Author Topic: BattleTech LP: Hard Light Marines  (Read 83217 times)

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Offline Scotty

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Re: MegaMek and MekHQ general topic, also LP
You're going to end up with 0/0 pilots in about two contracts with that exp system. :P

 

Offline deathfun

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Re: MegaMek and MekHQ general topic, also LP
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
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Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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

 

Offline IronBeer

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Re: MegaMek and MekHQ general topic, also LP
(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!
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Offline NGTM-1R

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Re: MegaMek and MekHQ general topic, also LP
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.
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Offline niffiwan

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Re: MegaMek and MekHQ general topic, also LP
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?
« Last Edit: November 09, 2013, 05:14:17 am by niffiwan »
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Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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.
« Last Edit: November 09, 2013, 05:15:05 am by Patriot »

 

Offline Scotty

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Re: MegaMek and MekHQ general topic, also LP
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.

 

Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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
« Last Edit: November 09, 2013, 07:32:04 am by Patriot »

 

Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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.

 

Offline AdmiralRalwood

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Re: MegaMek and MekHQ general topic, also LP
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.
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Offline IronBeer

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Re: MegaMek and MekHQ general topic, also LP
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)
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Offline Scotty

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Re: MegaMek and MekHQ general topic, also LP
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.

 

Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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.

 

Offline IronBeer

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Re: MegaMek and MekHQ general topic, also LP
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.
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Offline Scotty

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Re: MegaMek and MekHQ general topic, also LP
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.

 

Offline Patriot

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Re: MegaMek and MekHQ general topic, also LP
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

 

Offline Scotty

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Re: MegaMek and MekHQ general topic, also LP
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.

 
Re: MegaMek and MekHQ general topic, also LP
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.
« Last Edit: November 10, 2013, 02:30:20 am by Scourge of Ages »

 

Offline deathfun

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Re: MegaMek and MekHQ general topic, also LP
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
"No"