The new forums will be named Coin Return (based on the most recent
vote)! You can check on the status and timeline of the transition to the new forums
here.
The Guiding Principles and New Rules
document is now in effect.
[GAME ON] I'm running a MegaMek/BattleTech Campaign
Posts
I have noticed
my intent was to give jumpjetters a completely different path towards the objectives, so chances are, they stay in
I'm itching to start the "green" training simulation as detailed in the quick-start rules, but I need someone to play with.
Also, the quick-start rules haven't yet factored in how I'm to implement them into megamek. I now need to open up megamek and see what's what.
Light PPC at Bombardier BMB-10D ID:12 (Bot1); needs 8, rolls 10 : hits RA
The jungle hex absorbs 2 damage.
Bombardier BMB-10D ID:12 (Bot1) takes 3 damage to RA. Armor destroyed, 9 Internal Structure remaining
Critical hit on RA. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on SRM 4 Ammo (11).
*** SRM 4 Ammo EXPLODES! 88 DAMAGE! ***
Bombardier BMB-10D ID:12 (Bot1) suffers catastrophic damage, but the autoeject system was engaged.
Bombardier BMB-10D ID:12 (Bot1) must make a piloting skill check (landing in light jungle).
Needs 9 [5 (ejecting) + 1 (automatic ejection) + 3 (landing in light jungle)], rolls 4 : fails.
Pilot of MechWarrior Unnamed ID:13 (Bot1) "Unnamed" takes 2 damage.
The pilot ejects safely!
*** Bombardier BMB-10D ID:12 (Bot1) DESTROYED by ejection! ***
Bombardier BMB-10D ID:12 (Bot1) takes 88 damage to RA. <<<SECTION DESTROYED>>>,
79 damage transfers to RT.
Critical hit on RA. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on Upper Arm.
Bombardier BMB-10D ID:12 (Bot1) takes 79 damage to RT. <<<SECTION DESTROYED>>>,
64 damage transfers to CT.
Critical hit on RT. Roll is 10; 2 locations.
<<<CRITICAL HIT>>> on LRM 20.
<<<CRITICAL HIT>>> on LRM 20.
Bombardier BMB-10D ID:12 (Bot1) takes 64 damage to CT. <<<SECTION DESTROYED>>>,
Bombardier BMB-10D ID:12 (Bot1) has taken 6 engine hits this round.
Checking for engine explosion on 10, roll is 4.
Engine safety systems remain in place.
Critical hit on CT. Roll is 8; 1 location.
<<<CRITICAL HIT>>> on Standard Gyro.
Very fun. Again, thanks!
Do me a favor and don't quote my IP. :P
My Chameleon took a beating as well, only suffered an armor breach on the RT, but still.
The Chameleon is a pretty good 'mech once you understand how to budget it's heat. I agree with the fluff that it makes a good trainer. The Large laser gives you long-range power, but usually you'll leave it inactive in favor of firing everything else at closer range (if you don't use the large you can walk and fire everything else and sink all heat). The MG ammo in the center Torso makes me nervous though, but if the CT armor has already been breached an ammo explosion is just icing on the cake.
Firing the LL and the MG's can be more useful than just spraying their armor with M/S lasers. Unless the armor is already low enough for the M/S lasers to pierce.
This sort of stuff is why I love the old stock designs compared to munchkined L.Laser, Gauss or PPC boats. You have to consider factors like range bracket, heat levels, enemy armour, etc. Those boats it's just shoot shoot shoot, maybe not shoot due to heat. (I know I'm simplifying it but whatever)
MUX experience with Strike vs. Strike battles, where using fast medium mechs and light usually meant that actually hitting was more important than a single shot penetrating the armor.
or Megamek.net battles where usually the light/mediums were part of a group of heavier mechs, and I usually had my heavier mechs' weapons fire first.
It still took all of my autocannon ammo (from admittedly terrible hit chances) to put a dent in his armor. I finally got a lucky large laser shot that hit him in the head for full damage, taking 8 of the 9 head armor out, and knocking him unconscious. While he was out I lumbered my way over and did some menial laser damage (at this point I was out of AC ammo because I'm retarded) and with an obscenely high hit percentage on melee attacks, I went for the 1-2 crab punch combo. First swing from the left arm landed a direct hit in the face, killing the mech (and it looks like the pilot too), but leaving the super hawk quite salvageable.
Considering my other fights with the bot over the past hour or so, this is quite a pleasing victory.
Needless to say, I've been getting some awesome Hatchetman action in. In the past couple days I've managed to 1-shot several enemy mechs with a well-placed hatchet to the head.
The king crab is not a mech that I would recommend for trying to learn the game with .
Best way to learn is with someone willing to walk you through a practice match.
kaboom
We setup in a corner and at first engaged the infantry, toasting two of them immediately with close range machinegun and small laser fire. Next the Sav. Masters shot across the map (13/20 is crazy) and we engaged them as well. One was immobilized quickly while the ShadowHawk got in over it's head as the remaining two infantry units swarmed it and managed to topple it. Things went poorly for the ShadowHawk, as it quickly lost a leg, but somehow managed to stand and limp a square before falling over again. Somehow it stood AGAIN and jetted a few hexes away, shaking the infantry for a moment, however the landing mauled it further and the infantry used their motorcycles (or whatever) to quickly catch up and reswarm it. Unfortunately for it's pilot, the ShadowHawk as pretty much taken out of the fight almost immediately.
Meanwhile I managed to immobilize another Sav.Master that had chosen a poor path. We peppered the poor Shadowhawk with machinegun fire, slowly killing the infantry nibbling away at it like angry ants. The Sav.Masters were proving to be a nuisance, but a threatening one. Their high speed made them frustratingly difficult to hit and their medium lasers nibbled at our armor. After we took out two of the Sav.Masters the Loadermechs joined the fray...
A third Sav.Master spun out during a highspeed maneuver, slamming itself into a grove of trees, disabling itself. The fourth got greedy and only moved 5 hexes to get a point-blank flank shot on my Chameleon, only to have me twist to face it and riddle it full of small laser and MG fire, disabling it. During this we also engaged the Loader mechs, thankfully their aim was poor and we took minimal damage. We typically tried to concentrate fire (mostly unintentionally) on one or two a turn, quickly legging one, taking it out of the fight. Shortly after the last Sav. Master was disabled (none of them were flat out destroyed, just immobilized in such a way that their fixed laser couldn't hit us) we turned our full brunt onto the remaining LoaderMechs, quickly defeating them, typically by legging them.
Finally the Jagermech went active, had Morkath not accidentally set us up on a 1x1 map it could've been a real threat. As is, when it joined the fray my own chameleon was in poor shape, the armor on my arms was paper thin (2 ea) and my right torso armor had been breached. I can't speak for the other chameleons, but I think they were in better shape.
Anyways, the Jagermech proved frustratingly canny, constantly topping (or bottoming I guess) the initiative rolls, letting it outmaneuver us. Still, it was a close range fight 4-to-1, and we quickly encircled it and after it finally blew an init roll, surrounded it and unloaded point blank, amidst the withering fire one of my laser shots passed through breached armor, detonating the AC ammo in it's left torso, causing the whole 'mech to blow apart (unsalvagable). Still, it did some respectable damage, especially to me, as it managed to strike my head/cockpit with an AC/2 blast, thankfully the armor held, but my pilot was still battered (albeit concious). Had the map been a 2x2 or bigger, the Jagermech could've used range to it's advantage and done a good deal more damage to us.
Meanwhile Morkath stomped around in his compensating Ragnarok (Battlemaster variant) referee mech, executing the disabled and helpless Sav.Masters and Loadermechs, several of them suffered core breaches that singed our Battlemechs and softened our armor.
Overall, it was a great session, I learned to appreciate the Chameleon. We all learned a good deal about heat management, consideration for weapon selection, jumpjet usage, the difficulty of moving targets, the importance of initiative, and that infantry weren't to be simply laughed at (poor, poor Shadowhawk).
I had a lot of fun, and I'm sad I'm going out of town until Sunday and can't play more.
Bwa?
Also, the king crab is a difficult mech to jump into with my limited experience, but it was still fun figuring out the mech's quirks while trying to not get destroyed by a mech smaller than me. I had done a few bot matches before then, one pitting the two quick-start recommended mechs against eachother (me in the ENF-4R Enforcer, and the bot in the HBK-4G Hunchback). One thing this fairly even fight taught me is the benefit of initiative (which I had already seen somewhat during our training together) and the tactical differences between good movement and bad movement. The bot also got a lot of lucky rolls on me
Then I got really cheeky and decided to step into a clan mech, thinking that more familiar hardware might improve my game. I took a shadowcat prime against a wolverine prime, and got thoroughly trounced. That wasn't even a game, so much as it was me running for my life as he took my limbs off one by one.
80 tons IS Introductory Box Set
Movement: 4/6
Engine: 320
Heat Sinks: 13
Internal: 122
Armor: 240/247
HD: 3 9
CT: 25 39 ( 10)
RT: 17 26 ( 8)
LT: 17 26 ( 8)
RA: 13 24
LA: 13 24
RL: 17 33
LL: 17 33
SRM 6 [LT] 4 Heat
SRM 6 [LT] 4 Heat
Autocannon/20 [RT] 7 Heat
Medium Laser [CT] 3 Heat
Small Laser [HD] 1 Heat
SRM 6 Ammo (15) [LT]
AC/20 Ammo (5) [LT]
AC/20 Ammo (5) [LT]
BV: 1,468 Cost: 7,756,770 Cbills
I just demolished a Bossman in 4 turns, most of which he spent his time running the fuck away. Ended it by pushing him over and his pilot died from the concussion i guess.
And while I feel bad about Bender, well, thats what he gets for being cheeky and not using a Chameleon like the rest of us. :P
One of the guys in the campaign has a Charger, it is actually something of a "joke" mech to many people, as it is supposed to be a scout 'mech, an 80-ton scout 'mech....
[edit] oh wait, that is the variant that revamps it into a proper assault mech, not as amusing. :P For a 1400 BV, 80-ton assault, I think I'd rather have a ZUE-6S (Standard model) or ZUE-6T Zeus (the PPC ver).
It's been an enlightening experience, as you might have guessed. I'd like to be the scout of a team I think, with a few small long range weapons, great sensors, and an ECM kit to keep me off the enemy radar. Like a nice raven or something. Would be fun to play with I think!
Edit - I seem to have gotten the threads confused momentarily, as tabletop battletech doesn't seem to really necessitate a sensor suite or ECM suite in a mech. Unless there's a whole advanced ruleset that I'm not yet aware of.
Still, with that brief time in the king crab (in admittedly annoying terrain, lots of hills and tree cover for that damn super hawk to jump to), I've learned the value of a light mech, because movement and positioning can make ALL the difference.
Still a newbie, but I kinda know how to play now. message me on steam :P
Id message you if there wasnt 13 pages of the steam ID "Serge"
Short of that, there's another variant with simply LRM20s and 4 medium lasers bit still has a bit more armor and twice as much missile ammo. The jump jet variant would be ideal, but pretty much any Archer variant with a similar armor level to the Bombardier will be a lot more versatile. Out of the basic mechs, the Archer and Bombardier seem to be the only heavy mechs really designed with fire support in mind but the Archer is a clearly superior model.
Having those jump jets would add a ton of maneuverability, though. The biggest problem with LRM20s so far has simply been getting targets in LoS and being able to jump on hills and over walls would almost entirely get rid of that problem. Plus, being able to DFA in a 70-ton mech is always a winning attribute in my book.
Apparently you really like to light off fireworks in a tactical, missile trajectory like fashion? o_O
Oops.
"No group or player records were found matching your search terms. "
Oh well i have to go to bed now anyhow. Tomorrow i hope to host a training game for kicks. Probly be around 6-8pm PST somewhere in that range, depends on when im done my day.
I dunno what to make of it. I need sleep anyway, so later today perhaps (it's currently 7am and I haven't slept yet).
oh god I am not good at battlefield
Which version? The Titainium version there's patches that you can download from mech2.org , and the normal version you can just use Dosbox
That worked.
Also, any news yet on the next official game?