What kind of lance you guys want to run is up to you, I'm cool with it being a mercenary hodgepodge, and I figure if you guys go heavy or light I'll just bring something of equal BV so it will all shake out.
I am trying to figure out a little snag I just hit though, which is that apparently every player needs a unique starting side under double blind rules in megamek, but ideally each member of the lance is a different player so ensure that no vision is shared.
I guess worst comes to worst I just spawn everyone at random arse points of the map and just take several turns moving you to your picked start locations and pick up real gameplay from there. Silly software issues!
Edit:
This is the map I am intending on running to help you think of what kind of mech you might want to use, you guys deploying in the South and the OpFor deploying to the North.
I'm kind of debating if I want you folks to have shared team vision or not. Because I mean, Battlemechs have pretty good sensors right, they would be able to share radar information with one another? I'm also worried if you guys don't have shared team vision that you won't be able to do things that you should like spot for indirect LRM fire.
I'd still want to enforce the limited amount of communication per turn, hidden information, etc. But I wonder what the right balance to strike is in terms of sharing combat information with one another.
(Also I should probably make it if you walk into an ECM bubble or something that you can't radio people anymore, that seems fun )
Awesome yay! Well, I'm about to head out for the rest of the day, but I will try to get the thread up sometime tomorrow.
I won't give you specific details of enemy composition, but, in terms of what mechs you might want to bring I can tell you that the enemy is likely to have a mix of battlemechs, infantry, battle armor and infantry. You do not expect the OpFor to have any aerospace support. So, weapons that you might usually think to leave at home like flamers or machineguns could have some serious value.
If I can find a way to make no shared vision work (there will need to be 5 teams minimum, 1 for each lance member, 1 for the OpFor, and there can be ZERO overlap in starting positions for the game to start, maybe I will look into the scenario editor or something?) then keep in mind that I do not believe that indirect fire will be possible, so consider that when picking LRMs. If we do go with no shared vision I will make sure that the OpFor play under similar no indirect LRM rules for the sake of fairness.
Also @Inquisitor I don't think you need to set everyone on different teams, you might just need to run multiple clients by starting a new session and connecting to localhost.
I'm debating between:
Avatar AV1-O. Heavy, no jump jets but packs a hell of a wallop. Has 3 artemis upgraded LRM 10s and a LBx10 (aka the tankkilla) and two machine guns for infantry.
Blackjack BJ2-O. Medium. Slowish speed but does have jump jets. Has two ulta AC5s, 4 medium lasers and 4 machine guns two of which are rear firing.
Marshal MHL-X1. Medium. Slowish with jump jets. Doesn't use an XL engine which is nice. Packs 1 large laser, 1 medium and 1 medium pulse laser. Also two machine guns, a flamer an an LRM5.
Bushwacker BSW-X1. Because, as a wise robot once said, it's got chicken legs.
Turns out the Thanatos first appears in 3061, so that's what I'll be running. It has a C3 slave, so I suggest that we bring a master along with some long range weapons to put that C3 bonus to good use.
DRG-C
Modified specifically to carry a C3 slave unit into combat, the C is a modification of the DRG-5K introduced in 3050. The 'Mech carries a C3 slave in the place of its rear-facing medium laser. While this does reduce the Grand Dragons short range firepower somewhat, it also makes the far more accurate when working in a C3 lance. BV (1.0) = 1,154[2], BV (2.0) = 1,322[9]
Also Inquisitor I don't think you need to set everyone on different teams, you might just need to run multiple clients by starting a new session and connecting to localhost.
Sorry for the unclear wording but while I am only running two teams each player needs a unique spawn location when using double blind for some reason.
are you guys really sure you want to C3 this lance? If anyone takes one we'll all need to to make it worthwhile. Also, C3 networks cost a ton of BV so we'll be up against a lot more firepower.
We need enough long range firepower to make it worthwhile. I'll be close enough that any snipers should get a decent bonus. The Atlas CM is probably the best candidate, having a gauss rifle and LRM 20 in addition to the C3 master.
Also Inquisitor I don't think you need to set everyone on different teams, you might just need to run multiple clients by starting a new session and connecting to localhost.
Sorry for the unclear wording but while I am only running two teams each player needs a unique spawn location when using double blind for some reason.
@Inquisitor In that case I don't know if there's any way to disable team vision sharing the way we're setting up, assuming I understand how you're doing this. :sad:
Last night on Death From Above the Ravashing Russian Sokolov really took advantage of the new initiative system with his light mech on a turn. He delayed until the end and ran behind a Highlander to shoot the crap out of it, and then it went back to the top of initiative and he took his turn immediately, which let him act again right away to run over behind an Orion to shoot it up
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'm considering one of two scenarios, depending on attendance, time, and desire for complexity:
1. A Breakthrough scenario. Oosiks will be in Light 'Mechs.
2. A two-pronged Take & Hold and Objective Destruction, where the Oosiks have to destroy one Comms station while simultaneously escorting an APC to capture a second station. Oosiks in anything up through a Heavy 'Mech.
I'll happily take opinions on what people want to play.
You line up several maps along the long direction. The attackers are trying to get from one end, through the defenders, and off the other end. Usually the defenders outnumber/out-BV the attckers. It's some straight-up Fury Road shit.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
It's ok. I'll host again next week, and try to get my games back on a bi-weekly drumbeat so you can prepare for them.
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited November 2016
Guys, looking for input.
I'm going to be refitting a Hussar that I won in an auction, because I like the 'Mech but I haaaaate the leg assembly. I'm going to be sculpting and constructing an entirely new hip and leg arrangement to allow it to have an actual ability to torso-twise, while maintaining some of the look of the original model.
What do you guys think of this profile of the new hip section? Proposed new part in red (and grey above it, to fill out the bottom of the miniature):
(Also, ignore the red cog circle; that's part of the hip, viewed from a different (above) angle, I was using to fit parts on the drawing)
Posts
I am trying to figure out a little snag I just hit though, which is that apparently every player needs a unique starting side under double blind rules in megamek, but ideally each member of the lance is a different player so ensure that no vision is shared.
I guess worst comes to worst I just spawn everyone at random arse points of the map and just take several turns moving you to your picked start locations and pick up real gameplay from there. Silly software issues!
Edit:
This is the map I am intending on running to help you think of what kind of mech you might want to use, you guys deploying in the South and the OpFor deploying to the North.
I'm kind of debating if I want you folks to have shared team vision or not. Because I mean, Battlemechs have pretty good sensors right, they would be able to share radar information with one another? I'm also worried if you guys don't have shared team vision that you won't be able to do things that you should like spot for indirect LRM fire.
I'd still want to enforce the limited amount of communication per turn, hidden information, etc. But I wonder what the right balance to strike is in terms of sharing combat information with one another.
(Also I should probably make it if you walk into an ECM bubble or something that you can't radio people anymore, that seems fun )
I won't give you specific details of enemy composition, but, in terms of what mechs you might want to bring I can tell you that the enemy is likely to have a mix of battlemechs, infantry, battle armor and infantry. You do not expect the OpFor to have any aerospace support. So, weapons that you might usually think to leave at home like flamers or machineguns could have some serious value.
If I can find a way to make no shared vision work (there will need to be 5 teams minimum, 1 for each lance member, 1 for the OpFor, and there can be ZERO overlap in starting positions for the game to start, maybe I will look into the scenario editor or something?) then keep in mind that I do not believe that indirect fire will be possible, so consider that when picking LRMs. If we do go with no shared vision I will make sure that the OpFor play under similar no indirect LRM rules for the sake of fairness.
Avatar AV1-O. Heavy, no jump jets but packs a hell of a wallop. Has 3 artemis upgraded LRM 10s and a LBx10 (aka the tankkilla) and two machine guns for infantry.
Blackjack BJ2-O. Medium. Slowish speed but does have jump jets. Has two ulta AC5s, 4 medium lasers and 4 machine guns two of which are rear firing.
Marshal MHL-X1. Medium. Slowish with jump jets. Doesn't use an XL engine which is nice. Packs 1 large laser, 1 medium and 1 medium pulse laser. Also two machine guns, a flamer an an LRM5.
Bushwacker BSW-X1. Because, as a wise robot once said, it's got chicken legs.
Modified specifically to carry a C3 slave unit into combat, the C is a modification of the DRG-5K introduced in 3050. The 'Mech carries a C3 slave in the place of its rear-facing medium laser. While this does reduce the Grand Dragons short range firepower somewhat, it also makes the far more accurate when working in a C3 lance. BV (1.0) = 1,154[2], BV (2.0) = 1,322[9]
Ehhhhh??
Sorry for the unclear wording but while I am only running two teams each player needs a unique spawn location when using double blind for some reason.
@Inquisitor In that case I don't know if there's any way to disable team vision sharing the way we're setting up, assuming I understand how you're doing this. :sad:
Yeah.....yeah. Yes, we do. In this brave new world we live in, we all better become master tacticians and 'Mech pilots. Y'know, to be prepared.
Same plan as usual, gather no later than 7:30 PM Central, start no later than 8:00 PM.
1. A Breakthrough scenario. Oosiks will be in Light 'Mechs.
2. A two-pronged Take & Hold and Objective Destruction, where the Oosiks have to destroy one Comms station while simultaneously escorting an APC to capture a second station. Oosiks in anything up through a Heavy 'Mech.
I'll happily take opinions on what people want to play.
You line up several maps along the long direction. The attackers are trying to get from one end, through the defenders, and off the other end. Usually the defenders outnumber/out-BV the attckers. It's some straight-up Fury Road shit.
I'm going to be refitting a Hussar that I won in an auction, because I like the 'Mech but I haaaaate the leg assembly. I'm going to be sculpting and constructing an entirely new hip and leg arrangement to allow it to have an actual ability to torso-twise, while maintaining some of the look of the original model.
What do you guys think of this profile of the new hip section? Proposed new part in red (and grey above it, to fill out the bottom of the miniature):
(Also, ignore the red cog circle; that's part of the hip, viewed from a different (above) angle, I was using to fit parts on the drawing)
They're just so damn beautiful
But yes I love the cel-style outline on the Catapult.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
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They're all so....cute. I kinda want to hug them? That's not weird, is it? The Dragon looks like it could give good hugs.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
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Just don't show the "After" pictures, DaMoon.
I think they might break Nips.