with. Memo to self, don't go back through this log unless I want exposure to critical levels of cringe. heheh....

Father.... Mother..... why can't I remember you? How can I be a "dad" to anybody if I don't even remember being raised?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 09, 2014, 05:39:13 am
I have been running with this recently and I like it:
(http://s8.postimg.org/cagkv3noh/MWOMech1.jpg) (http://postimg.org/image/cagkv3noh/)

Maybe replacing all of it with AC2? or 2xAC5's and 2xAC2's??


Also, the firestarter is a fun mech to play with. Especially if you go all "flamers and heat sinks" combo.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 09, 2014, 05:58:16 am
That thing is from the future! :O
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 09, 2014, 07:18:44 am
HMm.. I'm sure I saw Capaphract on the list.. or maybe that was the Crusader?
A lot of mechs to go trough and my brain is a bit derpy.

Anywhoo...whatever works. I just like dakka!
I find Ultra AC2's (clan) to be bloody muder once you get a few of them.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 09, 2014, 10:15:45 am
Weapons in MWO function very differently from weapons in the tabletop.  AC/2s of all stripes are not good frontline weapons, and AC/5s are the definition of not worth the tonnage.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 09, 2014, 10:16:52 am
Well, a Champion would be nice, decent Heavy Mech :D
And it has looks similar to the Tenchi
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 09, 2014, 10:43:35 am
Also, Double Heat Sinks won't be available until 3028.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 09, 2014, 10:52:55 am
Weapons in MWO function very differently from weapons in the tabletop.  AC/2s of all stripes are not good frontline weapons, and AC/5s are the definition of not worth the tonnage.

I use AC2's for sniping. And  I usually have flamers or small lasers for CC. That's my WM4: Merc experience b.t.w.

Never played tabletop MW, but they should have range IIRC
Title: Re: BattleTech: Iron Knights' Crusade
Post by: The E on October 09, 2014, 11:33:37 am
Oh, they have range. Problem is that most maps will not let you use that range, and the 2 points of damage it puts out aren't really worth the trouble.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 09, 2014, 03:16:42 pm
Canis - 58 years

Not sure about that. Canis is Coyote second-line, and was unknown to the Inner Sphere before Operation Serpent. This doesn't mean it did not exist before Serpent.

Quote
Contact, under fire! Armor. No track. Terrain ruins my magnetics and they're not moving. Moved to a position that is not LOS to targets.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 09, 2014, 10:02:59 pm
There will not be blood. (http://lpix.org/sslptest/index.php?id=20696)

EDIT:
Underneath the link to the update post that features a battle, I will list the characters that have enough experience to train in another skill.  I will also post their current combat skills (if any) and the experience required to increase those.

Phantom, 3/3.  6 exp.  40 to increase gunnery or piloting.  5 to learn new skill.
Melvin, 3/4.  6 exp.  40 to increase gunnery, 20 to increase piloting.  5 to learn new skill.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 11, 2014, 03:40:24 am
Attention, all participants.

Please, if you currently have a character in this campaign, do two things for me.

1) In your current field, designate a target skill level.  For MechWarriors and Aerospace pilots, give a Gunnery/Piloting score.  If you don't know what a good number is, say something like "Regular" or "Veteran".  For Techs, Admins, Doctors, and Infantry (don't think we have one of those yet), give a skill rating (Regular/Veteran/Elite).

2) Designate a skill to be trained in once that target skill level has been reached.  A list of eligible skills follows:

Aerospace Pilot
Vehicle Driver/Gunner
VTOL Pilot
Artillery
Infantry
Mech Tech
Aero Tech
Mechanic (Vehicle Tech)
Astech (assistant tech)
Doctor
Medic (assistant doctor)
Administration

EDIT:  If you've already told me you don't, strictly speaking, need to do so again unless you want other folks to know what you're going for.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 11, 2014, 07:57:44 am
For me 2/3 and then Mech Tech :)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scourge of Ages on October 11, 2014, 12:07:41 pm
Sergeant Usman Tirumalai
Target: 2/2
Skill: Infantry
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Phantom Hoover on October 11, 2014, 12:19:40 pm
for god's sake scotty i have no idea what to want
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 11, 2014, 12:21:50 pm
You are a good pilot (3/3), midway between Veteran and Elite (actually described as Elite by MekHQ's personnel roster).  You could pick damn near anything up there and still be of beneficial use.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Phantom Hoover on October 11, 2014, 12:31:17 pm
administration, my character always wanted to be an accountant before he was pushed into all this mech piloting nonsense
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 11, 2014, 07:33:35 pm
1/1 with a Tech chaser. Kai Allard-Liao will be afraid of me.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: redsniper on October 11, 2014, 09:08:33 pm
Am I even in? There was talk of being a mech tech who could potentially multi-class to mechwarrior. I'd like to jump on the "unauthorized use of simulators" train ASAP, kthx.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 11, 2014, 10:40:06 pm
Am I even in? There was talk of being a mech tech who could potentially multi-class to mechwarrior. I'd like to jump on the "unauthorized use of simulators" train ASAP, kthx.

I will make you a Tech.  Your Tech will become a MechWarrior.  All will be right in the world.

EDIT:  If anybody else wants to start in the campaign, this is much more likely than in the other campaign to end up with that character in a combat arms occupation.

Especially once we start using Infantry in combat.

EDIT II: You are now Tech 1st Class Padraig "Red" Jenkins, fast tracked for 'Mech skills.  Dat first name.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 12, 2014, 12:36:49 am
3/2, Administration.

Someone has to push paper.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 12, 2014, 03:53:00 am
So if you start in other branches, and you go for mech warrior, how are starting skills determined? Do you start with 1/1?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 12, 2014, 07:53:26 am
You start with 7/8 or 8/8, higher number being worse in skill(the skill is your base-to-hit)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 12, 2014, 10:00:21 am
Hm.... My character's already pretty badass in combat skills. I'd want to say push for 2/2, then cross-train into, in order of preference/company need: Mech Tech, Doctor, Aerospace Pilot.

Unless it would be more point-efficient to cross-train me into something else right away. I can't imagine hitting rank 2 gunnery will come cheaply at all.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 12, 2014, 10:32:12 am
You start with 7/8 or 8/8, higher number being worse in skill(the skill is your base-to-hit)

That's really poor skills.

Isn't it better to just hire/roll a new pilot?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 12, 2014, 12:06:35 pm
Technically speaking, a new pilot is going to be better at being a pilot than a converted Tech, because a converted Tech will always start out at 8/8.  However, there are a couple really good reasons to cross-train people

1) One salary instead of two.
2) Experience gained doing pilot things can be used to increase Tech skills.  Otherwise, Tech skills take forever to raise.
3) It's cool.

IronBeer: It will take 40 experience to get from 2/3 to 2/2.  That's honestly a few points less than a couple of other wishlists posted already, so it's fine.  I think, for cross-training I'll go with Aerospace, and then once that gets to a respectable level Infantry skills.  The commander should be able to do everything he asks his troops.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 12, 2014, 02:01:31 pm
IronBeer: It will take 40 experience to get from 2/3 to 2/2.  That's honestly a few points less than a couple of other wishlists posted already, so it's fine.  I think, for cross-training I'll go with Aerospace, and then once that gets to a respectable level Infantry skills.  The commander should be able to do everything he asks his troops.
Sounds like a plan. And if I remember, my guy's a decent shot with personal weapons already, so that's a nice perk.

On a somewhat related note, how much of a PITA would it be to reach 1/1? Just out of curiosity.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 12, 2014, 02:17:26 pm
If i'm not mistaken it takes 80 experience to go from a 2 to a 1 in skill for gunnery, and then another 80 for piloting, so it takes a while depending on how many kills you can score for the 1xp per kill
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 12, 2014, 03:02:39 pm
It takes 60 to go from 2+ to 1+, and 40 to go from 3+ to 2+.  It will take you 160 experience to reach 1/1.

In my experience, most personnel accumulate an average of 20 experience per year, generally speaking.  Cross-trained folks could get a leg up on that if I front load them for repairs (I probably won't, the greenies need the exp a little bit more).  So, if you're good with waiting about eight years to cross train to infantry... :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: deathfun on October 12, 2014, 03:45:29 pm
I totally missed this

I have no idea what is available and my knowledge of MW is limited so whatever free space I could have I'll take!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 12, 2014, 04:42:41 pm
It takes 60 to go from 2+ to 1+, and 40 to go from 3+ to 2+.  It will take you 160 experience to reach 1/1.

In my experience, most personnel accumulate an average of 20 experience per year, generally speaking.  Cross-trained folks could get a leg up on that if I front load them for repairs (I probably won't, the greenies need the exp a little bit more).  So, if you're good with waiting about eight years to cross train to infantry... :P
Heh. Ok, then. Get me to 2/2, then cross-train as previously discussed.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 12, 2014, 05:14:17 pm
I totally missed this

I have no idea what is available and my knowledge of MW is limited so whatever free space I could have I'll take!

You're the Doctor.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 13, 2014, 02:02:25 am
Technically speaking, a new pilot is going to be better at being a pilot than a converted Tech, because a converted Tech will always start out at 8/8.  However, there are a couple really good reasons to cross-train people

1) One salary instead of two.
2) Experience gained doing pilot things can be used to increase Tech skills.  Otherwise, Tech skills take forever to raise.
3) It's cool.

Doesn't the reverse hold true too?

If you hire a new pilot and cross-train him as a tech, he still gets one salary, right? (unless pilots can't be cross-trained).

Either way, when I finally arrive into this outfit (one way or another) if a secondary/tertiray skill is necessary, Mech Tech sounds useful. One can never repair something too fast. Or doc.
Or whatever the hell Scotty thinks is useful for the team.

As long as I can drive big stompy things and blow s*** up, all is well.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 14, 2014, 06:33:39 pm
Minor update: Infantry will be used (frequently) in this campaign.  I've already separated the platoons we've hired into separate squads for fluff write-up and experience distribution purposes.  If anyone wants to be infantry, that sort of thing will get frequent mention and could see combat.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: esarai on October 15, 2014, 07:47:45 pm
I'd like to push for 3/3 and then enhance MechTech skills.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 12:35:53 am
Mercs chase pirates. (http://lpix.org/sslptest/index.php?id=20744)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 17, 2014, 01:59:18 am
Alright. Scourge, Esarai, Ralwood, let's have a good clean showing.

And by good clean showing, I mean a massacre of biblical proportions on these pirates.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 17, 2014, 02:06:27 am
It's cloberin' time!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: The E on October 17, 2014, 02:23:47 am
Pah, "Bridges are too light".

Who the hell needs bridges. I mean, how deep can that water be?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 17, 2014, 04:29:54 am
Not to mention, i have Jumpy Jets :D
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 17, 2014, 04:46:00 am
Pah, "Bridges are too light".

Who the hell needs bridges. I mean, how deep can that water be?

And 'Mechs are environmentally sealed by design!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 17, 2014, 07:10:03 am
Only 4 mechs on our side.

Outnumbered and outgunned but never outclassed scenario?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 12:53:50 pm
Pah, "Bridges are too light".

Who the hell needs bridges. I mean, how deep can that water be?

And 'Mechs are environmentally sealed by design!

Spoken like a man who has never tried to move a distance greater than five hexes underwater.  Each hex requires a PSR, each fall requires a breach check, and it's entirely possible to breach a torso and drown.

Underwater is the bane of 'mechs.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Phantom Hoover on October 17, 2014, 01:13:12 pm
has nobody built an underwater mech then? because if they have: i want one
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 17, 2014, 01:19:30 pm
Riverbeds are apparently very slippery.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: esarai on October 17, 2014, 01:20:17 pm
Go get a Dire Wolf U from the Clans.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: The E on October 17, 2014, 01:29:32 pm
Spoken like a man who has never tried to move a distance greater than five hexes underwater.  Each hex requires a PSR, each fall requires a breach check, and it's entirely possible to breach a torso and drown.

Underwater is the bane of 'mechs.

Well, I have little experience with rivers 150 meters across :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 01:33:06 pm
has nobody built an underwater mech then? because if they have: i want one

They have!  Underwater 'Mechs are generally very specialized and difficult to use above-water, and still very dangerous for the pilots of said 'Mechs to use.  Additionally, "true" amphibious 'Mechs won't be making a reappearance in the setting for another 56 years.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 01:37:16 pm
Spoken like a man who has never tried to move a distance greater than five hexes underwater.  Each hex requires a PSR, each fall requires a breach check, and it's entirely possible to breach a torso and drown.

Underwater is the bane of 'mechs.

Well, I have little experience with rivers 150 meters across :P

I live roughly five miles from the Missouri River.  Around here, it's between 150 and 300 meters wide.  Up north in South Dakota, there are portions that reach nearly six kilometers.  Thanks to dedicated civil projects on the matter, there is not actually a part of the Missouri River that is less than 90 meters wide.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 02:42:34 pm
Only 4 mechs on our side.

Outnumbered and outgunned but never outclassed scenario?

Wow a triple post, I am a loser.  Anyway, in this ruleset, we will always be outnumbered.  If we have lances that aren't deployed that week, we can use them as reinforcements, but doing so is a calculated risk.  All of our lances are deployed this week.  In a Chase scenario, we're definitely going to be outnumbered, because the enemy isn't trying to shoot all our 'Mechs down.  The idea for the bot is to get through our lines and reach the other end of the map.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 17, 2014, 06:23:27 pm
has nobody built an underwater mech then? because if they have: i want one

I believe at least one Clan second-line design was intended for such, yes.

Spoken like a man who has never tried to move a distance greater than five hexes underwater.  Each hex requires a PSR, each fall requires a breach check, and it's entirely possible to breach a torso and drown.

Underwater is the bane of 'mechs.

We're not dealing with distance of greater than five hexes, I expect. Or for that matter one greater than five hexes and actually that deep.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 06:38:25 pm
We're not dealing with distance of greater than five hexes, I expect. Or for that matter one greater than five hexes and actually that deep.

You're half right.  Such a river has not actually come up at all, but I needed an excuse to send Combat Lance, which was assigned to this mission, instead of Headquarters Lance, which is much heavier and equipped for fights like this.  I came up with one.  So sue me. :P

Also, update incoming momentarily.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 17, 2014, 06:57:55 pm
Like the fist of an angry deity. (http://lpix.org/sslptest/index.php?id=20746)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Grizzly on October 18, 2014, 02:54:00 am
Dat carnage tho 0_o
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 18, 2014, 06:10:53 am
Dem accidental Fire rule man, such havoc. or were those deliberate fires(i didn't quite read everything as i am in a rush for food)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 18, 2014, 09:10:38 am
Accidental. Deliberately having torched the entire place is the sort of thing I'd have done.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scourge of Ages on October 18, 2014, 11:52:08 am
That was beautiful.

That accidental fire... heeeeeee!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: esarai on October 18, 2014, 05:04:47 pm
Wow, such smackdown.  And Segura only said two things the whole time.

And I didn't realize I have gunnery at 2.  I retract the previous request, let's aim for 2/2 and then cross to MechTech.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 18, 2014, 06:15:27 pm
Wow, such smackdown.  And Segura only said two things the whole time.

And I didn't realize I have gunnery at 2.  I retract the previous request, let's aim for 2/2 and then cross to MechTech.

Honestly the Phoenix Hawk wasn't really drawing much attention to itself.  Most of the intense business was going on with Ralwood's Hunchback and Scourge's Wolverine.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 19, 2014, 01:05:59 am
Update for those aware:  I encountered a bug that prevented saving and advancing, and had to kill the program to fix it.

That's the bad news.  The good news is that the game loss are saved separetly and independent of the campaign file, and I was able to rescue or progress, beat down and all.

I also figured out how to add custom vehicles to the game without breaking it, so we now have a quartet of M113s on order.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Grizzly on October 19, 2014, 11:41:35 am
Wait, cold war era tech?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: The E on October 19, 2014, 12:07:43 pm
Which works quite well in the Battletech setting. Most of the inner sphere is barely equal to 1990s tech in terms of what's available to the general public, with a few isolated bits and pieces that go into future tech. Using a 1950s era design, which can be built and serviced literally anywhere is only prudent.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Grizzly on October 19, 2014, 12:09:58 pm
So Battletech is basically Firefly with giant robots and more death? Never looked at it that way. Just saw the 'mechs.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 19, 2014, 01:21:40 pm
Pretty much, Joshua, pretty much.

Which is why we love it so much <3
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 19, 2014, 02:04:18 pm
I find it funny they can build big, walking mechs and laz0rs, but can't even make a reliable autocannon that doesn't jam.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 19, 2014, 03:22:03 pm
I've never had a regular AC jam other than when i use the Rapid Fire rules(Regular ACs act like Ultra's, basically)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 20, 2014, 02:43:55 am
Ok, replace autocannon with gattling gun.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 20, 2014, 03:10:26 am
Ok, replace autocannon with gattling gun.


That's what's commonly called a "Machine Gun" in BattleTech.

Also no one has ever built a gatling gun that fires 90 mm shells fast enough to make a buzzing noise.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 20, 2014, 05:57:06 am
I'd imagine the sound of a 90mm gatling being the sound of death incarnate..
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 20, 2014, 06:11:33 am
90mm? Hardly.

Humanity did make 30mm (and I think the russians make a 35mm one) gattling guns that rip tanks apart.
You kinda don't need to go higher. It's overkill. And the ammo weight and number becomes a bigger problem the bigger the shells are.

(http://home.online.no/~ola-gund/artimages/A-10_Awesome_small.jpg)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 20, 2014, 07:18:56 am
This is horribly off-topic, but the GAU-8 doesn't rip tanks apart.  The PGU-14/B API DU round can only penetrate about 45-50mm of RHA at 1000m, which isn't even enough to penetrate a T-72B's roof armor at common engagement angles, let alone its front or side.  It can't penetrate a T-62's front or turret side armor either.  The GAU-8 is for killing light armor like IFVs, and soft targets.  It is in no way a dependable tank-killing weapon.  The A-10 carries the AGM-65 Maverick missile to deal with tanks, and it's with these that the overwhelming majority of A-10 tank kills have been scored.

That's 45-50mm RHA.  Most 120mm APFSDS rounds can penetrate around 600-700mm RHA at 1000m, depending on the round.  The TOW-2A is about 700mm.  The 9M119M1 Invar-M is around 950mm.  The GAU-8 isn't as special as popular culture would have you believe.  The Russians barely use their equivalent (the GSh-6-30) on CAS aircraft because the smaller and lighter GSh-2-30 can do the same job.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 20, 2014, 01:13:54 pm
90mm? Hardly.

Humanity did make 30mm (and I think the russians make a 35mm one) gattling guns that rip tanks apart.
You kinda don't need to go higher. It's overkill. And the ammo weight and number becomes a bigger problem the bigger the shells are.

A 30 mm gun like the GAU-8 is commonly referred to as an 2-class Autocannon in BattleTech.  It doesn't jam.  It also doesn't do a whole lot of damage to a target, because those bullets are small and BattleTech armor is one step short of magic.

For a little bit of reference for you, TrashMan, the 'Mech in this image (an Uziel UZL-2S "Jacob" in use during the Jihad, some 72 years from now) is using a pair of 5-class Light Autocannons.  Look at how ****ing huge those shells are.  Typical 5-class Autocannons of any stripe tend to range between 75 and 100 mm guns.  These guns do five damage per hit.

(http://www.ayudarjugando.org/files/pictures/CAT35003.jpg)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 20, 2014, 03:07:25 pm
A 30 mm gun like the GAU-8 is commonly referred to as an 2-class Autocannon in BattleTech.  It doesn't jam.  It also doesn't do a whole lot of damage to a target, because those bullets are small and BattleTech armor is one step short of magic.

It was my understanding that Autocannons fired HE rounds and that Standard armortypes(Ferro included) are of the ablative sort. I forgot where i read this theory but i'm sure it was years ago on the bt forum itself.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: AtomicClucker on October 20, 2014, 04:25:22 pm
This is horribly off-topic, but the GAU-8 doesn't rip tanks apart.  The PGU-14/B API DU round can only penetrate about 45-50mm of RHA at 1000m, which isn't even enough to penetrate a T-72B's roof armor at common engagement angles, let alone its front or side.  It can't penetrate a T-62's front or turret side armor either.  The GAU-8 is for killing light armor like IFVs, and soft targets.  It is in no way a dependable tank-killing weapon.  The A-10 carries the AGM-65 Maverick missile to deal with tanks, and it's with these that the overwhelming majority of A-10 tank kills have been scored.

That's 45-50mm RHA.  Most 120mm APFSDS rounds can penetrate around 600-700mm RHA at 1000m, depending on the round.  The TOW-2A is about 700mm.  The 9M119M1 Invar-M is around 950mm.  The GAU-8 isn't as special as popular culture would have you believe.

To my understanding, the A-10 was built as a much more competent and jet-powered successor to the rugged A-1 Skyraider, due to major problems with the F-100 Super Sabre and the F-105 Thunderchief delivering fire support at lower speeds (where the A-1 kicked ass). The gun is supplemental, but the ability to carry ordinance and douse tanks with missiles, rockets, and bullets is the primary platform. Although the gun is touted to have made the plane, the plane made itself by carrying a mother load of ordinance to crack armor, pepper infantry, and bring an overwhelming amount of death to the table. But the psychological effects of said gun cannot be understated, as these things did play heavily into engagements in Aghanistian where Taliban fighters suffered morale crisis and Coalition troops were emboldened by the zip of the GAU-8.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: NGTM-1R on October 20, 2014, 06:39:04 pm
It is in no way a dependable tank-killing weapon.

This is actually debatable as it will in the majority of cases result in a mobility kill via engine or track destruction when fired from a side or rear angle.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on October 20, 2014, 06:46:52 pm
It is in no way a dependable tank-killing weapon.

This is actually debatable as it will in the majority of cases result in a mobility kill via engine or track destruction when fired from a side or rear angle.

This varies greatly on range and angle of attack.  The band of armor easily penetrable beyond 1000 feet is extremely thin on most MBTs, and from the side you're less likely to hit a track than you are to dent a bogey wheel which will only make driving a bit more difficult and not impossible.

The GAU-8 kills IFVs and non-MBT AFVs, but it's not a dependable MBT killer, which is the popular myth of the weapon.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Herra Tohtori on October 20, 2014, 10:12:12 pm
In a way, this myth is actually perpetrating all the way from World War 2.

Destroying tanks with aircraft was far less effective in reality than the pilots thought.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: niffiwan on October 20, 2014, 10:39:11 pm
I recall reading that WW2 aircraft fired rockets were far less effective than thought at the time, but there was a fair bit more success with "large" calibre aircraft mounted guns, especially on the German Stukas vs Soviet armour?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: IronBeer on October 20, 2014, 10:55:52 pm
I'm either impressed or disappointed that somebody hasn't mentioned the A-10 Pilot's Coloring Book (http://www.simhq.com/_air/air_053c.html) yet, if we're determined to get twisted off from stompy robots.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: niffiwan on October 20, 2014, 11:19:21 pm
I thought of it once the GAU-8's armour penetration came up, but I didn't have the link so thanks! (and yeah, the A-10 etc conversation probably needs a split...)
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 21, 2014, 02:30:14 am
But the psychological effects of said gun cannot be understated, as these things did play heavily into engagements in Aghanistian where Taliban fighters suffered morale crisis and Coalition troops were emboldened by the zip of the GAU-8.

Yus. The Gattling gun is a both a psychological weapon and a physical one. There's something about the hail of bullets and that whining sound. People tell me that video records cannot reproduce it accurately.
I have a very special place in my heart for this weapon:
(http://www.smithandwessonforums.com/forum/attachments/catch-all-wish-list-forum/2040d1320950695-all-i-want-christmas-gatling-gun-getoffmylawn.jpg)

Which reminds me of this:
https://what-if.xkcd.com/21/


I've seen videos of A-10's shooting TANKS (not AFVs). Example:
http://www.youtube.com/watch?v=nk1HU5WShpU
How does it manage to do it with 30mm bullets against 100+ mm armor? I dunno. Probably because it's shoot a crapload of them.


****

Either way..

STOMPY MECHS!

How long till you have cash to hire me?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Aesaar on October 21, 2014, 03:46:26 am
That video proves what, exactly?  That antiquated and not very well armored M60 tanks are used for target practice by A-10 pilots?  It doesn't show you anything except the rounds hitting the tank. If that tank had been a T-72B, at that angle, those shots would have done no meaningful damage except for the lucky shot that hit the gun.

A crapload of bullets that can't penetrate isn't much better than one bullet that can't penetrate.  Tanks in real life don't have health bars.

To my understanding, the A-10 was built as a much more competent and jet-powered successor to the rugged A-1 Skyraider, due to major problems with the F-100 Super Sabre and the F-105 Thunderchief delivering fire support at lower speeds (where the A-1 kicked ass). The gun is supplemental, but the ability to carry ordinance and douse tanks with missiles, rockets, and bullets is the primary platform. Although the gun is touted to have made the plane, the plane made itself by carrying a mother load of ordinance to crack armor, pepper infantry, and bring an overwhelming amount of death to the table. But the psychological effects of said gun cannot be understated, as these things did play heavily into engagements in Aghanistian where Taliban fighters suffered morale crisis and Coalition troops were emboldened by the zip of the GAU-8.
Yes, the A-10 is a fantastic CAS aircraft and the gun is deadly against a lot of things.  My point is that tanks, especially tanks from the 80s onwards, aren't really one of those things.

I recall reading that WW2 aircraft fired rockets were far less effective than thought at the time, but there was a fair bit more success with "large" calibre aircraft mounted guns, especially on the German Stukas vs Soviet armour?
37mm was adequate against the top and rear armor of WW2 tanks.  Hell, against lighter tanks, 20mm could do damage.  Tanks have gotten a lot heavier since then.

Anyway, someone split this tangent.  I don't mind continuing the discussion, but not at the expense of the thread.

Title: Re: BattleTech: Iron Knights' Crusade
Post by: Grizzly on October 21, 2014, 04:52:14 am
Kudos to Ironbeer for pointing out that colouring handbook again - Even an old tank is a tough nut to crack with the GAU-8

It should also be pointed out that, once you do hit the right altitudes and angle for perforating a T-62, you have also hit the right altitudes and angle for the AAA batteries to perforate you. Although that won't immeaditily end in your death or anything, it will render your aircraft combat ineffective - or set fire to your engines.

I found that out the hard way in DCS.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Grizzly on October 21, 2014, 05:19:43 am
Pretty much, Joshua, pretty much.

Which is why we love it so much <3

Heh, I always knew that tech in B-Tech was a bit backwards considering that everyone cheers whenever they find a Star League weapon's cache - 300 year old technology. Also, the sudden boost of tech when the clans arrived (due ot them actually developing their tech beyond SL spec whilst the Inner Sphere nuked themselves into a new stone age) - and when the clans actually started mingling with the IS and forming dominions and all that - the Jihad happened and the best technology was destroyed again. yeeh.

But I never considered tech from the 1950s to still be so popular a thousand years later.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Patriot on October 21, 2014, 05:50:51 am
The 1950s tech referring to Scotty's choice of M113s i presume? Yeah, anything built as rugged as those things is a good addition to any Merc Force really.
Rugged being a relative term :P
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Herra Tohtori on October 21, 2014, 07:47:04 am
I recall reading that WW2 aircraft fired rockets were far less effective than thought at the time, but there was a fair bit more success with "large" calibre aircraft mounted guns, especially on the German Stukas vs Soviet armour?
37mm was adequate against the top and rear armor of WW2 tanks.  Hell, against lighter tanks, 20mm could do damage.  Tanks have gotten a lot heavier since then.

Even they were vastly over-reported in effectiveness. True, on a good angle you would get a penetration - but it's sort of iffy on most safe attack angles. You'd have to come down at quite a steep angle to guarantee a penetration.

And after you had that... then what? 37mm is not going to necessarily destroy a tank. You can injure/incapacitate/kill crew members if you hit them, and cause damage to some components if you hit them, but that really doesn't mean the tank was "destroyed".

If you go by the after-action reports of any air force, and sum up the number of tanks destroyed you end up with a number that is higher than the number of tanks in service at the area, at that time... by some significant margin. A lot of the time, pilots would fire their guns at a tank, see some effect of the fire (tank stops, smoke comes out, crew abandons tank, etc.) and report it as "tank destroyed".

In reality, what often happened was the tank was hit by aircraft fire, the pilot saw some effect of the fire, and reported the tank destroyed. In many cases the tanks deployed smoke and stopped after being hit by air attacks, waited until the attack was over, fixed the damage (if any) and continued on their way.

In some cases the tank was truly immobilized by air-to-ground damage, or crewmembers were injured. In such a case they might choose to dismount the tank if the threat level outside was acceptable compared to waiting to be hit more in a steel box filled with fuel and ammunition.

Regardless in most cases the repair crew would fix up the tank and it would be back in action fairly soon.


This "stat buffing" is present in the after-action reports of all air forces, mind you. The reports of the armoured units themselves tell a different story entirely.


Also, I don't know if the tangent needs to be split. It's still peripherally related to the topic at hand, I would say. In MekTek, it seems like this won't apply in the same way due to the way how salvage works - forcing a crew into abandoning a tank would definitely count as a kill.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: esarai on October 22, 2014, 01:54:31 am
But I never considered tech from the 1950s to still be so popular a thousand years later.

The Hetzer (http://en.wikipedia.org/wiki/Hetzer) survived that millennium with only a few modifications (http://www.sarna.net/wiki/Hetzer).
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Mongoose on October 22, 2014, 05:38:44 pm
I think the lesson to take away is that, even in the Space Future, bullets are still great at blowing big messy holes in people.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on October 23, 2014, 01:59:27 am
There is no problem that cannot be solved by a big enough gun.

If you can't solve problem with firepower, you're not using enough of it!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Hobbie on October 23, 2014, 11:31:36 am
Just got back to the forums after gallivanting across Seattle for however long.

What a rout that was.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on December 09, 2014, 09:22:13 am
bump... this still alive?
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on December 09, 2014, 01:15:36 pm
Yes.   Real Life is a ***** sometimes, especially this time of year in a retail job.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on January 22, 2015, 10:06:26 pm
Hey sup.

So I was actually getting ready to do more of this stuff (and probably switch to video, because goddamn if that's not a lot of (http://i.somethingawful.com/forumsystem/emoticons/emot-words.gif) to type up every time, and even more pictures. (http://i.somethingawful.com/forumsystem/emoticons/emot-effort.gif)), and I ran into a bug with my install of MekHQ.

You see, when I went to play the next battle, it populated every vehicle four times.  Yes, four.  This meant that when I was supposed to be playing against a reinforced company, I was actually facing a battalion and then some.

That's not gonna fly.  I reinstalled, but converting the old save to the new version is being a pain.  The old save wouldn't let me save, so I have to import the personnel one person at a time, and that's slowing things down.

But hey!  It's still alive.
Title: Re: BattleTech: Iron Knights' Crusade
Post by: TrashMan on January 23, 2015, 04:43:01 am
IT LIVES!!!!!!
Title: Re: BattleTech: Iron Knights' Crusade
Post by: Scotty on January 23, 2015, 10:48:20 am
Announcement:  future updates will also be streamed and uploaded to YouTube, like deathfun's XCOM LP because goddamn those posts are a ****load of effort.  Doing it text only for the major plot updates will make thing so much easier.

Stream will be held some week day in the evening idgaf yet.