I just arrived in florida an hour ago, so I don't think I can play tonight. I will see about getting a megamek setup here as I will be here for at least the next two weeks. I miss my home PC already
Kasanagi on
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kaliyamaLeft to find less-moderated foraRegistered Userregular
edited July 2009
The bar will keep me horrified and busy until next weekend, most likely. So i'm down to have a game on Sunday the 2nd. I'm going to post a description of scenarios each group can take (one lance to a scenario), and run each game individually. Depending on what happens you might be seeing each other.
The bar will keep me horrified and busy until next weekend, most likely. So i'm down to have a game on Sunday the 2nd. I'm going to post a description of scenarios each group can take (one lance to a scenario), and run each game individually. Depending on what happens you might be seeing each other.
What's going on with your bar? Inquiring minds want to know. :P
The bar will keep me horrified and busy until next weekend, most likely. So i'm down to have a game on Sunday the 2nd. I'm going to post a description of scenarios each group can take (one lance to a scenario), and run each game individually. Depending on what happens you might be seeing each other.
I'd like to play too, I've been meaning to give my thunderbolt a proper shake-down. I don't have ventrilo here, but I can get megamek installed in no time.
Kasanagi on
0
kaliyamaLeft to find less-moderated foraRegistered Userregular
edited July 2009
OK. So, here's the first round of missions. There will be 3 to choose from. Each side's captain (Varega and Elimination) should pick two of them, and which lance is doing what objective - the odd man out for each side can go with whichever lance you guys want. You can split things up from the default lance compositions as displayed on page 23. The missions are designed for a lance of 4-5 mechs; you can try doing all 3 but will def. be at a disadvantage trying to do so.
We'll probably do ~4 rounds of these and then the endgame of the campaign will start - whoever has done worse will have to defend their base. I'll try to make things balanced regardless of what you send where, but the nature of the terrain and the challenges will be different.
These missions refer to the map I posted. Varega is working on a logistics model. Both sides will have pretty limited replacements for things other than armor and ammo.
Rebel Missions:
1) Push Kestrel Pass: This will initiate the end-game of the campaign. It will always be an option. You know where the bad guys are - at the AMI, the problem is pushing through the multiple layers of fortifications and broken terrain to get there. If you got all the forces on planet together and made a big push, everyone is reasonably certain you could break the loyalists. The problem is that this would wreck your forces, and still leave the rest of the planet's main continent in loyalist hands. Much of the 18th Militia is securing bases and neutralizing Janos supporters across the planet while the Wolf's Dragoons harries the cadets. The longer you wait (and the more successful missions you complete), the more of an advantage you will have here. Wait too long, though, and the loyalists may get off-world reinforcements.
2) Secure Planetary Guard Base Central: Partner with a Wolf's Dragoons lance to compel this mixed force of mechs, tanks and infantry to surrender before they take to the hills. You need a combination of speed and striking power.
3) Put down riots in Grand Junction. The 18th Marik Militia has distributed two lances to each major city of Olympica that isn't the capital until infantry units are in position. The locals are proving restless here and they hope that using local Cadet troops will convince them to stand down without bloodshed. Securing Grand Junction will better allow you to move troops and supplies to hit the AMI base. Calls for tact, mobility and staying power.
Loyalist Missions:
1) Extract troops and equipment from Planetary Guard Base Central: Beat rebel forces to the base and help evacuate men and material back to AMI. If the loyalists succeed, they get more supplies and more base defenders. It will help if you're fast enough to beat any opposition there and beat a hasty retreat, but you should expect to get into a slugging match when you arrive.
2) Arm guerrillas. Conduct a secret arms transfer to groups engaged in irregular warfare against the 18th militia - it will keep enemy lances in the field pacifying their enemy longer, and thus keep the 18th away from your base. This requires mobility and speed.
3) Make an Example of Zephyr: Zephyr, a fishing and canning town, was the only town that declared for Anton before any rebels showed up, and have welcomed the two light lances of the 18th there with fanfare and rose petals. Crush the lances and flatten some buildings to make a point about what happens to those that defy the Captain-General. This will be urban terrain on the coast and a mobile enemy.
Elimination, keep in mind that we've got enough players to fill two lances, which should, if I read it correctly, allow us to run both of the missions that aren't the Kestrel Pass.
Seeing as I'm in a fairly large mech, I want a mission where I won't have to spend too much time trying to keep up with vehicles and light mechs, please. I think I can reason with the people of Grand Junction if a wolf's dragoon elite wouldn't mind appearing for the sake of example-making.
"See this guy, folks? You don't want him blowing you up. Do what your brain is telling you, join us and you won't get blown up by this guy and his friends!"
Yeah but Kali said we can only do 2... i figured moving supplies easier would be important. And the other mission, the one you mentioned, is going to be medium/light mech heavy since its against lots of vehicles and infantry.
Seeing as I'm in a fairly large mech, I want a mission where I won't have to spend too much time trying to keep up with vehicles and light mechs, please. I think I can reason with the people of Grand Junction if a wolf's dragoon elite wouldn't mind appearing for the sake of example-making.
Hey that does sound fun!
I don't think kali is going to put me in a lance of annihilators though.
Man looking at the speeds of all other mechs was discourging. The only thing as slow(not slower, nothing is slower) as my urbie are loadermechs and annihilators.
OK. So, here's the first round of missions. There will be 3 to choose from. Each side's captain (Varega and Elimination) should pick two of them, and which lance is doing what objective - the odd man out for each side can go with whichever lance you guys want. You can split things up from the default lance compositions as displayed on page 23. The missions are designed for a lance of 4-5 mechs; you can try doing all 3 but will def. be at a disadvantage trying to do so.
We'll probably do ~4 rounds of these and then the endgame of the campaign will start - whoever has done worse will have to defend their base. I'll try to make things balanced regardless of what you send where, but the nature of the terrain and the challenges will be different.
Quoting to simplify the reply process. I suggested we pick the two that aren't the Kestrel pass, because "It will always be an option." and we're doing a full 4 rounds of missions, so that's 3 other mission sets with the kestrel pass featured. Most of the rest of my post was joking around, though I'm curious if it would be a good idea (or even allowable) for all of our forces to focus on one objective? Deploying two full lances would be overkill, but that overkill allows us to minimize damage and losses, as well as building pilot team skills.
I dunno if that makes any more sense, but the way I read it we can do both of the rebel missions that aren't the Kestrel Pass (Guard base central and Grand Junction) in the "first round" of available missions, then tackle the pass in one of the later rounds.
OK. So, here's the first round of missions. There will be 3 to choose from. Each side's captain (Varega and Elimination) should pick two of them, and which lance is doing what objective - the odd man out for each side can go with whichever lance you guys want. You can split things up from the default lance compositions as displayed on page 23. The missions are designed for a lance of 4-5 mechs; you can try doing all 3 but will def. be at a disadvantage trying to do so.
We'll probably do ~4 rounds of these and then the endgame of the campaign will start - whoever has done worse will have to defend their base. I'll try to make things balanced regardless of what you send where, but the nature of the terrain and the challenges will be different.
Quoting to simplify the reply process. I suggested we pick the two that aren't the Kestrel pass, because "It will always be an option." and we're doing a full 4 rounds of missions, so that's 3 other mission sets with the kestrel pass featured. Most of the rest of my post was joking around, though I'm curious if it would be a good idea (or even allowable) for all of our forces to focus on one objective? Deploying two full lances would be overkill, but that overkill allows us to minimize damage and losses, as well as building pilot team skills.
I dunno if that makes any more sense, but the way I read it we can do both of the rebel missions that aren't the Kestrel Pass (Guard base central and Grand Junction) in the "first round" of available missions, then tackle the pass in one of the later rounds.
yeah, he said we can swap people around in the two lances.
Morkath on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited July 2009
Well, its more along the lines of the fact that we only have three fast mechs, and none of them have any hitting power to speak of.
This would be fine if we had another fast mech, to make a proper scout lance, but as it is, calling them a "fire lance" by adding a bombadier and/or orion is just bad comedy.
On the "battle lance" side of things, though, we have some nice options, though.
My Mech is pretty good at combat, along with the 8/12 move that I have
Two med lasers makes you good at scout combat.
If you go up against a medium+ take a shot or two, then run the hell away so he either tries to follow you, or turns his attention to someone else. Then run back in and shoot him in the back.
Medium mech level firepower is roughly the equivalent of 3 meds and a LL.
Morkath on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited July 2009
I just hope our encounters are balanced more by BV than by tonnage.
I just hope our encounters are balanced more by BV than by tonnage.
Why would you say such a thing?
Obviously, a WHM-6R should be worth less than the almighty CCR-1A1 since the Charger is heavier.
Darkchampion3d on
Our country is now taking so steady a course as to show by what road it will pass to destruction, to wit: by consolidation of power first, and then corruption, its necessary consequence --Thomas Jefferson
Depending on how the logistics/supplies/salavage system works. my Vulcan can be upgraded to the 5T variant which would give it three more medium lasers, two extra sinks, and extra armor at the cost of my ac/2.
Of course...that's not gonna happen until Morkath is freed from urbanmech.
Depending on how the logistics/supplies/salavage system works. my Vulcan can be upgraded to the 5T variant which would give it three more medium lasers, two extra sinks, and extra armor at the cost of my ac/2.
Of course...that's not gonna happen until Morkath is freed from urbanmech.
I find it hilarious you can trade a single (lightest?)ballistics weapon for that much. Either lasers are too light, or ballistics are too heavy.
Morkath on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited July 2009
It takes precision ammunition to make the AC/2 (and to a similar extent, the AC/5) a worthwhile weapon.
I was just at the nearby comic store down here, looking at lots of things I'd like to buy. Sadly they did not have any battletech related stuff, except for a few of the sourcebooks. They did have that operation phoenix thing where they remade the unseens, but I looked at the first few remakes and promptly lost interest.
Not to mention the prices.
I'd like to collect some of the tabletop figurines, even if they never get used for their original purpose.
Kasanagi on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited July 2009
Probably not going to make it for the listed time, but I'll probably check in later.
Posts
What's going on with your bar? Inquiring minds want to know. :P
Good luck Kali!
In becoming a dirty dirty lawyer....
XBL - Clarke Ch40s
Yes
We'll probably do ~4 rounds of these and then the endgame of the campaign will start - whoever has done worse will have to defend their base. I'll try to make things balanced regardless of what you send where, but the nature of the terrain and the challenges will be different.
These missions refer to the map I posted. Varega is working on a logistics model. Both sides will have pretty limited replacements for things other than armor and ammo.
Rebel Missions:
1) Push Kestrel Pass: This will initiate the end-game of the campaign. It will always be an option. You know where the bad guys are - at the AMI, the problem is pushing through the multiple layers of fortifications and broken terrain to get there. If you got all the forces on planet together and made a big push, everyone is reasonably certain you could break the loyalists. The problem is that this would wreck your forces, and still leave the rest of the planet's main continent in loyalist hands. Much of the 18th Militia is securing bases and neutralizing Janos supporters across the planet while the Wolf's Dragoons harries the cadets. The longer you wait (and the more successful missions you complete), the more of an advantage you will have here. Wait too long, though, and the loyalists may get off-world reinforcements.
2) Secure Planetary Guard Base Central: Partner with a Wolf's Dragoons lance to compel this mixed force of mechs, tanks and infantry to surrender before they take to the hills. You need a combination of speed and striking power.
3) Put down riots in Grand Junction. The 18th Marik Militia has distributed two lances to each major city of Olympica that isn't the capital until infantry units are in position. The locals are proving restless here and they hope that using local Cadet troops will convince them to stand down without bloodshed. Securing Grand Junction will better allow you to move troops and supplies to hit the AMI base. Calls for tact, mobility and staying power.
Loyalist Missions:
1) Extract troops and equipment from Planetary Guard Base Central: Beat rebel forces to the base and help evacuate men and material back to AMI. If the loyalists succeed, they get more supplies and more base defenders. It will help if you're fast enough to beat any opposition there and beat a hasty retreat, but you should expect to get into a slugging match when you arrive.
2) Arm guerrillas. Conduct a secret arms transfer to groups engaged in irregular warfare against the 18th militia - it will keep enemy lances in the field pacifying their enemy longer, and thus keep the 18th away from your base. This requires mobility and speed.
3) Make an Example of Zephyr: Zephyr, a fishing and canning town, was the only town that declared for Anton before any rebels showed up, and have welcomed the two light lances of the 18th there with fanfare and rose petals. Crush the lances and flatten some buildings to make a point about what happens to those that defy the Captain-General. This will be urban terrain on the coast and a mobile enemy.
Elimination, you should probably just leave my urbie out of these missions, he will just be a liability.
Seeing as I'm in a fairly large mech, I want a mission where I won't have to spend too much time trying to keep up with vehicles and light mechs, please. I think I can reason with the people of Grand Junction if a wolf's dragoon elite wouldn't mind appearing for the sake of example-making.
"See this guy, folks? You don't want him blowing you up. Do what your brain is telling you, join us and you won't get blown up by this guy and his friends!"
Hey that does sound fun!
I don't think kali is going to put me in a lance of annihilators though.
Man looking at the speeds of all other mechs was discourging. The only thing as slow(not slower, nothing is slower) as my urbie are loadermechs and annihilators.
Quoting to simplify the reply process. I suggested we pick the two that aren't the Kestrel pass, because "It will always be an option." and we're doing a full 4 rounds of missions, so that's 3 other mission sets with the kestrel pass featured. Most of the rest of my post was joking around, though I'm curious if it would be a good idea (or even allowable) for all of our forces to focus on one objective? Deploying two full lances would be overkill, but that overkill allows us to minimize damage and losses, as well as building pilot team skills.
I dunno if that makes any more sense, but the way I read it we can do both of the rebel missions that aren't the Kestrel Pass (Guard base central and Grand Junction) in the "first round" of available missions, then tackle the pass in one of the later rounds.
I think we would be better off doing both missions at once, we have too many mechs not suited for one task or the other.
Ohhh i see what you mean. I totally misread that.
This would be fine if we had another fast mech, to make a proper scout lance, but as it is, calling them a "fire lance" by adding a bombadier and/or orion is just bad comedy.
On the "battle lance" side of things, though, we have some nice options, though.
Two med lasers makes you good at scout combat.
If you go up against a medium+ take a shot or two, then run the hell away so he either tries to follow you, or turns his attention to someone else. Then run back in and shoot him in the back.
Medium mech level firepower is roughly the equivalent of 3 meds and a LL.
Why would you say such a thing?
Obviously, a WHM-6R should be worth less than the almighty CCR-1A1 since the Charger is heavier.
Of course...that's not gonna happen until Morkath is freed from urbanmech.
I find it hilarious you can trade a single (lightest?)ballistics weapon for that much. Either lasers are too light, or ballistics are too heavy.
Either can test out my gundam mechs, or I can do some more mercs stuff.
XBL - Clarke Ch40s
Not to mention the prices.
I'd like to collect some of the tabletop figurines, even if they never get used for their original purpose.